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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
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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
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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?
L225[03:17:27]
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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
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
L253[04:19:19] ***
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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
L259[04:21:35]
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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
L263[04:37:58] ***
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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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L300[05:59:29] <Carlos> Ignore the above,
I worked it out, sorry.
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?
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
L311[06:04:41]
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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
L318[06:08:31]
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L319[06:09:45] ***
PaleOff is now known as PaleoCrafter
L320[06:09:47] <sham1> For your
information, it is net.minecraftforge.fml.common.FMLTweaker
L321[06:11:39]
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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
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?
L329[06:19:00] ⇦
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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
L339[06:20:26]
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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
L344[06:24:03] ***
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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
L348[06:25:15] ⇦
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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
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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
L420[07:34:08] ***
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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
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
L460[08:34:22]
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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
L468[08:36:06] ⇦
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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
L474[08:38:13]
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L475[08:38:55] ***
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L476[08:39:30] <Pennyw95>
locationBlocksTexture
L477[08:39:37] <Ordinastie_> yes
L478[08:40:03] ⇦
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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]
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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
L489[08:43:40] ***
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L490[08:43:42] ***
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L491[08:44:16] ⇦
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(~Thunderbi@modemcable086.219-70-69.static.videotron.ca) (Quit:
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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
L500[08:46:03] ***
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L501[08:46:14] ⇦
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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]
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L506[08:47:07]
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L507[08:47:24] <gigaherz> Mata: ah
L508[08:47:27] <gigaherz> in that
case
L509[08:47:35]
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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]
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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)
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 >.<
L543[08:53:02] ⇦
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(Quit: Leaving.)
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
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
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.
L593[09:02:59] <vedalken254> that's
epic
L594[09:03:00] <Mata> mine has fancy
backgrounds
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
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
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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.
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
L628[09:10:04] ⇦
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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?
L633[09:18:29]
⇨ Joins: Calcium
(~Calcium@ns511934.ip-198-245-62.net)
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.
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
L662[09:30:45] <boni> well, mess around
with the values and see if stuff changes? :P
L663[09:33:48]
⇨ Joins: Temportalist
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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
L667[09:35:58]
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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]
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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
L686[09:40:43] ⇦
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L691[10:01:47] <diesieben07> probably iris
something
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
L699[10:03:43] ***
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L700[10:04:29] <simon816> the daily
wtf
L701[10:05:03] ⇦
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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
L705[10:08:48] ⇦
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L706[10:10:15]
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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
L711[10:14:08] ***
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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
L725[10:24:52]
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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]
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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]
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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
L752[10:31:32]
⇨ Joins: Loetkolben
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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
L779[10:35:59] ⇦
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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
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?
L792[10:39:39] ⇦
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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
L835[10:48:15]
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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
L838[10:50:34] ⇦
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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] ⇦
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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:
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
L855[10:55:17]
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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
L874[10:58:12] <gigaherz> this is how I
did mine
L875[10:58:31] ⇦
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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
L879[10:59:06] ⇦
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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
L883[10:59:54]
⇨ Joins: Saturn812 (~Saturn812@2.94.240.116)
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
L919[11:04:42]
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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
L947[11:07:21] ⇦
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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:
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...
L983[11:29:25]
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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
L992[11:36:54] ⇦
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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]
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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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L1008[11:50:03] <Mata> Kappa
L1009[11:53:04] ***
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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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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.
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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?
L1227[14:45:12]
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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"
L1240[15:00:23]
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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
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> ?
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
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?
L1474[17:50:00] <Vastatio> theres the
read/write NBT data methods ^
L1475[17:50:02] <Ordinastie_> yes
L1476[17:50:16]
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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
L1482[17:51:18]
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L1483[17:51:40] <Ordinastie_> Vastatio,
you probably access player inventory instead of your entity's
inventory
L1484[17:52:25]
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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
L1497[17:56:22]
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L1498[17:56:56] <diesieben07> this issue
is probably related to your Container
L1499[17:57:00]
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L1500[17:57:01] <diesieben07> not the
inventory
L1501[17:57:07]
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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
L1525[18:42:10]
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L1526[18:42:10] <Vastatio> are being
replicated inside the inventory
L1527[18:42:19] <Vastatio> heres the
container class
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?
L1553[18:50:36] <shadekiller666>
well
L1554[18:50:46] <shadekiller666> slots
0-36
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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:
L1582[19:02:13] <Vastatio>
transferStackInSlot():
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
L1588[19:03:16]
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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
L1602[19:06:34]
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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
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
L1623[19:11:26]
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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
L1626[19:14:23]
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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
L1636[19:29:35]
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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
L1640[19:31:16]
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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?
L1645[19:32:36]
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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
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
L1877[22:44:08] ***
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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
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L1921[23:38:18] <tterrag> ^ works for
crafting
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