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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
L42[00:58:13] <Akkarin> uhhhh has anybody seen this one before? http://paste.md-5.net/tufekuqomi.vhdl :o
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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L65[01:25:36] <laci200270> shadekiller666, http://www.minecraftforge.net/wiki/Server_Command
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
L123[02:33:24] <laci200270> https://github.com/MinecraftForge/FML/wiki/FML-mod-information-file
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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L231[05:48:01] <madcrazydrumma> laci200270, this is the code im using at the moment: http://pastebin.com/agSzuHce
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?
L277[08:04:17] <madcrazydrumma> http://pastebin.com/fqwqA11Y
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
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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
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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
L374[08:31:13] <madcrazydrumma> http://pastebin.com/bDbRhsVv
L375[08:31:13] <gigaherz> depending on if yaw is degrees or radians
L376[08:31:14] <gigaherz> XD
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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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L427[10:35:02] *** Ashlee is now known as Ashlee|off
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?
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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
L456[11:25:30] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entities/EntityLifeball.java#L59
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
L459[11:26:06] <madcrazydrumma> http://pastebin.com/xsgAaZQd
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?
L496[11:32:04] <gigaherz> http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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
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L527[11:48:44] <Kobata> Andrey96: in the snapshot jar, assets/minecraft/shaders/*/entity_outline.json
L528[11:49:04] <Kobata> From the naming it's using this technique: https://en.wikipedia.org/wiki/Sobel_operator
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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L599[13:11:46] <Mraof> http://mraof.com/temp/NevermineTiC.jar In case anyone wants to try it
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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
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L657[14:02:09] <Lex_> any volenteers to help?
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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.
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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
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L671[14:13:21] <killjoy> Somebody complained to me that this is too short. https://github.com/killjoy1221/TabbyChat-2/blob/master/TabbyChat-Common/src/main/java/mnm/mods/tabbychat/extra/filters/GuiFilterEditor.java#L142
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
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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
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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] ⇦ Quits: McJty (~jorrit@d51A4CAC3.access.telenet.be) (Quit: Ex-Chat)
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
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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
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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
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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
L753[14:34:40] <Lex_> https://github.com/ModCoderPack/MCInjector/blob/master/src/main/java/de/oceanlabs/mcp/mcinjector/adaptors/LVTFernflower.java
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.
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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]);
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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
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L781[14:58:32] *** willieaway is now known as williewillus
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] ⇨ Joins: Ferdz (~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] ⇨ Joins: Genuine (~GenuineSo@71.85.23.220)
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
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L844[15:18:40] <killjoy> Why is the default textfield size so low?
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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
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L854[15:27:09] <Mraof> So that was a huge waste of time
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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
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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] *** cpw|out is now known as cpw
L873[15:38:25] <Flashfire> The client doesn't seem to get to the code in hitEntity
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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
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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
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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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L897[15:59:58] *** KJ4IPS is now known as KJ4IPS|Gone
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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L940[16:48:26] <MattDahEpic> does this make a good decrStackSize?: https://paste.ee/p/7lDgT
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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L948[16:57:18] <killjoy> I'm on a vanilla server... how did this happen? http://imgur.com/QYQyRLK
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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L956[17:01:28] <MattDahEpic> killjoy, those are blocks on armourstand's heads. the armour stands are set to be babyzombie size. example: https://www.youtube.com/watch?v=vlzI1KyuDbA
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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L969[17:24:45] <williewillus> here's what we do: https://github.com/williewillus/ProjectE/blob/master/src/main/java/moze_intel/projecte/utils/ItemHelper.java#L497
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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
L1026[18:08:45] <xaero> https://github.com/MinecraftForge/MinecraftForge/blob/master/fml/src/main/java/net/minecraftforge/fml/client/FMLClientHandler.java#L621 gets you an IResourcePack, so still have to deconstruct that
L1027[18:08:50] <shadekiller666> oh
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L1031[18:27:53] <MattDahEpic> wellll, that didnt work: https://i.imgur.com/Fhw2vbW.png
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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_
L1065[18:54:44] <infinitefoxes_> https://github.com/Collin1971/ModelCreator
L1066[18:55:44] <infinitefoxes_> I might have compiled jars somewhere
L1067[18:56:25] <williewillus> thanks
L1068[18:57:07] <gigaherz> listening to this podcast -- https://twitter.com/neiltyson/status/628336814252781568
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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
L1073[19:02:04] <infinitefoxes_> ah, found it: https://collin1971.net/files/modelcreator_fork-0c40738.jar
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?
L1142[20:03:27] <williewillus> for example the blaze texture is _, front, _, _, what orders are they? http://i.gyazo.com/3016ce80bf84de57fb474dff77770daa.png
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
L1199[21:23:06] <caellian> it was also adding TWL (http://twl.l33tlabs.org) support to minecraft guis
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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L1213[21:46:13] <williewillus> shadekiller666: can I not specify submodels in the defaults like this? http://gyazo.com/7ae550562a250454d668ae62a991eef0
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
L1226[21:58:24] <williewillus> shadekiller666: okay so I'm tryng to rotate my submodel now, and this: http://gyazo.com/c04738ceb34baed7e3bc3e17c37b4564 keeps crashing and it complains everything under "submodel" is not a JSON object
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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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L1253[22:19:57] <williewillus> it still looks like this: http://gyazo.com/08753bac6c1bb9d4dda64da4b7c80aec, but should look like http://gyazo.com/260e049dbb252d89fffc82536621c00e (without the extra submodels I haven't done yet)
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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?
L1269[22:26:11] <williewillus> https://github.com/williewillus/AdventureBackpack3/blob/master/src/main/resources/assets/adventurebackpack3/blockstates/campfire.json
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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
L1294[22:46:14] <shadekiller666> i think the only one that will be helpful is this one willie: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
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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L1362[23:18:54] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/util/ResourcePackAssembler.java#L217-L243
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
L1435[23:38:51] <Ordinastie_> but if you want, look at that : https://github.com/Ordinastie/DIYDecorativeBlocks/tree/master/src/net/malisis/ddb
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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
L1477[23:52:06] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/client/gui/GuiContainerBase.java
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
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