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L32[00:45:35] *
Kaiyouka drops a pin and hears it hit floor
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L34[00:46:24] *
Cazzar drops a pin and hears it hit the roof
L35[00:46:26] <Cazzar> YOU LIE!
L36[00:53:55] <Kaiyouka> The roof is also
the floor if you stand upside down.
L37[00:55:39] <Kaiyouka> I should be
productive
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L39[00:55:58] <Cazzar> I spent the last 3
hours in 3DS max
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L41[00:56:21] <Kaiyouka> I need to be
working on comics but today has just been a dumb day
L43[00:58:48] <Kaiyouka> application
error?
L44[00:58:53] <Akkarin> can't entirely
figure out what causes it but it happens whenever I place micropart
related blocks (in this case AE2). Having some trouble figuring out
where exactly it comes from :o
L45[01:00:48] <Kaiyouka> intredasting
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L47[01:01:43] <Akkarin> Oh well ... I might
just patch the class with some try-catch fun to figure out what
exactly is blowing it up. The error message & stacktrace aren't
exactly ... well informative :D
L48[01:02:59] <Kaiyouka> lol
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L53[01:10:15] <xaero> my first suggestion..
try removing optifine
L54[01:12:29] <McJty> Try upgrading your
OpenGL drivers too
L55[01:13:03] <sham1> Morning
L56[01:16:47] <Akkarin> xaero: Tried
without first too. Somebody requested that I throw it in there so I
was testing with it that time ^^
L57[01:16:54] <Akkarin> Don't think it
improves anything anyways
L58[01:17:12] <Akkarin> People cling to
that thing as if it's holy :-/
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L63[01:22:49] <shadekiller666> what method
do i call to register a command?
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L66[01:27:48] <laci200270> shadekiller666,
also:
L67[01:27:50] <laci200270>
@EventHandler
L68[01:27:50] <laci200270> public void
serverLoad(FMLServerStartingEvent event)
L69[01:27:50] <laci200270> {
L70[01:27:50] <laci200270>
event.registerServerCommand(new SampleCommand());
L71[01:27:50] <laci200270> }
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L87[02:04:15] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150803 mappings to Forge Maven.
L88[02:04:19] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150803-1.8.zip (mappings
= "snapshot_20150803" in build.gradle).
L89[02:04:29] <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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L101[02:27:23] <Hippocrite> is there any
way to make your mod load last?
L102[02:29:26] <laci200270> in the load
after maybe set *
L103[02:29:29] <xaero> not truly -
consider if two mods requested to load last
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L105[02:29:46] <xaero> but you can do what
laci suggests
L106[02:30:15] <laci200270> xaero, in that
case FML shuts down the game
L107[02:30:19] <shadekiller666> or what
GregTech does...
L108[02:30:26] <laci200270> what?
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L110[02:30:46] <shadekiller666> GT has
some sneaky work around shit that forces it to be loaded last
L111[02:30:52] <xaero> laci, interesting,
TIL
L112[02:30:55] <shadekiller666> which i
don't recommend using...
L113[02:31:06] <laci200270>
shadekiller666, you think ASM?
L114[02:31:11] <laci200270> modifies
FML?
L115[02:31:16] <shadekiller666> idk
L116[02:31:37] <shadekiller666> but its
ugly and breaks compatibility with mods that don't expect it
L117[02:31:48] <laci200270> i think
ASM
L118[02:31:54] <laci200270> that can cause
this
L119[02:32:01] <Hippocrite> laci: in the
post init?
L120[02:32:24] <laci200270> Hippocrite,
what in the post init?
L121[02:32:56] <Hippocrite> oh, i thought
you meant set something in the post init
L122[02:33:22] <laci200270> no
L124[02:34:03] <laci200270> o no
this
L125[02:34:17] <laci200270> you should use
something in your @Mod
L126[02:34:30] <laci200270> there is a
paramter called load-after
L127[02:34:40] <laci200270> Hippocrite, or
something
L128[02:34:58] <Hippocrite> cool, I'll
look into it, thanks
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L130[02:37:37] <VikeStep> Hippocrite, I
have a feeling you are asking an XY Problem. That is, you are
assuming that you need to do X to complete Y, but really there is a
much nicer way to do Y
L131[02:37:43] <Hippocrite> laci: so I
would add a property like "load-after": "*"
?
L132[02:37:55] <VikeStep> maybe if you
told us what the overall goal is a nicer solution can present
itself
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L138[02:52:23] <Sandra> why does forge eat
exceptions?
L139[02:52:59] <shadekiller666> because om
nom nom
L140[02:57:19] <Sandra> ommm
nommmmmm.
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L152[03:22:09] <LordSkittles> Hey guys
what was the name of the term for generating in already generated
chunks?
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L154[03:22:53] <sham1>
re-generation?
L155[03:23:08] <sham1> Or maybe
population
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L157[03:24:25] <xaero> retroactive
generation, or retrogen for short
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L210[05:30:54] <Hippocrite> !gc
RenderPlayer
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L212[05:31:56] <madcrazydrumma> Does
anyone know how I would go about making the player do a 360 degree
turn? I thought about using rotationYaw but I dont know how to go
about showing the turn rather than just a super fast spin
L213[05:33:17] <laci200270>
madcrazydrumma, count the client ticks and rotate 1° in every x
tick?
L214[05:35:20] <xaero> yeah interpolation
can achieve that effect
L215[05:35:37] <xaero> also handle cases
of overallping rotations in progress
L216[05:35:44] <xaero> overlapping*
L217[05:36:23] <madcrazydrumma>
laci200270, would I need to use the ServerTickEvent to achieve
this?
L218[05:36:55] <laci200270> i think there
is an ClientTickEvent
L219[05:36:58] <laci200270> or
similar
L220[05:37:08] <laci200270> servertick is
not good for this
L221[05:37:43] <madcrazydrumma> Oh
really?
L222[05:38:43] <Hippocrite> !gc agu
L223[05:38:56] <Hippocrite> !gc b
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L227[05:46:23] <laci200270>
madcrazydrumma, maybe this: TickEvent.ClientTickEvent
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L232[05:48:12] <madcrazydrumma> it all
works, apart from the rotation bit in the client tick event
L233[05:48:39] <laci200270> what
happens?
L234[05:49:09] <madcrazydrumma> The player
moves position 2 blocks towards the cursor
L235[05:49:22] <laci200270> in one
tick?
L236[05:50:20] <madcrazydrumma> Well that
part isnt in the tick event]
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L238[05:50:39] <madcrazydrumma> That
happens when the key is pressed, but a boolean is set when the key
is pressed so I know when to start the tick counter
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L244[06:05:16] <madcrazydrumma>
laci200270, tried some different code with the same idea, the
problem before was my if statement and it wasnt being called.. Now
it is being called but there is no rotation being seen
L245[06:05:49] <laci200270>
madcrazydrumma, i'm not familiar with rendering not know what can
be wrong
L246[06:06:10] <madcrazydrumma> Ahh man :/
xaero, any thoughts?
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L248[06:12:54] <madcrazydrumma> nevermind,
got it :3
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L261[07:05:57] <gigaherz> ah I just found
the #1 reason that shows the b3d loader was designed with blocks in
mind, while my obj loader was designed with items in mind:
L262[07:06:18] <gigaherz>
IBakedModel.isGui3D returns True in b3d, but False in mine ;P
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L276[08:04:16] <madcrazydrumma> Hey guys,
can anyone identify whats wrong with my loop?
L278[08:04:34] <madcrazydrumma> My
character, when i modified its rotationYaw, doesn't stop
spinning
L279[08:04:42] <gigaherz>
"loop"?
L280[08:04:56] <madcrazydrumma> The if
statement is called everytick gigaherz
L281[08:05:19] <gigaherz> oh I see, I
didn't scroll down enough
L282[08:05:20] <gigaherz> XD
L283[08:06:03] <madcrazydrumma> Hahah
xD
L284[08:06:25] <gigaherz> this condition
will probably never be met "if(mc.thePlayer.rotationYaw ==
yaw)"
L285[08:06:50] <gigaherz> because
rotationTicks will never be 0
L286[08:07:02] <gigaherz> so rotationYaw
will always be > yaw
L287[08:07:48]
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L288[08:08:19] <gigaherz> so yeah the
"problem" with the loop, is that it's written so that it
never exits ;P
L289[08:08:24] <madcrazydrumma> Oh :s And
I'm gonna take a shot and say yaw resets at 360/-359?
L290[08:09:04] <heldplayer> Not like
you're doing it
L291[08:09:11] <gigaherz> I don't think it
resets automatically
L292[08:09:11] <gigaherz> XD
L293[08:09:24] <heldplayer> You're
changing the field value directly, without using any of the helper
functions to do it
L294[08:09:56] <madcrazydrumma> Oh
christ
L295[08:10:18] <gigaherz> it woudl still
be broken regardless
L296[08:10:29] <gigaherz> every tick, you
increase rotationTicks by 1
L297[08:11:16] <madcrazydrumma> So either
way i would have to create some sort of statement to check for
max/min degree values?
L298[08:11:18] <gigaherz> hmm unless your
goal was to make it spin faster and faster until it happened to
rotate exactly 360?
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L300[08:11:39] <gigaherz> in that case,
you should be testing "if(rotationYaw == 360)" and not if
luck happens make the other condition true
L301[08:11:40] <gigaherz> XD
L302[08:11:45] <gigaherz> eh
L303[08:11:47] <gigaherz>
rotationTicks*
L304[08:12:09] <gigaherz> but still the
whole piece of code seems broken xD
L305[08:12:18] <gigaherz> what IS your
intention?
L306[08:12:21] <gigaherz> what are you
trying to achieve?
L307[08:12:34] <heldplayer> Might want to
make rotationTicks an int while you're at it if it's never going to
have anything after the point
L308[08:12:47] <madcrazydrumma> No i just
want it to do one full rotation
L309[08:13:03] <gigaherz> then your code
is 100% broken XD
L310[08:13:09] <gigaherz> you should store
the original yaw
L311[08:13:21] <madcrazydrumma> Ahh crap
xD
L312[08:13:28] <gigaherz> and then keep
growing it until you have done the full rotation
L313[08:13:28] <gigaherz> XD
L314[08:13:30] <madcrazydrumma> Atleast
I've tried something before coming here ;)
L315[08:13:50] <madcrazydrumma> But when
will i know a full rotation is complete?
L316[08:14:01] <gigaherz> I'd store both
the accumulated rotation
L317[08:14:04] <gigaherz> and the
original
L318[08:14:06] <gigaherz> so you can
do
L319[08:14:14] <gigaherz> rotationYaw =
originalYaw + accumulated
L320[08:14:38] <gigaherz> and then once
accumulated >= 360, you are done
L321[08:15:02] <gigaherz> and yes, >=
360
L322[08:15:11] <gigaherz> because floats
are too picky to be ==
L323[08:15:36] <madcrazydrumma> Ahh fair
enough
L324[08:16:53] <madcrazydrumma> Okay time
to test this code xD
L325[08:18:45] <madcrazydrumma> Crap,
still doesnt stop xD
L326[08:19:13] <madcrazydrumma> Wait, it
does but after a few seconds? o.O
L327[08:19:55] <gigaherz> is yaw even in
degrees? it could be in radians
L328[08:20:08] <gigaherz> in that case one
rotation would be 2*pi
L329[08:20:29] <gigaherz> (which should be
called tau, btw, because pi is a broken constant)
L330[08:20:36] <madcrazydrumma> Yeah
L331[08:21:58] <madcrazydrumma> How would
I switch this to radians?
L332[08:22:06] <madcrazydrumma> Would I
have to use Math.PI?
L333[08:22:07] <gigaherz> how fast do you
want to spin?
L334[08:22:19] <madcrazydrumma> Maybe just
about a second?
L335[08:22:21] <gigaherz> that's the basic
question
L336[08:22:28] <gigaherz> so given that
the tick rate is 20
L337[08:22:34] <gigaherz> you'd want
something like
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L339[08:23:08] <gigaherz> accumulated +=
rotationTime * (2 * Math.PI) / 20;
L340[08:23:20] <gigaherz> where
rotationTime would be 1
L341[08:23:23] <gigaherz> if you want
exactly one second
L342[08:23:26] ***
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L343[08:23:36] <gigaherz> and you'd stop
as soon as accumulated is >= 2*PI
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L345[08:25:03] <PaleoCrafter> oh, we have
a tau person over here
L346[08:25:06] <madcrazydrumma> ^
L347[08:25:15] <gigaherz> yes.
L348[08:25:37] <gigaherz> I accept the
fact that it's so common that switching is nearly impossible
L349[08:25:38] <madcrazydrumma> So we have
2PI of a tick worth of a rotation?
L350[08:25:54] <gigaherz> but I was part
of the tau team as soon as I learned it was a thing
L351[08:25:58] <PaleoCrafter> you want a
constant whose name doesn't allow amazing puns? :P
L352[08:26:19] <gigaherz> I'm Spanish, the
Pi/Pie puns are foreign for me ;P
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L354[08:27:09] <madcrazydrumma> gigaherz,
this somehow creates an endless loop
L355[08:27:37] <gigaherz> well, really, I
don't really want to write the code for you
L356[08:27:38] <gigaherz> ;P
L357[08:28:05] <madcrazydrumma> No i know
:P
L358[08:28:14] <madcrazydrumma> I wouldnt
learn anything that way
L359[08:28:35] <madcrazydrumma> Could it
be because I'm storing the rotationTicks and originalYaw as
integers? ;)
L360[08:29:00] <gigaherz> well of
course
L361[08:29:14] <gigaherz> 0 + 0.1
converted to int is 0
L362[08:29:33] <madcrazydrumma> Debugger
is my bestest friend
L363[08:30:12] <gigaherz> yeah, step
through it, make sure that you are REALLY accumulating
rotation
L364[08:30:15] <madcrazydrumma> Lmao, it
does like less than a quarter of a rotation x_x
L365[08:30:36] <gigaherz> hm?
L366[08:30:42] <gigaherz> can you paste
code again?
L367[08:30:43] <gigaherz> Xd
L368[08:30:51] <madcrazydrumma> just the
loop?
L369[08:30:54] <madcrazydrumma>
"loop"
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L371[08:30:56] <gigaherz> if you had done
what I suggested right,
L372[08:31:02] <gigaherz> it would either
do a full rotation
L373[08:31:05] <gigaherz> or a tiny tiny
amount
L375[08:31:13] <gigaherz> depending on if
yaw is degrees or radians
L376[08:31:14] <gigaherz> XD
L377[08:31:35] ***
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L378[08:31:43] <madcrazydrumma> The code
in Entity shows: this.rotationYaw = yaw % 360.0F;
L379[08:31:45] <gigaherz> nonono
L380[08:31:47] <gigaherz> that won'0t
work
L381[08:31:53] <gigaherz> originalYaw has
to be persistent
L382[08:31:53] <madcrazydrumma> How
come?
L383[08:31:55] <gigaherz> between
ticks!
L384[08:32:06] <madcrazydrumma> Oh
yeah!
L385[08:32:09] <madcrazydrumma> Silly
me
L386[08:35:22] <madcrazydrumma> Okay it
moves just a tiny tiny bit
L387[08:35:29] <madcrazydrumma> So, ill
have to switch to degrees I guess
L388[08:41:16] <madcrazydrumma> gigaherz,
works thanks pal <3
L389[08:43:44] <gigaherz> :)
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L398[09:08:57] <williewillus> is there any
way to know when the player languages? is a resource reload fired
or anything?
L399[09:09:02] <williewillus> *player
switches languages
L400[09:09:58] <diesieben07> ys, resources
are refreshed
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L425[10:34:46] <olee> the patch that
allows vanilla clients to connect to forge servers - was that only
added to 1.8 or was it also merged into 1.7.10?
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L428[10:36:17] <diesieben07> just
1.8
L429[10:37:33] <blood|work> If you want to
have Vanilla clients connect in 1.7, use BungeeCord
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L449[11:22:27] <madcrazydrumma> I
currently have a list of entities within an AABB radius. How would
I be able to 'stun' these entities temporarily?
L450[11:23:28] <williewillus> give them a
slowness potion effect?
L451[11:23:36]
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L452[11:23:53] <madcrazydrumma> I tried
adding a slowness potion effect but it seemed to do nothing, I mean
the particles i spawn appear but the potion effect isnt
applied
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L454[11:24:46] <gigaherz> code?
L455[11:25:30] <gigaherz> because for me,
this works for giving things healing effect
L457[11:25:35] <madcrazydrumma> gigaherz
<3
L458[11:26:04] <gigaherz> so it would be
nice to see your code to see waht you did wrong ;P
L460[11:26:11] <madcrazydrumma> as per
;)
L461[11:26:31] <gigaherz> eh there's no
potion effect in there
L462[11:26:32] <gigaherz> XD
L463[11:26:50] <madcrazydrumma> I removed
it because it was pissing me off xD
L464[11:27:24] <gigaherz> feel free to
look at my code
L465[11:27:31] <gigaherz> ignore the
"burn" part, I have to rename it
L466[11:27:31] <gigaherz> XD
L467[11:28:08] <madcrazydrumma> alright
just having a sneak now ^
L468[11:28:26] <williewillus> what you
posted was client side code?
L469[11:28:32] <williewillus> potions dont
do anything on the client
L470[11:28:39] <madcrazydrumma>
really?
L471[11:28:46] <madcrazydrumma> Wow
modding has changed so much since 1.5 xD
L472[11:28:47] <gigaherz> ehh
L473[11:28:58] <williewillus> no...you
stil had the concept of client/servre sides in 1.5
L474[11:29:03] <gigaherz> I didn't notice
the first line
L475[11:29:05] <williewillus> server
controls logic
L476[11:29:13] <williewillus> client is
purely visuals (besides player movement)
L477[11:29:29] <madcrazydrumma> oh
hmm
L478[11:29:33] <gigaherz> and it only does
the player movement because lag would make it unplayable
otherwise
L479[11:29:36] <madcrazydrumma> how would
I get around this?
L480[11:29:43] <gigaherz> do it from the
server side of the mod
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L482[11:29:47] <williewillus> probably do
it on the server and send packets for the particles
L483[11:29:56] <gigaherz> what causes this
to happen?
L484[11:29:57] <williewillus> since those
are clientside only
L485[11:30:12] <gigaherz> an item? an
event? a keypress?
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L487[11:30:36] <madcrazydrumma> Yeah I'm
using a keypress
L488[11:30:42] <diesieben07> you need
packets ;)
L489[11:30:46] <gigaherz> then send a
packet to the server
L490[11:30:49] <gigaherz> and from the
server-side packet
L491[11:31:03] <gigaherz> you can do the
checks
L492[11:31:08] <gigaherz> to make sure the
player is allowed to perform that action
L493[11:31:12] <gigaherz> and then, if it
succeeds
L494[11:31:30] <gigaherz> send packets
back to the client to indicate that it should draw particles
L495[11:31:47] <madcrazydrumma> Can
someone link me to an updated packet tutorial?
L497[11:32:20] <madcrazydrumma> I hate
packets with a passion
L498[11:32:31] <diesieben07> why?
L499[11:32:31] <gigaherz> SNW makes them
quite easy
L500[11:33:00] <madcrazydrumma> I just
never got used to using them
L501[11:33:13] <williewillus> everything
uses them :p
L502[11:33:16] <williewillus> unless
you're on 1.2
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L504[11:33:22] <williewillus> or have a
clientside mod
L505[11:33:24] <gigaherz> even if you
don't realize it ;P
L506[11:34:02] <williewillus> bleh I hate
when mc lags out and it launches the integrated server but somehow
forgets to connect the client to it so you just get sent back to
the menu screen with the server in the background lol
L507[11:34:16] <madcrazydrumma> thats
awkward ^
L508[11:35:06] <Mraoffle> Is it bad to
register another mod's ores/ingots with the ore dictionary because
they didn't do it themselves?
L509[11:35:17] <williewillus> I'd report
it to htem first
L510[11:35:20] <williewillus> before doing
it yourself
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L513[11:35:51] <gigaherz> Mraoffle: try to
speak with the mod author, maybe you can decide on some inter-mod
message to ask it to register things ;P
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L515[11:38:06] <Mraoffle> Okay
L516[11:40:20] <Andrey96> Hey guys, this
new "Glow" effect in 1.9 snapshots, do somebody know what
GL function is used to render it? Kinda interesting thing.
L517[11:40:54] <gigaherz> it's not one
singel function
L518[11:40:58] <gigaherz> it's most
probably some sort of shader
L519[11:40:58] <shadekiller666> i think
its a cell shader
L520[11:41:15] <shadekiller666> thats
generally how you do the outline on 3D object things
L521[11:41:20] <shadekiller666> like in
the Walking Dead
L522[11:41:56] <williewillus> spectator
mode in 1.8 has some sort of highlighting as well
L523[11:41:57] <williewillus> maybe look
at that
L524[11:42:06] *
Mraoffle tries to figure out whether to reply to the thread for the
mod or PM XolovA
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L527[11:48:44] <Kobata> Andrey96: in the
snapshot jar, assets/minecraft/shaders/*/entity_outline.json
L529[11:49:36] <Andrey96> oh, ty. That's
interesting
L530[11:49:40] <Kobata> (Although applied
to a small part of the image somehow)
L531[11:49:56] <gigaherz> I think it may
draw only the outlineable things
L532[11:50:05] <gigaherz> in a buffer with
just the background set to black
L533[11:50:08] <gigaherz> and draw the
outlines in white
L534[11:50:17] <gigaherz> then you have a
perfect sobel "image" to make outlines from ;P
L535[11:50:19] <Kobata> The outlines are
colored by team settings
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L537[11:50:34] <gigaherz> then it may do
it once per team, dunno ;P
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L539[11:50:45] <gigaherz> if it really is
a sobel filter, that is
L540[11:51:05] <Kobata> incidentally this
is probably why that shader swapping setting got pulled out, since
they're using the post-process for the outlines
L541[11:52:34] <shadekiller666> they've
said they're switching to shaders for rendering instead of fixed
function OpenGL
L542[11:53:56] <gigaherz> and yay to that
;P
L543[11:53:59] <PaleoCrafter> and they've
said that that won't make it because TheMogMiner left the team, for
the 1000th time :P
L544[11:54:17] <shadekiller666> mhmm
L545[11:54:22] <gigaherz> wait they only
had ONE person who knew how shaders work?
L546[11:54:33] <Kobata> They really just
need to steal PE's GLES renderer
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L549[12:01:24] <gigaherz> ARK is so funny
sometimes
L550[12:01:34] <gigaherz> I had a
parasaur, and I was gathering berries to tame a trike
L551[12:01:49] <gigaherz> so I got like
10ish of each, per hit
L552[12:01:55] <gigaherz> now that I have
a triceratops
L553[12:01:59] <gigaherz> I get around 100
of each
L554[12:02:05] <gigaherz> (I'm playing
custom, singleplayer)
L555[12:02:26] <gigaherz> it's like, WTF
did ALL those berries come from, and why could I not gather tham by
hand?
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L557[12:02:51] <gigaherz> shouldn't the
faceplants of the triceratops ruin half, and the advantage be the
overall speed?
L558[12:02:54] <gigaherz> XD
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L571[12:40:05] <Mraof> Okay, I think I'm
about done with this mod
L572[12:40:27] <Mraof> I'm wonder if I
should name it something besides NevermineTiC, though
L573[12:41:39] <gigaherz> what does it
do?
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L575[12:42:56] <Mraof> It allows the
ore/ingots that can be used a tools in nevermine (advent of
ascension) to be used as materials for Tinkers Construct
L576[12:43:27] <sham1> nevermine-TiC
interaction mod
L577[12:43:56] <gigaherz> why not just
NeverTiC?
L578[12:44:06] <gigaherz> easier to say
and type
L579[12:44:07] <gigaherz> XD
L580[12:44:09] <sham1>
NevrTinkersConstruct
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L582[12:47:10] <Mraof> Hmm
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L587[12:51:40] <Mraof> I am terrible at
naming things
L588[12:53:34] <Ivorius> Tinker's
Advent
L589[12:53:40] <Ivorius> Just jumble the
names together in some way :P
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L592[13:01:10] <Mraof> Maybe I'll just go
with NevermineTiC after all
L593[13:01:48] <Mraof> If I expand it in
the future to include other mods or something I'll just change the
name/modid, that's not too hard to do
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L607[13:30:47] <MattDahEpic> youtube did a
redesign... again...
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L610[13:34:31] <PaleoCrafter> wut,
MattDahEpic
L611[13:34:52] <MattDahEpic> PaleoCrafter,
youtube changed the player layout
L612[13:34:59] <PaleoCrafter> that's old
:P
L613[13:35:09] <PaleoCrafter> I had it for
ages
L614[13:35:18] <PaleoCrafter> but I
participated in the test for it :P
L615[13:35:32] <MattDahEpic> so its public
now
L616[13:36:14] <PaleoCrafter> the android
app update was worse though
L617[13:36:32] <MattDahEpic> i dont us
ethe app because you cant have it in the background
L618[13:36:36] <PaleoCrafter> hehe
L619[13:36:52] <PaleoCrafter> well,
they've basically got rid of the sidebar
L620[13:37:05] <MattDahEpic> ow
L621[13:37:19] <PaleoCrafter> so if you
want to access your subscriptions and have clicked through a lot of
channels, you have to go all the way back
L622[13:37:41] <williewillus> i just use a
third party yt app :p
L623[13:38:10] <PaleoCrafter> well, I
don't use the app that often anyway, just noticed it :P
L624[13:39:44] <shadekiller666> are there
any reasons to continue to build mods for java 6? or is it safe to
write things at java 8 level?
L625[13:40:40] <PaleoCrafter> the only
reason would be that you're on par with MC and Forge and can blame
the lack of cool constructs in your code on them :P
L626[13:40:51] <shadekiller666> so
no
L627[13:41:16] <shadekiller666> doesn't
forge use java 8 now?
L628[13:41:18] <Kobata> 7's essentially
safe these days, 8 a little less so but still covers quite a large
percentage
L629[13:41:28] <shadekiller666> i want to
use lambdas
L630[13:41:43] <PaleoCrafter> Forge is
compatible with Java 8, nothing more :P
L631[13:41:53] <Kobata> (Since mojang's
new windows launcher is forcing 8 on anyonse using it)
L632[13:42:27] <PaleoCrafter> and if all
you want is lambda's whilst covering 100% of the userbase, use a
different language or retrolambda :P
L633[13:43:48] <shadekiller666> if you
write for java 8 level, can you compile to 7 and have the compiler
replace lambdas with the alternative?
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L635[13:43:56] <Kobata> It's a
post-processor
L636[13:44:06] <Kobata> And you still need
to be careful not to use new library features
L637[13:44:11] <Kobata> Like the stream
api
L638[13:44:17] <shadekiller666> :(
L639[13:44:28] <shadekiller666> even if
compiling to 8?
L640[13:44:38] <shadekiller666> streams
are awesome though! :(
L641[13:44:39] <PaleoCrafter> then you can
obviously use the library features :P
L642[13:44:54] <Kobata> retolambda will
let the lambda code itself run on J7, but J7 doesn't have the J8
library
L643[13:45:06] <PaleoCrafter> it's rather
unlikely that some VM runs Java 8 bytecode but doesn't ship the
library xD
L644[13:45:16] <shadekiller666> lol
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L652[14:01:21] <shadekiller666> only
annoying thing i've found about lambdas so far is that they don't
play well with hotswapping
L653[14:01:35] <Lex_> ugh
L654[14:01:39] <Lex_> fernflowe is a
pita
L655[14:02:01] <Lex_> looks like im going
to have to compleetly re-write the way it deal with local
variables
L656[14:02:05]
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L657[14:02:09] <Lex_> any volenteers to
help?
L658[14:02:52] ⇦
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L660[14:04:09] <diesieben07> well, what do
you need done? if i can, i'll help.
L661[14:05:52] <Lex_> VarExpr needs to be
taught it's position in bytecode
L662[14:06:01] <Lex_> and then VarNamer
needs to take that position into acount.
L663[14:06:13]
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L664[14:06:53] <shadekiller666> to get a
list of BlockSnapshots from the world, you need to set
captureBlockSnapshots to true first right?
L665[14:07:24] <shadekiller666> then do
you place the blocks you want and then grab the list? or do you
grab the list first?
L666[14:07:36] <diesieben07> ok gonna take
a look at the repo
L667[14:08:06]
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L672[14:13:45] <killjoy> Maybe I should
just lower the cieling.
L673[14:14:05] <shadekiller666> why does
WorldEvent.Load fire 8 times...
L674[14:14:23] <killjoy> Client, server,
post, pre
L675[14:14:29] <killjoy> ??
L676[14:14:49] <williewillus> wouldnt that
be 4 times
L677[14:14:56] <shadekiller666> there are
no post/pre
L678[14:14:56] <williewillus> client pre
client post server pre server post
L679[14:15:05] <killjoy> That's 8
words
L680[14:15:27] <williewillus> well the
javadocs of that event tell you exactly where its fired
L681[14:15:28] <Ordinastie_>
shadekiller666, break and looks the call stack ?
L682[14:15:41] <williewillus> WorldClient,
MinecraftServer, DimensionManager, ForgeInternalHandler
L683[14:16:02] <Kobata> I'd expect 4 times
simply (overworld server, nether server, end server, client
world)
L684[14:16:09] <williewillus> actually
ForgeInternalHandler doesnt fire it, that javadoc is wrong
L685[14:16:13] <williewillus> FIH handles
it
L686[14:17:19] <shadekiller666> do
multiple things REALLY need to call it?
L687[14:17:26] <williewillus> yes?
L688[14:17:29] <williewillus> client
world
L689[14:17:34] <williewillus> vanilla
dimensions
L690[14:17:36] <williewillus> mod
dimensions
L691[14:17:39] <williewillus> that's
it
L692[14:17:50] <shadekiller666> ok
L693[14:17:52] <shadekiller666> fine
L694[14:18:15] ***
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L695[14:18:39]
⇨ Joins: Flenix
(~Flenix@97e3b562.skybroadband.com)
L696[14:19:40] <Flenix> Hey all. I want to
render a tooltip on the players curser when they look at my
TileEntity, with details taken from said TE. What would be the best
way to go about this?
L697[14:20:08] <shadekiller666> a
GuiOverlay
L698[14:20:19] <shadekiller666> similar to
the F3 overlay
L699[14:20:47] <killjoy> Did the youtube
player change for anyone else?
L700[14:21:00] <PaleoCrafter> scroll up,
killjoy :P
L701[14:21:19] <PaleoCrafter> Flenix,
similar to WAILA?
L702[14:21:27] <killjoy> I'll take that as
a yes
L703[14:21:43]
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L704[14:22:26] <shadekiller666> O.o
L705[14:23:19] <diesieben07> lex, so what
should the names be like? other than "varN"?
L706[14:24:06] ⇦
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L707[14:24:56] <killjoy> Isn't the
variable names typeN?
L708[14:25:02] <Flenix> Yes PaleoCrafter,
in a way (except centered on screen or maybe even displayed
floating by the TE) Totally forgot that existed, I'll just go look
at that
L709[14:25:05] <killjoy> like
resourcelocation1
L710[14:25:22] <PaleoCrafter>
RenderGameOverlayEvent then, Flenix
L711[14:25:48] <killjoy> or i3
L712[14:25:48] <Flenix> Cheers :)
L713[14:26:17] <PaleoCrafter> if you want
it to be 'in-world' (fixed to a point in the world, i.e. getting
smaller when far away) though, you need something else
L714[14:26:21] <diesieben07> killjoy, i
dont think so... from looking at the FF code
L715[14:26:42] <killjoy> That's how I've
seen the decompiled variable names in the past.
L716[14:27:15] <diesieben07> in my
IntelliJ it decompiles stuff as "var1" etc
L717[14:27:18] <PaleoCrafter> diesieben07,
I think it should read it from the local var table?
L718[14:27:38] <diesieben07> well yeah i
assume lex is talking about when thats not there
L719[14:28:04] <PaleoCrafter> assuming
that vanilla has it now, I'd say he wants the reverse :P
L720[14:28:35] <diesieben07> well... the
vanilla names are stupid though
L721[14:28:51] ***
Lathanael is now known as Lathanael|Away
L722[14:29:22] <PaleoCrafter> I dunno, all
I know is that they've disabled the local var name stripping from
their obfuscator :P
L723[14:29:42] <diesieben07> yes but they
are all named "snowman<N>"
L724[14:29:47] <diesieben07> which is not
any better than just "varN"
L725[14:30:10] <Kobata> I don't think they
even have numbers
L726[14:30:21] <Kobata> It's just
"unicode snowman" for everything
L727[14:30:37] <diesieben07> you cant have
the same name for 2 vars though
L728[14:30:57] <Kobata> bytecode doesn't
care
L729[14:30:58] <tterrag|away> diesieben07:
the point is that there IS a LVT now
L730[14:31:00] <killjoy> fernflower adds
the numbers I think.
L731[14:31:02] <Kobata> The names aren't
actually present
L732[14:31:02] <tterrag|away> it was
completely wiped before
L733[14:31:06] ***
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L734[14:31:14] <Kobata> They're just
metadata
L735[14:31:23] <diesieben07> i know that
terrag and i also know that Kobata
L736[14:31:37] <Lex_> well
L737[14:31:41] <Lex_> the names arnt
importnat
L738[14:31:50] <Lex_> its the fact that it
1) has scope info 2) has generics
L739[14:31:58] ⇦
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L740[14:32:02] <diesieben07> right
L741[14:32:04] <Lex_> this SHOULD produce
WAY better code for us to look at
L742[14:32:14] <Lex_> i've got MOST things
for the new generic system in place
L743[14:32:23] <Lex_> I just need to teach
fernflower how to use the lvt's correctly
L744[14:32:38] <Lex_> also, aparently it's
borking the synthetic classses...
L745[14:32:49] <Lex_> anyways
L746[14:32:56] <diesieben07> you said you
need the varnamer to take it into account. my question is how
:D
L747[14:33:28] <killjoy> So a variable of
type List<String> should be named stringList1?
L748[14:33:46] <killjoy> or listStr?
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L750[14:33:54] <Lex_> that I can deal with
later
L751[14:34:20] <Lex_> I can i inject those
names with mcinjector for now I just made it do var# names.
L752[14:34:36] <killjoy> Wait, local
variables get their generics stripped
L754[14:34:50] <Lex_> Thats where i stuck
it for now
L755[14:35:24] <Lex_> THAT is not the
important part, i plan on wiring a jad style namer when i get this
fully functional
L756[14:36:37] <Lex_> Also if I knew
exactly HOW to make fernflower do what I wanted to do.. it would be
doing what i want it to do because I would of writen it to
L757[14:38:59] <diesieben07> you still
havent said what you actually want it to do :P
L758[14:40:30] <Lex_> okay varexp only
uses index into acount
L759[14:40:42] <Lex_> which doesnt work
because java reuses indexes
L760[14:40:59] <Lex_> so there can be 5
different variables with the index 5 with 5 different types
L761[14:41:02] <Lex_> due to
scoping.
L762[14:41:07] <diesieben07> yes.
L763[14:41:21] <Lex_> I need to teach the
varnamer how to read the LVT taking bytecode position into
acount
L764[14:41:21] <diesieben07> and you want
those named how?
L765[14:41:31] <Lex_> however the fuck the
lvt tells it to
L766[14:41:51] <diesieben07> and FF
doesn't do that? it doesn't read the names from the lvt?
L767[14:42:39] <Lex_> it does
L768[14:42:43] <Lex_> but as I JUST
FUCKING SAID
L769[14:42:54] <Lex_> it ONLY takes into
acount index
L770[14:42:59] <Lex_> not bytecode
index
L771[14:45:07] <diesieben07> ok i get it
now.
L772[14:46:46] ***
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L773[14:54:27]
⇨ Joins: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net)
L774[14:54:56] <Flashfire> Hi, I can't get
world.spawnParticle to work. The code executes but nothing is ever
visible
L775[14:55:27] <Flashfire> This is how I
am executing it: if (!world.isRemote)
world.spawnParticle(EnumParticleTypes.EXPLOSION_HUGE, target.posX,
target.posY, target.posZ, (world.rand.nextDouble() - 0.5D) *
(double)target.width, world.rand.nextDouble() *
(double)target.height, (world.rand.nextDouble() - 0.5D)
*(double)target.width, new int[0]);
L776[14:55:27] ⇦
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L777[14:56:30] <Mraof> Apparently weapons
in Tinkers Construct can't do more than 25 damage
L778[14:57:03]
⇨ Joins: Raga_BM (~K@180.245.182.86)
L779[14:58:13] <diesieben07> wow, jesus
christ thats indeed pretty stupid of fernflower
L780[14:58:24] ⇦
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L781[14:58:32] ***
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L782[14:58:37] <diesieben07> they even go
out of their way to fix the conflicts that arise by not taking the
position into account
L783[15:00:35] <williewillus> Flashfire:
particles are client side only
L784[15:00:39] <williewillus> guess what
you have to use? :D
L785[15:00:48] <Flashfire> I tried
world.isRemote too
L786[15:01:21]
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(~Ferdz@modemcable035.208-82-70.mc.videotron.ca)
L787[15:01:35] <williewillus> make sure
that entire code area is able to be executed by the client...you
might have an outer !isRemote ro something. or just breakpoint it
and see where it's happening when you call it
L788[15:01:47] <Flashfire> I think I do,
thanks for bringing that to my attention
L789[15:01:54] <Lex_> actually
L790[15:01:59] <Lex_> particles are server
side
L791[15:02:02]
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L792[15:02:15] <Lex_> particle rendering
obviously is client side
L793[15:02:24] <williewillus> wha :p
L794[15:02:46] <Lex_> whats
confusing?
L795[15:02:52] <Lex_> the server tells the
client to spawn particles...
L796[15:02:57] <Flashfire> That's what I
thought
L797[15:02:59] <PaleoCrafter> doesn't mean
they are server side :P
L798[15:03:14] <Lex_> they are
L799[15:03:22] <williewillus> oh, I meant
that the actual particle entities are client only
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L801[15:03:27] <williewillus> the logic to
spawn them is obviousl server
L802[15:03:27] <Lex_> the fact that they
are created on the server
L803[15:03:32] <Lex_> means THEY ARE
FUCKING SERVER SIDE
L804[15:03:43] <PaleoCrafter> there
spawning may be initiated on the server
L805[15:03:49] <Lex_> thats what hes
trying to do
L806[15:03:51] <Lex_> he doesnt care
L807[15:03:54] <diesieben07> ok lex, so we
have to replace everywhere where there is "int" used to
identify a var with some class that encompasses index + position.
this is a pain
L808[15:03:57] <Lex_> he just wants them
spawned from the server
L809[15:04:20] <williewillus> okay so that
means send particle packets
L810[15:04:21] <Lex_> diesieben07, thats
not the pain part
L811[15:04:27] <Lex_> we need to take into
acount RANGEs
L812[15:04:43] <Lex_> wanna know what
'sends particle packets'?
L813[15:04:50] <williewillus>
IWorldAccess.spawnParticle does nothing on the server side so you
have to send packets to make it do stuff
L814[15:04:50] <diesieben07> thats range
is just two indices, start + end
L815[15:04:51] <Lex_>
world.spawnFuckingParticle!
L816[15:04:55] <diesieben07> -thats
L817[15:05:02] <williewillus> no,
spawnParticle does nothing sevrerside :p
L818[15:05:07] <Lex_> it should
L819[15:05:13] <diesieben07> it does
willie
L820[15:05:14] <Lex_> anyways
L821[15:05:16] <Flashfire>
World.spawnParticle isn't working for me right now and it's server
side
L822[15:05:19] <williewillus>
WorldManager.spawnParticle is blank? :p whatever
L823[15:05:32] <Lex_> who cares about
WorldManager?
L824[15:05:43] <Flashfire> I mean, the
code executes and the position is right, but it doesn't show up
in-game
L825[15:06:16] <williewillus> it's an
IWorldAccess, and world.spawnParticle calls all IWorldAccesses to
do spawning. RenderManager spawns the particles clientside,
WorldManager does nothing
L826[15:06:17] <williewillus> send a
packet
L827[15:06:50] <williewillus>
*RenderGlobal I meant
L828[15:07:45] <Flashfire> Ok I'll try
sending a packet then, I can't get anything else to work
L829[15:07:46] <diesieben07>
WorldServer.spawnParticle
L830[15:07:51] <diesieben07> its not in
world, only WorldServer
L831[15:07:52] <Flashfire> !!
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L833[15:08:00] <Flashfire> Is that what I
should use instead?
L834[15:08:12] <williewillus> oh it got
renamed
L835[15:08:18] <williewillus> I was
looking at 1.7 by accident
L836[15:08:22] <williewillus> sorry
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L838[15:10:35] <Flashfire> Server to
client packet, right?
L839[15:12:39] <Flashfire> Seems like it
isn't, but client doesn't seem to execute the code in
onHitEntity
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L841[15:14:40] <Mraof> Wait, the 25 limit
is from nevermine
L842[15:16:33] ⇦
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L844[15:18:40] <killjoy> Why is the
default textfield size so low?
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L850[15:24:14] ***
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L851[15:25:00] <Mraof> ...Apparently
ExtraTiC already adds support for nevermine
L852[15:25:07] <Mraof> It just didn't
mention it in the description
L853[15:25:29] ***
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L854[15:27:09] <Mraof> So that was a huge
waste of time
L855[15:27:11] ***
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L857[15:30:45] <Flashfire> I can't find
anything online about particle packets for 1.8 or any other way to
make this work
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L859[15:31:20] <PaleoCrafter> Flashfire,
cast to WorldServer and use the other spawnParticle
L860[15:32:03] <Flashfire> Hmm, ok
L861[15:32:42] <Flashfire> What's the
actual class name?
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L863[15:33:05] <PaleoCrafter> WorldServer?
:P
L864[15:33:16]
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L865[15:33:24] <Flashfire> Doesn't seem to
exist in 1.8
L866[15:33:44] <diesieben07> Yes it
does.
L867[15:33:57] <Flashfire> My IDE can't
find it
L868[15:34:02] <Flashfire> Never had that
problem before
L869[15:34:11] <diesieben07> then your IDE
is broken.
L870[15:34:37] <Flashfire> Nvm didn't
realize it doesn't give the import option from casting
L871[15:38:10] <Flashfire> Willie, did you
mean the client side by "other spawnParticle"?
L872[15:38:21] ***
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L873[15:38:25] <Flashfire> The client
doesn't seem to get to the code in hitEntity
L874[15:38:38] ⇦
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L878[15:51:40] <Flashfire> I'm out of
ideas so I'll just move onto something else unless anyone has any
suggestions
L879[15:51:46] ⇦
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L882[15:53:26] <PaleoCrafter> Flashfire,
WorldServer.spawnParticle(EnumParticleTypes, boolean, double,
double, double, int, double, double, double, double, int...) is the
"other" spawnParticle :P
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L884[15:53:58] <Flashfire> Yeaqh it's
private
L885[15:54:15] <PaleoCrafter> no it
isn't
L886[15:54:29] <PaleoCrafter> look closely
at the signature :P
L887[15:54:38] <PaleoCrafter> it has one
parameter more
L888[15:54:43] <Flashfire> Ok
L889[15:54:47]
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L891[15:55:38] <Flashfire> You didn't mean
the client one, right?
L892[15:56:16] <PaleoCrafter> no, I mean
the one in WorldServer ...
L893[15:57:11] <MattDahEpic> !gm
TileEntity.addBlockEvent 1.7.10
L894[15:57:31] <MattDahEpic> !gm
World.addBlockEvent 1.7.10
L895[15:57:36] <Flashfire> I'm casting it
to WorldServer but it's insisting on using the method from world
>.>
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L898[16:00:21] <Flashfire> Ok I figured
out the parameters and IT WORKS
L899[16:00:24] <Flashfire> Thank you very
much
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L903[16:06:19] <MattDahEpic> !gm
func_145977_a 1.7.10
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L924[16:37:36] <MattDahEpic> !gm
IInventory.isStackValidForSlot 1.7.10
L925[16:37:55] <MattDahEpic> !gm
IInventory.isItemValidForSlot 1.7.10
L926[16:38:44] <Flashfire> How can I make
an entity drop an item with damage?
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L928[16:39:28] <Flashfire> Nvm, figured it
out, override dropItemWithOffset
L929[16:39:35] <diesieben07> ... no
L930[16:40:07] <Flashfire> Then how would
I do it?
L931[16:40:24] <MattDahEpic> shot down by
the allknowing diesieben07
L932[16:40:41] <Flashfire> Overriding
dropItemWithOffset seems like it will work just fine (I don't mean
equipped drops but ones defined in dropFewItems)
L933[16:41:00] <diesieben07> Override
dropFewItems
L934[16:41:40] <Flashfire> Did that, but
it calls this.dropItem which calls dropItemWithOffset which uses a
hardcoded damage value of 0
L935[16:42:04] <diesieben07> well, dont
call that then...
L936[16:42:05] <diesieben07> call
entityDropItem
L937[16:42:32] <Flashfire> Oh, I didn't
realize that existed. Thanks :)
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L941[16:49:10] <diesieben07> should be
fine yes
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L943[16:49:32] <Ordinastie_> if
(contents[slot].stackSize == 0) contents[slot] = null; should never
be true
L944[16:51:51] <shadekiller666> so just to
clarify, its reasonable to write a mod at the java 8 level
right?
L945[16:52:04] <PaleoCrafter> yes
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L949[16:57:45] <gigaherz> custom json
model? hmm
L950[16:57:46] <killjoy> Oh, I see.
they're all itemblocks
L951[16:57:59] <shadekiller666> probably
armor stands
L952[16:58:20] <killjoy> That makes
sense
L953[16:59:08] <killjoy> They just made a
bigger one
L954[16:59:17] <killjoy> Maybe as
helmet
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L957[17:03:20] <killjoy> I think they got
a plugin to do this with an inworld area
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L966[17:22:57] <osum4est> i have an
extended player inventory in my mod, and have created an
extenderproperties for it. What is the best way to store an item to
the nbtcompound?
L967[17:23:21] <williewillus> write it to
the nbt the normal way? check out how for example chests do
it
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L972[17:29:02] <Flashfire> What's the
actual code that prevents certain entities, particularly bosses,
from being affected by potion effects?
L973[17:29:17] <williewillus> probably
hardcoded
L974[17:29:27] <Flashfire> Ah I see
L975[17:29:52] <Flashfire> I don't want to
change it, just reference whether an entity has this immunity or
not
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L978[17:39:00] <Flashfire> Looks like all
that causes it is an empty addPotionEffect method
L979[17:39:51] <Kobata> For the wither --
dragon seems to have a more complicated relationship with
potions
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L981[17:40:27] <MattDahEpic> they broke up
a while ago. its still a heavy topic. i wouldnt talk about it
around her
L982[17:40:45] <Flashfire> I was looking
at wither and it has an empty method
L983[17:40:47] <Kobata> It seems to be
able to get the effects, but has damage overrides that effectively
make poison/instant damage do nothing
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L985[17:42:35] <Flashfire> Ender dragon
doesn't seem to have the method at all
L986[17:43:00] <Flashfire> Instant damage
doesn't work on the dragon though, right?
L987[17:43:01] <MattDahEpic> she tried to
cut potions otu after the break up
L988[17:43:06] <Kobata> It inherits it, so
it has the default one that adds them
L989[17:43:27] <Flashfire> So technically
all potion effects should work on the ender dragon and none on the
wither?
L990[17:43:30] <Kobata> But there's an
override on the method that takes the damage that ends up blocking
it because it only allows thorns damage that way
L991[17:43:36] <Flashfire> Ah
L992[17:43:50] <Kobata> So poison &
harm potions do nothing to it practically
L993[17:43:58] <Flashfire> I have a weapon
that inflicts OP instant damage and I want to account for entities
that block the effect
L994[17:43:59] <Kobata> Regen and health
probably would work
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L1005[18:00:59] <shadekiller666> how does
one turn a ResourceLocation into a file path?
L1006[18:01:24] <gigaherz> you
don't
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L1008[18:01:45] <gigaherz> the resource
manager for folder resource packs does that internally
L1009[18:01:49] <gigaherz> and returns an
input stream
L1010[18:02:11] <shadekiller666> ok, then
how does one get an instance of a File that points to the assets
folder?
L1011[18:03:09] <gigaherz> you may have
to hack around into the resource stuff
L1012[18:03:36] <gigaherz> when you load
a resource, you get an IResource
L1013[18:03:50] <gigaherz> for file-based
resources, maybe the actual instance contains the path
L1014[18:03:58] <gigaherz> you'd have to
check what the instance points to
L1015[18:04:06] <gigaherz> what class is
implementing it and such
L1016[18:04:12] <shadekiller666>
hmm
L1017[18:05:51] <xaero> wasn't there a
handler method to get the resource pack for a single mod?
L1018[18:07:29] <williewillus>
shadekiller666: i fixed my problem
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L1020[18:08:02] <shadekiller666> what was
wrong?
L1021[18:08:15] <williewillus> updated
Forge XD
L1022[18:08:24] <shadekiller666>
lol
L1023[18:08:29] <shadekiller666> that'll
do it
L1024[18:08:44] <williewillus> I was on
1468 and saw some forge blockstate commits so I gave it a
shot
L1025[18:08:44] <shadekiller666> xaero,
probably, i'll just use a ClassLoader i guess
L1027[18:08:50] <shadekiller666> oh
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L1044[18:47:25] <infinitefoxes_> Is there
a way to change tile entity IDs without nuking all the tile
entities using old IDs in a world?
L1045[18:50:07] <gigaherz> no because the
entity id must never be changed
L1046[18:50:22] <williewillus> you can
add the new name
L1047[18:50:43] <williewillus> see
GameRegistry.registerTileEntityWithAlternatives
L1048[18:50:57] <gigaherz> oh wait TILE
entity
L1049[18:50:58] <gigaherz> ;P
L1050[18:51:03] <gigaherz> missed a
word
L1051[18:51:24] <williewillus> you can
specify alternate names that will be read but not saved, so you can
have your new name be the main one and the old name be an alt
L1052[18:51:32] <infinitefoxes_> haha,
thanks
L1053[18:51:33] <infinitefoxes_> that's
perfect
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L1055[18:53:55] <williewillus> what
modeling tools do you guys use?
L1056[18:54:07] <williewillus> I'm using
mrcrayfish's right now but it doesn't support non-22.5
rotations
L1057[18:54:13] <gigaherz> Rhinoceros
3D
L1058[18:54:15] <williewillus> and
blender is hard .-.
L1059[18:54:17] <gigaherz> which exports
.obj
L1060[18:54:18] <gigaherz> XD
L1061[18:54:19] <infinitefoxes_> I made a
patch for that if you'd like, willewillus
L1062[18:54:27] <infinitefoxes_> should
be on my github somewhere
L1063[18:54:27] <gigaherz> but it's
expensive as fuck to acquire legally ;P
L1064[18:54:28] <williewillus> oh yes pls
infinitefoxes_
L1066[18:55:44] <infinitefoxes_> I might
have compiled jars somewhere
L1067[18:56:25] <williewillus>
thanks
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L1070[19:01:01] <williewillus> wat I
can't get it to compile
L1071[19:01:10] <williewillus> I suck at
using javac commandline :p
L1072[19:01:29] <infinitefoxes_> I think
you need Eclipse to get it all done
L1074[19:02:12] <williewillus> awesome
thanks
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L1077[19:16:25] <Lex_> I've been using
MCP and I plan to upgrade to Forge, but a majority of my mod deals
with modifying base code. From what I understand those are known as
hooks in Forge.
L1078[19:16:25] <Lex_> Would I able to
use hooks to do these:
L1079[19:16:25] <Lex_> Change shape and
size of ravines
L1080[19:16:25] <Lex_> Change stack sizes
of items
L1081[19:16:25] <Lex_> Make villagers
chase cake
L1082[19:16:27] <Lex_> Change the size of
the end and change its block gen
L1083[19:16:41] <Lex_> Exactly ZERO of
those things need to edit base classes in ANY api...
L1084[19:17:29] <williewillus> I got very
confused when I read that first message lol
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L1111[19:48:54] <shadekiller666> i have a
Map that is similar to this: Map<CategoryEnum, Map<String,
CoasterStyle>>, if i use a lambda to replace the CoasterStyle
in the Map<String, CoasterStyle>, does the
Map<CategoryEnum, Map<String, CoasterStyle>> reflect
the changes?
L1112[19:49:13] <gigaherz> what?
L1113[19:49:35] <gigaherz> the map is a
reference to an object instance
L1114[19:49:42] <gigaherz> any change
done to the instance... is done to the instance
L1115[19:50:00] <gigaherz>
outerMap.get(category) simply gets the same instance as the one you
have referenced elsewhere
L1116[19:50:13] <shadekiller666> no
L1117[19:50:22] <shadekiller666> i mean
replacing the value of the inner map
L1118[19:50:29] <shadekiller666> using a
lambda
L1119[19:50:42] <gigaherz> it's still the
same object instance
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L1121[19:50:56] <williewillus> wat
L1122[19:51:09] <williewillus> like the
inner map is now a Map<String, Function<>>?
L1123[19:51:23] <gigaherz> but
really
L1124[19:51:23] <shadekiller666> no
L1125[19:51:26] <gigaherz> "using a
lambda"
L1126[19:51:28] <gigaherz> means
nothing
L1127[19:51:32] <shadekiller666> ok
L1128[19:51:36] <williewillus> also if
you're using an enum for a key use enummap
L1129[19:51:40] <shadekiller666> thats
what i though
L1130[19:51:41] <shadekiller666> t
L1131[19:51:45] <shadekiller666> willie,
i am
L1132[19:51:48] <gigaherz> there isnt'
anything a lambda does that would change how Java treats object
instances
L1133[19:52:14] <shadekiller666>
mhmm
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L1135[19:56:49] <Ri5ux> Do the people in
#curseforge ever reply or am I just wasting my time asking them
questions?
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L1141[20:03:22] <williewillus> with old
model/entity model format, on the texture image when they
"flatten" a cube out, what order are the side textures
conventionally in?
L1143[20:03:38] <williewillus> asking bc
I'm converting a java model and idk what the original was
doing
L1144[20:05:34] <shadekiller666> top left
is top of head
L1145[20:05:40] <shadekiller666> top
right is bottom of head
L1146[20:06:15] <shadekiller666> left is
left, then front, right, and back
L1147[20:06:55] <williewillus> awesome
thanks
L1148[20:06:59] <shadekiller666> if you
were to cut that strip out and fold on the borders between sides,
thats how its textured i believe
L1149[20:07:22] <gigaherz> yeh
L1150[20:07:27] <shadekiller666> not sure
what the bottom left is for
L1151[20:10:30] <williewillus> the rods
probably
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L1153[20:13:58] <shadekiller666> whats
the "new" entity model format?
L1154[20:14:47] <williewillus> i just
used the blaze for an example
L1155[20:14:52] <williewillus> I'm
redoing a tesr to a json
L1156[20:14:59] <shadekiller666> oh
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L1158[20:16:41] <shadekiller666> im
working on a json parser/file manager that will allow me to
register different variations of the same block
L1159[20:19:10] <williewillus> for uvs u
is top left pointing down v top left pointing right correct?
L1160[20:19:12] <williewillus> just
making sure :p
L1161[20:19:47] <williewillus> or was it
the other way around
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L1163[20:20:41] <shadekiller666>
uhh
L1164[20:21:04] <shadekiller666> think
so
L1165[20:21:21] <shadekiller666> if its
upside down you'll know why
L1166[20:21:33] <killjoy> !gc byl
1.8
L1167[20:21:35] <shadekiller666> assuming
you draw the vertices in the right order :P
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L1174[20:46:36] <williewillus> is there a
way to copy UVs in mrcrayfish's editor to other cubes?
L1175[20:47:53] <williewillus> nvm you
can just clone them
L1176[20:48:04] <williewillus> guess I
should do uvs first and then clone the cube instead of the other
way around lol
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L1178[20:55:10] <Ordinastie_>
williewillus, u is x, v is y
L1179[20:59:00] <shadekiller666> whats
the difference between a canonical path and an absolute path?
L1180[21:00:26] <Ordinastie_> cannonical
= relative
L1181[21:00:59] <Ordinastie_> and you
could say "short" path too
L1182[21:01:56] <Ordinastie_> like
./foor/../bar => ./bar is the cannonical path
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L1184[21:02:18] <shadekiller666> ok
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L1190[21:09:26] <williewillus> how do you
rotate submodels in non-increments of 90?
L1191[21:11:20] <williewillus> jk i see
it
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L1195[21:20:02] <caellian> I really feel
like updating the GuiApi started by lahwran, continued and then
discontinued by ShaRose
L1196[21:20:13] <caellian> would anyone
find it useful?
L1197[21:22:12] <williewillus> what is
it?
L1198[21:22:42] <caellian> first of all
it made guis easier to use
L1200[21:23:32] <caellian> look at the
screenshots on the website and it should be clear enough
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L1202[21:25:11] <caellian> I'll start by
just making default MC gui easier to use
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L1214[21:47:10] <williewillus> it
complains that I'm specifying submodels outside of a state variant
so I guess I can't :p
L1215[21:48:37] <shadekiller666> when a
mod is run from its jar in the mods folder in .minecraft, if it
were to try and grab a folder, would the "root" directory
be pointing to the .minecraft folder
L1216[21:49:09] <shadekiller666> thats
correct willie, afaik you can't define submodels in
"defaults"
L1217[21:49:17] <williewillus> boo
L1218[21:49:40] <shadekiller666> you can
however define them in "normal" and "inventory"
and such
L1219[21:51:14] <shadekiller666> i'm
trying to find folders that would be stored in .minecraft/ and my
mod's assets folder, and compare them, and i can't seem to figure
out how to get the proper file path that points to my mod's assets
folder
L1220[21:52:24] <shadekiller666> also,
when are the resourcepacks for mods created?
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L1222[21:53:24] <shadekiller666> can i
call FMLClientHandler.instance().getResourcePackFor(modid) from
preInit()?
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L1225[21:57:52] <williewillus> i think
so
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L1229[21:58:31] <williewillus> happens
with or without the highlighted square braces
L1230[21:59:42] <shadekiller666>
hmm
L1231[22:00:02] <williewillus> finally
figured out how fry wrote that spec lol
L1232[22:00:29] <williewillus> and it
seems i'm allowed to specify a full variant json object under
submodel but it's complaining :<
L1233[22:00:55] <shadekiller666>
hmm
L1234[22:01:00] <shadekiller666> thats
weird
L1235[22:01:22] <shadekiller666> so in
"inventory"
L1236[22:02:25] <shadekiller666> does
removing the [] from "submodel" fix anything? just
leaving the {}
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L1238[22:03:08] <shadekiller666> also, i
think the game wants "normal" regardless of whether or
not you're doing anything inside of its block
L1239[22:04:39] <williewillus> "Not
a JSON Object: "adventurebackpack3:campfire_log"
L1240[22:05:04] <shadekiller666> ?
L1241[22:05:08] <williewillus> thats the
crash
L1242[22:05:34] <williewillus> without
the [], with those, same crash but it stuffs everything in between
the square braces into the error message instead
L1243[22:06:46] <shadekiller666> i think
without the [] it wants "submodel": { <variant
name>: {}} or just "submodel": {<variant
name>}
L1244[22:07:00] <shadekiller666> which
doesn't really make any sense
L1245[22:09:33] <williewillus> yeah that
was it
L1246[22:09:38] <williewillus> had to
respecify normal/inventory
L1247[22:09:40] <williewillus>
>.>
L1248[22:09:55] <shadekiller666> its a
bit wonky i know
L1249[22:10:23] <williewillus> it also
screwed up the rotation? 0.o
L1250[22:14:32] <shadekiller666> if you
don't do "rotation": [{"y": #}] then it expects
the rotations in radians i think
L1251[22:15:00] <shadekiller666> and also
assumes that you're defining a quaternion instead of
euler-rotations
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L1255[22:21:40] <shadekiller666> you're
not drawing the faces properly?
L1256[22:22:21] <williewillus> without
the rotations it looks right
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L1258[22:22:27] <shadekiller666>
O.o
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L1260[22:22:38] <shadekiller666> thats
strange
L1261[22:22:40] <williewillus> now I just
want it to be tilted upwards 20 degrees (rotate about x)
L1262[22:23:02] <shadekiller666> did you
try "rotation": [{"x": 20}]
L1263[22:23:06] <williewillus> yeah
L1264[22:23:16] <shadekiller666> and
thats what happens?
L1265[22:23:21] <williewillus> yep
L1266[22:23:24] <williewillus> well both
ways
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L1268[22:23:45] <shadekiller666> can i
see what your json looks like now?
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L1273[22:28:23] <shadekiller666>
hmm
L1274[22:29:28] <shadekiller666> have you
tried specifying a variant other then normal or inventory inside of
the submodel calls?
L1275[22:29:42] <williewillus> no, I
don't have any more variants
L1276[22:31:15] <shadekiller666> make one
up, see what happens? also have you tried specifying the rotation
outside of the "submodel" key?
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L1281[22:40:15] <williewillus> i only
want the submodel to rotate though
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L1283[22:41:28] <shadekiller666> idk,
i've never actually worked with submodels
L1284[22:41:48] <williewillus> having a
dummy variant kills the whole model :p
L1285[22:41:53] <shadekiller666> do the
FML classes get obfuscated when they get compiled?
L1286[22:41:58] <williewillus> no
L1287[22:42:30] <shadekiller666> ok so a
variable name is the same regardless of being compiled vs in a dev
env
L1288[22:44:00] <shadekiller666> !gf
resourcePackFile
L1289[22:44:12] <shadekiller666> !gf
resourcePackFile 1.7.10
L1290[22:45:28] <Bugboy1028> no
L1291[22:45:40] <williewillus> i just
wanna rotate my submodels *sob*
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L1293[22:45:45] <williewillus> lemme look
at the forge samples
L1295[22:46:41] <shadekiller666> though
the rotations there are stuck to 90 degrees i think
L1296[22:47:12] <williewillus> yeah those
are the easy rotations
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L1299[22:52:55] <shadekiller666> when
using ObfuscationReflectionHelper, can you just specify the deobf
name?
L1300[22:53:05] <shadekiller666> is that
the idea?
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L1302[22:53:39] <williewillus> no that
String array param is an array of all its names
L1303[22:54:07] <williewillus> I think
you only need obf and mcp, but I put the srg names in it to in
case
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L1305[22:54:38] <shadekiller666> uhh
ok
L1306[22:55:02] <shadekiller666> is the
obf name the same one as used for ATs?
L1307[22:55:48] <williewillus> obf is the
scrambled ones
L1308[22:55:49] <williewillus>
bhq.g
L1309[22:55:52] <williewillus> etc
L1310[22:56:02] <shadekiller666> ahh
ok
L1311[22:56:27] <williewillus> srgs are
func_12345_a, and mcps are the "readable" ones
L1312[22:56:48] <shadekiller666>
ahh
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L1314[22:58:33] <shadekiller666> do they
need to be in a specific order?
L1315[22:59:37] <shadekiller666> and
should i not be trying to get the resourcePackFolder field from
AbstractResourcePack in the preInit() phase?
L1316[22:59:49] <shadekiller666> i keep
getting NoSuchFieldExceptions
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L1318[23:00:19] <shadekiller666> after
UnableToAccessFieldException and UnableToFindFieldException
L1319[23:00:26] <williewillus> i don't
think order matters
L1320[23:00:28] <williewillus> and
idk
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L1322[23:02:07] <williewillus> blargh all
the other transforms are working except rotation
L1323[23:02:12] <williewillus> scale and
translate both work
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L1330[23:05:14] <shadekiller666> wow...
screw this whole thing with resourcepacks... i'll just get the
folder with ClassLoader...
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L1336[23:11:02] <tterrag> shadekiller666:
what are you even doing
L1337[23:11:59] <shadekiller666> i'm
working on a file manager/json parser that i need to be able to
register track blocks for the roller coaster mod i'm a codev
for
L1338[23:12:45] <tterrag> what's the
point of the timer hack thread?
L1339[23:13:01] <tterrag> shadekiller666:
umm what?
L1340[23:13:06] <tterrag> why are you
hacking into resource packs to do that?
L1341[23:13:36] <williewillus> oh hm
apparently transform{} tag transforms don't rotate around the
center of the block
L1342[23:13:38] <shadekiller666> and the
other devs want to have a classpath folder, ie. a folder in
.minecraft (assuming thats the root directory for the minecraft
installation, and i need to compare that classpath folder with a
specific folder in the mod's assets directory
L1343[23:13:40] <williewillus> where
then, I wonder
L1344[23:13:53] <tterrag> wat
L1345[23:13:56] <shadekiller666> willie,
one of the corners
L1346[23:14:19] <shadekiller666> and i'm
having problems obtaining the assets directory
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L1348[23:14:30] <tterrag> you shouldn't
need to access it
L1349[23:14:34] <tterrag> the assets
directory isn't a place
L1350[23:14:43] <tterrag> resources are
loaded from undefined locations
L1351[23:14:51] <tterrag> explain more
what you are trying to do...
L1352[23:14:59] <shadekiller666> ok
L1353[23:15:14] <tterrag> what if someone
uses a resource pack? you're screwed then
L1354[23:15:19] <shadekiller666> this
system is in preparation to implement roller coaster tracks
L1355[23:15:56] <shadekiller666> i want 1
block, that will vary from track to track using some parameters
that will be defined in json files
L1356[23:16:54] <shadekiller666> my
codevs want to have a folder in the classpath directory, where the
minecraft installation is, like .minecraft
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L1358[23:17:56] <shadekiller666> i wanted
to keep these files in the assets folder for the mod so that when
it comes time to load the models, we aren't stuck trying to hack
around the blockstate loader and such
L1359[23:18:19] <tterrag> you wouldn't
need to
L1360[23:18:25] <tterrag> just add the
external folder as its own resource pack
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L1363[23:19:04] <tterrag> lots of fluff
there, the key is the reflection
L1364[23:19:07] <shadekiller666> so as a
middle ground, i was thinking it would be best to have a specific
folder in the assets folder where we as the devs put the default
files, and then the folder on the class path would be an override
if anyone wanted to change something
L1365[23:19:22] <shadekiller666> its not
the classpath folder thats the problem
L1366[23:19:28] <tterrag> ?
L1367[23:19:34] <tterrag> you can add any
folder you want
L1368[23:20:10] <shadekiller666> to
determine what things need to be overriden, i need to access the
assets folder
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L1370[23:20:39] <shadekiller666> and the
location of that changes depending on the state of the code,
whether its in a dev env, or compiled
L1371[23:20:43] <caellian> can I use
interfaces with default values as traits in java
L1372[23:20:46] <caellian> ?
L1373[23:20:47] <Ordinastie_> why in hell
do you want the folder on classpath ?
L1374[23:21:18] <shadekiller666> idk, my
codevs are stubborn sometimes
L1375[23:21:27] <Ordinastie_>
s/stubborn/stupid/
L1376[23:21:50] <shadekiller666> the
point is, the classpath folder is the easy one to get to, and i
can't seem to access the assets one :P
L1377[23:22:05] <Ordinastie_> because
it's not a folder
L1378[23:22:24] <shadekiller666> that is
without
ClassLoader.getResource("assets/rc2/coasters/....")
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L1380[23:22:39] <caellian>
shadekiller666, what problem exactly are you having with assets
folder?
L1381[23:22:46] <shadekiller666> finding
it
L1382[23:22:52] <caellian> when?
L1383[23:22:56] <williewillus> ugh time
for a forum post
L1384[23:23:01] <williewillus> which
probably won't get replies
L1385[23:23:06] <caellian> in debug
environment or?
L1386[23:23:19] <shadekiller666> well,
period
L1387[23:23:35] <caellian> there's a but
with assets not loading properly
L1388[23:23:41] <caellian> that's why I'm
asking
L1389[23:23:41] <shadekiller666> the mod
needs to find it after its been compiled
L1390[23:24:36] <caellian> try adding
this to your gradle build:
L1391[23:24:39] <caellian> sourceSets
{
L1392[23:24:39] <caellian> main {
output.resourcesDir = output.classesDir }
L1393[23:24:40] <caellian> }
L1394[23:24:50] <shadekiller666> no thats
not what i mean
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L1396[23:25:10] <shadekiller666> and
"idea.module.inheritOutputDirs" is easier btw
L1397[23:25:32] <shadekiller666> i mean
getting an instance of File that points to the specific folder that
i need
L1398[23:26:03] <caellian> you have to
use ClassLoader then I guess
L1399[23:26:27] <Ordinastie_>
shadekiller666, just drop it, that idea is dumb
L1400[23:26:33] <caellian> or get the
folder your mod is in, unzip it and get to file
L1401[23:26:48] <tterrag> shadekiller666:
resource packs automatically override default resources
L1402[23:26:53] <tterrag> the system
already exists
L1403[23:26:55] <Ordinastie_> and you can
get a File from it because there is NO FILE for it
L1404[23:26:56] <tterrag> you are trying
to reinvent the wheel
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L1406[23:28:11] <shadekiller666> ok, so
would it just be better to run out of the classpath folder then? i
can't really think of a way of getting to the jsons that i need to
parse otherwise
L1407[23:28:27] <tterrag> IResource can
give you an input stream
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L1409[23:28:34] <tterrag> not a
file
L1410[23:28:42] <tterrag> just make the
folder a resource pack -.-
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L1412[23:29:45] <Ordinastie_> no, just
use regular assets and RessourceLocation
L1413[23:31:21] <shadekiller666> so to
get to the json from the regular assets would you get the
resourcepack for the mod and ask for the inputstream?
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L1415[23:32:19] <Ordinastie_> new
ResourceLocation("modid", "path");
L1416[23:32:30] <shadekiller666>
...
L1417[23:32:37] <shadekiller666> that
doesn't give a File
L1418[23:32:43] <shadekiller666> that
gives a resourcelocation
L1419[23:32:44] <Ordinastie_> BECAUSE
THERE IS NO FILE
L1420[23:32:49] <shadekiller666>
...
L1421[23:33:57] <shadekiller666> then how
am i expected to parse a bunch of json FILES in preInit() to get
the information that i need to register the damn blocks?
L1422[23:34:29] <shadekiller666> the
whole point of this entire thing being so that resourcepack makers
can CHANGE THINGS
L1423[23:35:13] <shadekiller666> so that
80 different versions of the same block don't have to be
hardcoded...
L1424[23:35:19] <williewillus> wait how
is this even going to work on a server :p
L1425[23:35:25] <Ordinastie_> you mean,
you want to make some "block packs" ?
L1426[23:35:34] <Ordinastie_> additional
blocks for your mod ?
L1427[23:35:39] <Ordinastie_> defined by
JSON ?
L1428[23:35:58] <shadekiller666> i want 1
block that takes data that would be parsed from a series of json
files when the game launches
L1429[23:36:11] <shadekiller666> and i
can't register that block until i have that data
L1430[23:37:23] <shadekiller666> because
the jsons define how different occurances of this block differ from
each other
L1431[23:37:40] <shadekiller666> yes,
that is what i want
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L1433[23:37:42] <shadekiller666>
sheesh
L1434[23:38:31] <Ordinastie_> in that
case, you can't use resource packs for that
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L1438[23:40:51] <caellian> What is zLevel
in GUI used for?
L1439[23:41:18] <shadekiller666> zLevel
determines what is drawn on top of what
L1440[23:41:46] <shadekiller666> the
reason buttons are shown in front of the background gui, is because
their zlevel is differen
L1441[23:41:47] <shadekiller666> t
L1442[23:42:02] <caellian> thanks, that
makes sense
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L1444[23:43:58] <caellian> why does
drawGradientRect use zLevel, but drawRect doesn't? This makes no
sense
L1445[23:44:38] <tterrag> there might be
a version that has it, but if mojang doesn't use it, it's
stripped
L1446[23:44:49] <tterrag> so in the
actual source it probably exists, or maybe it doesn't because
mojang
L1447[23:44:51] <tterrag> we'll never
know
L1448[23:44:58] <caellian> hahaha
L1449[23:45:18] <caellian> I just love
how MC code is inconsistent
L1450[23:45:33] <tterrag> err
L1451[23:45:44] <tterrag> what I'm saying
is mojang strips all unused methods from their releases
L1452[23:45:53] <tterrag> it may exist in
their source should they ever decide to use it
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L1454[23:47:08] <shadekiller666> ordin,
did you basically recreate half of the resourcepack system for
this?
L1455[23:47:09] <caellian> what happens
when to components of the same zLevel are in the same place? do
their textures clip trough eachother?
L1456[23:47:23] <shadekiller666> thats
called z fighting
L1457[23:47:44] <shadekiller666> and you
get that weird tearing of the textures swapping places
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L1459[23:48:26] <caellian> would it be
smart to increase the zLevel for 0.1f for each component
added?
L1460[23:48:44] <shadekiller666>
uhh
L1461[23:48:50] <williewillus> why would
you
L1462[23:48:55] <williewillus> if you
know they wont overlap
L1463[23:49:01] <caellian> I don't
L1464[23:49:40] <caellian> I'm making an
API and I don't know if someone might add a dropdown menu or
something similar
L1465[23:49:57] <tterrag> it should
probably be customizable
L1466[23:50:05] <tterrag> though tbh I
haven't ever had a problem with z-fighting on GUIs
L1467[23:50:15] <tterrag> dunno if I'm
just lucky or what
L1468[23:50:34] <shadekiller666> i think
mc fudges zLevel slightly with every widget added
L1469[23:50:51] <tterrag> "widget
added" heh implying I use the MC widget system
L1470[23:51:00] <shadekiller666> good
point
L1471[23:51:12] <tterrag> and by
"widget system" I mean "crude implementation of a
button register"
L1472[23:51:17] <shadekiller666>
vanilla's widgets aren't great
L1473[23:51:38] <williewillus> remember
that mod from way back that let you open multiple vanilla guis at
once
L1474[23:51:42] <williewillus> i wonder
how many base edits that took
L1475[23:51:52] <shadekiller666>
minecraft's way of doing guis, with defining things with ids and
handling them elsewhere is the worst way of doing guis
L1476[23:52:02] <caellian> I think that
guis should just keep a list of components and then render them in
order and replace previous pixels in the buffer instead of
rendering guis as a 3D space
L1478[23:52:27] <tterrag> tooltip/text
field/scrollbar/ghostslot all have registers
L1479[23:52:30] <tterrag> just add them
in and it works
L1480[23:52:34] <shadekiller666> thats
not the problem caellian
L1481[23:52:43] <caellian>
shadekiller666, I agree
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L1483[23:53:13] <caellian> vanilla gui
system is the worst thing ever
L1484[23:53:19] <tterrag> it's not the
best
L1485[23:53:33] <williewillus>
shadekiller666: interesting find - any multiples of 90 work
perfectly fine in the transform { rotation{}}. Anything else
bork
L1486[23:53:36] <caellian> that's why I'm
making this API in the first place
L1487[23:53:38] <shadekiller666> mind
you, it isn't just minecraft that does guis that way
L1488[23:53:48] <tterrag> and the class
above is a slightly better approach, but you can only put so many
bandages on such a large wound :P
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L1490[23:54:12] <shadekiller666> willie,
at this point i don't think the problem is on your end, i think it
has to do with the parsing in ForgeBlockStateV1
L1491[23:54:39] <caellian> tterrag, yeah,
you can try to stitch back an arm that has been cut off
L1492[23:54:48] <shadekiller666> imho,
the best way to do guis is by having each widget render
itself
L1493[23:55:37] <tterrag> you mean like
how MC does it? for the most part anyways
L1494[23:55:38] <shadekiller666> then at
that point all you have to do is A. create the widgets, B. keep
track of which widget is "hot" ie. moused over, and which
is "active" ie. has been clicked
L1495[23:55:41] <tterrag> I wish slots
had control over rendering
L1496[23:55:43] <tterrag> alas, no
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L1498[23:56:05] <caellian> I'm actually
updating API written by ShaRose
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L1500[23:56:27] <shadekiller666> at that
point, you tell "active" to perform its action, and
"hot" to render itself differently
L1501[23:57:11] <shadekiller666> and
boom, you've avoided widget ids completely, your code base is
smaller and less tedious, and your gui is more responsive
L1502[23:57:49] <caellian> I think
inteface approach has it's advantages and allows for more complex
GUIs
L1503[23:57:52] <tterrag> I agree button
ids are pointless, even in MCs current impl
L1504[23:57:58] <tterrag> they could just
pass the button instance and compare by reference...
L1505[23:58:36] <tterrag> but then they
would have to avoid hardcoding ;_;
L1506[23:58:45] <shadekiller666> well, if
you have every widget only care about itself, handling its own
rendering and processing, you don't need to compare at all
L1507[23:59:26] <shadekiller666> how
would hardcoding be a problem with that approach?
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L1509[23:59:39] <tterrag> you missed the
point of what I was saying
L1510[23:59:47] <tterrag> mojang would
have to avoid hardcode, which it seems is impossible for them