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L45[01:33:09] <tterrag> killjoy: is the
site legit?
L46[01:33:14] <tterrag> :P
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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L119[04:06:16]
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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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L243[04:24:50] *** nova.esper.net sets mode: +o
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L304[04:50:48] ***
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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.
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
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> TÃme 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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L472[07:32:38] ***
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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
L486[07:38:20] ***
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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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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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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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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
L591[10:27:22] ***
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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
L651[11:01:54]
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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]
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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
L661[11:09:34]
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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"
L668[11:12:57]
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L669[11:13:44] <shadekiller666> awww,
youtube is saying goodbye to 301+ :P
L671[11:14:46] <sham1> boohoo
L672[11:14:55] <shadekiller666> lol
L673[11:15:14] ⇦
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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
L699[11:19:29] ***
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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?
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
L742[11:30:30]
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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
L751[11:32:04] ***
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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
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
L765[11:36:10] ⇦
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yuck)
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
L775[11:45:11]
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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
L801[11:52:42] ***
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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
L806[11:58:43]
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L809[12:02:17] <gigaherz> PaleoCrafter: in
1.8?
L810[12:02:20] ⇦
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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
L818[12:05:49] ***
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L820[12:06:22] <Sparky24__> Hey
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 ^^
L827[12:08:30] ⇦
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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
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
L853[12:15:32] ⇦
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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
L875[12:19:13] ⇦
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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
L879[12:20:38] ⇦
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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
L1019[14:11:07]
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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
L1031[14:15:25] ***
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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???
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
L1091[14:34:28] ***
Gaz492|Away is now known as Gaz492
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] *
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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
L1117[14:45:38]
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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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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
L1137[14:49:08] ***
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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
L1170[14:58:01]
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L1171[14:58:05] <killjoy>
java.awt.dnd
L1172[14:58:29] <sham1> What are you even
attempting!?
L1173[14:58:36]
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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
L1204[15:07:15] ***
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L1206[15:08:01] <tterrag> yay I'm
back
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L1211[15:08:30] ***
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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?
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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L1236[15:17:48] <Unh0ly_Tigg> the
handling of file drops is on lines 423-433
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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
L1250[15:28:51] ***
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L1251[15:29:19] <williewillus> I was
asking, because forestry housed that integration originally..
L1252[15:29:40]
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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
L1265[15:40:51] ***
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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
L1269[15:42:02] ***
Gaz492 is now known as Gaz492|Away
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
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
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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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?
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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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.
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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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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