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L1[00:00:28] ⇦ Quits: SirWill (~SirWill@ipb21b3f02.dynamic.kabel-deutschland.de) (Quit: SirWill)
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L4[00:06:12] <Arkhangelsk> Hello world.
L5[00:06:17] <Manusoftar> hi
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L8[00:11:56] <Manusoftar> hey guys i found what i think is making my breakhandler not work (well actually the code inside that should protect some blocks)
L9[00:12:39] <Arkhangelsk> Any good tutorials out there for creative tabs? Trying to keep everything in tidy separate packages and haven't found one that works so far.
L10[00:13:12] <Manusoftar> I have the breakhandler inside the same class that puts the blocks i want to protecto into a List (which is an attribute of that class) but whenever the breakevent listener method (the one i wrote) tries to access that list it appears to be empty... O_o
L11[00:13:31] <Manusoftar> Any idea?
L12[00:16:40] <Manusoftar> Please
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L14[00:20:52] <VikeStep> Manusoftar, pastebin the class and post it here
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L22[00:43:14] <Arkhangelsk> Can it cause problems if I over organize classes into different packages? Or does that not really cause issues postinit?
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L24[00:44:50] <shadekiller666> what?
L25[00:45:29] <shadekiller666> can using a default java feature cause issues in something that doesn't have anything to do with packages?
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L27[00:47:38] <Lex_> PROTIP: If you are writing code verify that you actually typed what you were thinking before spending an hour debugging a function u.u
L28[00:47:39] <Arkhangelsk> I guess that was a stupid question. It's just I'm trying to be as efficient as possible and since I'm starting out I'm afraid that making various class files instead of bigger ones might make it more stressful for minecraft.
L29[00:47:56] <Lex_> No that doesnt matter
L30[00:48:08] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L31[00:48:09] <Lex_> at the end of the day a class is a class it doesn't matter
L32[00:48:23] <Arkhangelsk> Alright thanks. This is pretty overwhelming stuff at first, but I think I'm getting the hang of how it works.
L33[00:48:30] <tterrag> permgen is a thing but code is code, having it spread among more classes doesn't really matter
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L36[00:49:34] <Arkhangelsk> I'm trying to get through the basics before I can setup some basic variable holding system that checks true/false per player and is input by a command.
L37[00:49:47] <shadekiller666> at the point in which you're doing things classes are primarilly for your convinience
L38[00:52:02] <Arkhangelsk> Say, if I tag some variable on a player. Will it reset by default if the player disconnect and reconnect/server restart, or does it just remain in that state unless told to? Would that imply making some file that stores the variable states on an external file?
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L40[00:56:13] <shadekiller666> it would need to be written to NBT to persist
L41[00:59:09] <Arkhangelsk> I see. Not sure how NBT works for playerdata. Would extending my own class to MC's work for that matter?
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L43[01:00:49] <shadekiller666> uhh
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L45[01:01:44] <xaero> I think you're looking for IExtendedEntityProperties
L46[01:01:52] <shadekiller666> ^
L47[01:02:01] <Arkhangelsk> Ahhh thank you, going to take note of that.
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L50[01:14:32] <Manusoftar> Thanks i've fixed it making the list Static Final, not the best but at least it works...
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L52[01:19:11] <Hunterz> hi, I have question about AchievementEvent, looks like event is called every time, when for example player open inventory
L53[01:19:27] <Hunterz> I made simple listener http://pastebin.com/mw9PTLMu
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L55[01:20:17] <Hunterz> I thing event would be called only when achievement not taken
L56[01:20:21] <Hunterz> think
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L58[01:24:07] <Saturn812> maybe it's called when you suppose to get achievement, whenever or not you already got it
L59[01:24:22] <tterrag|ZZZzzz> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/handlers/FireworkHandler.java#L32
L60[01:24:39] <tterrag|ZZZzzz> correct saturn
L61[01:25:27] <Hunterz> then must read stats file, ah
L62[01:25:29] <Hunterz> thanks
L63[01:29:23] <tterrag|ZZZzzz> If you think it's dumb, https://github.com/MinecraftForge/MinecraftForge/pull/1265
L64[01:29:36] <tterrag|ZZZzzz> I tried
L65[01:31:09] <Hunterz> yours posted solution works for me, thanks again
L66[01:32:45] <Hunterz> looks like AchievementEvent class is not correct, there is comment: * When the player receives an achievement. If canceled the player will not receive anything.
L67[01:33:11] <Hunterz> but it called every time
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L69[01:33:45] <Hunterz> when press E repeately, this event is callled again and again
L70[01:33:49] <tterrag|ZZZzzz> addStat is called any time the achievement could he given
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L72[01:34:00] <tterrag|ZZZzzz> This is potentially useful
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L80[02:04:13] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150731 mappings to Forge Maven.
L81[02:04:16] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150731-1.8.zip (mappings = "snapshot_20150731" in build.gradle).
L82[02:04:27] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L85[02:10:43] ⇨ Joins: MichaelXD (~MichaelXD@adsl-75-42-75-97.dsl.scrm01.sbcglobal.net)
L86[02:10:49] <MichaelXD> Hi
L87[02:10:53] <MichaelXD> Can someone help me please?
L88[02:10:59] <MichaelXD> Where can I go to register a complaint?
L89[02:11:21] <PrinceCat> Uhhhh, regarding what?
L90[02:11:58] <MichaelXD> That curse keeps sending me to marriland forums and then mods not allowing me to explain to them it was an accident and that I was unfairly banned from marriland anyway
L91[02:12:03] <MichaelXD> I just looked through my posts
L92[02:12:33] <tmtu> wat
L93[02:12:38] <MichaelXD> I'm serious
L94[02:13:05] <xaero> but how is this ia forge issue?
L95[02:13:21] <MichaelXD> What is forge?
L96[02:13:36] <tmtu> ...
L97[02:13:38] <PrinceCat> That's not a forge issue, but you can get contact details from the Curse website and contact them that way.
L98[02:13:46] <MichaelXD> I tried
L99[02:13:54] <MichaelXD> They haven't returned any of my cellular calls
L100[02:14:21] <Zaggy1024> uhm
L101[02:14:27] <Zaggy1024> wrong place, bro
L102[02:14:35] <PrinceCat> It's probably out of their time, but they do have a live chat you can use.
L103[02:14:35] <MichaelXD> Then where is the right place?
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L105[02:14:40] <PrinceCat> But yes, this is the wrong place.
L106[02:14:46] <MichaelXD> That's a new feature
L107[02:14:49] <MichaelXD> It wasn't there in March
L108[02:14:56] <MichaelXD> causing me all this stress and pain
L109[02:15:02] <MichaelXD> Ray was being an asshole back then
L110[02:15:18] <Zaggy1024> who is ray?
L111[02:15:31] <MichaelXD> I wanted to think of asking him a question and he acted selfish
L112[02:15:35] <MichaelXD> He's Raymond Chan
L113[02:15:45] <MichaelXD> rayquaza and he goes to petalburgwoods, slateport, and PXR
L114[02:15:53] <MichaelXD> I was unfairly banned from all three of those forums
L115[02:16:05] <Zaggy1024> mhm
L116[02:16:12] <PrinceCat> You need to take that up with them individually... this is not the place unfortunately.
L117[02:16:16] <Zaggy1024> people don't get banned for no reason
L118[02:16:17] <Zaggy1024> and that
L119[02:16:32] <MichaelXD> I was falsely accused as Max and then they banned me because they thought I was him ban evading
L120[02:16:32] <Zaggy1024> and coming in here is risking hte same thing again, really :P
L121[02:16:39] <MichaelXD> Risking what?
L122[02:16:47] <Zaggy1024> being banned for OT
L123[02:16:51] <MichaelXD> What is OT?
L124[02:16:55] <Zaggy1024> off topic
L125[02:17:02] <Zaggy1024> not saying it will happen or that I have any authority
L126[02:17:25] <Zaggy1024> just...try and discuss it somewhere people actually know about those forums :P
L127[02:17:39] <MichaelXD> What happens in live chat?
L128[02:18:08] <PrinceCat> Michael, the best advice I have for you is to find a legal way to contact those forums about your ban appeals. As you have already found out, making a new account and appealing will get you nowhere - and banned again for evasion.
L129[02:18:26] <MichaelXD> I asked if it was an accident
L130[02:18:34] <PrinceCat> I suggest finding some kind of contact, an email or help service for each and disputing them that way.
L131[02:18:38] <MichaelXD> How do I get on curse without getting on marriland?
L132[02:18:56] <PrinceCat> http://support.curse.com/hc/en-us
L133[02:20:43] <PrinceCat> If this is something to do with Curse's services then you can either discuss this with them via. live chat or submit a support ticket and they will be able to help you further.
L134[02:20:50] <MichaelXD> How does that help?
L135[02:20:56] <PrinceCat> Unfortunately no one here will be able to help you with your problem.
L136[02:21:01] <MichaelXD> My browser is stuck
L137[02:21:18] <PrinceCat> Have you tried turning it off and on again?
L138[02:21:57] <MichaelXD> My laptop?
L139[02:22:18] <PrinceCat> I fail to see what your problem is here..
L140[02:22:34] <MichaelXD> I was unfairly banned by Kenshin
L141[02:22:40] <MichaelXD> In case I hadn't told you yet tonight
L142[02:23:14] <PrinceCat> Okay, that is unfortunate for you... but we here at #minecraftforge have nothing to do with your unfair ban.
L143[02:23:39] <MichaelXD> Does curse have a forum?
L144[02:23:51] <PrinceCat> Yes they do.
L145[02:23:58] <MichaelXD> Do I have to register?
L146[02:25:13] <PrinceCat> If it's Minecraft related you'll need to go to http://www.minecraftforum.net/ and make an account there.
L147[02:25:28] <MichaelXD> what about curse related?
L148[02:26:06] <PrinceCat> Curse are a provider for multiple games, if you want to contact them directly you'll need to use the link I sent you earlier.
L149[02:26:28] <MichaelXD> so curse is not a forum on its own?
L150[02:26:47] <PrinceCat> Not to my knowledge.
L151[02:26:55] <MichaelXD> It was back in 2013
L152[02:27:01] <MichaelXD> They changed it last year
L153[02:27:05] <MichaelXD> my mom is such a bitch
L154[02:27:09] <MichaelXD> she yells at me for nothing over this
L155[02:28:28] <PrinceCat> Honestly, read over the advice I have given you here.. continuing to discuss this topic here will most likely lead to another ban for you.
L156[02:29:25] <PrinceCat> I wish you all the best.
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L159[02:34:44] <Arkhangelsk> That.. was odd.
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L162[02:36:08] <tmtu> very
L163[02:36:41] <xaero> indubitably
L164[02:37:05] <PrinceCat> I need some alcohol after that one..
L165[02:37:15] <Hubok> Pick your poison
L166[02:37:19] <PrinceCat> Vodka
L167[02:37:25] <PrinceCat> Gray Goose
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L169[02:41:42] <Zaggy1024> I'll get you some orange soda
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L171[02:43:22] <PrinceCat> Thank you Zaggy1024, that'll do.
L172[02:43:35] <Zaggy1024> you're welcome :)
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L176[03:04:31] <McJty> Hi, if I want to implement retrogen in my mod is Chunk.isModified the good way to detect if I should generate stuff in a chunk?
L177[03:08:15] <masa> not sure what that is, but afaik you would need to track the retrogen status yourself
L178[03:08:38] <McJty> Sure about that? I see places where this is used for retrogen
L179[03:08:40] <masa> ie. store tags to the chunk after you have done the retrogen, so that you don't do it again
L180[03:08:46] <McJty> hmm
L181[03:09:15] <masa> I don't have my env at hand atm, but how would something pre-existing be able to magically track your retrogen?
L182[03:09:26] <McJty> That's not what I want
L183[03:09:32] <McJty> I simply want to detect if the player has touched the chunk
L184[03:09:37] <masa> maybe see ho cofhcore does it, I know they store the entries in the json to the chunk data for tracking it
L185[03:09:37] <McJty> If not I can do retrogen
L186[03:09:40] <McJty> Otherwise I can't
L187[03:09:44] <McJty> I thought isModified was for that
L188[03:09:50] <masa> touched?
L189[03:09:54] <masa> like how?
L190[03:10:00] <masa> changed something ever?
L191[03:10:04] <McJty> I don't want to retrogen a chunk if the player has already mined it out :-)
L192[03:10:17] <masa> right..
L193[03:10:37] <McJty> And I had the impression isModified tracks if the chunk has changed since it was generated
L194[03:10:48] <masa> how would that do it?
L195[03:11:02] <McJty> Ok, then what is isModified for?
L196[03:11:13] <masa> afaik there is nothing in the anvil format that stores wherher the chunk ahs ever been modified since generation
L197[03:11:32] <McJty> So what is that flag used for then?
L198[03:11:40] <masa> and even if there was, wouldnät randon leaf decay, sheep eating grass, enedemren doing stuff set that anyway?
L199[03:11:50] <masa> wow typos
L200[03:12:28] <masa> what exactly are you retrogenning in the chunk?
L201[03:12:39] <McJty> Ore and crystals that spawn in caves
L202[03:13:05] <masa> right, and do they all replace like stone, or do they also generate in air ot something?
L203[03:13:20] <McJty> The ore replaces regular stone. The crystals spawn in the air on top of stone
L204[03:14:12] <McJty> Adding a tag to the chunk is interesting. I didn't know you can do that. How is that done?
L205[03:15:11] <masa> not sure, I'd take a look at CoFHCore like I said
L206[03:15:58] <masa> I took a quick peek at the Chunk class, the isModified field seems to indicate whether *something* in the chunk has changed since it has been loaded, aka. if it needs to be saved to disk, more or less
L207[03:16:06] <McJty> ok
L208[03:16:59] <mallrat208> I want to say cofh tracks retrogen by comparing a stored tag on the chunk when it loads to determine if it needs to have new pass on ore generation done.
L209[03:17:14] <masa> but yeah, my understanding is that cofhcore more or less adds the ore entry names from the json files to the chunk when it does retrogen. that way it knows if all the current entries in the config have been retrogenned in the chunk
L210[03:17:55] <McJty> mallrat208, I can't seem to find how you can attach tags to chunks though
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L212[03:18:00] <masa> so if the user wants to add new retrogen to a world, they would create a new entry i nthe json (with a new name) and then only that one will get retogenned
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L214[03:21:40] <masa> McJty: https://github.com/CoFH/CoFHCore/blob/25df4a6a2a2a87a610b75995b65d2cadd1355d92/src/main/java/cofh/core/world/WorldHandler.java#L124
L215[03:21:59] <mallrat208> McJty, check out .. https://github.com/CoFH/CoFHCore/blob/master/src/main/java/cofh/core/world/WorldHandler.java
L216[03:22:00] <mallrat208> oops
L217[03:22:10] <McJty> At least you two agree :-)
L218[03:22:11] <McJty> Thanks!
L219[03:24:51] <McJty> I only need to be careful not to overwrite player stuff when doing retrogen
L220[03:25:09] <McJty> But with these tags I can at least avoid doing it twice
L221[03:25:37] <McJty> Mine Crystal, save world, load world, Mine crystal, Save world, load world, ...
L222[03:25:40] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L223[03:25:49] <mallrat208> usually you'll only run into danger if they're building with stone below ground
L224[03:26:07] <Unh0ly_Tigg> So, I'm now using Windows 10.
L225[03:27:00] <laci200270> ifexiblebakedmodel is the alternative of isbrh?
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L229[03:38:22] <Cazzar> Unh0ly_Tigg: what do you think of 10? :3
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L235[03:44:38] <halvors> How do i use the OreDictionary in recipes?
L236[03:45:00] <halvors> And is'nt OreDictionary more of an ItemDictionary? Should i add my machines to it as well?
L237[03:49:22] <laci200270> halvors, http://goo.gl/D2iM9d
L238[03:52:07] <laci200270> halvors, and OreDictionary is only for items
L239[03:52:17] <laci200270> machines shouldn't added
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L242[04:06:31] <Unh0ly_Tigg> Cazzar, it's.... interesting. to say the least
L243[04:07:28] <Unh0ly_Tigg> and even though edge is good, it doesn't have ANY plugin system...
L244[04:07:45] <Laceh> http://i.imgur.com/UGclC1m.png :D
L245[04:08:23] <tmtu> i've heard windows 10 is crappilicious
L246[04:08:41] <Unh0ly_Tigg> it has its querks, but what OS doesn't?
L247[04:08:43] <Quetzi> from what I gather Edge is missing half its features atm, not sure what definition of 'good' you are working to :p
L248[04:09:19] <Unh0ly_Tigg> Quetzi, "good so far" is probably what I should have said.
L249[04:09:23] <Unh0ly_Tigg> also
L250[04:09:29] <Unh0ly_Tigg> screw the app store...
L251[04:11:13] <Quetzi> there are quite a few bugs, if you haven't updated yet i'd hold off a couple of weeks or so
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L254[04:27:43] <Cazzar> I have only had 1 issue with my upgrade so far
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L257[04:42:51] <Devin_> Unh0lyTigg: I assume you're on the home edition? How's all of microosfts crap so far?
L258[04:43:03] <Devin_> :P
L259[04:43:11] <sham1> Meh, connecting to IRC channels is very annoying when the server does not send PING
L260[04:43:33] <sham1> I am trying to do something, but it just isnt working
L261[04:44:14] <sham1> It just closes link because connection timed out
L262[04:44:17] <sham1> I dont get it
L263[04:45:13] <sham1> And it is like I am reading and writing at the same time with my socket
L264[04:45:44] <sham1> And it closes even with Telnet...
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L266[04:49:25] <Mackan90096> How do I make my crafting recipe give an item with metadata in 1.7.10 ?
L267[04:52:13] <sham1> You can indicate item metadata with ItemStacks
L268[04:52:22] <sham1> Use those with your recipe
L269[04:52:27] <Mackan90096> Mkay
L270[04:52:29] <Mackan90096> Thanks
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L272[04:54:14] MineBot sets mode: +o on LexLap
L273[04:56:52] <sham1> Waiting for that Win10 for my laptop...
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L276[05:00:52] <Cazzar> wuaclt /updatenow
L277[05:01:12] <Cazzar> wuauclt /updatenow *
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L280[05:05:21] <halvors> Um, anyone know what the function for checking if a gamerprofile is OP in latest stable_12 mappings?
L281[05:05:58] <halvors> May it be the following? Default 1.7.10 mappings func_152596_g, newest stable_12 canSendCommands()
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L291[05:21:37] <Naiten> Hello there. So does 1.8 suppot .obj for blocks already&
L292[05:21:38] <Naiten> ?
L293[05:22:05] <PaleoCrafter> unfortunately no
L294[05:22:14] <PaleoCrafter> but you can go through the extra step of converting them to b3d :P
L295[05:22:29] <halvors> Is there a way to retrive the version of minecraft?
L296[05:22:35] <Naiten> Ugh. They replaced models with text files, Carl. Text files, Carl!!!
L297[05:22:36] <halvors> So that i get a string like 1.7.10?
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L299[05:22:50] <PaleoCrafter> obj is text as well, Naiten :P
L300[05:23:01] <PaleoCrafter> b3d on the other hand is binary :P
L301[05:23:26] <Naiten> obj has 3D editor, json has text editors, right?
L302[05:23:49] <PaleoCrafter> doesn't change the fact that both formats are textual :P
L303[05:24:00] <PaleoCrafter> and BDCraft Cubik etc exist :P
L304[05:25:10] <PaleoCrafter> halvors, Minecraft.getMinecraft().getSessionInfo().get("X-Minecraft-Version") seems to work :P
L305[05:26:03] <Naiten> Welp, b3d only supports pre-made animations, yea&
L306[05:26:34] <PaleoCrafter> at least it supports animations
L307[05:28:05] <Naiten> Also, what about entities?
L308[05:28:50] <PaleoCrafter> you can bake a model yourself with the b3d loader :P
L309[05:29:01] <PaleoCrafter> don't ask me how though :P
L310[05:29:10] <Naiten> So, no obj for entities either?
L311[05:29:15] <PaleoCrafter> no
L312[05:31:41] <Naiten> Dude, my models have 3-4 K of polygons, I ain't gonna remodel all that
L313[05:31:53] <PaleoCrafter> you can just convert them, lol
L314[05:32:00] <PaleoCrafter> https://github.com/RainWarrior/B3DExport/blob/master/B3DExport.py
L315[05:32:12] <Naiten> But there are no animations still...
L316[05:32:16] <sham1> BRB, installing Windows 10
L317[05:32:25] <sham1> To this laptop
L318[05:32:33] <PaleoCrafter> good luck, sham1 :P
L319[05:32:57] <PaleoCrafter> wat, Naiten
L320[05:33:55] <Naiten> Pre-set animations won't suit trains that move with different speed.
L321[05:33:58] <tmtu> 4k vertices per model in mc?
L322[05:34:09] <tmtu> sounds sketchy >.>
L323[05:34:23] <PaleoCrafter> well, how did you animate shit in 1.7.10? :P
L324[05:34:58] <Naiten> glPushMatrix() glTranslate() glRotate() glPopMatrix()
L325[05:35:16] <PaleoCrafter> that doesn't change in 1.8 then :P
L326[05:35:54] <Naiten> tmtu, http://i.imgur.com/eINCCwy.png http://i.imgur.com/pNcPVQc.png
L327[05:36:17] <Boreeas> Is there a direct link for the forge installer usable with wget?
L328[05:36:24] <tmtu> x_x
L329[05:36:58] <PaleoCrafter> Boreeas, 'Show all downloads' -> Hit the 'i' icon :P
L330[05:37:20] <Boreeas> PaleoCrafter: Perfect, thanks
L331[05:38:16] <PaleoCrafter> god, YouTube, I explicitly told you to give me the new player, why are you giving me the old one
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L333[05:39:02] <Naiten> tmtu, in fact, those models are rather blocky and pixelish, so that's okay http://i.imgur.com/IDbWKal.png http://i.imgur.com/UP3jzk6.png
L334[05:39:44] <tmtu> choo choo
L335[05:39:47] <Naiten> PaleoCraft, how do I use py scripts?
L336[05:40:34] <PaleoCrafter> uhm, you install it as blender addon
L337[05:40:51] <PaleoCrafter> an that icosagon is way too smooth for MC :P
L338[05:41:10] <Naiten> tmtu, http://i.imgur.com/7zkiG.gif
L339[05:41:36] <Naiten> Welp, player shadow is a perfect circle, isn't it?
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L356[06:15:27] <Keridos> mmh why do i get uncheked call function in this line here and how do i prevent that from happening? https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/block/BlockSmallElectricFloodlight.java#L243
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L360[06:19:53] <laci200270> iflexiblebakedmodel is the replacement of isbrh?
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L367[06:42:39] <halvors> When putting apis in the src/api/java folder they are not added to the JAR on "gradle build"
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L369[06:42:59] <laci200270> halvors, yes
L370[06:43:07] <PaleoCrafter> that's the point, lol
L371[06:43:17] <laci200270> yes
L372[06:43:19] <halvors> So how do i avoid these nullpointers.
L373[06:43:32] <laci200270> what nullpointers?
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L375[06:44:00] <laci200270> if your mod should run without an API you should use @Optional
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L377[06:45:48] <ollieread> halvors: Are you running the jar? Without the CoFHCore or anything that provides the RF Api?
L378[06:46:31] <halvors> No. But if i would provide the RF API, that would go in the src/main/java right?
L379[06:46:40] <ollieread> Yeah
L380[06:46:52] <ollieread> Most people have that in there anyway
L381[06:51:36] <halvors> ollieread: In src/java/main/ you mean?
L382[06:51:51] <halvors> I'm confused, how do i strip this interface: https://github.com/halvors/Electrometrics/blob/master/src/main/java/org/halvors/electrometrics/common/util/MachineUtils.java#L29
L383[06:52:13] <halvors> Does it remove the whole if statement then?
L384[06:52:40] <ollieread> Yeah I mean in src/main/java
L385[06:52:52] <laci200270> halvros maybe check at the loading BC is presented
L386[06:53:08] <ollieread> No, you'd still need to do checks like that
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L388[06:53:39] <halvors> What do you mean?
L389[06:54:14] <halvors> Is Buildcraft|Core shipping the IToolWrench?
L390[06:54:24] <laci200270> i not know
L391[06:54:58] <PaleoCrafter> halvors, you can't use Java as a language to do those checks :P
L392[06:55:16] <PaleoCrafter> for what you're doing, use reflection
L393[06:55:18] <laci200270> halvors, i found this at github: https://github.com/McJty/RFTools/blob/9f898ceac2e3912e0d90d04b9b9b15795c145322/src/main/java/mcjty/rftools/apideps/BuildCraftChecker.java
L394[06:55:29] <PrinceCat> Just ship the API with your code?
L395[06:55:46] <PaleoCrafter> pls no, PrinceCat :P
L396[06:55:46] <PrinceCat> Or us @Optional
L397[06:55:48] <PrinceCat> use*
L398[06:55:54] <PrinceCat> No, ship all the APIs!
L399[06:56:07] <laci200270> you can't use optional
L400[06:56:10] <laci200270> for checks
L401[06:56:17] <PrinceCat> Oh, true..
L402[06:56:31] <laci200270> maybe use proxys
L403[06:56:42] <laci200270> like MFR does
L404[06:59:22] <halvors> Anyone know if IToolHammer is shipped with CoFHCore?
L405[06:59:29] <laci200270> halvros I made a PR
L406[06:59:33] <laci200270> look at
L407[06:59:56] <laci200270> do this with all mods
L408[07:00:03] <halvors> Yeah, thanks. What i figured i'll do.
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L410[07:00:19] <halvors> But i should strip the interfaces with Optionl, or is that no point?
L411[07:00:24] <halvors> For the Imports i mean.
L412[07:00:50] <PaleoCrafter> imports don't exist in bytecode
L413[07:00:50] <laci200270> optinal is only useable when you impletment an interface
L414[07:00:56] <PaleoCrafter> ^
L415[07:01:39] <laci200270> halvors, did you look at the PR?
L416[07:01:50] <laci200270> you should everything like that
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L419[07:04:04] <halvors> PaleoCrafter: Ah thanks ;)
L420[07:04:13] <halvors> Thanks for the help everybody :)
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L422[07:05:24] <laci200270> halvors, you should define the other mods
L423[07:06:00] <laci200270> i only defined BC
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L455[08:15:06] <halvors> laci200270: Yeah, i know. Thanks :)
L456[08:15:31] <halvors> Anyone know a way to set a property in the configuration to a value after the configuration is initially loaded?
L457[08:15:41] <halvors> I just want to alter the 1 variable.
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L462[08:25:22] <Cazzar> hmm
L463[08:25:32] <Cazzar> 30 minutes to consume... 6 GB...
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L466[08:29:34] <Wuppy29> o/
L467[08:29:48] <PrinceCat> o/
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L469[08:30:44] <Wuppy29> I'm away from my desktop for a day :(
L470[08:30:55] <Wuppy29> I miss it already :P
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L473[08:36:34] <gigaherz> MCWin10PE feels so crappy XD
L474[08:36:52] <gigaherz> things as simple as drag-placing in the crafting table are non-existing
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L476[08:36:58] <gigaherz> and you can't even drag things into the furnace
L477[08:37:02] <gigaherz> it's clearly not meant for mouse
L478[08:37:03] <gigaherz> XD
L479[08:37:34] <Wuppy29> time for some nice dominos pizza today :D
L480[08:37:38] <gigaherz> it doesn't even have an exit button!
L481[08:38:21] <Wuppy29> anyone here know Utomik?
L482[08:38:51] <gigaherz> can't say I do
L483[08:39:11] <Wuppy29> check it out, it's damn awesome
L484[08:39:16] <Wuppy29> it's basically netflix for games
L485[08:39:21] <gigaherz> hmm
L486[08:39:26] <gigaherz> it's still a game streaming service
L487[08:39:31] <Wuppy29> no
L488[08:39:33] <gigaherz> it will still be just as laggy as the rest were
L489[08:39:41] <gigaherz> yes it is
L490[08:39:42] <gigaherz> XD
L491[08:39:47] <gigaherz> I'm reading it as we speak
L492[08:39:51] <Wuppy29> it works quite similar to the battlenet launcher
L493[08:39:51] <gigaherz> Utomik has developed its own unique proprietary file streaming technology. You play the real game from your own PC, not watching a video. We want your experience to be 100% awesome.
L494[08:39:58] <gigaherz> oh wait
L495[08:40:00] <gigaherz> you are right
L496[08:40:02] <Wuppy29> gigaherz, I'm in the closed beta
L497[08:40:02] <gigaherz> it STREAMS
L498[08:40:02] <Teamy> its called gaia
L499[08:40:04] <gigaherz> just not the video
L500[08:40:06] <gigaherz> it streams the dta
L501[08:40:07] <gigaherz> XD
L502[08:40:12] <Wuppy29> yes, you download the entire game, then you play the game
L503[08:40:28] <gigaherz> so what it is, is simply a virtual filesystem?
L504[08:40:28] <Wuppy29> and it even has the same feature as battlenet where you download 50% or so of the game and you can start playing
L505[08:40:43] <Wuppy29> luckily, I got in the closed beta, so it's free now
L506[08:40:48] <gigaherz> heh
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L508[08:41:00] <Wuppy29> they also add more games over time
L509[08:41:32] <Wuppy29> it really is an awesome service ^___^
L510[08:42:22] <Wuppy29> it's far from perfect yet and there are not that many amazing games on there, but free games :D
L511[08:42:32] <Wuppy29> and from some pretty awesome websites as visible on the website
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L513[08:42:42] <gigaherz> sure
L514[08:42:44] <gigaherz> seems interesting
L515[08:42:57] <gigaherz> although I'm not gamer enough for it
L516[08:43:14] <gigaherz> I install one or two bug games/year tops
L517[08:43:17] <gigaherz> the rest are small indie games
L518[08:43:30] <Wuppy29> yeah, then it's not worth 10 a month
L519[08:43:31] <gigaherz> and with 100mbps download -- soon to be 300mbps supposedly
L520[08:43:40] <gigaherz> the download time doesn't bother me
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L524[08:47:23] <Wuppy29> welp, just gave them 5 thigns of feedback, lets see the response :P
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L530[08:54:48] <gigaherz> https://twitter.com/Dinnerbone/status/627114817636167680
L531[08:54:54] <gigaherz> New Minecraft snapshot, 15w31c, should be out in a few minutes.
L532[08:56:35] <Wuppy29> meh
L533[09:02:15] <GrygrFlzr> I'd warn bilde2910 but he already prepared for it :P
L534[09:02:40] <Wuppy29> hey GrygrFlzr how're you doing mate
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L536[09:03:06] <GrygrFlzr> pretty good, although school starts again in a week
L537[09:03:23] <GrygrFlzr> really needed that break
L538[09:03:45] <GrygrFlzr> how about you?
L539[09:04:37] <Wuppy29> I've been doing pretty great, finished my first year of college about a month ago
L540[09:04:41] <gigaherz> https://twitter.com/Dinnerbone/status/627117530641993728
L541[09:04:47] <gigaherz> https://t.co/43tOBxZP4B
L542[09:04:53] <gigaherz> ^release notes
L543[09:04:56] <Wuppy29> and I'm starting a pretty cool full time job for a month on monday :)
L544[09:05:17] <GrygrFlzr> oh, nice
L545[09:05:40] <Wuppy29> then 1 week of camp with the freshman (through my student association) and then back to school
L546[09:06:02] <Wuppy29> my education is one of the coolest in the world though so I'm kinda looking forward to it :P
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L548[09:06:19] <GrygrFlzr> heh, well good luck with that
L549[09:06:40] <gigaherz> [Bug MC-83702] – Subsequent dragons drop another egg when killed
L550[09:06:41] <gigaherz> oww
L551[09:06:45] <gigaherz> only one dragon egg now :(
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L559[09:20:29] <Kobata> gigaherz, yeah, they had said you'd only get one egg
L560[09:20:30] <Teamy> its called gaia
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L562[09:20:49] <Kobata> IIRC it's supposed to drop something else each time though?
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L576[10:03:29] <Wuppy29> anyone here plays Kings Bounty?
L577[10:04:35] ⇦ Quits: Saturn812 (~Saturn812@87.76.14.52) (Quit: Leaving)
L578[10:05:27] <Wuppy29> also, hi Wuppy :P
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L593[10:34:06] <laci200270> who experinced at baked models?
L594[10:34:33] <Wuppy29> I have never been happier with a video on youtube :D :D :D https://www.youtube.com/watch?v=-Ooiy5UW3Fs
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L596[10:35:58] <laci200270> 4k video
L597[10:36:05] <laci200270> killed my CPU
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L599[10:36:32] <Wuppy29> the 4k isn't the reason why I love it so much
L600[10:36:38] <Wuppy29> I was there live
L601[10:36:46] <Wuppy29> and it was the best 30 minutes in my life
L602[10:36:48] <Wuppy29> pretty much
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L608[10:41:31] <shadekiller666> i don't see any tents in this video of the intents festival
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L610[10:42:05] <Wuppy29> shadekiller666, http://www.hardnews.nl/wp-content/uploads/2015/07/intents.png?87fe2e
L611[10:42:10] <Wuppy29> are those enough tents for you?
L612[10:42:36] <cindy_k> Has anyone tried runnnig an MC server on windows 10 yet?
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L614[10:42:45] <shadekiller666> nope, needs more tents
L615[10:42:49] <cindy_k> I am getting heap errors if I try and define the memory
L616[10:43:05] <laci200270> shadekiller666, also i have a question about the obj loader
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L618[10:43:10] <Wuppy29> shadekiller666, I heard you liked tents, so we put a massive tent over a festival called intents which is filled with tents
L619[10:43:11] <shadekiller666> ok
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L621[10:43:26] <shadekiller666> :O tentception
L622[10:43:41] <laci200270> it possible to control certain parts of the model from the code at obj models?
L623[10:43:53] <shadekiller666> "control"?
L624[10:44:02] <Cricket> Wuppy is that just a 3 day mosh?
L625[10:44:03] <shadekiller666> like move?
L626[10:44:08] <laci200270> yes
L627[10:44:14] <Wuppy29> Cricket, it's a hardstyle festival, but in a way, yeah
L628[10:44:18] <laci200270> or rotate
L629[10:45:00] <Cricket> set design is fantastic
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L631[10:45:13] <shadekiller666> also what happened to the Plus Militia?
L632[10:45:20] <Wuppy29> yeah, it's one of the most popular festivals in the country
L633[10:45:28] <Wuppy29> hehe
L634[10:45:30] <shadekiller666> which country?
L635[10:45:34] <Wuppy29> the Netherlands
L636[10:45:48] <Cricket> The Netherlands are crazy
L637[10:45:57] <Wuppy29> Minus Militia is pretty much the biggest artist in hardstyle music at the moment
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L641[10:46:28] <Wuppy29> they conviced me to buy a 30 euro (3 times as expensive compared to nromal) shirt in an half hour performance
L642[10:46:33] <Wuppy29> Cricket, why's that?
L643[10:46:35] <shadekiller666> laci, yes
L644[10:46:40] <laci200270> how?
L645[10:47:00] <laci200270> from the tesr?
L646[10:47:00] <shadekiller666> well
L647[10:47:02] <Cricket> You guys just like stuff way more hardcore then the rest of the world
L648[10:47:04] <shadekiller666> hmmm
L649[10:47:16] <Wuppy29> that's true :P
L650[10:47:31] <Wuppy29> this is the country where hardstyle started
L651[10:47:39] <shadekiller666> maybe it isn't
L652[10:47:43] <Wuppy29> and I actually live quite close to 2 of the top hardcore djs in the world
L653[10:47:56] <shadekiller666> you can pass in a TRSRTransformation into the OBJState
L654[10:48:09] <shadekiller666> and that will be applied to all visible groups
L655[10:48:23] <laci200270> shadekiller666, can you send a tutorial?
L656[10:48:43] <PaleoCrafter> if you're using a TESR, you can just use OGL, lol
L657[10:48:43] <laci200270> oh
L658[10:49:03] <laci200270> PaleoCrafter, in 1.8 not possible
L659[10:49:15] <laci200270> it is not visible in inventory
L660[10:49:15] <Cricket> Why not?"
L661[10:49:29] <PaleoCrafter> in a TESR it's just fine :P
L662[10:49:43] <PaleoCrafter> and for the inventory, you're pretty much out of luck if you want any non-texture animation :P
L663[10:49:47] <shadekiller666> so i suppose you could theoretically do that and set the only visible group to the one you want and then set the other groups back to visible after the TRSR has been applied
L664[10:49:52] <shadekiller666> that might work
L665[10:49:55] <shadekiller666> might
L666[10:51:52] <laci200270> there is a working rxample of the OBJ loader in 1.8?
L667[10:52:04] <laci200270> i not find anything in 1.8
L668[10:52:08] <laci200270> *example
L669[10:52:17] <williewillus> did it get pulled yet? :p
L670[10:52:28] <shadekiller666> ya, the ModelLoaderRegistryDebug blocks CustomModelBlock2-7 on the forge PR
L671[10:52:36] <shadekiller666> it has not
L672[10:52:41] <laci200270> oh
L673[10:52:42] <shadekiller666> waiting for fry to get back
L674[10:53:02] <laci200270> look at fry's whois command :D
L675[10:53:02] <PaleoCrafter> may I suggest making the examples a little bit more organized and comprehensible :P
L676[10:53:20] <shadekiller666> lol
L677[10:53:26] <shadekiller666> what do you mean paleo?
L678[10:53:29] <shadekiller666> like comments?
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L680[10:53:33] <PaleoCrafter> for instance, yes
L681[10:53:43] <shadekiller666> ok
L682[10:53:52] <shadekiller666> i'll explain them a bit now
L683[10:53:56] <PaleoCrafter> everytime I look at them they're just an utter mess :P (everything dumped into one large file D:)
L684[10:54:54] <shadekiller666> CustomModelBlock2 is an example showing how to utilize the group visibility feature, it is a tesseract with 32 parts, and when you right click the block the groups cycle from on to off and vice versa
L685[10:55:18] <PaleoCrafter> then call it that and don't just append a 2 :P
L686[10:55:53] <shadekiller666> CMB3 is an example of how to do vertex coloring, the majority of that is in the vertex_coloring.obj file
L687[10:55:56] <PaleoCrafter> GroupVisibilityTest/Example :P
L688[10:56:26] <shadekiller666> CMB4 is an eye ball that faces the player when placed, i wanted to test if the obj loader can handle spheres
L689[10:56:43] <laci200270> nice :D
L690[10:57:06] <shadekiller666> CMB5 is similar to CMB3 but cycles its vertex colors to black and then back to colors when right clicked
L691[10:57:15] <laci200270> also why fry needs for merge the PR?
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L693[10:57:31] <PaleoCrafter> does it always face the player or is it like the furnace?
L694[10:57:46] <shadekiller666> CMB6 is another direction test which made it easier for me to see what was going on with rotations
L695[10:57:53] <shadekiller666> always faces the player, like a piston
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L697[10:58:15] <PaleoCrafter> that's what I qualify as "like the furnace" :P
L698[10:58:29] <PaleoCrafter> always facing would make the eyeball constantly stare at you :P
L699[10:58:50] <laci200270> like thaum's eldritch eye
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L701[10:59:02] <shadekiller666> and CMB7 is/was the same model that fry used as the model for CMB1 which i used to make sure that the ExtendedBlockState changes that lex and i worked on were working as intended
L702[10:59:29] <shadekiller666> paleo, more like a dispenser, furnaces can't face up, but yes
L703[10:59:41] <shadekiller666> it doesn't rotate to follow you, its just a PropertyDirection block
L704[10:59:44] <PaleoCrafter> it's not the effect I'd have expected though :P
L705[11:00:07] <shadekiller666> i could probably make it always face the player...
L706[11:00:11] <shadekiller666> that would be cool
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L708[11:00:28] <PaleoCrafter> facing like that is hardly exciting in 1.8, you know
L709[11:00:28] <laci200270> shadekiller666, the eyeball?
L710[11:00:37] <shadekiller666> mhmm
L711[11:01:05] <shadekiller666> also the texture for said eye is 1024x1024
L712[11:01:27] <shadekiller666> which means the OBJ loader doesn't care what size your texture is it will apply it :P
L713[11:01:27] <laci200270> shadekiller666, that eats a bit ram
L714[11:01:38] <shadekiller666> minecraft eats ram
L715[11:02:18] <shadekiller666> wuppy, is that a farm that Intents festival takes place on?
L716[11:02:36] <shadekiller666> also what else do you do there other than listen to Minus Militia?
L717[11:02:59] ⇨ Joins: mbl (~chatzilla@CPE-58-172-37-177.mnqi2.cht.bigpond.net.au)
L718[11:04:05] <Cricket> PaleoCrafter: do you know how to get the record playing text?
L719[11:04:16] <PaleoCrafter> hm?
L720[11:04:36] <Pennyw95> Guys, a quick question-I want a block to drop another block when mined. I think the easiest way is using getItemDropped, but I need to set the metadata too. Is that possible?
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L722[11:04:46] <PaleoCrafter> damageDropped
L723[11:05:08] <Cricket> https://www.irccloud.com/pastebin/q4FOWgs7/
L724[11:05:09] <shadekiller666> penny, should be
L725[11:05:13] <Pennyw95> I need to change the block
L726[11:05:17] <Pennyw95> not only the meta
L727[11:05:22] <Cricket> recordPlaying isn't a thing anymore
L728[11:05:25] <PaleoCrafter> combine both
L729[11:05:25] <shadekiller666> gravel changes its item occasionally
L730[11:05:27] <PaleoCrafter> oh...
L731[11:05:51] <Pennyw95> oh right i'll look into that
L732[11:05:52] <Pennyw95> thanks
L733[11:06:04] <Cricket> oh its now protected
L734[11:06:12] <Cricket> Mojang! why!
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L736[11:06:24] <PaleoCrafter> yeah, just reflect it :P
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L738[11:06:44] <PaleoCrafter> actually
L739[11:06:46] <PaleoCrafter> not required
L740[11:06:50] <PaleoCrafter> setRecordPlaying :P
L741[11:07:07] <Cricket> I need to get it first
L742[11:07:34] <Cricket> Why do they hide so many things!
L743[11:07:37] <shadekiller666> cricket are you talking about playing from like a jukebox?
L744[11:07:48] <PaleoCrafter> oh dear, encapsulation D:
L745[11:08:03] <PaleoCrafter> but looks like you won't find a way around reflection :P
L746[11:08:21] <shadekiller666> why is it better to use reflection instead of AT?
L747[11:08:28] <PaleoCrafter> because ATs break shit
L748[11:08:32] <Cricket> shade its to remove the Shift to dismount
L749[11:08:52] <laci200270> PaleoCrafter, and reflection eats CPU
L750[11:08:58] <PaleoCrafter> lol
L751[11:09:19] <shadekiller666> remove the shift to dismount?
L752[11:09:20] <PaleoCrafter> if you do reflection correctly, it's only marginally slower
L753[11:09:23] <williewillus> not if you use it sparingly (ie. not every tick)
L754[11:09:30] <laci200270> yes
L755[11:09:35] <laci200270> i mean every tick
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L757[11:09:41] <laci200270> like a TE
L758[11:09:54] <PaleoCrafter> the slow part about reflection is the lookup
L759[11:09:57] <williewillus> if you do reflection every tick that's stupid :p
L760[11:09:58] <laci200270> for TEs ATs are better
L761[11:10:17] <Cricket> oh god this uses the LanguageRegistry
L762[11:10:20] <PaleoCrafter> accessing something via reflection every tick works just fine
L763[11:10:31] <shadekiller666> paleo, do you know how to do the math to make the eyeball always point toward the player?
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L765[11:10:34] <williewillus> wouldnt an AT be better performing in that case?
L766[11:10:50] <laci200270> shadekiller666, TC does that
L767[11:10:53] <williewillus> since it doesnt have to lookup and modify the access every time?
L768[11:10:59] <laci200270> thaumcraft
L769[11:11:00] <shadekiller666> TC?
L770[11:11:08] <shadekiller666> TC is not open source
L771[11:11:16] <PaleoCrafter> williewillus, that's why you do the lookup + set accessible *once*
L772[11:11:20] <laci200270> idea has decompiler ;)
L773[11:11:37] <PaleoCrafter> shadekiller666, moment, I have a generic rotateFacing function
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L775[11:11:46] <Cricket> It doesnt take much to decompile something
L776[11:11:57] <shadekiller666> are mods not obfuscated?
L777[11:12:01] <williewillus> yeah bon2
L778[11:12:02] <gigaherz> some are
L779[11:12:04] <laci200270> use BON
L780[11:12:05] <williewillus> deobfuscates them
L781[11:12:10] <gigaherz> anyhow
L782[11:12:12] <williewillus> and then use bytecode viewer or something
L783[11:12:19] <gigaherz> making something face something else shouldn't be hard
L784[11:13:11] <gigaherz> look vector = target-self; yaw = atan2(look.z,look.x), pitch = atan2(y, sqrt(x*x+z*z))
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L786[11:13:30] <PaleoCrafter> http://pastebin.com/LzvbP6Lb
L787[11:13:51] <shadekiller666> isn't there a method in vanilla somewhere to get the angle between 2 things?
L788[11:14:10] <laci200270> PaleoCrafter, this is scala
L789[11:14:21] <PaleoCrafter> indeed it is
L790[11:14:46] <PaleoCrafter> that code is fairly easy to translate to Java :P
L791[11:14:51] <laci200270> shadekiller666, maybe the guradians
L792[11:15:08] <shadekiller666> those are entities though
L793[11:15:25] <williewillus> that doesnt matter the beam renders clientside :p
L794[11:15:33] <shadekiller666> true
L795[11:15:38] <gigaherz> don't the guardians have the "eye" marked as the head part
L796[11:15:50] <gigaherz> so that the eye turns the way a sheep would turn the head?
L797[11:15:58] <gigaherz> I faintly recall something like that
L798[11:15:59] <gigaherz> XD
L799[11:16:21] <shadekiller666> the eye in a guardian is just a flat plane that gets moved
L800[11:16:29] <shadekiller666> it doesn't actually rotate
L801[11:16:43] <gigaherz> hm what was it then,
L802[11:16:50] <gigaherz> was it the whole body being a "head"?
L803[11:16:57] <gigaherz> maybe it was that
L804[11:16:58] <gigaherz> XD
L805[11:17:19] <PaleoCrafter> you know, you could have a look at it :P
L806[11:17:24] <gigaherz> nah too lazy
L807[11:17:25] <gigaherz> XD
L808[11:17:26] ⇨ Joins: MobMike (~MobMike@host86-132-59-68.range86-132.btcentralplus.com)
L809[11:17:42] <gigaherz> I still haven't pinned IDEA anywhere after upgrading to win10
L810[11:17:42] <gigaherz> XD
L811[11:17:59] <williewillus> use the start menu ;p
L812[11:18:12] <PaleoCrafter> Cortana sure knows where it is at :P
L813[11:18:47] <laci200270> also win10 is better than 7?
L814[11:18:50] <williewillus> im still trying to get back used to hitting win+typing for a program instead of win+q+typing in 8.1 lol
L815[11:18:51] <laci200270> in perfomance
L816[11:18:52] <williewillus> yes
L817[11:19:02] <laci200270> and RAM usage?
L818[11:19:07] <laci200270> i only have 4gb
L819[11:19:09] <PaleoCrafter> williewillus, can still do that :P
L820[11:19:21] <williewillus> i know but the former is faster lol
L821[11:19:48] <shadekiller666> i've never actually tried to use models loaded through my loader in a TESR
L822[11:19:53] <shadekiller666> this will be interesting
L823[11:20:05] <williewillus> laci200270: 2.4G used right now with hexchat running
L824[11:20:26] <williewillus> with idea and chrome its more like 3.8 but :p
L825[11:20:31] <laci200270> i9 maybe stay at 7
L826[11:20:35] <laci200270> *I
L827[11:20:44] <williewillus> its the same system requirements lol
L828[11:20:50] <williewillus> you'll be fine
L829[11:20:50] <laci200270> with chrome idea,hexchat 2.02 so
L830[11:21:23] <PaleoCrafter> meanwhile I'm at 9G usage right now :P
L831[11:21:35] <williewillus> I'm pretty sure they adjust what system processes run based on how much mem you have available
L832[11:21:52] <williewillus> I have 8G ram so it's being pretty liberal in its use, it might be different for you
L833[11:22:01] <williewillus> PaleoCrafter: on what lol
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L835[11:22:08] <laci200270> PaleoCrafter, you might restart your computer
L836[11:22:17] <PaleoCrafter> chrome + IDEA + VS + Unity + MC :P
L837[11:22:21] <shadekiller666> do i actually need a TESR to do that always facing the player thing?
L838[11:22:33] <laci200270> PaleoCrafter, FTB Monster?
L839[11:22:37] <PaleoCrafter> normal MC :P
L840[11:22:42] <williewillus> i think so, how else would you read the player pos constantly?
L841[11:22:43] <laci200270> oh
L842[11:22:43] <PaleoCrafter> i.e. vanilla (from IDEA)
L843[11:22:52] <shadekiller666> or is there a way to update a block every tick?
L844[11:22:58] <williewillus> that's a TE :p
L845[11:22:58] <PaleoCrafter> shadekiller666, could go with a smart mdoel and constantly updating ._.
L846[11:23:01] <shadekiller666> another way*
L847[11:23:18] <shadekiller666> what paleo?
L848[11:23:23] <shadekiller666> ISmartBlockModel?
L849[11:23:27] <williewillus> constant scheduled ticks
L850[11:23:46] <shadekiller666> OBJBakedModels are ISmartBlock/ItemModels
L851[11:23:48] <PaleoCrafter> you can bake a model for every rotation with an ISmartblockModel :P
L852[11:23:55] <laci200270> oh
L853[11:24:00] <shadekiller666> well ya
L854[11:24:02] <PaleoCrafter> and then you schedule a render update constantly
L855[11:24:10] <shadekiller666> thats what happens with property direction
L856[11:24:20] <gigaherz> shadekiller666: you could have an unlisted state with the rotation angle
L857[11:24:24] <gigaherz> as a float
L858[11:24:34] <laci200270> PaleoCrafter, that might be a bad idea
L859[11:24:35] <gigaherz> then update the blockstate every timet he player facing changes
L860[11:24:41] <gigaherz> but it sounds horribly inefficient
L861[11:24:41] <PaleoCrafter> no shit, laci200270
L862[11:24:41] <gigaherz> XD
L863[11:24:42] <shadekiller666> giga, you mean like OBJState? :P
L864[11:24:43] <Teamy> its called gaia
L865[11:24:50] <gigaherz> shadekiller666: "like" yes ;P
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L867[11:25:17] <shadekiller666> to do this the loader will constantly be rebaking the model i think
L868[11:25:24] <shadekiller666> not 100% sure
L869[11:25:26] <gigaherz> yup.
L870[11:25:28] <gigaherz> XD
L871[11:25:37] <gigaherz> that's why a TESR is better for this
L872[11:25:44] <laci200270> yes
L873[11:25:46] <gigaherz> or just make it a full-blown entity
L874[11:25:48] <gigaherz> tied to the block
L875[11:25:52] <williewillus> yeah just one baked model and rotate it
L876[11:25:57] <PaleoCrafter> Teamy, no, it's called Nyx
L877[11:26:01] <laci200270> and would be an example for TESR :D
L878[11:27:56] <gigaherz> or look at the mob-block-thing in 1.9 snapshots
L879[11:27:59] <PaleoCrafter> laci200270, just so you know, Windows itself is currently taking 1G of my RAM
L880[11:28:03] <shadekiller666> hmmm
L881[11:28:05] <gigaherz> it's actually an entity that aligns itself to match a block
L882[11:28:09] <gigaherz> but it really is just an entity XD
L883[11:28:16] *** Vigaro is now known as Vigaro|AFK
L884[11:28:16] <gigaherz> shows when you put it on a minecart
L885[11:28:19] ⇦ Quits: Wuppy29 (~Wuppy@5072BE60.static.ziggozakelijk.nl) (Quit: Leaving)
L886[11:28:46] <shadekiller666> i haven't used a TESR in a while, any examples?
L887[11:29:18] <gigaherz> nothign in hand- nnever done any tesr myself
L888[11:29:19] <laci200270> for TESR in 1.8?
L889[11:29:36] <williewillus> same thing as before
L890[11:29:45] <laci200270> just some hooks rempoved
L891[11:29:48] <laci200270> *removed
L892[11:29:58] <williewillus> ??
L893[11:29:58] <gigaherz> only the one for drawing items as TESRs
L894[11:29:59] <williewillus> no
L895[11:30:02] <williewillus> oh that
L896[11:30:03] <gigaherz> which didn't make sense to begin with
L897[11:30:59] <PaleoCrafter> dafuq, built-in game recording in Windows 10?
L898[11:31:10] <williewillus> ?
L899[11:31:19] <gigaherz> yes
L900[11:31:20] <williewillus> probably some feature ported from xbox
L901[11:31:30] <gigaherz> it's inside the xbox app
L902[11:31:31] <gigaherz> XD
L903[11:31:32] <gigaherz> so yes
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L905[11:31:48] <PaleoCrafter> yeah
L906[11:31:55] <PaleoCrafter> still cool
L907[11:31:57] <Cazzar> PaleoCrafter yes, though, 29FPS
L908[11:31:59] <gigaherz> Xbox GameDVR
L909[11:32:12] <gigaherz> although with OBS being opensource AND supporting NVENC
L910[11:32:15] <gigaherz> is there a point? ;P
L911[11:32:20] ⇨ Joins: mallrat208 (~mallrat20@142-197-84-231.res.bhn.net)
L912[11:32:36] <gigaherz> Windows key + G to start recording
L913[11:32:43] <gigaherz> hmm gotta try someday
L914[11:32:43] <gigaherz> ;P
L915[11:33:01] <PaleoCrafter> hm, Cazzar? :P
L916[11:33:27] <Cazzar> Xbox GameDVR only records at 29 FPS
L917[11:33:30] <PaleoCrafter> oh, meh
L918[11:33:36] <PaleoCrafter> I won't use it anyway xD
L919[11:33:43] <shadekiller666> !gm renderTileEntityAt
L920[11:33:54] <PaleoCrafter> gigaherz, I think they had to rework the collisions a bit to make the Shulker viable xD
L921[11:33:54] <Teamy> its called gaia
L922[11:34:20] <shadekiller666> hmm
L923[11:34:28] <gigaherz> PaleoCrafter: wel lsure, otherwise you'd push it, instead of standing on it, but it's still an entity, not a TESR or anything else
L924[11:34:42] <williewillus> ugh why chrome so shit at playing html5 video
L925[11:34:44] <shadekiller666> seems like the deobf names for the parameters to renderTileEntityAt are named wrong...
L926[11:34:46] <gigaherz> tbh, I'd love entities to be stackable XD
L927[11:34:58] <gigaherz> just like how you can stack entities in minecarts
L928[11:35:18] <gigaherz> it would open coop mechanics
L929[11:35:22] <williewillus> constant 15% cpu usage playing a single html5 youtube at 720p, ms edge hovers around 2% doing the same
L930[11:35:23] <gigaherz> make a "crawl" option
L931[11:35:26] <williewillus> well you cant stack without editing
L932[11:35:28] <williewillus> or commands
L933[11:35:38] <gigaherz> that makes you 2x1 flat
L934[11:35:43] <gigaherz> so other players can jump on top
L935[11:35:48] <gigaherz> and use you to cliumb 2-tall
L936[11:35:51] <gigaherz> climb*
L937[11:35:53] <shadekiller666> willie, chrome is a cpu hog, always has been
L938[11:36:05] <gigaherz> then you could use it for adventure maps
L939[11:36:09] <gigaherz> coop puzles and such
L940[11:36:27] <gigaherz> I see that being a viable 1.9 mod ;P
L941[11:36:46] <gigaherz> "crawl & lift" mod
L942[11:36:55] <gigaherz> oh also
L943[11:37:01] <williewillus> I'm still waiting for someone to make terraria grappling hooks for mc :/
L944[11:37:06] <gigaherz> if you stop crawling with a player on top, you lift them even higher!
L945[11:37:20] <gigaherz> 3-tall climbing possible!
L946[11:37:33] <gigaherz> that needs to happen.
L947[11:37:36] <williewillus> or anything to make traveling in mc less of a pita
L948[11:37:40] <gigaherz> williewillus: how do they work?
L949[11:37:52] <tmtu> williewillus: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272330-v1-6-6-303s-mods-grappling-hook ?
L950[11:37:56] <tmtu> very old :)
L951[11:37:59] <gigaherz> there used to be some rope/hook items in older mc
L952[11:38:05] <laci200270> shadekiller666, if parameters named wrongly you can rename them
L953[11:39:36] <PaleoCrafter> heh, there's a way to get two shulkers in the same place
L954[11:39:50] ⇦ Quits: MobMike (~MobMike@host86-132-59-68.range86-132.btcentralplus.com) (Quit: Leaving)
L955[11:39:56] <gigaherz> and 64 in one place too XD
L956[11:40:08] <laci200270> PaleoCrafter, in the snaphoot?
L957[11:40:11] <PaleoCrafter> yes
L958[11:40:11] <Cazzar> I'm trying to remember who here likes magical girl animes....
L959[11:40:13] <gigaherz> yes
L960[11:40:27] <gigaherz> one of the hermits used a piston to shove a bunch of them in one block
L961[11:40:32] <gigaherz> then use tnt to trigger their teleport
L962[11:40:38] <PaleoCrafter> I wonder why they teleport away when on top of a non-solid block
L963[11:40:41] <gigaherz> showing that the max distance for them is 8 blocks on any direction
L964[11:41:18] <laci200270> itemstates not intruduced in the snaphoot :/
L965[11:41:41] <gigaherz> how did they do the bow in hotbar, then?
L966[11:41:57] <laci200270> with mutliple models
L967[11:42:06] <laci200270> and metadata
L968[11:42:08] <PaleoCrafter> hardcoding, gigaherz :P
L969[11:42:10] <gigaherz> so it's hardcoded?
L970[11:42:12] <gigaherz> ewh ;P
L971[11:42:13] <laci200270> yes
L972[11:42:29] <laci200270> but resource pack makers got a bit bigger freedom
L973[11:42:38] <laci200270> now they can control worldgen
L974[11:42:51] <gigaherz> "Users who upgrade to 10 will have their default browser automatically changed to the new Edge browser. "
L975[11:42:56] <gigaherz> NO YOU DON'T, YOU GET THE CHOICE
L976[11:43:11] <gigaherz> ugh people can't seem to stop spreading fud, including the CEO of Mozilla
L977[11:43:27] <shadekiller666> in renderTileEntityAt, i assume the double posX/Y/Z are the position of the block right?
L978[11:43:32] <williewillus> MS hating is cool what's new
L979[11:43:51] <laci200270> shadekiller666, try it :D
L980[11:43:55] <gigaherz> yeah they unhated too much with the opensource stuff ms has been doing
L981[11:43:59] <shadekiller666> my default browser stayed as chrome
L982[11:44:03] <PaleoCrafter> wat, why didn't they mention beetroots D:
L983[11:44:03] <gigaherz> they had to get some hate going
L984[11:44:27] <gigaherz> Isaw a youtube comment
L985[11:44:46] <gigaherz> "Beetroots are from PE! They ripped off MCPE!" -- what? XD
L986[11:44:51] <williewillus> they are from pe
L987[11:44:56] <gigaherz> yeah
L988[11:45:05] <laci200270> also some changes about resourcepack introduced
L989[11:45:12] <Cazzar> personally I am already sick of almost everyone bitching about either the settings or the default changes in W10
L990[11:45:17] <williewillus> yeah
L991[11:45:25] <laci200270> MC server somehow got acces to assets folder
L992[11:45:34] <gigaherz> but mcpe is still owned by mojang, so it's not like you can plagiarize yourself
L993[11:45:35] <gigaherz> XD
L994[11:45:46] <williewillus> MS controls MCPE and Win10
L995[11:45:54] <williewillus> they have their own uservoice and everything
L996[11:45:55] <williewillus> bleh
L997[11:46:03] <gigaherz> same thing ;P
L998[11:46:14] <williewillus> I don't like where it's going. Probably gonna play the Java edition as long as I can
L999[11:46:24] <gigaherz> the way I see it
L1000[11:46:41] <gigaherz> they will need huge amounts of work if they plan on replacing java mc with win10 edition
L1001[11:47:02] <gigaherz> chances are before that happens, a replacement java game that replicates mc and supports java mods will happen instead
L1002[11:47:06] <williewillus> they said they'd maintain mac/linux though so idk how that's going to work
L1003[11:47:11] <PaleoCrafter> why is everybody thinking that they want to replace the Java version with the c++ one?
L1004[11:47:21] <williewillus> sure looks that way
L1005[11:47:30] <gigaherz> well it's one possibility
L1006[11:47:37] <williewillus> the w10 edition and all, which is just a damn straight port of PE
L1007[11:47:42] <gigaherz> one that, to behonest, only bothers me because of modding
L1008[11:47:43] <williewillus> they didn't have to market it like that
L1009[11:47:45] <PaleoCrafter> the Win10 edition is just a side effect from sharing a codebase across multiple devices
L1010[11:48:23] <Cazzar> yeah, all W10 "universal" apps, are just going to be WP, Tablet and Desktop apps in one.
L1011[11:48:32] <PaleoCrafter> exactly
L1012[11:48:52] <williewillus> I'm still pretty sure they want to kill Java ver off sometime in the future
L1013[11:49:12] <gigaherz> I think they want to get rid of the java version simpl,y because java.
L1014[11:49:24] <Cazzar> will they be able to replace the java version? not unless they make it cross platform (currently, not so feasible) and moddable (possible with .NET)
L1015[11:49:35] <gigaherz> but they DO realize just how big the mc market is
L1016[11:49:55] <gigaherz> otherwise they wouldn't have bought mojang
L1017[11:50:09] <gigaherz> so I'd imagine a progressive move toward feature parity
L1018[11:50:10] <Cazzar> yea, and the modding is a huge part of the community
L1019[11:50:18] <gigaherz> implement everything from the Java version into the C++ version
L1020[11:50:30] <gigaherz> but I have no idea how they'd approach the modding side of things
L1021[11:50:37] <Cazzar> ^ no guarantee on language
L1022[11:50:46] <gigaherz> mc modding happens on a VERY low level
L1023[11:50:59] <gigaherz> half the mods wouldn't exist with just some abstraction layer
L1024[11:51:03] <williewillus> they would probably have a very dumbed down interface
L1025[11:51:10] <williewillus> like scripting language level or less
L1026[11:51:16] <PaleoCrafter> if modding will happen in the C++ version it'd probably be Lua or something
L1027[11:51:31] <williewillus> worse case: command blocks "mod" master race ;p
L1028[11:51:37] <gigaherz> the Windows Store world is already designed around C++, .NEt and Javascript
L1029[11:51:38] <williewillus> -> rip performance
L1030[11:51:49] <PaleoCrafter> actually, it's going to be a *lot* of JSON + a bit of Lua to implement behaviour
L1031[11:51:51] <gigaherz> so it wouldn't surprise me if their scripting language of choice ended up being the javascript engine they made for Edge
L1032[11:52:03] <williewillus> ugh javascript
L1033[11:52:37] <PaleoCrafter> but they've stated that there are no plans of introducing modding for the C++ version anytime soon
L1034[11:52:42] <gigaherz> yeah
L1035[11:52:46] <gigaherz> they need feature parity first
L1036[11:53:17] <PaleoCrafter> in fact, I think one of the devs said they haven't even designed in a modding friendly way :P
L1037[11:53:27] <gigaherz> heh
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L1039[11:53:29] <williewillus> oops
L1040[11:53:35] <Cazzar> actually the "new language" for Universal apps is Obj-C
L1041[11:53:41] <williewillus> 0.o
L1042[11:53:44] <williewillus> it's C#
L1043[11:53:48] <PaleoCrafter> ^
L1044[11:53:49] <williewillus> ObjC is iOS
L1045[11:53:59] <Cazzar> one second.
L1046[11:54:02] <gigaherz> Universal apps use C#/.net
L1047[11:54:08] <PaleoCrafter> and that's getting swiftified now :P
L1048[11:54:14] <gigaherz> MS has translation layers for ObjC and JAva
L1049[11:54:28] <gigaherz> to ease porting iOS/Android apps to their store
L1050[11:54:28] <williewillus> no, they only have a recompile layer for ObjC
L1051[11:54:33] <williewillus> for android/java they're implenenting the runtime
L1052[11:54:37] <Cazzar> https://www.microsoft.com/en-US/store/apps/Objective-C-Tutorial-App/9WZDNCRDPKZ9
L1053[11:54:38] <williewillus> different approaches
L1054[11:55:03] <williewillus> yeah, just because there's a tut for obj-c doesnt mean it's the main language, they're still very much pushing their own language (C#)
L1055[11:55:28] <gigaherz> Universal -- emphases on the word -- requires an interpreted language that can be transformedi nto the target
L1056[11:55:32] <Cazzar> well, I believe (Though roughly) remember in //code they mentioned Obj-C
L1057[11:55:41] <gigaherz> and ms already has one of the best IL/VM systems out there with .NET
L1058[11:55:48] <williewillus> they did, but only as a translation from iOS code
L1059[11:55:53] <gigaherz> ObjC is only useful to port iOS code over XD
L1060[11:56:25] <williewillus> they basically just wrote a objc to net compiler, and shims for all the iOS libs calls -> winRT ones
L1061[11:56:27] <PaleoCrafter> it'd be very stupid of MS to adopt Obj-C now that Apple has moved to Swift and C# having a lot of features in common with Swift
L1062[11:57:01] <williewillus> as for android apps, they're trying to reimplement the runtime (idk how), with more shims from android/java libs -> .net ones
L1063[11:57:04] <Cazzar> oh, I didn't say it was recommend, I just said it was new..
L1064[11:57:05] <gigaherz> on top of ObjC not being a language that isdesigned to compile into an IL/VM bytecode
L1065[11:57:28] <PaleoCrafter> that's a bs argument, gigaherz :P
L1066[11:57:37] <williewillus> well they wrote a compiler for it so
L1067[11:57:38] <williewillus> :p
L1068[11:57:40] <williewillus> and it works
L1069[11:57:42] <gigaherz> sure
L1070[11:57:49] <gigaherz> does does emscripten
L1071[11:57:52] <gigaherz> XD
L1072[11:57:57] <williewillus> I think the universal versions of quizup and candy crush were straight recompiled from iOS
L1073[11:57:59] <williewillus> and they work fine
L1074[11:58:03] <gigaherz> and yet C isn't a good fit for translating into javascript XD
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L1076[11:59:29] <gigaherz> it's interesting and annoying at once
L1077[11:59:33] <gigaherz> that launching that URL
L1078[11:59:37] <gigaherz> also opened the Store page
L1079[11:59:39] <gigaherz> XD
L1080[12:00:08] <gigaherz> I know it's a feature and the page is simply loading some store URL registered in the system
L1081[12:00:24] <gigaherz> but it feels weird XD
L1082[12:00:33] <PaleoCrafter> I'd have expected Chrome to bring up its "Launch App" thing
L1083[12:00:39] <PaleoCrafter> but apparently it didn't
L1084[12:02:11] <laci200270> future of MC :D http://imgur.com/ShXyjrS
L1085[12:02:25] <PaleoCrafter> a blank page?
L1086[12:02:36] <PaleoCrafter> oh, heh, imgur didn't load for a moment there
L1087[12:02:49] <PaleoCrafter> you're implying Forge will still be around?
L1088[12:02:53] <Mitchellbrine> haha
L1089[12:02:54] <laci200270> oh
L1090[12:03:05] <williewillus> ow my eyes
L1091[12:03:25] <laci200270> williewillus, what is the problem?
L1092[12:03:44] <williewillus> it's ugly :p
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L1094[12:04:46] <laci200270> oh i not masked the 'o' in mods
L1095[12:04:46] <williewillus> logo intersects the bar, MS would never use that font (either the mc style or Segoe), and Mojang logo has bad scaling
L1096[12:04:48] <PaleoCrafter> also funny that that actually isn't Windows 10 :P
L1097[12:05:12] <williewillus> and it's not responding :p
L1098[12:05:30] <laci200270> i just searched a pics in google
L1099[12:05:45] <laci200270> and not responding is common
L1100[12:05:55] <gigaherz> nah not since Forge implemented the loading bar ;p
L1101[12:05:59] <PaleoCrafter> ^
L1102[12:06:28] <laci200270> for me its still common :P
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L1104[12:06:47] <williewillus> I'm so glad you can run winRT apps in windows mode now >.>
L1105[12:06:56] <williewillus> so I can use all 1-2 of them :p
L1106[12:07:01] <williewillus> in parallel with other programs
L1107[12:07:08] <PaleoCrafter> well, you can't not run them in windows mode now :P
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L1109[12:07:17] <williewillus> you can still fullscreen them
L1110[12:07:23] <PaleoCrafter> really?
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L1112[12:07:37] <williewillus> the ones coded for 8.1 at least
L1113[12:07:42] <Kobata> Win 8/8.1 apps have a 'fullscreen button' in the group top-right
L1114[12:07:48] <PaleoCrafter> hm
L1115[12:08:05] <Cazzar> also, Tablet mode
L1116[12:08:05] <williewillus> the only store app I use is a youtube app that I really like :p
L1117[12:08:08] <Kobata> UWP/Win 10 has an API for fullscreen so they didn't put the button there and leave it up to the developer of the app
L1118[12:08:12] <PaleoCrafter> Tablet mode doesn't count :P
L1119[12:08:31] <Cazzar> it does full screen, yes?
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L1121[12:08:52] <williewillus> all tablet mode does is launch things in full screen by default
L1122[12:08:55] <williewillus> and start menu is fullscreen
L1123[12:09:02] <laci200270> shadekiller666, what about the eye?
L1124[12:09:10] <laci200270> not its working?
L1125[12:09:13] <laci200270> *now
L1126[12:09:26] <williewillus> you get a back button too, and your task bar turns into something like a phone's navbar
L1127[12:09:30] <shadekiller666> workin on it
L1128[12:09:39] <PaleoCrafter> williewillus, link to that youtube app? :P
L1129[12:11:10] <williewillus> https://www.microsoft.com/store/apps/9WZDNCRCWF3L
L1130[12:11:37] <PaleoCrafter> that wants my money, lol
L1131[12:12:19] <williewillus> oh lol I got it free from being a beta tester, heres another one that's well liked on WP
L1132[12:12:23] <laci200270> shadekiller666, that texture for the eye
L1133[12:12:27] <laci200270> awasome
L1134[12:12:35] <laci200270> did you make it?
L1135[12:12:36] <williewillus> https://www.microsoft.com/store/apps/9WZDNCRDX3FS
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L1137[12:13:55] <shadekiller666> i had it left over from a character modelling class i took a while ago
L1138[12:14:39] <PaleoCrafter> that one's nice, thanks, williewillus
L1139[12:15:02] <williewillus> yea it's free unless you want to miracast
L1140[12:15:13] <PaleoCrafter> meh, don't need that :D
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L1144[12:18:49] <shadekiller666> !gm renderBlock
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L1147[12:22:37] <williewillus> huh seems you can't view the comment interface in tubecast unless the app is in phone mode (resize it to a phone-like size), probably a bug
L1148[12:23:18] <williewillus> oh nvm im dumb
L1149[12:24:33] <shadekiller666> does one have to register a TESR?
L1150[12:24:39] <williewillus> yes
L1151[12:24:39] <shadekiller666> if so where does one do so
L1152[12:24:45] <laci200270> client proxy
L1153[12:24:46] <laci200270> preinit
L1154[12:24:48] <williewillus> ClientRegistry.bindTileEntitySpecialRenderer i think
L1155[12:24:52] <williewillus> something like that
L1156[12:24:58] <laci200270> yes
L1157[12:27:21] <shadekiller666> and i override getRenderType() and return -1 right?
L1158[12:27:33] <williewillus> yaeh
L1159[12:27:41] <williewillus> that cancels normal block rendering
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L1161[12:29:47] <shadekiller666> ok
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L1163[12:32:50] <shadekiller666> wtf is a javax.vecmath.SingularMatrixException?
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L1165[12:35:27] <Manusoftar> Indicates that inverse of a matrix can not be computed.
L1166[12:35:34] <shadekiller666> oh right... non-square matrices can't be inverted
L1167[12:35:41] <Manusoftar> yep
L1168[12:35:43] <shadekiller666> need at least the identity matrix
L1169[12:36:29] <Manusoftar> exactly!
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L1172[12:39:27] <Manusoftar> is there any internal way of keeping records of specific blocks for the next time the game is loaded?
L1173[12:39:38] <Manusoftar> I'll explain a little what i mean
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L1176[12:41:17] <Manusoftar> I've been writing a mod that finds abandoned mineshafts entry point and marks em with beacons, now all the structure needed for the beacon to work (the iron_blocks and the beacon itself) i add em onto a list which i then use on the breakEvent to avoid those blocks from being destroyed by the player
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L1179[12:42:20] <Manusoftar> The thing is that the list is volatile, i mean, each time the player closes minecraft and opens it again, my beacon will be on the map because minecraft saves em but i dont have any record of which ones i placed so i cannot avoid em from being destroyed
L1180[12:42:33] <williewillus> save those positions
L1181[12:42:44] <williewillus> to the world nbt or your own data file or whatever
L1182[12:42:44] <PaleoCrafter> https://goo.gl/jYXe7w Manusoftar
L1183[12:43:05] <williewillus> is the unicode font renderer in mc as shitty/laggy as the normal texture based one?
L1184[12:44:04] <PaleoCrafter> uhm... it's texture based as well :P
L1185[12:44:10] <williewillus> oh :/
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L1187[12:46:08] <shadekiller666> has to be, thats the only way to render text with OGL
L1188[12:46:43] <williewillus> i mean, does it do the stupid "draw every letter separately and then do it again for shadows" that the normal one does?
L1189[12:47:04] <PaleoCrafter> what else would it do? :P
L1190[12:47:09] <williewillus> the PE fontrenderer batches a bunch of strings up and renders them all at once
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L1192[12:48:01] <PaleoCrafter> it still draws them letter by letter :P
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L1194[12:48:55] <laci200270> i might need a cleanup
L1195[12:49:18] <laci200270> in my main drive i have 192kb free space
L1196[12:49:22] <Manusoftar> shadekiller666: i was checking on google, and im afraid that the only thing you can get from a non squared matrix is a unilateral inverse...
L1197[12:49:36] <laci200270> and in the secondary 19mb
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L1199[12:50:05] <shadekiller666> its fine, i just made a call to Matrix4f.setIdentity() before inverting it and its fine
L1200[12:50:22] <williewillus> PaleoCrafter: http://www.reddit.com/r/Minecraft/comments/3ek0o7/why_text_rendering_is_horrible_how_it_can_be/
L1201[12:51:28] <PaleoCrafter> I know it can be optimized, but you still have to render letter by letter, but not send it all at once to the GPU :P
L1202[12:51:39] <PaleoCrafter> - not
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L1211[13:05:53] <laci200270> shadekiller666, can I have a small feature request?
L1212[13:06:03] <laci200270> scale the model from the json
L1213[13:08:00] <laci200270> because i not want to enter blender->scale model->export to obj->test->goto :start
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L1216[13:08:12] <laci200270> that was with the b3d models
L1217[13:08:14] <shadekiller666> you can change the scale of the model relative to the perspective, ie. first person third person, etc
L1218[13:08:45] <laci200270> in inventory?and for block form?
L1219[13:08:56] <shadekiller666> there isn't currently any way to really change the in-world model of a block from json
L1220[13:09:04] <shadekiller666> inventory
L1221[13:09:36] <laci200270> yes inventory
L1222[13:09:43] <laci200270> eg: when in a chest
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L1224[13:18:50] <laci200270> this PR looks very nice: https://github.com/MinecraftForge/MinecraftForge/pull/2058
L1225[13:18:57] <laci200270> i hope it will merged
L1226[13:20:56] <HassanS6000> Is there a way I can convert valid_directions to an arraylist easily
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L1228[13:22:10] <laci200270> HassanS6000, loop throught add an them to an arraylist?
L1229[13:22:33] <williewillus> valid_directions of what :p
L1230[13:22:43] <laci200270> i think enumfacing
L1231[13:22:54] <HassanS6000> laci200270, that's waht I did.
L1232[13:22:57] <williewillus> you don't need a list of those, like ever
L1233[13:22:57] <HassanS6000> And yes enumfacing
L1234[13:23:04] <HassanS6000> Not enum facing
L1235[13:23:07] <HassanS6000> ForgeDirection
L1236[13:23:28] <williewillus> oh lol
L1237[13:23:32] <williewillus> you're on your own there
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L1240[13:28:14] <shadekiller666> does calling List<String>.contains(<other string>) work if the characters in the string are the same? i know there is some weirdness with strings being equal vs pointing to the same string in memory sometimes
L1241[13:28:32] <williewillus> yes
L1242[13:28:49] <shadekiller666> awesome
L1243[13:28:50] <shadekiller666> thanks
L1244[13:29:07] <williewillus> strings override equals and hashcode so the same sequence of chars has the same result
L1245[13:29:33] <williewillus> though with interning it might turn out the instances are in fact actually the same, but that's vm implementation detail
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L1251[13:43:36] <shadekiller666> hmmm
L1252[13:44:50] <shadekiller666> so i have the TESR set up and stuff, and the item for the block renders, but it doesn't render in-world, and the print statements that i have put into renderTileEntityAt suggest that the model is being drawn
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L1259[13:54:48] <Pennyw95> does setBlockBoundsBasedOnState need to be called in the block code too, or is an override enough, like for other methods?
L1260[13:55:37] <gigaherz> mc/forge calls it
L1261[13:55:56] <Pennyw95> oh
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L1265[13:57:32] <Pennyw95> weird then...I have two instances of one block with different metadatas and placed one on top of the other, the bottom one should have double the Y, occupying 1x2x1, and the other should have a null box. Not workin tho...
L1266[13:57:32] <Neon> I'm struggling with having the game not crash on rightclick on a block that should display a GUI. This is more a general Java question, but if the line "return handler.getClientGuiElement(modGuiId, player, world, x, y, z);" is the origin of a NullPointerException, that means handler is null, or?
L1267[13:57:34] <Pennyw95> http://pastebin.com/zP1MaGK3
L1268[13:59:08] <Neon> That again would mean I'm doing something wrong when registering my GuiHandler... I just call "NetworkRegistry.INSTANCE.registerGuiHandler(this, new GuiHandler());" in my mod's load method. What am I missing?
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L1270[14:01:42] <williewillus> Neon: why ar eyou calling getClientGuiElement manuualy?
L1271[14:02:32] <Neon> williewillus, I'm not. It's the one from NetworkRegistry.
L1272[14:02:46] <Neon> Just debugged it. handler is null at that point.
L1273[14:03:04] <boni> well, then don't pass it null ;o
L1274[14:03:13] <williewillus> do you register in preinit?
L1275[14:03:23] <Neon> In load.
L1276[14:03:28] <williewillus> what is load lol
L1277[14:03:41] <Neon> MyMod.load
L1278[14:03:48] <Neon> It's a forge event handler method.
L1279[14:03:57] <williewillus> you mean init
L1280[14:04:39] <Neon> Ah yeah, I forgot that the method names are free to choose. Don't know why I called it load. Probably copied it from somewhere.
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L1282[14:04:47] <boni> there is a load event though
L1283[14:04:48] <williewillus> anyways, what code are you calling when the handler is null?
L1284[14:04:53] <Neon> FMLInitializationEvent that is.
L1285[14:04:54] <gigaherz> yeah some tutorials call it load ;p
L1286[14:06:07] <williewillus> player.openGui?
L1287[14:06:12] <Pennyw95> my client is totally ignoring setblockboundsbasedonstate... y u do dis
L1288[14:06:18] <Neon> In my Block class in onBlockActivated I call player.openGui. It just came to my mind that the mod object I'm passing there might be null. :/
L1289[14:06:23] <Andrey96> http://pastebin.com/WkuHPCFZ Latest forge 1.7.10 and latest mods: GraviSuite, IC2-experimental, IC2NuclearControl. I have no idea what's wrong here, is some features were removed from fml?
L1290[14:06:37] <Neon> So this @Instance(<modid>) annotation, how does it work?
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L1292[14:07:18] <Neon> I thought it was a convenient way to get the mod object in a field of the class.
L1293[14:07:35] <williewillus> it is
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L1296[14:08:04] <williewillus> @Instance(MODID) public static <modlcass> INSTANCE;
L1297[14:09:03] <shadekiller666> can anyone tell me why this isn't rendering the block in-world but the model for the item renders fine: https://gist.github.com/shadekiller666/178215e4ac4df46f0816
L1298[14:09:07] <Neon> I think I tried to make it static, but it gave me an error. Has it to be public?
L1299[14:09:28] <williewillus> well that field is only for you to use, you can make it whatever access modifier you want
L1300[14:09:34] <williewillus> and it doesn't make sense for it to not be static
L1301[14:09:57] <Neon> Well, I tried it with a non-static field, because the static one gave me an error.
L1302[14:10:42] <williewillus> it's a singleton instance field it has to be static lol. what error do you get?
L1303[14:12:12] <Neon> williewillus, I found the problem. It was that I used Mod as type for that field, not my specific mod class. :/
L1304[14:12:27] <williewillus> haha
L1305[14:13:02] <shadekiller666> willie, any ideas as to why the code i linked doesn't render the block in-world?
L1306[14:13:09] <shadekiller666> the item model is rendered fine
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L1308[14:16:13] <williewillus> no idea :/
L1309[14:16:29] <williewillus> maybe breakpoint and step into it one line at a time on both the item and the in-world
L1310[14:16:34] <williewillus> and see what step they diverge
L1311[14:17:34] <Pennyw95> Does someone know why this isn't working? The values change only in the default: field, so somehow it's not getting the metadatas :( http://pastebin.com/ivKU5Fvp
L1312[14:17:48] <Pennyw95> i mean, the changes only apply in default:
L1313[14:24:17] <williewillus> well you are calling super at the end
L1314[14:24:23] <williewillus> which basically discards anything you did
L1315[14:25:12] <williewillus> no matter what the meta is, the super acll is gonna replace it
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L1320[14:31:15] <Zaggy1024> shadekiller666, what does your block return for getRenderType?
L1321[14:31:22] <shadekiller666> -1
L1322[14:31:42] <Zaggy1024> hm
L1323[14:32:21] <Pennyw95> oh right
L1324[14:32:30] <Pennyw95> and the super has an empty body so..
L1325[14:32:49] <Zaggy1024> shade, is the render code being called?
L1326[14:32:53] <Pennyw95> but then how come default: is working??
L1327[14:33:38] <shadekiller666> zaggy what do you mean? the renderModel() or the renderTileEntityAt()?
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L1329[14:39:14] <shadekiller666> zaggy, the top part of that gist i linked is the console output when i'm in a world, and "success" is returning true, meaning that BlockModelRenderer.renderModel() returned true
L1330[14:39:52] <Pennyw95> @williewillus I remove the super but it's still not working...
L1331[14:40:44] <williewillus> your switch cases are falling through
L1332[14:40:48] <williewillus> come on now ;)
L1333[14:41:07] <Pennyw95> oh shit lol
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L1355[15:28:06] <Manusoftar> Pennyw95: you missed the break; after each case
L1356[15:28:24] <Manusoftar> break;
L1357[15:29:16] <HassanS6000> What's wrong this packet? http://pastebin.com/ayHddnxA
L1358[15:29:42] <HassanS6000> It's throwing weird NPE's... http://pastebin.com/bECdXasb
L1359[15:29:48] <Pennyw95> right..thanks :) so easy to miss those
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L1362[15:33:00] <HassanS6000> anyone?
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L1364[15:38:39] <Pennyw95> Guys..I have rendered a TESR that on Tabula has transparent textures for the panes, but in the game the panes are opaque! do you have any idea why this is happening?
L1365[15:39:30] <tterrag> are they transparent? or translucent?
L1366[15:39:45] <HassanS6000> diesieben07, are you around?
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L1369[15:40:27] <tterrag> HassanS6000: TileEntity tile = world.getTileEntity(x, y, z);
L1370[15:40:32] <tterrag> you need to use message.x/y/z
L1371[15:40:38] <tterrag> this is why handlers should be separate classes
L1372[15:41:02] <HassanS6000> thanks tterrag
L1373[15:41:08] <tterrag> same with this.direction
L1374[15:41:12] <tterrag> which is probably the source of the NPE
L1375[15:41:18] <tterrag> nvm it's int
L1376[15:41:33] <HassanS6000> :D
L1377[15:41:54] <tterrag> https://github.com/Chisel-2/Chisel-2/blob/dev/src/main/java/com/cricketcraft/chisel/network/message/MessageChiselMode.java
L1378[15:41:59] <tterrag> typical packet setup
L1379[15:43:33] <Pennyw95> @tterrag http://imgur.com/z0FAVr1
L1380[15:43:45] <tterrag> so, translucent then?
L1381[15:43:50] <tterrag> you need to enable blending
L1382[15:44:16] <tterrag> something something GLStateManager
L1383[15:44:19] <HassanS6000> tterrag, it works now just the error still thrown..
L1384[15:44:30] <tterrag> HassanS6000: show your registration/sending
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L1386[15:45:45] <Pennyw95> hm
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L1388[15:46:49] <HassanS6000> tterrag, I'm sending it to everyone and registered it on Client side.
L1389[15:46:50] <HassanS6000> http://pastebin.com/CvGGT8Mk
L1390[15:47:02] <Pennyw95> @tterrag there is not such a thing in the GL11 class...
L1391[15:47:42] <Ri5ux> GlStateManager.enableBlend()
L1392[15:47:44] <Ri5ux> I think
L1393[15:47:58] <Ri5ux> Or GL11.glEnable(GL11.GL_BLEND)
L1394[15:48:12] <Ri5ux> ^ For MC versions under 1.8
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L1396[15:48:24] <tterrag> I was assuming you were working with 1.8
L1397[15:48:26] <Ri5ux> Also works on 1.8, just not "correct"
L1398[15:48:29] <tterrag> on 1.7 you just do standard GL
L1399[15:48:44] <tterrag> HassanS6000: post the code....
L1400[15:49:00] <Pennyw95> yes it works! thanks man
L1401[15:49:13] <HassanS6000> http://pastebin.com/vU1kU42V
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L1403[15:49:45] <tterrag> wow that hacky register method -.-
L1404[15:49:56] <tterrag> seriously separate your handlers
L1405[15:51:24] <HassanS6000> xD
L1406[15:53:11] <sham1> Hi persons
L1407[15:53:17] <Neon> Hello person
L1408[15:53:19] <HassanS6000> It's not my decision.. do you know what the problem is though??
L1409[15:53:57] <tterrag> no, and I can't be sure because of your stupid way of registering them...
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L1411[15:54:09] <Ri5ux> It's not the registry method.
L1412[15:54:15] <Ri5ux> It works fine for all of the other packets.
L1413[15:54:19] <williewillus> oh god what is that register method
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L1415[15:54:56] <tterrag> maybe it is, maybe it isn't
L1416[15:55:08] <tterrag> "it's worked fine until now" isn't really proof that it works
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L1418[15:55:22] <Ri5ux> All of the other packets.
L1419[15:55:24] <Ri5ux> Work.
L1420[15:55:32] <tterrag> this one, doesn't
L1421[15:55:48] <Ri5ux> And one method used for all of the packets isn't going to randomly choose one out and break it.
L1422[15:56:29] <Ri5ux> And you know it too.
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L1424[15:57:01] <HassanS6000> tterrag, the packet works it's just throwing errors..
L1425[15:57:34] <williewillus> split your messagehandler into another class >.>
L1426[15:57:38] <williewillus> at least a static inner
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L1432[16:07:40] <PaleoCrafter> Zaggy1024, are you available? :P
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L1436[16:19:19] <Pennyw95> has anyone seen stuff like this to happen before?? http://imgur.com/iu75jZj
L1437[16:19:47] <Pennyw95> showed up after I enabled blending
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L1439[16:21:35] <HassanS6000> Pennyw95, what's wrong?
L1440[16:21:48] <Pennyw95> well that's kinda not how it's supposed to be
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L1442[16:22:30] <Pennyw95> this is as it should be
L1443[16:22:31] <Pennyw95> http://imgur.com/o1Bj0KA
L1444[16:22:52] <Pennyw95> after I enabled blending it becomes ghastly when I'm in front of it
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L1446[16:25:42] <Zaggy1024> PaleoCrafter, sup?
L1447[16:26:03] <PaleoCrafter> I'd have a suggestion for the forge blockstates :P
L1448[16:26:23] <Zaggy1024> Pennyw95, you should probably make sure the blend mode is set to the right one
L1449[16:26:36] <Zaggy1024> okay
L1450[16:26:47] <PaleoCrafter> http://pastebin.com/TZMrYkwb see how I'm repeating myself constantly in here? :P
L1451[16:27:07] <Pennyw95> well I tried BLEND_DST and BLEND_SCR but they do nothing but throw errors in the console
L1452[16:27:07] <PaleoCrafter> would be cool to be able to do something like "height": { "0,1,2,3": {...}, ... }
L1453[16:27:19] <Zaggy1024> hm
L1454[16:27:45] <PaleoCrafter> you want GL11.SRC_ALPHA and GL11.GL_ONE_MINUS_SRC_ALPHA, Pennyw95
L1455[16:27:57] <Zaggy1024> I'm not sure if we can do that
L1456[16:28:08] <Zaggy1024> there's nothing stopping the value string from containing , right now
L1457[16:28:13] <Zaggy1024> maybe in 1.9 that can be done
L1458[16:28:24] <PaleoCrafter> syntax can differ :P
L1459[16:29:01] <Zaggy1024> you would still have to write out all the texture strings fully, so I don't know whether that would be that much of a benefit
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L1461[16:29:58] <PaleoCrafter> that is okay, as long as it's not *that* verbose :P
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L1463[16:30:53] <shadekiller666> anyone know how to fix this: http://pastebin.com/GyGPxDar
L1464[16:31:38] <Pennyw95> @PaleoCrafter those are not working and throwing errors as well
L1465[16:31:51] <PaleoCrafter> wut
L1466[16:32:05] <Pennyw95> http://pastebin.com/zLWgbihr
L1467[16:32:09] <Pennyw95> I swear
L1468[16:32:14] <PaleoCrafter> ...
L1469[16:32:18] <PaleoCrafter> Gl11.glBlendFunc
L1470[16:32:35] <shadekiller666> the class that is erroring on: https://gist.github.com/shadekiller666/57dad4e8500e0493a878
L1471[16:32:54] <williewillus> GL11.glEnable(GL_BLEND) then GL11.glBlendFunc(SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) :p
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L1473[16:33:19] <PaleoCrafter> line 834? that file really has to get smaller :P
L1474[16:33:57] <shadekiller666> 834 is the for loop definition
L1475[16:34:02] <Pennyw95> did you learn this stuff while modding or this general openGL knowledge? it's working now
L1476[16:34:03] <PaleoCrafter> you do know I've shown you a way nicer way of doing this, shadekiller666?
L1477[16:34:13] <williewillus> usually by example :p
L1478[16:34:21] <PaleoCrafter> I learned it while modding, but it is general OpenGL knowledge :P
L1479[16:34:24] <shadekiller666> and that was?
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L1481[16:34:31] <Pennyw95> oh ok
L1482[16:34:55] <Pennyw95> I only know about translate and rotate and matrixes for now, guess it's not over
L1483[16:35:01] <shadekiller666> paleo, what was said way?
L1484[16:35:13] <PaleoCrafter> http://pastebin.com/LzvbP6Lb
L1485[16:35:38] <shadekiller666> ok
L1486[16:35:58] <shadekiller666> i'll try that, but i don't think the faces are getting drawn anyway...
L1487[16:36:05] <Pennyw95> one absolutely last thing: is there a blatant mistake in this happening? I don't get why one leg is rendered and all others are not, as well as the floor http://imgur.com/G4sr3hP
L1488[16:37:20] <PaleoCrafter> this only happens when looking at it from that side?
L1489[16:37:23] <shadekiller666> paleo, would you happen to know how to fix the IndexOutOfBoundsException?
L1490[16:37:31] <PaleoCrafter> I have no clue where that is coming from :P
L1491[16:38:28] <Pennyw95> from all sides
L1492[16:38:34] <shadekiller666> its coming from the Tessellator.getInstance().getWorldRenderer().putPosition() call in the for loop on line 64 of the gist that i linked
L1493[16:38:38] <Pennyw95> but there is only one leg rendering
L1494[16:39:03] <PaleoCrafter> is it always the same leg? or the one not occluded by the translucent faces?
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L1497[16:40:14] <PaleoCrafter> oh, shadekiller666, I think you want setTranslation, not putPosition :P
L1498[16:40:26] <shadekiller666> erm, ok
L1499[16:40:29] <PaleoCrafter> that is some internal stuff that sets up the buffer that contains all the vertex data
L1500[16:42:44] <Pennyw95> always the same leg
L1501[16:43:00] <Pennyw95> they should have been done all the same way
L1502[16:43:05] <Pennyw95> but I didn't do the model
L1503[16:43:07] <shadekiller666> O.o
L1504[16:43:11] <Pennyw95> so who's to blame?
L1505[16:43:35] <shadekiller666> for some reason setTranslation() offset the entire game viewport off the side of the screen...
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L1508[16:45:48] <Pennyw95> I mean is it the model's fault? or the renderer's?
L1509[16:48:46] <Pennyw95> or is it how forge renders and I'm stranded?
L1510[16:50:12] <shadekiller666> nope paleo, that doesn't seem to help :/ it doesn't crash, it just offsets the selection box
L1511[16:50:42] <shadekiller666> those faces could be getting skipped for some reason penny
L1512[16:50:56] <shadekiller666> maybe they are not defined properlly
L1513[16:51:20] <Pennyw95> maybe, because I set all the proper values in the block class
L1514[16:51:27] <Pennyw95> so is this on the model's side?
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L1516[16:56:54] <PaleoCrafter> hm, shadekiller666, is there a way to get a baked model from a block's default state?
L1517[16:57:05] <PaleoCrafter> actually, nvm, lol
L1518[16:57:17] <shadekiller666> there is but it shouldn't matter in my case :P
L1519[16:57:26] <PaleoCrafter> talking about my own purposes :P
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L1524[17:05:12] <sham1> That makes me afraid Paleo
L1525[17:05:24] <PaleoCrafter> you should be, sham1
L1526[17:05:51] <sham1> :C
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L1537[17:26:36] <shadekiller666> what is the method that gets called to update a TileEntity in 1.8? update() doesn't seem to be a thing anymore
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L1541[17:28:43] <shadekiller666> oh right, IUpdatePlayerListBox...
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L1545[17:37:44] <shadekiller666> is there a way to get an instance of the Server-side representation of Minecraft.getMinecraft().thePlayer?
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L1547[17:38:08] <gigaherz> shadekiller666: from where?
L1548[17:38:22] <shadekiller666> from within a TileEntity
L1549[17:38:38] <gigaherz> a lot of methods have an EntityPlayer
L1550[17:38:47] <shadekiller666> i want to try a different approach to this without using a TESR
L1551[17:39:23] <gigaherz> but
L1552[17:39:29] <gigaherz> thing is there's more than one player
L1553[17:39:41] <gigaherz> so you'd need to find all palyer entities around the block
L1554[17:39:44] <gigaherz> player*
L1555[17:39:46] <shadekiller666> i supose i could check world.isRemote and grab the player's lookvector that way but then i can only update the blockstate client-side
L1556[17:40:34] <shadekiller666> wait, aren't packets fired to the other "side" whenever a block updates?
L1557[17:41:15] <gigaherz> if you allow it
L1558[17:41:42] <gigaherz> setBlockState has an optional param that can be set to different flags, depending on what you want to update
L1559[17:43:38] <gigaherz> oh wow: https://www.youtube.com/watch?v=lSgl4SnQY40
L1560[17:43:39] <gigaherz> XD
L1561[17:45:38] <shadekiller666> holy crap he can do that in real-time?
L1562[17:46:04] <gigaherz> yes.
L1563[17:46:25] <gigaherz> the other video was also realtime, he said so in the reddit thread
L1564[17:48:19] <shadekiller666> i'm guessing his player model is on top of that armor stand and invisible
L1565[17:48:38] <shadekiller666> unless you can set the view entity with commands
L1566[17:48:59] <gigaherz> nono
L1567[17:49:12] <gigaherz> he's using commandblock syntax to change the angles and moving the armor stand
L1568[17:49:26] <gigaherz> oh wait I see waht you mean
L1569[17:49:27] <gigaherz> hmm
L1570[17:49:39] <gigaherz> he could be in psectator mode
L1571[17:49:43] <gigaherz> or invisible
L1572[17:49:45] <shadekiller666> true
L1573[17:49:46] <gigaherz> dunno about that
L1574[17:49:52] <shadekiller666> spectator AND invisible
L1575[17:50:52] <gigaherz> I think he's just moving the armor stand to his player position every tick
L1576[17:50:58] <gigaherz> or well every few ticks
L1577[17:51:37] <halvors> Anyone know a way to set a property in the configuration to a value after the configuration is initially loaded?
L1578[17:51:50] <shadekiller666> you know i wonder if his player model is moving as well
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L1581[17:53:34] <gigaherz> halvors: set it and save?
L1582[17:54:10] <shadekiller666> this video is amazing...
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L1587[17:56:28] <shadekiller666> it would have been even better if the armorstand had armor or something
L1588[17:59:13] <shadekiller666> yep
L1589[17:59:28] <shadekiller666> he's in spectator
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L1591[18:00:52] <shadekiller666> and his player was teleported to the armor stand
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L1595[18:15:08] <tterrag> spectator mode IS invisible
L1596[18:15:17] <tterrag> to anyone not also in spectator mode
L1597[18:15:25] <tterrag> he's definitely in spectator, is what I'm saying, they even demonstrate it
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L1608[18:41:35] <shadekiller666> mhmm
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L1614[18:51:25] <Manusoftar> i need to create a dat (nbt) file to store some data for a mod im writing, i've been checking some tutorials but they always write onto user.dat or level.dat, how should i write my own file??, directly with a bufferedwriter ???
L1615[18:52:10] <tterrag> sure
L1616[18:53:08] <Manusoftar> so there is no internal methods to write those dat files on the saves folder??
L1617[18:53:37] <shadekiller666> sweet, i made the eye follow the player :D without even using a TESR
L1618[18:53:47] <shadekiller666> though this method probably isn't the fastest but whatever
L1619[18:54:28] <infinitefoxes_> huh, I've got my "parachute" rendering on the player in third person using RenderPlayerEvent.Pre
L1620[18:54:35] <infinitefoxes_> but it doesn't render in first person
L1621[18:55:10] <infinitefoxes_> which kinda makes it very difficult to tell if you're wearing the parachute...
L1622[18:55:23] <Manusoftar> any advise???
L1623[18:57:33] <infinitefoxes_> Manusoftar: look at CompressedStreamTools.writeCompressed
L1624[18:57:43] <infinitefoxes_> Pass in a InputStream and the NBT compound
L1625[18:58:01] <infinitefoxes_> OutputStream**
L1626[18:58:17] <Manusoftar> thanks i will
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L1628[18:59:37] <tterrag> Manusoftar: just make your own file
L1629[18:59:39] <tterrag> using java IO normally
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L1631[19:00:07] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/transceiver/ServerChannelRegister.java#L159
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L1633[19:02:59] <Manusoftar> regarding the CompressedStreamTools.writeCompressed i've been checking some examples on google and none of the set the path to where the file should be saved to....
L1634[19:04:00] <Vigaro> Manusoftar: You can input the path together with the filename
L1635[19:04:07] <Vigaro> The basepath is MC's directory
L1636[19:04:59] <Manusoftar> ok
L1637[19:05:45] <halvors> gigaherz: Yeah, but the configuration does not have a lot of set options...
L1638[19:05:55] <halvors> gigaherz: Only get() functions.
L1639[19:06:01] <gigaherz> hmmm no idea then
L1640[19:06:08] <gigaherz> I haven't used config since the 1.4.x days
L1641[19:06:08] <gigaherz> XD
L1642[19:06:19] <gigaherz> basically the last time I had to mess with block/item IDs ;P
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L1646[19:07:19] <tterrag> halvors: what?
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L1649[19:13:28] <Geforce> Hey, could someone help me out? Someone is using my mod on their 1.8 server, and saying that this error is being spammed in their console. It never references a point in my code, so I don't know where to begin. Error: http://pastebin.com/a2tZf8X1
L1650[19:14:30] <tterrag> Geforce: something you are doing is expecting your entity to be an EntityLivingbase
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L1656[19:17:42] <Geforce> Yeah, I know, but I've looked at all the places I use EntityTnTCompact, and I never cast it to EntityLivingBase, so I don't really understand what's going on... :/
L1657[19:18:18] <tterrag> it's not you, it looks like some packet you are sending
L1658[19:19:04] <tterrag> EntityLivingBase entitylivingbase = (EntityLivingBase)EntityList.createEntityByID(p_147281_1_.func_149025_e(), this.gameController.theWorld);
L1659[19:19:10] <tterrag> how are you spawning your entity?
L1660[19:19:37] <Geforce> Um...
L1661[19:20:29] <Geforce> I use world.spawnEntityInWorld(entity).
L1662[19:20:36] <Geforce> https://github.com/Geforce132/SecurityCraft/blob/master/1.7.10/src/main/java/org/freeforums/geforce/securitycraft/blocks/mines/BlockBouncingBetty.java#L49
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L1666[19:27:07] <tterrag> Geforce: I'm just as confused as you, MC seems to ignore the case of spawning a non-living entity...maybe look into how normal TNT is spawned?
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L1669[19:29:15] <gigaherz> Geforce: hmm is the position assigned?
L1670[19:29:27] <gigaherz> ah nevermind, it is
L1671[19:32:08] <Geforce> Yeah, it's weird, everything seems to be correct, but for some reason, it's not working...
L1672[19:32:43] <tterrag> did you register your entity globally?
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L1674[19:33:28] <Geforce> EntityRegistry.registerModEntity()?
L1675[19:34:29] <tterrag> so, no
L1676[19:34:48] <Geforce> Oh, maybe that's the problem.
L1677[19:35:07] <tterrag> no
L1678[19:35:10] <tterrag> never register entities globally
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L1680[19:35:37] <Geforce> Ah, ok, I'm good then.
L1681[19:37:07] <Manusoftar> will DimensionManager.getCurrentSaveRootDirectory() give me the save for the world currently loaded??
L1682[19:37:25] <tterrag> Manusoftar: as the name would suggest, yes
L1683[19:37:29] <Manusoftar> or the save directory for every worlds (the parent folder)?
L1684[19:38:13] <wizjany> is there any explanation as to which of these means what: isFullCube, isVisuallyOpaque, isNormalCube, isSolidFullCube, isFullBlock, isTranslucent, isOpaqueCube
L1685[19:38:14] <Manusoftar> the name could also suggest it gives the general saves folder not necesarilly the current world one... though thanks
L1686[19:38:23] <tterrag> >current
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L1690[19:45:31] <gigaherz> Manusoftar: the "Current Save" part of the name sounds very specific to me ;P
L1691[19:48:57] <Teamy> I have an item extending ItemFood but I don't eat when I hold right click. Anything I need to set to make it work?
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L1693[19:51:50] <infinitefoxes_> I can't seem to figure out how render my parachute in first person when you look up.
L1694[19:51:57] <infinitefoxes_> anyone got any pointers?
L1695[19:52:10] <infinitefoxes_> I'm using RenderPlayerEvent.Pre to draw it in third person with no problems
L1696[19:52:15] <tterrag> RenderWorldLastEvent perhaps?
L1697[19:52:40] <infinitefoxes_> I'll look at that
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L1700[20:00:12] <Teamy> looks like my hunger bar was full
L1701[20:00:14] <Teamy> ;-;
L1702[20:00:25] <Geforce> ._.
L1703[20:00:26] <Geforce> lol
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L1705[20:06:06] <shadekiller666> giga, i got the rotate to follow the player thing working
L1706[20:06:37] <shadekiller666> and in the process i discovered a bug with my code for handling group visibilities
L1707[20:06:49] <gigaherz> heh
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L1709[20:10:30] <williewillus> DimensionManager.getCurrentSaveRootDirectory gives you the save folder for the overworld
L1710[20:10:40] <LexLap> FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
L1711[20:10:47] <LexLap> The time has finally come
L1712[20:10:54] <LexLap> i have to setup a Fernflower fork.
L1713[20:11:01] <LexLap> AbrarSyed, oh gradle master where are you!
L1714[20:11:04] <williewillus> you should name it that
L1715[20:13:13] <williewillus> The Fun Fantastical Fair Famous Fast Feasible ... FernFlower Fork
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L1717[20:16:27] <Manusoftar> is there anyway to simulate the effect of a beacon without an actual beacon??
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L1719[20:17:55] <infinitefoxes_> Look at TileEntityBeaconRenderer
L1720[20:18:04] <infinitefoxes_> I think it draws the beacon laser thingy in there
L1721[20:18:11] <Manusoftar> ok thanks
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L1724[20:23:53] <Manusoftar> is there a limited variety of blocks that could be the ground?? i mean, the ground could be made of anything or it has to be made of certain types of blocks
L1725[20:23:55] <Manusoftar> ???
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L1728[20:29:03] <williewillus> if you write your own generator they can be anything you want :p
L1729[20:32:55] <Manusoftar> im mean by default
L1730[20:33:14] <Manusoftar> to find the ground level at any given point on the world
L1731[20:34:45] <williewillus> trying to find the ground level by identifyin block types is not a very good idea
L1732[20:35:10] <Manusoftar> any other way???
L1733[20:35:22] <Manusoftar> im all ears
L1734[20:35:31] <Manusoftar> well eyes :P
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L1737[20:37:49] <williewillus> not sure, you could try using lc values (not sure if those exist in 1.8 anymore) but even that isn't always predictable, since the notion of "ground level" is quite abstract
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L1739[20:40:57] <Manusoftar> ok, another subject, is there any other way to check if a specific tag exists on a dat file (nbt) other than catching wherever exception it may throw trying to read a non exisitng tag???
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L1743[20:44:52] <LexLap> yes there is a hasKey function
L1744[20:44:58] <LexLap> its used all over the place
L1745[20:45:08] <LexLap> as for finding ground there is a function in world for that
L1746[20:45:16] <LexLap> check the bonus chest spawning code
L1747[20:45:18] <LexLap> it uses it
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L1750[20:47:50] <shadekiller666> diesie
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L1753[20:58:07] <shadekiller666> giga, i put the new eyeball on the github repo, go take a look
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L1756[21:00:41] <gigaherz> shadekiller666: hm?
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L1758[21:01:03] <shadekiller666> the obj loader pr has a new block
L1759[21:01:08] <gigaherz> Oh
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L1761[21:01:13] <shadekiller666> an eyeball that always faces the player
L1762[21:01:43] <gigaherz> I don't see it?
L1763[21:02:04] <shadekiller666> in the process of making it i discovered an issue with my processing of the visibility list passed into OBJState
L1764[21:02:12] <shadekiller666> its a new PR, its the second on the list
L1765[21:02:20] <killjoy> I think I need an irc client that is looks good while narrow.
L1766[21:02:59] <gigaherz> yeah I mean I don't see any new commit in there XD
L1767[21:03:25] <shadekiller666> because its squashed
L1768[21:03:27] <gigaherz> did you actually push? XD
L1769[21:03:31] <shadekiller666> mhmm
L1770[21:03:41] <gigaherz> it says 3 days ago, though
L1771[21:03:42] <gigaherz> XD
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L1773[21:03:54] <shadekiller666> https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java
L1774[21:04:04] <shadekiller666> it pushed lol
L1775[21:05:04] <shadekiller666> i hope the squash doesn't conflict, it doesn't look like it does
L1776[21:05:10] <gigaherz> ah
L1777[21:05:17] <gigaherz> no idea why the PR still says 3 days ago then
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L1779[21:05:32] <shadekiller666> i just pushed not too long ago
L1780[21:05:49] <gigaherz> confusing
L1781[21:05:58] <shadekiller666> ya lol
L1782[21:05:59] <gigaherz> yeah it says 12 minutes ago, but if you click in the commit
L1783[21:06:01] <gigaherz> it says 3 days ago
L1784[21:06:02] <gigaherz> XD
L1785[21:06:06] <shadekiller666> haha
L1786[21:06:10] <gigaherz> the commit timestamp != the push time
L1787[21:06:11] <gigaherz> ;P
L1788[21:07:28] <shadekiller666> stupid git
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L1793[21:12:35] <infinitefoxes_> the lighting when drawing during RenderWorldLastEvent isn't quite the same as PlayerRenderEvent.Pre
L1794[21:12:41] <infinitefoxes_> enabling lighting doesn't do much to help it either
L1795[21:12:48] <infinitefoxes_> am I missing something?
L1796[21:13:40] <tterrag|away> What do you mean different
L1797[21:14:29] <infinitefoxes_> uhhm, it'd be better explained with a screenshot
L1798[21:14:30] <infinitefoxes_> one sec
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L1801[21:17:04] <infinitefoxes_> using RenderWorldLastEvent: https://i.imgur.com/eG4SOHs.png, PlayerRenderEvent: https://i.imgur.com/NFRf4bt.png
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L1803[21:18:01] <tterrag|away> hmm
L1804[21:18:13] <tterrag|away> Look at what setup is being done in the player renderer
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L1806[21:20:58] <MattDahEpic> you all know how we had a large argument about aethblings kinect armour stand thing?: https://www.youtube.com/watch?v=lSgl4SnQY40
L1807[21:21:03] <infinitefoxes_> There's a setBrightness method that seems to do it, but I'm not sure how to call it from an event since it's in RenderLivingEntity
L1808[21:21:35] <tterrag|away> I doubt that's it
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L1810[21:25:25] <MattDahEpic> i cant figure out why success never changes to true: https://paste.ee/p/Xaf9h
L1811[21:26:10] <MattDahEpic> infinitefoxes_, how many foxes?
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L1813[21:26:39] <infinitefoxes_> MattDahEpic: they lost count at a few hundred
L1814[21:26:59] <infinitefoxes_> well, you're muting an exception
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L1816[21:27:24] <infinitefoxes_> try calling e.printStackTrace() so you can see why it's failing
L1817[21:27:29] <infinitefoxes_> or setting up a breakpoint
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L1819[21:29:39] <shadekiller666> giga, what do you think of how i did that though?
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L1821[21:30:39] <gigaherz> to be honest, I didn't really look at the code, I'm rather tired tonight XD
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L1823[21:30:57] <shadekiller666> lol
L1824[21:31:19] <shadekiller666> most of it is converting 2 Vector3ds into a quaternion
L1825[21:32:57] <shadekiller666> well, into a TRSRTransformation
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L1829[21:36:26] <infinitefoxes_> still no idea where lighting is being setup
L1830[21:38:45] <infinitefoxes_> might just settle for it not working in first person for the time being
L1831[21:40:33] <Teamy> What is the largest metadata an item can have?
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L1833[21:41:07] <MattDahEpic> why the hell is lapis listed as oredict for "dye"? putting that in a ore converter turns flowers into lapis
L1834[21:41:14] <williewillus> Teamy: it's saved as a short
L1835[21:41:19] <Teamy> kk thanks
L1836[21:41:24] <williewillus> MattDahEpic: because it *is* a dye?
L1837[21:41:26] <williewillus> it's the blue dye
L1838[21:41:42] <MattDahEpic> its ALSO under dyeBlue
L1839[21:42:10] <Teamy> can items have negative metadata?
L1840[21:42:15] <MattDahEpic> no
L1841[21:42:18] <Teamy> kk
L1842[21:42:20] <Teamy> thanks
L1843[21:42:22] <tterrag|away> yes?
L1844[21:42:25] <tterrag|away> Why not?
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L1846[21:42:38] <shadekiller666> its just a number isn't it
L1847[21:42:41] <Teamy> I wouldn't know apparently
L1848[21:42:50] <williewillus> it can but if when itemstacks load nbt
L1849[21:42:57] <williewillus> if it finds a meta under 0
L1850[21:42:59] <williewillus> its reset to 0
L1851[21:43:03] <Teamy> bummer
L1852[21:43:13] <williewillus> why do you need so many lol
L1853[21:43:19] <tterrag|away> Does it?
L1854[21:43:29] <williewillus> yeah ItemStack.readFromNBT
L1855[21:43:31] <MattDahEpic> hes making the 300 thousand bed mod right?
L1856[21:43:34] <Teamy> was trying to keep a counter of the number of times an item has been smelted
L1857[21:43:48] <tterrag|away> NBT
L1858[21:43:50] <williewillus> just have a normal nbt?
L1859[21:43:56] <Teamy> but the nbt data I saved to the item on the playerevent.itemsmeltedevent didnt seem to work
L1860[21:44:46] <williewillus> not sure if smelting recipes retain nbt data
L1861[21:44:56] <tterrag|away> They do not
L1862[21:45:02] <Teamy> bummer
L1863[21:45:11] <Teamy> is there an event I can use the work with the product of a smelting recipe?
L1864[21:45:12] <tterrag|away> But the event should work fine
L1865[21:45:22] <MattDahEpic> custom crafter Teamy
L1866[21:45:35] <tterrag|away> ...There are no recipes for the furnace
L1867[21:45:38] <Teamy> What do you mean a custom crafter matt?
L1868[21:45:39] <tterrag|away> It's just a giant map
L1869[21:46:16] <Teamy> so would there be an event that occurs when an item is smelted and lets you manipulate the product of the smelting?
L1870[21:46:26] <williewillus> Teamy: by keeping a counter do you just mean "number of times X item has been pulled out of a furnace?"
L1871[21:46:33] <Teamy> yes
L1872[21:46:37] <williewillus> because if so I'm sure vanilla stats already track that
L1873[21:46:44] <Teamy> I have an item that when smelted, returns itself
L1874[21:47:01] <Teamy> and I would like to keep a counter on that item to keep track of how many times that individual item has been resmelted
L1875[21:47:07] <williewillus> oh individual
L1876[21:47:09] <tterrag|away> Didn't you just say there was such an event?
L1877[21:47:11] <williewillus> nvm then
L1878[21:47:30] <Teamy> I'm pretty sure that the item only gives you the item used to smelt, not the product
L1879[21:47:36] <Teamy> the event*
L1880[21:47:37] <Vigaro> Teamy: There is an event for that, just listen to it and add the data to the item's damage value/mbt
L1881[21:47:47] <williewillus> the event only has one itemstack
L1882[21:47:57] <Teamy> eventArgs.smelting
L1883[21:48:05] <Teamy> on PlayerEvent.ITemSmeltedEvent
L1884[21:48:15] <williewillus> either the ingredient or the product, and his use case needs both (to read the tag off the old, increment, reapply on new)
L1885[21:48:25] <tterrag|away> Why would it do that...stupid
L1886[21:48:33] <Teamy> I'm stupid or the event is?
L1887[21:48:43] <williewillus> it's the fml event
L1888[21:48:45] <williewillus> it's ancient :p
L1889[21:49:40] <Teamy> bummer
L1890[21:50:03] <infinitefoxes_> Is there any way to tell if a block at a position has been placed by a player?
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L1892[21:50:30] <Teamy> any block or a special block designed for that detection?
L1893[21:50:35] <infinitefoxes_> any block
L1894[21:50:43] <williewillus> and surviving a reload or no :p
L1895[21:50:58] <infinitefoxes_> remembering it would be very important, haha
L1896[21:51:05] <williewillus> not an easy way, no
L1897[21:51:12] <shadekiller666> does forge keep BlockSnapshots until the game is closed?
L1898[21:51:23] <williewillus> it discards them after theyre done being used i thought
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L1900[21:51:40] <shadekiller666> so immediately after block placement?
L1901[21:51:57] <tterrag|away> You could cache everything that passes through PlaceEvent
L1902[21:51:57] <infinitefoxes_> I have a tool that gives double drops for any harvestable block with it
L1903[21:52:04] <infinitefoxes_> it works just fine, but you can infinitely generate blocks with it
L1904[21:52:15] <tterrag|away> But that could get really big really quick
L1905[21:52:19] <shadekiller666> oh
L1906[21:52:39] <shadekiller666> infinite, NBT might help
L1907[21:52:50] <tterrag|away> NBT on what...?
L1908[21:52:58] <williewillus> yeah, block snapshots are cleared immediately after placeevents are fired
L1909[21:53:19] <williewillus> yeah, NBT is useless if said block has no TE, once you place it down you lose that data
L1910[21:53:20] <shadekiller666> any itemblock thats dropped by blocks harvested with the tool
L1911[21:53:41] <shadekiller666> ya thats a small problem...
L1912[21:54:08] <shadekiller666> could one be sneaky and give a non-updating TE to a block that doesn't have one?
L1913[21:54:36] <infinitefoxes_> that sounds evil
L1914[21:54:37] <tterrag|away> no
L1915[21:54:38] <williewillus> no
L1916[21:54:40] <williewillus> that's silly
L1917[21:54:43] <tterrag|away> It wouldn't persist
L1918[21:55:11] <shadekiller666> hmmm
L1919[21:55:21] <shadekiller666> extended block states?
L1920[21:55:29] <williewillus> how would that work lol
L1921[21:55:36] <shadekiller666> an unlisted property maybe
L1922[21:55:45] <shadekiller666> though that also wouldn't persist
L1923[21:55:46] <tterrag|away> They require A TE
L1924[21:55:58] <williewillus> but adding those to blocks that aren't yours?
L1925[21:55:58] <shadekiller666> unlisted properties don't require a TE
L1926[21:56:04] <williewillus> and no, no Te needed
L1927[21:56:27] <williewillus> but there's no way to retain that info
L1928[21:56:31] <williewillus> unless you save to meta
L1929[21:57:13] <williewillus> the overkill method would be to regenerate the chunk using the worldgen and see if that position's block is different
L1930[21:57:19] <shadekiller666> there is the option of adding a generic block
L1931[21:57:26] <williewillus> wat
L1932[21:57:31] <infinitefoxes_> before, I just wrote all the blocks in the mod to have a special flag that identified them as having been mined
L1933[21:57:38] <infinitefoxes_> but that made code messy and had bugs all the time
L1934[21:57:51] <williewillus> wait you want to track your own blocks or all types of blocks?
L1935[21:57:54] <infinitefoxes_> all
L1936[21:57:58] <williewillus> yeah no easy way for that
L1937[21:58:17] <shadekiller666> instead of placing the actual block, you have one that mimics it... which is also a pain in the ass
L1938[21:58:25] <shadekiller666> cuz you have to deal with aliases and such
L1939[21:58:26] <williewillus> ew no
L1940[21:58:54] <shadekiller666> or
L1941[21:58:57] <williewillus> there's hundreds and hundreds of blocks in any sizeable pack. Generating a shim for each one of those? nope :p
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L1943[21:59:18] <shadekiller666> you could potentially catch block placement events
L1944[21:59:30] <shadekiller666> and store the BlockPos somewhere
L1945[21:59:46] <shadekiller666> though that would only work for anything placed after your mod is installed
L1946[21:59:51] <infinitefoxes_> my problem with that is I have no idea how well it'll scale with large worlds
L1947[21:59:57] <williewillus> and that would quickly amount to a LOT of saved data
L1948[22:00:25] <williewillus> i stick by "it can't be done" or "regenerate the chunk and compare" (which is a pretty dumb and laggy idea but it would work probably)
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L1955[22:02:51] <infinitefoxes_> hm, I'll just stick with manually flagging my own blocks
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L1959[22:06:38] <Teamy> Do items tick in your inventory, and if so what do I need to override to add code when they do?
L1960[22:07:02] <Lomeli12> onUpdate
L1961[22:07:06] <Teamy> thanks
L1962[22:12:01] <infinitefoxes_> rendering the parachute in first person is getting tedious
L1963[22:12:10] <infinitefoxes_> is there a way to maybe force the 3rd person camera?
L1964[22:13:28] <Manusoftar> When i open a dat file (nbt) where i wrote an NBTTagList (using CompressedStreamTools.compress on the TagCompound) which type of data should i try to read with the inputstream???
L1965[22:13:30] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip5653e53d.direct-adsl.nl) (Ping timeout: 202 seconds)
L1966[22:14:02] <Lomeli12> Check their game settings and see if thirdPersonView is 0, if it is, set it to 1.
L1967[22:14:22] <infinitefoxes_> Manusoftar: you mean reading it back into a NBT compound?
L1968[22:14:29] <Manusoftar> yep
L1969[22:14:52] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip5653e53d.direct-adsl.nl)
L1970[22:15:01] <infinitefoxes_> use CompressedStreamTools.readCompressed
L1971[22:15:11] <Manusoftar> Link this -> http://www.minecraftforge.net/forum/index.php?topic=12673.0 but with NBTTagList
L1972[22:15:23] <Teamy> How should I kill a player?
L1973[22:15:33] <Manusoftar> with a sword :P
L1974[22:15:42] <Manusoftar> LOL
L1975[22:15:47] <Teamy> using the entityplayer, how do I kill them
L1976[22:15:51] <infinitefoxes_> .setDead()
L1977[22:15:51] <killjoy> drop an anvil on his head
L1978[22:15:56] <Manusoftar> LMFAO
L1979[22:16:02] <Manusoftar> or hers
L1980[22:16:02] <infinitefoxes_> *splat*
L1981[22:16:19] ⇦ Quits: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net) (Ping timeout: 202 seconds)
L1982[22:16:20] <killjoy> Someone should make a mod that adds funny death messages.
L1983[22:16:21] <Teamy> thanks infinite
L1984[22:16:42] <infinitefoxes_> well, setting the camera kinda works
L1985[22:16:44] <infinitefoxes_> it's kinda stupid
L1986[22:16:56] <infinitefoxes_> and doesn't put you back in first person, but I think I can fix that up
L1987[22:17:02] <Manusoftar> sorry i was tempted... XD
L1988[22:17:19] <Teamy> What causes the respawn dialog not to show when a player dies to setDead?
L1989[22:17:42] <Lomeli12> Was gonna say you should probably store the camera view they started in and set it back once they land.
L1990[22:17:49] <Cazzar> You might also want their health to be set to 0
L1991[22:17:51] <tterrag|away> Teamy: setDead() won't work on a player
L1992[22:17:59] <Cazzar> Since, there is internal checks for health of 0
L1993[22:17:59] <tterrag|away> attack them with a damage source
L1994[22:18:06] <Cazzar> Or that
L1995[22:18:08] <tterrag|away> unblockable infinite damage
L1996[22:18:45] <Lomeli12> attackEntityFrom(DamageSource.generic, player.getMaxHealth()) ?
L1997[22:19:03] <tterrag|away> what if they have armor?
L1998[22:19:08] <tterrag|away> Integer.MAX_VALUE :P
L1999[22:19:26] <Teamy> kk I'll try that
L2000[22:19:39] <Lomeli12> Generic damage bypasses armor =P
L2001[22:19:42] <Cazzar> oh, damnit this is happening http://upload.cazzar.net/images/Dj9p6PS
L2002[22:19:58] <Teamy> if I use Integet.MAX_VALUE for the damage will armor matter?
L2003[22:20:07] *** KJ4IPS is now known as KJ4IPS|Gone
L2004[22:20:17] <Cazzar> With 2^31-1 yeah, not really
L2005[22:20:29] <Teamy> sweet
L2006[22:20:53] <Lomeli12> Unless their armor blocks all damage and the source you use doesn't bypass armor, yeah it doesn't matter.
L2007[22:21:23] <Teamy> so if I want a guarenteed kill I want damagesource.generic so no armor checks are called?
L2008[22:21:38] <MattDahEpic> does void use generic damage?
L2009[22:21:40] <infinitefoxes_> Check what the void does.
L2010[22:21:50] <Teamy> things can prevent void damage tho
L2011[22:22:09] <Cazzar> new DamageSource()?
L2012[22:22:26] <MattDahEpic> do you have to have an itemblock for your block?
L2013[22:22:28] <infinitefoxes_> it seems to do a pretty consistent two hearts of damage regardless of any (sane) armor you're wearing
L2014[22:22:31] <Lomeli12> void damage is basically genernic with setDamageAllowedInCreativeMode added.
L2015[22:22:54] <Teamy> bloodmagic lets you socket a sigil to prevent void damage entirely
L2016[22:23:59] ⇦ Quits: PrinceCat (~PrinceCat@58-7-207-167.dyn.iinet.net.au) ()
L2017[22:24:20] <Lomeli12> just use generic or make your own if you're scared someone might specifically check for generic (or another vanilla damage source).
L2018[22:24:49] <Teamy> What is involved in making your own?
L2019[22:24:59] <Teamy> just makign a class that extends it?
L2020[22:25:12] <Cazzar> probably just a new call?
L2021[22:25:18] <Teamy> kk ill try that
L2022[22:25:21] <Lomeli12> DamageSource mySource = new DamageSource("something").setDamageBypassesArmor();
L2023[22:25:39] <Cazzar> I personally don't have a gradle/ide setup right now
L2024[22:25:51] <Cazzar> Since, yeah haven't needed to set up a modding environment.
L2025[22:25:53] <Manusoftar> im trying to read an NBTTagList from an NBTTagCompound using getTagList, what the hell should i put on the type argument???
L2026[22:26:14] <Lomeli12> Look at the DamageSource class for examples. All the vanilla damage sources are declared there.
L2027[22:26:31] <Teamy> so the constructer argument for DamageSource, is that what will be displayed when the player dies?
L2028[22:26:44] <Lomeli12> you'll use that for localizations, yes.
L2029[22:26:55] <Teamy> cool, thanks for the help
L2030[22:27:43] <Cazzar> I really hope YouTubes algorithms get that I don't want it to autoplay "50 songs vocaloid compilation"
L2031[22:28:01] <Cazzar> Like, yes, I listen to vocaloid, though I don't want a singular video of 50...
L2032[22:29:05] <MattDahEpic> https://youtu.be/xbni-CJWAqI?t=1m6s
L2033[22:29:29] <Manusoftar> im trying to read an NBTTagList from an NBTTagCompound using getTagList, what the hell should i put on the type argument???
L2034[22:29:48] <MattDahEpic> Manusoftar, use mcpbot
L2035[22:30:01] <Manusoftar> how?
L2036[22:30:18] <MattDahEpic> !!gm NBTTagCompound.getTagList 1.7.10
L2037[22:30:19] <MCPBot_Reborn> === MC 1.7.10: net/minecraft/nbt/NBTTagCompound.getTagList (dh.c) UNLOCKED ===
L2038[22:30:20] <MCPBot_Reborn> Name : c => func_150295_c => getTagList
L2039[22:30:20] <Cazzar> Lemme pull up some code.
L2040[22:30:20] <MCPBot_Reborn> Descriptor : (Ljava/lang/String;I)Ldq; => (Ljava/lang/String;I)Lnet/minecraft/nbt/NBTTagList;
L2041[22:30:21] <MCPBot_Reborn> Comment : Gets the NBTTagList object with the given name. Args: name, NBTBase type
L2042[22:30:22] <MCPBot_Reborn> SRG Params : String p_150295_1_, I p_150295_2_
L2043[22:30:23] <MCPBot_Reborn> MCP Params : String key, int type
L2044[22:30:23] <MCPBot_Reborn> Last Change: 2014-01-13 12:29:21-05:00 (bspkrs)
L2045[22:30:36] <Manusoftar> thats oudated im running 1.8
L2046[22:30:41] <infinitefoxes_> it's still relevant
L2047[22:31:01] <infinitefoxes_> NBT changed very little (if at all) in 1.8 iirc
L2048[22:31:03] <Manusoftar> !!gm NBTTagCompound.getTagList 1.8
L2049[22:31:04] <Cazzar> Actually, NBT hasn't changed that much for a while.
L2050[22:31:04] <MattDahEpic> replace the 1.7.10 with 1.8 then
L2051[22:31:04] <MCPBot_Reborn> === MC 1.8: net/minecraft/nbt/NBTTagCompound.getTagList (fn.c) UNLOCKED ===
L2052[22:31:05] <MCPBot_Reborn> Name : c => func_150295_c => getTagList
L2053[22:31:05] <MCPBot_Reborn> Descriptor : (Ljava/lang/String;I)Lfv; => (Ljava/lang/String;I)Lnet/minecraft/nbt/NBTTagList;
L2054[22:31:06] <MCPBot_Reborn> Comment : Gets the NBTTagList object with the given name. Args: name, NBTBase type
L2055[22:31:06] ⇨ Joins: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L2056[22:31:07] <MCPBot_Reborn> SRG Params : String p_150295_1_, I p_150295_2_
L2057[22:31:07] <MCPBot_Reborn> MCP Params : String key, int type
L2058[22:31:08] <MCPBot_Reborn> Last Change: 2014-01-13 12:29:21-05:00 (bspkrs)
L2059[22:31:21] <MattDahEpic> only use one !, the 2 were for pub;lic output
L2060[22:31:30] <Manusoftar> ok
L2061[22:31:33] <Cricket> Or even better
L2062[22:31:36] <Cricket> pm the bot :P
L2063[22:31:45] <Lomeli12> NBTTagList can only store one type of tag. If you put an int into one, all items in that list will be NBTTagInt. If you put a string in, ALL items in that list will be NBTTagString.
L2064[22:31:46] <Manusoftar> good idea
L2065[22:32:06] <Cazzar> Though, it has to be the type int.
L2066[22:32:11] <Cazzar> Actually, no
L2067[22:32:22] <Manusoftar> so i cannot write a BlockPos, i should put each coordinate separatedly??
L2068[22:32:38] <MattDahEpic> new BlockPos(x,y,z) ?
L2069[22:32:44] <Cazzar> I just writeInt() writeInt() writeInt()
L2070[22:33:41] <Manusoftar> I have a LinkedList<BlockPos> which i need to save, i know i have to iterate over each element of the list and write one by one, but what if each element is not a primitive type??? like my case
L2071[22:34:02] <Lomeli12> Write each BlockPos into a TagCompound and make a list of TagCompounds
L2072[22:34:13] <Cazzar> Well, there is multiple ways you can serialize it.
L2073[22:34:17] <Manusoftar> Great!
L2074[22:34:24] <Lomeli12> when you get the list, do getTagList("BlockPosList", 10)
L2075[22:34:39] <Manusoftar> Why havent i thought that on a first place O_o ;P
L2076[22:34:58] * Lomeli12 shrugs
L2077[22:35:24] <Cazzar> Hell, one convoluded way could by, setString("blockposes", new Gson().toJson(myList))
L2078[22:35:27] <infinitefoxes_> well, the camera thing almost works perfectly
L2079[22:35:36] <Cazzar> Though, I wouldn't recommend it.
L2080[22:35:46] <infinitefoxes_> I just need to find a way to update it before Minecraft setups the view
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L2083[22:36:43] <Lomeli12> I opened up IDEA before I joined and now I can't remember why I opened it up for.
L2084[22:37:02] <Cazzar> I don't even have IDEA installed anymore.
L2085[22:37:09] <Cazzar> I haven't touched java for a while.
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L2087[22:38:27] <Manusoftar> !gm breakEvent 1.8
L2088[22:38:42] ⇦ Quits: mezz_ (~quassel@2601:641:4000:82f9:e8fc:aa60:7fc6:c51c) (Ping timeout: 202 seconds)
L2089[22:38:43] <Manusoftar> !gm onEvent
L2090[22:39:04] <Manusoftar> !gm EVENT_BUS 1.8
L2091[22:39:11] <Manusoftar> !gm NBT 1.8
L2092[22:39:19] ⇦ Quits: mbl (~chatzilla@CPE-58-172-37-177.mnqi2.cht.bigpond.net.au) (Ping timeout: 198 seconds)
L2093[22:39:21] <MattDahEpic> gm is get method
L2094[22:39:26] <MattDahEpic> you have to give it a method
L2095[22:39:27] <Cazzar> !gm only works for vanilla methods
L2096[22:39:29] <MattDahEpic> not a concept
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L2098[22:40:09] <Teamy> How do I put player names in custom damagesource death messages?
L2099[22:40:21] *** Zidane is now known as Zidane|Away
L2100[22:40:36] <Cazzar> Have a look at the translations for the sword damagesourses
L2101[22:40:41] <Cazzar> Sources*
L2102[22:40:43] ⇦ Quits: Shukaro (~Shukaro@cpe-65-29-204-95.cinci.res.rr.com) ()
L2103[22:41:25] <Lomeli12> new EntityDamageSource("player", somePlayer)
L2104[22:41:41] <williewillus> Manusoftar: pm MCPBot_Reborn "help" and you'll get a list of what it can do
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L2106[22:42:11] <Lomeli12> or just use DamageSource.causePlayerDamage
L2107[22:43:00] <Lomeli12> actually, should've asked if you meant damage caused by player or have the player's name show up in the death message.
L2108[22:43:19] <Teamy> having a player's name show up in a death message
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L2110[22:43:43] <Lomeli12> have %1$s in your localization.
L2111[22:43:55] <Teamy> so for example
L2112[22:44:02] <Teamy> death.absolute=%1$s has embraced death
L2113[22:44:14] <Teamy> in .lang
L2114[22:44:16] <Teamy> ?
L2115[22:44:23] <Lomeli12> something along those lines, yes.
L2116[22:44:31] ⇦ Quits: Schwowsers (~Schwowser@pool-98-115-170-95.phlapa.fios.verizon.net) (Quit: Leaving)
L2117[22:44:47] <Teamy> cool, thanks
L2118[22:44:54] <Lomeli12> I don't think that's the exact unlocalized name, but yeah, that's how you do it.
L2119[22:46:25] <Cazzar> Well, time to download IDEA
L2120[22:46:31] <Teamy> ayyy
L2121[22:46:32] <Cazzar> not to do any Java dev though x3
L2122[22:46:34] <Teamy> why the switch?
L2123[22:47:00] <Cazzar> Teamy: it's not a switch for me, I have just not installed idea since i reinstalled/upgraded this PC
L2124[22:47:13] <Teamy> ah
L2125[22:47:17] <Teamy> cool
L2126[22:47:23] <Cazzar> Also
L2127[22:47:51] <Cazzar> http://upload.cazzar.net/images/CIzuApl
L2128[22:48:18] <Teamy> ayyy nice
L2129[22:48:32] <infinitefoxes_> Is there a event I can use that gets called before the camera's viewport is setup?
L2130[22:48:37] <infinitefoxes_> (so I can change it into thirdperson)
L2131[22:50:05] <Cazzar> And then I realize I already have IDEA downloaded
L2132[22:50:13] <Cazzar> Now, to download the Ruby plugin...
L2133[22:50:31] *** Vigaro is now known as Vigaro|AFK
L2134[22:50:53] <Teamy> "without going through the StatCollector and other disinteresting stuff"
L2135[22:50:58] <Teamy> >skips exactally what I wanted
L2136[22:51:08] <shadekiller666> infinite, just set GameSettings.thirdperson to 1
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L2138[22:51:49] <infinitefoxes_> I'm doing that just fine, the problem is pressing F5 to change it makes the camera flicker between views
L2139[22:52:07] <infinitefoxes_> (because I can only update the game setting after the viewport is created)
L2140[22:52:22] ⇦ Quits: mbl (~chatzilla@CPE-58-172-37-177.mnqi2.cht.bigpond.net.au) (Ping timeout: 198 seconds)
L2141[22:53:03] <Cazzar> I am going to actually try IdeaVim
L2142[22:53:16] <Cazzar> Since, I actually use Vim outside of idea as well...
L2143[22:54:34] ⇦ Quits: mezz (~quassel@2601:641:4000:82f9:e8fc:aa60:7fc6:c51c) (Ping timeout: 202 seconds)
L2144[22:55:33] <Cazzar> Time to change my homepage's background video from: https://www.youtube.com/watch?v=UGG7tUMg77A
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L2147[22:58:26] *** williewillus is now known as willieaway
L2148[22:59:13] <infinitefoxes_> oh haha, I was being stupid
L2149[22:59:25] <infinitefoxes_> there's a render tick event
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L2152[23:03:25] <Teamy> Why wont my item render in my hand even tho it has an icon?
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L2165[23:18:29] MineBot sets mode: +v on ShaRose
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L2168[23:24:45] <Cazzar> What to do, code my upload site, or make an IRC bot?
L2169[23:24:57] <Cazzar> TL;DR: RoR or C#?
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L2171[23:25:28] <killjoy> I say irc
L2172[23:26:14] <Cazzar> Error, IndexOutOfBoundsException: Option was not contained in the list
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L2177[23:44:44] <ChirpChirp> Now why can't this find the texture? http://prntscr.com/7zi1cy
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L2179[23:51:53] <dangranos> should "v" stand here?
L2180[23:52:09] <dangranos> ah, sorry
L2181[23:52:23] <killjoy> v has no legs
L2182[23:52:28] <killjoy> A however has 2.
L2183[23:54:24] <Manusoftar> !gm event 1.8
L2184[23:54:25] <dangranos> well, technically v has 1 leg
L2185[23:54:33] <dangranos> and it balances on it
L2186[23:54:33] <Manusoftar> !gm events 1.8
L2187[23:54:41] <ChirpChirp> it doesnt work like that
L2188[23:54:50] <ChirpChirp> gm stands for get method
L2189[23:54:52] <killjoy> v is doing a head stand
L2190[23:55:09] <ChirpChirp> you give it the func_ name and it gives you what it means
L2191[23:55:14] <shadekiller666> W and M both have two legs
L2192[23:55:29] <Cazzar> Depends on how you write the M
L2193[23:55:43] <killjoy> x is most sturdy letter.
L2194[23:55:57] <shadekiller666> not when its X
L2195[23:56:07] <shadekiller666> then A would be
L2196[23:56:16] <killjoy> Good old fasion A frame
L2197[23:56:41] <Manusoftar> im trying to avoid the player to use certain Beacons, i mean, to open the right click dialog and put any mineral on it to get powerups, which event should i override?? i checked at all the blockevents and none of em seems to be the appropiate one
L2198[23:57:13] <killjoy> Is this a new block?
L2199[23:57:33] <Manusoftar> is a beacon
L2200[23:57:43] <killjoy> So you're creating an event?
L2201[23:57:46] <Manusoftar> i mean a default beacon, but i keep its location
L2202[23:58:01] <Manusoftar> i've already made it unbreakable (only that beacon)
L2203[23:58:07] <Manusoftar> yep
L2204[23:58:12] <killjoy> Is there a beacon activate event?
L2205[23:58:26] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:154c:de74:2400:21ae) (Remote host closed the connection)
L2206[23:58:56] <Manusoftar> the idea is to intecept the event that is fired when the player right clicks the beacon and check if that beacon is one of which i kept the location, if so, then cancel that event, but i cannot find which event should it be
L2207[23:59:21] <Manusoftar> i would think it should be something regarding interact
L2208[23:59:28] <Manusoftar> more than activate
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