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L1[00:00:01] <shadekiller666> they don't even care what the function is named
L2[00:00:05] <Zaggy1024> is this a client-sided mod?
L3[00:00:08] <madcrazydrumma> shadekiller666, so would I be able to handle key events and my overlay event in the same class?
L4[00:00:18] <shadekiller666> yep
L5[00:00:20] <madcrazydrumma> The overlay and cooldown will only affect the client
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L7[00:00:33] <Zaggy1024> what is the cooldown for?
L8[00:00:43] <Zaggy1024> I'm confused, if it's for a skill, how can that be client-sided?
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L10[00:01:21] <madcrazydrumma> The skills actions will affect the server, but the cooldown only affects the client because he/she is the one using the skill, noone else uses that cooldown
L11[00:03:09] <Zaggy1024> well yes but that makes hacks easy as pie
L12[00:03:27] <madcrazydrumma> How so? how would they modify the cooldown?
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L14[00:04:15] <Zaggy1024> decompile, modify code, recompile
L15[00:04:37] <Zaggy1024> it's...just better to store things that affect gameplay on the server
L16[00:04:49] <madcrazydrumma> So how would I go about that then?
L17[00:04:51] <shadekiller666> could you also have the server set the client's cooldown
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L19[00:05:14] <shadekiller666> so if they changed it on their copy of the code it would be overriden anyway
L20[00:05:30] <Zaggy1024> I can't remember what the thing is that stores mods' data in EntityPlayers but there is a way
L21[00:05:47] <shadekiller666> IExtendedEntityProperties?
L22[00:06:10] <madcrazydrumma> So i would have to store the cooldown integer in there and access it every time i wanted to decrease it?
L23[00:06:42] <Zaggy1024> yeh
L24[00:06:54] <Zaggy1024> that's not that much more work than tracking it in a tick handler on the client
L25[00:07:10] <Zaggy1024> you just have to iterate over a list of players
L26[00:07:58] <madcrazydrumma> Would it be less efficient?
L27[00:09:07] <Zaggy1024> erm...not really?
L28[00:09:25] <Zaggy1024> it would just be putting processing that would have been done on the client on the server instead
L29[00:09:35] <Zaggy1024> and counting down is easy
L30[00:09:50] <madcrazydrumma> Yeah thats fair enough
L31[00:10:02] <madcrazydrumma> Ill go try something out ^ Thanks :3
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L52[01:33:40] <killjoy1> Why does changing languages reload resources?
L53[01:34:06] <shadekiller666> because it has to change texture sheets for the text
L54[01:34:51] <killjoy1> language doesn't have anything to do with textures
L55[01:37:32] <MBrine|Away> Lang files
L56[01:37:42] <MBrine|Away> They fall under assets
L57[01:38:07] <killjoy1> language changes were instant in 1.7
L58[01:38:27] <MBrine|Away> It depends on your texture pack I'm pretty sure
L59[01:38:40] <MBrine|Away> Or your computer
L60[01:38:45] <killjoy1> So if I switched to a texture pack that had that language?
L61[01:39:10] <MBrine|Away> It would load that texture pack's version of the .lang file
L62[01:39:52] <killjoy1> Maybe it's causing mcpatcher to trigger a resources reload
L63[01:40:22] <MBrine|Away> It might be doing that. Don't know how mcpatcher works. Never worked with it
L64[01:41:53] <killjoy1> Nope.
L65[01:42:06] <killjoy1> in elementClicked, it calls mc.refreshResources()
L66[01:42:28] <killjoy1> rip heavy mod users
L67[01:43:52] <killjoy1> I'm just glad that unicode fonts don't cause extreme fps drops like they did for me in 1.7
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L69[02:04:20] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150809 mappings to Forge Maven.
L70[02:04:23] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150809-1.8.zip (mappings = "snapshot_20150809" in build.gradle).
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L72[02:04:34] <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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L79[02:15:46] <madcrazydrumma> Zaggy1024, im back, would it be a better option to use a datawatcher compared to using the extendedentityproperties to store the cooldown timer for the skill?
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L81[02:18:41] <shadekiller666> data watcher doesn't get saved does it
L82[02:19:13] <madcrazydrumma> Does a cooldown need to get saved? haha when the skill is activated, the cooldown is initialized anyways
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L85[02:25:33] <shadekiller666> depends on the length of the cooldown
L86[02:25:44] <shadekiller666> say your cool down was 5 minutes
L87[02:26:17] <shadekiller666> the player is halfway through the cooldown, and logs off the server or leaves the world
L88[02:26:24] <shadekiller666> then comes back
L89[02:26:51] <shadekiller666> could that "shortcut" of time be a worth-while thing to work around?
L90[02:27:04] <madcrazydrumma> The cooldown will only be a max of 10 seconds
L91[02:27:15] <shadekiller666> oh ok, so it doesn't really matter
L92[02:27:29] <madcrazydrumma> what would you say is a better option?
L93[02:27:45] <shadekiller666> uhh
L94[02:27:53] <shadekiller666> data watcher is probably easier
L95[02:28:14] <shadekiller666> and because it doesn't need to be saved you don't need NBt
L96[02:28:18] <shadekiller666> NBT
L97[02:28:54] <madcrazydrumma> Yeah okay ill go with that ^
L98[02:28:57] <madcrazydrumma> cheers pal :3
L99[02:29:04] <shadekiller666> later
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L106[02:51:29] <OrionOnline> Hi guys
L107[02:51:50] <Zaggy1024> hi guy]
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L109[02:54:48] <OrionOnline> I have a question regarding to load of *.lang files.
L110[02:55:06] <killjoy1> ask, OrionOnline
L111[02:55:19] <OrionOnline> When Minecraft searches for lang files of a particular language will it use multiple files?
L112[02:55:35] <killjoy1> If they're in different domains
L113[02:55:40] <OrionOnline> And will it searches the subdirectories inside my resources/lang folders
L114[02:55:43] <OrionOnline> No
L115[02:55:50] <OrionOnline> they are all in my mod
L116[02:56:02] <OrionOnline> just splitted into different ones
L117[02:56:03] <killjoy1> Why won't they be in the same file?
L118[02:56:40] <Zaggy1024> I expect it won't even find subdirectories
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L120[02:56:46] <Zaggy1024> it'll just look for the one filename
L121[02:56:49] <killjoy1> Your langs go in /assets/modid/lang
L122[02:56:57] <OrionOnline> Cause i have a XML file for each Page inside my ingame Guide, but my lang file will get extremly long
L123[02:57:22] <Zaggy1024> well you could load the XML files separately from lag
L124[02:57:23] <Zaggy1024> *lang
L125[02:57:35] <Zaggy1024> according to what language is selected
L126[02:57:49] <OrionOnline> so i am deciding if i want to split the lang files
L127[02:58:00] <Zaggy1024> I don't believe you can
L128[02:58:17] <OrionOnline> currently the XML files have translation keys inside them, that get translated into the appropriate language
L129[02:58:22] <OrionOnline> hmm oke
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L131[02:58:45] <OrionOnline> Does MC have its own language loading system, or does it use a Library to do its bidding?
L132[02:58:53] <killjoy1> It has its own
L133[02:58:54] <Zaggy1024> well if the XML files have translation keys then why would you use the lang file?
L134[02:59:01] <killjoy1> I18n
L135[02:59:33] <OrionOnline> to translate the translation keys into readable text, the XML justs holds the key with color, position and font and stuff
L136[02:59:47] <Zaggy1024> hm
L137[02:59:55] <killjoy1> Using %s in your translations may make them smaller
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L139[03:01:09] <OrionOnline> yeah i have that, thanks guys
L140[03:01:31] <OrionOnline> i will find a solution to format the stuff and make it for translators easily to do their job
L141[03:01:40] <killjoy1> You could always configure your build to automatically merge your language files
L142[03:01:53] <OrionOnline> Yeah probably what i will do.....
L143[03:01:58] <OrionOnline> Or load the files manually
L144[03:02:07] <killjoy1> Downside: might not work in dev
L145[03:02:36] <OrionOnline> killjoy1, i will probably force load the files when i load the page structures from the XML
L146[03:02:57] <OrionOnline> note: if i can figure out what functions to use, yet that should not be to hard.
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L148[03:05:31] <killjoy1> Has anyone gotten a vanilla bug where the sky turns gray when standing on a block at y:255?
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L150[03:06:25] <killjoy1> Looks like it's MC-67780
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L159[03:44:44] <gegy1000> Hi
L160[03:45:03] <gegy1000> http://www.minecraftforge.net/forum/index.php/topic,32835.0.html
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L162[03:52:21] <sham1> nice link
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L164[03:53:41] <sham1> You cant use TESR on Item...
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L166[04:00:36] <gegy1000> As I said, Mob Spawners do, or am I missing something?
L167[04:01:01] <Me4502> Is there a way to get Forge to use the stored session from the mc launcher in dev env?
L168[04:02:32] <Blubberbub> damn :( i just noticed that my aproach of using the C0EPacketClickWindow to let the server know which item was clicked will not work: When you shift-click an item the packet does not contain the slot content, because the item goes directly into the inventory :(
L169[04:02:35] <Me4502> I've had to add a chat command into my mod to login to an account so I can go on servers
L170[04:06:58] <gegy1000> You can run with parameters -username and -password
L171[04:07:13] <gegy1000> for example, -username email@someemail.com -password thisismypasswordnot
L172[04:09:31] <Me4502> THANKYOU
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L181[04:34:59] <OrionOnline> Is there a way to get the current local string (like en_US)?
L182[04:36:53] <Me4502> RenderWorldLastEvent doesn't seem to be called when not in a dev workspace
L183[04:38:34] <Darkhax> OrionOnline, you want to get the translated version of a string based on local language?
L184[04:39:47] <Zaggy1024> no he said "like en_US"
L185[04:39:54] <Zaggy1024> he wants the locale name
L186[04:40:17] <Me4502> private string Translator in EntityPlayerMP
L187[04:40:29] <Me4502> If you're talking about server side
L188[04:40:34] <OrionOnline> no i have a bunch of lang files, as MC by default only loads the first it finds without going through the Subdirectories of a domain, i am loading them when someone (someone using my API, or me) registeres a new Page to my book. To load the correct language however i need the id of the locale
L189[04:40:40] <Zaggy1024> no he's localizing stuff on client side pretty sure
L190[04:40:45] <OrionOnline> I am talking purely client side stuff
L191[04:41:03] <Zaggy1024> hmm
L192[04:41:15] <OrionOnline> it is used to translate the keys in a structure XML/JSON file into readable stuff for the GUI of the Page
L193[04:42:52] <Zaggy1024> looks like mc.mcLanguageManager.getCurrentLanguage may be what you want
L194[04:44:13] <Ordinastie_> OrionOnline, just read all the lang files and register them
L195[04:44:28] <Ordinastie_> look at LanguageRegistry
L196[04:44:34] <Zaggy1024> or that
L197[04:47:14] <OrionOnline> Ordinastie_, a call to searchDirForLanguage should do the trick then, i will load the all the language files it finds into the system
L198[04:47:25] <OrionOnline> can i then use StatCollector.translateToLocal
L199[04:47:43] <Ordinastie_> I used LanguageRegistry.instance().injectLanguage(lang, StringTranslate.parseLangFile(getInputStream(file)));
L200[04:47:56] <OrionOnline> or do i have to call LanguageRegistry.getStringLocalisation?
L201[04:48:10] <Ordinastie_> but I read the file from either a folder or a zip, so
L202[04:48:30] <Ordinastie_> StatCollector should work
L203[04:49:28] <OrionOnline> oke
L204[04:49:51] <OrionOnline> this should be allright then to program, just call the language regitry with the given folder and we are oke
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L209[05:14:34] <sham1> meh, the forge build is still down apparently...
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L219[06:19:46] <Ordinastie_> http://puu.sh/juXfr.jpg http://puu.sh/juXfK.jpg :)
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L223[06:30:33] <sham1> what am I looking at?
L224[06:31:05] <Ordinastie_> what happens if you forget to reenable lighting
L225[06:31:12] <sham1> ah
L226[06:35:03] <Ordinastie_> !gm renderModel
L227[06:35:18] <Ordinastie_> !gm RenderItem.renderModel
L228[06:39:08] <Carlos> Does forge and/or eclipse has issues with java 8?
L229[06:39:15] <Ordinastie_> no
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L233[07:01:24] <Wuppy> borderlands the pre-sequel is pretty damn epic :D
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L242[07:17:07] <Lunatrius> Is there a way to get a stack trace or anything if the game locks up with "(Not responding)" in non-dev environment?
L243[07:17:35] <Ordinastie_> don't think so
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L246[07:32:15] <Lumien> Lunatrius if you press pause in eclipse debug you get one in the debug window
L247[07:32:47] <Ordinastie_> "in non-dev environment?"
L248[07:32:53] <Lumien> oh whoops xD
L249[07:32:57] <Lumien> read that as dev environment
L250[07:33:03] <Lunatrius> ^ also the guy has JDK/netbeans so that should work
L251[07:33:06] <Lumien> You can connect eclipse to the java process
L252[07:33:09] <Lumien> oh ok
L253[07:33:14] <Ordinastie_> although, you can still debug in non dev
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L255[07:39:29] <Blubberbub> is there a blocking serverside method to read an IMessage from a specific entityplayer?
L256[07:39:50] <Ordinastie_> wut?
L257[07:40:13] <diesieben07> you want to wait for a message? no, there is no such thing you have to code it yourself.
L258[07:40:27] <diesieben07> and blocking is almost always bad idea in minecraft
L259[07:40:39] <sham1> ^
L260[07:40:45] <diesieben07> i highly suggest you use a Future instead (guava's ListenableFuture is a good choice)
L261[07:41:10] <Blubberbub> even if i use a future it would block for the same time
L262[07:41:16] <diesieben07> No.
L263[07:41:25] <diesieben07> your waitForMessage woudl return a ListenableFuture
L264[07:41:35] <diesieben07> and you register a *callback* to that future
L265[07:41:50] <diesieben07> then your code continues and the callback is ran when the message is received (the future is completed)
L266[07:42:01] <Blubberbub> i can't use a callback at that point is the problem
L267[07:42:08] <diesieben07> why?
L268[07:42:12] <Blubberbub> because i need to return a value based on the message i recieved :/
L269[07:42:25] <Ordinastie_> then you're doing it wrong
L270[07:42:36] <diesieben07> exactly, you can't.
L271[07:42:43] <diesieben07> you would make the *entire* game waiting for that message
L272[07:43:03] <diesieben07> the server would *stop* until the client (and the network) decide it's a good idea to send over the message
L273[07:43:18] <Blubberbub> damn :(
L274[07:44:34] <diesieben07> why do you need this? what does the method do?
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L276[07:45:34] <Blubberbub> i'm still trying to have itemslots that are not synced to the server and send a packet when the player clicks a slot, so the server can decide if its valid to get that item
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L278[07:45:59] <Blubberbub> the ClickWindowPacket didn't work, because it does not contain an ItemStack-Object, when the slot is shift-clicked
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L280[07:46:11] <diesieben07> you need to have the client know whether the slot can be taken
L281[07:46:14] <diesieben07> there is no way around it
L282[07:46:35] <Blubberbub> yea, the client also knows
L283[07:46:51] <Blubberbub> but the server needs to be informed about that
L284[07:46:59] <diesieben07> wat
L285[07:47:24] <Ordinastie_> I think the issue it the "itemSlots not synced"
L286[07:47:31] <Ordinastie_> that sounds like a bad idea
L287[07:48:39] <Blubberbub> to be more specific: ProjectE Transmutation-Tablet. Has a searchbar to search items in the tablet. when an item is taken out the emc in the tablet needs to be reduced accordingly (on client & server)
L288[07:49:06] <Blubberbub> at the moment we send a packet which contains the "searchstring" and update the slots on server & client
L289[07:49:14] <Blubberbub> but thats bad because QED, for example.
L290[07:49:20] <Ordinastie_> QED ?
L291[07:49:46] <Blubberbub> and does not allow for searching in another language
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L293[07:49:56] <Blubberbub> Ordinastie_, that item from Extra Utilities that changes it name by random
L294[07:50:38] <Ordinastie_> don't know it, but still don't see any reason to no sync
L295[07:51:36] <PaleoCrafter> nonono, quod erat demonstrandum ...
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L298[07:52:30] <Blubberbub> because the server does not know the client resource pack, the getDisplayName() on the server is not the same as what the item actually shows in the client
L299[07:53:27] <Lumien> If i get a te / a block or whatever in an unloaded chunk, how long will that chunk stay loaded? 1 tick?
L300[07:53:29] <Ordinastie_> then don't send the string to the server, just send the visible slot list
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L302[07:54:26] <Blubberbub> now i feel stupid. thats a good idea... why didn't i think about that... Thanks :)
L303[07:54:56] <Ordinastie_> beats freezing the server for sure
L304[07:56:25] <Blubberbub> well... i learned something about netty when i tried to read that WindowClickPacket
L305[08:02:48] <Lunatrius> Does netbeans not import the run configs from an eclipse project?
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L310[08:12:49] <laci200270> how can I use ForgeHooks.isToolEffective in getDigSpeed?(I not have acces to world and blockpos)
L311[08:15:10] <diesieben07> why would you use that?
L312[08:17:21] <laci200270> i'm trying to port EE3 to 1.8
L313[08:17:22] <laci200270> https://github.com/pahimar/Equivalent-Exchange-3/blob/a48196b5804cd2f01196d479db1473d3d96e7d73/src/main/java/com/pahimar/ee3/item/ItemDarkMatterPickAxe.java#L52
L314[08:17:27] <laci200270> this line
L315[08:18:38] <diesieben07> just use block.isToolEffective, you only have "pickaxe" as a tool class anyways
L316[08:18:56] <laci200270> thanks
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L318[08:25:22] <Andrey96> I want to know a bit more about jar file signing and verification. I think FMLSanityChecker class is related to it. I can see "fingerprints" there for Forge and Minecraft's certificates. Where can I read about generating keypairs and certificates (of the type used here)? And assuming jar has some extra non-signed classes/files will it be still valid?
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L329[08:43:31] <luacs1998> ?g java jar signing
L330[08:43:36] <luacs1998> and he left
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L332[08:54:31] <Lunatrius> TIL HashMap.get can get stuck for no reason
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L335[08:55:44] <diesieben07> it will get stuck if you access it from multiple threads
L336[08:55:52] <diesieben07> HashMap is not threadsafe
L337[08:56:43] <Lunatrius> ... that explains it <__<
L338[08:56:54] <diesieben07> ConcurrentHashMap is your friend.
L339[08:58:33] <Lunatrius> Which explains why it was "fixed" when the other guy added a random debug message
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L348[09:28:33] <Ordinastie_> does someone know how the Matrix4f works for the IPerspectiveAwareModel.handlePerspective() ?
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L350[09:29:44] <diesieben07> it just feeds it into glMultMatrix
L351[09:29:50] <Ordinastie_> yes, I get that
L352[09:29:51] <diesieben07> so look up the docs for that if you don't know how it works :D
L353[09:29:56] <Ordinastie_> meh
L354[09:30:06] <Ordinastie_> y so mean :(
L355[09:30:07] <PaleoCrafter> it's your usual transformation matrix :P
L356[09:31:04] <Ordinastie_> glMultMatrix — multiply the current matrix with the specified matrix
L357[09:31:08] <Ordinastie_> doesn't really help :x
L358[09:31:54] <Ordinastie_> but yeah, so much easier to use than ItemCameraTransforms... /sarcasm
L359[09:31:57] <diesieben07> example for translation: https://en.wikipedia.org/wiki/Translation_(geometry)
L360[09:32:51] <Ordinastie_> I don't know what I should put in the matrix
L361[09:33:24] <PaleoCrafter> https://en.wikipedia.org/wiki/Transformation_matrix
L362[09:33:39] <diesieben07> better link is better.
L363[09:34:00] <Ordinastie_> yeah, I think I'll use the deprecated version...
L364[09:52:57] <Blubberbub> now i have the problem, that my "send the slot contents from the client to the server" reaches the server too early. when the server executes its slotClick-Method it already has the new slot contents...
L365[09:53:28] <Ordinastie_> wut
L366[09:53:50] <Ordinastie_> why would you send slot contents to server ?
L367[09:53:59] <Ordinastie_> the server already knows the slot contents
L368[09:54:04] <Blubberbub> you just suggested that as a solution to my problem
L369[09:54:21] <Blubberbub> <Ordinastie_> then don't send the string to the server, just send the visible slot list
L370[09:54:36] <Ordinastie_> I don't talk about slot contents
L371[09:54:44] <Blubberbub> yea... i just noticed
L372[09:55:09] <Blubberbub> but i'm talking about >4000 items there... don't want to create a slot for each of them...
L373[09:55:50] <Ordinastie_> I don't what you're doing but that sounds wrong
L374[09:56:55] <sham1> Sadly it does sound kinda weird
L375[09:57:32] <Blubberbub> well - i would really like to hear less weird solutions - or any solutions at all :/
L376[09:57:50] <sham1> Could you explain again what you are trying to do
L377[10:00:35] <Blubberbub> i have a searchbar that controls which items are shown in a GUI. It uses getDisplayName() to filter items. The problem is, that this does not work with localisations on servers. So i want to move the "filtering" of the items to the client. The server only needs to know which actual item the client tried to pull out of a slot.
L378[10:01:02] <sham1> And you cant get the unlocalized names of items because?
L379[10:01:42] <Blubberbub> i can get the unlocalized name, but that does not solve the problem. I still don't know the client localisation - or even resourcepacks that could rename an item
L380[10:01:58] <sham1> get the unlocalized name on the client
L381[10:02:12] <sham1> Then you dont need to worry about that
L382[10:03:00] <Blubberbub> but you want to be able to search for the display name and not the unlocalized name
L383[10:03:53] <robotbrain> Can I apply Optional.Method multiple times?
L384[10:04:02] <robotbrain> to require multiple mods to be loaded?
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L386[10:05:39] <tterrag> Blubberbub: my mod has something similar
L387[10:07:05] <Blubberbub> SuperMassiveTech?
L388[10:08:09] <tterrag> heh, no
L389[10:08:15] <tterrag> https://github.com/SleepyTrousers/EnderIO/tree/master/src/main/java/crazypants/enderio/machine/invpanel
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L391[10:08:19] <tterrag> there's quite a bit to it :P
L392[10:08:33] <Blubberbub> -.-
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L394[10:09:08] <sham1> why did you -.- there
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L396[10:09:38] <Blubberbub> i hoped it would be easier than looking at a folder with at least 18 classes :D
L397[10:09:46] <tterrag> it's not an easy concept
L398[10:13:03] <Blubberbub> since my problem is, that the sync-message appears at the server too early i will try to implement a "wait" for that message thats already there and see what happens
L399[10:13:34] <Ordinastie_> no please don't do that -_-
L400[10:14:02] <sham1> Se let me get this straight, you are trying to make a gui with an item filter.
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L402[10:15:03] <Ordinastie_> and he wants server validation on item pickup if I understood correctly
L403[10:15:06] <Blubberbub> actually: netty probably enforces packet-ordering. since PlayerControllerMP.windowClick calls the slotClick-Method clientside before it sends the PacketClickWindow to the server: i can be pretty sure i never have to wait for that message
L404[10:15:07] <sham1> Also, Ordinastie_ is not amused
L405[10:15:33] <Blubberbub> sham1, yes
L406[10:15:42] <sham1> Ah ok
L407[10:15:50] <tterrag> Blubberbub: the inv panel doesn't use "real" slots
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L409[10:17:25] <tterrag> all of the slots the player can take items from are fake, and the pickup is done manually
L410[10:17:31] <tterrag> that way we don't have to sync 100 slots constantly
L411[10:17:47] <sham1> :P
L412[10:18:14] <sham1> MC's internals are sometimes actually good like that.
L413[10:18:33] <Ordinastie_> Blubberbub, just send the itemStack click on click (and do nothing else) and pickup the itemStack on server response
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L416[10:23:38] <Blubberbub> not using real slots to get rid of all the minecraft communication is probably the way to go, yea.
L417[10:24:45] <gigaherz> the inventory block I was trying to make a while ago
L418[10:24:50] <gigaherz> wouldn't have had a GUI at all
L419[10:24:50] <gigaherz> XD
L420[10:25:08] <gigaherz> it wasdesigned to be used with a separate inventory aggregator such as AE2
L421[10:25:23] <gigaherz> but it didn't work, somehow AE2 was always out of sync
L422[10:25:36] <gigaherz> it either showed slots that weren't there anymore, or missed things I just added
L423[10:25:45] <gigaherz> I never figured out why, so I just meh'd
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L433[10:43:22] <williewillus> how do I fire block place events properly?
L434[10:45:12] <williewillus> i.e. do I create the block snapshot it needs / is there forge event to do it for me / do I setblock and then restore it when the event is canceled, etc.
L435[10:45:50] <tterrag> why are you firing place events
L436[10:46:43] <williewillus> i have items that place blocks for the player?
L437[10:46:56] <Ordinastie_> just do setBlock()
L438[10:47:01] <williewillus> and server owners are asking for support for permissions plugins
L439[10:47:31] <williewillus> so I need to fire forge place events so cauldron translates them for the permission plugins
L440[10:49:42] <diesieben07> are those placements inside onItemUse?
L441[10:50:08] <williewillus> sometimes, but not always
L442[10:50:45] <tterrag> Ordinastie_: setBlock is forced, the event is not fired
L443[10:52:05] <tterrag> williewillus: you can just call BlockSnapshot.getBlockSnapshot before calling setBlock
L444[10:52:08] <tterrag> then fire the place event
L445[10:52:12] <Ordinastie_> does someone know where the brightness/light is applied for items ?
L446[10:52:18] <gigaherz> I was just watching someone toy around with Immersive Engineering
L447[10:52:20] <gigaherz> looks really nice
L448[10:52:40] <Ordinastie_> (in 1.8)
L449[10:52:45] <williewillus> so the right order is setblock, then snapshot, then fire event, and if event is canceled restore the snapshot?
L450[10:52:50] <tterrag> no
L451[10:52:55] <tterrag> you create the snapshot BEFORE you set
L452[10:53:00] <tterrag> the snapshot is what it was before the change
L453[10:53:00] <williewillus> alright
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L455[10:57:04] <bspkrs> Ordinastie_, http://mcpbot.bspk.rs/help
L456[10:57:18] <Ordinastie_> pwetty :)
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L458[10:58:05] <bspkrs> that only took me an hour, an most of that hour was replacing wiki-generated html code with bootstrap stuff
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L460[10:58:19] <bspkrs> gotta love django
L461[10:58:32] <Blubberbub> so thats why the url the bot gave me earlier today didn't work...
L462[10:58:45] <bspkrs> it should give the right URL now
L463[11:02:33] <williewillus> when I construct the block placeevent, it asks for a block placedAgainst. If there's no true block that it was "placed against", is it safe to just pass air?
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L473[11:21:40] <gigaherz> hey ppl, question,
L474[11:21:52] <gigaherz> can getSizeInventory() return a dynamic number of slots?
L475[11:22:01] <tterrag> why not
L476[11:22:04] <gigaherz> or will that cause mods that interact with my inventory to misbehave?
L477[11:22:12] <tterrag> I'm sure it will with some mods
L478[11:22:18] <tterrag> but they shouldn't rely on that being static
L479[11:22:26] <gigaherz> tterrag: I'm trying to troubleshoot why AE2 can't show the contents of my block correctly
L480[11:22:29] <tterrag> getters exist for that reason
L481[11:22:47] <gigaherz> sometimes showing old items that don't exist anymore, other times failing to show new items that havebeen added
L482[11:23:23] <tterrag> dunno
L483[11:23:26] <tterrag> doesn't sound like your problem
L484[11:23:34] <tterrag> see if it works with the inv panel :P
L485[11:23:41] <gigaherz> inv panel?
L486[11:24:00] <tterrag> https://www.youtube.com/watch?v=yA5NY1UPZG8
L487[11:24:17] <tterrag> no you don't have to watch the whole thing :P
L488[11:24:19] <gigaherz> oh enterio, I wasn't aware of it
L489[11:24:23] <gigaherz> enderio*
L490[11:25:01] <gigaherz> are there dev jars available for it?
L491[11:25:02] <gigaherz> XD
L492[11:25:09] <tterrag> of course
L493[11:25:18] <tterrag> http://ci.tterrag.com/job/EnderIO/
L494[11:25:27] <gigaherz> thx
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L498[11:30:16] <gigaherz> tterrag: I'm getting crashes ;P
L499[11:30:28] <tterrag> ?
L500[11:30:37] <gigaherz> can't right-click on the item conduit
L501[11:30:41] <gigaherz> it crashes the server
L502[11:30:49] <tterrag> log please?
L503[11:30:57] <tterrag> I have that issue reported but they didn't give me a log -.-
L504[11:31:00] <tterrag> I can fix it right quick
L505[11:31:26] <tterrag> for now you can just backdate to 405
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L507[11:32:48] <gigaherz> https://gist.github.com/gigaherz/708aca97deb7fbbab339
L508[11:33:30] <tterrag> EOF...interestin g
L509[11:34:34] <tterrag> are you sure...that's it?
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L511[11:34:47] <tterrag> PacketConfigSync should not be sent when you right click a conduit...
L512[11:34:59] <gigaherz> what I did:
L513[11:35:02] <gigaherz> placed conduit
L514[11:35:06] <gigaherz> placed inventory thingy on conduit
L515[11:35:16] <gigaherz> right-clicked on the arrow thingy at the end
L516[11:35:35] <tterrag> right
L517[11:35:46] <tterrag> but that should not (and does not) send a PacketConfigSync...
L518[11:36:36] <tterrag> oh I bet I know
L519[11:36:37] <tterrag> -.-
L520[11:36:45] <tterrag> I don't think I ever registered the chat packet
L521[11:36:52] <tterrag> gg me
L522[11:36:54] <gigaherz> heh
L523[11:37:01] <tterrag> so it's sending ident 0
L524[11:37:05] <tterrag> which is PacketConfigSync
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L527[11:38:36] <tterrag> gigaherz: so...this issue exists in 404+
L528[11:38:39] <tterrag> use 403 :P
L529[11:39:01] <gigaherz> k
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L533[11:43:59] <tterrag> gigaherz: alternatively use this when it's done http://ci.tterrag.com/job/EnderCore/16/
L534[11:44:00] <tterrag> :P
L535[11:44:17] <gigaherz> :)
L536[11:44:30] <gigaherz> I'm using 405 atm, didn't crash so far so I didn't oldgrade yet ,p
L537[11:45:24] <tterrag> 405 should still crash...maybe that was only on servers
L538[11:45:27] <tterrag> who knows
L539[11:46:17] <gigaherz> ugh all my resources are broken, need to fix that so my shit sows up again
L540[11:46:55] <gigaherz> but it seems to work
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L542[11:48:52] <Andrey96> I have an interesting question... Minecraft casts a ray to find out block/entity player looking at. It's something in the center of a screen. But if I want to click on something in the world from GUI, how do I cast a ray?
L543[11:49:29] <tterrag> world.doRayTrace
L544[11:49:47] <Andrey96> *click with a mouse from GUI
L545[11:50:09] <tterrag> same answer
L546[11:50:18] <gigaherz> yup your inventory thingy seems to work fine :D
L547[11:50:20] <tterrag> you need to calculate the vector at which the click "starts"
L548[11:50:26] <tterrag> then trace it to an end position
L549[11:51:14] <Andrey96> and this is a problem. I have no idea how to calculate it
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L552[11:52:29] <Lumien> After a world reload, do i have to force a chunk to load again with my ticket?
L553[11:52:37] <Andrey96> also when FOV changed it must be changed too
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L555[11:53:09] <tterrag> Andrey96: realistically it should still be the player's look vec
L556[11:53:36] <tterrag> honestly I've never been good with vecmath
L557[11:54:17] <diesieben07> no, it wouldn't be the look vector
L558[11:54:30] <diesieben07> i think you'd have to have a vector that's orthogonal to the view-pane
L559[11:54:34] <diesieben07> but i have no idea how to get that.
L560[11:55:30] <gigaherz> there are probably better ways to do this
L561[11:55:36] <gigaherz> but it can be done with basic trigonometry
L562[11:55:54] <tterrag> this does basically what you want
L563[11:55:55] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/gui/IoConfigRenderer.java
L564[11:56:00] <tterrag> but it only traces against a predefined set of blocks
L565[11:56:11] <tterrag> actually nevermind
L566[11:56:12] <gigaherz> you need the position of the camera, the FOV angle, and the near plane distance
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L568[11:56:44] <tterrag> it raytraces against the world
L569[11:56:52] <gigaherz> with those 3 values, you can calculate two points
L570[11:57:08] <gigaherz> one that is exactly on the near plane, and one that's a bit further than that
L571[11:57:20] <tterrag> the tough math is done here https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/vecmath/Camera.java
L572[11:57:28] <gigaherz> then B-A can give you a direction, and A is the ray start position
L573[11:58:38] <gigaherz> the alternative is to calcualte the inverse of the MVP matrix
L574[11:58:47] <gigaherz> give it (X,Y,distance,1) as an input
L575[11:58:52] <gigaherz> and you'd get the world position as an output
L576[11:59:36] <gigaherz> but I find that method more "opaque"
L577[11:59:36] <gigaherz> ;P
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L579[11:59:43] <Andrey96> Yee, I see. Nice explaination and example. Thanks for that
L580[12:00:07] <tterrag> or you could just steal the code I posted :P
L581[12:00:11] <tterrag> probably best to figure it out on your own though
L582[12:00:14] <tterrag> always is
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L584[12:04:22] <McJty> Bah, why does Vec3 have a subtract method that takes a Vec3 and an add method that takes three doubles...
L585[12:04:31] <McJty> Talking about consistent api
L586[12:04:39] <gigaherz> McJty: chances are it had both
L587[12:04:43] <gigaherz> but they were optimized away
L588[12:04:51] <McJty> ah
L589[12:05:02] <McJty> That sounds likely
L590[12:05:31] <gigaherz> YAY
L591[12:05:33] <gigaherz> resources are back
L592[12:05:38] <gigaherz> I was missing the idea.whateverthing
L593[12:05:41] <gigaherz> in my gradle
L594[12:06:14] <gigaherz> hey where the F are my items?!
L595[12:06:38] <gigaherz> is it EnderIO that adds the achievement fireworks?
L596[12:06:39] <gigaherz> XD
L597[12:07:50] <Mitchellbrine> EnderCore
L598[12:07:59] <Mitchellbrine> tterrag's mod
L599[12:08:02] <gigaherz> yeah
L600[12:08:12] <gigaherz> it jsut surprised me to see the fireworks in my dev env
L601[12:08:12] <gigaherz> XD
L602[12:08:18] <gigaherz> so
L603[12:08:22] <gigaherz> the inventory can see and extract
L604[12:08:25] <gigaherz> but the insertion isn't working
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L606[12:09:49] <gigaherz> and hoppers and item conduits have no problem with that
L607[12:11:08] <gigaherz> Ah
L608[12:11:09] <gigaherz> I see
L609[12:11:13] <gigaherz> the "return area" is just local storage
L610[12:11:19] <gigaherz> I had to set it to extract, always
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L612[12:11:27] <gigaherz> and my block to insert
L613[12:11:44] <gigaherz> pop, inserted :D
L614[12:14:23] <gigaherz> tterrag: when you middle-click a creative capacitor bank, you get it EMPTY
L615[12:14:32] <gigaherz> so it doesn't work after placing it again
L616[12:14:32] <gigaherz> XD
L617[12:17:57] <tterrag> known
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L619[12:18:46] <tterrag> just keep forgetting to fix :x
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L621[12:18:57] <gigaherz> ugh
L622[12:19:04] <gigaherz> my block isn't saving its contents xD
L623[12:19:08] <gigaherz> that's bad xD
L624[12:20:05] <gigaherz> let's see ifi t's writing them and failing to read
L625[12:20:08] <gigaherz> or doesn't write at all...
L626[12:20:18] <tterrag> if you forgot to register the TE it won't save
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L628[12:22:20] <gigaherz> okay it IS stored... then NPE?
L629[12:23:55] <NPException> what's up?
L630[12:24:11] <gigaherz> I'm having one of yours during readFromNBT
L631[12:24:12] <gigaherz> ;P
L632[12:24:18] <NPException> ah :D
L633[12:24:25] <tterrag> ah
L634[12:24:26] <gigaherz> ah
L635[12:24:28] <gigaherz> world.mark
L636[12:24:31] <tterrag> then yes, it will fail and the data is lost :P
L637[12:24:32] <gigaherz> is not valid yet
L638[12:24:37] <tterrag> nope, welcome to MC
L639[12:24:46] <tterrag> TEs dont have world objects at read
L640[12:24:46] <diesieben07> yeah don't call that in readNBT
L641[12:24:54] <gigaherz> yup
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L643[12:25:46] <gigaherz> there we go
L644[12:26:35] <gigaherz> :)
L645[12:27:28] <gigaherz> do I even need to mark block for update hmmm
L646[12:27:48] <tterrag> after reading? definitely not
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L648[12:27:56] <gigaherz> no I mean
L649[12:28:01] <gigaherz> as part of setStackInSlot and such
L650[12:28:10] <tterrag> only if anything changed rendering-wise
L651[12:28:19] <gigaherz> I may have added those trying to fix AE2
L652[12:28:31] <gigaherz> the client doesn't need to know the contents, ever, at all
L653[12:28:53] <gigaherz> yeh works just fine
L654[12:28:53] <tterrag> then...yeah
L655[12:28:55] <tterrag> never
L656[12:29:00] <gigaherz> WAILA gets the info from server
L657[12:29:01] <gigaherz> so it's ok
L658[12:29:12] <gigaherz> I don't even need getDescriptionPacket
L659[12:29:14] <tterrag> AE2 should not be relying on client data
L660[12:29:18] <tterrag> that wouldn't even work
L661[12:29:19] <tterrag> for ANYTHING
L662[12:29:20] <tterrag> so idk
L663[12:29:37] <gigaherz> note *tring* to fix, it never fixed anything
L664[12:29:37] <gigaherz> XD
L665[12:30:59] <gigaherz> hmm or not
L666[12:31:13] <gigaherz> WAILA stopped shwoing the right values
L667[12:31:25] <gigaherz> I'll need a basic description packet
L668[12:31:28] <gigaherz> but only for display ;P
L669[12:31:39] <gigaherz> as in, only contains tooltip numbers
L670[12:31:43] <tterrag> no
L671[12:31:46] <tterrag> waila can request server dat
L672[12:31:56] <tterrag> don't send clientside data unless you need it for rendering
L673[12:33:53] <tterrag> gigaherz: use getNBTData in IWailaDataProvider
L674[12:34:05] <gigaherz> hwo do I access that data?
L675[12:34:11] <gigaherz> it's what I was wondering
L676[12:34:16] <gigaherz> will it be in the itemstack?
L677[12:34:36] <tterrag> accessor.getTag()
L678[12:34:42] <gigaherz> thanks
L679[12:34:46] <tterrag> sorry
L680[12:34:49] <tterrag> getNBTData()
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L686[12:37:56] <gigaherz> works :)
L687[12:38:38] <Pennyw95> Hi guys, can you help me with this? http://www.minecraftforge.net/forum/index.php/topic,32622.0.html
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L689[12:40:36] <infinitefoxes_> With Mojang's clarification on the EULA a while back, they said in a blog post that capes were the only cosmetic not allowed.
L690[12:41:06] <infinitefoxes_> In some old versions of a mod, it contained custom capes (none of Mojang's) you could obtain through rare loot.
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L692[12:41:51] <infinitefoxes_> The old downloads (Minecraft Beta 1.7.3!) were removed because the EULA changes.
L693[12:42:21] <infinitefoxes_> Does the EULA still apply to old versions of mods, before the EULA was updated?
L694[12:44:42] <gigaherz> ????
L695[12:45:06] <gigaherz> are you talking a specific mod?
L696[12:45:23] <infinitefoxes_> yes, the Aether II
L697[12:45:40] <infinitefoxes_> Well, the Aether I at least
L698[12:45:49] <gigaherz> i'm not a lawyer, so I have no idea how EULAs work
L699[12:46:12] <gigaherz> but I believe the logical thing would be for the software to get the EULA that it was released with
L700[12:46:21] <gigaherz> since it's the one you accepted
L701[12:46:24] <gigaherz> but who knows
L702[12:46:37] <infinitefoxes_> I have no idea who to ask about the situation
L703[12:46:41] <gigaherz> I mean the EULA could say "the terms of this license can change at any time without warning or permission"
L704[12:46:52] <gigaherz> the whole idea is
L705[12:46:59] <gigaherz> an EULA allows you to use the software
L706[12:47:02] <gigaherz> theworst thing that can happen
L707[12:47:12] <gigaherz> is Mojang can remove this right from you
L708[12:47:22] <gigaherz> there's nothing legally binding in an EULA
L709[12:47:33] <infinitefoxes_> unfortunately I don't really have the source code for the old versions
L710[12:47:39] <gigaherz> other than they have an excuse to remove access to the software
L711[12:47:41] <infinitefoxes_> nor do I think the tools even exist anymore
L712[12:47:49] <infinitefoxes_> so I can't really remove the capes from it
L713[12:48:18] <gigaherz> well, you could edit the bytecode, and remove the item registrations for the capes
L714[12:48:24] <gigaherz> ;P
L715[12:48:30] <infinitefoxes_> that's a bit over my head ;)
L716[12:49:02] <williewillus> Aether I? I'm sure there's jars of it floating around everywhere
L717[12:49:16] <infinitefoxes_> yeah, there is.
L718[12:49:31] <infinitefoxes_> the thing is that we took down the downloads after the EULA "updated"
L719[12:50:00] <infinitefoxes_> and I don't really want people grabbing jars from pretty sketchy locations
L720[12:50:10] <tterrag> as per usual the wording in the EULA is vague
L721[12:50:29] <gigaherz> they just don't want capes to be something "common"
L722[12:50:35] <tterrag> it never specifically says anything about capes
L723[12:50:38] <gigaherz> they are meant to be a badge
L724[12:51:14] <gigaherz> if they were very paranoid, they'd have prevented optifine from having capes
L725[12:51:24] <infinitefoxes_> but Optifine clearly hasn't removed capes
L726[12:51:30] <tterrag> infinitefoxes_: capes were only mentioned in the blog post, there is no legal text concerning "capes"
L727[12:51:31] <williewillus> optifine doesn't give a shit
L728[12:51:38] <infinitefoxes_> haha
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L730[12:51:50] <gigaherz> williewillus: becasue Mojang doesn't give a shit either
L731[12:51:55] <williewillus> yeah lol
L732[12:52:16] <gigaherz> they couldeasily send a C&D to optifine, demending them to stop the capes, or face legal action for infringing their license
L733[12:52:37] <tterrag> once again
L734[12:52:43] <tterrag> show me where in the EULA they prevent capes
L735[12:53:04] <gigaherz> I didn't read the eula, if there's nothing about it, then the discussion is pointless ;P
L736[12:53:16] <gigaherz> Iwas just speaking with the assumption that it did ;P
L737[12:53:33] <tterrag> they mentioned in the blog post ABOUT the EULA change that capes were disallowed
L738[12:53:40] <tterrag> but in that context still, they only mentioned servers
L739[12:53:40] <tterrag> not mods
L740[12:53:47] <gigaherz> ah
L741[12:53:52] <tterrag> and furthermore it was not legally binding (neither are EULAs technically)
L742[12:54:18] <gigaherz> 48 active slots, 50RF used by next insertion, 1RF used by next extraction
L743[12:54:21] <gigaherz> well seems to work :D
L744[12:56:35] <infinitefoxes_> I don't think a server could even give capes to people
L745[12:56:45] <tterrag> there were plugins to do it
L746[12:56:49] <tterrag> were/are
L747[12:57:03] <tterrag> though they locked that code down in 1.7 iirc
L748[12:57:06] <tterrag> so might not be as possible
L749[12:57:16] <tterrag> from serverside
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L756[13:09:29] <infinitefoxes_> that's quite a few timeouts.
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L762[13:18:59] <Szernex> hmmm
L763[13:19:29] <Szernex> where do I have to look when I want to be able to execute other commands from within my mod? CommandBlockLogic doesn't really tell me much
L764[13:20:15] <Szernex> ah nevermind
L765[13:20:17] <Szernex> found it
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L768[13:26:03] <gigaherz> hmf
L769[13:26:14] <gigaherz> now which mod is it that adds RF info to my waila tooltips...
L770[13:26:15] <gigaherz> XD
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L774[13:29:06] <gigaherz> tterrag: I can't seem to load EnderCore .16
L775[13:29:15] <tterrag> explain?
L776[13:29:44] <gigaherz> https://gist.github.com/gigaherz/f98484d028a3b82855d9
L777[13:29:46] <gigaherz> crashes on load
L778[13:31:19] <tterrag> heh, whoops
L779[13:31:23] <tterrag> that's a mistake in EnderIO
L780[13:31:53] <Szernex> why the hell can't I execute my command...
L781[13:32:24] <Szernex> always tells me I don't have permission although getRequiredPermissionLevel returns -1
L782[13:32:59] <tterrag> Szernex: shouldn't return -1`
L783[13:33:09] <Szernex> well, it's the same for 0
L784[13:33:34] <gigaherz> tterrag: it seems ender* adds RF information to my waila tooltips, while I was also adding my own
L785[13:33:47] <tterrag> nope
L786[13:33:50] <tterrag> that's WAILA itself
L787[13:33:59] <gigaherz> but it only happens after I install Endercore+enderio
L788[13:33:59] <gigaherz> XD
L789[13:34:02] <tterrag> lies
L790[13:34:08] <tterrag> I promise we do not
L791[13:34:20] <gigaherz> well, then I wonder WHY it doesn't happen without ender*
L792[13:34:36] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/waila/WailaCompat.java#L122-L127
L793[13:34:45] <tterrag> did you happen to update WAILA?
L794[13:35:28] <gigaherz> nope
L795[13:35:41] <gigaherz> I still have the same 1.5.10 from 2 months ago
L796[13:35:50] <gigaherz> removed endercore+io, and it's gone
L797[13:35:53] <gigaherz> added back, and it's back
L798[13:36:14] <gigaherz> hmm
L799[13:36:23] <gigaherz> I wonder how WAILA detects the RF api
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L805[13:44:06] <gigaherz> hmf I'll haveto try outside the dev environment, see if that changes anything
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L809[13:50:11] <gigaherz> wat...
L810[13:50:12] <gigaherz> cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: gigaherz/enderRift/blocks/TileEnderRift
L811[13:50:45] <diesieben07> read the full trace
L812[13:51:04] <diesieben07> and/or post it.
L813[13:51:36] <gigaherz> https://gist.github.com/gigaherz/9a9366dd1aa3f5c18eae
L814[13:51:57] <diesieben07> Caused by: java.lang.ClassNotFoundException: cofh.api.energy.IEnergyReceiver you are missing cofh
L815[13:52:09] <gigaherz> I see
L816[13:52:19] <gigaherz> Ohh
L817[13:52:20] <gigaherz> yeah
L818[13:52:25] <gigaherz> hmmmm
L819[13:52:34] <gigaherz> well it's in /src/api/java
L820[13:52:40] <gigaherz> XD
L821[13:52:59] <diesieben07> well, that means it is a soft-dep
L822[13:53:04] <diesieben07> wait no
L823[13:53:11] <diesieben07> it means that it won't be in your jar
L824[13:53:14] <gigaherz> yeah
L825[13:53:15] <diesieben07> so it is a *hard* dep
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L827[13:53:34] <PaleoCrafter> well, you can make it a soft one :P
L828[13:53:50] <diesieben07> yea
L829[13:54:01] <gigaherz> WTF IDEA?
L830[13:54:08] <gigaherz> ugh
L831[13:54:13] <gigaherz> tried to drag the folders
L832[13:54:18] <gigaherz> and I chos the wrong option
L833[13:54:20] <gigaherz> and now I can't undo
L834[13:54:23] <gigaherz> well, time to reimport the APIs
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L837[13:55:45] <infinitefoxes_> out of curiosity, is it possible to draw custom fonts in Minecraft?
L838[13:56:08] <PaleoCrafter> sure :P
L839[13:57:26] <infinitefoxes_> any pointers?
L840[13:57:39] <Vorquel> 0xffe045
L841[13:57:39] <ntzrmtthihu777> *font
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L843[14:00:07] <gigaherz> okay works now in dev
L844[14:00:07] <gigaherz> BUT
L845[14:00:14] <gigaherz> eh in release build
L846[14:00:15] <gigaherz> it doesn't show RF info
L847[14:00:28] <gigaherz> so whatever WAILA uses to detect mods with RF
L848[14:00:32] <gigaherz> works for enderio, but not mine
L849[14:00:33] <gigaherz> XD
L850[14:00:44] <gigaherz> maybe I'm doing something wrong
L851[14:00:47] <gigaherz> (most probably)
L852[14:00:56] <gigaherz> anyhow I'll continue later
L853[14:06:29] <tterrag> gigaherz: different waila versions?
L854[14:11:45] <gigaherz> nope 1.5.10, latest, in both cases
L855[14:12:14] <tterrag> check the ingame config
L856[14:12:52] <tterrag> numpad 0
L857[14:13:22] <gigaherz> Modules -> General, VanillaMC, Ender-Rift(my mod)
L858[14:13:31] <gigaherz> meanwhile in the dev env
L859[14:15:53] <gigaherz> Modules -> General, VanillaMC, Thermal Expansion, Ender IO, Ender-Rift
L860[14:16:01] <gigaherz> so Thermal Expansion is activated with EnderIO, but not with mine
L861[14:16:08] <gigaherz> gotta go
L862[14:16:09] <gigaherz> bbl
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L865[14:18:43] <killjoy> I feel like making a mod that replaces your face in the tab list with an emblem
L866[14:19:59] <PaleoCrafter> there are faces in the tab list? :P
L867[14:20:12] <sham1> An emblem...
L868[14:25:27] <diesieben07> yes, since 1.8 paleo
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L871[14:28:31] <williewillus> I'm on the latest beta build of W10M and apparently there's an entire android Hyper-V subsystem on it
L872[14:28:41] <williewillus> people found a way to force enable it and install android apks on there lol
L873[14:28:53] <ntzrmtthihu777> williewillus: W10M ?
L874[14:29:02] <williewillus> W10 Mobile
L875[14:29:06] <ntzrmtthihu777> ah
L876[14:29:09] <williewillus> or WP10
L877[14:29:16] <ntzrmtthihu777> got W10D then?
L878[14:29:42] <williewillus> desktop? yeah. not much different from 8.1 though :p
L879[14:30:18] <sham1> Is it a pvp thing because I've not seen it. Then again I do not use the scoreboard at all so...
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L881[14:30:33] <sham1> Speaking of the face in scoreboard
L882[14:30:59] <diesieben07> not in the scoreboard.
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L891[14:49:30] <ntzrmtthihu777> williewillus: do me a favor, are you on a laptop or desktop?
L892[14:49:38] <williewillus> laptop
L893[14:49:44] <ntzrmtthihu777> two sodimm sticks?
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L895[14:51:10] <williewillus> no idea, I think so
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L899[14:54:23] <ntzrmtthihu777> ram sticks. swap the two for each other and tell me what happens
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L912[15:06:48] <ntzrmtthihu777> williewillus: hello?
L913[15:09:44] <williewillus> i'm busy atm lol I'm not going to open up my laptop and swap my ram...sorry Maybe later?
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L916[15:15:18] <tterrag> Can default methods compile to <j8?
L917[15:15:26] <tterrag> bytecode wise
L918[15:15:38] <sickan> doubt it
L919[15:16:44] <diesieben07> retrolambda does that
L920[15:16:49] <diesieben07> it hacks them into static classes iirc
L921[15:18:20] <sickan> How do I make a block break and drop into the world?
L922[15:19:01] <Kobata> jvm8 added new functionality to some of the invoke* ops for default methods (which is also why ASM5 has that boolean argument on the invokes)
L923[15:19:07] <tterrag> diesieben07: really? hmm
L924[15:19:26] <diesieben07> Kobata, that is just for *static* methods in interfaces
L925[15:19:35] <tterrag> I need to look into that lib ; 0
L926[15:19:38] <tterrag> :p*
L927[15:19:55] <sickan> nvm, found world.destroyBlock
L928[15:20:05] <diesieben07> was about to post that :D
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L931[15:21:51] <Pennyw95> Hi...anyone how to solve this? http://www.minecraftforge.net/forum/index.php/topic,32622.0.html
L932[15:25:27] <sickan> Might be face culling and transparency that's messing it up
L933[15:25:41] <ntzrmtthihu777> williewillus: rats :/
L934[15:26:32] <heldplayer> Pennyw95: you'll need to render the opaque parts first, then the transparent parts
L935[15:26:48] <killjoy> Is there a way to lower the z that the items on the hotbar are rendered?
L936[15:27:25] <sickan> How should I implement rotatable blocks in 1.8?
L937[15:27:35] <killjoy> Same way vanilla does?
L938[15:27:38] <Pennyw95> That's what I've done: if you look at the pastebin the glass is rendered last. However, even when I don't render the glass but only the opaque components, there's this particular box that does not render at all....
L939[15:28:11] <killjoy> sickan, you can look at how dispensers, droppers, pumpkins, etc do it
L940[15:29:20] <tterrag> Are you putting your TESR on pass 1?
L941[15:29:33] <Pennyw95> should I enable culling?
L942[15:29:48] <Pennyw95> that's counterintuitive..
L943[15:30:00] <Pennyw95> @tterrag what's pass 1? render type?
L944[15:30:12] <tterrag> no, render pass
L945[15:30:29] <tterrag> Guess that's a no then...which is fine
L946[15:30:41] <sickan> Thanks, gotta mess with block states a while then :)
L947[15:32:12] <Pennyw95> hmm
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L949[15:32:36] <Pennyw95> I wish I had the .tbl model...the artist is afk right now
L950[15:32:48] <tterrag> Why do you draw jarInside in both draw methods?
L951[15:33:14] <killjoy> Does anyone have an idea on how to fix this? I tried transform(0,0,1), but then it renders above the tab list. http://i.imgur.com/psRjBF5.png
L952[15:33:32] <Pennyw95> It's called only in renderFloor, there are /* */ for the other call
L953[15:33:40] <sickan> Penny do you have the Java code?
L954[15:33:48] <Pennyw95> Quite misleading, sorry for not deleting that
L955[15:33:51] <tterrag> killjoy when are you rendering that
L956[15:33:57] <tterrag> oh
L957[15:33:59] <killjoy> It's with guinewchat
L958[15:34:02] <Pennyw95> yhttp://pastebin.com/Ec2Bgemu
L959[15:34:10] <Pennyw95> http://imgur.com/YLXJYLd,53SSAsg,20YlUpI
L960[15:34:31] <Pennyw95> ops there an unintented Y in front of the paste
L961[15:34:53] <tterrag> You never call renderFloor?
L962[15:35:09] <killjoy> renderFloor?
L963[15:35:17] <tterrag> Not you
L964[15:35:25] <Pennyw95> that paste is outdated...let me make a new one
L965[15:35:33] <tterrag> killjoy what do you mean. you made your own chat gui?
L966[15:35:38] <killjoy> yes.
L967[15:35:44] <tterrag> ok...
L968[15:35:47] <killjoy> It replaces the regular one
L969[15:35:54] <tterrag> Well try a value between 0 and 1?
L970[15:36:21] <Pennyw95> Ok..this is the same code I have in my IDE http://pastebin.com/HHnuSn0r
L971[15:36:27] <killjoy> It never occured to me that I could use a non-integer
L972[15:37:13] <Pennyw95> renderGlass is not called and it renders the transparent faces, renderFloor renders the box that's giving me problems
L973[15:38:04] <tterrag> http://pastebin.com/tBR8p3Ti
L974[15:38:19] <tterrag> So without the glass it works?
L975[15:39:20] <sickan> Is there a library or something that makes BlockStates easier to work with?
L976[15:39:34] <diesieben07> whats hard about them?!
L977[15:39:50] <sickan> They're not hard but tedious
L978[15:39:57] <Pennyw95> render() and renderGlass() do work...I removed the glass to see more clearly if the other box get rendered. The problem lies with renderFloor()
L979[15:39:58] <diesieben07> aha
L980[15:40:23] <williewillus> sickan: if you're just making simple rotations, states are a piece of cake....
L981[15:40:26] <williewillus> just refer to vanilla
L982[15:40:46] <williewillus> there's even a specialized IProperty just for them
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L985[15:41:11] <killjoy> I now believe that the hotbar items are rendered above the tab list
L986[15:41:21] <sickan> Yup, I've noticed, thing is I'd like to create a burner that has a separate texture for on and off
L987[15:41:34] <williewillus> yeah?
L988[15:41:37] <tterrag> So add a boolean prop for on/off
L989[15:42:10] <tterrag> Pennyw95: does it work without those weird translate calls?
L990[15:42:22] <tterrag> Why are you translating by a rotation value?
L991[15:42:54] <Pennyw95> let me try...
L992[15:42:59] <Pennyw95> Tabula did it
L993[15:43:26] <tterrag> wat
L994[15:43:31] <tterrag> That's weird...
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L997[15:45:04] <gigaherz> back
L998[15:45:38] <Pennyw95> No..sadly
L999[15:46:00] <Pennyw95> It still doesn't render even after removing the matrix and the glrotatef
L1000[15:46:15] <tterrag> gigaherz the te plugin is the one from waila
L1001[15:46:22] <tterrag> No Idea why it wouldn't activate
L1002[15:46:24] <gigaherz> ?
L1003[15:46:33] <gigaherz> yeah that's what I plan on figuring out
L1004[15:46:40] <gigaherz> see what condition it needs to activate
L1005[15:46:51] <sickan> How is getStateForEntityRender any different from getStateFromMeta? Is it like the properties you want the renderer to know about?
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L1007[15:46:56] <tterrag> I think it just checks that the RF api exists
L1008[15:47:28] <Pennyw95> Yeah that's kinda weird..I'll guess what I'll do is ask the artist to give me the .tbl model and change that box and hope it works
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L1010[15:47:46] <Vastatio> hello
L1011[15:48:23] <Pennyw95> Waaait...is it possible that maybe the texturemap was done improperly and the box renders but I can't see it because there's no texture for it?
L1012[15:48:30] <Pennyw95> Hi Vastatio :)
L1013[15:48:58] <minecreatr> if I load a TextureAtlasSprite directly from a BufferedImage with sprite.loadSprite, do I still have to stitch it in texture stitch event?
L1014[15:49:03] <shadekiller666> so if i have a block thats rendered by a TESR, how would i make its item also be rendered by said TESR
L1015[15:49:09] <gigaherz> okay ProxyServer.registerMods() calls ThermalExpansionModule.register() without conditions.
L1016[15:49:12] <shadekiller666> or what would i use to render the item>
L1017[15:49:13] <shadekiller666> ?
L1018[15:49:29] <tterrag> https://bitbucket.org/ProfMobius/waila/src/41a40b4fee90488a76f25204d3bcea6e9984e4cd/src/main/java/mcp/mobius/waila/addons/thermalexpansion/ThermalExpansionModule.java?at=forge_1187#ThermalExpansionModule.java-57
L1019[15:49:50] <sickan> Implement IItemRenderer
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L1021[15:49:55] <Pennyw95> @shadekiller666 you make an IItemrender?
L1022[15:50:00] <gigaherz> so,
L1023[15:50:02] <gigaherz> IEnergyReceiver = Class.forName("cofh.api.energy.IEnergyReceiver");
L1024[15:50:02] <tterrag> Not an option
L1025[15:50:09] <gigaherz> it's not finding this.
L1026[15:50:13] <tterrag> right
L1027[15:50:15] <Vastatio> When you are trying to open a GUI from an event, can you use the event's entityPlayer variable to call openGui()?
L1028[15:50:19] <tterrag> So the api is not present
L1029[15:50:21] <williewillus> yes
L1030[15:50:26] <tterrag> enderio provides that api
L1031[15:50:26] <Vastatio> i mean, using FMLNetworkHandler is about the same thing
L1032[15:50:32] <gigaherz> xcept it is
L1033[15:50:33] <gigaherz> EnderRift-1.0.jar\cofh\api\energy - ZIP archive, unpacked size 38,042 bytes
L1034[15:50:35] <williewillus> call it on the player
L1035[15:50:44] <Vastatio> i tried to call event.entityPlayer.openGui with EntityInteractEvent
L1036[15:50:46] <tterrag> oh
L1037[15:50:55] <sickan> Then register it with MinecraftForgeClient.registerItemRenderer
L1038[15:51:06] <Vastatio> i logged some messages to debug, and everything seems to be reaching
L1039[15:51:12] <tterrag> He's in 1.8 sickan
L1040[15:51:14] <tterrag> so...no
L1041[15:51:15] <Vastatio> I'm not getting any errors when I do right click the entity
L1042[15:51:15] <shadekiller666> ok, thanks
L1043[15:51:20] <Vastatio> and the GUI isn't opening
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L1045[15:51:48] <minecreatr> do I have to actually stitch the texture atlas sprite if I load it directly from a bufferedimage?
L1046[15:51:57] <tterrag> gigaherz where isn't it working? indev?
L1047[15:52:03] <tterrag> yes minecreatr
L1048[15:52:08] <tterrag> If you plan to use it from a block
L1049[15:52:09] <gigaherz> both
L1050[15:52:11] <tterrag> or item
L1051[15:52:13] <Vastatio> https://gist.github.com/anonymous/438fd95362e6b1fcdf47#file-eventhandler-java-L10
L1052[15:52:23] <gigaherz> tried dev, and tried a "release" build
L1053[15:52:30] <gigaherz> in proper forge using the mc launcher
L1054[15:52:30] <Vastatio> TThe only part that doesn't seem to be event executing is line 10
L1055[15:52:40] <Vastatio> even though line 8 does execute and print
L1056[15:52:55] <tterrag> check the log
L1057[15:52:57] <Pennyw95> If I want to render some lava inside my TESR is tessellator the way to go? The tank has only 1 bucket capacity so I don't need complex stuff
L1058[15:53:00] <tterrag> waila logs a failure
L1059[15:53:53] <ntzrmtthihu777> hehe....
L1060[15:54:00] <Vastatio> I'm not getting an eror
L1061[15:54:01] <Vastatio> when I right click
L1062[15:54:03] <tterrag> What about values less than a bucket penny?
L1063[15:54:04] <Vastatio> even though line 7 executes
L1064[15:54:08] <gigaherz> tterrag: not enough logging, though
L1065[15:54:09] <gigaherz> [22:53:43] [Client thread/WARN] [Waila]: [Thermal Expansion] Error while loading Energy hooks.java.lang.ClassNotFoundException: cofh.api.tileentity.IEnergyInfo
L1066[15:54:09] <tterrag> Also yes
L1067[15:54:21] <ntzrmtthihu777> are the logs clogging?
L1068[15:54:21] <Pennyw95> @tterrag how could such a thing happen
L1069[15:54:24] <gigaherz> oh wait
L1070[15:54:27] <gigaherz> hmm
L1071[15:54:36] <tterrag> penny look at FluidStack
L1072[15:54:42] <gigaherz> that's not the right line ;P
L1073[15:54:44] <Vastatio> no
L1074[15:54:46] <Pennyw95> Oh right TCon does it...
L1075[15:54:48] <tterrag> values are in millibuckets
L1076[15:54:53] <tterrag> All mods do it
L1077[15:54:56] <gigaherz> AGA
L1078[15:54:58] <gigaherz> AHA*
L1079[15:54:58] <tterrag> That's how fluids are stored
L1080[15:55:01] <gigaherz> I have the .enery api
L1081[15:55:03] <Vastatio> it does print all the right things when I right click EntityDodo or any entity
L1082[15:55:04] <Vastatio> but the GUI doesn't open
L1083[15:55:04] <gigaherz> but not the .tileentity
L1084[15:55:06] <Pennyw95> yeah I remember now
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L1086[15:55:08] <Vastatio> no clogging, no errors
L1087[15:55:17] <Vastatio> it's like the patch of code isn't there
L1088[15:55:30] <tterrag> IEnergyInfo isn't in the energy package? ??
L1089[15:55:34] <Pennyw95> anyway tanks usually get the texture of the current fluid and use tessellator to draw the level, right?
L1090[15:55:39] <tterrag> yes
L1091[15:55:41] <gigaherz> tterrag: not according to WAILA
L1092[15:55:46] <tterrag> why...
L1093[15:55:47] <Pennyw95> ok then
L1094[15:55:57] <gigaherz> nope
L1095[15:55:59] <tterrag> Why is he even using that interface
L1096[15:56:02] <gigaherz> no IEnergyInfo in energy
L1097[15:56:22] <tterrag> That's idiotic
L1098[15:56:33] <gigaherz> it's part of cofhlib
L1099[15:56:39] <gigaherz> https://github.com/CoFH/CoFHLib/blob/master/src/main/java/cofh/api/tileentity/IEnergyInfo.java
L1100[15:56:46] <tterrag> I know
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L1102[15:57:23] <Pennyw95> this tessellator looks quite complicated
L1103[15:57:33] <tterrag> It's not really
L1104[15:57:38] <tterrag> It's just cached GL calls
L1105[15:57:38] <sickan> it's a thin wrapper around OpenGL
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L1107[15:58:11] <killjoy> Ok, I found a way to fix my problem
L1108[15:58:12] <Pennyw95> Btw couldn't I use the tessellator to draw my ghost box?
L1109[15:58:29] <killjoy> I needed to translate before I pushed the matrix
L1110[15:58:42] <tterrag> yes penny
L1111[15:58:51] <tterrag> killjoy wat
L1112[15:58:55] <Pennyw95> eureka
L1113[15:59:03] <tterrag> Don't transform outside your own matrix
L1114[15:59:20] <killjoy> I was doing popMatrix, then pushMatrix to undo an earlier operation
L1115[15:59:24] <tterrag> penny I'm pretty sure mc already does that...
L1116[15:59:38] <killjoy> If I translate before I push, the transformation will apply later.
L1117[15:59:43] <Pennyw95> already does what? use tessellator to draw the models?
L1118[16:00:35] <Pennyw95> I get that, but my point is that since I can't get one thin box to render, I could remove the render method from my TESR and just draw it with the tessellator, no Tabula involved
L1119[16:00:45] <Pennyw95> wouldn't this be a solution?
L1120[16:01:00] <Pennyw95> just that lame box
L1121[16:01:05] <Vastatio> Do you think i need to use something else than event.entityPlayer
L1122[16:01:33] <Vastatio> even when I used the playerPositions as the variables to the openGui() call
L1123[16:01:33] <Vastatio> no dice
L1124[16:01:44] <gigaherz> tterrag: made an issue in WAILA's issue tracker, and included the missing class for now
L1125[16:01:48] <gigaherz> interface*
L1126[16:02:00] <tterrag> I could pr a fix
L1127[16:02:09] <tterrag> Prof has been missing for a while though
L1128[16:02:40] <gigaherz> I'll leave that up to you
L1129[16:02:47] <gigaherz> I'm ok with adding the pointless class ;P
L1130[16:04:43] <tterrag> Do NOT add partial packages
L1131[16:04:51] <gigaherz> :/
L1132[16:04:53] <tterrag> ship FULL PACKAGES ONLY
L1133[16:05:08] <tterrag> You'll break everything otherwise
L1134[16:05:12] <flappyy> tterrag: But partial packages mean fun
L1135[16:05:12] <gigaherz> hmm
L1136[16:05:13] <williewillus> whys that?
L1137[16:05:14] <gigaherz> I guess it makes sense
L1138[16:05:21] <flappyy> for other devs, that is
L1139[16:05:47] <flappyy> williewillus: see: Mekanism and Redstone Arsenal shipping a partial IC2 api in the past
L1140[16:06:09] <williewillus> what happened? dont remember
L1141[16:06:20] <tterrag> package-info defines a package as an api
L1142[16:06:20] <ntzrmtthihu777> s/rse//
L1143[16:06:28] <ntzrmtthihu777> dammit :/
L1144[16:06:36] <flappyy> williewillus: Badness
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L1146[16:06:41] <tterrag> Shipping partial packages means fml might see your partial package as the full api
L1147[16:06:47] <tterrag> So poof go classes
L1148[16:06:49] <flappyy> iirc, mek just plain old wouldn't launch
L1149[16:07:11] <shadekiller666> is there a way to check wether a method is being run on the client or the server without referencing Minecraft.getMinecraft() and without a world obj?
L1150[16:07:41] <gigaherz> ack.
L1151[16:07:42] <sickan> If it's in the proxy for the server or client
L1152[16:07:47] <williewillus> FMLCommonHandler.getEffectiveSide
L1153[16:07:52] <williewillus> or a proxy
L1154[16:07:57] <williewillus> the first uses threads
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L1156[16:08:13] <diesieben07> proxy and getEffectiveSide do different things
L1157[16:08:19] <sickan> shadekiller666 do you want to register the IItemRenderer for the client only?
L1158[16:08:24] <diesieben07> and getEffectiveSide is an ugly hack, if you need it you are doing something wrong.
L1159[16:08:35] <shadekiller666> sickan, is there a reason for the server to have one?
L1160[16:08:53] <williewillus> yeah I realized :p
L1161[16:09:05] <sickan> no, no rendering happening there
L1162[16:09:17] <gigaherz> okay my mod works standalone, AND with WAILA :)
L1163[16:09:25] <sickan> So put it in the init() (or something) method of your ClientProxy
L1164[16:09:25] <gigaherz> (outside dev)
L1165[16:09:54] <shadekiller666> i'm trying to register my ItemRenderer and i need to get an instance of my ItemBlock, which is a problem because i don't have a static instance of the particular block anywhere, because its the track block, which is dynamically registered
L1166[16:10:03] <gigaherz> I wish IDEA wouldn't change the debug/run selection when I click on a gradle task
L1167[16:10:04] <gigaherz> XD
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L1169[16:10:19] <sickan> Dynamically registered?
L1170[16:10:41] <sickan> Well, you could just register the ItemRenderer in like postInit, assuming the dynamic registration happens before postInit
L1171[16:10:56] <shadekiller666> sickan, there is a system in place to read data from a series of json files at launch, and the data in those describe different variations of the same block
L1172[16:11:20] <shadekiller666> so i have 1 BlockTrack class that gets registered multiple times depending on the data in those files
L1173[16:11:31] <shadekiller666> i'm wondering if i could get away with registering it once...
L1174[16:11:42] <Vastatio> is there anywhere else i should be calling openGui?
L1175[16:12:02] <sickan> Vastatio I heard guiless mods a la botania are all the rage nowadays
L1176[16:13:12] <sickan> you mean registering the ItemRenderer once?
L1177[16:13:12] <Pennyw95> would using the tessellator inside my TESR class inteferere with the rendering of the model?
L1178[16:13:52] <shadekiller666> sickan, i mean the block itself once
L1179[16:14:07] <sickan> Well if you have 16 or less variations you could use metadata to differentiate
L1180[16:14:15] <shadekiller666> instead of registering a new one for every different thing in the json file
L1181[16:14:28] <shadekiller666> well see, thats the problem
L1182[16:14:33] <sickan> Yeah I figured
L1183[16:14:49] <shadekiller666> this block will have way more than 16 different variations
L1184[16:14:56] <sickan> How does ResourcefulCrops do it?
L1185[16:15:02] <shadekiller666> idk
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L1188[16:15:10] <sickan> https://github.com/TehNut/ResourcefulCrops
L1189[16:15:37] <TehNut> oh no
L1190[16:15:40] <TehNut> why am i getting pinged
L1191[16:16:04] <sickan> Mistake, but now that you're here
L1192[16:16:17] <tterrag> Once again
L1193[16:16:26] <TehNut> I always feel like a ping in here means I'm going to get yelled at
L1194[16:16:26] <Pennyw95> should the tessellator be used inside renderTileEntityAt()?
L1195[16:16:26] <tterrag> There is no iitemrenderer in 1.8
L1196[16:17:12] <sickan> Haha, no, we'd like to ask you how you use only 2 block ids in ResourcefulCrops :)
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L1198[16:17:40] <TehNut> One is an Ore with 2 meta values
L1199[16:17:45] <TehNut> One is a tile entity
L1200[16:17:55] <shadekiller666> ok
L1201[16:18:12] <TehNut> Just stores NBT data to determine what crop it is
L1202[16:18:13] <shadekiller666> and the NBT in the TE is what diferentiates one crop from another?
L1203[16:18:18] <shadekiller666> ok
L1204[16:18:21] <shadekiller666> thats what i though
L1205[16:18:23] <shadekiller666> thought
L1206[16:18:25] <TehNut> Correct
L1207[16:18:33] <gigaherz> is there any way to assign MyMod.VERSION from the gradle build automatically?
L1208[16:18:36] <shadekiller666> hmmm
L1209[16:18:49] <sickan> Alright, what about the seeds?
L1210[16:18:54] <gigaherz> orthe other way around ;P
L1211[16:19:00] <TehNut> gigaherz: Check build.gradle in the repo right up there ^
L1212[16:19:03] <diesieben07> gigaherz, http://forgegradle.readthedocs.org/en/FG_1.2/reference/mcblock/#source-replacement
L1213[16:19:03] <tterrag> yes giga
L1214[16:19:04] <killjoy> Use minecraft.replace '@VERSION@': version
L1215[16:19:22] <TehNut> sickan: What about them?
L1216[16:19:44] <shadekiller666> TehNut, and the NBT gets set how?
L1217[16:20:05] <sickan> Ah, it's from the item damage of the ItemStack of the seeds
L1218[16:20:05] <shadekiller666> is it on whatever ItemBlock is used to plant them? then transferred to the TE?
L1219[16:20:08] <tterrag> The seed I'd expect
L1220[16:20:29] <sickan> Seed seed = SeedRegistry.getSeed(Utils.getItemDamage(stack));
L1221[16:20:39] <sickan> And then ((TileRCrop) world.getTileEntity(x, y + 1, z)).setSeedName(seed.getName());
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L1223[16:20:55] <sickan> Really nifty
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L1225[16:21:17] <sickan> Alright shadekiller666 I'm off, good luck with your mod
L1226[16:21:25] <shadekiller666> thx
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L1228[16:22:23] <shadekiller666> hmm
L1229[16:22:31] <gigaherz> :)
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L1231[16:23:05] <TehNut> ping if you need anything else
L1232[16:23:07] <shadekiller666> i guess since this block won't be placeable by hand, the gui thats used to place them can have complete control over setting the NBT
L1233[16:23:08] <TehNut> Doing things'n'stuff
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L1237[16:27:01] <Vastatio> so
L1238[16:27:18] <Vastatio> I don't think it's something wrong with the event
L1239[16:27:44] <Vastatio> Since, i can get all parts of it to print out text
L1240[16:27:52] <Vastatio> The gui is confirmed working, as it's the same GUI as a block.
L1241[16:27:55] <Vastatio> And that works perfectly
L1242[16:29:20] <Vastatio> the LogHelper.info()'s are printing
L1243[16:29:23] <Vastatio> so I have no idea what's wrong
L1244[16:30:56] <williewillus> in my guis in 1.8, if I render things with RenderItem.renderItemAndEffectIntoGUI, they appear darkened like this: https://i.gyazo.com/2cf608b0b24e7fcde09a805fbae82260.png anyone know what's wrong?
L1245[16:31:04] <williewillus> doesnt happen in 1.7
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L1247[16:32:54] <Pennyw95> is there a good tutorial for tessellator
L1248[16:33:02] <shadekiller666> damn it, why must the blockMaterial be final...
L1249[16:33:09] <ntzrmtthihu777> Pennyw95: DUNSWE
L1250[16:33:14] <ntzrmtthihu777> 012345
L1251[16:33:17] <ntzrmtthihu777> done.
L1252[16:33:49] <Pennyw95> eh
L1253[16:33:50] <Vastatio> Is there a good answer to why the GUI isn't opening when I right click the EntityDodo?
L1254[16:33:53] <Vastatio> https://gist.github.com/anonymous/438fd95362e6b1fcdf47#file-eventhandler-java-L10
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L1256[16:34:29] <Pennyw95> DUNSWE?
L1257[16:34:34] <diesieben07> Vastatio, why are you using an event?
L1258[16:34:38] <williewillus> down up north south east west
L1259[16:35:03] <Pennyw95> How is this related to the tessellator
L1260[16:35:03] <Vastatio> can I use something else?
L1261[16:35:07] <shadekiller666> TehNut, if you were to use your system for a block that could have different block materials, like Material.iron, Material.wood, etc. and the material depended on some of the data that would be stored in NBT, what would you do to register the block?
L1262[16:35:16] <Vastatio> I thought you could use an event to check if you entered an entity
L1263[16:35:24] <williewillus> if it's your own entity
L1264[16:35:27] <diesieben07> interact in your entity
L1265[16:35:29] <williewillus> just do it in that entity cxlass
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L1267[16:35:40] <shadekiller666> peny, whats your problem?
L1268[16:35:44] <diesieben07> and passing the entity position like that is useless
L1269[16:35:44] <Vastatio> public boolean interact(EntityPlayer player)?
L1270[16:35:48] <diesieben07> if anything pass the entityID
L1271[16:35:49] <diesieben07> yes
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L1273[16:35:51] <Vastatio> ok
L1274[16:36:10] <Vastatio> I should pass the player pos right
L1275[16:36:12] <TehNut> shadekiller666: This is for your rollercoaster mod right?
L1276[16:36:15] <diesieben07> no
L1277[16:36:18] <shadekiller666> yes TehNut
L1278[16:36:29] <diesieben07> if you don't use the values in your IGuiHandler, you don't need to pass anything
L1279[16:36:32] <shadekiller666> trying to figure out the best way to register tracks
L1280[16:36:34] <diesieben07> the values are not used by anyone BUT you.
L1281[16:36:55] <shadekiller666> i don't want 1 class per piece per style... that would get huge and repetative really fast
L1282[16:37:07] <Pennyw95> Nothing terrible but I have to learn something new...basically my TESR refuses to render a single box and so I thought I could use the tessellator to draw it inside my model. Only thing is I don't shit about the tessellator yet
L1283[16:37:09] <TehNut> AFAIK, you can't change the material. So I think you'd need to have 1 registered block per material
L1284[16:37:26] <shadekiller666> ok
L1285[16:37:29] <shadekiller666> thats not too bad
L1286[16:37:46] <Vastatio> but openGui() takes x,y,z right
L1287[16:37:47] <shadekiller666> as theres like 3 or 4 materials that tracks can be
L1288[16:37:51] <Vastatio> what do I pass as the x,y,z
L1289[16:37:57] <diesieben07> whatever you want
L1290[16:38:01] <Vastatio> Ok
L1291[16:38:01] <diesieben07> x, y, z are arbitrary names
L1292[16:38:05] <TehNut> Then use the NBT to determine what kind of rail it actually is
L1293[16:38:11] <williewillus> how do I tell the statemapper to ignore registering models for all variants of a block? eg technical blocks that don't need an inventory form
L1294[16:38:13] <shadekiller666> right
L1295[16:38:16] <diesieben07> you pass whatever you need in your IGuiHandler
L1296[16:38:59] <shadekiller666> tehnut, so would the unlocalized name just be like "track" or something, and then use tool tips to describe them
L1297[16:39:55] <gigaherz> meh
L1298[16:40:02] <TehNut> Could do it the same as how I do for the block
L1299[16:40:08] <gigaherz> uploaded to curseforge, but it needs to be approved ,p
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L1301[16:40:42] <gigaherz> anyone wanna try it? https://dl.dropboxusercontent.com/u/743491/Mods/EnderRift-0.1.jar
L1302[16:40:54] <Vastatio> same result. Doesn't open the GUI
L1303[16:41:01] <Vastatio> just prints the right thing
L1304[16:41:02] <gigaherz> as far as I can tell, it's fully functional, but I only tested it so much ;P
L1305[16:41:05] <Vastatio> isChested() is true, i checked
L1306[16:41:05] <Vastatio> https://gist.github.com/anonymous/1c9d25b0f75ce4b38f5d
L1307[16:41:06] <diesieben07> Vastatio, post code. including IGuiHandler
L1308[16:41:11] <TehNut> Wait, I don't do that for the block
L1309[16:41:12] <TehNut> heh
L1310[16:41:23] <TehNut> shadekiller666: Are they an obtainable item?
L1311[16:41:26] <diesieben07> and you are still passing the player position
L1312[16:41:27] <diesieben07> why?
L1313[16:41:53] <Vastatio> I thought i could pass anything inside x,y,z
L1314[16:41:55] <TehNut> Or do you mean for the Waila tooltip or something
L1315[16:42:00] <diesieben07> yes, you can
L1316[16:42:02] <Vastatio> do I need to pass the entity's x,y,z?
L1317[16:42:13] <diesieben07> but its pointless to pass anything besides 0, 0, 0 if you dont use it
L1318[16:42:19] <diesieben07> as i said: need to see your IGuiHandler
L1319[16:42:19] <Vastatio> ah ok
L1320[16:42:32] <shadekiller666> TehNut, uhhh not sure, track blocks will not be placeable by hand, but they do have a custom item block, 1. so that when developing we can place them by hand, and 2. incase we need an item representation for future features
L1321[16:42:46] <gigaherz> https://github.com/gigaherz/Ender-Rift/releases/tag/v0.1
L1322[16:42:53] <gigaherz> almost forgot to tag the repo :3
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L1325[16:43:01] <Vastatio> AH i see
L1326[16:43:07] <Vastatio> So, the reason it's not opening is because its searching for my block smithy
L1327[16:43:17] <shadekiller666> like some sort of crafting mechanic or to display in a gui or something
L1328[16:43:21] <Vastatio> if I want it to open with the entity, what do I check for instead of checking for the block at the coords?
L1329[16:43:24] <TehNut> Ah, then it'd probably be easiest to just do tooltips then
L1330[16:43:31] <shadekiller666> ok
L1331[16:43:55] <shadekiller666> so just use one name and have other ways of displaying that information
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L1333[16:45:00] <diesieben07> Vastatio, you pass the EntityID as x, y, or z and hten use that in the GUIhandler with world.getEntityById
L1334[16:45:33] <Vastatio> So, instead of world.getBlockState(new BlockPos(x, y, z)).getBlock() == GlobalAdditions.smithy
L1335[16:45:36] <Vastatio> I do
L1336[16:45:56] <Vastatio> world.getEntityById(x,y,z) == "dodo"?
L1337[16:45:57] <diesieben07> that check should not even be needed
L1338[16:46:01] <diesieben07> wat
L1339[16:46:14] <diesieben07> getEntityById takes *one* int and it certainly doesn't return a String
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L1341[16:46:41] <Vastatio> How do I know the int of my entity ID?
L1342[16:46:55] <Vastatio> i do EntityRegistry.findGlobalUniqueEntityId();
L1343[16:46:58] <Vastatio> in my Handler
L1344[16:47:00] <williewillus> no not that
L1345[16:47:01] <diesieben07> diesieben07 > "you pass the EntityID as x, y, or z"
L1346[16:47:10] <williewillus> not the registry id, the in-world entity id
L1347[16:47:17] <diesieben07> oh god yeds
L1348[16:47:24] <diesieben07> and NEVER EVER use global IDs
L1349[16:47:34] <Vastatio> ok
L1350[16:48:06] <diesieben07> the method to register your entities is registerModEntity, and *nothing* else.
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L1352[16:50:45] <gigaherz> hmmm
L1353[16:50:54] <gigaherz> the warning that said it needs moderation is gone
L1354[16:50:54] <gigaherz> http://minecraft.curseforge.com/mc-mods/233780-ender-rift
L1355[16:50:59] <gigaherz> can you ppl access this yet?
L1356[16:52:03] <Pennyw95> it is downloadabl
L1357[16:52:27] <Pennyw95> looks cool too
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L1366[17:08:31] <Pennyw95> how do I make a tessellator drawn face horizontal?
L1367[17:09:46] <Pennyw95> Also, it's only visible from the front...
L1368[17:10:38] <shadekiller666> uhh
L1369[17:11:38] <shadekiller666> well, your vertices should have 3 position values, x, y, z, so instead of drawing them on the x-y or z-y plane, draw them on the x-z plane, and leave the y value as the same for all of them
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L1371[17:12:30] <shadekiller666> and the face will only be visible from one side by default, theres a method in Tessellator that allows you to make it draw double sided but i might be wrong, i know theres a method that does that somewhere
L1372[17:13:16] <Pennyw95> Ok thanks, I'll mess with it a little more
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L1374[17:13:50] <Pennyw95> does gltranslatef work for the tessellator too?
L1375[17:14:10] <Ordinastie_> yes unless you're inside ISBRH
L1376[17:14:44] <Pennyw95> I'm using a TESR..perfect
L1377[17:15:18] <Ordinastie_> question is, should you be using a TESR
L1378[17:15:48] <Pennyw95> absolutely
L1379[17:15:57] <Ordinastie_> why?
L1380[17:16:26] <williewillus> so are any block changes in Item.onItemUse subject to block break events and place events?
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L1382[17:17:14] <Pennyw95> Long story short, my TESR refuses to render one single box and it's absence ruins the TE's appearance. So I'll tessellate it
L1383[17:17:36] <Pennyw95> I have no freaking idea why it refuses to render it
L1384[17:17:42] <Pennyw95> but this seems a solution so here I am
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L1386[17:17:58] <Ordinastie_> that doesn't answer why you would need a TESR
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L1388[17:18:13] <Pennyw95> Well it's a tileentity
L1389[17:18:15] <williewillus> Ordinastie_: it's a tank with a liquid. i think.
L1390[17:18:31] <Ordinastie_> still not a reason to use a TESR
L1391[17:18:40] <Ordinastie_> ONLY reason to use a TESR : animation
L1392[17:18:49] <Pennyw95> It renders a custom model
L1393[17:18:54] <Ordinastie_> still
L1394[17:19:01] <Pennyw95> I plan on rendering the fluid level
L1395[17:19:22] <williewillus> well how would you dynamically generate models of all the fluids/
L1396[17:19:23] <williewillus> ?
L1397[17:19:36] <Ordinastie_> are in 1.8 ?
L1398[17:19:36] <williewillus> and whenever the fluid level updates and you change the model it will send a chunk update = lag
L1399[17:19:41] <Pennyw95> get fluid texture and tessellate the level?
L1400[17:19:46] <Pennyw95> 1.7.10
L1401[17:20:00] <Ordinastie_> even then, just use the TESR for the fluid
L1402[17:20:06] <Ordinastie_> the tank should still be ISBRH
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L1404[17:20:22] <Pennyw95> Well it does many other things...it creates items based on input and stuff
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L1407[17:22:00] <Pennyw95> Well the main reason actually is that I've seen many open source mods use TESR for similar stuff and since I'm still learning I assumed they know better
L1408[17:22:11] <Ordinastie_> they don't :)
L1409[17:22:16] <Pennyw95> Even with stuff without animations, like thaumcraft's arcane alembic
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L1411[17:23:12] <Ordinastie_> 2 things to ask yourself : do you vertexes move ? do you need complex texture manipulation (like ender portal) ?
L1412[17:23:19] <Ordinastie_> if not, then ISBRH
L1413[17:23:35] <Pennyw95> the difference between TESR and ISBRH is that ISBRH updates every nearby update, correct?
L1414[17:23:57] <Ordinastie_> ISBRH are called each time the chunk is rerendered
L1415[17:24:12] <Ordinastie_> for a chunk update or manual call eventually
L1416[17:24:18] <Ordinastie_> TESR are called every frame
L1417[17:24:25] <Pennyw95> so if I fill it with a bucket it will be called
L1418[17:24:35] <Ordinastie_> yes
L1419[17:24:44] <Ordinastie_> if you want to, you can force update anyway
L1420[17:24:56] <Pennyw95> what my TE does is: draw proxy particles (but who cares) and hold a maximum of 1 bucket of only lava, that I plan to tessellate
L1421[17:25:09] <Pennyw95> and spit items based on fluid and other stuff inputs
L1422[17:25:14] <Pennyw95> does this mean no TESR is needed?
L1423[17:25:17] <Ordinastie_> nope
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L1426[17:26:52] <Pennyw95> oh
L1427[17:27:08] <Pennyw95> is it hard to switch to isbhr
L1428[17:27:08] <Pennyw95> I know they have render ids and stuff
L1429[17:27:08] <Pennyw95> I mean, how much copy and paste from my tesr code could I do?
L1430[17:27:28] <Ordinastie_> should be roughly the samer
L1431[17:27:37] <Ordinastie_> with gl calls obviously
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L1434[17:28:18] <Pennyw95> yeah the gltranslate and rotate is what I want to avoid redoing
L1435[17:28:37] <Ordinastie_> are you loading an obj ?
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L1437[17:29:10] <Pennyw95> No, a friend of mine made a .tbl model and gave me the exported .java
L1438[17:29:16] <Ordinastie_> ew
L1439[17:29:35] <Pennyw95> Well I can ask him to give me .tbl but what does this imply?
L1440[17:29:42] <Ordinastie_> yeah, not even sure how to use that in ISBRH actually
L1441[17:30:00] <Ordinastie_> you should use OBJ model
L1442[17:32:09] <Pennyw95> I'll see what I can do when I contact my friend then
L1443[17:32:27] <OrionOnline> For some reason my item renderer is not working .......
L1444[17:32:33] <Pennyw95> but for now, I've laid the quad horizontal and it disappears, do I have to change the UV?
L1445[17:33:20] <Pennyw95> @OrionOnline have you overridden booleans like shoulduseRenderHelper and HandlerRenderType?
L1446[17:33:27] <OrionOnline> Yeah
L1447[17:33:42] <Ordinastie_> is it called ?
L1448[17:33:47] <Pennyw95> is it not working for every perspective?
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L1450[17:33:58] <Pennyw95> yes, it shows up when I draw it vertically
L1451[17:34:08] <Pennyw95> laying it down makes it disappear
L1452[17:34:14] <Ordinastie_> I was asking Ordinastie_
L1453[17:34:17] <shadekiller666> penny, you might be drawing it upside down
L1454[17:34:19] <OrionOnline> Ordinastie_, yes it is
L1455[17:34:20] <Ordinastie_> OrionOnline, ><
L1456[17:34:28] <OrionOnline> It works fine for entity and in hand
L1457[17:34:33] <Pennyw95> sorry lol
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L1459[17:34:42] <shadekiller666> swap the positions of your addVertex calls
L1460[17:34:49] <OrionOnline> but in first person and in inventory it does not .....
L1461[17:34:57] <shadekiller666> so make the last one the first, then 3rd 2nd etc
L1462[17:35:31] <Pennyw95> you think I did it clockwise?
L1463[17:35:39] <OrionOnline> Funny thing if i call a ScaleF with 50F on all axis somethign apppears, which looks like flat version of the model
L1464[17:37:04] <Pennyw95> @shadekiller666 http://pastebin.com/4tnWBeB3
L1465[17:37:08] <OrionOnline> http://snag.gy/MpoFW.jpg, the in hand model in third person is fine, but in the inventory it looks weird
L1466[17:37:35] <Pennyw95> I'm afraid you just have to tinker with rotation and scale...
L1467[17:37:45] <Ordinastie_> Pennyw95, it's clockwise
L1468[17:37:52] <Ordinastie_> visible from under
L1469[17:37:57] <Pennyw95> assuming you already did the switch() statement in renderItem(), yes?
L1470[17:37:58] <Ordinastie_> swap 2 and 4
L1471[17:38:14] <OrionOnline> Pennyw95, are you talking to me?
L1472[17:38:24] <Pennyw95> yes
L1473[17:38:34] <Pennyw95> Oh, I see Ordinastie_
L1474[17:38:38] <Pennyw95> let me try this
L1475[17:39:29] <Pennyw95> perfect, it renders :)
L1476[17:39:37] <shadekiller666> it was rendering the whole time
L1477[17:39:42] <shadekiller666> just upside down
L1478[17:39:55] <Pennyw95> And since it does not render the opposite face..yeah
L1479[17:39:58] <Pennyw95> thanks
L1480[17:39:59] <shadekiller666> your vertical vertices are also clockwise but i guess thats desired
L1481[17:40:30] <Pennyw95> Doesn't matter, I don't want it to be vertical
L1482[17:40:40] <OrionOnline> Penny i already did, the one in the inventory is 50 times the size of the on in the hand and rotate around 45 degrees, yet the other one is only rotated to face the player and moved to fit better in the hand (as it is supposed to be)=
L1483[17:40:54] <Pennyw95> can you post a pastebin?
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L1485[17:41:33] <Pennyw95> Cause this stuff already made my eyes bleed a week ago so that's why I want you to solve it
L1486[17:42:01] <OrionOnline> penny you are right
L1487[17:42:15] <Pennyw95> About my quad...is renders horizontally as I wanted and I guess I can use translatef to move it where I want, does glscale work too?
L1488[17:42:30] <Pennyw95> about what Orion?
L1489[17:42:35] <OrionOnline> i rotated the model and the book becomes visible, yet i donnot understand why i have to scale it like 35 times
L1490[17:42:47] <OrionOnline> that i need to play with the scale and the rotation and stuff
L1491[17:43:33] <Pennyw95> yeah it's nonsensical
L1492[17:43:48] <OrionOnline> weird
L1493[17:43:48] <Pennyw95> I mean, just trial and error...hence it being that annoying
L1494[17:43:51] <OrionOnline> yeah
L1495[17:45:28] <OrionOnline> oke see ya guys
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L1497[17:46:55] <Vastatio> Ok, so I should register my mobs with a Global Entity ID?
L1498[17:46:58] <Vastatio> shouldn't
L1499[17:47:11] <diesieben07> no.
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L1501[17:47:19] <diesieben07> registerModEntity is enough.
L1502[17:47:52] <Vastatio> Ok. What do I pass as int id then?
L1503[17:48:07] <Vastatio> How do I apply this to all my mobs in the world
L1504[17:48:07] <Vastatio> of a certain entity only
L1505[17:48:19] <Vastatio> I also removed the block check
L1506[17:48:39] <Vastatio> But now, when I right click the dodo, the GUI opens then closes immediately
L1507[17:48:48] <Vastatio> the block is still working perfectly fine
L1508[17:49:04] <diesieben07> the ID is chosen by you
L1509[17:49:09] <diesieben07> start at 0 and increment
L1510[17:49:22] <diesieben07> show the Container
L1511[17:49:25] <Vastatio> ok
L1512[17:49:40] <diesieben07> and what do you mean by "apply this to all my mobs in the world"?
L1513[17:49:42] <diesieben07> apply what?
L1514[17:49:53] <Vastatio> https://gist.github.com/anonymous/dc6664ab595ed5bd1e11
L1515[17:50:23] <Vastatio> I want it so that all my EntityDodo entities in the world can be right clicked. When they are right clicked, I want them to open a GUI.
L1516[17:50:30] <diesieben07> well, this can never ever be true with an entity: https://gist.github.com/anonymous/dc6664ab595ed5bd1e11#file-containersmithy-java-L110
L1517[17:50:43] <diesieben07> you will need two versions of the container, one for Entities one for blocks
L1518[17:50:49] <Vastatio> ah ok
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L1520[17:51:01] <Vastatio> well, then ill just make another GUI/container
L1521[17:52:29] <Pennyw95> do you think tessellating a little fluid level using lava_still would look bad?
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L1523[17:55:13] <MattDahEpic> !gm EntityPlayerMP.markDirty
L1524[17:55:20] <MattDahEpic> dang
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L1543[18:34:32] <ntzrmtthihu777> Vastatio: Dodo? as in Taiquando-dos?
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L1545[18:38:25] <shadekiller666> is there a way in 1.7.10 to bind a texture to a model using the TextureAtlasSprite that you want to use rather than a resourcelocation?
L1546[18:39:06] <shadekiller666> i have a white texture thats generated the same way that the missing texture is generated and minecraft doesn't know how to find it
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L1548[18:39:22] <Ordinastie_> register it
L1549[18:39:26] <ntzrmtthihu777> why bother?
L1550[18:39:57] <shadekiller666> with what?
L1551[18:40:10] <tterrag> shadekiller666: the TextureMap, with TextureStitchEvent
L1552[18:40:15] <shadekiller666> i am
L1553[18:40:25] <tterrag> then just use the path you registered it with
L1554[18:40:26] <shadekiller666> and its not finding "minecraft:white"
L1555[18:40:58] <Ordinastie_> did you register in Post ?
L1556[18:41:08] <shadekiller666> in Pre
L1557[18:41:35] <tterrag> pre is before stitching....
L1558[18:41:43] <Ordinastie_> that's what he need
L1559[18:41:44] <tterrag> so it was restitched after you added it
L1560[18:41:44] <Ordinastie_> s
L1561[18:41:48] <tterrag> or
L1562[18:41:49] <tterrag> wait
L1563[18:42:02] <ntzrmtthihu777> goddammit, someone needs to just get a big ass list of what is done where XD
L1564[18:42:18] <Me4502> https://github.com/MinecraftForge/MinecraftForge/issues/2071
L1565[18:42:28] <tterrag> nah nvm
L1566[18:42:31] <shadekiller666> ntzr, everything in minecraft is done in at least 3 different classes
L1567[18:43:18] <tterrag> Ordinastie_: are you sure about that?
L1568[18:43:20] <tterrag> chisel uses .Post
L1569[18:43:23] <tterrag> and it works :P
L1570[18:43:36] <tterrag> I was always under the impression you should use post to stitch arbitrary textures
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L1572[18:43:56] <Ordinastie_> if you use post, the texture is already stiched
L1573[18:44:04] <shadekiller666> i'll try post
L1574[18:44:09] <tterrag> hmm no
L1575[18:44:10] <tterrag> nvm
L1576[18:44:24] <tterrag> chisel uses .Post to assign uvs to submaps
L1577[18:44:27] <tterrag> not stitch textures
L1578[18:44:38] <tterrag> shadekiller666: post code
L1579[18:45:31] <shadekiller666> k
L1580[18:46:40] <shadekiller666> https://gist.github.com/shadekiller666/5cc256aad1d6e61f18e1 initRenderers() in ClientProxy is called in the preInit() phase for the mod
L1581[18:47:29] <tterrag> log.toString() <- no
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L1583[18:47:46] <tterrag> minecraft:white would just need to be "white"
L1584[18:47:50] <tterrag> I believe
L1585[18:48:02] <tterrag> that's how it's done for "missingno"
L1586[18:48:18] <shadekiller666> log.toString()?
L1587[18:48:54] <tterrag> in your constructor
L1588[18:48:57] <tterrag> s/log/loc
L1589[18:49:01] <Ordinastie_> just use you own modid, why use MC ?
L1590[18:49:06] <tterrag> also ^ :P
L1591[18:49:51] <Ordinastie_> also, what tells you this doesn't work ?
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L1593[18:51:00] <shadekiller666> reload the link, i added the error message
L1594[18:51:24] <shadekiller666> that message is printed when i first place the block/ when i enter the world with the block placed
L1595[18:51:42] <Ordinastie_> you need to tell it it's custom loaded
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L1597[18:52:01] <shadekiller666> ok
L1598[18:52:15] <shadekiller666> hasCustomLoader in WhiteTexture returns true
L1599[18:52:23] <shadekiller666> is that not what it checks?
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L1601[18:52:53] <Ordinastie_> it should be
L1602[18:53:47] <Ordinastie_> debug it
L1603[18:55:11] <Ordinastie_> wait...
L1604[18:55:14] <Ordinastie_> at net.minecraft.client.renderer.texture.TextureManager.bindTexture(TextureManager.java:45) [TextureManager.class:?] -_-
L1605[18:55:32] <shadekiller666> ?
L1606[18:56:10] <Ordinastie_> you're trying to bind a resourcelocation
L1607[18:56:26] <shadekiller666> it wants a resource location...
L1608[18:56:55] <shadekiller666> and the hasCustomLoader() method in WhiteTexture gets passed a resource location of "minecraft:white"
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L1610[18:57:36] <shadekiller666> as does the load() method
L1611[18:57:54] <Ordinastie_> your texture is correctly stiched
L1612[18:58:00] <Ordinastie_> on the blocks texture map
L1613[18:58:12] <shadekiller666> ok
L1614[18:58:19] <shadekiller666> then why can't it find it
L1615[18:58:22] <Ordinastie_> and you binding something else
L1616[18:58:27] <Ordinastie_> not the blocks texture map
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L1618[19:00:59] <shadekiller666> the call to bindTexture() is returning a resource location of "minecraft:white"
L1619[19:01:05] <shadekiller666> so idk why it can't find it
L1620[19:01:20] <Ordinastie_> because there is no file for minecraft:white
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L1622[19:02:23] <shadekiller666> theres no file for minecraft:missingno either
L1623[19:02:27] <shadekiller666> but it finds that just fine
L1624[19:02:49] <Ordinastie_> pretty sure MC never tries to bind that
L1625[19:03:07] <Ordinastie_> all you have is an IIcon
L1626[19:03:15] <Ordinastie_> pointing to some place on the map
L1627[19:04:07] <shadekiller666> ok
L1628[19:04:23] <shadekiller666> so minecraft uses an IIcon to apply the missing texture?
L1629[19:04:33] <Ordinastie_> yes
L1630[19:04:49] <shadekiller666> thats problematic
L1631[19:04:58] <Ordinastie_> no it's not
L1632[19:05:00] <Ordinastie_> bind the map
L1633[19:05:21] <shadekiller666> what
L1634[19:05:33] <shadekiller666> bind to "textureMapBlocks"
L1635[19:05:36] <shadekiller666> or whatever
L1636[19:05:39] <shadekiller666> ?
L1637[19:05:44] <Ordinastie_> yes
L1638[19:05:53] <shadekiller666> ok
L1639[19:06:14] <Ordinastie_> actually, why are you using a TESR at all?
L1640[19:06:54] <shadekiller666> because i couldn't get an ISBRH to cooperate
L1641[19:07:26] <Ordinastie_> good to know you can handle rendering well enough to make a good obj loader...
L1642[19:07:41] <killjoy> I made the mistake of changing my configs without a converter.
L1643[19:07:44] <shadekiller666> ...
L1644[19:07:51] <killjoy> I got a complaint
L1645[19:07:52] <killjoy> 1
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L1647[19:08:21] <shadekiller666> making the obj loader didn't involve ISBRHs, because THEY DON'T EXIST IN 1.8
L1648[19:08:42] <shadekiller666> and the loader is designed to allow minecraft TO RENDER THE MODEL FOR YOU
L1649[19:09:31] <shadekiller666> which works in a completely different way in 1.8 than it does in 1.7.10 btw
L1650[19:10:01] <Ordinastie_> yup, but you obj loader OBJModel$Group.render(OBJModel.java:832) calls TextureManager.bindTexture(TextureManager.java:45)
L1651[19:10:12] <shadekiller666> in 1.7.10
L1652[19:10:15] <Ordinastie_> that won't work
L1653[19:10:18] <shadekiller666> because the system is different
L1654[19:10:22] <shadekiller666> ok
L1655[19:10:24] <Ordinastie_> well, it will only for TESR
L1656[19:10:29] <shadekiller666> so how should i make it work
L1657[19:10:43] <shadekiller666> if i was doing this in 1.8 i wouldn't need a TESR at all
L1658[19:10:54] <shadekiller666> i would just specify the block state and be done with it
L1659[19:11:10] *** Magik6k is now known as Magik6k|off
L1660[19:12:43] <tterrag> shadekiller666: 1.8 still has stitched textures
L1661[19:13:22] <shadekiller666> ordin, reload the gist i posted, i added the OBJModel code, render() is at the very bottom
L1662[19:13:24] <tterrag> mostly exactly the same
L1663[19:13:26] <shadekiller666> tterrag, i know
L1664[19:13:37] <Ordinastie_> shadekiller666, I do hope your loader handles manually stiched TextureAtlasSprites
L1665[19:14:20] <Ordinastie_> that parseModel() is awful :x
L1666[19:14:23] <Ordinastie_> split into methods
L1667[19:14:41] <shadekiller666> ordin, the 1.8 loader handles whatever image location is written in the .mtl or is specified in the "textures" block in the forge blockstate
L1668[19:14:59] <shadekiller666> exactly the same way that fry does things with b3d models
L1669[19:15:15] <shadekiller666> why would i do that?
L1670[19:15:31] <shadekiller666> its easier to access those fields if everything is in the same place
L1671[19:15:50] <Ordinastie_> -_-
L1672[19:16:17] <Ordinastie_> also: https://gist.github.com/shadekiller666/5cc256aad1d6e61f18e1#file-objmodel-java-L495-L500
L1673[19:17:46] <shadekiller666> oh the Face constructor, ya i need to take a look at that part again...
L1674[19:18:14] <shadekiller666> prob just initialize them to null
L1675[19:19:18] <Ordinastie_> here is what you can't do in ISBRH
L1676[19:19:19] <Ordinastie_> tessellator.startDrawingQuads();
L1677[19:19:24] <Ordinastie_> Minecraft.getMinecraft().getTextureManager().bindTexture(model.materialLibrary.getMaterial(face.getMaterialName()).getTexture().getTextureLocation());
L1678[19:19:24] <Ordinastie_> / Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
L1679[19:19:31] <Ordinastie_> oops gone to far
L1680[19:19:35] <shadekiller666> i know
L1681[19:19:39] <Ordinastie_> tessellator.draw();
L1682[19:20:03] <shadekiller666> i had those commented out in the ISBRH and nothing rendered
L1683[19:20:36] <Ordinastie_> did you forget to translate ?
L1684[19:21:18] <shadekiller666> well i couldn't GL translate
L1685[19:21:25] <Ordinastie_> nope
L1686[19:21:34] <Ordinastie_> good thing tessellator has one
L1687[19:22:01] <shadekiller666> if you don't translate where does it actually render?
L1688[19:22:33] <Ordinastie_> probably at 0,0,0
L1689[19:23:39] <shadekiller666> either way, you still have to bind a texture somehow don't you?
L1690[19:24:36] <Vastatio> my GUI isn't opening. Not sure if its something wrong with my TileEntity, GUI or container. Heres all the code for that, its named InventoryDodo.
L1691[19:24:37] <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/tree/master/src/main/java/com/arkcraft/mod/core/machine
L1692[19:24:48] <Vastatio> mu GUIHandler is here:
L1693[19:24:49] <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/blob/master/src/main/java/com/arkcraft/mod/core/handler/GuiHandler.java
L1694[19:24:52] <Vastatio> my*
L1695[19:24:57] <Ordinastie_> shadekiller666, on ISBRH,no you don't
L1696[19:25:02] <Ordinastie_> the blocks map is already bound
L1697[19:25:09] <shadekiller666> ok
L1698[19:25:23] <shadekiller666> how does it get the proper textures then
L1699[19:26:01] <tterrag> my god
L1700[19:26:14] <Ordinastie_> ever heard of icons ?
L1701[19:26:19] <tterrag> shadekiller666: the block map is bound...you already have a texture
L1702[19:26:42] <shadekiller666> how the hell am i supposed to use IIcons if the block itself doesn't know what its texture is
L1703[19:26:53] <tterrag> ...
L1704[19:27:02] <shadekiller666> they're defined in the .mtl
L1705[19:27:07] <shadekiller666> which is parsed by the obj loader
L1706[19:27:13] <tterrag> shadekiller666: open up IIcon in your IDE
L1707[19:27:13] <tterrag> tell me what methods it has
L1708[19:27:24] <tterrag> anything that defines an ACTUAL texture?
L1709[19:29:04] <shadekiller666> ok
L1710[19:29:26] <tterrag> the answer is no
L1711[19:29:28] <shadekiller666> so what would i DO with the IIcon
L1712[19:29:31] <tterrag> because an IIcon is not a texture
L1713[19:29:37] <tterrag> it defines UVs and dimensions
L1714[19:29:42] <tterrag> full stop
L1715[19:29:47] <shadekiller666> mhmm
L1716[19:30:03] <tterrag> so therefore you already HAVE the texture bound to use it, or else it's useless
L1717[19:30:24] <shadekiller666> so pass the IIcon data to addVertexWithUV?
L1718[19:31:17] <tterrag> yes, essentially
L1719[19:31:21] <tterrag> it is the UV data
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L1722[19:34:32] <shadekiller666> oh... now i see what its actually doing in 1.8...
L1723[19:34:50] <Ordinastie_> lol
L1724[19:35:25] <tterrag> ಠ_ಠ
L1725[19:35:30] <ntzrmtthihu777> make that double
L1726[19:36:16] <Meteor_Strike> Alright, I have no idea what I am doing wrong. I have a mod I am trying to get into eclipse. I made it at a workshop, and I can't seem to get it set up the way they had it. No matter how I try to set it up, Forge loads as if it does not exist. Could someone help me figure this out?
L1727[19:36:46] <shadekiller666> the obj loader returns a collection of ResourceLocations before the model is baked, which i assume are then stitched in, and then when getGeneralQuads() is called it grabs the atlas sprite for the resourcelocation, which have IIcons created internally
L1728[19:37:23] <tterrag> Meteor_Strike: what IDE
L1729[19:37:33] <shadekiller666> and excuse me ordin for not digging through the 15 classes that 1.8 uses to render things
L1730[19:37:35] <Zaggy1024> lol I like that the float health is stored in NBT as "healf"
L1731[19:37:41] <Zaggy1024> :D
L1732[19:37:45] <tterrag> shadekiller666: if you are making something that involved, that is your job
L1733[19:37:50] <tterrag> you should PROBABLY understand the systems you are using
L1734[19:37:51] <Meteor_Strike> tterrag I use Eclipse, as did the workshop.
L1735[19:38:01] <tterrag> Meteor_Strike: how are you running the mod (and what MC version are you using)
L1736[19:38:06] <Vastatio> my GUI isn't opening. Not sure if its something wrong with my TileEntity, GUI or container. Heres all the code for that, its named InventoryDodo.
L1737[19:38:06] <Vastatio> <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/tree/master/src/main/java/com/arkcraft/mod/core/machine
L1738[19:38:06] <Vastatio> <Vastatio> mu GUIHandler is here:
L1739[19:38:06] <Vastatio> <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/blob/master/src/main/java/com/arkcraft/mod/core/handler/GuiHandler.java
L1740[19:38:07] <Vastatio> <Vastatio> my*
L1741[19:38:23] <shadekiller666> and for writing the OBJ loader based on what fry was doing\
L1742[19:38:27] <Meteor_Strike> tterrag Not sure what you mean by how I'm running it, but it's 1.8.
L1743[19:39:09] <tterrag> Meteor_Strike: you said when you launch it it runs without the mod
L1744[19:39:12] <tterrag> how are you launching it now
L1745[19:40:03] <Meteor_Strike> tterrag I just hit the run button in eclipse. It launches, ignores my mod completely as if it does not exist, and starts with only the default 4.
L1746[19:40:08] <tterrag> ok
L1747[19:40:15] <tterrag> hit the little arrow next to the run button
L1748[19:40:16] <shadekiller666> also, does 1.8 make one TextureAtlasSprite per mod or something?
L1749[19:40:23] <tterrag> and press "run configurations..."
L1750[19:40:35] <tterrag> shadekiller666: no...
L1751[19:40:37] <ntzrmtthihu777> man fuck eclipse
L1752[19:41:15] <tterrag> all I want is to be able to say the word "eclipse" without the following "GRRR USE IDEA"
L1753[19:41:19] <tterrag> -.-
L1754[19:41:25] <Meteor_Strike> tterrag Ok, what next?
L1755[19:41:48] <tterrag> Meteor_Strike: under the classpath tab, click the "User Entries" then "Add Projects..." on the right
L1756[19:41:51] <tterrag> add your mod project to it
L1757[19:42:39] <Meteor_Strike> I did that... the first Client and first Server entries both need that, right?
L1758[19:43:11] <tterrag> yeah
L1759[19:43:22] <tterrag> if your mod's project is on there, it should work
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L1762[19:45:24] <Meteor_Strike> tterrag It has no effect, it would seem. Is my directory structure messed up? <name>/src/main/java has the client and common folders, and <name>/src/main/resources has the assets/lang and textures, as well as the mcmod.info
L1763[19:45:30] <tterrag> that's correct
L1764[19:45:36] <tterrag> could you post the FML log from startup?
L1765[19:45:42] <tterrag> and maybe screenshot your run config?
L1766[19:45:51] <Meteor_Strike> tterrag Sure. Pastebin work?
L1767[19:45:55] <tterrag> yes
L1768[19:46:10] <tterrag> if you are really stuck you could run `gradlew runClient` in your mod directory
L1769[19:46:15] <tterrag> that should definitely work
L1770[19:46:18] <tterrag> but it's a pain to use that :p
L1771[19:48:37] <Meteor_Strike> tterrag http://pastebin.com/nKzvGg1w
L1772[19:48:51] <ntzrmtthihu777> tterrag: the word `idea' didn't leave my mouth :P
L1773[19:49:04] <tterrag> ntzrmtthihu777: there's only two options so it didn't have to >.>
L1774[19:49:16] <ntzrmtthihu777> yeah, because netbeans it craptastic :P
L1775[19:49:34] <Meteor_Strike> Is there normally this much hate between IDEs? O.o
L1776[19:49:46] <tterrag> Meteor_Strike: see: vim vs emacs
L1777[19:50:27] <AbrarSyed> #eclipselunamasterrace (Im not liking mars...)
L1778[19:50:29] <tterrag> Meteor_Strike: I'm guessing examplemod is the forge one
L1779[19:50:35] <tterrag> why are you running forge from source?
L1780[19:50:56] <Meteor_Strike> tterrag Not sure what you mean, and yeah, examplemod is the forge one.
L1781[19:50:57] <tterrag> also, I need to head out, some one else can take over
L1782[19:51:02] * tterrag prods AbrarSyed
L1783[19:51:09] <tterrag> Meteor_Strike: do you have a "Minecraft" project?
L1784[19:51:13] <tterrag> because if you do, that's wrong
L1785[19:51:29] <Meteor_Strike> tterrag Yes... What did I do wrong? O.o
L1786[19:51:41] <tterrag> you just set it up weird...
L1787[19:51:44] ⇦ Quits: Hea3veN (~Hea3veN@181.165.169.102) (Quit: leaving)
L1788[19:51:45] <tterrag> remove that project
L1789[19:51:48] <AbrarSyed> alright... so.. start from the beginning.. what exactly did you do to get this point
L1790[19:51:54] <tterrag> anyways yeah gtg
L1791[19:51:56] <tterrag> abrar can help you
L1792[19:52:00] * AbrarSyed kicks tterag out
L1793[19:52:00] *** tterrag is now known as tterrag|away
L1794[19:52:02] <Meteor_Strike> Ok!
L1795[19:52:03] <AbrarSyed> :P
L1796[19:53:14] <AbrarSyed> well?? explain yourself, what exactly did you do to get where you are?
L1797[19:53:20] <Meteor_Strike> So, I followed the instructions here: aidancbrady.com/mekanism/intro-to-modding, with the exception of eclipse step 5, as I could not find the Remove from Build Path bit.
L1798[19:53:23] <AbrarSyed> and are you willing to clear everything out, and start from the beginning.
L1799[19:53:28] <Meteor_Strike> I could.
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L1801[19:54:04] <AbrarSyed> hmm, aidans tut seems reasonable..
L1802[19:54:08] <AbrarSyed> using idea? or eclipse?
L1803[19:54:19] <Meteor_Strike> Eclipse. Because it's the one I have used before.
L1804[19:54:27] <Meteor_Strike> Haven't tried Idea.
L1805[19:54:47] <AbrarSyed> ok
L1806[19:54:52] <AbrarSyed> so you ran the swetup right?
L1807[19:55:09] <Meteor_Strike> The setupDecompWorkspace bit?
L1808[19:55:22] <Meteor_Strike> I did, but not the refresh dependancies part.
L1809[19:55:30] <AbrarSyed> hmm
L1810[19:55:37] * AbrarSyed makes a note to yell at aidan for a bad tutorial
L1811[19:55:42] <Meteor_Strike> XD
L1812[19:55:50] <AbrarSyed> right.. well..
L1813[19:56:02] <AbrarSyed> I assume you openned eclipse, pointed the workspace to the provided eclipse folder?
L1814[19:56:07] <Meteor_Strike> Yup.
L1815[19:56:10] <shadekiller666> speaking of Gradle how is FG 2.0 going?
L1816[19:56:23] <AbrarSyed> there was already an MC project right? you deleted that? or is it still there?
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L1818[19:56:46] <Meteor_Strike> The project labeled Minecraft? It was there initially, and is still there...
L1819[19:58:19] <Meteor_Strike> It was there at the workshop I went to as well. Which, incidentally, Aidan ran. Too bad I didn't do this earlier; I coulda yelled at him for you! :P
L1820[19:58:42] <tterrag|away> everyone does it their own way
L1821[19:58:51] <tterrag|away> I for instance don't bother with the Eclipse folder
L1822[19:58:54] <tterrag|away> Never have
L1823[19:59:05] <tterrag|away> It's not needed...just use the generated .project
L1824[19:59:24] <shadekiller666> or if you use idea, just import the build.gradle
L1825[19:59:43] <AbrarSyed> Meteor_Strike, yeah.. just use that..
L1826[19:59:49] <shadekiller666> though the eclipse folder is where the run directory is stored
L1827[20:00:04] <AbrarSyed> replace the example mod withyour own mod files.. thats all that needed..
L1828[20:00:13] <Meteor_Strike> Oh.
L1829[20:00:14] <AbrarSyed> none of this second [project garbage
L1830[20:00:18] <Meteor_Strike> ...
L1831[20:00:23] <AbrarSyed> hence me yelling at aidan
L1832[20:00:29] <Meteor_Strike> Brb, gonna shoot mahself.
L1833[20:00:39] <shadekiller666> no, shoot aidan
L1834[20:00:47] <shadekiller666> :P
L1835[20:00:50] <Meteor_Strike> You would think, after years of modding most games I play, I would have thought of that, though. :P
L1836[20:01:18] <tterrag|away> AbrarSyed: why point people at the Eclipse tjen
L1837[20:01:29] <AbrarSyed> hm?
L1838[20:01:41] <AbrarSyed> oh.. thats ebcause lex insist we need to keep it there...
L1839[20:01:47] <tterrag|away> Why not just tell them to use the .project
L1840[20:01:51] <AbrarSyed> even though Fg2 now generates the launch configs for you..
L1841[20:01:55] <tterrag|away> There doesn't mean they should use it
L1842[20:01:59] <AbrarSyed> becuae run configs
L1843[20:02:03] <tterrag|away> bah
L1844[20:02:08] <tterrag|away> GradleStart
L1845[20:02:13] <tterrag|away> set it and forget it
L1846[20:02:22] <shadekiller666> and the /mods folder and such
L1847[20:02:26] <AbrarSyed> yeah they have to know to make a run config with the gradle start.. which most people dont
L1848[20:02:27] <tterrag|away> er wut
L1849[20:02:37] <tterrag|away> So tell them how
L1850[20:02:51] <tterrag|away> If they can't figure it out...they shouldn't be here
L1851[20:02:54] <AbrarSyed> not everyone comes and asks on IRC.. som people just give up.
L1852[20:03:11] * AbrarSyed needs to go write some docs
L1853[20:03:27] <tterrag|away> ^
L1854[20:03:30] <tterrag|away> ;)
L1855[20:05:37] <AbrarSyed> I dont have time though..
L1856[20:05:38] <AbrarSyed> im busy
L1857[20:05:46] * AbrarSyed needs to learn shadow clone jutsu
L1858[20:05:58] <Unh0ly_Tigg> I remember a discussion in here within the past week or 2, about java generics, and why it's Map<K,V>.containsKey(Object) and not Map<K,V>.containsKey(K), does anyone remember roughly what was said about that?
L1859[20:06:19] <Ordinastie_> backward compatibility I think
L1860[20:07:03] <shadekiller666> it also doesn't raise an error if you try to pass something that isn't K
L1861[20:07:28] <shadekiller666> which is important if the map you're checking doesn't explicitly define K and V
L1862[20:07:46] <Unh0ly_Tigg> hmm, ok.
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L1866[20:14:49] <tterrag|away> Unh0ly_Tigg there's just no reason for it to
L1867[20:14:59] <tterrag|away> I would do nothing but be an annoyance
L1868[20:18:15] <williewillus> http://stackoverflow.com/questions/857420/what-are-the-reasons-why-map-getobject-key-is-not-fully-generic first answer
L1869[20:18:49] <williewillus> tldr early decisions in java's design process have forced us to keep supporting them now
L1870[20:21:30] <shadekiller666> the java framework was designed not to restrict types, why would they change it
L1871[20:22:00] <shadekiller666> and at this point, changing it would most likely break 99% of programs written in java
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L1873[20:22:07] <williewillus> im reading and some sources say they tried to generify but decided not to
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L1885[20:50:23] <Vastatio> sing)
L1886[20:50:23] <Vastatio> <Vastatio> my GUI isn't opening. Not sure if its something wrong with my TileEntity, GUI or container. Heres all the code for that, its named InventoryDodo.
L1887[20:50:23] <Vastatio> <Vastatio> <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/tree/master/src/main/java/com/arkcraft/mod/core/machine
L1888[20:50:23] <Vastatio> <Vastatio> <Vastatio> mu GUIHandler is here:
L1889[20:50:24] <Vastatio> <Vastatio> <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/blob/master/src/main/java/com/arkcraft/mod/core/handler/GuiHandler.java
L1890[20:50:27] <Vastatio> <Vastatio> <Vastatio> my*
L1891[20:51:17] <shadekiller666> the more you quote yourself the harder that is to read btw
L1892[20:51:58] <shadekiller666> which gui is the problem
L1893[20:54:41] <shadekiller666> for one thing, in your getServerGuiElement blocks, you don't need the "return ID == GlobalAdditions..." as you're already triggering the if statement
L1894[20:54:58] <shadekiller666> so theres no point in checking it again
L1895[20:55:09] <shadekiller666> same for getClientGuiElement
L1896[20:58:31] <Vastatio> ok
L1897[20:58:34] <Vastatio> So, i shouldn't be rechecking something I already check in the if statement
L1898[20:58:36] <Vastatio> lol
L1899[20:58:40] <Vastatio> mistakes were made
L1900[20:58:44] <Vastatio> But is that the problem?
L1901[20:58:49] <Vastatio> does it not open because of that?
L1902[20:58:53] <shadekiller666> well, there isn't really any reason to check it twice
L1903[20:59:00] <shadekiller666> i'm not saying thats the issue
L1904[21:00:45] <Vastatio> ah ok
L1905[21:00:55] <shadekiller666> ahhh
L1906[21:01:10] <Ordinastie_> you need to call player.openGui on the server only
L1907[21:01:10] <Vastatio> refreshing!
L1908[21:01:13] <Vastatio> ok
L1909[21:01:28] <Vastatio> How do i do that
L1910[21:01:29] <shadekiller666> first of all, your dodo gui doesn't have an ide
L1911[21:01:32] <shadekiller666> id*
L1912[21:01:35] <shadekiller666> second
L1913[21:01:47] <Vastatio> it does?
L1914[21:01:52] <Vastatio> refresh
L1915[21:01:55] <Vastatio> i just added the if statement
L1916[21:01:58] <Vastatio> to a commit
L1917[21:02:13] <shadekiller666> in your interact() method in EntityDodo, you're passing the location of the player not of the dodo, also
L1918[21:02:31] <shadekiller666> why do you have a TileEntity for your Entity's inventory?
L1919[21:02:56] <Vastatio> Do you not need a tile entity for a chest?
L1920[21:03:03] <shadekiller666> ?
L1921[21:03:06] <shadekiller666> wtf
L1922[21:03:37] <shadekiller666> so you have an Entity that extends a chicken... that you want to open a gui for
L1923[21:03:46] <shadekiller666> where in this is the chest of which you speak
L1924[21:03:54] <Vastatio> i want to open a gui
L1925[21:03:58] <shadekiller666> mhmm
L1926[21:04:00] <Vastatio> TileEntityInventoryDodo
L1927[21:04:04] <shadekiller666> ...
L1928[21:04:05] <Vastatio> when you right click the Dodo.,
L1929[21:04:11] <shadekiller666> TileEntities are for blocks
L1930[21:04:27] <shadekiller666> not for Entities
L1931[21:04:40] <shadekiller666> look at the Villager code
L1932[21:04:44] <Vastatio> ok
L1933[21:05:17] <shadekiller666> you can completely get rid of the TileEntity
L1934[21:05:28] <Vastatio> ok
L1935[21:05:32] <shadekiller666> store the container in the Entity, in NBT
L1936[21:06:00] <Vastatio> So, i use IInventory
L1937[21:06:06] <Vastatio> and extend ContainerInventoryDodo
L1938[21:06:32] <shadekiller666> what?
L1939[21:06:49] <Vastatio> You said that I need to store a container inside the entity
L1940[21:09:19] <shadekiller666> ...
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L1942[21:09:44] <shadekiller666> make EntityDodo extend EntityChicken, like it is
L1943[21:09:49] <MattDahEpic> !gm Block.onUpdate 1.7.10
L1944[21:09:55] <shadekiller666> and then make it implement IInvBasic
L1945[21:10:04] <Vastatio> ok
L1946[21:10:10] <shadekiller666> or whatever the 1.8 alternative is
L1947[21:10:15] <shadekiller666> look at EntityHorse
L1948[21:11:57] <Vastatio> what does openGUI(player) do?
L1949[21:12:01] <Vastatio> its blank
L1950[21:12:28] <Vastatio> well, displayGUIHorse
L1951[21:12:52] <shadekiller666> it calls up the horse gui
L1952[21:13:12] <Vastatio> in the AnimalChest?
L1953[21:13:22] <Vastatio> how does it call the GUI when the method is blank
L1954[21:13:46] <Vastatio> and the AnimalChest doesn't refer to a Gui
L1955[21:13:50] <shadekiller666> vanilla guis open by telling the player to open them
L1956[21:14:10] <shadekiller666> AnimalChest is whats storing the items for when a mule has a chest on it
L1957[21:14:26] <Vastatio> so if I want the Dodo to store items
L1958[21:14:31] <Vastatio> I have to create an animal chest variable?
L1959[21:14:56] <Vastatio> Do I still refer to the GUI like I do now?
L1960[21:14:57] <shadekiller666> i would assume so yes
L1961[21:14:59] <shadekiller666> uhh
L1962[21:15:02] <Vastatio> by doing a call to player.openGui()
L1963[21:15:04] <shadekiller666> hmm
L1964[21:15:06] <Vastatio> in interact
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L1966[21:15:44] <shadekiller666> !gm func_110134_a 1.7.10
L1967[21:16:00] <shadekiller666> well that wasn't helpful at all
L1968[21:16:39] <Vastatio> If i refer to AnimalChest
L1969[21:16:47] <Vastatio> will it remember the items
L1970[21:16:58] <Vastatio> does AnimalChest just remember the items
L1971[21:17:00] <shadekiller666> uhh
L1972[21:17:11] <Vastatio> because the GUI refers to my container right
L1973[21:17:20] <Vastatio> and I get the slots in ther
L1974[21:17:22] <Vastatio> there*
L1975[21:17:42] <shadekiller666> it will remember them as long as the game is running
L1976[21:17:52] <Vastatio> how about if the player
L1977[21:17:53] <shadekiller666> you might have to save them to NBT
L1978[21:17:55] <Vastatio> closes his client
L1979[21:18:02] <Vastatio> I save NBT in the container?
L1980[21:18:08] <shadekiller666> uhh
L1981[21:18:09] <Vastatio> then why would I need AnimalChest?
L1982[21:18:16] <shadekiller666> you would save it on EntityDod
L1983[21:18:19] <shadekiller666> EntityDodo
L1984[21:18:27] <Vastatio> ah
L1985[21:18:37] <shadekiller666> because AnimalChest extends Inventory
L1986[21:18:43] <shadekiller666> InventoryBasic
L1987[21:18:53] <shadekiller666> which is needed for inventories
L1988[21:19:13] <Vastatio> so.. I DO need to create an AnimalChest variable?
L1989[21:19:15] <Vastatio> how would I use it?
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L1991[21:20:24] <Vastatio> and I still need to register the slots of the chest inside the dodo right
L1992[21:20:29] <Vastatio> in the container class?
L1993[21:20:45] <shadekiller666> yes, thats how the server knows what to display in the gui
L1994[21:20:58] <shadekiller666> well, knows what the client is displaying in the gui
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L1996[21:22:22] <Mraof> https://41.media.tumblr.com/2f4850fbc32d5339e5f30c8d62d99acd/tumblr_nsqr44B0Vq1sdimoho1_1280.jpg
L1997[21:22:25] <Mraof> Hello
L1998[21:22:42] <Vastatio> so, to recap
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L2000[21:22:51] <Vastatio> I extend IInvBasic in my EntityDodo.
L2001[21:23:00] <shadekiller666> implement*
L2002[21:23:07] <Vastatio> I create a AnimalChest variable
L2003[21:23:10] <Vastatio> yes, implement
L2004[21:23:19] <Vastatio> I then do player.openGui()?
L2005[21:23:23] <Vastatio> how would I use the AnimalChest?
L2006[21:23:55] <shadekiller666> and idk exactly how AnimalChest interacts with Containers, i would assume you'd just add its slots to your gui and container
L2007[21:24:35] <shadekiller666> and whatver the player does to the slots in that gui, you then save to the Entity's NBT or read from NBT on load
L2008[21:24:36] <Vastatio> weird how in EntityHorse
L2009[21:24:43] <Vastatio> when it calls the displayGUI
L2010[21:24:45] <Vastatio> from the player
L2011[21:24:45] <Vastatio> playerEntity.displayGUIHorse(this, this.horseChest);
L2012[21:24:50] <Vastatio> the above method
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L2014[21:24:52] <Vastatio> is blank
L2015[21:25:01] <Vastatio> and isn't from it's super
L2016[21:25:05] <shadekiller666> ya
L2017[21:25:07] <shadekiller666> i know
L2018[21:25:08] <Vastatio> how does it open the Gui texture?
L2019[21:25:13] <Vastatio> how does it implement the container slots?
L2020[21:25:16] <shadekiller666> vanilla is weird about its guis
L2021[21:25:32] <shadekiller666> theres a forge hook somewhere that grabs that call and opens the gui
L2022[21:25:50] <Vastatio> ah
L2023[21:26:14] <shadekiller666> but i would imagine it works the same way as does opening a container for a chest would, except its not a block
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L2025[21:26:39] <shadekiller666> look at the EntityHorse NBT methods for saving and loading the AnimalChest contents
L2026[21:26:41] <Vastatio> how do I use onInventoryChanged?
L2027[21:27:17] <Vastatio> ok
L2028[21:27:20] <Vastatio> seems like
L2029[21:27:24] <Vastatio> it does it normally
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L2032[21:27:31] <Vastatio> by checking if the horse is chested
L2033[21:27:44] <Vastatio> then setting an id to a slot
L2034[21:27:50] <ntzrmtthihu777> checking... for horse boobs? o.0
L2035[21:27:55] <Vastatio> and sets items to a tag list
L2036[21:28:06] <shadekiller666> lol ntz
L2037[21:28:10] <Vastatio> pls
L2038[21:28:21] <Vastatio> lol
L2039[21:28:30] <Vastatio> if(this.horseChest.getStackInSlot(1) != null)
L2040[21:28:42] <Vastatio> ( ͡° ͜ʖ ͡°),
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L2043[21:28:49] <shadekiller666> vast, after the call to check for a chest it seems like your standard container procedure
L2044[21:29:01] <shadekiller666> slot 1 is the slot that takes a chest
L2045[21:29:04] <shadekiller666> for pack mules
L2046[21:29:05] <Vastatio> ok
L2047[21:29:26] <shadekiller666> if that statement returns true, it adds 27 more slots to AnimalChest
L2048[21:32:16] <Vastatio> how do i set the size of the inventory for AnimalChest?
L2049[21:32:22] <Vastatio> I want only 9 slots
L2050[21:32:38] <shadekiller666> so only add 9 slots
L2051[21:33:06] <shadekiller666> its an InventoryBasic, so you interact with it the same way you do a chest
L2052[21:33:17] <minecreatr> is there any way to provide light in a location without having a block there?
L2053[21:34:15] <Vastatio> so
L2054[21:34:26] <Vastatio> only add 9 slots to the container?
L2055[21:35:43] <shadekiller666> ya
L2056[21:35:54] <shadekiller666> plus the player's inventory slots if you want those in the gui
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L2058[21:37:40] <minecreatr> is it possible to provide a light source without having a physical block in the location?
L2059[21:37:46] <Vastatio> the gui
L2060[21:37:50] <Vastatio> still isn't opening
L2061[21:37:55] <shadekiller666> no idea minecreatr
L2062[21:37:58] <Vastatio> o wait
L2063[21:37:59] <Vastatio> nvm
L2064[21:37:59] <Vastatio> nvm
L2065[21:38:12] <Vastatio> forgot to register in GuiHandler
L2066[21:38:15] <Vastatio> lemme check once more
L2067[21:38:36] <williewillus> minecreatr: not easily, no
L2068[21:38:44] <williewillus> you need a fake air block
L2069[21:38:53] <williewillus> or you could use something like the dynamic lights api to do it clientside
L2070[21:38:56] <williewillus> but then it would be fake light
L2071[21:39:03] <minecreatr> is that the only way? I dont want to interfere with the block system
L2072[21:39:18] <MattDahEpic> anyone have a basic tutorial on how to play vanilla particles at a location in a World?
L2073[21:39:23] <williewillus> without deep/potentially breaking hackery, no
L2074[21:39:30] <williewillus> MattDahEpic: world.spawnParticle? :p
L2075[21:39:54] ⇨ Joins: Wastl2 (~Wastl2@f052207197.adsl.alicedsl.de)
L2076[21:40:07] <shadekiller666> oh did you guys hear? dinnerbone said that particles in 1.9 are no longer Entities
L2077[21:40:10] <MattDahEpic> !gm World.spawnParticle 1.7.10
L2078[21:40:31] <williewillus> yes, but that's about it. they're still objects :p
L2079[21:40:34] <shadekiller666> matt, look at RedstoneOre, do what it does
L2080[21:40:47] <williewillus> !gm func_147487_a 1.7.10
L2081[21:40:55] <shadekiller666> yes but they don't carry the lag that comes with entities
L2082[21:40:59] <williewillus> MattDahEpic: if you need them serverside use func_147487_a
L2083[21:41:02] <Vastatio> ok, my NBT is glitching basically
L2084[21:41:04] <williewillus> in worldserver
L2085[21:41:09] <Vastatio> I have to correct that
L2086[21:41:10] <williewillus> it didnt get a mcp name in 1.7
L2087[21:41:19] <Vastatio> but it seems I still haven't used AnimalChest
L2088[21:41:37] ⇦ Quits: SirWill (~SirWill@ipb21b3f02.dynamic.kabel-deutschland.de) (Quit: SirWill)
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L2090[21:41:55] <Vastatio> wait
L2091[21:41:58] <Vastatio> in my NBT i use it
L2092[21:42:06] <Vastatio> but how do I set the size of the AnimalChest
L2093[21:42:08] <Vastatio> because
L2094[21:42:22] <williewillus> shadekiller666: I decompiled 15w32c and the particle classes literally looked the exact same
L2095[21:42:23] <Vastatio> if (j >= 2 && j < this.invDodo.getSizeInventory()) {
L2096[21:42:26] <williewillus> except for "extends Entity"
L2097[21:42:35] <shadekiller666> ok
L2098[21:42:46] <williewillus> that doesn't seem like it saved that much overhead :p
L2099[21:42:49] <shadekiller666> well they kind of need to be objects
L2100[21:43:21] <williewillus> they could do things like have 4 primitive arrays :p
L2101[21:43:31] <williewillus> but that's not really java-y
L2102[21:43:46] <williewillus> nonetheless my point was they probably didnt save performance as much as dinnerbone claims they did
L2103[21:44:01] <shadekiller666> do they ever?
L2104[21:44:06] <MattDahEpic> williewillus, the framerate gains with large amounts of particles are huge
L2105[21:44:55] <williewillus> huh
L2106[21:44:59] <shadekiller666> vastatio, the last parameter of the AnimalChest constructor is an int that is used to set the number of slots
L2107[21:44:59] <williewillus> just as bad for me
L2108[21:45:08] <williewillus> all the 1.9 snaps so far run like shit
L2109[21:45:12] <williewillus> compared to 1.8
L2110[21:45:17] <shadekiller666> so when you instantiate the instance, pass in 9
L2111[21:46:09] <Vastatio> wait, shadekiller666: can't I just extend ContainerInventoryDodo
L2112[21:46:15] <Vastatio> well, implement IInventory
L2113[21:46:19] <Vastatio> to ContainerInventoryDodo
L2114[21:46:39] <Vastatio> because I can write NBT in ContainerInventoryDodo right?
L2115[21:46:49] <shadekiller666> uhhh idk
L2116[21:52:03] <Vastatio> because I think the thing that is bugging out
L2117[21:52:11] <Vastatio> is I don't have decrStackSize()
L2118[21:52:12] ⇨ Joins: The_Stick (webchat@cpe-67-253-200-78.rochester.res.rr.com)
L2119[21:52:16] <Vastatio> I really want to see the container of the horse
L2120[21:52:21] <shadekiller666> ?
L2121[21:52:27] <Vastatio> the GUIContainer
L2122[21:52:30] <Vastatio> for EntityHorse
L2123[21:52:42] <shadekiller666> AnimalChest is an extension of InventoryBasic
L2124[21:52:54] <shadekiller666> it has whatever methods InventoryBasic has
L2125[21:53:12] <Vastatio> o
L2126[21:53:25] <Vastatio> should I just extend my container from InventoryBasic then?
L2127[21:54:10] <shadekiller666> look at ContainerHorseInventory
L2128[21:54:21] <shadekiller666> thats the server-side of the horse gui
L2129[21:54:27] <Vastatio> ah ty
L2130[21:54:35] <Vastatio> where is the Client side of the horse gui
L2131[21:56:25] *** TehNut|Gone is now known as TehNut
L2132[21:56:33] <shadekiller666> GuiScreenHorseInventory
L2133[21:58:16] <shadekiller666> why don't Mooshrooms take mushrooms to breed?
L2134[21:59:22] <williewillus> because they're cows :p
L2135[21:59:25] <williewillus> and because Notch
L2136[21:59:40] <shadekiller666> but they're mushroom cows
L2137[21:59:43] <shadekiller666> it makes sense
L2138[22:00:25] ⇨ Joins: TheStick (~The_Stick@cpe-67-253-200-78.rochester.res.rr.com)
L2139[22:01:04] <TheStick> Hi, quick question. Is this a decent place to ask for assistance with a crash relating to a modpack over 300 mods wide?
L2140[22:01:19] <shadekiller666> whats the crash
L2141[22:01:36] <shadekiller666> by that i mean post your crash log
L2142[22:01:47] <TheStick> One tick as I gen a PAsteBin.
L2143[22:02:04] <shadekiller666> its already been longer than one tick
L2144[22:02:11] <TheStick> http://pastebin.com/NqJiA1eJ
L2145[22:02:38] ⇦ Quits: The_Stick (webchat@cpe-67-253-200-78.rochester.res.rr.com) (Ping timeout: 204 seconds)
L2146[22:02:48] <TheStick> *sigh* Stupid web clients.
L2147[22:02:53] <TheStick> So anyway.
L2148[22:02:54] <Vastatio> does vanilla minecraft have a GuiHandler?
L2149[22:03:00] <shadekiller666> TTFTCuts, your ATGChunkProvider is broken!
L2150[22:03:05] <Vastatio> I wonder how it registers with an Entity
L2151[22:03:09] <TTFTCUTS> :o
L2152[22:03:19] <Vastatio> since the container needs an IInventory a player and a Entity
L2153[22:03:25] <TTFTCUTS> possibly
L2154[22:03:33] <shadekiller666> vastatio, forge intercepts all vanilla gui open methods
L2155[22:03:33] <HassanS6000> uhh my src folder isn't showing up as a package in eclipse?
L2156[22:03:36] <HassanS6000> halp
L2157[22:03:36] <TheStick> Also pertinent mods: Thaumcraft, Chromaticraft, Glen's Gasses...
L2158[22:03:39] <TTFTCUTS> I didn't make it fresh but updated it, so quite possible
L2159[22:03:46] <HassanS6000> ugh lemme gradlew eclipse it again
L2160[22:03:49] <HassanS6000> hey shadekiller666 :D
L2161[22:03:56] <shadekiller666> hi
L2162[22:03:56] ⇦ Quits: Mitchellbrine (uid38456@id-38456.tooting.irccloud.com) (Quit: Connection closed for inactivity)
L2163[22:03:58] <TTFTCUTS> what's up with it?
L2164[22:04:05] <TheStick> ...Natura, and Chococraft
L2165[22:04:05] <shadekiller666> http://pastebin.com/NqJiA1eJ
L2166[22:04:12] <shadekiller666> TheStick is having that crash
L2167[22:04:21] <TheStick> Caution: many, many mods.
L2168[22:04:21] <shadekiller666> in a 300+ modpack
L2169[22:04:27] <HassanS6000> jesus
L2170[22:04:29] <HassanS6000> christ
L2171[22:04:41] <TTFTCUTS> that could just as easily be in a structure
L2172[22:04:43] <TheStick> Friend's pack. She doesn't think small at all.
L2173[22:05:00] <TTFTCUTS> unfortunately there's no way to tell which
L2174[22:05:08] <HassanS6000> glenn.gasesframework
L2175[22:05:23] <HassanS6000> glenn.gases.common.gasworldgentype.
L2176[22:05:30] <shadekiller666> TheStick, when does this crash occur
L2177[22:05:40] <TheStick> Generating chunks./
L2178[22:05:40] <HassanS6000> oh wait no nvm I didn't read the whole crash (facepalm)
L2179[22:05:57] <shadekiller666> generating chunks period or specific ones?
L2180[22:06:17] <TTFTCUTS> structures have been wonky as hell in past, and ATG tends to make that worse by having less open spaces, making them cross themselves more
L2181[22:06:43] <TTFTCUTS> there was one structure crash, not this one, which was blamed on me for months but I couldn't recreate it, and then they had it without ATG, just extremely rarely
L2182[22:07:23] <TheStick> @shadekiller666 - asking modpack owner. Response coming soon.
L2183[22:07:25] <TTFTCUTS> put it this way, that method in my provider is identical to the vanilla ones
L2184[22:07:52] <TTFTCUTS> so it *shouldn't* be me
L2185[22:07:58] <TTFTCUTS> try eliminating structures first
L2186[22:08:01] <TheStick> TTFTCuts - Is that cuz you're _using_ vanilla struct generators?
L2187[22:08:10] ⇦ Quits: Upthorn (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net) (Ping timeout: 202 seconds)
L2188[22:08:15] <TTFTCUTS> all structure generators pass through the provider
L2189[22:08:19] <shadekiller666> theres also a crash with WillieWillus' BugfixMod in that log too?
L2190[22:08:27] <williewillus> wot
L2191[22:08:29] <TTFTCUTS> any structure at all in an ATG world will have that in the trace
L2192[22:08:32] <williewillus> people still use that pos
L2193[22:08:37] <shadekiller666> or atleast an NPE
L2194[22:08:44] <TheStick> @shadekiller666 - already told her about that, removed before now.
L2195[22:08:48] <shadekiller666> http://pastebin.com/NqJiA1eJ line 805
L2196[22:09:04] <TTFTCUTS> if it wasn't an ATG world you'd see ChunkProviderGenerate there
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L2198[22:09:19] <williewillus> hm why would that happen
L2199[22:09:23] <williewillus> never seen that warning before
L2200[22:09:32] <shadekiller666> and why does Hardcore Ender Expansion not have Ars Magica 2 compatibility? is one doing questionable things
L2201[22:09:45] <TheStick> So is there any way to create more open spaces and reduce the crossing without having to tamper with structure gen for individual mods? Some mods don't have configs to change the frequency of their structures being generated, and also, for instance, glenn's gases- this is for the undergorund gas pockets; shouldn't those not be affected?
L2202[22:09:50] <TTFTCUTS> not that I'm saying it isn't my fault, but I don't think it is given the trace and which method it's goign through
L2203[22:10:24] <TTFTCUTS> I think it was crossing a structure like a cave or mineshaft maybe, or something like those
L2204[22:10:45] <Vastatio> anyone know the vanilla class
L2205[22:10:48] <Vastatio> for the GuiHandler?
L2206[22:10:58] <TheStick> So there would need to be a vertical intersect as well as an X-Z plane intersect.
L2207[22:11:03] <shadekiller666> looks like this one might actually be caused by glenns gasses
L2208[22:11:04] <TheStick> ...is what you're saying.
L2209[22:11:23] <TTFTCUTS> the structure bounding boxes are 3d
L2210[22:11:42] <TTFTCUTS> (otherwise you wouldn't get nether forts crossing over themselves)
L2211[22:11:45] <williewillus> i wanna fix that npe though if its easy to do so
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L2213[22:12:43] <TTFTCUTS> also at the open spaces thing, it could be done with the settings - increasing the horizontal scale would stretch things out in x/z, making slopes less steep
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L2215[22:13:43] <shadekiller666> looks like this is caused by whatever is on line 47 of glenn.gasesframework.api.gasworldgentype.GasWorldGenPocket.getPlacementVolume()
L2216[22:13:57] <shadekiller666> thats all over the place in this long
L2217[22:14:00] <shadekiller666> log*
L2218[22:14:18] <TheStick> Alright, I've been relaying everything. Seems like the corrective course of action is to remove Glenn's Gases. She's not happy about it, but she's too attached to the other mods mentioned.
L2219[22:15:52] <shadekiller666> submit a bug report to the author of glenn's gases, they might have a fix or know more about the problem
L2220[22:16:53] <TheStick> Understood. Thanks all, I'll need to continue this with Glenn tomorrow - a bit past my bedtime already.
L2221[22:18:10] <Vastatio> Anyone know
L2222[22:18:33] <Vastatio> how vanilla calls the GuiScreenHorseInventory & the ContainerHorseInventory
L2223[22:18:35] <Vastatio> inside the GuiHandler
L2224[22:18:47] ⇦ Quits: DemoXin (~DemoXin@adsl-98-84-223-218.gsp.bellsouth.net) ()
L2225[22:18:51] <williewillus> vanilla does it entirely differently
L2226[22:19:02] <TTFTCUTS> yeah, it has totally different packets and such
L2227[22:19:05] <Vastatio> ok
L2228[22:19:19] <Vastatio> Well, my GUI for my dodo asks for an EntityDodo, of course.
L2229[22:19:32] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 378 seconds)
L2230[22:19:33] <Vastatio> I was mentioned to earlier that world.getEntityById() was a way?
L2231[22:19:39] <Vastatio> but I dont know what ID to put in'
L2232[22:19:54] <Vastatio> do I put in a random number?
L2233[22:19:59] <Vastatio> Do I put in a specific value?
L2234[22:20:13] <TTFTCUTS> the id of the dodo, I guess
L2235[22:21:26] ⇦ Parts: TheStick (~The_Stick@cpe-67-253-200-78.rochester.res.rr.com) ())
L2236[22:21:42] <Vastatio> How do I know the id of the dodo?
L2237[22:21:50] <Vastatio> 1?
L2238[22:21:52] <Vastatio> 2?
L2239[22:21:53] <Vastatio> 3?
L2240[22:21:54] <Cazzar> field?
L2241[22:22:09] <Vastatio> there's no field I register that is assiociated with the whole EntityDodo class
L2242[22:22:12] <Vastatio> only a string
L2243[22:22:47] <Vastatio> im still really confused about making a inventory open from an entity
L2244[22:22:51] <Vastatio> anyone have tutorials?
L2245[22:27:18] <Cazzar> okay, within Entity.class there is a field, which uniquely identifies that entity somewhere.
L2246[22:27:40] <Cazzar> it is of int type, and it isn't specific to the entity type as well.
L2247[22:28:07] <gigaherz> oh wow
L2248[22:28:11] <gigaherz> 20 downloads in 6 hours
L2249[22:28:19] <Cazzar> I don't have a setup of minecraft at the moment, so I can't say specifics.
L2250[22:28:37] <gigaherz> not bad for my first mod XD http://minecraft.curseforge.com/mc-mods/233780-ender-rift
L2251[22:29:36] <minecreatr> can you have a NBTTagList of NBTTagIntArray's?
L2252[22:30:02] <shadekiller666> don't you have to register an entity with an id anyway
L2253[22:30:03] <minecreatr> NBTTagList only seems to have getCompoundTagAt and getStringTagAt
L2254[22:30:13] <shadekiller666> and isn't there a getEntityId method somewhere
L2255[22:30:32] <shadekiller666> you can have a tag list of any nbt tag
L2256[22:30:56] <shadekiller666> but the entire list has to be the same type of tag
L2257[22:31:00] <minecreatr> yeah, it looks like that function is still obfuscated
L2258[22:31:10] <minecreatr> !gm func_150306_c
L2259[22:31:17] <gigaherz> shadekiller666: you use a mod-local id
L2260[22:31:28] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L164
L2261[22:31:29] <gigaherz> like that
L2262[22:33:08] <shadekiller666> so you made tesseracts?
L2263[22:33:39] <gigaherz> no
L2264[22:34:56] <gigaherz> it's a storage block. it has no GUI whatsoever, and relies on the user using some inventory aggregator like EnderIO's
L2265[22:35:20] <shadekiller666> is it an infinite storage medium?
L2266[22:35:28] <gigaherz> yes
L2267[22:35:35] <shadekiller666> assuming you have 1 + 1 * # of items contained
L2268[22:35:39] <gigaherz> but adding things costs increasingly more power
L2269[22:36:19] <gigaherz> v0.2 plan is to make the number of RF configurable
L2270[22:36:58] <gigaherz> have a constant, linear, and geometric factor for each of insertion and extraction
L2271[22:37:03] <gigaherz> and tweak those based on user feedback
L2272[22:37:05] <shadekiller666> i've never seen a storage medium that relies on input as the limiter
L2273[22:37:49] <gigaherz> rationale is that inserting new things requires "growing2 the bubble of between-space, while removing things is just finding the right one and extracting it
L2274[22:37:57] <shadekiller666> what might also be cool/evil is to make the insertion of items that are already in abundance in the storage more expensive
L2275[22:38:25] <shadekiller666> so between-space wants to shrink?
L2276[22:38:29] <gigaherz> yup
L2277[22:38:47] <gigaherz> hence why endermen can only teleport short distances
L2278[22:38:47] <shadekiller666> does that mean that liquids are forced out of it at high speed?
L2279[22:39:07] <shadekiller666> is that also why they don't like water?
L2280[22:39:19] <gigaherz> no that's not up to my mod to explain
L2281[22:39:31] <shadekiller666> because they'll get ripped apart if water enters between-space
L2282[22:46:48] *** Gaz492|Away is now known as Gaz492
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L2285[22:51:30] <minecreatr> is there any easy way to get if 2 blocks have line of sight to each other?
L2286[22:53:29] <gigaherz> raycast?
L2287[22:54:58] <minecreatr> is there any example code for raycasting two positions in minecraft gigaherz?
L2288[22:55:25] <gigaherz> maybe
L2289[22:55:29] <gigaherz> look around.
L2290[22:55:37] <gigaherz> I don't know any right now
L2291[22:57:36] <shadekiller666> minecreatr, the code to figure out where to render the selection box on blocks
L2292[22:57:40] <HassanS6000> what is IPlayerTracker lol
L2293[22:57:54] <shadekiller666> sounds like something to do with mob ai
L2294[22:58:06] <HassanS6000> !gc IPlayerTracker 1.7.10
L2295[22:58:13] <HassanS6000> !gc IPlayerTracker 1.6.4
L2296[22:58:25] <shadekiller666> giga, so is the ender rift casing the block that things interface with?
L2297[23:01:25] <gigaherz> yup
L2298[23:01:51] <gigaherz> I'm not 100% decided on what to do about that
L2299[23:02:03] <gigaherz> my original idea was to use some "ritual" to create the rifts
L2300[23:02:07] <gigaherz> and then have a single-slot GUI
L2301[23:02:14] <gigaherz> to place the rift into the casing
L2302[23:02:52] <gigaherz> indirectly, this would have allowed duplicating rifts, converting the storage into an ender chest of sorts
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L2304[23:03:06] <shadekiller666> whats this thing about a flying enderpearl and redstone?
L2305[23:03:14] ⇦ Quits: Mraof (~mraof@pool-96-253-116-211.rcmdva.fios.verizon.net) (Ping timeout: 202 seconds)
L2306[23:03:17] <gigaherz> backstory
L2307[23:03:18] <gigaherz> ;P
L2308[23:03:35] <gigaherz> from when I planned on doing a ritual
L2309[23:03:35] <shadekiller666> but if you could find a way to actually implement that it would be sick
L2310[23:03:42] <gigaherz> you'd create a multiblock structure
L2311[23:03:48] <shadekiller666> mhmm
L2312[23:03:52] <gigaherz> then shoot an ender-pearl into the middle
L2313[23:04:01] <gigaherz> and it's go "whoosh!" and do some particle effects
L2314[23:04:05] <gigaherz> it'd*
L2315[23:04:08] <shadekiller666> lol'
L2316[23:04:25] <shadekiller666> what about you throw an ender pearl in the air, then shoot it with a redstone arrow
L2317[23:04:41] <shadekiller666> and it opens up this rift block wherever contact was made :P
L2318[23:04:59] <shadekiller666> that would be a bit difficult to get exactly where you want it though
L2319[23:05:26] <gigaherz> there's a lot of room for improvement
L2320[23:05:34] <gigaherz> I also want to add support for wrenching
L2321[23:05:36] <minecreatr> shadekiller666, where in the code is the selection box rendered?
L2322[23:05:39] <gigaherz> so that you can move the block
L2323[23:06:03] *** Gaz492 is now known as Gaz492|Away
L2324[23:06:33] <gigaherz> but that would mean storing potentially thousands of items worth of NBT data in an itemstack
L2325[23:08:09] <shadekiller666> minecreatr, RenderGlobal.drawSelectionBox
L2326[23:08:22] <minecreatr> thanks shadekiller666
L2327[23:08:25] <shadekiller666> np
L2328[23:08:36] <shadekiller666> giga, does this store a crap ton of one item?
L2329[23:08:45] <gigaherz> it's slot-based
L2330[23:08:49] <shadekiller666> like barrels
L2331[23:08:53] <shadekiller666> slot based?
L2332[23:09:01] <gigaherz> like
L2333[23:09:05] <gigaherz> you could store a million cobblestone
L2334[23:09:10] <gigaherz> but each 64 of them counts as one slot
L2335[23:09:19] <shadekiller666> ok?
L2336[23:09:22] <gigaherz> so if you have 100000 slots, it will cost 100000 RF to insert a new stack
L2337[23:09:35] <shadekiller666> ahh
L2338[23:09:53] <shadekiller666> so things don't start counting towards input until they reach a full stacK/
L2339[23:10:08] <gigaherz> nono, they start counting the moment they take up a slot
L2340[23:10:09] <gigaherz> XD
L2341[23:10:14] <gigaherz> so 1 cobble = 1 slot
L2342[23:10:18] <gigaherz> 64 = 1 slot
L2343[23:10:20] <gigaherz> 65 = 2 slots
L2344[23:10:22] <shadekiller666> oh
L2345[23:10:23] <shadekiller666> ok
L2346[23:10:26] <shadekiller666> makes sense
L2347[23:10:35] <shadekiller666> hmmm
L2348[23:10:36] <gigaherz> like a chest, really
L2349[23:10:43] <shadekiller666> but an infinite chest
L2350[23:10:46] <gigaherz> yup
L2351[23:10:56] <shadekiller666> assuming you have the gratest generator in the world :P
L2352[23:11:01] <gigaherz> sortof
L2353[23:11:09] <gigaherz> because the block has a buffer space
L2354[23:11:16] <HassanS6000> !gc IPlayerTracker 1.4.6
L2355[23:11:17] <gigaherz> which is currently 100000
L2356[23:11:21] <shadekiller666> minecratr, its called from EntityRenderer it seems
L2357[23:11:22] <HassanS6000> !gc IPlayerTracker 1.4.7
L2358[23:11:25] <shadekiller666> in renderWorld
L2359[23:11:35] <gigaherz> so it means you can't have more than ... 6.4 million items in it
L2360[23:11:46] <shadekiller666> oh is that all?
L2361[23:11:53] <gigaherz> maybe I should raise that limit
L2362[23:11:58] <shadekiller666> hahaha
L2363[23:12:00] <shadekiller666> uhh
L2364[23:12:08] <gigaherz> well 100k RF isn't a lot
L2365[23:12:10] <shadekiller666> hmmm how to write that much nbt to something...
L2366[23:12:11] <gigaherz> I'll make that 10 million
L2367[23:12:11] <gigaherz> ;P
L2368[23:12:32] <gigaherz> now you can have 640 million tops
L2369[23:12:47] <gigaherz> if the NBT doesn't explode -- that's not up to me ;P
L2370[23:13:03] <shadekiller666> how are you writing all of that to NBT anyway
L2371[23:13:10] <gigaherz> exactly like a chest
L2372[23:13:10] <shadekiller666> i bet the tile entity hates you
L2373[23:13:17] <gigaherz> well
L2374[23:13:24] <gigaherz> I just store a List<ItemStack>
L2375[23:13:26] <gigaherz> in the TE
L2376[23:13:29] <gigaherz> and then
L2377[23:13:33] <gigaherz> do exactly the same as a chest
L2378[23:13:35] <shadekiller666> ordered by slot number?
L2379[23:13:37] <gigaherz> with a taglist
L2380[23:13:44] <gigaherz> with "Slot" as integer instead of byte
L2381[23:13:48] <shadekiller666> ahh
L2382[23:14:00] <gigaherz> if the NBT has a practical limit
L2383[23:14:04] <minecreatr> I wonder if this was intentional... http://prntscr.com/82uqd1
L2384[23:14:21] <gigaherz> yes.
L2385[23:14:22] <MattDahEpic> TileEntity hates gigaherz
L2386[23:14:26] <shadekiller666> well, if a TE can handle that much NBT i would guess an item could
L2387[23:14:29] <gigaherz> it was most definitely intentional
L2388[23:14:44] <gigaherz> "klaatu berata niktu" is also a famous phrase
L2389[23:14:49] <gigaherz> in an invented alien language
L2390[23:14:54] <gigaherz> they never gave a meaning for it
L2391[23:15:09] <shadekiller666> didn't mojang get sued by bethesda for Scrolls?
L2392[23:15:16] <minecreatr> they did xD
L2393[23:15:17] <Illyohs> yes
L2394[23:15:21] <MattDahEpic> they did, but it was resolved
L2395[23:15:27] <minecreatr> I wonder if they could get sued for this internal code :P
L2396[23:15:33] <shadekiller666> i would imagine that would be in there as a "fuck you" :P
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L2398[23:15:47] <gigaherz> they decided Scrolls would never try to pass for an Elder Scrolls game or try to be similar to one
L2399[23:16:03] <gigaherz> and as long as they keep it that way, they won't demand money
L2400[23:16:03] <gigaherz> ;P
L2401[23:16:12] <shadekiller666> lol
L2402[23:16:19] <MattDahEpic> but then they made the elderscrolls into a card game like scrolls. #E32015
L2403[23:16:24] <shadekiller666> i don't think Bethesda ever had anything to worry about
L2404[23:16:29] <gigaherz> no
L2405[23:16:32] <gigaherz> but thisis trademark
L2406[23:16:37] <shadekiller666> true
L2407[23:16:39] <gigaherz> trademark law REQUIRES that you fight for it
L2408[23:16:45] <shadekiller666> mhmm
L2409[23:16:48] <gigaherz> if you are seen as not defending a trademark, you can lose it
L2410[23:16:55] <MattDahEpic> http://www.theverge.com/2015/6/15/8780315/e3-2015-the-elder-scrolls-legends-free-to-play-card-game
L2411[23:16:58] <shadekiller666> they're doing what they should be doing, but i think they're going a bit far
L2412[23:17:27] <gigaherz> it was just a show of strength
L2413[23:17:46] <shadekiller666> and i don't think Mojang needs to be worried about getting sued as much anymore
L2414[23:18:03] <gigaherz> no, Microsoft's lawyers would cough
L2415[23:18:20] <shadekiller666> after all they are owned by Bill Gates' dick... xD
L2416[23:18:58] <shadekiller666> that was a reference to Epic Rap Battles of History, to be clear
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L2418[23:19:40] <Illyohs> no shade you got the quote wrong he named the company after his dick :P
L2419[23:19:46] <shadekiller666> i know
L2420[23:19:59] <shadekiller666> why'd you name your company after your dick?
L2421[23:20:22] <shadekiller666> thats ok, the next line was "you blow Jobs, you arogant prick"
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L2423[23:22:56] <shadekiller666> Illyohs, did you see Stan Lee vs (the muppets guy who's name i can't remember)
L2424[23:23:32] <Illyohs> it was a while ago after a while they can blend together :P
L2425[23:23:45] <shadekiller666> its the latest one...
L2426[23:23:46] ⇦ Quits: HassanS6000 (~hassa@73.180.223.164) (Ping timeout: 202 seconds)
L2427[23:23:46] <MattDahEpic> https://www.youtube.com/watch?v=PXBJIZ1NXFU
L2428[23:24:00] <MattDahEpic> jim henson
L2429[23:24:02] <shadekiller666> Jim Henson
L2430[23:24:11] <Illyohs> ah a new one
L2431[23:24:11] <MattDahEpic> and disney as the twist
L2432[23:24:29] <shadekiller666> its the season finale of Season 4
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L2435[23:27:23] <shadekiller666> the ending of that is so true...
L2436[23:27:45] <MattDahEpic> hes the juggernaut of stacking knots unstoppibly
L2437[23:28:07] <shadekiller666> even the part of him owning the whole series :P
L2438[23:28:14] <MattDahEpic> maker studios
L2439[23:28:18] <shadekiller666> mhmm
L2440[23:28:42] <MattDahEpic> every logo at the end is owned by disney, espn, abc all those
L2441[23:29:08] <shadekiller666> lol
L2442[23:29:34] <MattDahEpic> https://en.wikipedia.org/wiki/List_of_assets_owned_by_Disney
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L2444[23:33:30] <gigaherz> there 0.2 released :3
L2445[23:34:02] <shadekiller666> good god they have a lot of assets
L2446[23:34:07] <shadekiller666> that was fast giga :P
L2447[23:34:19] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L2448[23:34:31] <gigaherz> oh hey I didn't think 0.2 would get onto the main page so far
L2449[23:34:55] <gigaherz> shadekiller666: well my plan WAs to have config values
L2450[23:35:01] <gigaherz> I just forgot to make the values actually configurable
L2451[23:35:02] <gigaherz> XD
L2452[23:35:05] <gigaherz> WAS*
L2453[23:35:05] <MattDahEpic> gigaherz, writing lore to make your bugs seem intended...
L2454[23:35:15] <gigaherz> MattDahEpic: what?
L2455[23:35:24] <MattDahEpic> WARNING: Although the ender field is self-sustaining, if the ender field is destroyed, the rift closes, and it has been proven impossible to reach the same between-space ever again!
L2456[23:35:25] <gigaherz> losing the contents when broken isn't a bug
L2457[23:35:29] <gigaherz> I chose to make it that way
L2458[23:35:29] <gigaherz> XD
L2459[23:35:54] <gigaherz> do you know the lag it would cause if my block, when broken, spit out everything inside?
L2460[23:36:23] <gigaherz> it can fit up to 640 MILLION items, and that's only becasue the RF buffer is limiting it ;P
L2461[23:36:53] <gigaherz> I MAY, in the future, make it so that breaking the block keeps the data with it
L2462[23:36:59] <gigaherz> but I'm undecided
L2463[23:37:06] <bspkrs> that sounds OP
L2464[23:37:08] <shadekiller666> you could take a queue from EE2
L2465[23:37:45] <shadekiller666> with an item that was dropped containing the data required to put its contents into the player's inventory on pick up
L2466[23:38:05] <shadekiller666> bspkrs, every "slot" takes more RF to input more items
L2467[23:38:18] <shadekiller666> so the more items contained, the more power required to put more in
L2468[23:38:24] <gigaherz> bspkrs: when it's so full, it takes 10 milion RF just to insert a new stack
L2469[23:38:24] <gigaherz> ;P
L2470[23:38:32] <MattDahEpic> do you determine "slot" by the item's stack size or 64?
L2471[23:38:42] <gigaherz> item stack size
L2472[23:38:48] <MattDahEpic> cool
L2473[23:38:50] <gigaherz> you can only fit 10 million swords
L2474[23:38:50] <gigaherz> ;P
L2475[23:38:57] <gigaherz> (ish)
L2476[23:39:02] <MattDahEpic> cause jabba barrels with buckets was so op till that got fixed
L2477[23:39:15] <shadekiller666> this is also a good ERB: https://www.youtube.com/watch?v=0N_RO-jL-90
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L2479[23:40:14] <gigaherz> my plan is still to eventually make it a multiblock structure
L2480[23:40:17] <gigaherz> but for now ;P
L2481[23:41:41] <gigaherz> plan is:
L2482[23:41:48] <gigaherz> the casing wouldn't contain the rift yet
L2483[23:41:56] <gigaherz> instead, it would be the center block of a 3x3x3 structure
L2484[23:42:17] <gigaherz> after the structure is completed, you'd right-click with the rift and it would "turn" into the full thing
L2485[23:42:26] <shadekiller666> we must remember a bowl is most useful when it is empty
L2486[23:42:39] <MattDahEpic> i just got to that line
L2487[23:43:19] <shadekiller666> ugh Lao-zi i dont mean no disrespect, but you need to fill your bowl with some shit that makes some sense
L2488[23:43:39] <MattDahEpic> WHAT IS WINNING
L2489[23:43:48] <shadekiller666> QUIEEEEEEEEET!
L2490[23:44:36] <gigaherz> shadekiller666: an emptyt bowl has the most potential. if you fill it with water, then it's limited by the fact that it has water in it, so you can't use it to mix dry powders anymore
L2491[23:44:44] <MattDahEpic> and with the ability to cause massive lagless chain explosions coded, i bid thee good night
L2492[23:44:50] <shadekiller666> lol giga
L2493[23:44:56] <gigaherz> that said
L2494[23:44:57] <shadekiller666> its a line in the rap battle
L2495[23:45:00] <gigaherz> it's 6:45am
L2496[23:45:10] <MattDahEpic> lies and slander
L2497[23:45:15] <gigaherz> so night
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L2499[23:45:20] <shadekiller666> lol bye
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