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L6[00:05:26] <killjoy> I found this, awt stuff, in a repo about lwjgl. https://github.com/mattdesl/lwjgl-basics/blob/master/test/mdesl/test/FileDrop.java
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L42[01:29:19] <killjoy> I just got DM'd on mcf. http://imgur.com/OZ353Uc
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L45[01:33:09] <tterrag> killjoy: is the site legit?
L46[01:33:14] <tterrag> :P
L47[01:33:19] <killjoy> https://www.pcloud.com/
L48[01:33:22] <killjoy> Looks pro
L49[01:34:07] <killjoy> How am I going to fill up 1TB?
L50[01:34:14] <killjoy> It's impossible for me to do that
L51[01:34:26] <tterrag> how strange
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L53[01:34:30] <killjoy> Clutter doesn't stay on my hdd for long
L54[01:34:38] <tterrag> they send some random guy with bad english to recruit people on MCF...is that a big market for them?
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L58[01:36:47] <tterrag> wat
L59[01:36:56] <tterrag> oh, AKICK
L60[01:38:22] <killjoy> I should've reported him, but I didn't.
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L79[02:04:17] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150805 mappings to Forge Maven.
L80[02:04:20] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150805-1.8.zip (mappings = "snapshot_20150805" in build.gradle).
L81[02:04:31] <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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L111[03:38:46] <VikeStep> huh, just found out that if a gradle task is in camel case you can call it with its initials only
L112[03:39:02] <VikeStep> such as gradle genSomeJars could be called as gradle gSJ
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L120[04:06:24] <ModernPatriot> Is anyone familiar with the Minecraft 1.8 TESR?
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L122[04:13:26] <sham1|ZZzZ> It is same as 1.7.10 TESR
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L125[04:18:18] <sham1> So ModernPatrio, what do you want to know
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L127[04:23:56] <sham1> I feel so dumb now
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L210[04:24:35] <ModernPatriot> I have made a tileentity with has an internal inventory (1 slot, 1 item) and Id like to render the item inside ontop of it. How can I do that?
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L307[04:56:31] <Lumien> For a block rendered using a TESR, am i supposed to create a dummy blockstate file to remove the model not found errors?
L308[04:56:56] <Vorquel> Isn't it great when you only remember to commit one of your changed files to github? >.<
L309[04:57:30] <xaero> `git add -u :/` stages all changes
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L336[04:57:59] <PrinceCat> Nailed it.
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L398[04:59:34] <Vorquel> I was in an IDE. Just wasn't paying enough attention. :P
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L400[05:02:03] <Vorquel> Netsplit spam is making it kinda hard to read, though.
L401[05:02:55] <bilde2910> Can't you filter those in the IRC client? Otherwise, some clients make it easy to notice actual messages in the flood of netsplits
L402[05:03:35] <Vorquel> If this client can, I don't know how. KVirc. Anyone know?
L403[05:03:56] <bilde2910> No idea. HexChat does this, places nicknames to the left of a line making them easy to see https://puu.sh/jq6tI.png
L404[05:04:07] <bilde2910> I'll try looking up some instructions
L405[05:04:40] <Vorquel> ty. I've tried looking it up several times with no results.
L406[05:05:30] <bilde2910> So I found this, but it will hide every single join/part/quit message and not just those from netsplits http://wiki.xkcd.com/irc/Hide_join_part_messages#KVirc
L407[05:06:21] <Vorquel> Just found that as well.
L408[05:06:51] <Vorquel> Looks like you have to write a event handler for that manually. :P
L409[05:06:58] <bilde2910> Seemingly
L410[05:07:06] <Kaiyouka> lol
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L412[05:15:08] <sham1> yay for netsplits
L413[05:15:58] <Vorquel> They appear to be over, at least
L414[05:16:19] <Kaiyouka> Famous last words :p
L415[05:17:04] <Vorquel> None more are *scheduled* for now. Better? :P
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L417[05:22:44] <Kaiyouka> heh
L418[05:23:05] <Kaiyouka> sheesh, almost 4:30 AM
L419[05:24:27] <sham1> No, it is 13:24
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L421[05:26:04] <Vorquel> 1025 UTC is the only time. Timezones are for the week.
L422[05:26:20] <Vorquel> Specifically next week.
L423[05:28:04] <xaero> nah, UGT is what internet denizens follow
L424[05:28:10] <xaero> http://www.total-knowledge.com/~ilya/mips/ugt.html
L425[05:28:48] <Kaiyouka> The only time that matters is my local time. Fuck all else.
L426[05:30:08] <Vorquel> thats an interesting convention xaero.
L427[05:31:09] <xaero> spread the word :P
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L442[06:02:57] <sham1> Tíme to get back to tweaking my warp pipe algo because it is still kinda weird
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L448[06:33:13] <sham1> I am a huge moron
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L451[06:39:25] <Vorquel> What'd you do sham1?
L452[06:41:30] <sham1> I always called the getNeighbors method of this TE even though I had access to the neighbor TEinstance
L453[06:42:00] <Vorquel> gg
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L466[07:19:27] <Tim020> Does anyone happen too have a way to apply colour to a grayscale image? (within mc)
L467[07:26:51] <halvors1> I'm confused... How do i get a simple tick event in 1.7.10?
L468[07:27:40] <Vorquel> What for?
L469[07:29:52] <Vorquel> What are you trying to do, halvors1?
L470[07:31:13] <halvors1> Send a chat message to the player and notify if there is an available update.
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L473[07:32:57] <halvors1> Vorquel: :)
L474[07:33:05] <Vorquel> That does not require a tick event. You would want an event specific to starting the game, like on joining the server
L475[07:33:53] <Vorquel> What you want is a PlayerLoggedInEvent
L476[07:34:32] <Vorquel> Do you know how to write an event handler?
L477[07:35:51] <halvors1> Vorquel: That would not show the message to the user when a new update is released after he logged in.
L478[07:36:00] <halvors1> So i want to check periodically :)
L479[07:36:25] <Kobata> don't do that, seriously just don't
L480[07:36:27] <Vorquel> That seems like overkill.
L481[07:37:00] <halvors1> CoFHCore and Mekanism are both doing this like that.
L482[07:37:12] <Vorquel> Then check their code
L483[07:37:26] <Vorquel> CoFHCore is opensource
L484[07:37:44] <halvors1> Mekanism uses @SubscribeEvent and onTick(), but is that the best way to do it?
L485[07:38:17] <Saturn812> using onTick is not nice thing in general
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L487[07:38:52] <halvors1> So you guys would suggest just put it in the onPlayerLoggedIn Event? :)
L488[07:39:01] <Kobata> CoFHCore is only using the tick event to check if their update check is done (since it's threaded as it should be)
L489[07:39:12] <Kobata> It unregisters itself after the check is finished
L490[07:39:20] <Vorquel> Yes halvors1
L491[07:39:46] <halvors1> Kobata: Yeah, that's not possible with the PlayerLoggedInEvent :(
L492[07:40:19] <Vorquel> You would start the process then, at least
L493[07:40:27] <Kobata> What you'd probably do is launch it in init or something
L494[07:40:37] <Kobata> (No real reason to do it on login, just when the game starts)
L495[07:40:39] <halvors1> Kobata: If i use the tick event, is it startTick(), onTick() or onPlayerTick(), what is the difference?
L496[07:40:58] <Kobata> FML doesn't care what you name it
L497[07:41:09] <halvors1> Ah, that explains a lot :)
L498[07:41:10] <Kobata> You could name the method totallyNotATickEvent() and it'd work fine
L499[07:41:31] <halvors1> Thanks guys. :) Think i'm gonna use a tickhandler and unregister it like CoFHCore :)
L500[07:41:33] <Kobata> All that matters is the annotation and argument type, and the class being registered as a handler
L501[07:41:49] <halvors1> Yeah :)
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L507[07:57:05] <Tim020> halvors1, if you want you can take a look at how I do it: https://github.com/Tim020/Tiny-Storage/blob/Dev/src/main/java/com/timthebrick/tinystorage/common/core/VersionChecker.java
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L509[07:57:17] <halvors1> Thanks :)
L510[07:57:40] <sham1> versin checking...
L511[07:58:37] <diesieben07> Tim020, that code is severely broken.
L512[07:58:48] <Tim020> How so diesieben07?
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L514[07:59:16] <diesieben07> You are writing and reading the same field from multiple threads wihtout any kind of lock or atomicity mechanic.
L515[07:59:50] <sham1> And this is why concurrency is so weird
L516[07:59:52] <diesieben07> and your "close connection" mechanic is also broken.
L517[08:00:07] <diesieben07> (which your IDE should warn you about)
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L520[08:00:38] <Tim020> No warning about that from IDEA
L521[08:00:53] <sham1> Some ugly Scala code later and my warp pipes work again, I think
L522[08:00:55] <diesieben07> and also.... sending IMC messages not from the main thread... *great* ida
L523[08:01:03] <diesieben07> that will *for sure* break at some point.
L524[08:01:26] <diesieben07> and by break i mean crash. the other stuff is just it will behave weirdyl (or maybe even crash idk)
L525[08:03:13] <Tim020> Which field am I accessing across multiple threads?
L526[08:03:21] <Tim020> I haven't looked at this code in ages XD
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L528[08:03:50] <diesieben07> every field you access inside versionCheck()
L529[08:05:48] <diesieben07> it is pure luck that that code even works at all, as far as the Java spec is concerned the main game is valid to *never* notice the results of the download thread
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L534[08:09:25] <Tim020> diesieben07, https://github.com/BuildCraft/BuildCraft/blob/6.4.x/common/buildcraft/core/Version.java
L535[08:09:56] <diesieben07> just as broken
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L537[08:10:03] <diesieben07> just because it's buildcraft doesn't mean its not broken
L538[08:10:53] <Tim020> Is there a *convenient* way to fix?
L539[08:11:13] <diesieben07> no.
L540[08:11:17] <PaleoCrafter> don't do shitty version checkers :P
L541[08:11:17] <diesieben07> concurrency is never convenienc
L542[08:11:22] <sham1> appeal to authority of BC
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L544[08:14:32] <diesieben07> welp, was about to tell him how to fix it.
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L557[09:07:17] <NPException> quick question:
L558[09:07:20] <sham1> ...I hate it when laziness hits... so annoying because it limits productivity
L559[09:07:27] <dangranos> *quick answer*
L560[09:07:30] <NPException> how do I bind a texture in an IItemRenderer
L561[09:07:31] <NPException> thanks!
L562[09:07:32] <NPException> :D
L563[09:07:52] <dangranos> you dont have to scream "INCOMING" when asking questions
L564[09:07:57] <sham1> Would bindTexture be anything
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L566[09:08:24] <NPException> bindTexture is not a thing in an IItemRenderer
L567[09:10:32] <sham1> I've noticed something very interesting about fluid blockstate properties
L568[09:10:36] <sham1> At least in vanilla
L569[09:11:05] <sham1> the LEVEL-property tells you how low the fluid is, so level=0 is a full block and leve=15 is this tiny little thing
L570[09:13:03] <sham1> Don't know if that is the case with Forge's fluid API
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L578[09:46:01] <Cazzar> GJ me: http://upload.cazzar.net/images/96pO5mA
L579[09:47:01] <sham1> umn
L580[09:48:37] <Cazzar> it's all japanese
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L589[10:26:35] <NPException> what do I have to do (in IDEA) to have my skin showing up in my dev environment?
L590[10:26:55] <NPException> I already have --username="NPException" but that does not seem to affect the skin
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L592[10:28:00] <diesieben07> you need --username and --password
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L594[10:28:16] <diesieben07> otherwise it can't log you in, meaning your UUID is not correct meaning you have no skin
L595[10:28:19] <diesieben07> username is irrelevant
L596[10:29:04] <NPException> ah
L597[10:29:07] <NPException> thanks :)
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L624[10:56:55] <diesieben07> LOL - "Fixed placing End Rod on End Rod sending "hslsdjfksdlk" to output log twice" oh mojang
L625[10:57:21] <shadekiller666> that was actually something that was there :P
L626[10:57:26] <diesieben07> i know
L627[10:57:49] <diesieben07> such sophisticated debugging
L628[10:58:30] <pig> I kinda do my debugging like that too
L629[10:58:42] <diesieben07> everyone does :D
L630[10:59:00] <Ivorius> I don't
L631[10:59:10] <Ivorius> soutm tab
L632[10:59:13] <sham1> I use a debugger
L633[10:59:16] <Ivorius> I don't waste time with random strings :P
L634[10:59:31] <diesieben07> yes yes Ivorius, be quiet :D
L635[10:59:36] <Ivorius> I wish IDEA had like soutu or something
L636[10:59:47] <Ivorius> 'Generate random string' if you want multiple outs in the same method
L637[11:00:02] <diesieben07> you can add new live templates, you know
L638[11:00:19] <diesieben07> what they really need is something like soutm but that does it with a breakpoint instead
L639[11:00:23] <diesieben07> so you dont change your code
L640[11:00:39] <Ivorius> I mean, you can do it
L641[11:00:44] <Ivorius> But it takes like 15 seconds
L642[11:00:52] <Ivorius> Which is annoying
L643[11:00:52] <diesieben07> do what?
L644[11:00:58] <Ivorius> Breakpoint soutm
L645[11:01:01] <diesieben07> yes
L646[11:01:07] <diesieben07> hence i said a shortcut
L647[11:01:12] <diesieben07> "like soutm"
L648[11:01:25] <Ivorius> Ah, then I agree
L649[11:01:34] <Ivorius> But also with unique string pls :P
L650[11:01:49] <diesieben07> meh
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L652[11:02:08] <Ordinastie_> soutm?
L653[11:02:13] <Ordinastie_> what does that mean ?
L654[11:02:38] <diesieben07> System.out.println("currentClass.currentMethod");
L655[11:02:59] ⇨ Joins: MattDahEpic (~MattDahEp@174-16-14-83.hlrn.qwest.net)
L656[11:03:18] <Ordinastie_> ah, it's a IDEA shortcut
L657[11:03:29] <diesieben07> yes
L658[11:03:51] <Ordinastie_> apparently, it's systrace in eclipse
L659[11:04:19] <Ordinastie_> didn't even know that
L660[11:09:07] <diesieben07> Ivorius, http://i.imgur.com/75AOCJU.png
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L663[11:11:43] <Ivorius> What menu is that even
L664[11:12:08] <Ivorius> My menu with live templates looks very different
L665[11:12:15] <diesieben07> File > Settings > Editor > Live Templates
L666[11:12:22] <diesieben07> Then click the "+"
L667[11:12:34] <diesieben07> and the popup is "Edit Variables"
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L669[11:13:44] <shadekiller666> awww, youtube is saying goodbye to 301+ :P
L670[11:13:50] <shadekiller666> https://twitter.com/YTCreators/status/628958720953819136
L671[11:14:46] <sham1> boohoo
L672[11:14:55] <shadekiller666> lol
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L674[11:15:20] <sham1> Also, I like the new youtube player
L675[11:15:56] <diesieben07> it is annoying as fuck to me
L676[11:15:58] <AtomicStryker> i liked the old one better, the progress bar now keeps obstructing part of the video
L677[11:16:07] <diesieben07> space for pause doesn't work by default
L678[11:16:16] <diesieben07> i have to click frantically on the time for a few times beore it works
L679[11:16:31] <shadekiller666> click on the actual video
L680[11:16:49] <diesieben07> i do not want to click. i want to use space.
L681[11:16:50] <Ivorius> It works
L682[11:16:52] <Ivorius> Great, thanks
L683[11:16:59] <shadekiller666> that focusses on the video viewport, that should make space work
L684[11:17:01] <sham1> It is not like you could click
L685[11:17:30] <diesieben07> "it should" doesn't help me. it doesn't.
L686[11:17:36] <PaleoCrafter> wat, diesieben07, space works just fine D:
L687[11:17:40] <diesieben07> not for me.
L688[11:17:43] <sham1> It works
L689[11:17:48] <diesieben07> as soon as an ad pops up breaks again, too
L690[11:17:55] <shadekiller666> ?
L691[11:17:55] <AtomicStryker> is there a resource or wiki entry on what special characters are allowed in a mc book, or how the "pages" are dont in a nbt / json format
L692[11:18:11] <diesieben07> if an ad pops up and i press space after that it does not work again
L693[11:18:12] <shadekiller666> probably the minecraft wiki
L694[11:18:15] <diesieben07> until i click the time again
L695[11:18:31] <shadekiller666> even if you click the video itself?
L696[11:18:39] <shadekiller666> after cloasing the ad of course
L697[11:18:50] <diesieben07> yes.
L698[11:19:26] <shadekiller666> strange
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L701[11:20:11] <diesieben07> and even *if* that would work (now i tried it, it did work now but it doesn't work always)
L702[11:20:12] <shadekiller666> my logitech keyboard has a back button, a forward button, and a play/pause button, and i wish it worked for youtube
L703[11:20:23] <diesieben07> space shoudl ALWAYS be pause
L704[11:20:28] <shadekiller666> mhmm
L705[11:20:33] <diesieben07> no matter if i clicked on ads or whatever the fuck
L706[11:20:50] <shadekiller666> on the old player, and on this one, space is whatever was last clicked
L707[11:21:07] <diesieben07> i definitely remember that this was not a problem i had with the old playewr
L708[11:21:22] <shadekiller666> i find that hitting the play/pause button helps too, sometimes it highlights the "active" thing in blue
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L710[11:21:36] <shadekiller666> if you press f then press space does it work?
L711[11:21:45] <shadekiller666> f is the full screen hotkey
L712[11:22:22] <PaleoCrafter> shadekiller666, it used to support the play/pause button some time ago
L713[11:23:06] <shadekiller666> i do like that it, and the title bar at the top when in fullscreen are transparent now, it allows you to close those pesky annotations that are at the top of the screen that you can't close because the x is obfuscated
L714[11:24:40] <diesieben07> oh thanks for telling me about f :D
L715[11:24:48] <shadekiller666> np lol
L716[11:25:20] <shadekiller666> also 1-9 are time signature shortcuts, which jump to 1/9 of the video length for some strange reason
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L718[11:25:46] <shadekiller666> and left/right directional buttons jump back/forward like 5 seconds
L719[11:25:53] <diesieben07> yeah i know those
L720[11:25:58] <diesieben07> i use < > all the itme
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L722[11:26:44] <shadekiller666> what i find funny is that you have to google "youtube hotkeys" to find a list of them :p
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L724[11:27:28] <shadekiller666> oh, and tab cycles through the "active" element...
L725[11:27:40] <diesieben07> yeah that is stupidly annoying
L726[11:27:41] <shadekiller666> oh and up/down are now volume?
L727[11:27:46] <diesieben07> yah
L728[11:28:00] <diesieben07> i use alt-tab all the time and if i miss and accidently put the focus on mute
L729[11:28:04] <diesieben07> then hit play it mutes -.-
L730[11:28:25] <shadekiller666> what i was allways annoyed about was changing the resolution to stay at 720 instead of being on Auto, then pressing space openning that stupid popup agin
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L732[11:28:36] <diesieben07> heh
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L734[11:28:47] <diesieben07> i have that addon that makes youtube dark and makes it always play HD
L735[11:28:49] <diesieben07> so i dont have to do that
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L737[11:29:03] <shadekiller666> thats a thing?
L738[11:29:28] <diesieben07> https://goo.gl/IuBy7D
L739[11:29:41] <shadekiller666> since the addition of theater mode the brightness of the white hasn't been so bad
L740[11:29:54] <shadekiller666> the site i really have issues with is twitch.tv
L741[11:30:01] <diesieben07> i watch everything in fullscreen anyways
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L743[11:30:36] <shadekiller666> i have BetterTTV
L744[11:30:50] <shadekiller666> the most popular browser plugin for Twitch
L745[11:30:57] <diesieben07> i dont watch that much twitch :D
L746[11:31:08] <shadekiller666> in fact i think more people watch twitch with BTTV than do without
L747[11:31:15] <shadekiller666> not including mobile of course
L748[11:31:27] <Ordinastie_> if I plan to watch a playlist, I download it entirely directly
L749[11:31:40] <diesieben07> :D
L750[11:31:41] <shadekiller666> and the majority of users use it for the darken feature
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L752[11:32:18] <sham1> I haz a question, how do I make it so that while I am inside my block's space, I'd be able to see something
L753[11:32:37] <diesieben07> are you on 1.8?
L754[11:32:42] <sham1> yesh
L755[11:33:06] <diesieben07> wait for this: https://github.com/MinecraftForge/MinecraftForge/pull/1969
L756[11:33:26] <sham1> meh
L757[11:34:02] <sham1> Like there is no quickfix for having that overlay applied even though my block is smaller than the full block space and I have set all the collisions to smaller and all that
L758[11:34:07] <sham1> So this would be the only way
L759[11:34:18] <diesieben07> yes, you need that event
L760[11:34:37] <sham1> And then cancel that if it is my block?
L761[11:34:39] <sham1> Damn it
L762[11:34:42] <diesieben07> yup
L763[11:35:34] <sham1> And from what I read the code you could propably have your own custom block overlays
L764[11:35:54] <diesieben07> yes
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L766[11:36:12] <sham1> Now, how do I start bugging lex and pals to add this
L767[11:36:22] <diesieben07> *re-add ;)
L768[11:36:31] <sham1> yes that
L769[11:36:32] <diesieben07> comment on the PR
L770[11:38:10] <sham1> There we go, I wrote something
L771[11:38:18] <sham1> May not be the best PR comment, but meh
L772[11:43:37] <shadekiller666> so in 1.8 i know that the model loaders just spit out a model into vanilla's system, and then vanilla renders them automatically, in 1.7 do you have to use a TESR for anything that isn't a standard java model or something?
L773[11:43:55] <shadekiller666> its been a while since ive done much in 1.7 rendering-wise
L774[11:44:10] <shadekiller666> but stubborn codevs want to support it so whatever
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L776[11:45:45] <shadekiller666> i back-ported my 1.8 OBJ loader to 1.7, but idk how to get the game to use it instead
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L778[11:46:31] <shadekiller666> it also might have something to do with the fact that the models aren't in the resources folder
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L780[11:49:29] <Ivorius> You do know
L781[11:49:35] <Ivorius> That 1.7 has an obj loader
L782[11:49:40] <shadekiller666> yes i know
L783[11:49:47] <shadekiller666> its not great
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L785[11:49:55] <Ivorius> aha
L786[11:50:00] <williewillus> yeah no one ever used it that I know of
L787[11:50:01] <Ivorius> What makes it not great
L788[11:50:03] <williewillus> besides ee3
L789[11:50:11] <Ivorius> I know lots of people that used it
L790[11:50:15] <tterrag|away> williewillus: tons of mods use it, you kidding?
L791[11:50:23] <Ivorius> Literally everyone was asking for obj loaders in 1.8
L792[11:50:29] <Ivorius> And the reply was 'just do b3d'
L793[11:50:49] <shadekiller666> well, the fact that it crashes if the model isn't in exactly the right format it crashes
L794[11:51:04] <Ivorius> No, it throws an exception
L795[11:51:07] <Ivorius> Which you can catch on load
L796[11:51:11] <Ivorius> Which is how Java does things.
L797[11:51:36] <shadekiller666> the answer was 'just do b3d' because the OBJ loader hasn't been pulled in yet
L798[11:51:39] <MattDahEpic> das jus how it do
L799[11:52:00] <shadekiller666> it also doesn't like quads for some god forsaken reason
L800[11:52:23] <shadekiller666> so every model had to be triangulated
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L802[11:56:58] <shadekiller666> i guess i do have to use a TESR :/
L803[11:57:49] <PaleoCrafter> ISBRH is a thing
L804[11:57:58] <shadekiller666> true
L805[11:58:05] <shadekiller666> hmmm
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L809[12:02:17] <gigaherz> PaleoCrafter: in 1.8?
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L811[12:02:24] <PaleoCrafter> in 1.7 :P
L812[12:02:29] <PaleoCrafter> and sort of in 1.8
L813[12:02:49] <gigaherz> well it sounded weird just 4 lines after shade mentioned b3d
L814[12:02:49] <gigaherz> ;P
L815[12:03:38] <shadekiller666> ?
L816[12:03:56] <shadekiller666> oh
L817[12:04:00] <shadekiller666> ISBRHs
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L820[12:06:22] <Sparky24__> Hey
L821[12:06:45] <Sparky24__> Hoping someone can help me. Having some weird console spam atm, running FTB Infinity 1.6.2. http://pastebin.com/fGjD0xda
L822[12:07:13] <diesieben07> 1.6.2? Yeah no.
L823[12:07:14] <MattDahEpic> Sparky24__, the better place to ask abotu ftb packs would be #FTB
L824[12:07:36] <Sparky24__> I got referred here =/
L825[12:08:01] <Sparky24__> But I'll try again. Thanks for the quick response
L826[12:08:28] <Sparky24__> Reason I'm on 1.6.2 and not 1.8.2, is when I tried running 1.7 I couldn't even get it to boot, and my host had no idea ^^
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L829[12:12:38] <tterrag|away> oh of course he left
L830[12:12:48] <tterrag|away> he was using java 8 with forge 1.6
L831[12:12:57] <tterrag|away> oh well
L832[12:13:03] <diesieben07> which is totally fine.
L833[12:13:07] <tterrag|away> no it isn't
L834[12:13:08] <tterrag|away> it crashes
L835[12:13:14] <tterrag|away> without legacyjavafixer
L836[12:13:20] <diesieben07> no it doesn't.
L837[12:13:23] <tterrag|away> LOL
L838[12:13:25] <tterrag|away> yes it does
L839[12:13:26] <tterrag|away> go try it
L840[12:14:07] <diesieben07> no, you go try it.
L841[12:14:15] <tterrag|away> I made a modpack for 1.6, trust me I kn ow
L842[12:14:22] <shadekiller666> what package is the ISBRH in in 1.7.10?
L843[12:14:22] <Kobata> There was another 1.6 release that fixed it IIRC
L844[12:14:33] <diesieben07> http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.6.4-9.11.1.1345/forge-1.6.4-9.11.1.1345-changelog.txt
L845[12:14:40] <Kobata> Quite a while later, I think it was only a few months ago
L846[12:14:57] <tterrag|away> diesieben07: last time infinity updated was way before that version of foge
L847[12:15:01] <tterrag|away> so it's irrelevant
L848[12:15:07] <tterrag|away> he cannot change his forge version
L849[12:15:12] <diesieben07> do I care at all about 1.6.4?
L850[12:15:15] <diesieben07> no. so fuck him.
L851[12:15:17] <gigaherz> shadekiller666: google says "import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler" -- but I don't know if that's on 1.7.10 or what
L852[12:15:19] <gigaherz> XD
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L854[12:15:41] <shadekiller666> well considering cpw.mods. isn't a thing in 1.8...
L855[12:15:53] <shadekiller666> and also ISBRH isn't a thing in 1.8 :p
L856[12:15:58] <gigaherz> yeah
L857[12:16:00] <gigaherz> but you said 1.7.10
L858[12:16:00] <gigaherz> XD
L859[12:16:04] <shadekiller666> i did
L860[12:16:08] <gigaherz> I mean the page could have been for 1.2.5
L861[12:16:10] <gigaherz> XD
L862[12:16:24] <gigaherz> but it's feb 2014 so I guess it's not that old
L863[12:16:24] <gigaherz> XD
L864[12:16:49] <tterrag|away> diesieben07: when it's such an easily solvable problem I really wish people could just let go of the "OMG OLD VERSION UPDATE NAO" mentality
L865[12:16:55] <tterrag|away> but I guess that's just not going to happen
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L867[12:17:18] <diesieben07> the issue he posted there was NOT 1.6.4 on java 8.
L868[12:17:46] <tterrag|away> hm no, at first glance I thought it was
L869[12:17:56] <tterrag|away> my point stands, it's pretty obviously corruption of some sort, could have at least said that
L870[12:18:21] <diesieben07> no its not obvious at all what the fuck is going on.
L871[12:18:41] <gigaherz> hmm isn't #FTB on this same network?
L872[12:18:51] <williewillus> yes
L873[12:18:59] <gigaherz> do people not realize you CAN be in two channels at once?
L874[12:19:00] <gigaherz> XD
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L876[12:19:42] <tterrag|away> gigaherz: you'd be surprised at how little some people know about IRC
L877[12:20:23] <gigaherz> meh I have been around IRC since the 90s (when I got my internet for the first time), so I have seen quite a lot of very clueless people ;P
L878[12:20:31] <gigaherz> it just keeps surprising me regardless
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L880[12:22:02] <shadekiller666> is there a program that exists that can combine all of the different internet chatting things into one? like skype, facebook, irc, etc.
L881[12:22:28] <gigaherz> yes, Pidgin
L882[12:22:30] <gigaherz> and others
L883[12:22:42] <gigaherz> but Pidgin is the #1 multi-protocol chatting thing
L884[12:22:56] <shadekiller666> ahh
L885[12:23:15] <gigaherz> well I can't say if it works with FACEBOOK specifically
L886[12:23:17] <gigaherz> but it supports many
L887[12:23:18] <gigaherz> ;P
L888[12:24:48] <gigaherz> Apr 30, 2015 - Facebook Chat will not work in Empathy, Pidgin or other instant messenger apps from April 30, as Facebook Chat API deprecation kicks in.
L889[12:24:57] <gigaherz> ah, blame facebook ;P
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L897[12:49:23] <AtomicStryker> ive been offered money to write some code for 1.6.4
L898[12:49:29] <AtomicStryker> debating whether its worth it
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L900[12:49:45] <AtomicStryker> i mean, i know part of my soul will die
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L903[12:54:35] <shadekiller666> don't
L904[12:55:35] <AtomicStryker> does anyone know where in an eclipse workspace the project definitions are? i got a broken folder due to a drive letter having changed
L905[12:55:47] <AtomicStryker> but i dont wanna re-import because who knows whats saved in the run config etc
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L912[13:02:44] <Flenix> Before I spend ages trying to find it, does anyone know where the code for tooltips is (eg when hovering curser over an achievement in chat)? - I've got stuff rendering when I want my tooltip, just want to get it looking uniform with the vanilla game.
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L914[13:03:39] <The_Jackyl> Howdy
L915[13:04:23] <williewillus> Flenix: try going to Item.addInformation and running "find usages" on that
L916[13:04:38] <The_Jackyl> Anyone
L917[13:04:47] <Zaggy1024> anyone what? :P
L918[13:04:49] <williewillus> The_Jackyl: ?
L919[13:04:49] <diesieben07> Flenix, achievements in chat are GuiChat.handleComponentHover
L920[13:04:57] <williewillus> oh achivements
L921[13:04:58] <williewillus> sorry
L922[13:05:11] <Zaggy1024> probably renders mostly the same anyway, don't it?
L923[13:05:24] <Flenix> I'd imagine both things would point to the same stuff :)
L924[13:05:25] <Zaggy1024> oh nvm
L925[13:05:26] <Zaggy1024> lol
L926[13:05:44] <Zaggy1024> kind of silly that those tooltips are so different, but shrug
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L928[13:08:16] <The_Jackyl> ime
L929[13:08:21] <The_Jackyl> not
L930[13:08:48] <williewillus> wat
L931[13:09:28] <The_Jackyl> are
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L933[13:12:05] <diesieben07> he is most definitely broken.
L934[13:14:37] <williewillus> where are vanilla crafting recipes registered?
L935[13:15:06] <williewillus> nvm found it craftingmanager
L936[13:15:07] <sham1> he is a broken bot
L937[13:16:15] <The_Jackyl> Anyone
L938[13:16:17] <The_Jackyl> ?
L939[13:16:28] <sham1> anyone what
L940[13:16:39] <sham1> Stop being vague and actually tell us what you want
L941[13:16:44] <The_Jackyl> ?
L942[13:16:51] <The_Jackyl> i
L943[13:16:54] <The_Jackyl> im
L944[13:17:01] <The_Jackyl> are
L945[13:17:23] <sham1> yes, go on
L946[13:17:28] <williewillus> lol
L947[13:18:02] <sham1> If you do not tell us what you want to tell us, we will not know what you want to tell us or ask us
L948[13:18:12] <sham1> No need to split words apart
L949[13:18:20] <The_Jackyl> I
L950[13:18:48] <williewillus> that was a mouthful to read sham :p
L951[13:19:13] <sham1> Like we cannot read peoples minds
L952[13:19:24] <sham1> Some of us might be bots but we still dont have telepathy
L953[13:19:52] <williewillus> or do we
L954[13:22:09] <sham1> So please, proceed
L955[13:23:15] <The_Jackyl> forget
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L957[13:23:28] <sham1> If you say so
L958[13:24:55] <sham1> Well that was random
L959[13:26:48] <AtomicStryker> windows 10 so troll
L960[13:27:11] <AtomicStryker> im waiting until theres a reliable all-in-one tool to get rid of all the telemetry and "optional" shit
L961[13:28:07] <AtomicStryker> its funny how i trust some random script kids on the internet (and for that matter, russian crackers) than the people WRITING MY OPERATING SYSTEMS
L962[13:28:07] <williewillus> aw forgot to whois them before they left
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L964[13:37:19] <williewillus> AtomicStryker: linux :p
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L980[13:49:33] <MageProtocol> Does anyone here have a detailed tutorial about using updateTick and scheduleBlockUpdate to wait a certain amount of time?
L981[13:50:11] <diesieben07> it is pretty damn simple to be honest. you call scheduleBlockUpdate with lets say 20 ticks. then 20 ticks later minecraft will call updateTick
L982[13:50:13] <diesieben07> thats all.
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L984[13:50:55] <MageProtocol> oh so literally just have the updateTick in my block class, then schedule the update inside the block class then after that given amount of ticks the updateTick method is called then I can do what I want?
L985[13:51:07] <diesieben07> yep.
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L987[13:51:26] <MageProtocol> Wow, that is never clear on any post on the forums :D I should just come here to ask for help :D
L988[13:51:30] <MageProtocol> Thank you for that :)
L989[13:51:35] <MageProtocol> That will make my life a lot easier
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L993[14:01:25] <killjoy> I got the drag n drop to work in a separate window
L994[14:04:44] <diesieben07> see, sham1? a simple comment fixes everything :P
L995[14:05:03] <sham1> Wait, was it merged?
L996[14:05:10] <diesieben07> yes
L997[14:05:27] <sham1> I dont see it in the closed PRs
L998[14:05:52] <sham1> Also, HAIL PRAISED LEX
L999[14:06:56] <LexManos> Yes, I forget things, and shit thats simple like that who follows the fucking rules of how to make a PR isn't bad.
L1000[14:07:07] <LexManos> I had some critiques but nothing major
L1001[14:07:21] <MattDahEpic> are the fucking rules just common sense?
L1002[14:07:31] <LexManos> yes, mostly
L1003[14:08:02] <LexManos> 'Make the patches as small as possible' 'Dont break backwards compatibility' 'Dont duplicate already existing features'
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L1007[14:08:20] <LexManos> His patch COULD of been smaller byte wiser but the lines were good.
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L1010[14:08:49] <LexManos> As for backwards compatibility, if someone was relying on the old fields fuck them the event was never fired.
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L1012[14:09:08] <sham1> Time to update forge so I can use this for my own stuffs
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L1014[14:09:13] <sham1> Umn, as a little thing, there seems not to be a build with it yet
L1015[14:09:14] <sham1> The most recent still is 1502
L1016[14:09:43] <LexManos> oh erpa derpa
L1017[14:10:09] <LexManos> cpw|out, disabled Forge's jenkins project while it did the FG2 uptake. Blame AbrarSyed
L1018[14:10:40] <MattDahEpic> aww jenkies
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L1020[14:11:08] <diesieben07> byte patches, wow didn't even think about those
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L1022[14:11:47] <LexManos> You could of made your .patch smaller by overloading fireBlockOverlay
L1023[14:11:55] <LexManos> to not take a type
L1024[14:14:06] <LexManos> but ya basically cpw is trying to merge FML into Forge so there is only one project
L1025[14:14:16] <LexManos> but got fucked up because of AbrarSyed not having shit done for FG2
L1026[14:14:24] <LexManos> hence why im pinging the shit out of AbrarSyed
L1027[14:14:29] <sham1> And that has broken stuff I guess
L1028[14:14:31] <LexManos> Cuz it's all AbrarSyed's fault
L1029[14:14:42] <LexManos> Well we can't make builds without the src-distro
L1030[14:14:43] <sham1> AbrarSyed pls
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L1034[14:16:39] <OrionOnline> Guys is there a way to get the partialTickTime in a IItemRenderer in 1.7
L1035[14:16:41] <OrionOnline> ?
L1036[14:16:52] <williewillus> i thought you get passed that
L1037[14:17:11] <OrionOnline> not unless it is in the extra data, which following the interface doc it is not
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L1039[14:22:16] <diesieben07> OrionOnline, just reflect Minecraft#timer
L1040[14:22:18] <tterrag> OrionOnline: ^
L1041[14:22:22] <tterrag> was about to say that :p
L1042[14:23:13] <OrionOnline> oke
L1043[14:24:00] <LexManos> Is anyone in here getting the 'jvm wont terminate after exiting minecraft with Forge' issue?
L1044[14:24:12] <LexManos> DO NOT REFLECT EVERY FUCKING FRAME
L1045[14:24:15] <LexManos> YOU MORONS
L1046[14:24:28] <OrionOnline> I was not planning on it
L1047[14:24:36] <diesieben07> lol
L1048[14:24:36] <OrionOnline> I was planning on using an ASM, if possible
L1049[14:24:38] <tterrag> why would you?
L1050[14:24:40] <diesieben07> did i say to?
L1051[14:24:41] <tterrag> timer object isn't going to change
L1052[14:24:44] <LexManos> Do not asm shit -.-
L1053[14:24:49] <diesieben07> that too
L1054[14:24:52] <OrionOnline> or just chache the reference
L1055[14:25:05] <Ordinastie_> I think he meant AT
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L1057[14:25:13] <diesieben07> AT is still ASM and still just as ugly.
L1058[14:25:18] <OrionOnline> Ordinastie_, that is what i meaned
L1059[14:25:19] <sham1> cache the Field-object for later usage
L1060[14:25:28] <diesieben07> just cache the Timer instance
L1061[14:25:34] <Ordinastie_> ^
L1062[14:26:20] <OrionOnline> That is what i had planned, use reflection to get it before the rendering even is started (like during mod load) and then reuse the reference to the instance where needed
L1063[14:26:25] <tterrag> the timer is not final, theoretically a mod could change the instance
L1064[14:26:34] <tterrag> though they should expect to break things...
L1065[14:26:43] <LexManos> do not cache the field object for later use
L1066[14:26:52] <LexManos> that is still reflection and still fucking slow
L1067[14:27:02] <shadekiller666> in 1.7.10, if i'm tessellating over faces in a model, is it possible to bind a different texture to each vertex?
L1068[14:27:06] <LexManos> The proper way is the way Orion just said
L1069[14:27:14] <LexManos> no
L1070[14:27:43] <tterrag> shadekiller666: you'd have to rebind before calling each draw(), the tessellator only caches positions and UVs
L1071[14:28:00] <diesieben07> or, if you really want to support people changing the field, use MethodHandles with reflection fallback.
L1072[14:30:34] <OrionOnline> For the reflection i would need two versions right, one for the obfuscated and one for nonobfuscated correct?
L1073[14:30:52] <tterrag> no
L1074[14:30:54] <tterrag> use ReflectionHelper
L1075[14:30:58] <OrionOnline> oke
L1076[14:31:19] <diesieben07> that doesn't help you
L1077[14:31:27] <diesieben07> you still need to provide MCP name and SRG name
L1078[14:32:43] <tterrag> O.o
L1079[14:32:45] <tterrag> that's what it does
L1080[14:32:52] <tterrag> but it allows you to do it with varargs
L1081[14:33:13] <gigaherz> although it relies on exceptions
L1082[14:33:14] <OrionOnline> yeah, was about to say, i still need both names
L1083[14:33:17] <gigaherz> so it's kindof ugh
L1084[14:33:34] <Ordinastie_> reflectionhelper is bad
L1085[14:33:39] <OrionOnline> it provides to code to do the reflection in one go, yet the modder has to supply the names and stuff
L1086[14:33:40] <LexManos> you'd only have to supply the srg name if AbrarSyed got shit working
L1087[14:34:04] <OrionOnline> ................ Yet abrar is still working on that i presume???
L1088[14:34:13] <diesieben07> or use this: https://goo.gl/Ym1OPy
L1089[14:34:20] <williewillus> is IRecipe.getRecipeSize() just the number of slots the recipe uses?
L1090[14:34:20] <diesieben07> it will give you the MCP name for SRG name if neededx
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L1092[14:35:29] <shadekiller666> willie, either that or a number representing the nxn crafting grid required to make it?
L1093[14:35:41] <OrionOnline> diesieben, may i use that thing in a opensource mod, cause i my humble (but lazy) opinion that is a nice solution :D
L1094[14:35:45] <OrionOnline> ?
L1095[14:35:57] <diesieben07> go ahead.
L1096[14:36:16] <Ordinastie_> diesieben07, any example where it's used ?
L1097[14:36:53] <OrionOnline> Do i understand this correctly i donnot need to specify and startup command (only if i want a custom map file) and i just need to supply it the obfuscated name correct?
L1098[14:37:02] <diesieben07> yes
L1099[14:37:13] <diesieben07> you only need the system propery if it cant find your mappings automatically
L1100[14:39:27] <OrionOnline> oke
L1101[14:40:06] <diesieben07> also please someone show this to mr. chickenbones.
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L1104[14:41:57] <tterrag> haha good luck with that
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L1108[14:42:49] * sham1 sighs
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L1115[14:45:28] <OrionOnline> diesieben07, i am not going to attempt that, i am not a moron with death wishes
L1116[14:45:36] <diesieben07> lol
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L1118[14:45:57] <diesieben07> but seriously, the times the question "i have this weird popup wat do" comes up is insane
L1119[14:46:00] <sham1> mr chickenbones is not to be fearede
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L1124[14:46:45] <sham1> And he has an answer for that in his twitter
L1125[14:46:59] <diesieben07> does he
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L1127[14:47:06] <osum4est> yay my brain loves doing trig in the summer! ...
L1128[14:47:23] <sham1> Well that is how I figured out how to get CCC to work
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L1130[14:48:08] <sham1> https://twitter.com/chickenbones2/status/549887382892195840
L1131[14:48:22] <sham1> There is a link to : http://puu.sh/dQGFl/de81512c8a.txt
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L1133[14:48:46] <diesieben07> wait you even have to copy something
L1134[14:48:51] <diesieben07> what the heck is this guy doing seriously
L1135[14:48:53] <sham1> For some reason
L1136[14:49:07] <sham1> It works but it is stupid
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L1151[14:55:30] <killjoy> https://gist.github.com/killjoy1221/0307c0c6420e2ed0e9f8
L1152[14:56:15] <sham1> DnD?
L1153[14:56:23] <sham1> Heh
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L1166[14:57:33] <killjoy> I couldn't find a way to do it in lwjgl
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L1168[14:57:50] <sham1> But just you using DnD makes me chuckle
L1169[14:58:00] <killjoy> It's what java uses
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L1171[14:58:05] <killjoy> java.awt.dnd
L1172[14:58:29] <sham1> What are you even attempting!?
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L1174[14:58:41] <killjoy> It's for uploading skins
L1175[14:58:50] <sham1> O-okay
L1176[14:58:52] <FusionLord> Anyone know how to get a blocks texture from an ItemStack? in 1.8
L1177[14:58:59] <sham1> I'm scared
L1178[14:59:22] <sham1> FusionLord, so you do know that your ItemStack has an ItemBlock in it
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L1180[14:59:41] <FusionLord> yes
L1181[14:59:52] <sham1> Ah ok
L1182[14:59:57] <sham1> I actually have no idea
L1183[15:00:05] <sham1> But I am sure that people here know
L1184[15:00:31] <Unh0ly_Tigg> killjoy, lwjgl 2 or 3?
L1185[15:00:36] <killjoy> uh,,
L1186[15:01:01] <sham1> He does it for MC
L1187[15:01:08] <killjoy> I wrap it in awt
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L1190[15:01:53] <Unh0ly_Tigg> well, I know how to do DnD for files in lwjgl3. so if you ever need that info, just ask.
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L1202[15:06:59] <shadekiller666> !gf field_152631_f
L1203[15:07:12] <shadekiller666> !gf field_152631_f 1.7.10
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L1206[15:08:01] <tterrag> yay I'm back
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L1212[15:08:48] <sham1> yay for that
L1213[15:10:44] <killjoy> Unh0ly_Tigg, can you message me a link?
L1214[15:11:14] <williewillus> if I submit a PR to Forestry re-introducing EE2 bees (darkened, reddened, omega), but with PE how likely do yall think it'll get pulled :p
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L1217[15:13:11] <FusionLord> tterrag, do you know how to use TextureMap.getAtlasSprite(String s); in 1.8?
L1218[15:13:18] <tterrag> erm, no
L1219[15:13:21] <tterrag> I don't even do 1.8 :P
L1220[15:13:32] <FusionLord> darn xD
L1221[15:13:36] <tterrag> williewillus: that sounds like a thing for Magic Bees
L1222[15:13:37] <tterrag> not forestry...
L1223[15:13:58] <killjoy> ee isn't magic.. it's science!
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L1226[15:14:01] <williewillus> it was in forestry...
L1227[15:14:10] <tterrag> it was?
L1228[15:14:22] <williewillus> https://github.com/ForestryMC/ForestryMC/commit/a875a54b93b5864ce462f3cde70065247c57c607#diff-b59b16b83646d11fb10112a5bc184fa0L32
L1229[15:14:33] <shadekiller666> fusion whats the problem?
L1230[15:14:34] <tterrag> hm
L1231[15:14:36] <tterrag> well then maybe
L1232[15:14:39] <tterrag> ask mezz
L1233[15:14:41] <shadekiller666> what about texture sprites?
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L1235[15:17:23] <Unh0ly_Tigg> killjoy, https://gist.github.com/Unh0lyTigg/0f24362a46ce230860aa is my window management class for lwjgl3.
L1236[15:17:48] <Unh0ly_Tigg> the handling of file drops is on lines 423-433
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L1244[15:27:14] <williewillus> mezz: would you be opposed to a Forestry pull that brings back the EE2 plugin, but for ProjectE? namely this: https://github.com/ForestryMC/ForestryMC/commit/a875a54b93b5864ce462f3cde70065247c57c607#diff-b59b16b83646d11fb10112a5bc184fa0L32
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L1249[15:28:50] <smbarbour> 1) That should probably be asked in #forestry... but 2) It should probably go in ProjectE instead
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L1251[15:29:19] <williewillus> I was asking, because forestry housed that integration originally..
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L1254[15:29:57] <smbarbour> Which was added specifically for the FTB map back in 1.2.5
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L1259[15:31:48] <smbarbour> I don't think it ever was available in the regular 1.2.5 version of Forestry, and EE2 didn't update past 1.2.5
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L1262[15:37:45] <williewillus> ah okay
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L1264[15:40:48] <sham1|halp> And I could not speak here for some reason
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L1266[15:40:54] <sham1> There we go
L1267[15:41:26] <sham1> Also, I got autoconnected to #RegisteYourNameMoron even though my bouncer is suposed to auto-identify me
L1268[15:41:59] <tterrag> you need to reg before you join
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L1270[15:42:02] <tterrag> use SASL
L1271[15:42:14] <sham1> My Bouncer should do that
L1272[15:42:20] <sham1> But it does not apparently
L1273[15:43:28] <smbarbour> My ZNC will fail to register if it reconnects before the IRC notices I'm gone.
L1274[15:43:52] <tterrag> you should group your fallback nick
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L1373[16:40:51] <HassanS6000> Is there anyway to get the command executed from CommandEvent?
L1374[16:41:50] <williewillus> the command field? :p
L1375[16:41:56] <williewillus> its an icommand object
L1376[16:42:00] <williewillus> and you get all the params too
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L1394[16:48:03] <minecreatr> for some reason I am getting an index out of bounds exception when I click on a slot in my custom inventory, it says that there are only 47 slots, but I add 97, and in my check in inventorySlots.size() it returns 97'
L1395[16:48:09] <minecreatr> so it looks like to might be getting shortened
L1396[16:48:16] <minecreatr> anyone know why that might be?
L1397[16:48:24] <williewillus> its probably on some other array
L1398[16:48:31] <HassanS6000> williewillus, when I get the commandfield, it's returning an AC?
L1399[16:48:32] <HassanS6000> wtf
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L1401[16:48:44] <williewillus> AC?
L1402[16:49:16] <minecreatr> no, its the same one williewillus
L1403[16:49:18] <williewillus> it's an instance of whatever command it is, CommandBan, CommandOp, whatever
L1404[16:49:19] <minecreatr> and its a list
L1405[16:49:30] <HassanS6000> http://imgur.com/9Bx2I5Y
L1406[16:50:43] <williewillus> why are obf names showing up lol
L1407[16:50:56] <williewillus> !gc ac 1.8
L1408[16:51:01] <williewillus> yeah it's the obf names
L1409[16:51:07] <HassanS6000> !gc ac 1.8
L1410[16:51:09] <HassanS6000> lol
L1411[16:51:51] <HassanS6000> but it says ac cannot be resolved to a type..
L1412[16:52:31] <williewillus> your dev env is fucked lol
L1413[16:53:20] <HassanS6000> Lemme explain in PM
L1414[16:54:08] <HassanS6000> wait nvm I know why.
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L1417[19:06:18] <FusionLord> guess not
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L1425[19:19:00] <infinitefoxes_> huh, making my entity extend EntityLiving fixes every problem I've had with it so far
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L1428[19:27:03] <williewillus> FusionLord: what do you need to render?
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L1441[20:30:35] <infinitefoxes_> is it possible to rotate the player sitting on a mount?
L1442[20:30:52] <ntzrmtthihu777> infinitefoxes_: sounds kinky
L1443[20:32:49] <killjoy> No, moving the player up and down while on a mount would be kinky
L1444[20:33:16] <ntzrmtthihu777> nah, up and down is a normal human 'non-kinky' movement, rotation on a mount, kinky XD
L1445[20:33:35] <killjoy> Who said the mount was human?
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L1447[20:34:32] <infinitefoxes_> the mount is a parachute
L1448[20:34:41] <killjoy> Now that... is kinky
L1449[20:34:42] <infinitefoxes_> I'm not sure what you could possibly do with a parachute that could be considered "kinky"
L1450[20:34:45] <infinitefoxes_> but feel free to prove me wrong
L1451[20:35:04] <ntzrmtthihu777> hehehe, dare me?
L1452[20:35:06] <killjoy> So why is the parachute an entity instead of armor?
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L1454[20:35:41] <infinitefoxes_> should it be the other way around?
L1455[20:35:41] <williewillus> floating point numbers are about to drive me insane
L1456[20:35:44] <ntzrmtthihu777> http://rathergood.com/base_wanking <<
L1457[20:35:53] <ntzrmtthihu777> infinitefoxes_: proven wrong :P
L1458[20:36:02] <williewillus> i need to find whoever decided doubles was a good idea for emc storage and punch them in the face
L1459[20:37:09] <killjoy> nsfw
L1460[20:37:22] <killjoy> pahimar?
L1461[20:37:42] <FusionLord> williewillus, to answer you, I want to render something based off then nbt of an item
L1462[20:37:53] <williewillus> killjoy: no, for ProjectE
L1463[20:38:16] <williewillus> == comparisons go completely out the window when you use floating point
L1464[20:38:34] <killjoy> do some rounding
L1465[20:39:13] <Mimiru> .isCloseEnough() :P
L1466[20:39:24] <williewillus> where is that method?
L1467[20:39:30] <Mimiru> It's not
L1468[20:39:31] <Mimiru> lol
L1469[20:39:36] <williewillus> *sigh*
L1470[20:39:50] <williewillus> there was some mathy way to do it
L1471[20:39:54] <williewillus> epsilon values?
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L1473[20:40:23] <williewillus> but that's too much for the case
L1474[20:40:36] <killjoy> val - target > EPSILON ?
L1475[20:40:53] <killjoy> er, <
L1476[20:41:05] <killjoy> dumb logic
L1477[20:41:20] <williewillus> epsilon defines how much is "close enough"
L1478[20:41:57] <killjoy> I too learned this in my college course
L1479[20:42:01] <killjoy> It was the only thing I learned in it
L1480[20:42:18] <williewillus> heh
L1481[20:42:31] <williewillus> I think i read it online, someone used it to fix the "animals escaping from pens" bug
L1482[20:43:22] <killjoy> .1 + .1 + .1 + .1 = .400000001
L1483[20:43:33] <infinitefoxes_> mmm floating point errors
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L1486[20:47:07] <FusionLord> williewillus, I want to render my item based on the nbt data of the item, such as the skin on a cabinet(http://puu.sh/aVNAZ/965f9fee5e.png)
L1487[20:47:29] <williewillus> smartmodels
L1488[20:47:36] <FusionLord> no models
L1489[20:47:43] <williewillus> make them
L1490[20:47:48] <FusionLord> nope never mind
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L1502[20:48:02] <williewillus> is this 1.7 or 8?
L1503[20:48:06] <FusionLord> tahnks anyway
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L1506[20:48:10] <FusionLord> 1.8
L1507[20:48:16] <williewillus> yes, bake your models at load time
L1508[20:48:19] <williewillus> and use smartmodels
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L1510[20:49:05] <FusionLord> do you have a link to a tutorial?
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L1512[20:52:55] <infinitefoxes_> eh, so no way to transform the player's rotation or something on a mount it seems
L1513[20:53:23] <williewillus> does your mod add a variable amount of cabinets? or is it just a fixed count?
L1514[20:55:40] <FusionLord> 3 cabinets and the 'skin' is stored as an itemstack in the nbtdata
L1515[20:55:53] <FusionLord> right now i have the TE rendering with an obj
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L1517[20:56:04] <FusionLord> was just hoping that was a possibility
L1518[20:56:14] <FusionLord> for the item aswell
L1519[20:56:14] <williewillus> like an wavefront obj model?
L1520[20:56:18] <FusionLord> yes
L1521[20:56:43] <williewillus> 1.8 has an obj loader (has it been pulled? idk) and it works for items
L1522[20:56:51] <williewillus> not sure if it's complete/been merged yet though
L1523[20:57:29] <FusionLord> I ported the old one, myself
L1524[20:57:41] <FusionLord> just don't know how to use with items
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L1526[21:00:11] <williewillus> idk then, never used the old one
L1527[21:00:21] <williewillus> the new one is integrated with the 1.8 model system so it works on items
L1528[21:00:51] <FusionLord> and you don't know if it is merged into a current build?
L1529[21:01:13] <williewillus> ask shadekiller666 he wrote it :p
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L1532[21:06:43] <FusionLord> so williewillus any chance you have a link to a smartmodel tutorial?
L1533[21:08:54] <shadekiller666> hmm?
L1534[21:09:14] <shadekiller666> no, the obj loader hasn't been merged, but it is complete
L1535[21:09:30] <williewillus> look at the forge repo's "test/" directory. smartmodels basically allow you to map a itemstack -> bakedmodel. to use them, though, you need to load the objs using the forge blockstate json format (i think), and the obj loader isn't merged
L1536[21:10:14] <shadekiller666> i recommend copy pasting mine into your local repo and using it that way, rather than porting the old one
L1537[21:10:31] <williewillus> whats it waiting for, just review by fry?
L1538[21:10:38] <FusionLord> shadekiller666, I already ported it and works fine
L1539[21:10:45] <shadekiller666> then when forge pulls it all you have to do is delete the two files from your local directory and everything will still work
L1540[21:10:47] <williewillus> yeah, except not on items
L1541[21:10:49] <shadekiller666> ya willie
L1542[21:11:19] <williewillus> shade means copy his copy of the new loader and work off of that while forge is getting it merged for real
L1543[21:11:33] <shadekiller666> all you need is OBJLoader and OBJModel
L1544[21:12:36] <shadekiller666> in your main mod class register the custom loader with the ModelLoaderRegistry, then follow the examples in ModelLoaderRegistryDebug, all of the blocks in that class are objs except for the first one
L1545[21:13:02] <shadekiller666> and register it in preInit() btw
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L1548[21:16:20] <FusionLord> shadekiller666, and once I copy your classes and all that jazz, how would I do the custom rendering for the item
L1549[21:16:58] <FusionLord> such as rendering the contents of the cabinet the skin based on the contents and all of that good jazz
L1550[21:17:13] <shadekiller666> all you would need to do is call ModelLoader.setCustomModelResourceLocation() on the item, the same way as is done for blocks
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L1554[21:17:39] <shadekiller666> you do need a forge blockstate json for the item in blockstates/
L1555[21:18:09] <shadekiller666> otherwise the game won't know what states to pair with the model to find it later
L1556[21:18:21] <shadekiller666> which is a bit counter intuitive
L1557[21:18:49] <shadekiller666> the textures for the model should be specified in a .mtl file of the same name as the .obj
L1558[21:19:18] <shadekiller666> your modelling program should have spit out both a .obj and a .mtl
L1559[21:20:18] <FusionLord> the new system seems pretty crapy as it doesn't seem real friendly, to have to make a block state for every possible combo of items in the cabinet wouldn't be possible cause of all mod items/blocks
L1560[21:20:26] <shadekiller666> in the .mtl, the 'map_Ka' 'map_Kd' or 'map_Ks' line is where you specify the texture location, in the form of "<modid>:<texture>.png"
L1561[21:20:46] <shadekiller666> you can use a TESR
L1562[21:21:00] <shadekiller666> its way better than the 1.7.10 one
L1563[21:21:16] <shadekiller666> though using a TESR means you have to figure out how to tessellate the model
L1564[21:21:22] <FusionLord> TESR in a ItemRenderer
L1565[21:21:29] <shadekiller666> wait
L1566[21:21:46] <minecreatr> you can use an ISmartBlockModel
L1567[21:21:50] <shadekiller666> if you're using an ItemRenderer you could tessellate from there i think
L1568[21:22:02] <shadekiller666> minecreatr, the objs are ISmartBlockModels
L1569[21:22:18] <FusionLord> I don't have anything I'm trying to get the best babse of action
L1570[21:22:29] <minecreatr> well you could have a ISmartBlockModel within an ISmartBlockModel
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L1572[21:25:02] <shadekiller666> what exactly is it that you're trying to render fusionlord?
L1573[21:25:11] <shadekiller666> is it like an item frame kind of thing
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L1575[21:25:28] <shadekiller666> where you render a case that can contain an object?
L1576[21:27:13] <FusionLord> http://puu.sh/aTlvV/a1938f6286.png this, but when i harvest with silk touch, It drops with everything stored, I want it to render the contents and the 'skin'(http://puu.sh/aVNAZ/965f9fee5e.png) on the item
L1577[21:28:45] <FusionLord> brb
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L1580[21:30:37] <FusionLord> ok back, is it possible shadekiller666
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L1582[21:34:26] <Zaggy1024> yes
L1583[21:34:32] <Zaggy1024> make a custom item model
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L1586[21:38:46] <shadekiller666> sorry, was afk myself
L1587[21:38:56] <shadekiller666> ya
L1588[21:39:08] <shadekiller666> the cabinet itself could be loaded through obj
L1589[21:39:54] <shadekiller666> you'll have to handle the individual item rendering on your own
L1590[21:40:05] <shadekiller666> but the obj loader will handle the block for you
L1591[21:40:20] <shadekiller666> also, you'll need a TESR for animation support
L1592[21:40:38] <minecreatr> thats really on, when I click a slot it claims that it is out of the slot bounds
L1593[21:40:40] <minecreatr> but its not
L1594[21:40:49] <minecreatr> and it errors
L1595[21:41:00] <shadekiller666> ?
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L1598[21:41:29] <FusionLord> there is no need for the animation for the item
L1599[21:41:56] <shadekiller666> i mean if you want the doors on the cabinet to swing open
L1600[21:42:33] <FusionLord> i have it working in world we are just talking in ItemStack and EntityItem forms
L1601[21:43:19] <FusionLord> minecreatr, don't know how experienced you are but are you starting @ index 0 or 1?
L1602[21:43:34] <minecreatr> no, I am checking
L1603[21:43:44] <minecreatr> I can get the slot on my slotClicked ovveride
L1604[21:43:50] <minecreatr> using the exact same method that slotClicked does
L1605[21:43:54] <minecreatr> and then call super
L1606[21:43:58] <minecreatr> mine dosn't error
L1607[21:44:01] <minecreatr> but the one in super does
L1608[21:44:24] <shadekiller666> does the super's container have the slots registered?
L1609[21:45:03] <minecreatr> its the same class...
L1610[21:45:08] <minecreatr> im just talking about the super method
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L1613[21:46:12] <shadekiller666> thats very strange
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L1615[21:54:03] <FusionLord> shadekiller666, what type of renderer would you use? ISmartItemModel?
L1616[21:54:17] <Zaggy2048> if you need to base it on the ItemStack yes
L1617[21:56:52] <FusionLord> ok and with that how would I render the items inside or change the texture based on the NBTData
L1618[21:57:02] <Zaggy2048> that part will be complicated
L1619[21:57:14] <FusionLord> how would you do it
L1620[21:57:32] <Zaggy2048> you might be able to use the Forge class MultiModel to create a combined model of all the submodels you need
L1621[21:57:44] <Zaggy2048> you have to figure out how ot get the baked models for all hte items
L1622[21:57:55] <FusionLord> i can do that
L1623[21:58:03] <Zaggy2048> ok, good :)
L1624[21:58:16] <FusionLord> I alredy know how, what method would I be adding them?
L1625[21:58:30] <Zaggy2048> er what?
L1626[21:58:44] <Zaggy2048> do you have your custom model loader?
L1627[21:59:54] <FusionLord> once you get the bakedmodels of the other items, how do i render those models?
L1628[22:00:07] <FusionLord> is there a method to add them to my model
L1629[22:00:14] <FusionLord> translated and scaled
L1630[22:01:17] <Zaggy2048> you have to use the method from ISmartItemModel to create a new baked model combining them
L1631[22:01:23] <Zaggy2048> use MultiModel.Baked
L1632[22:01:51] <Zaggy2048> I guess it's kind of stupid that the only constructor it has requires an immutable map, but oh well
L1633[22:02:04] <Zaggy2048> the string keys are just part of the Forge blockstates loader
L1634[22:02:15] <Zaggy2048> you can come up with whatever random names you want, it won't matter
L1635[22:02:30] <FusionLord> so would that be the @depricated method called "handleItemState"
L1636[22:02:42] <FusionLord> ther returns a IBakedModel
L1637[22:02:53] <FusionLord> that*
L1638[22:03:09] <Zaggy2048> huh
L1639[22:03:14] <Zaggy2048> didn't notice it was deprecated
L1640[22:03:38] <Zaggy2048> erm, it's not deprecated in my workspace
L1641[22:03:43] <Zaggy2048> what forge version you on?
L1642[22:03:57] <FusionLord> 1497 I think lemme check
L1643[22:04:11] <FusionLord> 1491
L1644[22:04:12] <Zaggy2048> if you're talking about IBakedModel being deprecated, just ignore that, it doesn't matter
L1645[22:04:17] <Zaggy2048> that's the same version as mine :P
L1646[22:04:37] <FusionLord> strange that it is depricated in the super
L1647[22:05:03] <Zaggy2048> it's just the vanilla class
L1648[22:05:14] <Zaggy2048> fry essentially replaced it with IFlexibleBakedMdoel
L1649[22:05:39] <Zaggy2048> but like I said, it doesn't matter, handleItemState is what you want
L1650[22:05:46] <FusionLord> then why doesn't ISmartItemModel extend IFlexibleBakedModel
L1651[22:05:59] <FusionLord> just strange
L1652[22:06:55] <Zaggy2048> probably because it can't
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L1654[22:07:17] <Zaggy2048> I don't know the logic, but I expect that's the only convenient way fry could make it work without making way too many patch changes
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L1660[22:25:16] <minecreatr> shadekiller666, any idea why the container might be acting wierd like that?
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L1662[22:31:51] <FusionLord> would have to see the code
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L1664[22:33:28] <minecreatr> https://gist.github.com/minecreatr/096c642872bef47f29da FusionLord
L1665[22:35:17] <FusionLord> and the crash please
L1666[22:35:59] <minecreatr> well its not a crash, but an error messag
L1667[22:36:02] <minecreatr> *message
L1668[22:36:08] <FusionLord> ok that please
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L1670[22:36:19] <Nucleria> Hi.
L1671[22:36:24] <minecreatr> http://pastebin.com/P4rjzePZ FusionLord
L1672[22:37:55] <FusionLord> Hello Nucleria
L1673[22:38:07] <Nucleria> Hi, how are you?
L1674[22:38:55] <FusionLord> good
L1675[22:39:03] <Nucleria> Good.
L1676[22:39:09] <FusionLord> minecreatr, what slot are you clicking?
L1677[22:39:22] <minecreatr> slot 87
L1678[22:39:29] <FusionLord> which is.....
L1679[22:39:39] <FusionLord> selection?
L1680[22:40:14] <minecreatr> any random slot in the player inventory
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L1682[22:44:24] <FusionLord> and the super is what is throwing the error?
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L1684[22:45:56] <shadekiller666> no idea minecreatr
L1685[22:45:59] <shadekiller666> hmm
L1686[22:46:23] <shadekiller666> first of all, what container is this that is supposed to have 90 slots
L1687[22:46:37] <FusionLord> ^
L1688[22:47:01] <shadekiller666> second of all, why is it thinking that its a single block chest's worth of slots instead (plus the player inv)
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L1693[22:48:28] <minecreatr> I dont know why its thinking that shadekiller666 , that apears to be the problem
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L1695[22:50:55] <tterrag|away> shadekiller666: it's this http://i.imgur.com/MvzLZpw.jpg
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L1697[22:51:41] <minecreatr> actually its bigger
L1698[22:51:47] <FusionLord> in that case I would just have 2 slots 1 input and 1 output and have a selection screen
L1699[22:51:50] <minecreatr> its the bigger one
L1700[22:52:03] <FusionLord> just a thought
L1701[22:52:27] <tterrag> well close enough
L1702[22:52:35] <minecreatr> yeah
L1703[22:52:37] <minecreatr> its really odd
L1704[22:52:39] <tterrag> FusionLord: chisel GUI has been this way since the beginning of time
L1705[22:52:43] <tterrag> it's not changing now :p
L1706[22:52:47] <tterrag> people would rage
L1707[22:52:48] <minecreatr> its pretty much the same as the 1.7 code
L1708[22:52:50] <FusionLord> xD
L1709[22:52:55] <FusionLord> just sayingn
L1710[22:53:01] <FusionLord> would make it easier
L1711[22:53:04] <minecreatr> its really odd, it only errors in the super
L1712[22:53:07] <tterrag> thing is it works in 1.7, and afaik containers did not change much
L1713[22:53:10] <minecreatr> but not in the custom container
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L1737[23:48:35] <FusionLord> when placing my block it isn't setting the BlockState based on meta
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L1740[23:58:22] <FusionLord> Can someone help me with my block states? When I place the block it only sets the block to the default state. http://pastebin.com/692ByLrf
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