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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
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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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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
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
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
L360[09:32:51] <Ordinastie_> I don't know
what I should put in the 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
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L391[10:08:19] <tterrag> there's quite a
bit to it :P
L392[10:08:33] <Blubberbub> -.-
L393[10:09:05]
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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.
L401[10:14:47] ***
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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
L454[10:53:34] ⇦
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L456[10:57:18] <Ordinastie_> pwetty
:)
L457[10:57:23]
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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
L459[10:58:12]
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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?
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
L494[11:25:27] <gigaherz> thx
L495[11:25:58] ⇦
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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
L506[11:31:42]
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L508[11:33:30] <tterrag> EOF...interestin
g
L509[11:34:34] <tterrag> are you
sure...that's it?
L510[11:34:45] ⇦
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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
L530[11:42:48]
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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
L550[11:51:21]
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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
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
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
L578[11:59:37] ⇦
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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
L605[12:08:58] ⇦
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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
L618[12:18:00]
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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
L642[12:24:57] ***
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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
L647[12:27:56] ⇦
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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()
L681[12:36:26] ⇦
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L686[12:37:56] <gigaherz> works :)
L688[12:39:11]
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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?
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*
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.
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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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?
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
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?
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
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
L983[15:40:48] ⇦
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TheJulianJES_!~TheJulian@p5DC8C10F.dip0.t-ipconnect.de)))
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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...
L995[15:45:00] ***
ghz|afk is now known as gigahrez
L996[15:45:03] ***
gigahrez is now known as gigaherz
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?
L1006[15:46:54]
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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
L1009[15:47:37]
⇨ Joins: Vastatio
(~Vastatio@d75-155-173-75.bchsia.telus.net)
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> ?
L1019[15:49:50] <sickan> Implement
IItemRenderer
L1020[15:49:52] ***
big_Xplosion is now known as big_Xplo|AFK
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
L1044[15:51:33]
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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
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
L1085[15:55:06]
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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
L1100[15:56:46] <tterrag> I know
L1101[15:57:13]
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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
L1106[15:57:42] ***
Gaz492|Away is now known as Gaz492
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
L1145[16:06:40]
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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
L1155[16:08:08]
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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
L1168[16:10:04]
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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
L1186[16:15:02]
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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
:)
L1197[16:17:19]
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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 ^
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());
L1222[16:20:39]
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L1223[16:20:55] <sickan> Really
nifty
L1224[16:20:56] ***
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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
L1227[16:21:26]
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L1228[16:22:23] <shadekiller666>
hmm
L1229[16:22:31] <gigaherz> :)
L1230[16:22:54]
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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
L1234[16:25:14]
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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
L1245[16:31:04] <williewillus> doesnt
happen in 1.7
L1246[16:32:36]
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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?
L1255[16:34:12]
⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
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
L1266[16:35:35] ***
Vigaro|AFK is now known as Vigaro
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
L1272[16:35:51]
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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
L1300[16:40:26] ***
heldplayer is now known as heldplayer|off
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
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
L1322[16:42:53] <gigaherz> almost forgot
to tag the repo :3
L1323[16:42:53]
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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
L1340[16:46:24]
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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
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
L1358[16:53:47] ***
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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
L1373[17:13:18]
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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?
L1381[17:17:10]
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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
L1385[17:17:42]
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L1386[17:17:58] <Ordinastie_> that
doesn't answer why you would need a TESR
L1387[17:17:59]
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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
L1403[17:20:20]
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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
L1424[17:26:42]
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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?
L1449[17:33:48] ***
williewillus is now known as willieaway
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
L1458[17:34:34] ***
killjoy1 is now known as killjoy
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
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?
L1484[17:41:01] ***
Ashlee is now known as Ashlee|off
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
L1496[17:45:31]
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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.
L1500[17:47:18]
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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?
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.
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
L1519[17:50:57]
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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?
L1522[17:53:30]
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L1523[17:55:13] <MattDahEpic> !gm
EntityPlayerMP.markDirty
L1524[17:55:20] <MattDahEpic> dang
L1525[17:57:12]
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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
L1547[18:39:06]
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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
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
L1571[18:43:50]
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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
L1581[18:47:29] <tterrag> log.toString()
<- no
L1582[18:47:37]
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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 ?
L1592[18:50:34]
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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
L1646[19:08:00] ***
TehNut is now known as TehNut|Gone
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_> -_-
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.
L1692[19:24:48] <Vastatio> mu GUIHandler
is here:
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.
L1738[19:38:06] <Vastatio>
<Vastatio> mu GUIHandler is here:
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
L1760[19:43:44]
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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
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]
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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.
L1800[19:53:47]
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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?
L1817[19:56:33] ***
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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.
L1863[20:10:46]
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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
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
L1872[20:22:06]
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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.
L1888[20:50:23] <Vastatio>
<Vastatio> <Vastatio> mu GUIHandler is here:
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>
...
L1941[21:09:33]
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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
L1965[21:15:27]
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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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L1997[21:22:25] <Mraof> Hello
L1998[21:22:42] <Vastatio> so, to
recap
L1999[21:22:46]
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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
L2013[21:24:51]
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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
L2024[21:26:16]
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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
L2030[21:27:24]
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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
͡°),
L2041[21:28:43]
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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
L2057[21:36:25] ***
Firedingo is now known as Firedingo|AFK
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]
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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]
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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]
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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]
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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
L2145[22:02:38]
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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]
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L2163[22:03:58] <TTFTCUTS> what's up with
it?
L2164[22:04:05] <TheStick> ...Natura, and
Chococraft
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]
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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.
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
L2212[22:12:13]
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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]
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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.
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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]
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())
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.
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
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] ***
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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
L2303[23:02:54]
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L2304[23:03:06] <shadekiller666> whats
this thing about a flying enderpearl and redstone?
L2305[23:03:14]
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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
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
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
L2417[23:19:13]
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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"
L2422[23:22:02] ***
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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...
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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
L2433[23:24:42]
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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
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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
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
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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
L2498[23:45:19] ***
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L2499[23:45:20] <shadekiller666> lol
bye
L2500[23:45:35] ***
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