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L8[00:10:10] <Zaggy1024> are messages only
handled on ticks, and not between them?
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L10[00:10:34] <Zaggy1024> unascribed, I was
testing an animation in slow motion
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L12[00:14:29] <tterrag> Zaggy1024: on 1.7
packets are received on the main thread, so yes
L13[00:14:35] <tterrag> on 1.8, they are on
their own thread, so no
L14[00:14:46] <Zaggy1024> hm
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L16[00:16:09] <Zaggy1024> I guess
interpolating this isn't too difficutl
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L23[00:45:24] ⇨
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L24[00:45:52] <madcrazydrumma> Hey guys, I
have a gui and a decrementing variable.. How would I show this
variable decrementing in a string on my gui until it reaches zero
then it doesnt show?
L25[00:46:03] <madcrazydrumma> I tried
doing this: while(zCooldownTicks > 0)
drawCenteredString(fontRendererObj, "" + (zCooldownTicks
/ 20), 10, 10, 0xFFFFFFFF);
L26[00:46:12] <madcrazydrumma> But nothing
shows on the gui haha
L27[00:51:02] <tterrag> umm
L28[00:51:13] <tterrag> how experienced are
you with java?
L29[00:51:18] <tterrag> it's pretty obvious
that would render nothing
L30[00:51:34] <tterrag> well it'll render
20 overlapping strings for one frame
L31[00:51:35] <tterrag> then nothing
L32[00:51:49] <tterrag> assuming you
decrement the variable...if not you'll just get stuck in the
loop
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L41[01:03:15] <Zaggy1024> :)
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L44[01:08:03] <dangranos> uh
L45[01:08:06] <dangranos> what's
that?
L46[01:08:36] <Zaggy1024> giant dragonfly
from prehistoric era :)
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L48[01:08:55] <Zaggy1024> laying its eggs
on some prehistoric...um...reed things
L49[01:09:13] <Zaggy1024> can't remember
the name for the thing that still exists now
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L53[01:22:34] <madcrazydrumma> tterrag, id
say im moderately experienced, and the loop doesnt get stuck
because I am decrementing it.. not that stupid
L54[01:22:42] <madcrazydrumma> How would I
get it to show though?
L55[01:26:24] <tterrag> just draw it,
decrement the counter by tick, not by frame
L56[01:26:34] <tterrag> it should be
separate
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L59[01:28:25] <madcrazydrumma> when i try
draw it, there is a null pointer for the drawCenteredString line as
the variable starts as 0
L60[01:28:33] <madcrazydrumma> and I don't
want it to show when the variable is 0
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L62[01:29:49] <tterrag> madcrazydrumma:
NPE?
L63[01:29:53] <tterrag> that makes no
sense, ints cannot be null
L64[01:30:13] <tterrag> also, just do if
(cooldown > 0)
L66[01:32:02] <tterrag> the fontRendererObj
is null...somehow
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L68[01:32:23] <tterrag> nothing else can
NPE there
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L70[01:32:45] <madcrazydrumma> Its so
weird
L71[01:33:12] <madcrazydrumma> okay thats
awkward, i put this.fontRendererObj and it works? o.O
L72[01:33:52] <madcrazydrumma> The string
still doesnt draw however
L73[01:35:02] <tterrag> it seems that you
are extending Gui
L74[01:35:12] <tterrag> but you are not
using it as a GUI, instead you are just calling the render methods
from an event
L75[01:35:13] <tterrag> why?
L76[01:35:19] <tterrag> no wonder your
fontrenderer was null
L77[01:36:07] <madcrazydrumma> How else
would I go about using it?
L78[01:36:16] <madcrazydrumma> Extending
GuiScreen
L79[01:36:34] <tterrag> just render
stuff...don't bother with a GUI class
L80[01:36:59] <madcrazydrumma> Im using a
render event, but to use the drawstring methods i decided to extend
GuiScreen?
L81[01:37:33] <tterrag> right...but your
GUI is not actually OPEN
L82[01:37:36] <tterrag> which MC expects it
to be
L83[01:37:59] <tterrag> the drawString
methods are just convenience, you can just call methods on the font
renderer directly
L84[01:38:16] <madcrazydrumma> oh
really?
L85[01:38:21] <tterrag> of course
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L88[01:39:02] <madcrazydrumma> but what
about drawTexturedModalRect methods?
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L90[01:40:44] <tterrag> similarly, just
convenience
L91[01:40:48] <tterrag> there's no reason
you can't recreate it
L92[01:41:00] <tterrag> honestly extending
Gui isn't a bad idea
L93[01:41:09] <tterrag> but extending
GuiScreen is problematic I would think
L94[01:41:23] <madcrazydrumma> Okay ill try
extending Gui
L95[01:42:18] <madcrazydrumma> Still
nothing ;_;
L96[01:42:44] <tterrag> post code
L98[01:44:53] <tterrag> ok so
L99[01:44:57] <tterrag> you never modify
zCooldownTicks?
L100[01:45:02] <tterrag> and it starts at
0...so...
L101[01:45:36] <madcrazydrumma> I do
modify it, just didnt think you needed that code
L102[01:46:21] <tterrag> is anything else
rendering?
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L108[01:52:03] <tterrag> madcrazydrumma:
is anything else rendering?
L109[01:52:18] <madcrazydrumma> Not that I
know of
L110[01:53:16] <tterrag> are you sure the
render method is being called...?
L111[01:53:30] <madcrazydrumma> Yeah
because the textures are drawing
L112[01:54:02] <tterrag> -_-
L113[01:54:09] <tterrag> I just asked if
anything else was rendering
L114[01:54:15] <tterrag> you said no
L115[01:54:25] <madcrazydrumma> oh right
woops
L116[01:54:30] <madcrazydrumma> sorry
;_;
L117[01:54:37] <tterrag> so everyting is
working EXCEPT the text
L118[01:54:41] <madcrazydrumma> Yeah
L119[01:54:52] <tterrag> have you tried
different coordinates?
L120[01:54:59] <tterrag> other than
10/10
L121[01:56:55] <madcrazydrumma> still
nothing
L122[01:57:08] <tterrag> perhaps height/2
and width/2
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L124[01:59:37] <madcrazydrumma> nope
L125[02:00:32] <tterrag> sorry, I'm out of
ideas
L126[02:00:42] <tterrag> try not doing
centered, just see if you can get anything drawing
L127[02:00:45] <tterrag> get rid of the if
statement
L128[02:00:54] <madcrazydrumma> okay
^
L129[02:01:28] <madcrazydrumma> will try
something and will let you know, if you want, when i fix it
:)
L130[02:01:33] <madcrazydrumma> Thanks for
the help anyways
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L132[02:04:21] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150811 mappings to Forge Maven.
L133[02:04:25] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150811-1.8.zip (mappings
= "snapshot_20150811" in build.gradle).
L134[02:04:35] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L139[02:13:24] <madcrazydrumma> tterrag,
got it to work, however the text doesnt update now
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L149[02:29:57] <Vorquel> How do I go about
rendering a block overlay for the block I'm looking at when I'm
holding a specific item. I know a little OpenGL, but I have no idea
what I'm looking at when I try to reference the Forge Multipart
sourcecode, for instance.
L150[02:31:03] <madcrazydrumma> Have you
tried writing it?
L151[02:31:36] <Vorquel> I don't know
where to begin.
L152[02:32:42] <madcrazydrumma> Umm okay
so you need to somehow keep track of where the player is looking
at. A way you can do this is, is using the ClientTickEvent to check
for the position.
L154[02:34:52] <madcrazydrumma> Then use
the player's inventory to check for the item Vorquel :)
L155[02:35:24] <Vorquel> Alright. I'm
diving back into this. Thanks for the advice.
L156[02:35:59] <madcrazydrumma> Vorquel,
it can be quite heavy though checking every block though and then
checking items, so try and eliminate some factors if possible
L157[02:36:19] <Vorquel> I have some ideas
in mind.
L158[02:36:29] <madcrazydrumma> Good luck
:)
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L160[02:41:12]
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L161[02:42:12] <FusionLord> Does anyone
know how to setup forge gradle in such a way that I can have all my
mods in the same workspace and manage building seperate?
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L163[02:42:31] <FusionLord> for IntelliJ
IDEA
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L165[02:43:58] <Vorquel> I don't know
exactly, but I would expect that part of it would include putting
each mod in its own module.
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L167[02:44:40] <FusionLord> i've done
that, however it refuses to copy the assests of all the
modules...
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L169[02:45:20] <FusionLord> and load them
in game
L170[02:46:32] <Vorquel> And my experience
has already been exceeded. I hope you find help.
L171[02:46:47] <FusionLord> lol
thanks
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L175[02:52:48] <xaero> I'd link you to a
multiproject workspace video by lex, but it's for Eclipse..
L176[02:54:38] <FusionLord> xD
L177[02:54:42] <FusionLord> thanks
anyway
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L187[03:03:53] <Zaggy1024> Vorquel, to get
what the player is looking at just do
Minecraft.getMinecraft().objectMouseOver
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L189[03:04:40] <FusionLord> when you add
the line idea.module.inheritOutputDirs = true, Do you have to rerun
setupDecompWorkspace?
L190[03:04:41] <Vorquel> I think I found
what I need for that actually: DrawBlockHighlightEvent. It gives me
both where and when.
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L192[03:04:55] <Zaggy1024> ah yeah
L193[03:05:00] <Zaggy1024> good :)
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L196[03:17:05] <Zaggy1024> hm, the
tracking on my entity is worryingly bad
L197[03:17:37] <Zaggy1024> sometimes it
appears a full block off from where it actually is and doesn't seem
to fix itself
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L199[03:26:43] <Zaggy1024> is there a way
to force it to send only the full location of an entity?
L200[03:27:18] <Zaggy1024> this is really
annoying, because my entity is supposed to land accurately on a
reed and a lot of them land half a block off
L201[03:28:18] <FusionLord> is it just the
rendering? or the actual location?
L202[03:28:42] <FusionLord> check the
bounding box, F3 + B
L203[03:30:33] <FusionLord> Zaggy1024,
^^^
L204[03:30:34] <Zaggy1024> it's the
position, yes
L205[03:31:04] <Zaggy1024> the entity
tracking in Minecraft is very stupid
L206[03:31:36] <FusionLord> well the
location is relitive to the center of the entity, when spawning you
may need to add .5D to the x and z coords
L207[03:31:47] <Zaggy1024> dude.
L208[03:31:55] <Zaggy1024> it's the entity
tracking, I know this
L209[03:32:09] <Zaggy1024> because if I
send a message telling the client the location, it moves to the
correct location
L210[03:33:52] <Zaggy1024> I guess I'll
just disable vanilla tracking and use my message to update it
L211[03:34:13] <Zaggy1024> I think my
entity just moves to fast for the packets or something
L212[03:34:22] <Zaggy1024> who the frak
knows
L213[03:34:38] <Zaggy1024> all I know is
it goes out of sync and looks really bad :(
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L219[04:00:25] <Wuppy> does anybody have
an idea on how to do an iris wipe in unity?
L221[04:01:27] <dangranos> that example
XD
L222[04:01:30] <FusionLord> the circular
black out?
L223[04:01:36] <FusionLord> xD^
L224[04:01:42] <Wuppy> yep
FusionLord
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L230[04:29:58] <FusionLord> y can't I get
my assets to load in debugging mode, I have
idea.module.inheritOutputDirs = true.... ;(
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L233[04:32:57] <PaleoCrafter> Did you
refresh the idea gradle thing, FusionLord?
L234[04:33:19] <FusionLord> yeah and it
whipes my src and res dirs....
L235[04:33:28] <FusionLord> so that seems
to be the issue
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L237[04:34:02] <PaleoCrafter> Wat
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L243[04:38:28] <FusionLord> what do you
mean what?
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L247[04:45:42] <Zaggy1024> he means that
sounds very strange and bad
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L249[04:48:05] <FusionLord> not the files,
just the paths
L250[04:48:29] <PaleoCrafter> Still is
weird :P
L251[04:48:33] <FusionLord> think i
figured it out by adding sourceSets in my build.gradle
L252[04:48:57] <PaleoCrafter> You
shouldn't need that
L253[04:49:00] <FusionLord> all looks
good, launching now...
L254[04:49:07] <FusionLord> yeah i
do
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L256[04:49:12] <FusionLord> trust me
L257[04:49:36] <PaleoCrafter> Then your
project is set up wrong :P
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L259[04:51:45] <FusionLord> I'm setting it
up for multiple mods at once
L260[04:52:43] <FusionLord> and i haven't
found another way, also i have no idea what I'm doing :)
L261[04:55:34] <FusionLord> and it
works.... not to self att sourceSets before applying forge plugin
and all is good
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L275[05:35:40] <Zaggy1024> wow what the
frak
L276[05:35:57] <Zaggy1024>
BlockPos.add(Vec3i) is universal but subtract(Vec3i) is
client
L277[05:42:08] <sham1> You subtract by
having a negative vec3i
L278[05:42:19] <sham1> And adding it
L279[05:44:09] <FusionLord> anyone here
good with gradle?
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L281[05:45:25] <Zaggy1024> sham1, I don't
believe there's a convenient way to get a BlockPos multiplied by
-1
L282[05:45:47] <Zaggy1024> but I'm
pointing out the obvious disparity
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L284[05:46:02] <Zaggy1024> it seems to me
that those methods should go together
L285[05:46:10] <Zaggy1024> whether it's on
the client or universal
L286[05:47:16] <FusionLord> the fact that
subtract is only on the client is strange, the fact that it exists
at is questionable aswell
L287[05:47:56] <Zaggy1024> not
really
L288[05:48:08] <Zaggy1024> like I said,
there's no convenient way to get a negative BlockPos
L289[05:48:26] <Zaggy1024> so getting the
difference between two BlockPoses is difficult without a subtract
method
L290[05:48:42] <Zaggy1024> (difficult in
that I as a lazy programmer don't want to type that much :P)
L291[05:50:18] <FusionLord> util classes
xD, just copy the one from the client into the util class
L292[05:50:29] <FusionLord> s/the/a
L293[05:50:30] <sham1> Zaggy, to get
negative vector you change the positive comb8nents to negative and
negative to possitive
L294[05:50:47] <sham1> Now, seeing as
BlockPos is Vec3i's subclass...
L295[05:51:00] <sham1> You just do
that
L296[05:51:09] <sham1> Or just use a
Vec3i
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L301[05:52:38] <FusionLord> Zaggy1024, do
you want the distance between?
L302[05:53:03] <Zaggy1024> sham1, I
friggin know that
L303[05:53:19] <Zaggy1024> fusion, that's
only one use of getting the difference between locations
L304[05:54:08] <Zaggy1024> huh, apparently
there is a universal multiply method though
L305[05:54:09] <FusionLord> well for that
there is the BlockPos.distanceSq(BlockPos) :)
L306[05:54:16] <Zaggy1024> there isn't a
multiple method for Vec3 though :(
L307[05:54:33] <Zaggy1024> that is
true
L308[05:54:53] <sham1> Universal as
in?
L309[05:54:58] <Zaggy1024> I was caching
the distances for my code to be faster though
L310[05:55:03] <Zaggy1024> on the server
and client
L311[05:55:17] <FusionLord> also to get a
negitive blockPos... there is BlockPos.multiply(-1)
L312[05:55:35] <FusionLord> then add
those
L313[05:55:40] <Zaggy1024> erm I just
mentioned that method lol
L314[05:55:48] <FusionLord> whoops
L315[05:56:03] <sham1> Then what is the
problem
L316[05:56:09] <Upth> still, having a
direct subtract would be faster.
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L319[05:56:31] <Zaggy1024> exactly
L320[05:56:58] <Zaggy1024> that's the
point, it just doesn't make sense to have all these arithmetic
methods on the server and client, and then subtract is only client
side
L321[05:57:04] <Zaggy1024> but whatever,
it's not a big deal
L322[05:57:11] <FusionLord> int distance =
blockPos1 + blockPos2.multiply(-1);
L323[05:57:31] <Zaggy1024> yes yes, i know
that
L324[05:57:50] <FusionLord> just like 20
chars more
L325[05:57:52] <Zaggy1024> that's what I'm
doing now (except you ahve to do blockPos1.add(
L326[05:57:53] <Upthorn> when I said
faster, I meant faster to execute, not to write.
L327[05:58:05] <FusionLord> right.....
xD
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L329[05:58:53] <Zaggy1024> that perf
probably doesn't make a difference unless you do it a LOT
L330[05:59:30] <Upthorn> I know. My
training comes from working on romhacks
L332[05:59:54] <Upthorn> where because of
cycle limitations, multiplication vs adding makes a huge
difference, even if it's only happening a few times.
L333[06:00:31] <sham1> Zaggy, if it
bothers you that much, make a PR that makes BlockPos.subtract for
both sides
L334[06:01:28] <Zaggy1024> it doesn't
really bother me that much, it just doesn't make sense to me
L335[06:01:49] <Zaggy1024> I wasn't asking
for solution either, just remarking about it pretty much
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L339[06:02:29] <sham1> You could still
make it a PR
L340[06:02:37] <Zaggy1024> too much work
:P
L341[06:02:54] <Zaggy1024> I have to make
a new workspace, then figure out the Git crap to make that work
:P
L342[06:03:00] <Zaggy1024> I have a rather
messy setup for PRs
L343[06:03:41] <sham1> You literally just
remove @Sideonly and create a patch
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L355[06:26:25] <Zaggy1024> sham1, it's not
that that's the problem
L356[06:26:37] <Zaggy1024> like I said, my
fork is kinda messy
L357[06:27:48] <sham1> Well I can also do
it
L358[06:27:50] <sham1> Hold on
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L369[07:06:26] <Lumien> if i have
something like "File toOpen = new
File(Minecraft.getMinecraft().mcDataDir, folderName);"
L370[07:06:38] <Lumien> can folderName be
something that will cause toOpen to no longer be inside the mc
dir?
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L372[07:07:38] <heldplayer> I think so,
yeah
L373[07:08:16] <heldplayer> Having it be
.. can make it break out, something like test/../.. can also
L374[07:08:33] <Ordinastie_> but you
probably shouldn't do it
L375[07:12:57] <Lumien> .. still opens the
mc folder
L376[07:13:59] <FusionLord> .. goes up one
dir, if you want to go up more chain them Ex. "
test/../../../rainbows "
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L378[07:15:24] <Lumien> right
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L380[07:16:14] <Ordinastie_> and I'm not
you can use it in "folderName", you may need to add it to
the first arg
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L383[07:17:30] <Lumien> I don't actually
wanna do anything, users are supposed to be able to specify
folderName
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L396[08:00:44] <gigaherz> Lol Oracle's CSO
made a blog post saying it's illegal to reverse-engineer their
products, so even if someone is trying to find security issues to
notify them,
L397[08:00:50] <gigaherz> they should NOT
be trying to find bugs at all.
L398[08:01:25] <gigaherz> they deleted
said post when the security community went all
"seriously?!" on them
L399[08:01:26] <gigaherz> XD
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L404[08:05:10] <luacs1998> lol
L405[08:06:30] <diesieben07> the products
they produce may or may not be good, but in the end oracle is a big
steaming pile of shit.
L407[08:07:38] <gigaherz> hm,m is oracle
actually doing anything they created themselves?
L408[08:07:58] <gigaherz> aside of the
database
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L411[08:08:55] <diesieben07> FusionLord,
your json is invalid.
L412[08:09:05] <sham1> And even then, only
Oracle is their own original product when talking about
databases
L413[08:09:22] <sham1> They own MySQL for
some reason...
L414[08:10:04] <sham1> What is it with
American companies buying these things from Sweden
L415[08:10:09] <gigaherz> "some
reason" -- they bought mysql ab?
L416[08:10:10] <gigaherz> XD
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L421[08:24:22] <PaleoCrafter> sham1,
Zaggy1024, subtract is only available on the client because Mojang
never uses it on the server
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L423[08:24:37] <Ordinastie_> FusionLord,
did you read the stacktraces ?
L424[08:25:26] ***
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L425[08:25:27] <FusionLord> yeah, just
coudln't find the error wasn't sure if it could mean something
else
L426[08:25:39] <Ordinastie_> Unterminated
object at line 4 column 10 <= pretty self explanatory
L427[08:25:42] <FusionLord> found it
though missing comma,
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L431[08:29:24] <gigaherz> I just had an
interesting idea for a very annoying power transport system
:D
L432[08:29:35] <sham1> PaleoCrafter, We
can still make it a PR to change that
L433[08:29:44] <gigaherz> step 1: make
fluid pipes
L434[08:29:51] <gigaherz> step 2: make
electric fluid
L435[08:30:01] <sham1> Just like how that
has been done with stuff like EnumFacing
L436[08:30:02] ***
TTFT|Away is now known as TTFTCUTS
L437[08:30:11] <gigaherz> step 3: drive
power through the electric fluid, but using up electric fluid in
the process
L438[08:30:22] <PaleoCrafter> Just
clarifying :P
L439[08:30:24] <gigaherz> step 4: require
constant generatio nof new electric fluid to keep the pipes
full
L440[08:30:29] ***
Kolatra is now known as Kolatra|Away
L441[08:30:43] <sham1> Oh, also Paleo, how
did I activate that experimental backend for scala to have it use
java8 stuffs
L442[08:30:49] <gigaherz> the lower the
fluid levels on the pipe, the less RF/t they can transfer
L443[08:31:07] <gigaherz> and higher tier
pipes simply can pressurize more electric fluid per pipe block
:D
L444[08:31:13] <PaleoCrafter> The scala
2.12 milestone has instructions
L445[08:31:30] <sham1> I'd really like to
be able to use scala closures like java lambdas so I would have not
to manually create anonymous subclasses for stuff like
runnable
L446[08:31:33] <sham1> oh thanks
L447[08:32:49] <sham1> And then I can put
my sourceCompatibility and targetCompatibility stuffs to 1.8
correct?
L449[08:33:53] <sham1> Because forcing
users to update their java makes me a happy puppy
L450[08:34:27] <PaleoCrafter> I think
so
L451[08:35:23] <PaleoCrafter> I do some
nasty stuff which conflicts with the backport, hence I can't really
use it :D
L452[08:35:39] <sham1> Like?
L453[08:37:01]
⇨ Joins: madcrazydrumma
(~madcrazyd@176.205.123.36)
L454[08:37:31] <madcrazydrumma> Is there
any way to force the in game gui screen to refresh? I have a
counter in my drawString text and it wont decrease
L455[08:38:10] <PaleoCrafter> Macros,
shamq :P
L456[08:38:20] <Ordinastie_>
madcrazydrumma, it automatically refreshes
L457[08:38:28] <madcrazydrumma> Really? it
doesnt seem too
L458[08:39:09] <sham1> Do you let the
client know of the change?
L459[08:39:12] <madcrazydrumma>
Ordinastie_, im using a RenderGameOverlay event
L460[08:39:43] <madcrazydrumma> sham1 how
would i do that?
L461[08:39:51] <sham1> Packets
L462[08:40:37] <madcrazydrumma> how would
I do that?
L463[08:41:11]
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(~Shukaro@cpe-65-29-204-95.cinci.res.rr.com)
L465[08:42:00] <Ordinastie_> before
steering him towards packet, maybe you should make sure he's
actually doing stuff server side only first ?
L466[08:42:21] <sham1> good point
L467[08:42:28] <madcrazydrumma> My counter
is only for the client, no other player needs to know of it
L468[08:43:11] ***
willieaway is now known as williewillus
L469[08:43:13] <gigaherz> but do you
calculate it on the client?
L470[08:43:15] <gigaherz> can you paste
code?
L471[08:43:17] <gigaherz> (pastebin=
L472[08:43:39] ⇦
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L473[08:43:48] <gigaherz> would be nice to
see you overlay handler, and wherever you change the counter
L474[08:44:16] ***
Ashlee is now known as Ashlee|off
L475[08:44:22] <madcrazydrumma> Okay
L476[08:44:30] <gigaherz> your*
L478[08:45:48] <PaleoCrafter> It's just
too hot D:
L479[08:46:15] ⇦
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leaving)
L480[08:47:02] <gigaherz> madcrazydrumma:
you manage spell cooldown on the client? doesn't that mean if
someone hacks their mod, they could have infinite spells?
L481[08:47:11] <gigaherz> skills*
L482[08:47:21]
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L483[08:48:04] <madcrazydrumma> we had a
discussion before remember? the cooldown is always less than like
8-10 secs
L484[08:48:39] <PaleoCrafter> You
generally don't want the client to decide anything
L485[08:48:47] <gigaherz> if we ever had a
discussion about it, I don't recall it ;P
L486[08:49:02] <gigaherz> but if it really
happened, I probably agreed it was a bad idea ;P
L487[08:49:07] <PaleoCrafter> No matter
how unimportant the logic is
L488[08:49:20] <madcrazydrumma> How would
I deal with it on the server then?
L489[08:49:24] <madcrazydrumma> and dont
say packets </3
L490[08:49:25] <gigaherz> the only reason
gamesh ave logic on the client, is to save server costs
L491[08:49:34] <gigaherz> packets aren't
hard ;P
L492[08:49:39] <Szernex> anyone know of a
good resource to read up on the cofh core world gen stuff? their
doc isn't really too helpful
L493[08:49:41] <gigaherz> really the whole
idea is
L494[08:49:56] <gigaherz> you manage the
time in both sides
L495[08:50:02] <gigaherz> the client for
visua lpurposes (lag)
L496[08:50:07] <gigaherz> and theserver to
ensure the player isn't cheating
L497[08:50:22] <gigaherz> and if the
client sends a skill initiation request too early
L498[08:50:25] <gigaherz> the server
rejects it
L499[08:50:48] <williewillus> did you guys
see that one blog post from some oracle exec? :p
L500[08:50:54] <gigaherz> yes
L501[08:51:14] <gigaherz> [15:00]
(gigaherz): Lol Oracle's CSO made a blog post saying it's illegal
to reverse-engineer their products, so even if someone is trying to
find security issues to notify them, they should NOT be trying to
find bugs at all.
L502[08:51:15] <gigaherz> [15:01]
(gigaherz): they deleted said post when the security community went
all "seriously?!" on them XD
L504[08:51:38] <madcrazydrumma> I still
have no idea how i would even go about implementing that
gigaherz
L505[08:52:04] <gigaherz> madcrazydrumma:
well
L506[08:52:11] <gigaherz> when the user
presses the skill key
L507[08:52:22] <gigaherz> send a
"Skill" message to the server
L508[08:52:38] <gigaherz> isntead of
calling performAction from the client directly
L509[08:52:44] <gigaherz> on the
server
L510[08:52:49] <williewillus> wat
L511[08:53:03] <gigaherz> you'd want to
use IExtendedEntityProperties to keep per-player data
L512[08:53:30] <gigaherz> and then when
receiving the message from the client, see if the player data
cooldown value has reached 0 yet
L513[08:53:59] <gigaherz> if it has, then
you perform the skill on the server
L514[08:54:08] <gigaherz> if not, then you
send back a reply saying
L515[08:54:15] <gigaherz> "skill not
ready yet"
L516[08:54:20] <gigaherz> like you'd see
on an MMO
L517[08:54:39] <gigaherz> all you'd need
are two message packets using SimpleImpl
L518[08:54:59] <gigaherz> one that's
Client-to-server, and one that's Server-to-client
L519[08:55:06] ⇦
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L521[08:55:20] <gigaherz> SimpleImpl is
easy to use
L522[08:55:29] <madcrazydrumma> Im looking
into it
L523[08:55:44] <gigaherz> thne, if you use
mc1.8
L524[08:55:55] <gigaherz> you'll want to
schedule the skill execution for the next actual tick
L525[08:56:02] <gigaherz> because in 1.8
packets are threaded
L526[08:56:27] <gigaherz> in my WIP magic
mod I do this
L528[08:56:39] <madcrazydrumma> This is so
confusing haha
L529[08:56:40] <gigaherz> lines 86 to
88
L530[08:56:47] <gigaherz> it's not
confusing, it's just new
L531[08:56:48] <gigaherz> XD
L532[08:56:55] <madcrazydrumma> ^^ fair
play
L533[08:56:55]
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L534[08:56:59] <gigaherz> the original
packet system was A LOT more confusing
L535[08:57:00] <gigaherz> ;P
L536[08:57:13] <gigaherz> this one does
all the confusing stuff for you
L537[08:57:13] <gigaherz> ;P
L538[08:57:33] <williewillus> gigaherz:
have you not forgotten the MASSIVE amount of complaining when
people were like ZOMG I CANT USE MY 1.6 MESSAGE SYSTEM ANYMORE FIX
IT
L539[08:57:48] <gigaherz> I wasn't around
at the time ;P
L540[08:57:52] <sham1> NO MORE
SWITCH-CASE
L541[08:58:02] <gigaherz> I started my mod
in 1.4.7
L542[08:58:17] <gigaherz> then took a
modding-vacation until 1.8
L543[08:58:29] <gigaherz> I didn't do any
1.7.10 modding until AFTER 1.8 ;P
L544[08:58:45] <williewillus> well people
find something to complain about every version
L545[08:58:51] <gigaherz> yes of
course
L546[08:58:58]
⇨ Joins: Raga_BM (~K@36.72.200.172)
L547[08:59:02] <madcrazydrumma> gigaherz,
so i have my packet and packethandler, which send the cooldown im
guessing to the server.. now do I do all my perform action etc..
stuff inside this packet?
L548[08:59:06] <williewillus> 1.4 wasnt
that bad I don't think
L549[08:59:10] <gigaherz> "OMFG you
changed THIS?! I was using it! I'll have to REWRITE
code!"
L550[08:59:18] <gigaherz> madcrazydrumma:
nonono
L551[08:59:22] <gigaherz> the cooldown is
managed independently
L552[08:59:30] <madcrazydrumma> ;_;
L553[08:59:38] <gigaherz> the packets you
want
L554[08:59:40] <gigaherz> are one
for
L555[08:59:46] <gigaherz> "Start
executing skill"
L556[08:59:58] <gigaherz> one for
"Skill failed, try again later"
L557[09:00:11] <gigaherz> and one for
"Skill succeeded, draw fancy stuff on screen"
L558[09:00:20] <gigaherz> the last two can
be the same
L559[09:00:22] <gigaherz> with a
boolean
L560[09:00:55] <gigaherz> you'll want a
"SkillStartRequest", and a "SkillStartResult"
or sorts
L561[09:01:47] <gigaherz> of*
L562[09:02:07] <madcrazydrumma> so I have
a: start, fail and success packet
L563[09:02:17] <Cazzar> That time you pick
up an anime, expecting it to be one thing, but enjoy it for
something else.
L564[09:02:37] <gigaherz> madcrazydrumma:
okay
L565[09:02:38] <gigaherz> then
L566[09:02:44] <gigaherz> when the client
presses "z"
L567[09:03:00] <gigaherz> send the start
to the server
L568[09:03:20] <gigaherz> hmm
L569[09:03:26] <gigaherz> you'll need
another tutorial in IEEPs
L570[09:03:27] <williewillus> Cazzar:
which? :p
L572[09:03:37] <Cazzar> williewillus: Fate
Kaleid Liner PRISMA ILYA
L573[09:03:50] <madcrazydrumma> I have an
IEEP class haha
L574[09:03:57] <gigaherz> ah :)
L575[09:03:59] <gigaherz> well then
L576[09:04:03] <gigaherz> store the
cooldown on the IEEP
L577[09:04:07] <gigaherz> but no need to
save it to NBT
L578[09:04:10] <madcrazydrumma> okay
L579[09:04:13]
⇨ Joins: HassanS6000 (~hassa@73.180.223.164)
L580[09:04:14] <gigaherz> if the player
logs off, the cooldown can reset safely
L581[09:04:20] <gigaherz> now
L582[09:04:32] <gigaherz> when the SERVER
receivies the Start message
L583[09:04:48] <gigaherz> the message info
should contain the player that initiated the packet
L584[09:04:53] <gigaherz> and obtain your
IEEP from it
L586[09:05:57] <sham1> Maybe I should try
to use the milestone compiler instead
L587[09:07:00] ***
Vigaro|AFK is now known as Vigaro
L588[09:07:22] <madcrazydrumma> gigaherz,
in the simpleimpl tutorial, what is the INSTANCE variable?
L589[09:07:31] <madcrazydrumma>
nevermind
L590[09:07:36] <williewillus> that var is
badly named >.>
L591[09:07:54] <gigaherz> yeah
L592[09:07:55] ***
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L593[09:08:16] <madcrazydrumma> yeah it
really is haha
L594[09:08:18] <williewillus> not an
instance of your class, it's a wrapper around
simplenetworkwrapper
L595[09:08:41] <PaleoCrafter> sham1, make
sure you use the 2.11.7 compiler
L596[09:08:46] ⇦
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L597[09:08:51] <PaleoCrafter> Not the one
distributed with forge
L598[09:08:59] <gigaherz> yeah
L599[09:09:04] <gigaherz> in my case
it's
L600[09:09:13] <gigaherz>
ElementsOfPower.channel.sendTo
L601[09:09:33] <gigaherz>
ElementsOfPower.channel.sendToServer(new
SpellSequenceUpdate(SpellSequenceUpdate.ChangeMode.BEGIN, player,
slotInUse, null));
L602[09:09:37] <sham1> I do have infact my
own distribution of the scala compiler that I've set to be used
from IDEA
L603[09:09:45] <madcrazydrumma> where do i
register the packet?
L604[09:09:50] <gigaherz> preInit
L605[09:09:53] <sham1> It's 2.11.7
L606[09:10:02] <gigaherz> channel =
NetworkRegistry.INSTANCE.newSimpleChannel(CHANNEL);
L607[09:10:02] <gigaherz>
channel.registerMessage(SpellSequenceUpdate.Handler.class,
SpellSequenceUpdate.class, 0, Side.SERVER);
L608[09:10:07] <PaleoCrafter> Make sure
idea actually uses it :P
L609[09:10:12]
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L610[09:10:16] <gigaherz> where
"CHANNEL" is something like
L611[09:10:24] <PaleoCrafter> You also
might have to restart the compile server
L612[09:10:34] <gigaherz> madcrazydrumma:
the "Side." is the RECEIVING side
L613[09:10:35] <gigaherz> so
L614[09:10:47] <gigaherz> Side.SERVER for
Start, andSide.CLIENT for the other two
L615[09:10:47] <madcrazydrumma> yeah i get
that ;)
L616[09:13:32] <madcrazydrumma> what would
the skill execute packet send to the server? a boolean? or..
L617[09:13:58] <gigaherz> what does the
server need to know?
L618[09:14:00] <gigaherz> ;P
L619[09:14:13] <gigaherz> the cooldown is
global?
L620[09:14:18] <gigaherz> or
per-spell?
L621[09:14:30] <madcrazydrumma> per
skill
L622[09:14:34] <gigaherz> skill**
L623[09:14:40] <gigaherz> then the skill
number
L624[09:16:53]
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L626[09:17:56] <madcrazydrumma> what am i
doing with this skill number that i implemented?
L627[09:18:48] <gigaherz> you said the
cooldown is per-skill, so
L628[09:18:57] <gigaherz> get IEEP from
message.entity
L629[09:19:03] <PaleoCrafter> It's your
skill system, lol
L630[09:19:12]
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(~maria@bas1-brampton37-1176135107.dsl.bell.ca)
L631[09:19:13] <gigaherz> then do
yourieep.getCooldownForSkill(skillnumber) ;P
L632[09:19:42] <PaleoCrafter> You were
given the tools and brief instructions on how to use them, now it's
your turn :P
L633[09:19:53] <gigaherz> if > 0, reply
with failure packet, otherwise execute skill and reply with
success
L634[09:19:55] <gigaherz> ;P
L635[09:19:57] <sham1> I for some reason
had my scala SDK set to scala 2.11.6 ;_;
L636[09:20:53] <PaleoCrafter> U so
bad
L637[09:20:56] <madcrazydrumma> Okay and
if i execute skill, I decrease the cooldown yeah?
L638[09:21:25] <PaleoCrafter>
TickEvent
L639[09:22:13] <gigaherz> yeah on the
server, handle a server tick, enumerate all playyers' IEEPs, and
reduce all existing cooldowns
L640[09:22:33] <gigaherz> you may want to
have a special handler class that has a list of skills on cooldown,
to save time
L641[09:22:43] <PaleoCrafter> You're
giving it all away, gigaherz
L642[09:22:48] <sham1> Meh
L643[09:22:50] ⇦
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L644[09:23:09] ***
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L645[09:23:18] <gigaherz> PaleoCrafter:
sorry ;P
L646[09:23:19] <madcrazydrumma> Okay ill
see what I can manage from there thanks ^
L647[09:23:29] <williewillus> someone
needs to backport the 1.8 skin renderer to 1.7 >.>
L648[09:23:36] <gigaherz> skin
renderer?
L649[09:23:38] <sham1> I replaced my scala
SDK on IDEA, still is like "\'jvm-1.8\' is not valid choice
for \'target\'"
L650[09:23:40] <williewillus> I hate
seeing my 1.8 skin with the arms wrong :p
L651[09:23:47] <gigaherz> wasn't the new
skin system added in 1.7.9?
L652[09:23:51] <madcrazydrumma>
PaleoCrafter, i wouldnt ask for code or anything just a bit of a
bump to get started at most (i wrote alot of code previous to this,
just not handling packets)
L653[09:23:54] <williewillus> not the
backend
L654[09:23:58] <madcrazydrumma> I wouldn't
learn anything otherwise :)
L655[09:24:07] <williewillus> the frontend
(sleeves, jackets, separate left and right arms, etc.)
L656[09:24:20] <gigaherz> ah
L657[09:24:21] <PaleoCrafter> We're far
beyond handling packets :P
L658[09:24:32] <PaleoCrafter> Did you
restart the compile server, sham1?
L659[09:24:42] <sham1> Umn
L660[09:24:49] <madcrazydrumma> :3
L661[09:24:49] ⇦
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L662[09:24:49]
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L663[09:24:51] <williewillus> in 1.7 the
arm textures are forced to be the same, my 1.8 skin has a black
right arm and gray left one so it irritates me to see the gray one
when playing in 1.7 :p
L664[09:24:56] <sham1> Can I ask
how?
L665[09:25:01] <PaleoCrafter> The tempo
icon thing in the status bar
L666[09:25:06] <gigaherz> williewillus: ah
I didn't know that
L667[09:25:48] <sham1> And I dont think
that setupDecompWorkspace is nessessary for this change, just
refresh
L668[09:26:03] <PaleoCrafter> Of course it
isn't
L669[09:26:20] <sham1> yeh
L670[09:26:57] <PaleoCrafter> And if you
refresh, gradle might end up overwriting the project SDK again
:P
L671[09:27:01] <sham1> And even still
refuses
L672[09:27:06] <sham1> Oh bah
L673[09:27:32]
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L674[09:28:12] <sham1> There we go
L675[09:28:14] ⇦
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202 seconds)
L676[09:28:14] ***
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L677[09:28:33] <sham1> Now another
question, how do I make it so that when I refresh, gradle does not
override it
L678[09:28:44] <PaleoCrafter> No
clue
L679[09:28:58] <PaleoCrafter> Look up the
gradle scala plugin
L680[09:29:24] <PaleoCrafter> If it's like
SBT, you can define the scala version
L681[09:31:09] ***
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L682[09:31:29] <FusionLord> with the new
block models you cannot have a super block and elements?
L683[09:31:46] <PaleoCrafter> Wut
L684[09:32:40] <FusionLord> for instance I
have a block it has 3 variants, and they are minor changes I cannot
make a super model and then add to it?
L685[09:32:48] <PaleoCrafter> You
can
L686[09:33:07] <PaleoCrafter> Either by
actually creating three models
L687[09:33:16] <PaleoCrafter> Or by using
the forge block states
L688[09:33:34] <FusionLord> I have the
states.... just talking models
L689[09:34:51]
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L690[09:35:55] <FusionLord> cabinet.json
cabinet_LeftDoor.json(renders cabinet.json and adds door on left)
cabinet_RightDoor.json(Render cabinet.json and adds door on
right)
L691[09:35:55] <FusionLord> is that
possible?
L692[09:35:56] <williewillus> use
submodels
L693[09:36:19] <sham1> Like I can propably
do it by setting scalaClasspath
L694[09:36:21] <FusionLord> example?
L695[09:36:23] <williewillus> using forge
blockstates, in defaults specify a base model that every variant
has, then for each variant specify the appropriate submodel for the
door
L696[09:36:32] <williewillus> look in the
"test" folder of the Forge github
L697[09:36:53] <williewillus> specifically
the jsons with the stone walls, lemme see if I can get it
quickly
L698[09:37:53] <PaleoCrafter> *cough*
forge documentation *cough*
L699[09:38:11] <williewillus> is that
written?
L700[09:38:25] <PaleoCrafter> Yes
L701[09:38:51] <williewillus> for once
lol
L703[09:38:59] ***
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L706[09:43:50] <Szernex> hmmmmm
L707[09:45:00] <Szernex> would it be
somehow feasable to re-generate chunks during "runtime",
ie while the world is loaded?
L709[09:45:45] <Szernex> I'm getting kinda
tired of doing "tweak cofh core world gen files, re-create
world, clear terrain, look at result, rinse and repeat"
L710[09:46:25] ***
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L711[09:46:50] <williewillus> like force a
chunk reset? :p
L712[09:46:54] <Szernex> basically
L713[09:48:58] ***
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L714[09:49:15] <Mata> where is the gui for
the server screen?
L715[09:49:23] <Mata> its not in
mainmenu
L716[09:49:31] <Mata> i cant find any
references in there either
L717[09:49:39] <Szernex> I feel like it
puts a bit of a strain on my SSD when I'm constantly creating and
deleting a bunch of files over and over again...
L718[09:49:42] <Szernex> plus it's rather
annoying
L719[09:49:43] <williewillus> look in
actionPerformed method of guimainmenu
L720[09:49:57] <williewillus> can't you
just tp to another area? :p
L721[09:50:01] <Mata> aah
GuiMultiplayer
L722[09:50:11] <Szernex> I wouldn't get
consistent results then
L723[09:50:58] *
Szernex is so close to writing his own world gen mod
L724[09:51:14] <Szernex> probably less
time consuming than trying to get the cofh one to do what I
want
L725[09:51:21] <Mata> hmm servers seem to
be stored inside the serverlist object
L726[09:51:29] <Mata> but i cant find the
actual array
L728[09:54:43] <williewillus> that first
tag needs to be "forge_marker": 1
L729[09:55:50] <williewillus> i think the
left and right ones should be fine, that double one is a little
weird since you're specifying a submodel inside a texture
block
L730[09:55:55] <sham1> I figured it out,
compile "scala-library:2.11.7" and whatnot lets me
refresh my project while having scala 2.11.7 usable for me
L731[09:56:36] <williewillus> for the
double one i think it should be more like "double": {
"submodel": "leftmodel", "submodel":
"rightmodel" }
L732[09:57:08] <Mata> freaking hell this
makes no sense since its so obfuscated
L733[09:57:09] <Mata> lol
L734[09:57:17] <Mata> or not even
obfuscated just MCP
L735[09:57:42] <FusionLord> no... the left
and right doors are full doors the double is two smaller
doors
L736[09:57:47] <williewillus> ah
L737[09:57:58] <williewillus> so just one
"submodel", no need to put it in a
"texture"
L738[09:58:40] <FusionLord> the texture is
defined in the "submodoel"
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L740[09:59:42] <williewillus> ? when you
specify a submodel you sohuldn't put it in a "textures"{}
block. What youre doing right now is assigning that path to a
texture variable literally called "submodel"
L741[10:00:00] *
Szernex sighs
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L744[10:01:31] <FusionLord> williewillus,
xD copy paste and missed the texture block.
L745[10:02:05] <williewillus> not exactly
sure if those inventory_ ones will work, I haven't used the forge
state system extensively
L746[10:02:21] <Mata> yay found it
L747[10:02:27] <Mata> ServerList list =
new ServerList(Minecraft.getMinecraft());
L748[10:05:13] <FusionLord> well nothing
is working :)
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L757[10:15:33] <FusionLord> now the
question is do you register the ForgeBlockStates any different
cause crash crash and more crash
L758[10:15:47] <shadekiller666> nope
L759[10:16:02] <shadekiller666> you just
mark them with "forge_marker": 1,
L760[10:16:13] <Mata> I love how forge is
making it impossible to make any kinda big mod in minecraft
L761[10:16:18] <Mata> derp mojang
L762[10:16:18] <shadekiller666> and the
BlockStateLoader will handle it from there
L763[10:16:26] <shadekiller666> ?
L764[10:16:45] <FusionLord> ffs I thought
that was the name of his block so i changed it to cabinet :P
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L766[10:17:02] <shadekiller666>
what?
L767[10:19:05] <FusionLord> changing that
back to forge_marker and it loaded no crash...
L768[10:19:18] <FusionLord> however
nothing is showing
L769[10:20:32] <FusionLord> mainly cause
the block is a TESR, this is more for the items
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L771[10:28:30] <Ordinastie_> why make it a
TESR ?
L772[10:31:17] <sham1> Maybe he has
animation
L773[10:31:52] <Ordinastie_> doubt it, but
that's why I ask the question
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L775[10:32:10] <FusionLord> yes,
animation
L776[10:32:20] <Ordinastie_> of what ? the
doors ?
L777[10:32:30] <FusionLord> yes
L778[10:32:41] <Ordinastie_> then just
draw the doors in the TESR
L779[10:33:10] <FusionLord> still the
submodels are for the items, which are not working
L780[10:34:28] <PaleoCrafter> Is it
rendering anything at all?
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L782[10:34:41] <FusionLord> default model
with missing texture
L783[10:35:04] <FusionLord> give me a
minute I'm going to push my code
L784[10:35:12] <PaleoCrafter> Log and JSON
:P
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L787[10:36:13] <sham1> Well if he pushes
his code he propably has JSONs on the repo as well
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L790[10:49:07] <Cazzar> well there goes my
sleep pattern
L791[10:49:12] <FusionLord> it is taking
forever to post the commit and not sure why
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L796[10:52:47] <FusionLord> PaleoCrafter,
what log do you want?
L797[10:53:17] <PaleoCrafter>
fml-client-latest
L799[10:53:41] <FusionLord> :)
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L801[10:55:43] <FusionLord> the pale has
run away
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L803[10:56:33] <sham1> ran*
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L806[10:58:32] <PaleoCrafter> Nah, stupid
phone getting disconnected :P
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L808[11:00:19] <FusionLord> sham1 both can
be correct, the way I wrote it is grammaticaly correct.
L809[11:00:19] <PaleoCrafter> Hm... That
all looks okay
L810[11:00:49] <sham1> But is isnt
sensibly correct
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L812[11:01:49] <PaleoCrafter> I have no
clue why your model doesn't work, I'll just blame it on fry
L813[11:02:02] <FusionLord> poor fry
L814[11:04:04] <FusionLord> *poke*
fry|S_I_S_
L815[11:04:06] <shadekiller666> fry is the
one who wrote the system :P
L816[11:05:13] <FusionLord> isn't there a
special item model class
L817[11:05:43] <shadekiller666> what is it
you're trying to render?
L818[11:06:06] <FusionLord> at this point
the block as the item
L819[11:06:17] <shadekiller666> with a b3d
model?
L820[11:06:17] <gigaherz> FusionLord:
ItemBlock usually takes care of loading the block#inventory
model
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L822[11:06:29] <FusionLord> you'd
think
L823[11:06:33] <FusionLord> but now
L824[11:06:34] <gigaherz> whatever model
is specified for it in the blockstates
L825[11:06:35] <FusionLord> no*
L826[11:06:38] <gigaherz> *usually*
;P
L827[11:06:44] <gigaherz> but form what I
read above
L828[11:06:44] <shadekiller666> giga,
except for when your rendertype is -1
L829[11:06:47] <gigaherz> you are using
forge blockstates
L830[11:06:54] <gigaherz> and TESR
L831[11:07:04] <gigaherz> so that all
becomes a "no Fing idea" area for me
L832[11:07:13] <FusionLord> indeed very
nice forge block stats are
L833[11:07:26] <gigaherz> IIRC, the forge
blockstates only aggregate the data, and simply merge all submodels
together
L834[11:07:30] <gigaherz> so that
shouldn't be the issue
L835[11:07:36] <gigaherz> so it must be
the TESR
L836[11:07:50] <shadekiller666> hmmm
L837[11:08:05] <shadekiller666> ya
animations are strange with normal models...
L838[11:08:07] <PaleoCrafter> The TESR
does not care about the item and vice versa
L839[11:08:26] ***
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L840[11:08:44] <gigaherz> wait!
L841[11:09:01] <gigaherz> hmm
L842[11:09:08] <PaleoCrafter> And the
ItemBlock won't get automatically associated with the inventory
variant of the blockstates :P
L843[11:09:11] <gigaherz> can you mix
forge-style variants with vanilla-style variants?
L844[11:09:29] <shadekiller666> uhh
L845[11:09:32] <shadekiller666>
kinda
L846[11:09:35] <gigaherz> hmm
L847[11:09:39] <gigaherz> eh
nevermind
L848[11:09:41] <FusionLord> ... it was a
test and no results from what i have
L849[11:09:44] <gigaherz>
"inventory" should be a valid variant regardless
L850[11:10:45] <FusionLord> i was thinking
"inventory":{"damage":{0:{...},1:{...}}} would
be nice for the items
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L853[11:11:45] <gigaherz> that's not how
mc looks for the models though
L854[11:11:57] <gigaherz> it simply does
resourcelocation#inventory
L855[11:11:59] <FusionLord> well may have
to result to using ISmartItemModel
L856[11:12:14] <gigaherz> it has no
concept of sub-blocks in item form
L857[11:12:18] <FusionLord> I was just
talking about forgeBlockStates
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L859[11:12:31] <gigaherz> forge
blockstates are just special syntax
L860[11:12:33] <PaleoCrafter> Having
blockstates for items is an utter hack :P
L861[11:12:36] <gigaherz> the loader
aggregates all possible values
L862[11:12:40] <gigaherz> and converts
them into vanilla format
L863[11:12:53] <gigaherz> really
L864[11:13:04] <gigaherz> when mc would
look for prop1=value1,prop2=value2
L865[11:13:08] <gigaherz> forge looks also
for
L866[11:13:17] <gigaherz>
"prop1" {"value1": { ...} }
L867[11:13:18] <FusionLord> so
getRenderType() ( return -1 } will make my items not render?
L868[11:13:20] <FusionLord> ...
L869[11:13:23] <gigaherz> instead of just
"prop1=value1,prop2=value2"
L870[11:13:29] <sham1> FusionLord,
no
L871[11:13:36] <FusionLord> thats whaht I
thought
L872[11:13:40] <sham1> It just makes it so
that you cannot use Blockstates
L873[11:13:43] <gigaherz> no it should
just make mc not render you in the world (except for the
TESR)
L874[11:13:45] <sham1> You can define item
models
L875[11:13:53] <shadekiller666> -1 tells
the game that you're the one handling rendering, not the game
L876[11:14:11] <gigaherz> shadekiller666:
more like it skips rendering the block into the world cache
L877[11:14:27] <FusionLord> gotcha
L878[11:14:55] <shadekiller666> ya
that
L879[11:15:11] <PaleoCrafter> Try
registering the item with just the "inventory"
variant
L880[11:15:34] <PaleoCrafter> Maybe it
*only* looks for that
L881[11:17:32] <gigaherz> oh yeah item
registration
L884[11:18:00] <gigaherz> I do this for my
machines ;p
L885[11:18:32] <gigaherz> nah don't bother
with model mesher anymore ;P
L886[11:18:47] <gigaherz> you can use
ModelLoader.setCustomModelResourceLocation
L887[11:19:03] <gigaherz> check my two
methods I linked
L888[11:19:41] <gigaherz> so
L889[11:19:42] <HassanS6000> I agree with
gigaherz
L890[11:19:46] <gigaherz> 1.7.10
question
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L892[11:19:51] <gigaherz> I have an
ISBRH
L893[11:20:00] <gigaherz> and my block
sometimes gets tinted green like the leaves around it
L894[11:20:03] <gigaherz> what am I
missing? ;P
L895[11:20:28] <PaleoCrafter> Do you reset
the tessellator colour?
L896[11:20:33] <gigaherz> no
L897[11:20:38] <gigaherz> I haven't seen
any proper exmpale of it
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L900[11:20:54] <gigaherz> I mean nothing I
have come across did that XD
L901[11:20:54] <PaleoCrafter> Do it
then
L902[11:21:20] <gigaherz> disableColor()
?
L903[11:21:37] <PaleoCrafter> no, set it
to white :P
L904[11:21:53] <gigaherz> 1.0 or
255?
L905[11:22:03] <gigaherz> (testing
1)
L906[11:22:13] <gigaherz> nope
L907[11:22:14] <gigaherz> 255.
L908[11:22:19] <PaleoCrafter> Depends on
the method you use :P
L909[11:22:30] <PaleoCrafter> If it's _F,
you want 1
L910[11:22:45] <gigaherz>
setColorOpaque(255,255,255) ;P
L912[11:22:59] <gigaherz> :3
L913[11:23:05] <gigaherz> looks nice, I
just need a better texture
L914[11:23:13] <PaleoCrafter> And
regarding never seeing it elsewhere: other mods might suffer from
this without knowing it :P
L915[11:23:22] <FusionLord> better
texture?....
L916[11:23:29] <gigaherz> FusionLord: my
ISBRH
L917[11:23:32] <gigaherz> not your
link
L918[11:23:35] <FusionLord> oh xD
L919[11:24:04] <PaleoCrafter> What does
that tell us, FusionLord?
L920[11:24:10] <PaleoCrafter> Blame
fry!
L921[11:24:25] <FusionLord> yep
#BlameFry
L922[11:25:07] <FusionLord> we need to
change the @EventHandler annotation to @BlameFry xD
L923[11:25:51] <FusionLord> so it looks
like i'm going to be using ISmartItemModel
L924[11:26:05] <FusionLord> only thing is
I have no idea how to register it
L925[11:28:44] <gigaherz> there
L927[11:28:55] <gigaherz> as I said, I
need to improve the texture
L928[11:28:58] <gigaherz> which brings a
question
L929[11:29:07] <gigaherz> can I use a
48x48 texture for that?
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L931[11:29:24] <gigaherz> or will mc
become annoyed somehow? ;P
L932[11:30:07] <FusionLord> its always
something with mc
L933[11:30:25] <PaleoCrafter> Only powers
of 2 are allowed, otherwise the stitcher goes bonkers, I
think
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L935[11:30:31] <gigaherz> aha
L936[11:30:46] <gigaherz> I'll try 64x64
then
L937[11:31:34] <shadekiller666> giga, the
eye ball model that i'm using as one of the examples for the obj
loader uses a 1024x1024 or a 128x128 texture
L938[11:31:36] <heldplayer> I think I've
seen non power of 2 textures in the atlas
L939[11:31:55] <heldplayer> You can always
try to see if it works
L940[11:32:08] <gigaherz> true
L941[11:32:47] <shadekiller666> i think it
will take whatever you put into it
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L950[11:50:22] <gigaherz> seems to work
:)
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L956[11:56:01] <gigaherz> now I need to
fix the model itself
L957[11:56:02] <gigaherz> XD
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L959[11:57:43] <sham1> what the hell is
that
L960[11:57:53] <gigaherz> my ender-rift
block
L961[11:57:59] <gigaherz> in its
multi-block shape ;P
L962[12:00:39] <minecreatr> thats cool
gigaherz
L963[12:00:45] <shadekiller666> dude thats
pretty ccool
L964[12:00:55] <gigaherz> :)
L965[12:00:57] <PaleoCrafter> Doesn't look
very rifty :P
L966[12:01:03] <gigaherz> PaleoCrafter:
not yet
L967[12:01:08] <shadekiller666> if you
replace the green ball in the middle with a star fisure type
thing
L968[12:01:13] <gigaherz> missing the TESR
drawing some aura ;P
L969[12:01:14] <shadekiller666> that would
be the best thing ever
L970[12:01:31] <gigaherz> shadekiller666:
the plan is a bit like that ;P
L971[12:01:38] <sham1> It connects to RF
stuff ven while being on a magic mod
L972[12:01:40] <sham1> Wat
L973[12:01:45] <gigaherz> ??
L974[12:01:48] <minecreatr> thats gonna be
so cool gigaherz
L975[12:01:53] <gigaherz> that's my
Ender-rift mod
L976[12:01:56] <gigaherz> it's purely tech
storage ;P
L977[12:01:57] <sham1> Oh
L979[12:02:03]
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L980[12:02:13] <shadekiller666> do you
have any plans on making compatibility or synergy with Elements of
Power?
L981[12:02:21] <gigaherz> not at the
moment
L982[12:02:33] <PaleoCrafter> There's a
mod that has pretty similar models for its teleportation
devices
L983[12:02:50] <gigaherz> heh
L984[12:03:04] <PaleoCrafter> It also has
'Ender' in its name
L985[12:03:29] <PaleoCrafter> I think
that's the second most used word in mod names after 'craft'
L986[12:03:40] <sham1> EnderIO? :^)
L988[12:03:46] <gigaherz> Ender*
L989[12:03:47] <gigaherz> Mine*
L990[12:03:49] <gigaherz> *craft
L991[12:04:01] <minecreatr>
enderminetechcraft
L992[12:04:06]
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L993[12:04:21] <minecreatr> ^ best mod
name ever
L994[12:05:25] <PaleoCrafter> *thermal
enderminetechcraft
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L997[12:05:47] <shadekiller666>
cofhthermalenderminetechcraft
L998[12:05:51] <gigaherz> +io
L999[12:06:03] <PaleoCrafter> Oh, and
prepend Tinker's
L1000[12:06:14] <minecreatr>
tinkersthermalenderminetechcraft
L1001[12:06:20] <tterrag> Equivalent
Thaumic Mo' Extra Applied Tinker's Bonitechifinecraft+ 2 Thermal
Addon, Reloaded
L1002[12:06:27] <tterrag> that's from
#TinkersConstruct topic
L1003[12:06:42] <gigaherz> XD
L1004[12:07:11] <shadekiller666> you
forgot to include Forestry and its bees
L1005[12:07:29] <sham1> OH NO NOT THE
BEES
L1006[12:07:33] <sham1> NOT THE
BEES
L1007[12:07:40]
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L1008[12:07:41] <shadekiller666>
haha
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L1010[12:08:03] <minecreatr>
equivelentelectricalcomputationaltinkersthermalenderminetechcraft
L1011[12:08:16] <shadekiller666> there
you go
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L1014[12:08:47] <unascribed>
EquivalentElectricalComputationalTinkersThermalEnderMineTechCraft
is the new name of my next mod
L1015[12:09:03] <gigaherz> what's the
proper way to allow an ISBRH to have more than one texture?
L1016[12:09:26] <shadekiller666>
IIcons?
L1017[12:09:38] <gigaherz> yeah I mean
how to I register/get them
L1018[12:09:52] <gigaherz> so far I was
using block.getIcon(0,0)
L1019[12:10:00] <gigaherz> to get the one
single icon for the block
L1020[12:10:11] <gigaherz> but there's
gotta be a better way ;P
L1021[12:10:24] <shadekiller666> no
idea
L1022[12:11:03] <boni> tterrag: pssst.
top secret.
L1023[12:11:47] <PaleoCrafter> gigaherz,
either abuse your block (registerIcons)
L1024[12:12:01] <PaleoCrafter> Or
TextureStitchEvent
L1025[12:12:02] <gigaherz> aha
L1026[12:12:06] <gigaherz> so I'll abuse
my block.
L1027[12:12:07] <gigaherz> XD
L1028[12:12:10] <shadekiller666>
#StopBlockAbuse
L1029[12:12:46] <PaleoCrafter> You know
you could have looked at vanilla for this? :P
L1030[12:13:26] <unascribed> I can't
think of any vanilla blocks that assign textures on a basis other
than per-side or per-meta
L1031[12:13:29] <gigaherz> vanilla has
ISBRH?
L1032[12:13:55] <PaleoCrafter> No, but
multiple textures for a single block :P
L1033[12:14:44] <tterrag> boni:
>.>
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L1042[12:24:56] <sickan> How do mods like
TE rotate their blocks?
L1043[12:25:08] <sickan> AFAIK they don't
use metadata for it
L1044[12:25:23] <gigaherz> TE?
L1045[12:25:38] <shadekiller666>
wtf
L1046[12:25:41] <gigaherz> I don't see
why would they not use metadata
L1047[12:25:45] <shadekiller666>
uhh
L1048[12:25:50] <gigaherz> they could use
the TileEntity with NBT instead
L1049[12:26:09] <shadekiller666> its
usually metadata and ForgeDirection for 1.7 or a
PropertyDirection
L1050[12:26:11] <gigaherz> and an
ISBRH
L1051[12:26:25] <gigaherz> but it doens't
seem necessary
L1052[12:27:12] <gigaherz> well I guess
with configurable faces
L1053[12:27:18] <gigaherz> ISBRH is
unavoidable
L1054[12:27:29] <gigaherz> so I'd guess
they would use ISBRH+TE's NBT data
L1056[12:28:21] <tterrag> they don't use
metadata
L1057[12:28:26] <tterrag> it's just a TE
field
L1059[12:28:43] <gigaherz> there the base
has its own texture now :)
L1060[12:28:51] <sickan> They use the
metadata to have multiple blocks on the same id, yes?
L1061[12:29:18] <tterrag> yes
L1062[12:29:24] <shadekiller666> giga,,
does the base go away if the structure doesn't have any blocks
under it?
L1063[12:29:56] <gigaherz> ?
L1064[12:29:59] <gigaherz> the base is
part of the model
L1065[12:30:35] <shadekiller666> i know,
but i think it would be cool if the model could have the base when
the structure is sitting on something, and not have it when its
floating
L1066[12:30:42] <gigaherz> Ah
L1067[12:30:52] <gigaherz> that'd be
somewhat annoying XD
L1068[12:31:05] <shadekiller666> so if it
was floating then the bottom would look like the top does
L1069[12:31:06] <gigaherz> maybe in the
future ;P
L1070[12:31:22] <gigaherz> yeah I see
your point
L1071[12:31:23] <gigaherz> XD
L1072[12:31:29] <gigaherz> but atm I have
other priorities
L1074[12:31:59] <gigaherz> most notably:
allow the structure to accept energy, instead of the core
block
L1075[12:32:05] <shadekiller666> when i
register the track block
L1076[12:32:15] <gigaherz> the 8 corners,
that is
L1077[12:32:18] <shadekiller666> that
shouldn't be too hard giga
L1078[12:32:34] <gigaherz> well, I'd need
to make the structure blocks have a TE
L1079[12:32:36] <gigaherz> XD
L1080[12:32:43] <shadekiller666>
true
L1081[12:33:04] <shadekiller666> could 1
TE be made to handle more than 1 block in the world?
L1082[12:33:16] <sickan> That's a super
weird error
L1083[12:33:18] <gigaherz> not
really
L1084[12:33:35] <gigaherz> when someone
asks for a neighbouring TE, the getTileEntity method would return
null ;P
L1085[12:33:46] <gigaherz> you can,
however, have multiple TEs share an inner class
L1086[12:33:49] <gigaherz>
(instance)
L1087[12:33:58] <gigaherz> and have the
actual TEs be lightweight objects
L1088[12:34:22] <gigaherz> in my case,
I'd make the corner blocks have TEs, the "redstone" edges
be plain blocks
L1089[12:34:27] <sham1> Well FMP blocks
could have tileentities
L1090[12:34:41] <gigaherz> and I'd use
metadata to tell the block where the core is
L1091[12:35:15] <shadekiller666> well,
you could theoretically insert the same te into the list that the
World uses to check
L1092[12:35:47] <shadekiller666> giga,
are all of those the same block?
L1093[12:35:55] <gigaherz> atm, yes
L1094[12:36:01] <gigaherz> but I'm making
it not so
L1095[12:36:06] <shadekiller666> sham,
any idea what could be causing it?
L1096[12:36:15] <gigaherz> and no I'm not
reusing the same TE instance for more than one block
L1097[12:36:20] <gigaherz> that only
leads to tears later ;P
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L1099[12:36:56] <sham1> causing
what
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L1102[12:37:55] <sham1> showeth some
code
L1103[12:38:25] <shadekiller666> giga, so
would you say that its better to have a separate block for
"dummies" that are meant solely for the purpose of
providing a collision box?
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L1105[12:38:50] <gigaherz> I think
so
L1106[12:38:55] <gigaherz> that's why I
did them
L1107[12:39:01] <gigaherz> why have
unnecessary TEs?
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L1109[12:41:24] <sham1> YAY, SCALA
CLOSURES WORK AS JAVA LAMBDAS
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L1111[12:41:59] <sham1> wait no
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L1119[12:50:52] <shadekiller666> any
ideas?
L1120[12:51:35] <gigaherz> registerBlock
detected a duplicate somehow
L1121[12:52:14] <gigaherz> put a
breakpoint here:
L1122[12:52:15] <gigaherz> at
net.minecraftforge.fml.common.registry.GameData.registerBlock(GameData.java:840)
L1123[12:52:25] <gigaherz> and see which
id is given to "put"
L1124[12:52:31] <gigaherz> and what that
same ID was used for
L1125[12:54:38] <shadekiller666> lets see
how intellij fairs with conditional break points compared to
eclipse
L1126[12:55:35] <FusionLord> is that
crash valid to that source cause ther error in your code is @
CoasterStyle.java:87 and the line is blank
L1127[12:56:21] <shadekiller666> oh,
thats cuz the gist doesn't have the imports...
L1128[12:56:38] <FusionLord> that throws
stuff off xD
L1129[12:56:41] <shadekiller666> 87 in
coasterstyle is actually 73
L1130[12:57:34] <PaleoCrafter> Are you
sure you want to define gameplay blocks with client-visible
configs? :P
L1131[12:57:50] <shadekiller666>
StyleRegistry 89 is actually 73
L1132[12:58:00] <shadekiller666>
uhh
L1133[12:58:05] <shadekiller666> no
L1134[12:58:59] <shadekiller666> actually
thats going to cause real problems server-side... hmm
L1135[13:00:43] <gigaherz> \o/
L1136[13:03:26]
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L1138[13:04:41] <Mata>
MCPBot_Reborn,
L1139[13:04:43] <Mata> !help
L1140[13:04:52] <Mata> !gf
field_149781_w
L1141[13:05:03] <shadekiller666> lol you
don't need to say its name xD
L1142[13:05:06] <Mata> lol
L1143[13:05:10] <Mata> wanted to see if
its online
L1144[13:05:19] <Mata> !gf
field_149782_v
L1145[13:05:42] <shadekiller666> don't
think i've ever seen it not online
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L1149[13:08:50] <shadekiller666> giga, it
doesn't seem like the BLOCKSTATE_TO_ID map contains any
duplicates
L1150[13:09:00] <shadekiller666> yet it
still seems to crash for some reason
L1151[13:09:26] <gigaherz> weird
L1152[13:09:58] <gigaherz> then it must
be something very weird happening in "at
net.minecraft.util.ObjectIntIdentityMap.put(ObjectIntIdentityMap.java:25)"
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L1154[13:11:49] <shadekiller666> thats
just "this.objectList.set(value, key)"
L1155[13:12:24] <gigaherz> yes but
"set" is being called with index -1
L1156[13:12:38] <gigaherz> it's getting
something that's obj->-1
L1157[13:13:20] <shadekiller666>
ObjectIntIdentityMap has a map of IBlockState->Integer entries,
and an ArrayList of IBlockStates stored in their respective id
index
L1158[13:13:24] <shadekiller666>
hmm
L1159[13:15:12] <shadekiller666> wonder
if it is because the ItemBlock is null when
GameData.BLOCKSTATE_TO_ID.put() gets called...
L1160[13:15:17] <shadekiller666> this is
really strange
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L1169[13:19:48] <sickan> Is there an easy
way to rotate blocks?
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L1171[13:20:08] <shadekiller666>
PropertyDirection
L1172[13:20:43] <sickan> On 1.7.10
L1173[13:20:47] <sickan> Sorry
L1174[13:20:53] <shadekiller666>
ForgeDirection
L1175[13:21:23] <gigaherz> sickan:
override the variant of getIcon that gets side,meta
L1176[13:21:34] <gigaherz> return the
right face texture for each side
L1177[13:21:53] <gigaherz> if it's a
custom model, then you are using ISBRH/TESR, so apply therotation
there
L1179[13:22:17] <sickan> Is there a
simple algorithm for getIcon=
L1180[13:22:39] <gigaherz> look at the
furnace
L1181[13:22:45] <gigaherz> or
dispenser
L1182[13:23:01] <gigaherz> they are two
examples of how to have facing-enabled blocks
L1183[13:23:14] <gigaherz> furnace for
sides-only and dispenser including up and down
L1184[13:23:24] <PaleoCrafter> They
finally managed to upload the talks?
L1185[13:28:26] <sickan> Ugh, a series of
ternaries? That's rough
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L1189[13:38:33] <shadekiller666> does
calling String.toUpperCase() make all characters capital or just
the first ones of each word?
L1190[13:38:39] <unascribed> all
characters
L1191[13:38:59] <shadekiller666> :/
L1192[13:39:01] <tterrag|away> Make sure
to use a locale when using that method
L1193[13:39:03] <unascribed> make sure to
pass it Locale.ENGLISH if what characters it uppercases is
important, otherwise other locales could mess with the
capitalization rules
L1194[13:39:13] <unascribed> I have an
implementation called formatTitleCase if you want it
L1195[13:39:15] <tterrag|away> also,
StringUtils.capitulize
L1196[13:39:20] <unascribed> oh, it's in
Apache
L1197[13:39:43] <shadekiller666> is there
a library method that capitalizes only the first character of each
word?
L1198[13:39:49] <tterrag|away> ...just
said it
L1199[13:39:53] <unascribed>
StringUtils.capitalize, as tterrag just said
L1200[13:39:54] <shadekiller666> ok
L1201[13:39:57] <shadekiller666>
thanks
L1202[13:40:03] <sickan> Does that
capitalize the string or each word?
L1203[13:40:09] *
unascribed facedesks
L1204[13:40:32] <tterrag|away> Read the
javadocs
L1205[13:41:43] <sickan> Eh, I'm very
interested, I was just curious
L1206[13:41:51] <sickan> *not very*
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L1208[13:42:25] <iceman11a> I just
started up my local server and when I try and log in, The client
crashes. here's the report. Can some one tell me why
L1210[13:43:26] <shadekiller666>
something wrong with EnderIO's CustomCubeRenderer
L1211[13:44:12] <iceman11a> Ok, I'll have
to show this to some one from the enderio irc. thanks
L1212[13:44:31] <shadekiller666>
mhmm
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L1221[14:01:29] <gigaherz> what's the
best approach for save-specific data?
L1222[14:01:41]
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L1224[14:01:44] <gigaherz> inside the
save folder I often see nbt data files
L1225[14:01:50] <gigaherz> but I have no
idea if there's something existing for it or what
L1226[14:02:46] <FusionLord> when you say
save specific you mean world?
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L1228[14:03:14] <PaleoCrafter>
WorldSavedData
L1229[14:03:23] <gigaherz> FusionLord: I
mean something like you'd see on EnderStorage
L1230[14:03:31] <gigaherz> where the same
data is available on all dimensions
L1231[14:05:45] *
gigaherz is looking at WorldSavedData
L1232[14:06:34] <shadekiller666> would
that be saved to the player's .dat?
L1233[14:07:14] <PaleoCrafter> There's no
'the player'
L1234[14:07:50] <gigaherz>
shadekiller666: no, that's what IEEPs are for
L1235[14:07:59] <shadekiller666>
ahh
L1236[14:08:14] <gigaherz> I see,
L1237[14:08:27] <gigaherz> WorldSavedData
has per-dimension data, and global stuff
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L1243[14:20:23] <shadekiller666> :/
L1244[14:20:45] <shadekiller666>
registering 1 block with a lot of different variations is
difficult
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L1247[14:27:18] <Pennyw95> I just
realized that some thaumcraft models are rendered with both ISBRH
and TESR O_o
L1248[14:27:29] <gigaherz> Pennyw95:
sure, I plan to do that too
L1249[14:27:34] <Pennyw95> is it
hard?
L1250[14:27:36] <gigaherz> no
L1251[14:27:46] <Pennyw95> I mean, the
crucible is isbrh, its liquid level is tesr
L1252[14:27:48] <gigaherz> the ISBRH
draws the static stuff
L1253[14:27:59] <Pennyw95> now I feel bad
that I used tesr for my whole model
L1254[14:28:12] <gigaherz> while the TESR
draws only the graphical effects or such
L1255[14:28:15] <Pennyw95> but thinking
about rewriting the code makes me feel bad as well
L1256[14:28:18] <gigaherz> take the
enchanting table as an example
L1257[14:28:21] <gigaherz> at least in
1.8
L1258[14:28:26] <gigaherz> the table
itself is a standard model
L1259[14:28:28] <gigaherz> a box
L1260[14:28:34] <gigaherz> while the book
is a TESR drawn on top
L1261[14:28:41] <Pennyw95> that's surely
smart
L1262[14:28:58] <Pennyw95> maybe in the
next release I'll try to do it
L1263[14:29:22] <gigaherz> also, TESRs
stop drawing earlier than ISBRHs
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L1265[14:29:35] <gigaherz> so this helps
create a "level of detail" sortof thing
L1266[14:29:40] <Pennyw95> stop
drawing?
L1267[14:29:46] <gigaherz> yeah
L1268[14:29:50] <Pennyw95> wait I'm not
sure I understand what you mean
L1269[14:29:59] <gigaherz> look at
banners or such, they disappear after a certain distance
L1270[14:30:06] <gigaherz> long before
the world itself ends
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L1272[14:30:14] <Pennyw95> oh ok
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L1274[14:30:26] <gigaherz> so in thecast
of the crucible
L1275[14:30:34] <gigaherz> you don't care
about the liquid rendering if it's far enough
L1276[14:30:35] <Pennyw95> so for
instance, from a certain distance I could see the thaumcraft's
crucible but not the fluid
L1277[14:30:40] <Pennyw95> exactly
L1278[14:30:41] <gigaherz> but you
wouldn't like it to disappear completely
L1279[14:30:56] <Pennyw95> I should
definitely do that
L1280[14:31:00] <gigaherz> this can be
applied to details
L1281[14:31:01] <gigaherz> like
L1282[14:31:05] <gigaherz> think JABBA
barrels
L1283[14:31:13] <gigaherz> there's the
barrel, and then the item "stamp"
L1284[14:31:29] <gigaherz> yo ucan just
draw the icon on a TESR and keep the barrel ISBRH
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L1286[14:32:01] <sham1> I'd really love
to know how the hell to use IBakedModel or IPerspectiveAvareModel
or whatever to make that kind of custom models
L1287[14:32:08] <gigaherz> ?
L1288[14:32:08] <Pennyw95> Ok it's
perfectly clear now
L1289[14:32:15] <gigaherz> what
kind?
L1290[14:32:17] <FusionLord> kinda like
LoD
L1291[14:32:49] <Pennyw95> but would
having both ISBRH and TESR operating cause problems with
IItemRenderer?
L1292[14:32:49] <gigaherz> IBakedModel
does everything the ISBRH did, xcept in a more convoluted way
;P
L1293[14:32:57] <gigaherz> no idea
L1294[14:33:07] <Pennyw95> oh so
IBakedModel is the 1.8 ISBRH?
L1295[14:33:16] <gigaherz> yes,
sorta
L1296[14:33:17] <sham1> +
IItemRenderer
L1297[14:33:27] <gigaherz> it serves the
same purpose
L1298[14:33:27] <sham1> It does
both
L1299[14:33:32] <Pennyw95> and TESR? is
it still in 1,8?
L1300[14:33:36] <gigaherz> yup
L1301[14:33:39] <gigaherz> that hasn't
changed much
L1302[14:33:40] <Pennyw95> ok phew
L1303[14:33:41] <sham1> why would it not
be
L1304[14:33:44] <gigaherz> what 1.8
doesn't have
L1305[14:33:59] <gigaherz> is the
IItemRenderer way of drawing an item as a TESR
L1306[14:34:00] <sham1> It does not have
ISBRH
L1307[14:34:11] <gigaherz> items can only
be static models
L1308[14:34:25] <Pennyw95> I know nothing
about 1.8, I remeber the witchery author talking about problems
with shrinking models though
L1309[14:34:36] <Pennyw95> Wait...if
items can only be static, what about Tinkers?
L1310[14:34:48] <sham1> The models
themselves can be static
L1311[14:34:49] <gigaherz>
ISmartItemModel lets you provide different models based on item
data
L1312[14:34:51] <sham1> Nothing about
textures
L1313[14:35:08] <Pennyw95> But doesn't
this mean the models can't be dynamically created?
L1314[14:35:14] <sham1> They can
L1315[14:35:14] <gigaherz> they can
L1316[14:35:18] <Pennyw95> ah ok
L1317[14:35:20] <gigaherz> you just can't
do realtime animations
L1318[14:35:29] <Pennyw95> hm..
example?
L1319[14:35:45] <Pennyw95> you mean like
thaumcraft wand poiting or flans aiming?
L1320[14:36:07] <PaleoCrafter> That stuff
is still possible
L1321[14:36:19] <gigaherz> no I mean
like, the way the enchanting table book flips the pages around back
and forth
L1322[14:36:25] <gigaherz> all the
time
L1323[14:36:29] <gigaherz> that can't be
done
L1324[14:36:48] <PaleoCrafter> Well, it
can be
L1325[14:36:51] <sham1> Paleo, do you
know anything about rendering
L1326[14:36:56] <PaleoCrafter> It's not
very nice though :P
L1327[14:37:06] <gigaherz> you'd have to
keep changing the item's NBT to reflect the new animation
state
L1328[14:37:11] <gigaherz> which would
count as a whole new item
L1329[14:37:20] <PaleoCrafter> Depends on
the MC version and what you want to render, sham1
L1330[14:37:22] <gigaherz> playing the
item change animation in the hand
L1331[14:37:28] <PaleoCrafter> Nah
L1332[14:37:36] <sham1> 1.8
L1333[14:37:37] <gigaherz> anyhow
L1334[14:37:42] <gigaherz> ALMOST
everything can be done still
L1335[14:37:49] <gigaherz> xcept reusing
the TESR code in an item
L1336[14:37:58] <PaleoCrafter> World time
+ modulo + ISmartItemModel :P
L1337[14:38:01] <gigaherz> you need a
separate model one way or another ;P
L1338[14:38:06] <sham1> 1.8
IBakedModel
L1339[14:38:12] <PaleoCrafter> No
clue
L1340[14:38:18] <sham1> How do I define
the quads :/
L1341[14:38:26] <gigaherz> sham1: sec I
have code for that ;p
L1342[14:38:27] <PaleoCrafter> The forge
repo has examples
L1344[14:39:02] <gigaherz> it's not the
nicest of codes, but it works ;P
L1346[14:39:37] <gigaherz> line 82+ is
how you build BakeQuads
L1347[14:39:37] <gigaherz> ;P
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L1349[14:39:40] <PaleoCrafter> gigaherz,
it's possible to reuse a TESR for an item, btw :P it's just not
very nice
L1350[14:39:53] <PaleoCrafter> IronChest
does it
L1351[14:39:56] <gigaherz> oh?
L1352[14:41:35] <williewillus> proiron
chest cheats
L1353[14:41:39] <williewillus>
*ironchests cheats
L1354[14:42:06] <williewillus> it
overrides the TEISR with its own, which works fine if you're the
only one doing it
L1355[14:42:19] <PaleoCrafter> As I said,
not very nice :P
L1356[14:43:14] <sham1> One question
about that gigaherz, how is the vertex data formated
L1357[14:43:32] <gigaherz> sham1: depends
on the VertedFormat you give
L1358[14:43:33] <gigaherz> the default
one
L1360[14:43:42] <gigaherz> is like
this
L1361[14:44:05] <gigaherz> the last int,
is the tint channel ID
L1362[14:44:28] <sham1> so the
facedata[l] = 0 would be the tint channel
L1363[14:44:31] <gigaherz> (can have more
than one tint, such as for spawn eggs)
L1364[14:44:39] <gigaherz> yes
L1365[14:45:13] <gigaherz> note that you
CAN use a different vertex format than that
L1366[14:45:17] <gigaherz> that just
happens to be the default one
L1367[14:45:35] <sham1> That seems like
the most straight forward
L1368[14:46:04] <sham1> And the position
floats are from 0 to 1 I imagine
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L1370[14:46:48] <sham1> Seems like I will
be replacing a TESR very soon
L1371[14:46:51] <gigaherz> yes
L1372[14:47:44] <shadekiller666> vertex
position floats can be whatever you want them to be
L1373[14:47:54] <gigaherz> 0..1 is the
standard block space
L1374[14:47:57] <gigaherz> ;P
L1375[14:48:02] <shadekiller666> if you
want them contained within an actual block 0-1 is where you want
them
L1376[14:48:17] <gigaherz> and yeah my
rift structure is -1 to 2
L1377[14:48:23] <gigaherz> is 3 blocks
across on each direction
L1378[14:48:42] <shadekiller666>
nivr
L1379[14:48:45] <shadekiller666>
nice*
L1380[14:49:08] <gigaherz> I'm now
working on shared rifts
L1381[14:49:26] <gigaherz> so you can
duplicate them and access the rifts across dimensions
L1382[14:49:41] <gigaherz> (or from 4
blocks away, if you feel like it)
L1383[14:50:19] <gigaherz> after that, I
may start working on the rituals used to create the rift
items
L1384[14:52:05] ***
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L1395[15:20:45] <gigaherz> oops, I had a
bug in my readFromNBT, only 127 stacks would have worked XD
L1396[15:21:01] <gigaherz> (used
setInteger, but getByte XD)
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L1399[15:22:42] <sham1> Why
L1400[15:22:50] <sham1> And how
L1401[15:23:08] <gigaherz> sham1: the
normal inventory code from the chest uses getByte/setByte for the
slot number
L1402[15:23:11] <gigaherz> I changed set,
but not get
L1403[15:23:12] <gigaherz> XD
L1404[15:27:26]
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L1406[15:37:33]
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L1407[15:38:11] <killjoy> How is the xbox
able to read ext, but windows needs 3rd party software?
L1408[15:38:30] <gigaherz> which
xbox?
L1409[15:38:33] <killjoy> both
L1410[15:38:38] <gigaherz> there's 3 so
far ;P
L1411[15:38:43] <killjoy> 360/one
L1412[15:39:03] <gigaherz> I didn't know
they were able to load ext filesystems
L1414[15:39:11] <killjoy> scroll down to
the table
L1415[15:39:29] <gigaherz> weird
L1416[15:40:22] <gigaherz> unless that
table is wrong
L1417[15:41:42]
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L1418[15:42:07] <gigaherz> the only
reference of xbox + ext2 in the same page I can find
L1419[15:42:08]
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L1420[15:42:15] <gigaherz> is someone
saying it was using linux
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L1422[15:43:01] <killjoy> xbox runs
windows
L1423[15:43:15] <killjoy> *windows
based
L1424[15:43:15] <gigaherz> not
exactly
L1425[15:43:20] <williewillus> doesnt
windows have ext drivers though?
L1426[15:43:23] <williewillus> it runs NT
kernel
L1427[15:43:32] <williewillus> so
basically the core of windows
L1428[15:43:33] <gigaherz> windows
doesn't have any microsoft-provided ext drivers
L1429[15:43:44] <gigaherz> but there are
ext2/3/4 drivers available
L1430[15:43:48] <killjoy> windows only
supports fat, ntfs, and exFat
L1431[15:43:59] <killjoy> and cdfs
L1432[15:44:01] <gigaherz> *out of the
box
L1433[15:44:05] <gigaherz> and udf
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L1435[15:44:34] <gigaherz> williewillus:
it's not exactly the same kernel, specially in the xbox360 which is
powerpc
L1436[15:44:43] <williewillus> oh i was
referring to xbone
L1437[15:44:50] <gigaherz> (NT is
designed exclusively for little-endian)
L1438[15:44:54] <williewillus> which runs
a stripped down Windows which runs a Hypervisor with the games in a
VM
L1439[15:45:04] <killjoy> If the 360 used
powerpc, why didn't more people make games for osx 10.5?
L1440[15:45:13] <killjoy> er, earlier
macs
L1441[15:45:16] <williewillus> bc console
and desktop are still very different :p
L1442[15:45:21] <gigaherz> because why
would they?
L1443[15:45:22] <gigaherz> XD
L1444[15:45:27] <gigaherz> Apple's OpenGL
support sucks
L1445[15:45:34] <williewillus> you still
wouldnt get directX on the ppc mac lol
L1446[15:45:55] <killjoy> I guess that's
one reason
L1447[15:45:57] <gigaherz> so even the
people who write games for ps3, who did use an opengl-based drawing
library
L1448[15:46:05] <gigaherz> wouldn't
really care XD
L1449[15:46:13] <gigaherz> also
L1450[15:46:20] <gigaherz> they all are
"POWER architecture"
L1451[15:46:29] <gigaherz> but they
aren't exactly binary-compatible
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L1453[15:46:41] <williewillus> is the ps
os based on unix?
L1454[15:46:49] <gigaherz> no
L1455[15:46:58] <gigaherz> well
L1456[15:47:00] <gigaherz> the ps4 has
some BSD in it I believe
L1457[15:47:04] <killjoy> It just used to
support redhat
L1458[15:47:27] <williewillus> yaeh ps4
is bsd fork
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L1460[15:49:05] <shadekiller666> well
crap
L1461[15:49:20] <shadekiller666> i guess
i'm going to need 1 block class per category
L1462[15:49:45] <shadekiller666> seems
like the GameRegistry only wants 1 occurance of a block class,
period
L1463[15:50:03] <diesieben07> thats
BS.
L1464[15:50:09] <shadekiller666> i keep
getting ArrayIndexOutOfBoundsExceptions
L1465[15:50:12] <diesieben07> the
GameRegistry doesn't give a crap about classes.
L1466[15:50:38] <diesieben07> if you get
an error, post it :D
L1467[15:50:52] <shadekiller666> i will,
one sec
L1468[15:50:56] <gigaherz> GAH
L1469[15:51:08] <gigaherz> my inventory
loses items if I use EnderIO pipes
L1470[15:51:15] <gigaherz> if there isn't
enough power to insert
L1471[15:51:20] <gigaherz> I do
stack.stackSize = 0
L1472[15:51:25] <gigaherz> to indicate
"nothing was inserted"
L1473[15:51:35] <shadekiller666> wait
what
L1474[15:51:37] <gigaherz> but EnderIO
still considers it inserted
L1475[15:51:46] <shadekiller666> it
crashes on the first call to registerBlock()...
L1476[15:52:21] <gigaherz> hmm
L1477[15:52:25] <gigaherz> the hopper
also loses the items
L1478[15:52:27] <gigaherz> so this must
be wrong
L1479[15:52:28] <gigaherz> :/
L1480[15:53:10] <diesieben07> gigaherz,
which method are you using?
L1481[15:53:22] <gigaherz> this is old
code
L1482[15:53:42] <gigaherz> I was just
implementing setInventorySlotContents
L1483[15:53:54] <gigaherz> but it
obviously isn't right anymore ;P
L1484[15:54:01] <diesieben07> you can't
deny the insertion with that
L1485[15:54:11] <gigaherz> how then?
XD
L1486[15:54:26] ***
Gaz492|Away is now known as Gaz492
L1487[15:54:31] <diesieben07> you need to
implement ISidedInventory and then use canInsertItem
L1488[15:54:36] <gigaherz> ugh
L1489[15:54:37] <gigaherz> XD
L1490[15:54:40]
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L1491[15:55:22] <gigaherz> can I do
ISidedInventory without getAccessibleSlotsFromSide somehow?
L1492[15:55:29] <diesieben07> No.
L1493[15:55:31] <gigaherz> the block can
potentially have 10 million stacks
L1494[15:55:42] <diesieben07> o.O
L1495[15:55:48] <gigaherz> and I would
rather not returns a 10 million array if it comes to that
L1496[15:56:02] <gigaherz> that's why I
wasn't using ISidedInventory
L1497[15:56:06]
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L1500[15:56:34] <Ordinastie_>
java.lang.ClassNotFoundException: GiveThemeParkCommand
L1501[15:57:01] <Ordinastie_> wait,
nvm
L1502[15:57:01] <shadekiller666> i know,
i need to fix that too, but its not the cause of the issue
L1503[15:57:30]
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L1506[15:58:44] <Ordinastie_> you realise
that the way you did your block, you'll need 1 block per different
TrackPieceInfo
L1507[15:59:15] <diesieben07> humm
wat
L1508[15:59:18] <diesieben07> why is that
happening
L1509[15:59:48] <diesieben07> gigaherz,
isItemValidForSlot is the only thing you have then.
L1510[16:00:04] <shadekiller666> ordin,
is there a better way to do this kind of thing?
L1511[16:00:57] <Ordinastie_> yeah, if
you want to ping me, just use "Ordi"
L1512[16:01:17] <Ordinastie_>
anyway
L1513[16:01:20] <sham1> I prefer
odin
L1514[16:01:47] <Ordinastie_> it all
depends on how you plan to get the items for the blocks and how to
place the blocks
L1515[16:02:17] <gigaherz> diesieben07:
/me facepalms -- I somehow scrolled over that a million times and I
didn't realize it was there
L1516[16:02:17] <gigaherz> XD
L1517[16:02:33] <shadekiller666> the
items only exist 1. so that the other devs and i can place the
blocks when we're developing, and 2. incase we need them for
rendering or something later
L1518[16:02:44] <gigaherz> works
now
L1520[16:02:56] <diesieben07> you can NOT
(it will do NOTHING) set unlisted properties in the world.
L1521[16:03:05] <diesieben07> you should
know that.
L1522[16:03:23] <shadekiller666> the
blocks will be placed via a gui, so we'll have full control over
the properties of the block
L1523[16:03:41] <diesieben07> that has
nothing to do with what i just said.
L1524[16:03:53] <shadekiller666> problem
is, different "categories" of track can have different
Materials
L1525[16:03:56] <diesieben07> the result
of onBlockPlaced is passed to world.setBlockState
L1526[16:04:01] <Ordinastie_> then the
block doesn't need TrackPieceInfo at all
L1527[16:04:04] <diesieben07> which then
calls getStateFromMeta on your block
L1528[16:04:15] <shadekiller666> i was
answering Ordi's question
L1529[16:04:19] <diesieben07> which
completely disregards any unlisted (or non-meta) properties.
L1530[16:04:20] <diesieben07>
anyways.
L1531[16:04:27] <shadekiller666> ok
L1532[16:05:11] <shadekiller666> but that
has nothing to do with the registration problem
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L1534[16:05:27] <diesieben07> that is
true.
L1535[16:05:32] <shadekiller666> Ordi,
what about the Material problem
L1536[16:05:45] <shadekiller666> i'm
thinking 1 block per category
L1537[16:05:50] <Ordinastie_> what about
materials ?
L1538[16:05:53] <diesieben07> somehow
this returns -1: blockId << 4 |
block.getMetaFromState(state)
L1539[16:05:54] <shadekiller666> the
block material
L1540[16:06:37] <shadekiller666>
depending on the "category" assigned to the block, a
different Material can be passed to the Block constructor
L1541[16:08:54] <Ordinastie_> well, of
course if you have different materials you will need different
blocks
L1542[16:09:35] <Horfius> Anyone know any
public and not horribly coded scala mods for 1.7/8 not by Calclavia
or CB?
L1543[16:10:00] <Ordinastie_> ^ not
compatible : scala/not horribly coded
L1544[16:10:13] <diesieben07> ^ old joke
is old.
L1545[16:10:15] ***
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L1546[16:10:26] <Ordinastie_> and PaleOff
is not even here :(
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L1548[16:10:47] <shadekiller666> diesie,
i figured it ou
L1549[16:10:48] <shadekiller666>
out
L1550[16:10:50] <diesieben07>
OpenComputers comes to mind but I don't know if it is "not
horribly coded", whatever that means.
L1551[16:10:53] <diesieben07> what was
it?
L1552[16:11:04] <gigaherz> hmf
L1553[16:11:10] <shadekiller666>
EnumFacing.DOWN and EnumFacing.UP have a horizontalIndex value of
-1
L1554[16:11:13] <gigaherz> my
WorldSavedData is never written
L1555[16:11:21] <sham1> Horfius, I would
offer mine but because mine is the definition of bad code then I
cannot give it
L1556[16:11:24] <diesieben07> well, of
course they do :D
L1557[16:11:24] <gigaherz> writeToNBT is
never called on it XD
L1558[16:11:42] <diesieben07> gigaherz,
do you call markDirty() when you change any data?
L1559[16:11:49] <gigaherz> yes
L1560[16:11:52] <shadekiller666> and
BlockTrack.getMetaFromState() was returning
state.getValue(FACING).getHorizontalIndex()
L1561[16:12:02] <diesieben07> show your
code then
L1562[16:12:06] <gigaherz> sec
pushing
L1563[16:12:07] <shadekiller666> and i
guess it defaults to DOWN for some reason
L1567[16:14:15] <gigaherz> TE.markDirty
calls Inventory.markDirty() which calls storage.markDirty()
L1568[16:14:28] <gigaherz> on top of
that, the inventory calls markDirty whenever any slot has been
written to
L1569[16:14:29] <diesieben07> gigaherz,
WorldSavedData must have a (String) constructor
L1570[16:14:34] <gigaherz> aha
L1571[16:14:55] <gigaherz> the empty one
too, or just string?
L1572[16:15:15] <diesieben07> MC only
wants String
L1573[16:15:25] <gigaherz> (stupid
bad/outdated examples ¬¬)
L1574[16:15:46]
⇦ Parts: Kzitold_
(webchat@cpe-184-57-7-196.columbus.res.rr.com) ())
L1575[16:16:51] <gigaherz> thanks works
now :D
L1576[16:16:55] <sham1> What does it need
a string constructor for
L1577[16:17:40] <diesieben07> well, MC's
primary usecase is maps
L1578[16:17:46] <diesieben07> and there
the identifier changes constantly
L1579[16:24:45]
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L1587[16:42:31] <gigaherz> okay
question
L1588[16:42:36] <gigaherz> I have the
ISBRH for the block
L1589[16:42:52] <gigaherz> but I want the
block to have its block aspect when the multiblock isn't
"formed"
L1590[16:42:58] <gigaherz> and when the
block is in the inventory
L1591[16:43:27] <gigaherz> what's the way
to do that? do I have to manually send the cube shape?
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L1593[16:44:28] <Ordinastie_> 1.8 ?
L1594[16:45:30] <gigaherz> 1.7.10
L1595[16:45:40] <gigaherz> if it was 1.8
I'd just use IBakedModels ;p
L1596[16:46:16] <Ordinastie_> then just
dont draw if multiblock is valid
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L1598[16:47:01] <gigaherz> I tried doing
"if (meta == 0) return false;" but the block is invisible
in inventory and when meta = 0 :/
L1599[16:47:20] <Ordinastie_> don't use
meta = 0 to check it then
L1600[16:47:31] <Ordinastie_> or don't
check for meta for the item
L1601[16:47:33] <gigaherz> ?
L1602[16:47:44] <gigaherz> this is two
different issues
L1603[16:47:45] <gigaherz> XD
L1604[16:47:52] <gigaherz> 1. the
inventory item is invisible
L1605[16:48:04] <gigaherz> 2. the world
block without multiblock activated is also invisible
L1606[16:48:41] <Ordinastie_> what's your
current ISBRH code ?
L1608[16:49:20] <gigaherz> well, I just
added the if() part ;P
L1609[16:49:34] <Ordinastie_> holy fuckin
shit
L1610[16:49:50] <Ordinastie_> are you
serious ?
L1611[16:49:53]
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L1612[16:49:55] <gigaherz> what?
L1613[16:50:13] <gigaherz> the add* stuff
is autogenerated ;P
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L1615[16:50:34] <sham1> Jesus tapdancing
Christ
L1616[16:50:56] <Ordinastie_> you should
get bitch slapped for that ><
L1617[16:51:05] <gigaherz> it's ONLY 400
faces
L1618[16:51:06] <gigaherz> XD
L1619[16:51:19] <Ordinastie_> 1.3k
vertexes...
L1620[16:51:22] <gigaherz> yeah
L1621[16:51:31] <sham1> Jesus tapdancing
Christ
L1623[16:51:42] <gigaherz> XD
L1624[16:51:43] <Ordinastie_> look, you
make sham1 bug :x
L1625[16:51:52] <gigaherz> it's not THAT
complex
L1626[16:51:53] <gigaherz> XD
L1627[16:52:06] <Ordinastie_> it should
be a fucking simple obj
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L1629[16:52:33] <gigaherz> well when I
made it, no one seemed to know if it was even possible to load a
obj model from an ISBRH
L1630[16:52:39] <gigaherz> so I converted
to tessellator ;P
L1631[16:52:57] <Ordinastie_> wait, you
made the converter yourself ?
L1632[16:53:03] <gigaherz> yes
L1633[16:53:05] <gigaherz> well
L1634[16:53:12] <gigaherz> it's a dozen
lines on my 1.8 obj loader
L1635[16:53:31] <gigaherz> simply writes
the addVertex lines into a text file
L1636[16:54:00] <gigaherz> anyhow
L1637[16:54:05] <gigaherz> "could be
better" sure
L1638[16:54:05] <Ordinastie_> or you
know, you could have the smart and right thing and backport your
loader
L1639[16:54:07] <gigaherz> but that
wasn't the point
L1640[16:54:08] <gigaherz> XD
L1641[16:54:17] <sham1> Jeez
L1642[16:54:18] <gigaherz> I planned
to
L1643[16:54:20] <gigaherz>
afterward.
L1644[16:54:20] <gigaherz> XD
L1645[16:54:22] <sham1> Like why would
you even
L1646[16:54:40] <Ordinastie_> like, I may
be talking out of my ass because I've yet to test it, but I'm
pretty sure my 1.7 obj loader works the same for 1.8
L1647[16:55:10] <gigaherz> well as far as
loading itself goes, maybe
L1648[16:55:40] <gigaherz> anyhow
L1649[16:55:43] <gigaherz> that wasn't
even the issue!
L1650[16:55:44] <gigaherz> ;P
L1651[16:55:46] <Ordinastie_> the drawing
didn't really change either
L1652[16:55:47] <tterrag|away> This is
1.7?
L1653[16:55:50] <gigaherz> yes
L1654[16:56:02] <tterrag|away> It's
ridiculously easy to use the forge obj loader in isbrh
L1655[16:56:03] <gigaherz> I have the
ISBRH, it works.
L1656[16:56:08] <gigaherz> now I want it
to SOMETIMES not be the big model
L1657[16:56:14] <tterrag|away> No stupid
tessellator hardcoding
L1658[16:56:28] <gigaherz> tterrag|away:
forge's obj loader didn't like my .obj files ;P
L1659[16:56:38] <Ordinastie_> use
MalisisCore then ><
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L1661[16:56:43] <gigaherz> it chokes on a
simple triangle (instead of quad)
L1662[16:56:46] <gigaherz> anyhow
L1663[16:56:49] <gigaherz> can we please
move on?
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L1665[16:57:07] <Ordinastie_> hey, you
posted stupid code, you're bound to be laughed at, just assume
:p
L1666[16:57:08] <gigaherz> pretend the
hardcoded tessellator code isn't there
L1668[16:57:17] <tterrag|away> Then you
did it wrong
L1669[16:57:18] <gigaherz> my issue is
not about that
L1670[16:57:22] <tterrag|away> forge obj
loader works fine
L1671[16:57:32] <tterrag|away> All tris
or all quads
L1672[16:57:33] <gigaherz> tterrag|away:
I gave it triangles, it choked.
L1673[16:57:34] <tterrag|away> Not
both
L1674[16:57:42] <tterrag|away> You can't
mix them
L1675[16:57:45] <gigaherz> yeah fuck
that
L1676[16:57:47] <gigaherz> that's a
broken loader.
L1677[16:57:58] <Ordinastie_> ISBRH can't
handle tris anyway
L1678[16:58:12] <gigaherz> I'm getting
frustrated, because we are talking about a non-issue
L1679[16:58:22] <Ordinastie_> you asked
for it :p
L1680[16:58:25] <gigaherz> no
L1681[16:58:35] <gigaherz> I asked for
help trying to get the block to show
L1682[16:58:43] <gigaherz> when the
hardcoded stuff is NOT being used
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L1685[16:59:15] <Ordinastie_>
if(te.multiBlockFormed) { return renderer.renderStandard(block); }
or something like that
L1686[16:59:22] <gigaherz> okay
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L1688[16:59:35] <gigaherz> the
"return renderer.renderStandard(block);" is the part I
couldn't find
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L1692[17:03:27] <shadekiller666>
idea.module.inheritOutputDirs = true
L1693[17:03:28] <shadekiller666>
right?
L1694[17:04:01] <gigaherz> yes
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L1696[17:04:17] <gigaherz> or well, I
prefer to write it as idea { module.inheritOutputDirs = true
}
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L1698[17:07:18] <sham1> idea { module {
inheritOutputDirs = true } }
L1699[17:07:31] <killjoy> #ForgeGradle
?ideafix
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L1701[17:10:07] <tterrag|away>
Ordinastie_: right...sigh
L1702[17:10:33] <Ordinastie_> ?
L1703[17:11:30] <tterrag|away> The tris
thing
L1704[17:12:07] <shadekiller666> for some
reason the game can't find the models for my blocks and items, but
it knows where the resources are because one of our guis has two of
our item icons in it
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L1707[17:19:22] <gigaherz> WTF is wrong
now?!
L1708[17:19:24] <gigaherz> [00:18:46]
[Server thread/ERROR] [FML]: A TileEntity type
gigaherz.enderRift.blocks.TileEnderRiftCorner has throw an
exception trying to write state. It will not persist. Report this
to the mod author
L1709[17:19:25] <gigaherz>
java.lang.RuntimeException: class
gigaherz.enderRift.blocks.TileEnderRiftCorner is missing a mapping!
This is a bug!
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L1711[17:19:49] <shadekiller666> your TE
isn't registered?
L1712[17:19:54] <Ordinastie_> you forgot
to register your TE
L1713[17:19:56] *
gigaherz facepalms
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L1715[17:20:02] <gigaherz> yes, yes I
did
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L1717[17:21:15] <gigaherz> sorry I'm
extremely frustrated at the moment, I'm VERY close to branch this
for 1.8 directlyu
L1718[17:21:21] <gigaherz> and just do a
bugfix release for 1.7.10
L1719[17:21:25] <shadekiller666>
lol
L1720[17:21:47] <gigaherz> why is it so
hard to fall back to drawing a plain old cube ;_;
L1721[17:21:56] <shadekiller666> ?
L1722[17:22:02] <gigaherz> from the
ISBRH
L1723[17:22:09]
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L1733[17:22:26] <shadekiller666> oh, are
you saying drawing the non-formed version of the model?
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L1741[17:23:41] *
gigaherz headdesks repeatedly
L1742[17:23:59] <shadekiller666> is the
problem that nothing is drawing?
L1743[17:24:18]
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L1744[17:24:19] <gigaherz> wait, I forgot
to call super.registerBlockIcons
L1745[17:24:20] <gigaherz> ¬¬
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L1748[17:24:37] <gigaherz> there
L1749[17:24:44] <gigaherz> now it draws
properly in the world
L1750[17:24:49] <gigaherz> but 2D in the
inventory
L1751[17:24:53] <gigaherz> let me toggle
into 3D
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L1753[17:25:23] <gigaherz> but tbh, I
wouldn't mind it being 2D in the inventory if I can't fix it
L1754[17:25:23] <gigaherz> XD
L1755[17:25:37] <gigaherz> it's just
weird for a cube block to be flat on the hand
L1756[17:26:23] <shadekiller666> hey,
you're already further into ISBRH than i was able to get the other
day
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L1760[17:29:09] <gigaherz> oh wow, I jsut
found a 1.8 ISBRH implementation by chance
L1761[17:29:09] <gigaherz> XD
L1762[17:29:16] <shadekiller666>
lol
L1764[17:29:18] <shadekiller666>
why?
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L1766[17:29:32] <gigaherz> someone didn't
want to port the models to IBakedModel, I guess
L1767[17:29:53] <shadekiller666> i guess
not
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L1769[17:30:31] <Ordinastie_> gigaherz,
what do you think I did? :p
L1770[17:31:00] <gigaherz> XD
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L1774[17:36:40] ***
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L1777[17:41:36] <shadekiller666> so
Konami had two of the biggest names in Hollywood AND Hideo Kojima
in a project together... and now they're making a slot
machine...
L1778[17:41:38] <shadekiller666> gg
guys
L1779[17:42:27] <gigaherz> what?
L1780[17:42:37] <shadekiller666> Silent
Hills
L1781[17:43:07] <gigaherz> no I mean slot
machine?
L1782[17:43:12] <gigaherz> wait you mean
Konami?
L1783[17:43:23] <gigaherz> they said they
are now focusing on mobile games and crap like that, didn't
they?
L1784[17:43:26] <shadekiller666> Konami
cancelled it, they had Guillermo Del Toro and Norman Reedus on the
project
L1785[17:43:32] <shadekiller666>
nope
L1786[17:43:35] <shadekiller666> gambling
machiens
L1787[17:43:39] <shadekiller666>
machines*
L1788[17:44:23] <shadekiller666> now
they're making patchinko machines with Castlevania and Silent Hill
themes...
L1789[17:44:42] <gigaherz> del toro and
kojima said they are still friends and still considering doing
something together
L1790[17:45:08] <shadekiller666> i
know
L1791[17:45:10]
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L1792[17:45:16] <shadekiller666> the
point is about Konami
L1793[17:45:20] <gigaherz> yeah
L1794[17:45:21] <gigaherz> hm
L1795[17:45:22] <gigaherz> so
L1796[17:45:31] <gigaherz> I managed to
get mc to draw an inventory cube
L1797[17:45:34] <gigaherz> in a rather
ugly way
L1798[17:45:35] <gigaherz> XD
L1799[17:45:41] <shadekiller666>
lol
L1800[17:45:44] <Illyohs> umm obligatory
FucKonami
L1801[17:45:48] <gigaherz> I created two
instances of the block class
L1802[17:45:55] <gigaherz> one with
isInventory set to false, theo ther set to true
L1803[17:46:10] <gigaherz> in order to
avoid an infinite loop in drawBlockAsItem
L1804[17:46:25] <gigaherz> when
isInventory is true, the renderid returned from the block is the
default one
L1805[17:46:30] <gigaherz> but... i'm
getting a missing texture XD
L1806[17:46:32] <shadekiller666> couldn't
you avoid that with a boolean?
L1807[17:46:49] <gigaherz> I could
do
L1808[17:46:51] <gigaherz> isInventory =
true
L1809[17:46:52] <gigaherz> draw
L1810[17:46:57] <gigaherz> isInventory =
false
L1811[17:46:59] <gigaherz> but that's
ugly ;p
L1812[17:47:09] <shadekiller666> less
ugly than 2 block classes?
L1813[17:47:39] <gigaherz> TEXTURE!
L1814[17:47:41] <gigaherz> :_)
L1815[17:49:10] <Zaggy1024> why aren't
you teraherz?
L1816[17:49:17]
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Quit)
L1817[17:49:23] <gigaherz> why aren't you
Ziggy?
L1818[17:49:26] <gigaherz> or 2048?
L1819[17:49:37] <Zaggy1024> because I'm
boring
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L1824[17:58:35] <gigaherz> hmmm
L1825[17:59:00] <gigaherz> how'd I go
around spawning an item "into" the player
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L1827[17:59:18] <gigaherz> should I just
scan their inventory to find an empty slot?
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L1829[17:59:58] <shadekiller666> you
could spawn one in front of them
L1830[18:00:11] <shadekiller666> similar
to the /give command
L1831[18:00:14] <gigaherz> yeah I was
thinking spawn in their inventory, or on them otherwise
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L1833[18:08:02] <gigaherz> GAH
L1834[18:08:14] <gigaherz> the TE has
already been deleted by the time getDrops is called?!
L1835[18:09:01] <Mitchellbrine> trying to
save data from the TE into the ItemBlock?
L1836[18:09:04] <diesieben07> gigaherz,
look at BlockFlowerPot
L1837[18:09:06] <gigaherz> yes
L1838[18:09:13] <diesieben07> especially
the forge patchs
L1839[18:09:14] <gigaherz> well
L1840[18:09:14] <gigaherz> no
L1841[18:09:15] <Mitchellbrine> use
breakBlock
L1842[18:09:19] <Mitchellbrine> oh
L1843[18:09:23] <gigaherz> not the
ItemBlock
L1844[18:09:27] <gigaherz> but on one of
the dropped items ;P
L1845[18:09:31] <Mitchellbrine> OH
L1846[18:09:46] <Mitchellbrine> I'd spawn
in the items on breakBlock and not getDrops
L1847[18:09:51] <gigaherz> the ender rift
= rift casing + the rift item, and the rift item needs the
nbt
L1848[18:09:52] <gigaherz> aha
L1849[18:09:56] <Mitchellbrine> because
the TE still exists before you call the super
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L1852[18:10:27] <Mitchellbrine> That does
use the item block but it's basically the same thign
L1853[18:10:29] <Mitchellbrine>
*thing
L1854[18:10:49] <gigaherz> ewh
L1855[18:10:57] <Mitchellbrine> I haven't
changed the parameter names
L1856[18:11:02] <gigaherz> (at mc not
having a world.spawnItem)
L1857[18:11:02] <Mitchellbrine>
Sorry
L1858[18:11:02] <Mitchellbrine> xD
L1859[18:11:03] <diesieben07> if you
actually want to use getDrops: do what I said.
L1860[18:12:08] <tterrag|away> basically
just persist the TE in harvestBlock
L1861[18:12:12] ***
tterrag|away is now known as tterrag
L1862[18:12:16] <gigaherz> ah
L1863[18:12:23] <gigaherz> ewh, but I
guess it works XD
L1864[18:12:39] <tterrag> sorry uh
L1865[18:12:42] <tterrag>
removedByPlayer
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L1868[18:14:39] <Mitchellbrine> Wow, that
took a lot of methods to do what breakBlock can
L1869[18:14:42] <Mitchellbrine> xD
L1870[18:14:50] <Mitchellbrine> honestly,
either works
L1871[18:14:54] <diesieben07> not really
:D
L1872[18:14:58] <diesieben07> breakBlock
will drop in creative mode.
L1873[18:15:01] <tterrag> ^
L1874[18:15:08] <tterrag> and this is
meant to be extremely extendable
L1875[18:15:12] <tterrag> as every block
in EnderIO uses it
L1876[18:15:29] <Mitchellbrine> either
works for the intended purpose
L1877[18:15:36] <tterrag> no not
really
L1878[18:15:42] <tterrag> there is no
context to know creative mode in breakBlock
L1879[18:15:45] <tterrag> if flat out
does not work
L1880[18:15:48] <Mitchellbrine> the
intended purpose is to add nbt to a drop
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L1882[18:15:55] <diesieben07> yes
L1883[18:16:01] <diesieben07> and "a
drop" = does not happen in creative.
L1884[18:16:11] <diesieben07> which
breakBlocks flat out does not allow you to do.
L1885[18:16:34] <tterrag> in this chat:
"flat out"
L1886[18:16:42] <Mitchellbrine>
breakBlock functions in both survival or creative
L1887[18:16:48] <tterrag> -_-
L1888[18:16:51] <tterrag> do you not get
what we are saying
L1889[18:16:54] <shadekiller666> why is
it so hard to find what "side" you're on?
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L1891[18:16:59] <tterrag> shadekiller666:
it isn't?
L1892[18:17:05] <gigaherz>
shadekiller666: what side of?
L1893[18:17:15] <shadekiller666> well
like, theres proxies, and world.isRemote
L1894[18:17:29] <Mitchellbrine> you could
honestly get the closest player to the coords and get his game
mode
L1895[18:17:34] <diesieben07> ...
L1896[18:17:34] <tterrag> Mitchellbrine:
LOL
L1897[18:17:36] <tterrag> right
L1898[18:17:36] <Mitchellbrine> xD
L1899[18:17:38] ***
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L1900[18:17:38] <tterrag> taht can't
backfire at all
L1901[18:17:46] <tterrag> or you could
just do it the right way
L1902[18:17:57] <shadekiller666> or if
you're in one of the init events you can check side from that
L1903[18:18:11] <shadekiller666> but
everyone says that each one has their caviats
L1904[18:18:19] <Mitchellbrine> There is
no right/wrong way to do it. There are tons of ways to do
things
L1905[18:18:22] <tterrag> there is one
caveat
L1906[18:18:22] <Mitchellbrine> It all
comes down to preference
L1907[18:18:32] <tterrag> there is a
difference between thread-side and physical side
L1908[18:18:39] <tterrag> in SSP there is
only one "side", but two threads
L1909[18:19:00] <tterrag> Mitchellbrine:
no, in this case, there is a right way
L1910[18:19:05] <tterrag> it's the way
vanilla does it and the way that works
L1911[18:19:17] <tterrag> your way does
not work, thus it is not a valid way to do it
L1912[18:19:44] <Mitchellbrine> my way
adds nbt to a dropped item, the initial goal
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L1914[18:19:48] <gigaherz> yes
L1915[18:19:52] <tterrag> does your item
drop in creative mode?
L1916[18:19:53] <gigaherz> but it ALSO
drops the item in creative mode
L1917[18:20:06] <gigaherz> which is what
they are saying
L1918[18:20:19] <Mitchellbrine> I know
that
L1919[18:20:30] <tterrag> therefore it is
broken
L1920[18:20:32] <tterrag> you can't say
it isn't
L1921[18:20:35] <Mitchellbrine> but
they're saying my way is "flat out" (xD) wrong because of
the one caviet
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L1923[18:20:40] <Mitchellbrine> :|
L1924[18:21:22] <Mitchellbrine> it
functions like the initial goal, with one extra caviet. It might
not be the way some people prefer, but it's not entirely
wrong
L1925[18:21:32] <Mitchellbrine>
*most
L1926[18:21:34] <Mitchellbrine> but
still
L1927[18:21:37] <tterrag> lol
L1928[18:21:42] <tterrag> no block drops
itself in creative
L1929[18:21:56] <tterrag> you can't just
say it's a "caveat" when it's broken behavior
L1930[18:21:57] <tterrag> ...
L1931[18:21:59] <shadekiller666> ?
L1932[18:22:05] <Mitchellbrine> it's not
broken behavior if it's intended
L1933[18:22:12] <shadekiller666> if
broken by explosion blocks drop
L1934[18:22:15] <shadekiller666> in
creative
L1935[18:22:16] <tterrag> why can't you
just admit your way isn't perfect? instead of defending it? no one
cares
L1936[18:22:25] <tterrag> shadekiller666:
of course, there's no way they could tell the gamemode
L1937[18:22:30] <Mitchellbrine> I
admitted it wasn't perfect
L1938[18:22:56] <Mitchellbrine> 16:25
<Mitchellbrine> it functions like the initial goal, with one
*extra caviet*. It might not be the way some people prefer, but
it's not entirely wrong.
L1939[18:23:49] <tterrag> I'm done
arguing
L1940[18:23:58] <tterrag> dropping in
creative IS entirely wrong
L1941[18:23:59] <tterrag> imo
L1942[18:24:03] <tterrag> but you can do
whatever
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L1944[18:24:28] <Mitchellbrine> I
admitted the cavaet existed from the very beginning, I wasn't
denying it wasn't perfect
L1945[18:24:45] <tterrag> caveat = a way
something works that may not be expected
L1946[18:24:53] <tterrag> it doesn't mean
"it's broken a bit"
L1947[18:24:57] <shadekiller666> which
also = bug
L1948[18:25:56] <Mitchellbrine> Sometimes
people prefer the fact it can drop in creative
L1949[18:25:56] <Mitchellbrine> And I
hope they find use of the code I gave
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L1951[18:26:09] <Mitchellbrine> :|
L1952[18:26:31] <Mitchellbrine> or
feature xD
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L1957[18:28:54] <Mitchellbrine> how is it
broken then, by your definition? It just has a caveat, it functions
like initially wanted with that one caveat?
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L1959[18:29:22] <tterrag> because *IMO*
dropping in creative is a BUG
L1960[18:29:27] <tterrag> there is no
advantage to it
L1961[18:29:28] <shadekiller666>
omg...
L1962[18:29:38] <tterrag> and I'm
seriously done talking about it...I've said everything at least 3
times now
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L1964[18:31:22] <Mitchellbrine> Can we
drop it now?
L1965[18:31:23] <diesieben07> only if
you're not in creative.
L1966[18:31:23] <Mitchellbrine> xD
L1967[18:31:23] <Mitchellbrine>
nice
L1968[18:31:23] <Mitchellbrine> I kind of
set myself up there
L1969[18:31:23] <Mitchellbrine> xD
L1971[18:32:23] <tterrag> I asked to drop
it 10 mins ago
L1972[18:32:24] <tterrag> but yes
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L1981[18:38:00] <shadekiller666> it would
be cool if you could right click on an item frame containing a
crafting bench to open a crafting grid :P
L1982[18:38:21] <Mitchellbrine> that
would be simple enough
L1983[18:38:27] <gigaherz> also quite
pointless ;p
L1984[18:38:29] <Mitchellbrine> xD
L1985[18:38:33] <Mitchellbrine> Yes, that
too
L1986[18:38:48] <shadekiller666>
so?
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L1988[18:38:57] <Mitchellbrine> do it!
xD
L1989[18:39:00] <gigaherz> nothing, go
ahead, could be fun ;P
L1990[18:39:12] <shadekiller666> isn't
most of whats done with mods pointless? :P
L1991[18:39:41] <Mitchellbrine> while
you're add it, make it so you can place item frames inside item
frames inside item frames inside item frames! xD
L1992[18:40:29] <shadekiller666> thats
more complicated...
L1993[18:40:41] <Mitchellbrine> xD
L1994[18:40:48] <shadekiller666> as the
item version of an itemframe doesn't actually have the ability to
contain anything
L1995[18:41:13] <gigaherz> unless it was
designed to
L1996[18:41:16] <gigaherz> but that'd be
weird
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L1998[18:41:41] <gigaherz> well for
things like ender pouches
L1999[18:41:46] <shadekiller666> arguably
you could give it nbt, but changing the item model might get
complicated
L2000[18:41:51] <gigaherz> right-clicking
could actually make them act like an ender chest
L2001[18:42:10] <gigaherz> but it
wouldn't actually be in the player inventory
L2002[18:42:13] <gigaherz> which may
confuse a lot of mods
L2003[18:42:14] <gigaherz> XD
L2004[18:43:25] <Zaggy1024> whoa.
L2005[18:43:40] <Zaggy1024> I think I
just crashed Minecraft by trying to switch to fullscreen while it
was loading the world
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L2008[18:44:07] <gigaherz> HAHA
L2009[18:44:08] <Mitchellbrine> xD
L2010[18:44:10] <Zaggy1024> lol
tterrag
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L2017[18:56:17] <gigaherz> okay, custom
recipe time
L2018[18:56:24] <gigaherz> (to duplicate
rifts)
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L2020[18:59:44] <shadekiller666> did you
fix your Ender IO pipes problem
L2021[19:00:07] <shadekiller666>
giga^
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L2023[19:05:08] <capitalthree>
meow!
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L2026[19:12:03] <gigaherz>
shadekiller666: I never really had any pipe problems ;P
L2027[19:12:55] <shadekiller666> oh,
ok
L2028[19:13:26] <gigaherz> the couple
times I though I did, it was my own fault
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L2035[19:19:55] <gigaherz> hmmm I'm
having a lighting problem XD
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L2042[19:27:38] <MattDahEpic> in a dev
env how would one get the project root in code?
L2043[19:28:07] <diesieben07> project
root = where the build.gradle is?
L2044[19:28:12] <MattDahEpic> yes
L2046[19:28:58] <diesieben07> but it's
ugly and not guaranteed to work.
L2047[19:30:10] <diesieben07> i am
missing some lines there, but you get the point.
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L2049[19:32:34] <MattDahEpic> i was
thinking get the config dir from PreInit then go up until you find
a dir where build.gradle exists
L2050[19:32:46] <diesieben07> thats
pretty much the same thing that I do.
L2051[19:32:50] <MattDahEpic> but im not
sure how to go "up"
L2052[19:32:52] <diesieben07> config dir
= CWD/config/
L2053[19:33:00] <diesieben07> i just
start at cwd directly
L2054[19:33:11] <diesieben07> go up =
append "/../" to the path :D
L2055[19:33:22] <diesieben07> or do
file.getParentFile()
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L2057[19:34:30] <diesieben07> its all in
the code I linked.
L2059[19:39:25] <diesieben07> you can
replace event.getModConfigurationDirectory(); with new
File(".") and save one step.
L2060[19:39:58] <MattDahEpic> otherwise
its good?
L2061[19:40:12] <diesieben07> not sure
why you need the boolean there, but yah
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L2099[21:31:42] <Cazzar> Why did I think
evaluating Find-Package in windows 10 after I set up PackageManager
with windows 10 would actually be a good idea.
L2100[21:32:02] <Cazzar> s/with windows
10/with chocolatey/
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L2112[22:01:55] <FusionLord> does anyone
know how to get a TextureAtlasSprite based on the texture
string?... minecraft:blocks/planks_oak.png
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L2114[22:02:45] <gigaherz> FusionLord:
depends
L2115[22:02:54] <gigaherz> where do you
need it?
L2116[22:03:20] <FusionLord> how does
that matter?
L2117[22:03:50] <tterrag> FusionLord:
Minecraft.getMinecraft().textureMap(Items/Blocks).getTextureEntry
L2118[22:04:35] <gigaherz> ah tterrag got
it first
L2119[22:05:01] <FusionLord> strange
though, not giving the intended effect...
L2120[22:05:16] <FusionLord> it gave me
lavas ...
L2121[22:05:48] <gigaherz> what's why i
asked about the context
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L2123[22:07:55] <FusionLord> variable
string which can be any <MOD_ID>:<TEXTURE_LOCATION>
what else do you want to know?
L2124[22:08:32] <gigaherz> but that's not
what Iw as asking at all
L2125[22:08:53] <gigaherz> my question
was: waht are you trying to do that requires you to get a
TextureAtlasSprite manually?
L2126[22:08:54] <FusionLord> and my
question was what do you need to know
L2127[22:09:11] <FusionLord> skinning
with a texture
L2128[22:09:17] <FusionLord> on my
obj
L2129[22:09:19] <tterrag> skinning?
L2130[22:09:34] <tterrag> why not keep a
block+meta reference
L2131[22:09:38] <tterrag> then use
block.getIcon
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L2133[22:09:47] <tterrag> players won't
be working with icons and neither should you
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L2137[22:11:50] <tterrag> right
L2138[22:11:54] <tterrag> use a
block...not an icon
L2139[22:11:55] <FusionLord> this block
can have any side and texture
L2140[22:12:02] <tterrag> so store THAT
data
L2141[22:12:03] <FusionLord> and it is
stored as a string
L2142[22:12:09] <tterrag> why??
L2143[22:12:33] <FusionLord> cause that
is how i want to do it....
L2144[22:12:55] <tterrag> good for
you
L2145[22:13:05] <tterrag> I'm saying it's
a bad way to do it and I won't help you do it that way :P
L2146[22:14:50] <FusionLord> how is it
bad
L2147[22:15:02] <FusionLord> I have no
block references
L2148[22:15:15] <tterrag> how is the
player skinning your block
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L2150[22:15:43] <FusionLord> selecting
from any block texture in the game
L2151[22:16:04] <FusionLord> haven't
worked that out yet still working on it
L2152[22:16:05] <tterrag> .____.
L2153[22:16:17] <tterrag> how about they
just right click your block with the block they want to skin
L2154[22:16:21] <tterrag> it as
L2155[22:16:28] <tterrag> simple, easy to
code
L2156[22:16:36] <FusionLord> and since we
are talking about 1.8 it isn't easy to get the texture from the
side
L2157[22:16:58] <FusionLord> I've done
that before it just doesn't work in 1.8
L2158[22:17:25] <tterrag> I'm sure there
is a way
L2159[22:17:34] <tterrag> and it's better
than making the player input resource strings...
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L2161[22:18:30] <FusionLord> well they
won't be
L2162[22:18:49] <FusionLord> they will be
selecting from a gui list and I will be populating the
strings
L2163[22:20:16] <tterrag> O.o
L2164[22:20:20] <tterrag> from what, all
textures in the game...?
L2165[22:20:42] <FusionLord> mmhmm
L2166[22:21:25] <tterrag> good luck using
that list with mods...yikes
L2167[22:21:31] <tterrag> 1000s of
textures
L2168[22:22:02] <FusionLord> that is the
easy part :)
L2169[22:22:44] <FusionLord> the issue
with getting the atlas was I had the file ext on the string
:)
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L2172[22:27:04] <Abs0rbed> if I want to
subscribe to events, do I need to create a class that implements a
Listener class of sorts?
L2173[22:28:47] <killjoy> Abs0rbed,
no.
L2174[22:28:56] <killjoy> That's just in
bukkit
L2175[22:29:09] <Abs0rbed> Interesting,
sorry xD bukkit and bungee veteran here
L2176[22:29:38] <killjoy> just create a
public method with an Event with a parameter
L2177[22:29:46] <killjoy> Annotate it
with @SubscribeEvent
L2178[22:29:57] <killjoy> then register
using the appropriate bus
L2179[22:30:01] <Abs0rbed> How is that
different from @Mod.EventHandler?
L2180[22:30:14] <killjoy> @EventHandler
is for lifetime events
L2181[22:30:27] <tterrag> and it only
works in your @Mod class
L2182[22:30:59] <Abs0rbed> Cool,
thanks
L2183[22:31:17] <killjoy> Do you need
help deciding which bus to use?
L2184[22:31:41] <Abs0rbed> Well I don’t
really know much about the busses, are they params for the
@annotations?
L2185[22:31:52] <killjoy> No.
L2186[22:32:07] <tterrag> if
(packageName.contains("fml")) { useFMLBus(); } else {
useForgeBus(); }
L2187[22:32:12] <killjoy> For most
events, you'll use MinecraftForge.EVENT_BUS
L2188[22:32:21] <tterrag> ^^ should
explain it :P
L2189[22:32:50] <killjoy> fml bus:
FMLCommonHandler.instance().bus()
L2190[22:35:21] <killjoy> If you're
looking to port things to sponge, that uses a similar system.
L2191[22:38:19] <Abs0rbed> I assume I’m
using the #register(Event event) method from the bus. What exactly
is meant to go in there?
L2192[22:39:15] <killjoy>
#register(Object)
L2193[22:39:38] <killjoy> Put there an
object of your class that has the @SubscribeEvent methods
L2194[22:39:49] <killjoy> It can be your
@Mod class or other
L2195[22:39:58] <Abs0rbed> Oh perfect so
you do need to register a listener of sorts
L2196[22:40:29] <Abs0rbed> and based on
where the event’s package is based I use either FML or
MinecraftForge?
L2197[22:40:36] <killjoy> yes.
L2198[22:40:45] <Abs0rbed> Awesome that
makes much more sense
L2199[22:40:52] <killjoy> I'm not sure if
they're going to be merged into 1 bus later.
L2200[22:44:32] <gigaherz> I'm wondering
now
L2201[22:44:37] <gigaherz> is there
anyone who has ever used FML without Forge?
L2202[22:45:03] <killjoy> I did
L2203[22:45:06] <Illyohs> pahimar did
with chitchat :P
L2204[22:45:16] <killjoy> bspkrs
did.
L2205[22:45:33] <gigaherz> in practice, i
mean, not writing mods that don't rely on forge,
L2206[22:45:36]
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L2207[22:45:39] <gigaherz> but actually
play mc with only FML installed
L2208[22:46:05] <killjoy> I did
L2209[22:46:05] <gigaherz> i knwo I
haven't ;P
L2210[22:46:28] <gigaherz> I remember
pre-forge, with in-jar ModLoader stuff
L2211[22:46:48] <gigaherz> but then there
as forge, I have never seen any FML only "pack" or
anything like that
L2212[22:47:06] <gigaherz> but yeah I
should have guessed the answer ;P
L2213[22:47:35] <killjoy> A reason the
fml merge was justified was because nobody used it.
L2214[22:49:06] <Abs0rbed> Working with a
friend on skype, what’s the easiest way to render text in a
HUD?
L2215[22:49:26] <killjoy> So like with
the hotbar?
L2216[22:49:44] <killjoy> Use a
RenderOverlayEvent
L2217[22:49:59] <gigaherz> do you mean
draw the hud itself
L2218[22:50:07] <Abs0rbed> is it ok to
use the player fontrenederer? or is there a hook he should be
using?
L2219[22:50:07] <gigaherz> or you already
have the hud, and you want to draw text into it?
L2220[22:50:42] <killjoy> To actually
draw the text, use Minecraft.fontRendererObj.drawString
L2221[22:50:43] <gigaherz> I do
this
L2223[22:50:46]
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L2225[22:51:22] <Abs0rbed> ok that’s what
I suggested, just wanted to make sure it was an ok thing to
do
L2226[22:51:36] <killjoy> As long as
you're not reflecting while drawing
L2227[22:52:52] <gigaherz> btw
L2228[22:52:59] <gigaherz> I have the
ISBRH (mc 1.7.10)
L2229[22:53:12] <gigaherz> but the model
I draw doesn't seem to have lighting applied like normal cubes
do
L2230[22:53:27] <gigaherz> but I can't
feen anything that suggests how to do that
L2231[22:53:33] <gigaherz> lighting I
mean
L2232[22:53:42] <gigaherz> so that
different normals have different light levels
L2233[22:53:48] <gigaherz> the actual
world light IS applied
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L2238[22:59:00] <Cazzar> Okay then... I
have someone desperate to get in contact with me for a issue with
something I am barely doing anymore.
L2239[22:59:13]
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L2240[22:59:19] <Cazzar> Within 12 hours
nearly, a GitHub issue, Forum post and a CurseForge comment.
L2241[23:00:23]
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L2242[23:01:21] <dangranos> inb4 they
contact you on IRC
L2243[23:01:23] <dangranos> then
email
L2244[23:01:26] <dangranos> phone
L2245[23:01:27] <dangranos> RL
L2246[23:01:39] <dangranos> *zalgo font*
in your nightmares
L2248[23:03:05]
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L2249[23:03:19] <dangranos> >last
commit's date: 19 Dec 2014
L2250[23:03:36] <Cazzar> Check the dev
branch.
L2251[23:03:45] <Cazzar> Like, 4-5 months
ago.
L2252[23:03:47] <Cazzar> IIRC
L2253[23:04:01] <dangranos> right on my
birthday :3
L2254[23:06:16] <Cazzar> Okay, another
small capitilization correction on my social accunts
L2255[23:07:21] <dangranos> ?
L2256[23:08:10] <Cazzar> cazzar =>
Cazzar
L2257[23:08:19] <Cazzar> Did that on
twitter and Github recently.
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L2272[23:39:14] <codahq> i'm trying to
collect collision using ray tracing. it works as long as the entity
i'm throwing has a little air time before it collides. it doesn't
work if i'm throwing the entity at my feet. i have a feeling that
this is because i'm ray tracing after i've already passed through
the first surface and nothing is being rendered after that.
L2273[23:39:18] <codahq> is that a
correct assessment?
L2274[23:39:24] <codahq> (1.8)
L2275[23:39:45] <codahq>
s/collect/detect/
L2276[23:40:02] <codahq> bah
L2277[23:40:04] <codahq> ride jsut got
here.
L2278[23:40:23] <codahq> if you reply it
might be good to do it as a pm since my buffer will probably have
overflown in the channel by the time i get back
L2279[23:40:27] <codahq> if not i'll ask
again later
L2280[23:40:28] <codahq> thanks!
L2281[23:44:03]
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