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L15[00:31:09] <Zaggy1024> I'm tired
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L18[00:38:34] <shadekiller666> omg...
L19[00:38:40] <tterrag> this channel is no help late, when I'm actually devving :P
L20[00:38:56] <tterrag> anyone know if World.getIndirectPowerLevelTo loads adjacent chunks?
L21[00:40:08] <shadekiller666> this is really late to the game but The Order: 1886 added a photo mode that allows you to move the camera around where ever the hell you want, and it just goes to show just how bad the textures are... let alone all of the other problems with it...
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L27[00:44:13] <grokeezy> hey guys, anyone have any idea what mod I could use to set the items a player first joins with without using /kit commands?
L28[00:44:37] <Mitchellbrine> *cough*writeamod,it'soneevent*cough*
L29[00:45:05] <grokeezy> new to server hosting, was just wondering if anyone knew of a mod that did that already
L30[00:45:12] <Mitchellbrine> Probably tons
L31[00:45:21] <Mitchellbrine> It's a fairly common mod
L32[00:45:21] <grokeezy> I have looked for a few hours now and I just find bukkit plugins
L33[00:45:59] <grokeezy> I doubt its common if I can't find anything to do it at all, I have found a few that can do /kits but none that have setups for on join without being bukkit plugins
L34[00:46:35] <tterrag> grokeezy: bspkr's StartingInventory does that
L35[00:46:50] <Mitchellbrine> ^^^
L36[00:47:36] <grokeezy> thank you so much for being helpful rather than telling me to go write a mod, i'll look into that now
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L44[01:03:00] <codahq> my fellows... where has 1.7.10 block's getCollisionBoundingBoxFromPool gone to in 1.8?
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L46[01:08:18] <Mitchellbrine> grokeezy: it's a simple mod to write. I can write it on my phone without an IDE. It's nice to know how things work.
L47[01:08:47] <Mitchellbrine> Don't go passively agressivly remarking that I gave you advice that could help you in the future
L48[01:10:07] ⇨ Joins: Blarghedy (~Blarghedy@50-90-114-152.res.bhn.net)
L49[01:10:08] <Mitchellbrine> Also: ask in a modpack channel like #curseforge. Most of the people here are modders, not server administrators
L50[01:10:40] <shadekiller666> why is it that lip syncing is always so bad in games...
L51[01:11:06] <Mitchellbrine> Sometimes audio runs a little later than expected when rendering?
L52[01:11:15] <Jezza> Wow
L53[01:11:20] <Jezza> #FirstWorldProblems...
L54[01:11:21] <shadekiller666> even in cutscenes
L55[01:11:39] <Mitchellbrine> The audio and video are separate
L56[01:11:43] <shadekiller666> i'm an animator, i've done lip sync, its not that hard to be honest
L57[01:11:44] <Mitchellbrine> Most likely to save space?
L58[01:11:44] <Jezza> Why is my super HD virtual environment not perfectly in-sync with the audio.
L59[01:11:58] <Mitchellbrine> XD
L60[01:12:10] <Jezza> It's probably just a AAA game.
L61[01:12:16] <Jezza> an AAA game?
L62[01:12:20] <Jezza> an a AAA
L63[01:12:21] <Jezza> Fuck it
L64[01:12:26] <Jezza> Yes, that word
L65[01:12:28] <shadekiller666> when you're the creator of a game theres nothing preventing you from ensuring that parts of your game are in sync with each other
L66[01:12:33] <Jezza> Triple A game
L67[01:12:43] <Jezza> They don't care for, well, anything really.
L68[01:12:55] <shadekiller666> there are some that do
L69[01:13:00] <Mitchellbrine> Well, there's time, space, and lack of coffee
L70[01:13:03] <shadekiller666> like Monolith
L71[01:13:07] <Jezza> Well, with the diversity of computers, it could work perfectly on their system
L72[01:13:15] <Mitchellbrine> And not on another
L73[01:13:17] <shadekiller666> no no no
L74[01:13:37] <shadekiller666> i'm not talking just about audio playing slightly off from the movements
L75[01:13:45] <shadekiller666> i'm talking about bad movements
L76[01:13:46] <Jezza> I'm not condoning it, I'm just playing the Devil's advocate.
L77[01:14:12] <Jezza> I've never been one for caring about lip-sync
L78[01:14:27] <shadekiller666> its not something that many people notice
L79[01:14:35] <Jezza> I have other monitors, so if it's terrible, I tend to just look at the other screen.
L80[01:14:41] <shadekiller666> but being an animator you start noticing these things
L81[01:14:48] <Jezza> I think I disagree
L82[01:14:55] <Jezza> People notice it, they just don't care.
L83[01:15:24] <Jezza> I'm a modeler, a programmer, and a physicist.
L84[01:15:31] <shadekiller666> did you see Inside Out?
L85[01:15:48] <shadekiller666> theres a specific reason i ask
L86[01:15:49] <Jezza> I don't stop halfway through gameplay, and get annoyed on how the ball isn't bouncing properly.
L87[01:15:54] <Jezza> Actually.
L88[01:15:59] <Jezza> I kinda do, but shush. :P
L89[01:16:03] <shadekiller666> lol
L90[01:16:17] <Jezza> I have not.
L91[01:16:37] <shadekiller666> don't tell me that being a modeler you can ignore these kinds of things :P
L92[01:17:04] <Jezza> I can ignore them.
L93[01:17:07] <Jezza> There's a difference.
L94[01:17:16] <shadekiller666> anyway, the reason i asked, there are multiple points in the movie where the main emotion (Happy)'s wrists are darker than they should be
L95[01:17:17] <Jezza> Doesn't mean I always do.
L96[01:17:57] <shadekiller666> and because i have modelling experience i noticed it, but my dad and brother and everyone else i've talked to hasn't noticed
L97[01:18:06] <shadekiller666> its a very good movie btw
L98[01:18:11] <shadekiller666> you should see it
L99[01:18:12] <Zaggy1024> codahq, I don't recall what exactly that method was, can you remind me?
L100[01:18:42] <Jezza> Actually, if it's a game I like, I'd spend more time looking at the subtle details of a model, or the intricacy of an AI's reaction based upon what I've done, or even the bouncing of boobs.
L101[01:18:48] <Zaggy1024> that is, what does it return?
L102[01:19:04] <shadekiller666> mhmm
L103[01:19:19] <shadekiller666> though i look at all games with that kind of lense
L104[01:19:27] <shadekiller666> its a sense of the overall quality
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L106[01:19:39] <shadekiller666> people say that graphics don't make the game, but i disagree
L107[01:19:45] <Jezza> I agree, noticing them is definitely easier if you've spent a lot of time with that field, but by the same regard, you can't expect everything to be perfect.
L108[01:20:08] <shadekiller666> graphics are your first interaction with the game, if graphics are bad they bring down the overall experience in the game
L109[01:20:25] <Jezza> They might have caught something you didn't even know existed, before it came out
L110[01:20:38] <Jezza> Some really ugly model glitch that would have destroyed the game
L111[01:20:45] <shadekiller666> thats good
L112[01:20:56] <shadekiller666> and if they fixed it thats even better
L113[01:20:58] <Jezza> Granted, many of those seem to be slipping through. *cough* AAA games... *cough*
L114[01:21:15] <Jezza> It's just that, you might not have the whole picture.
L115[01:21:19] <shadekiller666> i'm all for delaying the release of a game to iron out every last kink that they can
L116[01:21:57] <shadekiller666> well when a AAA company like Ubisoft shits all over my favorite game series, they lose all respect from me...
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L118[01:22:12] <Jezza> They did that multiple times.
L119[01:22:14] <shadekiller666> i'm sure you can guess what that series is with their recent track record
L120[01:22:18] <Jezza> Ass Creed.
L121[01:22:22] <shadekiller666> mhmm
L122[01:22:30] <Jezza> Actually, even the first wasn't that good.
L123[01:22:44] <tterrag> 2 and company were good
L124[01:22:47] <tterrag> then...downhill
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L126[01:22:52] <Jezza> It was ok, but I wouldn't put it in my awesome games of all time.
L127[01:23:16] <Jezza> I remember when EA was cool..
L128[01:23:19] <shadekiller666> all of the Ezio ones were amazing
L129[01:23:20] <Jezza> Battlefield 2142
L130[01:23:22] <Jezza> Oh...
L131[01:23:30] <Jezza> 2142 was amazing
L132[01:23:36] <Jezza> It was just sooo stupid, it was fun.
L133[01:23:54] <Jezza> All of those early games with battlefield were awesome
L134[01:24:10] <Jezza> I remember playing 1942 and just thinking, well, fuck, they took the last jeep..
L135[01:24:16] <Jezza> Time for a 2 hour long hike.
L136[01:24:29] <shadekiller666> what really annoys me is when a company delays the release to fix things, and yet release in a horendous and broken state 6 months down the road
L137[01:24:42] <shadekiller666> *cough* watch dogs *cough*
L138[01:25:23] <Jezza> I still haven't played Watch Dogs
L139[01:25:34] <Jezza> Apparently, the only redeeming thing is the spider tank.
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L141[01:25:38] <shadekiller666> neither have i
L142[01:25:53] <shadekiller666> nor do i plan to
L143[01:26:07] <shadekiller666> i have a boycott on Ubisoft games until they get their shit together
L144[01:26:21] <Jezza> So have I, but not on purpose.
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L146[01:26:42] <Jezza> I didn't set out to boycott them, I've just happened to do that...
L147[01:27:06] <Jezza> The indie scene is where I've been spending my time.
L148[01:27:14] <Jezza> Factorio..
L149[01:27:18] <Jezza> My life...
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L151[01:27:33] <shadekiller666> good cuz the indie scene is where the quality is coming from now it seems
L152[01:27:37] <Jezza> Average day was about 10 hours long, including work
L153[01:27:51] <Jezza> Now with Factorio, it's about 300
L154[01:28:03] <Jezza> That's right, I add hours to a day to play Factorio.
L155[01:28:05] <shadekiller666> with a few exceptions, like Monolith (Shadow of Mordor) and DONTNOD (Life is Strange)
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L157[01:28:15] <Jezza> If you haven't played Factorio, I'd recommend it, but I'd warn you
L158[01:28:22] <Jezza> if you get into it, you will never get out.
L159[01:28:24] <shadekiller666> i've played a bit of it
L160[01:28:34] <shadekiller666> didn't really click with me that much
L161[01:28:42] <codahq> Zaggy1024, oh, i don't know what it does really. i'm just trying to convert somebody's 1.7 mod to 1.8. i used the getBoundBox method for now. i'll find out if it works.
L162[01:29:01] <Zaggy1024> still, what did it return?
L163[01:29:13] <Zaggy1024> a single AABB?
L164[01:29:17] <Jezza> I think it only works on perfectionists.
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L166[01:29:32] <codahq> i don't remember and it's all closed up. i think it was just a single AABB.
L167[01:29:40] <codahq> and i think he was using to check if the block was solid.
L168[01:29:52] <codahq> i'm not looking at it though.
L169[01:29:53] <Jezza> Perfect for min-maxing almost.
L170[01:30:27] <Zaggy1024> so it was the raytrace bb, not the collision bb, I assume
L171[01:30:41] <Zaggy1024> I believe getBoundBox is equivalent then
L172[01:30:47] <codahq> yeah, i think so.
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L174[01:31:24] <codahq> thanks for responding though. i feel better about it with somebody confirming my thoughts.
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L181[01:41:34] <Zaggy1024> are there any entities that use ModelRenderer boxes to add a flat plane?
L182[01:41:50] <Zaggy1024> I'm getting some lovely z-fighting on my attempt at a 0 thickness box
L183[01:42:24] <shadekiller666> make the thickness like 0.01 or something
L184[01:43:04] <Zaggy1024> hm
L185[01:43:17] <Zaggy1024> that would work if it weren't for the fact that I expect that would mess up the UVs a lot
L186[01:43:50] <Zaggy1024> I guess I could just make my own part that renders a single two-sided face
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L194[02:04:21] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150810 mappings to Forge Maven.
L195[02:04:24] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150810-1.8.zip (mappings = "snapshot_20150810" in build.gradle).
L196[02:04:35] <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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L224[03:15:28] <OrionOnline> How do i activate the depth checkl for GL?
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L226[03:19:04] <sham1> glEnable(GL_DEPTH_TEST)?
L227[03:20:32] <sham1> does that work
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L229[03:24:22] <Kaiyouka> That seems like the answer
L230[03:26:56] <Zaggy1024> where would the two locations BON needs to deobfuscate a mod using Forge?
L231[03:27:08] <Zaggy1024> userdev.jar and forgegradle cache
L232[03:30:11] <Zaggy1024> when I try the auto download it gives a useless error saying "Not a directory:"
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L240[03:56:32] <xaero> upgrade to bon2
L241[03:56:34] <xaero> https://github.com/Parker8283/BON2/releases
L242[03:56:52] <xaero> shoudl have better compat with FG
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L249[04:14:18] <OrionOnline> If i rotate using GL11, around one axis, do the axis change to?
L250[04:17:56] <shadekiller666> you mean does doing a 90 degree rotation on Y does x move from pointing in one direction to a different one
L251[04:18:00] <shadekiller666> in that case yes
L252[04:18:35] <OrionOnline> dang
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L254[04:19:22] <shadekiller666> why
L255[04:19:26] <sham1> Maketh your own rotation matrix
L256[04:19:52] <shadekiller666> you can nest glRotate calls with push and pop
L257[04:20:40] <OrionOnline> for some reason my model renders weird in the inventory
L258[04:21:24] <shadekiller666> i can see that
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L260[04:29:13] <sham1> That feeling when your whole base made in creative is full of silverfish blocks ;_;
L261[04:30:08] <shadekiller666> well, when you're in creative you can /fill and use it to replace
L262[04:34:12] <OrionOnline> I figure out what is wrong, one of the parts has its origin not set to 0,0,0 in the model, so rotating it messes it up
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L264[04:40:26] <shadekiller666> that'll do it
L265[04:42:26] <OrionOnline> I probably switch to the default model for the book then
L266[04:44:01] <OrionOnline> A question about the 1.7 model renderer, if the textureOffset is set, is it possible to use a scaled higher res version as a texture without resetting the texture coords? (like from a 64 by 64 to a 128 by 128)??
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L269[04:52:53] <Zaggy1024> xaero, thank ye kindly, that worked
L270[04:52:59] <Zaggy1024> wasn't aware there was a new version
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L281[05:20:58] <OrionOnline> Anybody know if techne has the standard book model as template?
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L283[05:28:42] <Carlos> I know this works for 1.7, but can anyone confirm that this also works for 1.8? Or are there some slight changes in how to set up eclipse? https://www.youtube.com/watch?v=xp2jmt47yTQ
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L300[05:59:29] <Carlos> Ignore the above, I worked it out, sorry.
L301[06:00:05] <Carlos> New question: So I tried running minecraft in eclipse, and, well, I don't think this is quite right.. http://puu.sh/jw8uu/d06bc40439.png
L302[06:00:17] <Carlos> What have I done wrong?
L303[06:00:52] <sham1> hw is that not right
L304[06:01:26] <McJty> Carlos, that looks like you're running the server.
L305[06:01:30] <McJty> Carlos, was that what you wanted?
L306[06:02:27] <Carlos> I'm gonna go with no. To set up eclipse I went off the above youtube video, and this http://jabelarminecraft.blogspot.com.au/p/quick-tips-eclipse.html
L307[06:03:18] <McJty> Carlos, just run the client then instead of the server. In your IDEA you should have gotten two 'run' targets.
L308[06:03:22] <McJty> At least in IDEA you do
L309[06:04:28] <Carlos> So in run configurations, should I not have a thing for server, just for client?
L310[06:04:36] <McJty> You can have both
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L312[06:04:42] <McJty> But you should pick the client if you want to run the client
L313[06:04:45] <sham1> But run the client one
L314[06:05:33] <Carlos> If I do that I get java.lang.ClassNotFoundException: net.minecraft.fml.common.launcher.FMLTweaker
L315[06:05:59] <sham1> why would FML have stuff on net.minecraft
L316[06:07:42] <Carlos> I'm just going off the jabelarminecraft tutorial, I have no idea.
L317[06:08:20] <sham1> Do not follow tutorials like they were bible
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L320[06:09:47] <sham1> For your information, it is net.minecraftforge.fml.common.FMLTweaker
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L323[06:12:54] <Carlos> If I change it to that, it still says it can't find it.
L324[06:13:24] <sham1> give me your launch options that you use with your "launch client"-thing
L325[06:16:31] <Carlos> I copied the relevant bits from this (1.8, by the way), the run configurations section: http://jabelarminecraft.blogspot.com.au/p/quick-tips-eclipse.html
L326[06:16:55] <sham1> just show it and do not give that "I just copied it from here" bs
L327[06:18:33] <Carlos> Main class: GradleStart, Program Arguments: --version 1.8 --tweakClass net.minecraftforge.fml.common.FMLTweaker --accessToken accessToken --userProperties={} --assetIndex 1.8 --assetsDir C:/Users/Penny/.gradle/caches/minecraft/assets, VM arguments: -Xmx4G -Xms4G -Dfml.ignoreInvalidMinecraftCertificates=true
L328[06:18:36] <sickan> Is it possible to use obj models in 1.8?
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L330[06:19:06] <PaleoCrafter> Get rid of all that jazz, Carlos
L331[06:19:16] <PaleoCrafter> All you need is the main class
L332[06:19:27] <PaleoCrafter> Not yet, sickan
L333[06:19:29] <sham1> wait wat
L334[06:19:52] <sickan> Okay thanks
L335[06:19:57] <PaleoCrafter> Don't tell me you didn't know this? :P
L336[06:19:58] <Carlos> You don't need anything in the Arguments tab for the client?
L337[06:20:02] <PaleoCrafter> No
L338[06:20:23] <PaleoCrafter> Well, yes xD
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L340[06:21:02] <Carlos> It's working with nothing in the arguments tab
L341[06:21:44] <Carlos> Huh. Thanks PaleoCrafter!
L342[06:23:41] <sham1> ITS WORKING
L343[06:23:51] <sham1> Now my ender pipes fill first exit
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L345[06:24:25] <PaleoCrafter> Took you quite long to implement that algorithm :P
L346[06:24:30] <sham1> Yes
L347[06:25:00] <sham1> And as an added bonus it now only accepts same blockpos only once
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L349[06:25:16] <sham1> so if you have a hugecube it only regognizes the first encounter
L350[06:25:26] <sham1> Thank you sets and lists
L351[06:27:08] <PaleoCrafter> 'Bonus'
L352[06:27:23] <sham1> yes
L353[06:27:28] <sham1> Didnt have that before so
L354[06:27:53] <PaleoCrafter> Usually not revisiting a node is the standard behaviour :P
L355[06:28:05] <sham1> True
L356[06:28:32] <sham1> Also, tuples are amazing
L357[06:28:54] <PaleoCrafter> Don't overuse them though :P
L358[06:29:10] <sickan> Wtb native support for tuples in Java
L359[06:29:45] <sham1> Not in java no
L360[06:30:01] <PaleoCrafter> Java has 'native' support for tuples :P
L361[06:30:30] <sham1> Like you can make tuples in java
L362[06:30:33] <PaleoCrafter> Just no syntax sugar
L363[06:30:49] <sickan> You can but no sugar
L364[06:30:56] <sickan> Makes me salty
L365[06:31:05] <PaleoCrafter> And they can't be value types yet
L366[06:31:06] <boni> i dunno. apaches Pair<> works pretty well.
L367[06:31:29] <boni> PaleoCrafter: that's because javas generics suck ;p
L368[06:32:12] <PaleoCrafter> That's not really the reason :P
L369[06:32:38] <PaleoCrafter> Scala has simple value types and has the same generics :P
L370[06:32:43] <sham1> Also, been using Option somewhatwhen scanning for TEs when it is not quarantee to have them while inside methods
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L377[06:57:41] <Wuppy> what is the best online code repository system for a company?
L378[06:57:48] <Wuppy> something like github, but not as insanely expensive
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L383[07:06:19] <PaleoCrafter> Wuppy, I think a lot of companies host their repositories themselves :P
L384[07:06:45] <Wuppy> yeah I think so as well paleo
L385[07:06:56] <Wuppy> this is not a massive company though
L386[07:07:21] <Wuppy> how much do you think it'll cost to set up a server with git which is usable anywhere?
L387[07:07:30] <Wuppy> (there is nobody here who knows how to set it up)
L388[07:07:40] <PaleoCrafter> Not much
L389[07:08:25] <PaleoCrafter> And I don't know, does bitbucket's free private stuff apply to companies?
L390[07:09:23] <Wuppy> bitbucket will cost 10 dollars a month for 10 people to access an unlimted amoutn of private repos
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L394[07:20:59] <bspkrs> that seems very reasonable IMO
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L396[07:22:11] <Wuppy> yeah same here
L397[07:22:22] <Wuppy> it may very well be cheaper than to have a local server
L398[07:23:06] <Wuppy> especially if you have to hire a freelancer to set everything up
L399[07:23:30] <Vorquel> Have you guys seen what Lex just tweeted? https://twitter.com/LexManos/status/630711036132245504
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L401[07:24:39] <PaleoCrafter> Wuppy, setting up a git server isn't *that * difficult
L402[07:25:34] <PaleoCrafter> Vorquel, still more excited for the generics :P
L403[07:26:40] <Vorquel> That will be a glorious day PaleoCrafter. Until then, why not enjoy the small victories?
L404[07:27:06] <bspkrs> are generics even possible from bytecode?
L405[07:27:10] <PaleoCrafter> Yes
L406[07:27:17] <PaleoCrafter> They are stored as metadata
L407[07:27:31] <bspkrs> I didn't know that the types were stored
L408[07:28:23] <PaleoCrafter> How do you expect do IDEs figure out the generics in libraries? :P
L409[07:29:14] <bspkrs> hey look, a potato!
L410[07:29:18] * bspkrs runs away
L411[07:29:57] <sham1> nice loops for deobfuscated ones
L412[07:30:29] <PaleoCrafter> And Vorquel, FernFlower already supported generics, so this sort of is the bigger victory :P
L413[07:31:09] <Vorquel> I'm not exactly a reverse engineering expert. I just know how to code.
L414[07:31:41] <sham1> I still dont like lone semicolons detonating no-op
L415[07:31:47] <sham1> But meh
L416[07:32:13] <Vorquel> exploding no-ops, how fun
L417[07:32:37] <sham1> Meh
L418[07:32:43] <sham1> I don't english good
L419[07:33:35] <sham1> Also, lex seems to have nice taste in music :P
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L421[07:34:20] <Vorquel> No offense meant, sham. I just like having fun with words.
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L423[07:34:58] <sham1> Understandable
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L432[08:05:41] <OrionOnline> Why do i have to scale my model like 50 times in the Inventory but not whzen rendering in hand or as a entity
L433[08:07:02] <Keridos> how can I get a world object in forge when i only have the dimensionid?
L434[08:07:17] <PaleoCrafter> DimensionManager iirc
L435[08:07:57] <Keridos> ok thx
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L448[08:30:15] <Pennyw95> Anyone knows why this fluid is rendering so weird? What I've done is take the lava_still.png texture and tessellate it http://imgur.com/TuXs4yy
L449[08:30:57] <Ordinastie_> your uvs are wrong
L450[08:32:21] <Pennyw95> http://pastebin.com/Sg3JEzUt
L451[08:32:37] <Pennyw95> let me try a bit
L452[08:33:24] <Pennyw95> I'm not really into the uvs yet
L453[08:33:32] <Pennyw95> Aren't the xy coords for the texture?
L454[08:33:37] <Pennyw95> aren't they
L455[08:33:43] <Ordinastie_> they are
L456[08:34:09] <Ordinastie_> and you shouldn't bind the lava png directly
L457[08:34:10] <Cazzar> Well, aren't UV's generally 0-1
L458[08:34:21] <Cazzar> ?*
L459[08:34:21] <Ordinastie_> you should use the block icon instead
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L461[08:34:37] <Pennyw95> you men the fluid icon?
L462[08:34:41] <Ordinastie_> yes
L463[08:34:52] <Pennyw95> fluid.getStillIcon
L464[08:35:16] <Pennyw95> that's an IIcon instead of resourceloction, will it work nonetheless?
L465[08:35:38] <Ordinastie_> an IIcon is just a UV container
L466[08:35:58] <Ordinastie_> so you need to bind the block texturemap and use the UVs given by the icon
L467[08:36:00] <Pennyw95> I can't bind an IIcon with the renderEgine
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L469[08:36:22] <Pennyw95> but isn't the block texturemap lava_still.png...
L470[08:36:56] <Ordinastie_> the block texture map is a texture automatically generated containing all the blocks png stitched together
L471[08:37:14] <Ordinastie_> that's why you use IIcon : to access parts of the big texture
L472[08:37:46] <Pennyw95> Ok but how do I get the texturemap then? in order to bind it with renderEngine
L473[08:38:09] <Ordinastie_> TextureMap.blocksSomething
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L476[08:39:30] <Pennyw95> locationBlocksTexture
L477[08:39:37] <Ordinastie_> yes
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L479[08:40:03] <Mata> umm what would acctually be reason why someone would want to add their mod to the systemtray lol!
L480[08:40:27] <Pennyw95> that doesn't accept an IIcon too
L481[08:40:36] <Ordinastie_> what?
L482[08:40:42] ⇨ Joins: Szernex (~Szernex@194-166-145-5.adsl.highway.telekom.at)
L483[08:41:11] <Pennyw95> http://pastebin.com/UDi1CahP
L484[08:42:21] <Ordinastie_> -_-
L485[08:42:55] <Pennyw95> erm?
L486[08:43:20] <Ordinastie_> I think you should learn Java before attempting to mod
L487[08:43:33] <Ordinastie_> because at this point, you should know the difference between a field and a method
L488[08:43:36] <ghz|afk> Mata: showing warnings while mc is minimized? ;P
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L490[08:43:42] *** gigahrz is now known as gigaherz
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L492[08:44:39] <gigaherz> aside of that, no idea ;P
L493[08:44:39] <Pennyw95> Oh crap...I saw right now it's field by lokoing in the texturemap class
L494[08:44:42] <Pennyw95> don't worry I d
L495[08:44:46] <Pennyw95> I know the difference
L496[08:45:28] <Mata> lol it does absolutely nothing
L497[08:45:29] <Mata> http://screenshots.dalthow.com/matt-1439214309
L498[08:45:54] <Mata> http://screenshots.dalthow.com/matt-1439214347
L499[08:45:55] <Mata> *^
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L502[08:46:28] <sham1> why would you not have your mod on the systray
L503[08:46:46] <Mata> i mean for like a mod like IC2 or something
L504[08:46:51] <Mata> since its so huge Kappa
L505[08:47:03] ⇨ Joins: Searge|office (~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L506[08:47:07] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197df6.dynamic.kabel-deutschland.de)
L507[08:47:24] <gigaherz> Mata: ah
L508[08:47:27] <gigaherz> in that case
L509[08:47:35] ⇨ Joins: Shukaro (~Shukaro@cpe-65-29-204-95.cinci.res.rr.com)
L510[08:47:43] <gigaherz> "because we can" would be the one single answer.
L511[08:47:52] <Mata> ikr
L512[08:48:21] <Ordinastie_> if everyone did that, it would be fun with modpacks...
L513[08:48:31] <sham1> :P
L514[08:48:35] <Mata> ye i was thinking that too
L515[08:48:42] <Mata> OMG mod idea
L516[08:48:48] <Mata> modlist in systemtray
L517[08:48:52] <Mata> imma go do it
L518[08:49:00] <gigaherz> yeah we'd need an api and convince people to use it
L519[08:49:08] <gigaherz> which means
L520[08:49:10] <gigaherz> there would be 3 apis
L521[08:49:11] <Mata> naw
L522[08:49:14] <gigaherz> and 15 mods
L523[08:49:16] <Ordinastie_> I was being sarcastic -_-
L524[08:49:21] <gigaherz> me too
L525[08:49:26] <Mata> i mean a modlist
L526[08:49:30] <Mata> not acctual every mod
L527[08:49:37] <Mata> seperate icons
L528[08:49:42] <Mata> but just one icon for every mod
L529[08:49:47] <Mata> then if someone wants your modlist
L530[08:49:53] <Mata> you dont have to go to the menu
L531[08:50:01] <sham1> Again, Ordinastie is not amused
L532[08:50:03] <gigaherz> no you go to NEI's menu
L533[08:50:03] <gigaherz> ;P
L534[08:50:08] <Mata> ssht
L535[08:50:17] <Mata> imma go make it.. just because
L536[08:50:18] <Mata> Kappa
L537[08:50:26] ⇨ Joins: vedalken254 (~BTree@2601:441:c101:d259:c053:4f3:c82a:9ed0)
L538[08:50:50] <gigaherz> I still have no idea what "Kappa" is meant to mean
L539[08:51:15] ⇨ Joins: Jezza (~Jezza@92.206.7.187)
L540[08:51:41] <Mata> http://www.urbandictionary.com/define.php?term=Kappa
L541[08:51:44] <Cazzar> IIRC sarcasm
L542[08:52:27] <vedalken254> so.... it's been awhile since I've been in this channel.... but i officially feel like a moron. I had liteloader serverside and was seeing it in the logs when my server wouldn't start.... but it took me almost 24 hours to make the connection that liteloader is client-only... serves me right for copying over mods for simplicity from a client install >.<
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L544[08:53:18] <sham1> :P
L545[08:53:26] <gigaherz> happens.
L546[08:53:32] <vedalken254> holy crap... did Esper get rid of usermode +x?
L547[08:53:46] <gigaherz> no idea what +x is
L548[08:54:48] <vedalken254> gigaherz: it's the ip masking flag... Instead of displaying the IP/hostname of a person, it would do someprotectedprefix-tag.domainofisp.com
L549[08:55:02] <gigaherz> ah
L550[08:55:10] <gigaherz> never been bothered by that
L551[08:55:12] <gigaherz> ;P
L552[08:55:16] <Cazzar> I don't think that esper ever had that.
L553[08:55:25] <vedalken254> coulda sworn they did
L554[08:55:25] <Cazzar> The easiest way, is bouncer :P
L555[08:55:35] <gigaherz> I was given a mask in Freenode, but only because I'm part of the ReactOS team
L556[08:55:41] <vedalken254> yeah... I'm not worried anyways
L557[08:56:20] <vedalken254> i mean if someone wanted my IP, they could get it no matter how hard I'd try to mask it
L558[08:56:37] <Cazzar> Well, I don't recall it, in the past 4 years.
L559[08:56:43] <vedalken254> hmmm
L560[08:56:51] <vedalken254> maybe i'm imagining things again
L561[08:56:54] <vedalken254> >.<
L562[08:57:07] <Cazzar> Yeah, I have been on esper for only 4 years x3
L563[08:57:23] <vedalken254> i've been off and on Esper for about 2.5
L564[08:57:39] <Cazzar> Well, for me, 4y 30w
L565[08:57:56] <Cazzar> (NS registration time)
L566[08:58:05] <vedalken254> the longest i've been a part of a single network was 2y 35w
L567[08:58:22] <Pennyw95> what's wrong with those UVs now? the quad is horizontal http://pastebin.com/DTNkLmce
L568[08:58:26] <vedalken254> and that was probably because I was network staff there
L569[08:58:48] <Cazzar> 3y 33w for freenode for me.
L570[08:59:11] <vedalken254> nice
L571[08:59:13] <Ordinastie_> Pennyw95, I told you to use IIcon...
L572[08:59:49] <vedalken254> i've been on Freenode off and on for 5y 35w.... i'd have to login to see if that nick is still considered regged
L573[09:00:12] <Cazzar> same username?
L574[09:00:21] <vedalken254> nope... RAWRwins254 over there
L575[09:00:30] <vedalken254> although vedalken254 is regged over there as well
L576[09:00:34] <vedalken254> or was
L577[09:00:35] <vedalken254> idk
L578[09:00:50] <Cazzar> That one is.
L579[09:00:55] <vedalken254> which one?
L580[09:00:58] <vedalken254> RAWR?
L581[09:01:03] <Cazzar> Both.
L582[09:01:06] <vedalken254> oh
L583[09:01:08] <vedalken254> nice!
L584[09:01:21] <vedalken254> does it tell you how long RAWR has been on there?
L585[09:01:38] <vedalken254> or should i login?
L586[09:01:48] <Mata> now i just have to find out how i can get all mods
L587[09:01:51] <Mata> lol
L588[09:01:53] <Cazzar> http://upload.cazzar.net/images/01kzPkz
L589[09:02:13] <Mata> cazzar you using sharex too?
L590[09:02:14] <Cazzar> Last seen, 2y ago, xD
L591[09:02:23] <Cazzar> Mata: Correct, custom UL site.
L592[09:02:41] <Mata> http://screenshots.dalthow.com/matt-1439215358
L593[09:02:59] <vedalken254> that's epic
L594[09:03:00] <Mata> mine has fancy backgrounds
L595[09:03:01] <Mata> :P
L596[09:03:15] <vedalken254> yeah
L597[09:03:28] <Cazzar> I'm just too lazy to do more than send_data :disposition => inline, :data => :image_data
L598[09:03:39] <Mata> lol and do you have meta set on the sidte?
L599[09:03:40] <Mata> *site
L600[09:03:42] <Cazzar> Though I might change my URL addressing schema something better.
L601[09:03:45] <Mata> so you can do pictures via twitter
L602[09:03:56] <Cazzar> Not as of yet.
L603[09:04:20] <Cazzar> It's an old site.
L604[09:04:24] <vedalken254> lol... apparently vedalken254 has been on within the past year :P
L605[09:04:40] <Mata> and me
L606[09:04:44] <vedalken254> -NickServ- Last seen : Jan 23 02:15:17 2015 (28w 3d 11h ago)
L607[09:04:51] <Cazzar> NS WHO is nice.
L608[09:04:56] <Cazzar> Well, INFO
L609[09:04:59] <vedalken254> yup
L610[09:05:01] <Mata> 2 more weeks and i am on my second year
L611[09:05:09] <Cazzar> Alt F4 firefox, Kanade Tachibana.
L612[09:05:11] <Cazzar> <3
L613[09:05:25] <vedalken254> lol
L614[09:05:31] <Cazzar> http://upload.cazzar.net/images/16n655j < Her.
L615[09:05:32] <Mata> http://screenshots.dalthow.com/matt-1439215527
L616[09:05:54] <Mata> i think what the best thing about htis is that i have a macro setup on one of my 22 macro keys
L617[09:05:58] <Mata> to puush
L618[09:06:00] <Mata> *push
L619[09:06:17] <vedalken254> lol
L620[09:06:26] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L621[09:06:27] <vedalken254> i have 18 keys on my mouse
L622[09:06:55] <Cazzar> Well, I mostly use object select uploading currently
L623[09:07:01] <Cazzar> It's quite powerful.
L624[09:08:14] <Pennyw95> @Ordinastie_ http://pastebin.com/cRXSQ8Sp
L625[09:08:50] <Ordinastie_> and where are you using the icon in that code ?
L626[09:09:01] <Mata> meh hate installing eclipse, acctually getting the ninite install package to download
L627[09:09:48] <vedalken254> Cazzar: ummm.... so i think they went overboard on the fan service here: http://www.theanimegallery.com/data/thumbs/790px/0152/tAG_152090.jpg
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L629[09:10:31] <vedalken254> and yes, I'm an SAO junkie... so sue me
L630[09:12:37] <Pennyw95> So the binding is right and the iicon should be used in calculating the UVs, right?
L631[09:13:38] <Pennyw95> something like texture.getMinUV?
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L634[09:18:59] <Pennyw95> how about this http://pastebin.com/EjRL3cj8
L635[09:19:20] <Ordinastie_> did you try it ?
L636[09:19:43] <Pennyw95> it's loading mc right now
L637[09:19:52] <Pennyw95> but since you asked I guess it's wrong
L638[09:20:07] <Ordinastie_> you realise you don't have to restart MC for every change you make ?
L639[09:20:26] <boni> depends on the change
L640[09:20:38] <Pennyw95> I know aobut debug but I also changed some stuff that needed a restart
L641[09:20:40] <boni> if it's something that happens during startup you have to :D
L642[09:20:53] <Ordinastie_> yes of course
L643[09:21:02] <Pennyw95> ok nothing's changed
L644[09:21:05] <Ordinastie_> and you can't hotswap any change to method or class def
L645[09:22:13] <Pennyw95> At least is the procedure right? I mean, binding the big texture and using those methods to get the uv coords?
L646[09:22:21] <Ordinastie_> yes
L647[09:23:02] <Pennyw95> it looks like it's being rendered more than it should or something like that...so the problem lies with UVs?
L648[09:23:46] <Ordinastie_> I don't know, looked ok to me
L649[09:26:16] <boni> screenshots.
L650[09:26:19] <boni> they are an actual thing.
L651[09:26:20] <boni> that exists.
L652[09:26:45] <Pennyw95> http://imgur.com/5jVFGJG
L653[09:26:51] <Pennyw95> do you think this is Uv related?
L654[09:27:26] <dangranos> it's ded
L655[09:27:28] <dangranos> imgur is ded
L656[09:27:43] <boni> no because UVs don't wrap in minecraft
L657[09:28:04] <boni> also
L658[09:28:05] <Ordinastie_> sceen is to far
L659[09:28:11] <boni> just use the minU/V and maxU/V in the texture directly
L660[09:28:20] <boni> you don't need to interpolate since you're using the edges anyway
L661[09:29:57] <Pennyw95> http://imgur.com/wO43FPg
L662[09:30:45] <boni> well, mess around with the values and see if stuff changes? :P
L663[09:33:48] ⇨ Joins: Temportalist (uid37180@id-37180.charlton.irccloud.com)
L664[09:34:08] <Pennyw95> so just 1 and 0s
L665[09:35:40] <Mata> freaking hell.. this is almost as bad as acctually trying to download a mod
L666[09:35:55] <Mata> https://www.google.nl/search?q=get+mod+list+forge+1.7.10&oq=get+mod+list+forge+1.7.10&aqs=chrome..69i57.5078j0j4&sourceid=chrome&es_sm=93&ie=UTF-8#q=get+list+of+mods+minecraft+forge+1.7.10
L667[09:35:58] ⇨ Joins: MattDahEpic (~MattDahEp@174-16-14-83.hlrn.qwest.net)
L668[09:35:59] <Mata> its a simple search
L669[09:36:06] <Mata> but just awfull results
L670[09:36:17] <Mata> so.. ill just ask here
L671[09:36:36] <Mata> how do i obtain the list of all (sucessfully) initialized mods
L672[09:36:44] <boni> for what purpose
L673[09:36:49] <Mata> umm
L674[09:36:53] <Mata> wanna try something
L675[09:37:08] <boni> once the game has started all mods have been initialized
L676[09:37:17] <boni> actually, once it enters postInit
L677[09:37:19] <boni> *as soon as
L678[09:37:25] <Mata> yes, and how do i get it? from the event?
L679[09:37:40] ⇨ Joins: mikeprimm (~mikeprimm@2001:4870:600a:317:1d9f:90c:b2c2:92a6)
L680[09:37:42] <boni> Loader
L681[09:37:46] <boni> probably has it
L682[09:37:56] <Pennyw95> Restarting MC made the fluid render properly...weird
L683[09:38:06] <Pennyw95> Anyway thanks guys, I got it :)
L684[09:38:14] <Mata> Loader.instance().getActiveModList()
L685[09:38:15] <Mata> hmm
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L688[09:48:45] ⇦ Quits: Pennyw95 (~Pennyw95@151.82.185.236) (Quit: Leaving)
L689[09:54:12] <Wuppy> guys, what's this effect called? https://youtu.be/1K5Vw-hba_c?t=23m28s
L690[09:57:15] ⇦ Quits: sickan (~sickan@host-95-199-156-9.mobileonline.telia.com) (Ping timeout: 206 seconds)
L691[10:01:47] <diesieben07> probably iris something
L692[10:02:42] <diesieben07> Wuppy, here: https://en.wikipedia.org/wiki/Film_transition#Iris_wipe
L693[10:02:44] <sham1> It is called "Pink Panther effect"
L694[10:02:50] <Wuppy> yep, thanks :D
L695[10:02:52] <sham1> No?
L696[10:02:53] <sham1> Okay
L697[10:02:59] <Wuppy> sham1, that's actually exactly the place we got the idea from xD
L698[10:03:15] <diesieben07> also wtf. http://www.minecraftforge.net/forum/index.php/topic,32864.0.html
L699[10:03:43] *** Vigaro|AFK is now known as Vigaro
L700[10:04:29] <simon816> the daily wtf
L701[10:05:03] ⇦ Quits: Saturn812 (~Saturn812@87.76.14.52) (Quit: Leaving)
L702[10:07:34] <sham1> umn, what did I just read
L703[10:08:08] <sham1> And I have a hunch that he meant the snapshots
L704[10:08:15] <sham1> when he said 1.9
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L708[10:11:39] <gigaherz> sham1: yes a LOt of people call the snapshots "1.9"
L709[10:11:50] <gigaherz> forgetting 1.9 will probably have changed a lot from thecurrent snapshots
L710[10:12:28] <sham1> If we talk about average Minecrfat player then I doubt they understand that consept
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L712[10:15:58] <PaleoCrafter> Oi, I just noticed something funny
L713[10:16:23] <gigaherz> sham1: dunno I think anyone should understand "work in progress" ;P
L714[10:17:08] <sham1> What is the funny you noticed Paleo
L715[10:17:16] <PaleoCrafter> Minecraft beta 1.9 was basically skipped (only pre-releases), just like Windows 9 xD
L716[10:17:31] <sham1> :D
L717[10:17:38] <sham1> It's a sign
L718[10:17:38] <williewillus> bc notch starting burning out and he wanted to release :p
L719[10:17:43] <williewillus> *started
L720[10:21:36] <shadekiller666> windows 9 was skipped because a lot of programs check for "Windows 9" as the beginning of the system name, to determine if they are running on windows 98
L721[10:21:44] <shadekiller666> which would break many things
L722[10:21:51] <shadekiller666> so they decided to skip that number
L723[10:22:33] <PaleoCrafter> I just found the fact funny, I don't care about reasons :P
L724[10:23:33] <shadekiller666> 9 is a disliked number it seems
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L726[10:26:19] <gigaherz> shadekiller666: that was proven to be bs
L727[10:26:40] <gigaherz> windows 10 is called windows 10 simply becasue that way it sounds like 10/10 - perfect
L728[10:26:44] <gigaherz> in fact
L729[10:26:49] *** MattDahEpic is now known as MattDahGonepic
L730[10:27:01] <gigaherz> any application without a manifest indicating it's designed for windows 10
L731[10:27:01] <shadekiller666> that seems like a less realistic reason
L732[10:27:06] <gigaherz> gets version number 8.3
L733[10:27:28] <gigaherz> even if they had called it windows 9
L734[10:27:41] <gigaherz> old apps still woudl receive "Windows 8.3" as a name, never "Windows 9"
L735[10:27:43] ⇨ Joins: Vazkii (~Vazkii@co1-84-90-98-184.netvisao.pt)
L736[10:28:01] <gigaherz> you'd have to purposefully make your app advertise "designed for windows 10"
L737[10:28:22] <gigaherz> THEN build a string saying "Windows 9" from the version info, which is given as INTEGERS
L738[10:28:30] <gigaherz> then afterwards, use string.startsWith
L739[10:30:31] <gigaherz> shadekiller666: an alternative explanation,
L740[10:30:37] <gigaherz> is that Microsoft wants to copy Apple
L741[10:30:37] ⇨ Joins: Searge|mojang (~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L742[10:30:47] <gigaherz> apple has been using OS X (version 10) for a while
L743[10:30:52] <gigaherz> just increasing the minor version
L744[10:30:58] <gigaherz> so like 10.1, 10.2, ...
L745[10:31:01] <shadekiller666> that seems even more realistic :P
L746[10:31:08] <gigaherz> now Microsoft has windows 10
L747[10:31:09] <shadekiller666> they do want to build an ecosystem
L748[10:31:16] <gigaherz> and they said Windows 10 may be the last major version
L749[10:31:26] <gigaherz> and everything from now on will be just updates
L750[10:31:27] <sham1> Windows really should start to copy the Linux naming scheme
L751[10:31:27] <shadekiller666> they want it to be
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L753[10:31:47] <IdleGandalf> sham1, so, like no one?
L754[10:31:50] <dangranos> Windows X
L755[10:31:52] <gigaherz> but I still think they chose 10
L756[10:31:56] <gigaherz> just because 10/10 Perfect
L757[10:31:57] <gigaherz> ;P
L758[10:32:11] <sham1> IdleGandalf, what?
L759[10:32:15] <gigaherz> dangranos: the nag thingy that showed up in the tray
L760[10:32:16] <sham1> Pardon
L761[10:32:17] <gigaherz> was called GWX
L762[10:32:18] <gigaherz> ;P
L763[10:32:47] <gigaherz> sham1: linux per se doesn't have a naming scheme
L764[10:33:05] <gigaherz> the kernel is simply major.minor, and the major version is bumped arbitrarily, whenever Linuz thinks it should
L765[10:33:14] <gigaherz> Linus*
L766[10:33:17] <dangranos> *Linus
L767[10:33:29] <sham1> Well something like how Ubuntu has names
L768[10:33:40] <gigaherz> ubuntu names are stupid, and sound stupid
L769[10:33:40] <sham1> Or how Android does things
L770[10:33:44] <dangranos> heh "Linux sigrun 4.1.4-1-ARCH #1 SMP PREEMPT Mon Aug 3 21:30:37 UTC 2015 x86_64 GNU/Linux"
L771[10:33:48] <gigaherz> "Windows Arbitrary Animal"
L772[10:33:58] <sham1> Windows 12.14*
L773[10:34:10] <dangranos> sham1, now that's hilarious picture
L774[10:34:52] *** big_Xplo|AFK is now known as big_Xplosion
L775[10:35:05] <sham1> "Windows Lollipop" :D
L776[10:35:42] <williewillus> so apparently w10 mobile has a whole entire android hyper-v subsystem
L777[10:35:51] <williewillus> and people hacked it open and installed apks on it :p
L778[10:35:52] <Mata> Yay my proof of concept idea worked
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L780[10:36:13] <shadekiller666> no no no
L781[10:36:24] <sham1> yes yes yes
L782[10:36:27] <shadekiller666> the names should be Windows Lamborghini
L783[10:36:35] <shadekiller666> Windows Mustang
L784[10:36:41] <shadekiller666> Windows Ferrari
L785[10:36:44] <Mata> http://screenshots.dalthow.com/matt-1439220999
L786[10:36:47] <Mata> It works
L787[10:36:58] <sham1> nice
L788[10:37:06] <williewillus> is there not an EnumMultimap? aww
L789[10:37:25] <sham1> You can propably create EnumMultiMap by yourself
L790[10:38:57] <williewillus> or EnumMap to a List like a pleb :p
L791[10:39:31] <codahq> what's a pleb? is that what the kids are calling people who don't code well these days?
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L793[10:40:00] <williewillus> short for plebian -> a Roman commoner
L794[10:40:21] <codahq> weird.
L795[10:41:02] <sham1> For some reason that is used as an "insult"on the Interwebz
L796[10:41:06] <dangranos> internet is a weird place
L797[10:41:12] <gigaherz> nah
L798[10:41:14] <codahq> yeah, i'm seeing it. googled the origins.
L799[10:41:20] <dangranos> so better get out of there before you get lost in it
L800[10:41:20] <gigaherz> the internet is just a representation of the human mind
L801[10:41:24] <gigaherz> so the human mind is a weird place
L802[10:41:25] <gigaherz> ;P
L803[10:41:30] <sham1> it is
L804[10:41:34] <dangranos> well, collective mind
L805[10:41:43] <sham1> We are not Borg...
L806[10:41:48] <williewillus> reddit thinks it is
L807[10:41:50] <gigaherz> we will.
L808[10:41:53] <PaleoCrafter> williewillus, you know, you can create your own data structures :P
L809[10:42:06] <williewillus> I know :p
L810[10:42:07] <gigaherz> as soon as we removethe phone from theequation
L811[10:42:13] <gigaherz> and we put the internet directly in our brains
L812[10:42:20] <gigaherz> we'll be assimilated
L813[10:42:39] <gigaherz> our individual minds will be in a "happy place"
L814[10:42:45] <gigaherz> while our bodies do the jobs of robots
L815[10:42:47] <shadekiller666> giga, but what happens as soon as someone figures out how to hack into your brain?
L816[10:43:05] <codahq> advertisers can already hack brains.
L817[10:43:06] <gigaherz> then the rebellion begins.
L818[10:43:18] <shadekiller666> but even more som
L819[10:43:20] <shadekiller666> so*
L820[10:43:35] <codahq> just roll your own patches out.
L821[10:43:40] <gigaherz> imagine a brain rootkit
L822[10:43:42] <gigaherz> without knowing it
L823[10:43:45] <gigaherz> without wanting it
L824[10:43:48] <gigaherz> you are a sleeper cell
L825[10:43:53] <gigaherz> one day they turn the program on
L826[10:43:56] <gigaherz> and you act
L827[10:44:07] <gigaherz> perfect terrorism
L828[10:44:25] <gigaherz> and no one would care
L829[10:44:29] <gigaherz> because they would be in their own happy places
L830[10:44:39] <gigaherz> just some of them would cease to be.
L831[10:45:43] <IdleGandalf> matrix 2.0 here we go
L832[10:47:01] * sham1 goes cry in corner
L833[10:47:13] <sham1> So many people in the Modder Support who dont know jva
L834[10:47:58] <sham1> And I dont apparently know how to spell java
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L836[10:48:59] <dangranos> gigaherz, somewhy this remind me of one fanfic..
L837[10:49:10] <sham1> It is like everyone of there started their mod in MCreator and now are asking for help on why their stuff does not work
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L839[10:51:40] <williewillus> help them out then :p
L840[10:52:04] <williewillus> have the whole "learn java here's newboston go look at example mods and vanilla" spiel on a macro or something
L841[10:52:29] <dangranos> we need a bot that will answer common questions
L842[10:52:42] <dangranos> and maybe analyze crashlogs
L843[10:52:45] <sham1> We already do
L844[10:53:57] <sham1> But with that level of AI I am surprised it has not turned into Skynet yet
L845[10:54:06] ⇦ Quits: Mraof (~mraof@pool-71-115-24-49.rcmdva.fios.verizon.net) (Quit: Leaving)
L846[10:54:16] *** Mraoffle is now known as Mraof
L847[10:54:22] <dangranos> what is most scary AI story you think is?
L848[10:54:51] <dangranos> hm
L849[10:54:56] <gigaherz> well
L850[10:54:59] <gigaherz> that didn't take long:
L851[10:54:59] <gigaherz> https://gfycat.com/ShowyCoarseAvians
L852[10:55:07] <gigaherz> they optimized the particle rendering
L853[10:55:11] <gigaherz> and look at the splash potions now
L854[10:55:11] <gigaherz> ;P
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L858[10:56:16] <sham1> They look so cool O_O
L859[10:56:17] <Keridos> hm, how can i check which item is being shift clicked into an inventory gui? I want to limit items that go in there, but the transferinslot ignores my slot limitation (e.g. I can put anything in)
L860[10:56:42] <sham1> Slot has a method for limiting it
L861[10:57:16] <williewillus> does that mean they last longer now?
L862[10:57:17] <gigaherz> Keridos: your are supposed to program transferStackInSlot yourself
L863[10:57:21] <williewillus> aka splash potions are actually useful
L864[10:57:22] <williewillus> ?
L865[10:57:23] <williewillus> wow
L866[10:57:28] <gigaherz> williewillus: they stay on hte ground for a bit
L867[10:57:35] <Keridos> gigaherz: i have that one, but I do not really understand it
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L869[10:57:50] <Keridos> like it does not even tell you what itemstack is being used
L870[10:57:59] <williewillus> I like it
L871[10:58:03] <shadekiller666> because it doesn't care keridos
L872[10:58:09] <gigaherz> Keridos: hmm
L873[10:58:10] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/containers/ContainerEssentializer.java#L68
L874[10:58:12] <gigaherz> this is how I did mine
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L876[10:58:45] <shadekiller666> transferStackInSlot, it is just a bunch of array math that asks the respective slots if they can contain the item in X slot
L877[10:58:54] <sham1> Shouldn't technically all items be able to contain magic?
L878[10:59:02] <gigaherz> nope sham1
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L880[10:59:13] <gigaherz> only certain gemstones can
L881[10:59:40] <sham1> Well magic is so vague that it is hard to not think that
L882[10:59:52] <gigaherz> a different thing, is that items can be broken into essences
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L884[10:59:57] <gigaherz> but not all items can be broken, either
L885[11:00:36] <williewillus> "not all items can contain magic" joke's on you, ProjectE says hi
L886[11:00:46] <williewillus> (well, everything our mapper can find lol)
L887[11:00:51] <gigaherz> williewillus: "can contain magic"
L888[11:00:56] <gigaherz> means that magic can be inserted into the item
L889[11:00:57] <shadekiller666> lol
L890[11:00:59] <gigaherz> and be used to cast spells
L891[11:01:09] <shadekiller666> ProjectE isn't really a "magic" mod though
L892[11:01:10] <gigaherz> "has essences" is the equivalent of the EMC
L893[11:01:11] <gigaherz> ;P
L894[11:01:18] <williewillus> shadekiller666: what would define it as haha
L895[11:01:18] <shadekiller666> its a currency mod
L896[11:01:22] <gigaherz> and that's done with a recipe resolver
L897[11:01:23] <gigaherz> ;P
L898[11:01:26] <williewillus> with magical lore
L899[11:01:29] <sham1> canCastWith(item)
L900[11:01:31] <williewillus> so I consider it magic :p
L901[11:03:17] <Keridos> gigaherz: what still confuses me is that you start this with shift clicking on an item in the GUI
L902[11:03:26] <Keridos> ah
L903[11:03:33] <Keridos> the slot number is the slot on the player gigaherz ?
L904[11:03:39] <gigaherz> it's the slot on the CONTAINER
L905[11:03:42] <gigaherz> in the order you added them
L906[11:03:46] <shadekiller666> the slot number is the one that was clicke
L907[11:03:47] <shadekiller666> d
L908[11:03:52] <gigaherz> so
L909[11:03:53] <Keridos> ah
L910[11:03:57] <gigaherz> my gui is as follows
L911[11:03:59] <gigaherz> 0..7
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L913[11:04:05] <gigaherz> are internal slots, with hte magic numbers
L914[11:04:08] <gigaherz> can't be modified.
L915[11:04:12] <gigaherz> 8 is the magic input
L916[11:04:14] <gigaherz> 9 is the magic output
L917[11:04:19] <gigaherz> 10+ are the player inventory slots
L918[11:04:24] <shadekiller666> with vanilla inventories, the container that is not the player inventory comes first
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L920[11:04:43] <gigaherz> then
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L922[11:04:53] <gigaherz> if you shift-click on 8,9 it simply transfers back into the inventory
L923[11:04:57] <gigaherz> if you shift-click on 10+
L924[11:05:00] <gigaherz> that's when the fun comes
L925[11:05:13] <gigaherz> becasue if the item contains magic, or can be broken into essences
L926[11:05:17] <gigaherz> then it belongs in slot 9
L927[11:05:22] <gigaherz> but if it is an EMPTY container
L928[11:05:27] <gigaherz> eh slot 8
L929[11:05:32] <gigaherz> if it's EMPTY, then it belons in slot 9
L930[11:05:36] <gigaherz> so I have all that logic
L931[11:05:39] <gigaherz> to consider the different cases
L932[11:05:45] <gigaherz> to decide which slots can fit
L933[11:05:50] <Keridos> so first you determine the item clicked
L934[11:05:54] <gigaherz> yes
L935[11:05:57] <Keridos> and then tell the game what should go where
L936[11:05:58] <gigaherz> and then where it belongs
L937[11:06:02] <Keridos> and it works in both directions?
L938[11:06:10] <gigaherz> there are no "directions"
L939[11:06:13] <gigaherz> you get a slot number
L940[11:06:19] <gigaherz> and oyu decide where it goes from there
L941[11:06:26] <gigaherz> it make no distinction if you clicked on the upper side
L942[11:06:28] <Keridos> because you see the entire inventories as one big array?
L943[11:06:28] <gigaherz> or the lower side
L944[11:06:33] <gigaherz> because they are all one single thing to MC
L945[11:06:44] <gigaherz> all the slots in a GUI are in one single list
L946[11:06:51] <gigaherz> 0 .. count-1
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L948[11:07:23] <Keridos> thanks
L949[11:07:24] <gigaherz> the order in which they are listed
L950[11:07:33] <gigaherz> is exactly the order in which you created them on the constructor
L951[11:07:48] <gigaherz> so for me:
L952[11:07:49] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/containers/ContainerEssentializer.java#L24
L953[11:07:54] <gigaherz> 0..7 on the for loop
L954[11:08:00] <gigaherz> 8,9, then bindPlayerInventory
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L956[11:08:21] <Keridos> ah thanks for the explanation :)
L957[11:08:33] <shadekiller666> in a chest for example, slots 0-26 are the chest's inventory, and the rest are the player's
L958[11:08:45] <gigaherz> 0-52 if a doublechest
L959[11:08:50] <gigaherz> 0..51*
L960[11:08:52] <shadekiller666> ^
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L962[11:08:55] <Keridos> yeah I understand it now
L963[11:09:05] <Keridos> was a long time ago that i messed with inventories in my mods
L964[11:09:15] <Keridos> I mostly do energy stuff and setting blocks and tilentities :D
L965[11:09:29] <gigaherz> heh
L966[11:09:34] <shadekiller666> so in transferStackInSlot, the if statements for the range in the array index is the "from"
L967[11:09:38] <gigaherz> half of that code I showed was written back in 1.4.7
L968[11:09:49] <shadekiller666> and whatever happens in the blocks is the "to
L969[11:09:50] <gigaherz> changed a lot since then, but the essence is the same ;p
L970[11:09:51] <shadekiller666> "
L971[11:10:06] <gigaherz> back then I did not understand the transferStackInSlot
L972[11:10:21] <gigaherz> I rewrite the method not too long ago
L973[11:12:39] <gigaherz> rewrote*
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L982[11:28:48] <shadekiller666> yay finally talked my codev into 1.8...
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L984[11:30:34] <gigaherz> heh
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L986[11:33:50] <sham1> why was he resistant
L987[11:34:09] <gigaherz> probably the usual "every other mod is still in 1.7.10"
L988[11:34:16] <shadekiller666> yep
L989[11:34:20] <shadekiller666> pretty much
L990[11:34:33] <shadekiller666> before now he wanted to do a cross-version thing
L991[11:35:12] <shadekiller666> but that doesn't really solve the problem, and only serves to move the insanity of the code base from the actual mod code into the cross-version api's code
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L993[11:37:00] <shadekiller666> what is the most recent version of the mappings?
L994[11:37:21] <diesieben07> take current date, prepent "snapshot_"
L995[11:37:44] ⇨ Joins: MCPBot_Reborn (~MCPBot_Re@mcpbot.bspk.rs)
L996[11:37:56] <shadekiller666> so just 20150810
L997[11:37:58] <shadekiller666> ?
L998[11:38:16] <diesieben07> yes, if there were mappings today already
L999[11:38:33] <diesieben07> !!exports
L1000[11:38:34] <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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L1007[11:50:01] <Mata> #mostcheesyiconever http://screenshots.dalthow.com/matt-1439225126
L1008[11:50:03] <Mata> Kappa
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L1012[11:57:03] <shadekiller666> thanks diesie
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L1014[12:02:14] <shadekiller666> so one thing i've been wondering, for the roller coaster track block, if i only register a single instance of said block, and then change things in that instance, all occurances of the block in the world would change as well right? but if i register that block twice, with different internal variables, will they act separately from each other?
L1015[12:03:28] <PaleoCrafter> Uhm... As long as the variables aren't static and you actually use different instances, sure
L1016[12:03:51] <PaleoCrafter> Why or *how* would they interfere?
L1017[12:05:02] <shadekiller666> well, because blocks are singletons
L1018[12:05:25] <shadekiller666> usually if you change something in the block itself, all occurances of the block update to reflect the change
L1019[12:05:33] <shadekiller666> thats why tile entities exist
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L1021[12:06:05] <diesieben07> yes, all occurances of *the* Block
L1022[12:06:09] <diesieben07> not some other Block
L1023[12:08:24] <shadekiller666> so if you did register twice, with new instances, the game would still see them as separate blocks
L1024[12:08:44] <diesieben07> why would it not?
L1025[12:08:47] <shadekiller666> i suppose thats how the majority of blocks in minecraft are anyway
L1026[12:09:01] <shadekiller666> most of them just use the Block class
L1027[12:09:20] <PaleoCrafter> Dude, this has nothing to do with Minecraft
L1028[12:09:28] <diesieben07> ^^ THAT
L1029[12:09:51] <sham1> Basic OOP :D
L1030[12:09:56] <shadekiller666> lol
L1031[12:11:44] <Kolatra> What is the best way to check which biome a TileEntity is placed in?
L1032[12:12:23] <diesieben07> worldObj.getBiomeGenForCoords(pos) inside the TE
L1033[12:12:45] <Kolatra> diesieben07, thank you. :)
L1034[12:17:20] <williewillus> what do i use if I need to map player -> int that will change constantly?
L1035[12:18:08] <diesieben07> IExtendedEntityProperties
L1036[12:18:10] <diesieben07> with an int field in it
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L1040[12:19:00] <sham1> Dont you mean NBT field in it ;)
L1041[12:19:16] <diesieben07> wat
L1042[12:19:59] <sham1> That what some people do where they have that NBTTagCompound be a field of the class instead of those read/writeto/from/NBT
L1043[12:20:15] <diesieben07> :/
L1044[12:20:26] <williewillus> should i still use that if those values don't need to be saved? or can I just have something like a static trove map somewhere
L1045[12:21:09] <diesieben07> well, IEEP only gives you the option to save to NBT
L1046[12:21:10] <diesieben07> you dont need to
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L1052[12:35:23] <HassanS6000> How would I access the list of mods loaded?
L1053[12:35:57] <diesieben07> Loader.instance().getModList()
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L1060[12:40:24] <gigaherz> hmmmmm
L1061[12:40:38] <gigaherz> what was the method to know when one of your blocks has been broken/replaced? XD
L1062[12:40:56] <diesieben07> breakBlock?
L1063[12:41:23] <gigaherz> ah, I was trying to look for onBlockBreak or onBlockBroken or anything "like that"
L1064[12:41:24] <gigaherz> XD
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L1074[12:55:45] <shadekiller666> what happened to doesContainerItemLeaveCraftingGrid in 1.8?
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L1076[12:58:16] <diesieben07> its gone
L1077[12:58:34] <shadekiller666> how is the behavior determined?
L1078[12:58:58] <diesieben07> stuff stays in the crafting grid unless it can't.
L1079[12:59:49] <KilRoYDK> uhm, any know how to solve that MC is like... impossible to look to the east because it flicker like its a stropescope disco and you can see thought eveything
L1080[13:00:10] <KilRoYDK> (impossible to take picture since it ofcourse "works normal" when you press F2)
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L1087[13:13:42] <shadekiller666> kilroydk, no idea what you're talking about
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L1120[13:40:42] <sham1> Am I correct to say that if I set TileEntityFurnace's furnaceBurnTime manually, I could have it melting items without having any fuel in one?
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L1123[13:41:11] <tterrag> sham1: yep
L1124[13:41:25] <sham1> Oh
L1125[13:41:27] <sham1> Interesting
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L1130[13:46:27] <williewillus> what's a good chrome extension for grabbing youtube videos?
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L1132[13:46:35] <Mata> aand.. its live \o/
L1133[13:47:17] <sham1> what is alive
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L1135[13:47:45] <Mata> my new mod
L1136[13:47:49] <Mata> well
L1137[13:47:50] <Mata> concept mod
L1138[13:50:29] <diesieben07> williewillus, you can't beat JDownloader with a chrome extension :D
L1139[13:50:43] <williewillus> i dont know what that is so ill google it :p
L1140[13:52:07] <Mata> If you use cortana use Chrometana
L1141[13:52:58] <williewillus> someone already made a plugin for that lol
L1142[13:53:12] <Mata> btw where should i be looking to get info from the mcmod.info of other mods, is it available somewhere through Loader?
L1143[13:53:16] <williewillus> oh yes please redirect all cortanas -> ddg
L1144[13:54:36] <gigaherz> hmm so I have a .obj file that I want to use in 1.7.10, anyone has any link to a tutorial or something? ;P
L1145[13:55:09] <williewillus> in the old 1.7 obj loader?
L1146[13:55:13] <gigaherz> yes
L1147[13:55:16] <williewillus> i think ee3 used it
L1148[13:55:22] <williewillus> *uses
L1149[13:58:36] <gigaherz> hmm
L1150[13:58:41] <gigaherz> I managed to find some tutorial
L1151[13:58:50] <gigaherz> seems like the obj loader is just for TESR?
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L1153[14:01:22] <williewillus> i think so
L1154[14:01:41] <Vorquel> How do you get coremods to load in a dev environment?
L1155[14:02:36] <Vorquel> The core mod wiki page seems to be obsolete here.
L1156[14:02:39] <williewillus> someone else's
L1157[14:02:39] <diesieben07> -Dfml.coreMods.load=yourCoreModClass
L1158[14:02:40] <williewillus> ?
L1159[14:02:51] <Vorquel> didn't work diesieben07
L1160[14:03:01] <unascribed> in JVM arguments
L1161[14:03:02] <diesieben07> yeah it does :D i use it myself.
L1162[14:04:32] <Vorquel> Ah, got it to work. I got the argument type wrong
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L1167[14:15:51] <gigaherz> ugh no wonder shadekiller666 gave up on 1.7.10 obj loading XD
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L1169[14:16:02] <shadekiller666> hahahaha
L1170[14:16:09] <gigaherz> it doesn't even know how to import triangles!
L1171[14:16:14] <shadekiller666> ?
L1172[14:16:23] <gigaherz> "f 1/1/1 2/2/2 3/3/3 4/4/4"
L1173[14:16:23] <shadekiller666> thats the only thing it knows how to import!
L1174[14:16:31] <gigaherz> errors saying it must have 4
L1175[14:16:42] <shadekiller666> wha
L1176[14:16:46] <gigaherz> unless I misread
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L1179[14:17:09] <gigaherz> nope
L1180[14:17:10] <gigaherz> net.minecraftforge.client.model.ModelFormatException: Error parsing entry ('f 9/9/9 10/10/10 11/11/11', line 3151) in file 'enderrift:obj/casing.obj' - Invalid number of points for face (expected 4, found 3)
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L1183[14:18:30] <shadekiller666> oh
L1184[14:18:36] <shadekiller666> maybe it only likes quads then
L1185[14:18:49] <shadekiller666> which is an easy problem to fix code-wise
L1186[14:18:54] <shadekiller666> at least, for mine it is
L1187[14:19:03] <shadekiller666> the 1.7 one uses Patterns...
L1188[14:19:09] <shadekiller666> for some stupid reason
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L1194[14:26:15] <Gliby> http://i.imgur.com/CWp8J7v.png \looks pretty right?
L1195[14:27:14] <sham1> NICE
L1196[14:27:19] <sham1> Like jeez
L1197[14:27:48] <sham1> Dat Garry's mod tool gun thingy
L1198[14:29:17] <Vorquel> I wrote a coremod, and it fixed my problem. I signed a deal with the devil, and he delivered.
L1199[14:29:31] <Zaggy1024> what problem was that?
L1200[14:29:58] <Vorquel> My worldgen mod being incompatible with mystcraft
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L1202[14:30:18] <Gliby> thanks sham1 I'm glad people like it, worked hard.
L1203[14:30:46] <Vorquel> I went from replacing WorldProviders to modifying the vanilla ones.
L1204[14:31:15] <Vorquel> Shameful, I know.
L1205[14:33:48] <heldplayer> Vorquel: in what was it incompatible?
L1206[14:33:57] <heldplayer> *what way was
L1207[14:34:55] <Vorquel> Mystcraft expects to find vanilla world providers. By subclassing them, they could no longer be handled by mystcraft's code
L1208[14:35:07] <williewillus> is that something myst could fix?
L1209[14:35:15] <williewillus> if so you should report it
L1210[14:35:19] <Vorquel> *xcomp
L1211[14:36:25] <Vorquel> That's a decent point. I'll write up a bug report for him.
L1212[14:39:45] <heldplayer> Yeahn might want to do that ;) https://github.com/XCompWiz/Mystcraft-Issues/issues
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L1216[14:40:20] <williewillus> idk if its technically something he could do but its worth a shot
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L1218[14:42:30] <EnderUknown> hello could someone help me im making a mod and cant find where the heads are stored
L1219[14:42:45] <Ordinastie_> heads ?
L1220[14:43:04] <diesieben07> aint noone storing heads in here
L1221[14:43:07] <diesieben07> you are in the wrong channel
L1222[14:43:21] <diesieben07> :P
L1223[14:43:58] <EnderUknown> hahahahaha :)
L1224[14:44:01] <EnderUknown> :D
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L1226[14:44:59] <Pennyw95> is there a way to allow particles to be visible inside a transparent model?
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L1228[14:46:11] <jamierocks> EnderUknown: the class is called BlockSkull
L1229[14:46:22] <EnderUknown> okay thank you
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L1232[14:55:22] <Pennyw95> Okay changing the question: is there a way to have particles seen behind a transparent model surface?
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L1235[14:58:29] <Ordinastie_> Pennyw95, probably not
L1236[14:58:40] <Ordinastie_> it's dependant on drawing order, which you don't control
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L1238[14:59:56] <shadekiller666> and which is not easy to change
L1239[15:00:22] <Ordinastie_> "not easy" as in "not possible"
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L1243[15:09:33] <Pennyw95> Does this mean there is no solution?
L1244[15:10:38] <shadekiller666> hmmm
L1245[15:10:48] <shadekiller666> uhh yes thats pretty much what it means
L1246[15:10:58] <shadekiller666> without rewriting most of the rendering system
L1247[15:11:00] <shadekiller666> sorry
L1248[15:11:04] <sickan> It means approach the problem from another angle
L1249[15:11:16] <Pennyw95> I see
L1250[15:11:25] <gigaherz> Pennyw95: when the only valid solution is "rewrite Minecraft's rendering code"
L1251[15:11:35] <gigaherz> it's best to think of it as just impossible
L1252[15:11:36] <gigaherz> ;P
L1253[15:11:36] <shadekiller666> hmm, this idea of "block packs" is made much harder with the way the 1.8 model system works... hmm
L1254[15:11:51] <Pennyw95> Ok then, thanks
L1255[15:12:12] <shadekiller666> giga, have you made any progress banging your head against the 1.7.10 loader?
L1256[15:12:18] <gigaherz> nah I went to cook
L1257[15:12:32] <gigaherz> I'm thinking of making a ISBRH exporter
L1258[15:12:47] <gigaherz> but I'm not sure if ISBRH can do "diagonal" polygons
L1259[15:13:03] <shadekiller666> it will do whatever you shove into the tessellator
L1260[15:13:16] <shadekiller666> it will only do it when the block gets updated though...
L1261[15:13:18] <gigaherz> I gues I should try
L1262[15:13:18] <gigaherz> ;P
L1263[15:13:21] <gigaherz> yeah that's ok
L1264[15:13:25] <gigaherz> it's a static machine
L1265[15:13:31] <gigaherz> multiblock structure
L1266[15:13:36] <gigaherz> where the center block draws a large model
L1267[15:13:39] <gigaherz> and the rest are invisible
L1268[15:13:51] <shadekiller666> ahh
L1269[15:13:59] <shadekiller666> ive done that kind of thing in the past
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L1277[15:28:52] <shadekiller666> what happens if you get the InputStream object of a directory?
L1278[15:29:02] <shadekiller666> does it return file objects?
L1279[15:30:44] <Mraof> It's annoying when mods don't use case sensitive filenames
L1280[15:31:17] <diesieben07> shadekiller666, depends on how you obtain it
L1281[15:32:11] <shadekiller666> well, i have an IResource that points to a directory, what do i get if i call getInputStream() on that?
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L1283[15:32:28] <diesieben07> how the hell did you evne get that IResource :D
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L1286[15:36:16] <killjoy> I sure have a lot of light weights in my steam friends list
L1287[15:36:35] <killjoy> This one guy only played BL2 for 24 hours
L1288[15:37:01] <shadekiller666> i think getResource() is ok with returning folders, not sure though
L1289[15:37:27] <Mata> hmm i am trying to get the configurationchangedevent to work..
L1290[15:37:40] <Mata> or something that acctually works when saving in the ingame gui
L1291[15:37:48] <Mata> *ingame config gui
L1292[15:38:49] <shadekiller666> maybe it doesn't...
L1293[15:38:51] <shadekiller666> crap
L1294[15:38:57] <shadekiller666> that makes this a bit more complicated
L1295[15:39:30] <Mata> because it seems the the tutorial pahi setup doesn't work
L1296[15:39:46] <Mata> and its not acctually noted anywhere?
L1297[15:39:51] <Mata> like the original thread?
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L1299[15:44:17] <Mata> woops just used the wrong bus to register
L1300[15:44:19] <Mata> lol
L1301[15:46:57] <shadekiller666> O.o why is my logger not actually printing anything...
L1302[15:47:46] <Mata> umm
L1303[15:47:56] <Mata> http://pastebin.com/JLhUNBAN
L1304[15:50:01] <shadekiller666> are org.apache.logging.log4j.Loggers not aloud on the console output in 1.8 or something?
L1305[15:50:20] <shadekiller666> i have a logger.info() statement in preInit() and it isn't printing
L1306[15:50:30] <Mitchellbrine> Um, they should
L1307[15:50:31] <Lumien> If i have a chunk loading ticket & the world is reloaded, do i have to force the chunks that are loaded through it again or is that done automatically?
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L1309[15:52:49] <shadekiller666> oh, it is outputting, the thread's name is Client Thread though, ok
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L1314[15:58:56] <sickan> On 1.7.10, how do I turn a ForgeDirection to and from an int? Do I just use the ordinal () method?
L1315[15:59:57] <gigaherz> pretty much, that's how Java enums work
L1316[16:00:21] <diesieben07> yes, the ordinal is so that it is compatible with MCs direction-int
L1317[16:01:11] <sham1> Meh @1.7.10
L1318[16:01:19] <gigaherz> hmm
L1319[16:01:23] <diesieben07> also that.
L1320[16:01:35] <gigaherz> is there anything existing that can take an .obj and generate the code that I could paste into an ISBRH?
L1321[16:01:55] <shadekiller666> well, ordinal is meant to allow enums to be iterated over like arrayss
L1322[16:02:47] <diesieben07> Ehm... no.
L1323[16:02:49] <shadekiller666> why does my logger always have the name "Client thread/<whatever"
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L1325[16:03:22] <sickan> Thanks
L1326[16:03:42] <sickan> GigaherZ
L1327[16:03:52] <sickan> You could build it
L1328[16:04:08] <sickan> God I hate mobile keyboards
L1329[16:04:17] <shadekiller666> in 1.7.10 the logger was named with the string passed to Logger.getLogger() now it isn't :/
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L1331[16:04:56] <gigaherz> shadekiller666:
L1332[16:05:00] <gigaherz> it used to be new Logger(modid)
L1333[16:05:01] <gigaherz> now it's
L1334[16:05:07] <gigaherz> event.getModLog();
L1335[16:05:16] <gigaherz> the event itself knows how to create the logger
L1336[16:05:18] <shadekiller666> even that is printing as Client thread
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L1338[16:12:33] <shadekiller666> the logger has the proper name, but doesn't use it as the "[<name here>]: <message>" name
L1339[16:12:56] <gigaherz> hm?
L1340[16:13:29] <shadekiller666> i have a Logger instance that i'm initializing with event.getModLog() in my preInit()
L1341[16:13:44] <shadekiller666> if i call logger.getName(), it returns my modid, like it should
L1342[16:13:47] <gigaherz> wait
L1343[16:13:58] <gigaherz> maybe that only works for "release" jars
L1344[16:14:25] <shadekiller666> but when i use the logger to print something to the console, it shows up as "[Client thread/<level>]: <message>"
L1345[16:15:08] <gigaherz> hm no
L1346[16:15:12] <gigaherz> the constructor is given the right modid
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L1348[16:15:22] <gigaherz> did you try in non-dev?
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L1350[16:15:37] <shadekiller666> no
L1351[16:15:43] <gigaherz> oh and the old way still should work
L1352[16:15:45] <gigaherz> getModLog does
L1353[16:15:47] <gigaherz> Logger log = LogManager.getLogger(modContainer.getModId());
L1354[16:15:50] <gigaherz> return log;
L1355[16:16:10] <gigaherz> so it should be exactly the same, xcept you aren't required to use the modid explicitly
L1356[16:16:25] <shadekiller666> how would i test in non-dev :P
L1357[16:16:44] <shadekiller666> never actually compiled a mod before...
L1358[16:16:48] <gigaherz> ehh
L1359[16:16:56] <gigaherz> GRadle panel -> tasks -> build -> build
L1360[16:17:07] <gigaherz> or in a console "gradlew build" ;P
L1361[16:19:00] <shadekiller666> and then i put it into a mods folder with the proper forge version i assume?
L1362[16:19:05] <shadekiller666> just like a mod :P
L1363[16:19:05] <gigaherz> yup
L1364[16:19:11] <gigaherz> the result is in build/libs
L1365[16:19:22] <gigaherz> the jar in it is a "production" jar
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L1368[16:23:24] <shadekiller666> how does one tell gradle/intellij to compile to java 8
L1369[16:24:24] <gigaherz> idea has it in file -> project structure
L1370[16:24:53] <shadekiller666> ok
L1371[16:25:04] <sham1> !gf TileEntityFurnace.furnaceBurnTime
L1372[16:25:12] <gigaherz> as for gradle
L1373[16:25:23] <gigaherz> compileJava {
L1374[16:25:23] <gigaherz> sourceCompatibility = 1.8
L1375[16:25:23] <gigaherz> targetCompatibility = 1.8
L1376[16:25:23] <gigaherz> }
L1377[16:25:30] <shadekiller666> ahh
L1378[16:25:36] <shadekiller666> thats what i needed
L1379[16:25:53] <shadekiller666> cuz intellij is saying java 8 for everything
L1380[16:27:30] <Lumien> if i return "TileEntity.INFINITE_EXTENT_AABB" on TileEntity.getRenderBoundingBox shouldn't that render my te ignoring the way i look at it?
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L1384[16:30:25] <Gliby> don't tile entities have something like ignoreFrustrumCheck?
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L1387[16:31:21] <Lumien> i believe entities have that
L1388[16:33:14] <shadekiller666> ahhh giga, the logger in the non-dev console prints like so: "[Client thread/<level>] [<name that was passed to LogManager.getLogger>]: <message>"
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L1390[16:34:04] <gigaherz> ah
L1391[16:34:48] <shadekiller666> the console in intellij doesn't show that extra bracketed part
L1392[16:36:08] <shadekiller666> which is actually kind of annoying... makes debug printing a bit annoying
L1393[16:36:23] <gigaherz> meh my debug prints are usually easy to spot
L1394[16:36:24] <gigaherz> XD
L1395[16:36:35] <gigaherz> when one triggers, it's often while debugging a persistent bug
L1396[16:36:38] <shadekiller666> all capitals?
L1397[16:36:41] <gigaherz> and they often look like "WTF?!?!?!?!?!?!?!?!?!?!?!?!"
L1398[16:36:47] <shadekiller666> hahaha
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L1400[16:43:22] <Vorquel> After some investigation, I'm pretty sure the crash was caused by bad coding on my part. Bug report *not* submitted.
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L1405[16:56:40] <shadekiller666> if my mod has a custom folder that it reads on launch from the assets folder, how would i allow resource packs to change its contents?
L1406[16:56:52] <tterrag> they just can
L1407[16:56:56] <tterrag> as long as they match the asset path
L1408[16:57:01] <tterrag> you don't need to "allow" it
L1409[16:57:08] <shadekiller666> ok
L1410[16:57:19] <shadekiller666> hmm
L1411[16:57:22] <tterrag> in the end, folders are irrelevant
L1412[16:57:29] <diesieben07> if you are using the resource manager that is
L1413[16:57:30] <tterrag> each "resource" has a domain and a path
L1414[16:57:38] <diesieben07> if you are just using Class.getResource it won't magically work.
L1415[16:57:43] <tterrag> no of course not
L1416[16:57:48] <tterrag> but why would you use that ._.
L1417[16:58:02] <diesieben07> what do i know. just saying
L1418[16:59:05] <shadekiller666> actually, that might be a bit complicated seeing as my mod reads from said folder in preInit() and relies on its contents to register some blocks... i wonder how exactly that would work
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L1420[16:59:53] <shadekiller666> do resource pack's contents get merged into the assets directory of the mod that they have matching folders for?
L1421[17:00:09] <tterrag> just make sure your registry listens for reload events
L1422[17:00:17] <tterrag> what is a "directory"
L1423[17:00:18] <tterrag> I just told you
L1424[17:00:27] <tterrag> <tterrag> each "resource" has a domain and a path
L1425[17:00:29] <tterrag> that's IT
L1426[17:00:43] <shadekiller666> ok
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L1428[17:03:32] <shadekiller666> hmm
L1429[17:03:58] <shadekiller666> does the reloadResources process allow for registering blocks?
L1430[17:04:07] <shadekiller666> thats the whole point of this in the first place :P
L1431[17:04:15] <tterrag> registering blocks...no, of course not
L1432[17:04:24] <tterrag> but from what I recall about your system, you only have one block
L1433[17:04:29] <tterrag> the rest is just dat
L1434[17:04:30] <tterrag> data
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L1436[17:05:25] <shadekiller666> i suppose i could keep track of the currently active resourcepacks and only allow data that is defined by them
L1437[17:06:17] <tterrag> .....
L1438[17:06:31] <shadekiller666> ?
L1439[17:06:32] <Ordinastie_> \o/ http://puu.sh/jwMzZ.jpg
L1440[17:07:01] <shadekiller666> the data that i'm parsing is used to determine properties of the block
L1441[17:07:04] <tterrag> shadekiller666: you still seem to have no grasp on how resources work
L1442[17:07:17] <tterrag> all I'm saying is to listen for resource reloads then re-parse your data file
L1443[17:07:24] <tterrag> in case it has been overwritten by a resource pack
L1444[17:07:29] <Ordinastie_> and for those who care, the code : http://puu.sh/jwMEu.png
L1445[17:07:35] <tterrag> though tbh you should have each defined object be a separate resource
L1446[17:07:44] <tterrag> that way people could add/override specific ones
L1447[17:07:47] <shadekiller666> they are
L1448[17:08:39] <tterrag> gotta head out
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L1462[17:48:16] <Vastatio> hey
L1463[17:48:22] <Vastatio> i got the inventory opening
L1464[17:48:29] <Vastatio> now its just nbt data
L1465[17:48:40] <Vastatio> For some reason the inventory is tracking the hotbar
L1466[17:48:50] <Vastatio> so if I put an item in the hotbar it shows in the inventory
L1467[17:48:53] <Vastatio> vise-versa
L1468[17:48:55] <Gliby> Ordinastie_ that thing looks pretty sick
L1469[17:49:18] <Ordinastie_> well, not really :p
L1470[17:49:25] <Ordinastie_> but it's 1.8
L1471[17:49:31] <Ordinastie_> without JSONs :)
L1472[17:49:50] <Gliby> wait, that's an item renderer?
L1473[17:49:51] <Vastatio> https://gist.github.com/anonymous/4fd09d6d955536295f7f
L1474[17:50:00] <Vastatio> theres the read/write NBT data methods ^
L1475[17:50:02] <Ordinastie_> yes
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L1478[17:50:24] <Gliby> so a very abstract item renderer
L1479[17:50:27] <Gliby> i like it
L1480[17:50:39] <Gliby> way better than a file
L1481[17:51:03] <Vastatio> Not sure what's wrong. I used some of the horse's nbt method
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L1483[17:51:40] <Ordinastie_> Vastatio, you probably access player inventory instead of your entity's inventory
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L1486[17:52:51] <Vastatio> ah
L1487[17:53:03] <Vastatio> So, i should use a variable called like playerInv
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L1489[17:53:13] <Vastatio> then assign it to my contructor variable
L1490[17:53:20] <Vastatio> then use that instead of the mob inventory?
L1491[17:53:38] <Vastatio> beacuse in the Horse source it seems to be using the horseInv
L1492[17:54:11] <Vastatio> well, it uses an InventoryBasic
L1493[17:54:17] <Vastatio> im using a IInventory
L1494[17:54:37] <Ordinastie_> I don't think your issue has anything to do with NBT
L1495[17:54:56] <Vastatio> here, ill give you the full entity code then
L1496[17:55:15] <Vastatio> https://gist.github.com/anonymous/d346b874dc5b1dc50000
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L1498[17:56:56] <diesieben07> this issue is probably related to your Container
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L1500[17:57:01] <diesieben07> not the inventory
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L1520[18:38:02] <shadekiller666> O.o
L1521[18:38:27] <shadekiller666> why am i getting an NPE from FMLServerStartingEvent.registerServerCommand...
L1522[18:40:58] <Vastatio> whats wrong with my container?
L1523[18:41:39] <shadekiller666> what is the problem vastatio?
L1524[18:41:56] <Vastatio> the slots in my hotbar for my GUI
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L1526[18:42:10] <Vastatio> are being replicated inside the inventory
L1527[18:42:19] <Vastatio> heres the container class
L1528[18:42:22] <Vastatio> https://gist.github.com/anonymous/5b071f885ad7673f08ee
L1529[18:42:34] <Vastatio> For some reason the inventory is tracking the hotbar
L1530[18:42:42] <Vastatio> and vise-versa
L1531[18:44:37] <shadekiller666> you're adding your slots backwards
L1532[18:44:49] <Vastatio> should i be adding the slots in an order?
L1533[18:45:04] <diesieben07> no
L1534[18:45:05] <shadekiller666> try adding the slots for your container first, then the 27 for the player, then the 9 hotbar slots
L1535[18:45:12] <diesieben07> but ALL your slots are set to use the player inv...
L1536[18:45:22] <Vastatio> O DMN
L1537[18:45:23] <Vastatio> SHIT
L1538[18:45:26] <shadekiller666> that too :P
L1539[18:45:41] <Vastatio> lol ok i see
L1540[18:46:29] <shadekiller666> how the hell am i getting an NPE from the server command manager when i try to register a command?
L1541[18:46:46] <Vastatio> so - now the stuff from my hotbar
L1542[18:46:53] <Vastatio> cannot be put into the inventory
L1543[18:46:59] <Vastatio> and when i try to put them out into the hotbar
L1544[18:47:12] <Vastatio> it dupes the item
L1545[18:47:41] <shadekiller666> client and server are desynced in that case
L1546[18:47:59] <Vastatio> it works with clicking
L1547[18:48:06] <Vastatio> just not shift-clicking
L1548[18:48:08] <shadekiller666> oh
L1549[18:48:24] <shadekiller666> adjust the values in transferStackInSlot
L1550[18:48:27] <diesieben07> shift clicking is a bitch
L1551[18:48:54] <Vastatio> what values in transferStackInSlot() are wrong?
L1552[18:49:18] <diesieben07> call this and be happy: https://goo.gl/6rAhhX
L1553[18:50:36] <shadekiller666> well
L1554[18:50:46] <shadekiller666> slots 0-36
L1555[18:50:56] *** williewillus is now known as willieaway
L1556[18:51:05] <shadekiller666> since you're adding the hotbar first, 0-8 are the hotbar slots
L1557[18:51:16] <shadekiller666> 9-36 are the player's inventory
L1558[18:51:25] <Vastatio> ok
L1559[18:51:33] <Vastatio> so should i be checking for the hotbar as well?
L1560[18:51:37] <shadekiller666> everything after that is your container
L1561[18:52:16] <shadekiller666> probably, i recommend either what diesie linked, or using the vanilla chest transferStackInSlot or something
L1562[18:52:30] <Vastatio> when i tried that, got a bunch of errors
L1563[18:52:39] <Vastatio> saying that the classes wern't there
L1564[18:52:44] <shadekiller666> ...
L1565[18:52:47] <Vastatio> E.x. ShiftClickTarget
L1566[18:52:53] <diesieben07> well its a library
L1567[18:52:57] <Vastatio> ah
L1568[18:52:57] <shadekiller666> ShiftClickTarget?
L1569[18:53:03] <diesieben07> if you just copy-pasta, you need to copy-paste all the code you need.
L1570[18:53:09] <diesieben07> its a class by me.
L1571[18:53:13] <shadekiller666> oh
L1572[18:53:16] <Vastatio> I didn't know it was a library
L1573[18:53:29] <diesieben07> you can specify e.g. ShiftClickTarget.slot(slotID) and it will only transfer into that slot
L1574[18:54:14] <diesieben07> but you dont even need that if you dont want special behaviro
L1575[18:54:20] <diesieben07> the default behavior is *usually* fine.
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L1580[19:02:03] <Vastatio> heres what it looks like right now:
L1581[19:02:05] <Vastatio> https://gyazo.com/d8ec439bf5ccf72413c534fdd3a584a7
L1582[19:02:13] <Vastatio> transferStackInSlot():
L1583[19:02:15] <Vastatio> https://gist.github.com/anonymous/4a0dbb331bfac5d2e894
L1584[19:02:41] <Vastatio> if(sourceStack.stackSize==0) sourceSlot.putStack(null)
L1585[19:02:45] <Vastatio> i don't know why it's not working
L1586[19:02:53] <Vastatio> i just shift clicked the item in and back
L1587[19:03:10] <Vastatio> also, for some reason the first item put in there gets duped into the hotbar
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L1589[19:03:17] <Vastatio> but the duped item isn't actually duped
L1590[19:03:25] <Vastatio> you try anything with it, it goes away
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L1592[19:04:20] <shadekiller666> ...
L1593[19:04:32] <shadekiller666> you're not setting the slot contents to null
L1594[19:04:58] <shadekiller666> and also i don't know why you're returning null if the item can't find somewhere to merge to
L1595[19:05:46] <shadekiller666> why is shift clicking such a pain in the ass
L1596[19:05:57] <Vastatio> well, i tried just doing it normally
L1597[19:05:58] * diesieben07 waves solution
L1598[19:06:12] <Vastatio> one problem was that - when i split the stack from the inv and put it into hotbar
L1599[19:06:21] <Vastatio> it moved all dupes of items into the hotbar
L1600[19:06:28] <Vastatio> then when i tried putting those in with shift click
L1601[19:06:29] <Vastatio> crash
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L1603[19:06:43] <Vastatio> its just this:
L1604[19:06:43] <Vastatio> at net.minecraft.inventory.Container.slotClick(Container.java:300)
L1605[19:06:44] <Vastatio> at net.minecraft.inventory.Container.retrySlotClick(Container.java:533)
L1606[19:06:47] <Vastatio> over and over again
L1607[19:06:52] <Mitchellbrine> oh
L1608[19:06:58] <Mitchellbrine> that crash
L1609[19:07:26] <shadekiller666> its infinite looping
L1610[19:07:52] <Mitchellbrine> iirc, I got this from a vanilla class https://pste.me/#/tiw9u
L1611[19:07:58] <shadekiller666> vast, go ahead and see if you can get diesie's method to work
L1612[19:07:58] <Mitchellbrine> It fixed that issue on my container
L1613[19:08:09] <Mitchellbrine> ^^^
L1614[19:08:29] <shadekiller666> mitch, thats a link with no text in it, just an empty text box
L1615[19:08:42] <Mitchellbrine> what?
L1616[19:08:59] <shadekiller666> that pste.me is doesn't have anything in it
L1617[19:09:06] <Mitchellbrine> Just opened in incognito and it worked fine
L1618[19:09:12] <Vastatio> for me its fine
L1619[19:09:12] <Mitchellbrine> text appeared
L1620[19:09:15] <Mitchellbrine> yeah
L1621[19:09:25] <shadekiller666> strange
L1622[19:09:31] <shadekiller666> i don't see anything in it
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L1624[19:12:12] <Vastatio> can anyone refer me to the code of ShiftClickTarget.java?
L1625[19:12:21] <Vastatio> nvm found it
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L1631[19:20:42] <Vastatio> same result lol
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L1633[19:25:39] <killjoy1> Is there a mod that makes leaves behave like they do on the console?
L1634[19:26:10] <killjoy1> If it's surrounded on all sides, it uses the fast model
L1635[19:28:49] <tterrag|away> not that I know of
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L1637[19:29:58] <killjoy1> I wonder if I could do it with ctm
L1638[19:30:57] <tterrag|away> wot
L1639[19:31:12] <HassanS6000> How would I get a gameprofile from a player's UN
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L1641[19:31:21] <tterrag|away> killjoy1, it would never work properly because isOpaqueCube() has no context
L1642[19:31:21] <killjoy1> UN?
L1643[19:31:36] <HassanS6000> nvm found it
L1644[19:32:26] <HassanS6000> How to get the server/online players?
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L1646[19:32:43] <killjoy1> Just a sec, I do this somewhere
L1647[19:33:18] <diesieben07> MinecraftServer.getServer().getServerConfigurationManager().playerEntityList
L1648[19:33:24] <Mitchellbrine> beaten to it
L1649[19:33:37] <diesieben07> :P
L1650[19:33:39] <killjoy1> mc.getNetHandler().func_175106_6()
L1651[19:33:48] <killjoy1> (if you're on client)
L1652[19:33:55] <Mitchellbrine> both ways you can go
L1653[19:34:02] <diesieben07> oh yeah client is something else
L1654[19:34:13] <killjoy1> on singleplayer, getServer can return null
L1655[19:34:24] <killjoy1> I mean multiplayer
L1656[19:34:32] <diesieben07> and it would be a bad idea to use it singleplayer from the clinet anyways.
L1657[19:34:36] <killjoy1> getServer() will only return something if you're joined singleplayer
L1658[19:34:51] <diesieben07> or are actually on a server ;)
L1659[19:34:58] <killjoy1> Suggest using proxy
L1660[19:35:05] <diesieben07> wat
L1661[19:35:05] <killjoy1> or world.isRemote
L1662[19:35:31] <diesieben07> those two should never appear with an "or"
L1663[19:35:36] <diesieben07> they do completely different things.
L1664[19:35:54] <killjoy1> s/or/and
L1665[19:36:14] <diesieben07> even worse i think :D but i am not sure what that would even mean.
L1666[19:36:24] <killjoy1> Then just use a proxy
L1667[19:36:42] <diesieben07> i dont think you need either.
L1668[19:37:00] <killjoy1> As long as you have access to the nethandler
L1669[19:37:12] <diesieben07> or are on the server thread.
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L1672[19:43:16] <killjoy1> It occurs to me that HassanS6000 hasn't provided any feedback.
L1673[19:43:52] <HassanS6000> I'm on server side and am using what diesieben07 gave lol
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L1686[19:58:16] <HassanS6000> how do I make a new BanEntry?
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L1722[19:59:15] <diesieben07> HassanS6000, look at CommandBanIp / CommandBanPlayer
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L1774[20:36:50] <HassanS6000> how would I get the dimension from a world server
L1775[20:37:25] <HassanS6000> the id
L1776[20:37:29] <HassanS6000> as in overworld == 0
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L1781[20:45:14] <Matthew> HassanS6000, worldServer.provider.getDimensionId() or something like that
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L1783[20:45:49] <HassanS6000> ty Matthew
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L1810[21:37:32] <Zaggy1024> is there a way to turn off the Ctrl-click shortcut for open declaration in Eclipse?
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L1812[21:37:41] <Zaggy1024> it's really annoying when I'm copying and pasting stuff repeatedly
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L1814[21:47:53] <shadekiller666> i hit it often when i'm commenting and uncommenting
L1815[21:52:49] <gigaherz_d> meh
L1816[21:52:51] <gigaherz_d> crappy idea
L1817[21:53:04] <gigaherz_d> told it to inline a method call that used "only" a bit over 1200 times
L1818[21:53:08] <gigaherz_d> and it's frozen
L1819[21:53:09] <gigaherz_d> pff
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L1821[21:55:12] <Zaggy1024> shade, no idea how to turn it off? :(
L1822[21:55:22] <shadekiller666> nope
L1823[21:55:25] <Zaggy1024> I use ctrl way too much
L1824[21:55:30] <Zaggy1024> it bugs the crap out of me
L1825[21:55:33] <shadekiller666> theres a setting somewhere i'm sure
L1826[21:56:19] <Zaggy1024> WHEY
L1827[21:56:20] <Zaggy1024> http://stackoverflow.com/questions/4387450/disable-eclipse-ctrl-click
L1828[21:56:34] <Zaggy1024> didn't think Google would come through on this but apparently it's a more common problem than I thought
L1829[21:57:14] <shadekiller666> of course they named it something obscure
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L1844[22:25:21] <MattDahEpic> Further research into the exact location of Hammerspace awaits solution of a few more basic questions. Such as: "What happens when you turn a Bag of Holding inside out?" and "Why is the inside of the TARDIS only that much larger than its exterior?"
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L1846[22:26:22] <gigaherz_d> MattDahEpic: IIRC, the TARDIS is exactly as large as it needs to be, and is happy to create more rooms if it needs to accomodate.
L1847[22:26:23] <gigaherz_d> ;P
L1848[22:27:56] <gigaherz_d> GAAAAH
L1849[22:28:28] <gigaherz_d> I can't make the ISBRH get used at all :/
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L1851[22:29:52] <shadekiller666> lol
L1852[22:30:37] <gigaherz_d> I MUST be missing something
L1853[22:30:40] <gigaherz_d> i just have no idea what
L1854[22:30:58] <shadekiller666> idk, 1.7.10 rendering is the bane of my existance
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L1856[22:31:53] <gigaherz_d> AH
L1857[22:31:54] <gigaherz_d> foundit
L1858[22:31:55] <gigaherz_d> I think
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L1861[22:35:14] <gigaherz_d> yah I was missing getRenderType in the block
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L1863[22:36:47] <gigaherz_d> :3
L1864[22:36:55] <gigaherz_d> that worked
L1865[22:37:16] <gigaherz_d> I could, with some patience, port my obj loader so that instead of baking for 1.8, "bakes" into an ISBRH
L1866[22:37:26] <gigaherz_d> I mean, directly into the tesellator
L1867[22:38:54] <gigaherz_d> I need better texturing, that's for sure.
L1868[22:39:27] <gigaherz_d> the current texture is cool
L1869[22:39:31] <gigaherz_d> but it'sn othe look I was going for XD
L1870[22:40:39] <gigaherz_d> gah no it's not right
L1871[22:40:45] <gigaherz_d> it's getting the tint color of the leaves around it
L1872[22:40:45] <gigaherz_d> XD
L1873[22:41:15] <shadekiller666> lol
L1874[22:41:25] <shadekiller666> mine worked ok ported
L1875[22:41:29] <shadekiller666> except for textures
L1876[22:41:46] <shadekiller666> as all of the IIcon stuff in 1.8 is handled outside of my loader
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L1878[22:45:06] <Zaggy1024> hehe, I like that I know how to slow down ticks in MC now :)
L1879[22:45:14] <Zaggy1024> it's useful for making animations
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L1890[23:10:31] <Zaggy1024> heh, double clicking in menus with slowed ticks really doesn't work well
L1891[23:13:03] <unascribed> why are you slowing ticks, shouldn't you just wait for multiple ticks to pass?
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L1895[23:20:31] <minecreatr> is there anyway to get if an ItemStack has a crafting recipe for it
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L1905[23:36:34] <McJty> minecreatr, probably since NEI can do it.
L1906[23:36:41] <McJty> minecreatr, perhaps you can loop over all recipes.
L1907[23:37:22] <tterrag> McJty: NEI doesn't store all recipes
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L1909[23:37:28] <tterrag> it asks on-demand from all handlers
L1910[23:37:33] <McJty> tterrag, I didn't say that?
L1911[23:37:34] <tterrag> I have tackled this problem before :P
L1912[23:37:39] <minecreatr> well I figured it out
L1913[23:37:49] <tterrag> there is no way you can say "NEI, give me all recipes for item X"
L1914[23:37:55] <tterrag> that's just not how it functions
L1915[23:37:56] <tterrag> I've tried
L1916[23:37:57] <McJty> I just said that there is probably a way to get a recipe for something since NEI also does that.
L1917[23:38:04] <McJty> Well for basic crafting at least.
L1918[23:38:05] <tterrag> NEI uses all its custom handlers :P
L1919[23:38:05] <minecreatr> https://gist.github.com/minecreatr/e9aa4c75d7fc5c12cb9e
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L1921[23:38:18] <tterrag> ^ works for crafting
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