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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] ⇨
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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
L44[01:01:29] ⇨
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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
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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
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
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] ⇨
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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
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?
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?
L104[02:14:38] ⇦
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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?
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?
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
L168[02:41:16] ⇦
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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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L175[03:03:09]
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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
L211[03:17:56]
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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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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, ...
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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?
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...
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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L253[04:20:07] ***
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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
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
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
L332[05:38:34] ⇦
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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
L339[05:41:36] <Naiten> Welp, player
shadow is a perfect circle, isn't it?
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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?
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
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.
L458[08:17:03] ⇦
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L462[08:25:22] <Cazzar> hmm
L463[08:25:32] <Cazzar> 30 minutes to
consume... 6 GB...
L464[08:28:34] ⇦
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L466[08:29:34] <Wuppy29> o/
L467[08:29:48] <PrinceCat> o/
L468[08:30:03] ⇦
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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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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
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
L561[09:20:39] ***
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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] ⇦
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L578[10:05:27] <Wuppy29> also, hi Wuppy
:P
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L593[10:34:06] <laci200270> who experinced
at baked models?
L595[10:34:58] ⇦
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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
L603[10:37:27] ***
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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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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
L620[10:43:15]
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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
L630[10:45:03] ⇦
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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
L638[10:45:58] ***
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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?
L692[10:57:18] ⇦
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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
L696[10:58:14] ***
Keridos is now known as Keridos|away
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
L700[10:58:54]
⇨ Joins: Wuppy29
(~Wuppy@5072BE60.static.ziggozakelijk.nl)
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
L707[11:00:14]
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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?
L721[11:04:46] ⇦
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L722[11:04:46] <PaleoCrafter>
damageDropped
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!
L735[11:06:22] ⇦
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L736[11:06:24] <PaleoCrafter> yeah, just
reflect it :P
L737[11:06:33]
⇨ Joins: Dimitriye98
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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
L756[11:09:41] ⇦
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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?
L764[11:10:32] ⇦
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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
L774[11:11:44] ⇦
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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))
L785[11:13:18] ⇦
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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
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
L866[11:25:15]
⇨ Joins: Onyx
(~OnyxDarkK@cpc1-colc7-2-0-cust19.7-4.cable.virginm.net)
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] ⇦
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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
L904[11:31:45] ⇦
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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?
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] ⇦
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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
L1038[11:53:27]
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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
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
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?
L1111[12:07:34]
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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
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?
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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
L1141[12:17:59]
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L1143[12:18:07]
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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!
L1170[12:37:41]
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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
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
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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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?
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;
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;
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
L1378[15:41:59] <tterrag> typical packet
setup
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
L1385[15:44:59]
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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.
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
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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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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
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
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
L1460[16:29:07]
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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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L1464[16:31:38] <Pennyw95> @PaleoCrafter
those are not working and throwing errors as well
L1465[16:31:51] <PaleoCrafter> wut
L1467[16:32:09] <Pennyw95> I swear
L1468[16:32:14] <PaleoCrafter> ...
L1469[16:32:18] <PaleoCrafter>
Gl11.glBlendFunc
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?
L1480[16:34:30]
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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?
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?
L1515[16:54:27]
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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
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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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).
L1663[19:21:56]
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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
L1716[20:14:22]
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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
L1751[20:53:42]
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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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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
L1789[21:07:49]
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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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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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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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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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L1828[21:36:13] ***
Magik6k is now known as Magik6k|off
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???
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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]
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L1970[22:15:01] <infinitefoxes_> use
CompressedStreamTools.readCompressed
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]
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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
L2002[22:19:58] <Teamy> if I use
Integet.MAX_VALUE for the damage will armor matter?
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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
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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...
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]
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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
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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
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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] ***
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L2100[22:40:36] <Cazzar> Have a look at
the translations for the sword damagesourses
L2101[22:40:41] <Cazzar> Sources*
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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]
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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
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...
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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
L2137[22:51:35]
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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]
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(~chatzilla@CPE-58-172-37-177.mnqi2.cht.bigpond.net.au) (Ping
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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]
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L2145[22:57:51]
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klingen und das T�ten angemessen wirkt. (George
Orwell))
L2146[22:58:11]
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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
L2150[22:59:46]
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L2151[23:00:43]
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L2152[23:03:25] <Teamy> Why wont my item
render in my hand even tho it has an icon?
L2153[23:03:36]
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L2154[23:04:01] ***
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L2156[23:06:56]
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L2157[23:07:38] ***
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L2161[23:15:06]
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L2162[23:15:42]
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L2163[23:16:15]
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L2164[23:18:29]
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L2165[23:18:29]
MineBot sets mode: +v on ShaRose
L2166[23:22:25]
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L2167[23:24:05]
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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#?
L2170[23:25:16]
⇦ Quits: Lomeli12
(~AntLomeli@cpe-172-248-120-98.socal.res.rr.com) (Quit: Bye bye
o/)
L2171[23:25:28] <killjoy> I say irc
L2172[23:26:14] <Cazzar> Error,
IndexOutOfBoundsException: Option was not contained in the
list
L2173[23:30:30]
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L2174[23:31:26]
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L2175[23:34:17]
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L2176[23:40:52] ***
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L2178[23:45:37]
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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]
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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