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L18[00:58:39] <FusionLord> anyone know if
access transformers change between 1.7 and 1.8?
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L23[01:17:16] <killjoy> FusionLord,
no.
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L25[01:25:18] <codahq> wow, nothing going
on here since i left.
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L27[01:26:21] <codahq> Zaggy1024, sort of i
guess to your question about copying the code. i'm relying
partially on the onImpact method of EntityThrowable
L28[01:26:50] <codahq> but since that
wasn't getting called sometimes i started doing my own collision
detection in onUpdate of the entity
L29[01:27:21] <codahq> and i just used the
World.rayTraceBlocks method
L30[01:27:26] <codahq> because i only care
if i hit a block
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L42[02:04:22] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150812 mappings to Forge Maven.
L43[02:04:26] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150812-1.8.zip (mappings
= "snapshot_20150812" in build.gradle).
L44[02:04:36] <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/
L45[02:06:42] <FusionLord> how would i go
about getting the obf name of a method?
L46[02:07:05] <FusionLord>
s/method/field
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L48[02:07:34] <FusionLord> !gf
TextureMap#mapRegisteredSprites
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L52[02:22:39] <xaero> with gf, use . if #
doesn't work
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L55[02:25:31] <Jezza> No, that would have
worked.
L56[02:25:33] <Jezza> field_110574_e
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L58[02:25:56] <Jezza> Although, I don't
know about the TextureMap# part
L59[02:30:04] <FusionLord> i found the csv
and found it
L60[02:30:13] <FusionLord> thanks anyway
:)
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L74[03:17:22] <Zaggy1024> codahq, I would
try and check where its first tick start and end raytrace positions
are to see if it's skipping the location it starts at
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L78[03:20:18] <codahq> Zaggy1024, i'm doing
something like that now
L79[03:20:30] <codahq> i'm getting too
tired to think straight though
L80[03:20:34] <codahq> about to give up for
the night
L81[03:20:35] <Zaggy1024> oh okay
L82[03:20:37] <Zaggy1024> I now that
feel
L83[03:20:39] <Zaggy1024> *know
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L85[03:20:55] <Zaggy1024> I'm curious
though, what are you setting the start and end vectors to?
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L89[03:22:16] <codahq> well, i have tried a
lot of different things.
L90[03:22:35] <codahq> i stopped messing
with the vectors when i realized that i was actually successfully
detecting collision for a while and didn't realize it
L91[03:22:45] <codahq> but then i figured
out i wasn't...
L92[03:22:47] <codahq> it's a mess right
now
L93[03:23:03] <codahq> have so much debug
crap going on
L94[03:23:19] <codahq> should probably stop
immediately and look at it with not so tired eyes
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L96[03:24:38] <codahq> okay
L97[03:24:39] <codahq> i'm out
L98[03:24:42] <codahq> thanks again
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L114[04:11:19] <vedalken254> yup.... as
per usual, i spawned a crappy world for my server :(
L115[04:11:58] <Jezza> Any Australians
online?
L116[04:12:13] <trab> yes?
L117[04:12:22] <Jezza> \o/
L118[04:12:37] <Jezza> Do you remember
Lano and Woodley?
L119[04:13:19] <trab> never watched
it
L120[04:13:22] <Jezza> :O
L121[04:13:33] <Jezza> Not just a
show
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L123[04:13:39] <Jezza> It was a whole act
and everything
L124[04:13:46] <Jezza> You must be
young.
L125[04:13:51] <Jezza> Either that
L126[04:13:56] <Jezza> Or not from
Melbourne
L127[04:14:09] <trab> 34 and perth
L128[04:14:23] <trab> definitely not young
lol
L129[04:14:24] <Jezza> Well, there's your
problem. :P
L130[04:14:29] <Jezza> Perth
L131[04:15:06] <Jezza> Almost the other
end of the country.
L132[04:15:46] <trab> Well at least it
isn't from another planet, unlike tasmanians
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L134[04:16:28] <Jezza> They're just lucky
we call them Australians.
L135[04:21:01] <vedalken254> lol
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L149[04:36:52] <auenfx4> lano and woodley
did go national, not just melbourne
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L152[04:43:55] <capitalthree> FusionLord:
looks prerecorded to me
L153[04:44:07] <FusionLord> yeah
L154[04:44:26] <FusionLord> just meant not
processing
L155[04:44:50] <capitalthree> oh yeah it
worked fine
L156[04:45:14] <FusionLord> do you have
thoughts on how it works?
L157[04:46:32] <capitalthree> you don't
explain it, or at least I hear no sound
L158[04:47:37] <FusionLord> no sound....
from what you see, do you think it is self explanitory?
L159[04:47:54] <FusionLord> anything i
could do to better it
L160[04:48:44] <capitalthree> yeah... no
offense... but getting a microphone and explaining what the video
is about :P
L161[04:48:51] <capitalthree> during the
video
L162[04:49:02] <capitalthree> I don't even
know what you're really showing off much less how that ui full of
block sprites works
L163[04:49:05] <FusionLord> I have one....
just didn't think it needed it
L164[04:51:08] <auenfx4> what is the
purpose of the video?
L165[04:55:26] <FusionLord> Just to show
it off, get input of how to make it better. Mainly here.
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L169[05:08:48] <sham1> What the hell is
that
L170[05:10:03] <FusionLord> what is
what?
L171[05:14:30] <sham1> that cabinet
L172[05:14:41] <sham1> What does it do
except disguise as other blocks
L173[05:15:08] <FusionLord> its a safe,
dispalys stuff
L174[05:15:33] <FusionLord> and secret
stuff as well
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L181[05:31:11] <Kaiyouka> The UI is a bit
clunky IMHO
L182[05:31:26] <FusionLord> how so?
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L184[05:32:14] <Kaiyouka> maybe 'clunky'
isn't the right word
L185[05:32:43] <Kaiyouka> It just doesn't
look particularly intuitive or sleek.
L186[05:33:21] <FusionLord> Well the ui is
just a concept at this stage it will be made to look bettter
L187[05:33:26] <Kaiyouka> Fair
enough
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L190[05:43:51] <sham1> Nice
exceptions
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L207[06:17:13] <CoolDude9090> Hello. I'm
having some issues with my conveyor belt mod when moving entities.
They seem to move for a second or two (as intended) but then jump
back to the point they started at. Can anyone help? (My code is
here:
http://pastebin.com/CXTe0MgX
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L210[06:18:41] ⇦
Parts: CoolDude9090
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L212[06:20:37] <sham1> Umn cooldude, could
you try explaining your problem a little better
L213[06:21:03] <CoolDude9090> I don't know
how to explain it any better, but I'll try.
L214[06:22:23] <CoolDude9090> My block's
tileentity is getting a list of entities above the block. It then
sets the motionZ variable. This moves the entity successfully
though it teleports back to the location the entity started at on
the block
L215[06:22:58] <sham1> Also, a small
question
L216[06:23:06] <sham1> is this
1.7.10?
L217[06:23:18] <CoolDude9090> Yes. Sorry I
didn't mention
L218[06:23:24] <sham1> why
L219[06:23:36] <CoolDude9090> Why
1.7.10?
L220[06:23:42] <sham1> Indeed
L221[06:23:58] ⇦
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L222[06:24:06] <CoolDude9090> I haven't
leant 1.8 yet, but thats beside the point
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L224[06:24:28] <sham1> Well you do not
*lean* on 1.8
L225[06:24:32] <sham1> Anyways
L226[06:25:16] <sham1> maybe you should
try to have your AABB be for the entire blockspace
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L228[06:25:24] <CoolDude9090> It is
L229[06:25:26] <sham1> above your block
that is
L230[06:25:28] <sham1> No it is not
L231[06:25:38] <sham1> It is a flat
plane
L232[06:25:48] <sham1> wait no
L233[06:25:59] <PrinceCat> Make sure
you're only calling the teleport on the server side as well.
L234[06:26:02] <sham1> Have you tried to
debug your code
L235[06:26:03] <CoolDude9090> My block has
a smaller bounding box on the y axis.
L236[06:26:07] <CoolDude9090> Yes
L237[06:26:15] <CoolDude9090> I don't use
teleport anywher
L238[06:26:17] <CoolDude9090> I don't use
teleport anywhere
L239[06:26:28]
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L240[06:26:30] <PrinceCat> Oh, sorry... I
meant the motionZ call.
L241[06:26:45] <sham1> Also, hyou should
wrap your entire code inside if (!worldObj.isRemote)
L242[06:26:48] <CoolDude9090> I tried that
but then the entity doesnt move at all
L243[06:27:01] <sham1> that's
impossiblew
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L245[06:27:39] <Ordinastie_> CoolDude9090,
try wrapping in if(worldObj.isRemote)
L246[06:27:46] <sham1> No
L247[06:27:47] <CoolDude9090> I did
L248[06:27:51] <sham1> That would make it
only for client side
L249[06:27:58] <sham1> Godamnit Ordi
L250[06:28:00] <PrinceCat> Could you
please link to your code, or pastebin it?
L251[06:28:05] <CoolDude9090> Ok
L252[06:28:07] <Ordinastie_> sham1, yes,
movement is made client side
L254[06:28:16] <sham1> wait wat
L255[06:28:37] <sham1> I thought you want
to do that kind of thing inside server
L256[06:28:57] <CoolDude9090> So did
I
L257[06:29:22] <Lumien> Player movement is
client side
L258[06:29:28] <Lumien> pretty sure
everything else is server side
L259[06:29:50] <Ordinastie_> hum, maybe,
never really checked
L260[06:30:23] <PrinceCat> Yeah, there are
helper methods when dealing with the player that update both
sides.
L261[06:30:37] <CoolDude9090> I reckon
that the entity is being moved on the client but not the server, so
the server is teleporting it back to where it should be.
L262[06:30:53] <PrinceCat> But honestly, I
feel like wrapping the whole thing in if(!world.isRemote) will fix
it..
L263[06:30:59] <CoolDude9090> It
didnt
L264[06:31:00] <PrinceCat> I can't figure
out why it wouldn;t.
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L266[06:32:03] <Lumien> CoolDude maybe try
to actually move the entity instead of setting the motion
L267[06:32:23] <Lumien> Seems like that
would work more reliable
L268[06:32:54] <CoolDude9090> I tried
changing the coordinates but the movement was too janky
L269[06:33:29] <CoolDude9090> Maybe I
could set the motion on client and coords on server?
L270[06:33:33] <Lumien> Did you change the
position server and client side?
L271[06:33:40] <CoolDude9090> Yes
L272[06:36:20]
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L273[06:36:57] <CoolDude9090> I may have
the problem!
L274[06:37:12] <CoolDude9090> The worldObk
is only working on the clientside.
L275[06:37:25] <sham1> Le wut
L276[06:37:43] <sham1> How did you even
manage
L277[06:37:47] <CoolDude9090> I tried
doing System.out.println(worldObj.isRemote); and it just said
true
L278[06:38:00] <CoolDude9090> is it the
updateEntity method?
L280[06:38:29] <PrinceCat> That is how
MineFactoryReloaded handles its conveyor blocks, you may be able to
learn from it.
L281[06:39:01] <PrinceCat> It moves
items... but the same principle can be applied to living
entities.
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L283[06:40:43] <CoolDude9090> So basically
I do my code but in the block's class not the tileentity?
L284[06:43:06] <PrinceCat> It's still
achievable in your tile entity, but that method in the block class
is specifically for entity collision and fits what you're trying to
do.
L285[06:43:16] <PrinceCat> It was more
just to look at how the motion was handled.
L286[06:43:34] <CoolDude9090> oh
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L288[06:43:52] <CoolDude9090> It seems
that motion is handled the same way I do.
L289[06:45:08] <PrinceCat> Take note
however where side checks are.
L290[06:45:44] <CoolDude9090> I have a
quick question; are you meant to register your tileentity in the
proxy?
L291[06:46:12] <sham1> no
L292[06:46:18] <CoolDude9090> ok.
L293[06:46:23] <sham1> It should be
present on both sides
L294[06:46:23] <PrinceCat> Generally you
register it in your main class.
L295[06:46:30] <CoolDude9090> I saw a
tutorial that did that
L296[06:46:43] <CoolDude9090> brb
L297[06:47:22] <PrinceCat> Botania
registers everything in the proxy class.. but I personally think
it's a little confusing.
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L308[07:04:15] <CoolDude9090> I've tried
registering my tileentity, which I forgot, but to no avail!
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L310[07:08:40] <sham1> Show us where you
register it
L311[07:09:18] <CoolDude9090> I do it in
the FMLInitializationEvent
L312[07:09:30] <sham1> No no no no no no
no no
L313[07:09:38] <CoolDude9090> No?
L314[07:09:41] <CoolDude9090> Where
then?
L315[07:09:51] <sham1>
FMLPreInitializationEvent
L316[07:09:56] <CoolDude9090> Ok
L317[07:10:05] <sham1> After your
block
L318[07:10:12] <CoolDude9090> Okay
L319[07:10:13] <sham1> The Preinit is
there so you register shit
L320[07:10:43] <CoolDude9090> Ok
L321[07:11:00] <CoolDude9090> I still
havent fixed the problem
L323[07:13:54] ***
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L324[07:17:02] <CoolDude9090> Aah! The
System.out.println(worldObj.isRemote) is returning true several
times before saying false.
L325[07:17:20] <sham1> concurrency
:D
L326[07:17:36] <sham1> Do you have a git
repo for your mod?
L327[07:18:02] <CoolDude9090> No
L328[07:18:13] <CoolDude9090> My Eclipse
plays up with it
L329[07:18:24] <sham1> umn, pardon?
L330[07:18:52] <CoolDude9090> Eclipse IDE.
It keeps erroring
L331[07:18:53] <tterrag|phone>
ditto...wut?
L332[07:19:37] <sham1> Also, very creative
name :D
L333[07:19:57] <sham1> Not that my mod's
name is that much better
L334[07:20:17] <CoolDude9090> I havent got
a good name yet
L335[07:21:11] <sham1> Try to make your
updateEntity look like this: and then we will discuss further
L336[07:21:12] <sham1> Wait
L337[07:21:45] <sham1> Havent done java
for modding in a while
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L339[07:22:06] <CoolDude9090> Like
what?
L342[07:23:27] <sham1> Like this
L343[07:23:32] <sham1> Just do it
L344[07:23:39] <sham1> Even if it has not
worked before
L345[07:23:51] <tterrag|phone> mmmm
spamming the next button a million times will be fun
L346[07:24:28] <CoolDude9090> Is there a
way to manually add code?
L347[07:24:36] <sham1> What do you
mean
L348[07:24:45]
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L349[07:24:49] <FusionLord> scrollwheel
and will add search and sort functions
L350[07:25:01] <Pennyw95> Is it possible
to render a model with a ISBRH?
L351[07:25:04] <CoolDude9090> So I don't
have to do it through Eclipse but through the githu website
L352[07:25:45] <sham1> You can but you
might as well create a repo
L353[07:25:59] <sham1> where you sync
stuff with eclipse and all that jazz
L354[07:26:36] ⇦
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L355[07:26:48] <PaleoCrafter> Penny95,
uhm... That's its purpose?
L356[07:27:42] <Pennyw95> it makes sense,
but since I wanted to use it I read a tutorial about it and it said
ISBRH doesn't support custom models
L357[07:28:50] <PaleoCrafter> It doesn't
directly support the vanilla ModelBase stuff or the forge obj
stuff
L359[07:30:22] <Pennyw95> so can it be
used for model rendering? even without startdrawingquads?
L360[07:30:25] <tterrag|phone> stupid
people writing stupid tuts
L362[07:31:41] <tterrag|phone> obj in
isbrh
L363[07:31:47] <tterrag|phone> Oops bad
link
L364[07:32:10] <tterrag|phone> Look at
SimpleModelRenderer
L365[07:32:56] <Pennyw95> so
startDrawingQuads() is actually available?
L366[07:33:58] <tterrag|phone> no
L367[07:34:05] <tterrag|phone> Just add
vertices
L369[07:36:20] <sham1> How did you make
this
L370[07:36:26] <sham1> Because...
L371[07:36:33] <CoolDude9090> I put them
in file by file
L372[07:36:45] <sham1> You serious
L373[07:36:51] <tterrag|phone>
whyyyyyyy
L374[07:36:51] <CoolDude9090> yes
L375[07:36:59] <sham1> Do you know how to
use git
L376[07:37:04] <CoolDude9090> nope!
L377[07:37:10] <CoolDude9090> I just want
to fix my problem
L379[07:40:23] <Lumien> Oh yeah, on that
mods thing, couldn't the reason for that just be that changing
certain options ingame could cause issues?
L380[07:40:44] *
luacs1998 runs far far away
L381[07:41:01] <tterrag|phone> Lucas I did
that in ttcore ages ago
L382[07:41:09] <sham1> get over here
L383[07:41:22] <tterrag|phone> lumien
configs have flags for when they need restarts
L384[07:41:30] <Lumien> Well yes, mc
restarts
L385[07:41:35] <tterrag|phone> So it
should be fine If mods use it properly
L386[07:41:35] <Lumien> not world
restarts
L387[07:41:42] <tterrag|phone> No they can
require world restart
L388[07:41:49] <Lumien> oh really?
L389[07:41:52] <tterrag|phone> yes
L390[07:41:54] <Lumien> ok then
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L394[07:44:44] <CoolDude9090> Anyone got
any ideas on why my tileentity is only updating on the
clientside?
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L398[07:50:43] <Lumien> Does it also only
get created client side?
L399[07:50:54] <Lumien> Like, print in the
constructor
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L404[07:56:05] <dvntsix> hi guys, how
would you suggest I render .obj connected to the player's arm, like
a watch? for starters I just want to test it on the client but
eventually I'd like for the model to be seen across the
server
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L406[07:59:05] <PaleoCrafter> Look at how
hats does it for the head?
L407[07:59:46] <PaleoCrafter> Won't help
you with first person, but the same should apply there, just a
different event
L408[08:00:09] <CoolDude9090> I fixed my
problem!
L409[08:00:22] <CoolDude9090> I used
onEntityCollidedWithBlock instead of a tileentity
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L411[08:00:35] ***
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L412[08:00:36] <CoolDude9090> Thank you
for all of your help!
L413[08:00:42] ⇦
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L414[08:01:06] <dvntsix> do you mean hats
mod? I've already got first person sorted (I render the player's
body in first person)
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L416[08:02:18] <PaleoCrafter> Yeah, I mean
iChun's mood
L417[08:02:22] <PaleoCrafter> *mod
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L419[08:02:59] <tmtu> terrible mood,
yes!
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L431[08:33:06] <sickan> How so I make a
block hydrate soil?
L432[08:35:09]
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L433[08:35:34] <Cazzar> IIRC just has to
have the water material?
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L435[08:35:57] <sham1> What do you mean by
"hydrate soil"
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L437[08:36:51] <MalkContent> dumb
question, but: is 1.9 forge gonna be as big a leap as 1.8
forge?
L438[08:37:13] <Cazzar> MalkContent: Is
1.9 out yet? And do we know the changes? :P
L439[08:37:35] <MalkContent> well they are
doing pre releases
L440[08:38:03] <sham1> Those tell
notin
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L442[08:38:18] <MalkContent> aaight
L443[08:39:04] <sham1> Once the official
1.9 hits, then we know how big leap forward it will be
L444[08:40:09] <sham1> Also, I hope
certain people will at least update to 1.9
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L446[08:41:21] <PaleoCrafter> snapshots !=
pre releases
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L451[08:46:39] <Cazzar> Hmm
L452[08:46:44] ⇦
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L453[08:46:55] <Cazzar> Time in format of:
'%Y-%m-%d-%H:%M:%S.%L' or just unix time?
L454[08:51:35] <Tim020> Computers
seriously suck :P
L455[08:52:30] <PaleoCrafter> L is milli
seconds, Cazzar?
L456[08:52:38] <Cazzar> Ues/
L457[08:52:40] <Cazzar> Yes*
L458[08:52:56] <Cazzar>
"2015-08-12-23:46:04.465" < Example.
L459[08:52:57] <PaleoCrafter> Then Unix
time
L460[08:53:07] <PaleoCrafter> Because
timezones
L461[08:53:13] <Cazzar> Heh, true
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L463[08:53:42] <Cazzar> I kinda want to
include milliseconds, though rails is being a bitch with .
L464[08:54:16] <Wuppy> \o/ unity does not
want to build an android version of my app
L465[08:54:19] <Wuppy> and it's not
telling me why
L466[08:54:34] <Wuppy> the basterd
L467[08:55:05] <Tim020> Lol, that sucks
wuppy!
L468[08:55:14] <Tim020> Also hey, been a
while :P
L469[08:55:31] <Wuppy> what's up :)
L470[08:55:54] <PaleoCrafter> do you have
a company now, Wuppy?
L471[08:55:54] <Wuppy> I've been busy
working a job making this app and before that I was on a vacation
so I did not have much time for IRC :P
L472[08:56:00] <Wuppy> PaleoCrafter, I'm
working for one
L473[08:56:18] <PaleoCrafter> And they
didn't have repos set up? Oo
L474[08:56:28] <Tim020> Well I get my
A-Level results tomorrow... So guess I'm gonna find out whether I
got into uni or not :O
L475[08:56:32] <Wuppy> they do
L476[08:56:38] <Wuppy> I set them up
L477[08:57:03] <PaleoCrafter> The question
is, why did they not have them before? :P
L478[08:57:25] <PaleoCrafter> Or is
software not their focus?
L479[08:57:42] <Wuppy> I'm the first
programmer to be working here
L480[08:57:45] <Wuppy> they used to
outsource
L481[08:57:49] <PaleoCrafter> Ah
L482[08:59:03] <Wuppy> but it's my job to
figure out how to fix this problem :<
L483[08:59:14] <Wuppy> it has been several
plugins ago since I've made a build though
L484[09:00:59] ***
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L485[09:01:36] <Tim020> So has anyone
upgraded to Windows 10 yet?
L486[09:01:40] <ltp> I have
L487[09:01:44]
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L488[09:02:25] <Tim020> How you finding
it? I had it for about a week but reverted back to 8.1 as certain
programs weren't working (including my anti-virus) :(
L490[09:02:29] <PaleoCrafter> Wuppy,
you're using unity for a normal app?
L491[09:02:32] <tmtu> i've heard it makes
some computers explode :)
L492[09:02:40] <ltp> hmmm let's see
L493[09:02:51] <ltp> I disabled all
anti-virus, and windows 10 works like a charm
L494[09:03:02] <Cazzar> I have only had 1
issue with 10 as of recent
L495[09:03:12] <PaleoCrafter> The only
issue I've had so far is being unable to play mass effect 3
L496[09:03:14] <Cazzar> and it's the
volume scrollwheel in the G510
L497[09:03:25] <ltp> My problem is that
things are a bit slow to show
L498[09:03:27] <tmtu> PaleoCrafter: that's
an issue ;)?
L499[09:03:33] <Cazzar> (nearly crashes
windows)
L500[09:03:33] <Wuppy> PaleoCrafter, I
am
L501[09:03:37] <ltp> oh and I have to deal
with 2 hour battery life
L502[09:03:46] <Wuppy> it's a game
L503[09:03:47] <PaleoCrafter> For me it
is, tmtu :P
L504[09:03:47] ⇦
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L505[09:04:06] <Tim020> See for me, Sony
Vegas Pro 13 was refusing to render anything... Which when I'm
supposed to be editing a DVD for the theatre I work for... :P
L506[09:04:10] <PaleoCrafter> Wuppy,
meh
L507[09:04:42] <PaleoCrafter> Might be
drivers if it uses your GPU, Tim020 :P
L508[09:05:10] <Tim020> PaleoCrafter, I
updated the drivers to the latest ones (NVidia GPU), and they are
Win 10 compliant
L509[09:05:21] <Wuppy> PaleoCrafter, is
Cities Skylines also meh?
L510[09:05:35] <PaleoCrafter> Cities is a
game :P
L511[09:05:44] <Tim020> A very good game
:P
L512[09:06:19] <PaleoCrafter> Haven't
played it in a while
L513[09:07:19] <Cazzar> W10 actually gave
me an easy way to boot Fallout 3 without it crashing on me XD
L514[09:07:26] <Cazzar> "Download
GFWL"
L515[09:07:49] <Lord_Ralex> That was the
first generic fix for FO3 on Win8+ too
L516[09:08:10] <Cazzar> It actually
suggests it to you
L517[09:08:22] <PaleoCrafter> Wuppy, the
problem I see (not sure whether you can do anything about it, if
so, unity is fine), of that you usually want your app the to be
tailored according to the OS standards
L518[09:08:31] <Lord_Ralex> bit annoying
that it needs it, but hey, FO3 \o/
L519[09:08:36]
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L521[09:08:53] <Wuppy> PaleoCrafter, it's
a game for young children with simple tap & drag
interactions
L522[09:09:29] <PaleoCrafter> Ah, so not a
normal app :P
L523[09:09:36] ⇦
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L524[09:21:09]
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L525[09:23:11] <Wuppy> it's working again
\o/
L526[09:23:23] <Wuppy> only without the
plugin to add in-app purchases :<
L527[09:27:09] <Cazzar> well, that's a
nice feature of the new FF
L528[09:27:20] <Cazzar> The search can
actually be changed from bing.
L529[09:27:27] <Cazzar> (in win 10
L530[09:31:37] ***
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L533[09:40:00] <Lord_Ralex> Cazzar, you
could not change it before? i thought that was just edge that
forced it
L534[09:41:47] <Cazzar> I honestly don't
know
L535[09:41:52] <Cazzar> I just searched in
FF anyway
L536[09:42:18] ***
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L537[09:42:27] <Lord_Ralex> i know in the
past i had FF use chrome, but not tried on 10
L538[09:42:31] <Lord_Ralex> use
google*
L539[09:42:43] ***
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L540[09:45:44] <Tim020> Is there such as
thing as server side config options?
L541[09:49:05] <PaleoCrafter> Depends on
your definition :P
L542[09:50:20]
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L543[09:50:28] ***
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L544[09:51:45] <gigaherz> Cazzar /
Lord_Ralex: Firefox has always has configurable search providers,
the default one is just the one that pays the most in the
auctions
L545[09:51:57] <Lord_Ralex> that's what i
thought
L546[09:51:58] <gigaherz> had*
L547[09:52:15] <Cazzar> gigaherz: it's
just I was talking about the windows 10 search thing on the
taskbar.
L548[09:53:00] <Tim020> PaleoCrafter,
basically I need to be able to disable a function within a TE based
upon the config setting. But the setting should be set from the
server and not allow the client to change it
L549[09:53:01] <Lord_Ralex> the context
before sounded like you used FF to search
L550[09:53:40] <Lord_Ralex> oh, now i see
what you mean
L551[09:53:45] <Lord_Ralex> bit
confused
L552[09:54:02] ⇦
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L553[09:54:26] <Cazzar> Here.
L554[09:54:29] <Cazzar> "When using
this search field, Windows 10 launches your default browser but
only shows search results in Microsoft Bing. When you have Firefox
set as your default browser on Windows 10, all your Web searches
from the taskbar search field will show results in the default
search engine you choose in Firefox."
L555[09:54:33]
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L557[09:54:55] <Lord_Ralex> yeah, i did
not think oyu were talking about the search bar in 10 itself, just
FF
L558[09:55:36] <Lord_Ralex> wish 10 just
stopped with bing, even "learn mores" on things that
should not search use bing search....
L559[09:56:42] <Cazzar> I don't trust bing
translate.
L560[09:57:10] <Cazzar> Like, I translate
one thing, that should translate to "Woah!" And the
result is quite literally "Your boobs!"
L561[09:57:16] <Cazzar> Like, what the
fuck
L562[09:57:41]
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L564[10:00:32] <gigaherz> [16:52]
(Cazzar): gigaherz: it's just I was talking about the windows 10
search thing on the taskbar.
L565[10:00:33] <FusionLord> almost looks
like there is a door there...
L567[10:00:37] <gigaherz> I disabled that
completely
L568[10:00:44] <gigaherz> I also disabled
start menu search
L569[10:00:51] <gigaherz> if I want to
search the web, I use firefox's searchbox
L570[10:00:51] <Cazzar> I have it in it's
small side
L571[10:00:51] <gigaherz> ;P
L572[10:01:03] <Cazzar> Though I need to
use the start search, because, mass of apps.
L573[10:01:20] <gigaherz> yo ucandisable
searching online from the start menu
L574[10:01:22] <FusionLord> I just use
"Hey Cortana, ..."
L575[10:01:23] <gigaherz> and getting ONLY
apps
L576[10:01:41] <gigaherz> FusionLord: I
hate voice activated commands ;P
L577[10:01:56] <gigaherz> my hands move
faster than my mouth
L578[10:02:15] <Tim020> ^Thats what she
said \o/
L579[10:02:21] <FusionLord> faster thank
saying "play rock"
L580[10:02:33] <FusionLord> than
L582[10:03:05] <FusionLord> Cazzar, change
you region....
L583[10:03:12] <Cazzar> CBF
L584[10:03:20] <Cazzar> and, well, doesn't
fuss me
L585[10:04:03] ⇦
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L588[10:06:13] <FusionLord> nice...
L589[10:06:40] <Cazzar> I know why for
that
L590[10:07:18]
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L591[10:11:10] ***
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L593[10:13:51] <FusionLord> anyone know
how to override the particles when a player falls on a block?
L594[10:14:22] <Tim020> FusionLord, isn't
that determined by the blocks texture?
L595[10:15:01] <FusionLord> indeed, I want
to override it... based on the texture that is on that side at that
time
L596[10:15:28] <Tim020> Oh, so particles
different to that of the block?
L597[10:17:06] <FusionLord> kinda... I can
specify the texture on the blocck to any texture in minecraft....
and i want to use that for the drop particles, its what i did for
hitEffects and destroyEffexts.... just can't seem to find anything
on falling upon a block
L598[10:19:17] ⇦
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L599[10:20:13] <Tim020> Is there a way to
get IDEA to insert @Override into everywhere that it can be
used?
L600[10:20:47] <heldplayer> Run
inspections on your project
L601[10:20:58] <heldplayer> It'll give you
a list of things that it believes to be wrong
L602[10:21:08] <heldplayer> Or which can
be improved
L603[10:21:16] <Tim020> Ah okay cool,
thanks :)
L604[10:21:23] <PaleoCrafter> FusionLord
not possible
L605[10:21:38] <FusionLord> but why
:(
L606[10:22:31] <PaleoCrafter> Lex had a
reason
L607[10:22:49] <Tim020> "Just give me
a reason" :P
L608[10:22:55] <PaleoCrafter> Something
about not being able to determine what Bloch you landed on
L609[10:22:57] ***
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L610[10:22:59] <PaleoCrafter> *block
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L614[10:26:22] <FusionLord> how is that
possible.... if it already does it?
L615[10:27:07] <FusionLord> should be able
to Override it in the block class
L616[10:27:19] <FusionLord> just like the
hit and distroy particles
L617[10:28:34] <PaleoCrafter> I can't
remember
L618[10:29:19] <PaleoCrafter> The reason
seemed hilarious to me too (especially because there already was a
working PR iirc)
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L627[10:41:44] <gigaherz> seems just
crossplatform "github for windows"
L628[10:42:59] <shadekiller666> oh great,
now the worst github desktop app is on multiple platforms...
L629[10:44:03] <tmtu> there's more than
one?
L630[10:45:02] <gigaherz> OSX and
Windows
L631[10:45:05] <gigaherz> says the
page
L632[10:45:14] ⇦
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L634[10:45:25] <gigaherz> itreplaces the
old apps for OSX and Windows
L635[10:45:28] <gigaherz> with a
"unified experience"
L636[10:45:39]
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L638[10:45:54] <gigaherz> ... do people
not realize the experience IS MEANT TO BE DIFFERENT, which is the
whole reason why there are different OSes and not ever one uses
just Windows or OSX
L639[10:46:03] <gigaherz> everyone*
L640[10:46:19] <dangranos> heh
L641[10:46:29] <sham1> Linux
masterrace
L642[10:46:51] <shadekiller666> hey, for
companies, having a unified experience independent of OS is
important
L643[10:46:56] <tmtu> gigaherz: ?
L644[10:47:09] <tmtu> the windows and mac
ones are completely different (not unified)
L645[10:47:20] <shadekiller666> it means
your employees can use the software regardless of what OS they're
used to using and still be productive
L646[10:47:20] <tmtu> both are
native
L647[10:47:41] <tmtu> looks much better
than the previous one imo
L648[10:48:07] <gigaherz> tmtu: they
WERE
L649[10:48:10] <gigaherz> this one app
replaces them
L650[10:48:17] <gigaherz> or at
least
L651[10:48:22] <gigaherz> that's what the
page claims
L652[10:48:23] <tmtu> no, it's the
same?
L653[10:48:24] <gigaherz> I just quoted
it
L654[10:48:32] <gigaherz> The new GitHub
Desktop is now available. It's a fast, easy way to contribute to
projects from OS X and Windows. Whether you're new to GitHub or a
seasoned user, GitHub Desktop is designed to simplify essential
steps in your GitHub workflow and replace GitHub for Mac and
Windows with a unified experience across both platforms.
L656[10:48:40] <gigaherz> and replace
GitHub for Mac and Windows with a unified experience across both
platforms.
L657[10:48:52] <gigaherz> hey if that's
not even true
L658[10:49:02] <gigaherz> then complain to
github
L659[10:49:02] <gigaherz> ;P
L660[10:50:30] ⇦
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L664[10:53:04] <gigaherz> !gf
renderTileEntityAt
L665[10:53:10] <gigaherz> !gf
renderTileEntityAt 1.7.10
L666[10:53:15] <gigaherz> gah
L667[10:53:16] <gigaherz> not f
L668[10:53:19] <gigaherz> !gm
renderTileEntityAt 1.7.10
L669[10:53:47] <gigaherz> and I still have
no idea what the last param is XD
L670[10:54:29] <Ordinastie_> !gf
renderTileEntityAt 1.7.10
L671[10:54:39] <Ordinastie_> !gm
renderTileEntityAt 1.7.10
L672[10:54:48] <shadekiller666> if i have
a tile entity that extends another tile entity, does the parent
tile entity have to be registered as well as the child tile
entity?
L673[10:54:54] <Ordinastie_> gigaherz,
partialTick
L674[10:55:08] <gigaherz> questio nabout
partialTick, is it just the fractional part (0..1)?
L675[10:55:09] <FusionLord>
shadekiller666, no
L676[10:55:19] <Ordinastie_> gigaherz,
yes
L677[10:55:26] <gigaherz> thanks
L678[10:55:31] <shadekiller666> cuz my
game is saying that my parent tile entity doesn't have a
mapping
L679[10:55:33] <FusionLord> unless you are
using the super TE
L680[10:55:36] <shadekiller666> when its
children do
L681[10:56:27] <FusionLord> are you using
the super as a structure or both a TE and a structuure?
L682[10:57:04] <shadekiller666> the child
TEs call to the parent TE's constructor, and thats it
L683[10:57:18] <FusionLord> then no need
to register the parent
L684[10:57:23] <shadekiller666> hmmm
L685[10:57:42] <shadekiller666> though the
parent has another method that the children don't override
L686[10:58:27] <shadekiller666> oh i know
what it is
L687[10:58:27] <FusionLord> if you only
add the children to the world no need
L688[10:58:40] <FusionLord> if you add the
parent to the world then you need to register
L689[10:58:52] <shadekiller666> the parent
block class returns the parent TileEntity class but the children
block classes don't override
L690[10:59:08] <shadekiller666> so its
returning the parent all the time instead of the individual
children
L691[10:59:43] <FusionLord> cast to the
children
L692[11:00:17] <shadekiller666> or just
have the children override
L693[11:00:34]
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L694[11:02:50] <shadekiller666> also, my
block and item models aren't loading for some reason...
L695[11:03:23] <shadekiller666> and i'm
sure that the game can find the resources folder, as one of the
guis can find the item textures it wants
L696[11:03:51] <FusionLord> 1.8?
L697[11:04:18] <shadekiller666> mhmm
L698[11:05:00] <FusionLord> have you
registered the them?
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().reggister()
L699[11:05:20] <shadekiller666> you
shouldn't need to register normal item models
L700[11:05:28] <shadekiller666>
right?
L701[11:05:47] <FusionLord> you HAVE to,
it is really lame, and pissed me off for days xD
L702[11:05:56] <shadekiller666> ? since
when
L703[11:06:58] ⇦
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L705[11:10:03] <shadekiller666> and my
child TE classes are throwing InstantiationExceptions?
L706[11:10:20] <FusionLord> you need a
blank constructor
L707[11:11:26] <FusionLord> Minecraft
usees the blanks constructor to create the tileentity when loading
the world then loads the info from NBt
L708[11:13:54] <gigaherz> weird
L709[11:14:07] <gigaherz> my TESR has an
""animation"" that plays over 100 ticks
L710[11:14:17] <gigaherz> and I made it
draw the same model with 20 tick offsets from eachother
L711[11:14:43] <gigaherz> so you'd expect
them to be spread over the 100 ticks
L712[11:14:51] <gigaherz> and have a
continuous feel
L713[11:14:54] <gigaherz> but it's not
happening XD
L714[11:20:08] ⇦
Quits: Cojo (~Cojo@2606:a000:1126:a066:1106:d3c3:3196:66e) (Quit:
If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
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L724[11:40:24] <shadekiller666> O.o
L725[11:40:49] <shadekiller666> my forge
src files seem to be a blend of 1.7 and 1.8 classes? dafuq
L726[11:41:06] <sham1> :P
L727[11:41:22]
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L728[11:41:35] <shadekiller666> i have a
cpw folder, as well as the 1.7.10 obj loader in my 1.8 forgeSrc
lib
L729[11:41:48] <shadekiller666> whats the
gradle command to fix that?
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L737[11:48:15] <shadekiller666> would it
be gradlew cleanCache?
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L739[11:49:08] <sham1> try it
L740[11:49:20]
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L741[11:50:10] <Mierzen> Hi! Can someone
please help me with something that should be simple? How can I get
the player entity for use in line 21 here?
http://paste.ee/p/KWUMC
L742[11:50:57] <sham1> send a packet to
server
L743[11:51:06] <sham1> And from there do
whatever with your entity
L744[11:51:42] <Mierzen> As you can see,
I've never done this before. Will the packet handling tutorial
forge tutorial be enough to get me on my way?
L745[11:51:54] <sham1> yes
L746[11:52:51]
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L747[11:53:00] <Mierzen> Cool, thanks.
I'll be taking a look there and be back if I struggle. Thanks for
the help with such a noob question
L748[11:53:23]
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L749[11:53:28] <sham1> It is not really a
"noob question"
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L751[11:53:47] <sham1> Packet handlering
is not the most obvious thing
L752[11:54:23] <Mierzen> yip, I agree with
you - which is why I haven't thought of it yet. I'm trying my hand
at modding for the first time now
L753[11:55:26]
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L754[11:56:03] <sham1> What are you
exactly trying to do
L755[11:57:22] <Mierzen> Teleport the
player when he presses B (or whatever the button is assigned to
do)
L756[11:57:27] <Mierzen> *assigned
to
L757[11:58:07] <Mierzen> I have a somewhat
working version for when the player right clicks a held item, but
now when using a keybind, things are different, since
onRightClick() already has access to player and world
L758[11:58:31] <shadekiller666> i really
dislike the vanilla keybind system
L759[11:58:48]
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L760[11:59:23] <shadekiller666> i wish you
could control what happens if you press a modifier with a normal
key, like how ctrl+click is pickblock with NBT
L761[12:00:18] <sham1> With packets, if
you are clever, you can also get World and Player
L762[12:00:27] <shadekiller666> it would
also be nice if it was context-aware, like knowing that the key you
pressed should go to the item you're holding instead of some other
mod's item or whatever, but that would make things a bit
complicated
L763[12:02:09] <Mierzen> The idea of
teleporting the player sounded so easy, now it seems like quite a
lot of work
L764[12:02:26] <sham1> It never is that
simple with modding
L765[12:03:38] <Mierzen> The code that
eventually teleported the player when he clicked the specific item
was this: player.setPositionAndUpdate(destination.posX - 0.5F,
destination.posY + 1, destination.posZ - 0.5F);
L766[12:03:49] <Mierzen> Now I have to
figure out how to use packets to get player
L767[12:04:05] <Mierzen> But ive never
done anything with packets before
L768[12:04:14] <sham1> Also for simple
"hey, I clicked bind"-packet does not even need any
additional inmfo
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L770[12:06:52] <Mierzen> Will
"EntityPlayer player =
Minecraft.getMinecraft().thePlayer;" work?
L771[12:06:58] <sham1> No
L772[12:07:10] <sham1> Because that does
not exist on server
L773[12:07:18] <sham1> And you send your
packet from client to server
L774[12:08:36] <sham1> This is how I would
go at it: "EntityPlayer sender =
ctx.getServerHandler().playerEntity"
L775[12:08:50] <sham1> And from there you
can get the world the player is in
L776[12:09:21] <Mierzen> Thank you, I will
try that
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L779[12:13:28] <gigaherz> \o/
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L781[12:13:49] <gigaherz> the ISBRH+TESR
model combo is now working
L782[12:13:51] <sham1> That does work
yes
L783[12:13:55] <sham1> nice
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L785[12:15:19] <Mierzen> What should I
pass as parameter (as ctx)?
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L787[12:15:33] <shadekiller666> anyone
know any programs that can display .ovl files/
L788[12:15:34] <shadekiller666> ?
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L791[12:16:35] <gigaherz> never heard of
ovl
L792[12:17:13] <gigaherz> shadekiller666:
openstreetmaps OVL?
L793[12:17:25] <Mierzen> Wow giga, nice
model
L794[12:17:35] <sham1> Holy fuck that
looks badass
L795[12:17:36] <gigaherz> ah no
nevermind
L796[12:17:40] <gigaherz> thanks :D
L797[12:17:43] <shadekiller666> they're
used by Roller Coaster Tycoon as well
L798[12:17:53] <gigaherz> shadekiller666:
ah then you'd want THAT specific format
L799[12:17:55] <shadekiller666> for
coaster description i think
L800[12:18:01] <gigaherz> remember file
extensions are arbitrary
L801[12:18:05] <gigaherz> anyone can call
something .ovl
L802[12:18:20] <shadekiller666> true
L803[12:18:55] <gigaherz>
shadekiller666:
L805[12:19:01] <gigaherz> this converts
INTO ovl
L806[12:19:07] <gigaherz> so if you have
thesource, you could try to parse them
L807[12:19:20] <shadekiller666> is anyone
in here developing in forge version 1.8-11.14.3.1502? i seem to
have 1.7.10 classes in the same library as 1.8 classes for some
reason
L809[12:19:39] <gigaherz> aha
L810[12:19:44] <gigaherz> spec for the ovl
file format
L811[12:19:45] <gigaherz> :D
L812[12:21:26]
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L813[12:23:02] <shadekiller666> at that
point it would just be easier to open the damn game and get the
info i want that way :p
L814[12:23:19] <Mierzen> sham, I dont
understand how to implement your code :'(
L815[12:23:19] <shadekiller666> though
being able to load coasters from the actual RCT games would be
cool
L817[12:27:06] <FusionLord>
shadekiller666, are you loadin rct parks into mc?.....
L818[12:27:12] <shadekiller666> not
yet
L819[12:27:18] <sham1> Mierzen, You're on
1.7 right?
L820[12:27:23] <Mierzen> Yip
L821[12:27:25] <FusionLord> is that th
plan
L822[12:27:27] <shadekiller666> but it
would be awesome if it could be done
L823[12:27:31] <Mierzen> I see I have to
add a messagehandler?
L824[12:27:48] <shadekiller666> we have a
lot more work to do to get to a point where that could be
implemented
L825[12:27:51] <Mierzen> sham1, we can
chat in PM, if you don't mind?
L826[12:27:55] <shadekiller666> i'll keep
it in mind
L827[12:27:57] <sham1> ok
L829[12:29:52] ⇦
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L831[12:30:16] <shadekiller666> anyone
have any idea why i have some 1.7.10 classes in my 1.8 forge src
lib?
L832[12:30:48] <shadekiller666> in idea...
to update from 1.7.10 i ran the setupDecompWorkspace from the
gradle panel in idea
L833[12:31:07] <FusionLord> good
L834[12:31:26] <sham1> That GUI does look
better
L835[12:32:51] <FusionLord> thanks.... I
love my dynamic GUILib
L837[12:34:53] <gigaherz> shadekiller666:
you may need to wupe the idea project and reimport the gradle
L838[12:34:56] <gigaherz> wipe*
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L840[12:35:38] <shadekiller666> so gradlew
cleanIdea?
L841[12:35:47] <gigaherz> that exists?
;P
L842[12:36:03] <shadekiller666> i tried
cleanCache and running setupDecompWorkspace again and that didn't
work
L843[12:36:18] <gigaherz> dunno I'd just
remove the .idea folder and the .iml file
L844[12:36:20] <gigaherz> and
reimport
L845[12:36:23] <gigaherz> but whatever you
choose ;P
L846[12:36:48] ⇦
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L848[12:37:29] <shadekiller666> is there a
way to open Intellij to a default "choose what you want to
open" type window, similar to Eclipse?
L849[12:37:39] <gigaherz> yes, Close
project
L850[12:38:04]
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L851[12:38:07] <gigaherz> if you want it
ALWAYS like that
L852[12:38:10] <gigaherz> go to
settings
L853[12:38:24] <gigaherz> Appearance &
Behaviour -> System SEttings -> Reipen last project on
startup
L854[12:38:28] <gigaherz> reopen^
L855[12:38:46] ⇦
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L856[12:39:00] <shadekiller666> well, its
nice to have most of the time, but its annoying if i want to open
something other than the last project :P
L857[12:39:08] <gigaherz> yeah
L858[12:39:18] <gigaherz> recent ->
<project> -> this window
L859[12:39:51] <shadekiller666> i mean
from the desktop/taskbar icon, when you initially launch
L860[12:40:05] <shadekiller666> if you
just click on the icon it opens the last project
L861[12:40:09] <gigaherz> right-click on
taskbar -> click on project name
L862[12:40:23] <gigaherz> if you have IDEA
pinned and oyu use win7+
L863[12:40:31] <gigaherz> XD
L864[12:41:13] <shadekiller666> in win10
it just has "run intellij 14..." and "unpin" if
i right click again on the first it has open and some other options
:P
L865[12:41:25] ***
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L866[12:41:39] <shadekiller666> hmmm
L867[12:41:55] <shadekiller666> deleting
.idea and .iml didn't fix anything :/
L868[12:41:59] <shadekiller666> this is
very strange
L869[12:42:02] ⇦
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L870[12:42:18] <gigaherz> weird
L871[12:42:26] <gigaherz> hmmm
L872[12:42:38] <gigaherz> #forgegradle
time, I guess
L873[12:42:38] <gigaherz> ;p
L874[12:42:48] <gigaherz> okay so
L875[12:42:55] <gigaherz> I have the
ISBRH
L876[12:42:59] <gigaherz> which draws
nicely in the world
L877[12:43:13] <gigaherz> I have some
crappy "draw as block" code
L878[12:43:16] <gigaherz> eh
L879[12:43:18] <gigaherz> draw as item
code
L880[12:43:25] <gigaherz> and when the
item draws
L881[12:43:29] <gigaherz> it fucks up the
lighting
L882[12:43:36] <gigaherz> and I have no
idea what I'm missing
L883[12:44:31] <gigaherz> oh nevermind, I
do know
L884[12:44:53] <gigaherz> it wasn't
missing anything, I had a rogue
"enablestandardguiitemlightinh" call
L885[12:45:30] <gigaherz> so another
issue
L886[12:45:46] <gigaherz> whenever my
creative tab is in sight in the creative menu
L887[12:45:49] ⇦
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L888[12:45:53] <gigaherz> unless I select
another mod's tab
L889[12:46:02] <gigaherz> the search tab
looks wird
L891[12:47:55] <gigaherz> here
L892[12:47:57] <gigaherz> the issue in
sight
L893[12:48:41] <shadekiller666> disable
GL11.glBlendFunc after rendering
L894[12:49:15] <shadekiller666> does
anyone ever talk in #forgegradle?
L895[12:49:23] <gigaherz> dunno never been
there
L896[12:49:23] <gigaherz> XD
L897[12:49:39] <gigaherz> shadekiller666:
that doesn't help, though?
L898[12:49:53] <gigaherz> I mean
L899[12:49:59] <gigaherz> the item you see
is NOT ISBRH ;P
L900[12:50:22] <shadekiller666> but one of
the items in that tab is correct?
L901[12:50:38] <gigaherz> yes but it
happens even when the tab is not being displayed
L902[12:50:40] <gigaherz> :/
L903[12:51:57] <shadekiller666> like if
you have a vanilla tab selected?
L904[12:52:08] <gigaherz> vanilla tab
-> search is ok
L905[12:52:18] <gigaherz> change the
"page" to the second one
L906[12:52:23] <gigaherz> so mine displays
-> button breaks
L907[12:52:26] <shadekiller666> so any
other tab except yours?
L908[12:52:36] <gigaherz> it happens
when:
L909[12:52:40] <gigaherz> 1. my tab is
present
L910[12:52:49] <gigaherz> 2. none of the
tabs in that "page" are active
L911[12:53:04] <gigaherz> or 3. when my
tab is the selected one
L912[12:53:13] <gigaherz> but only when
the tab is in sight
L913[12:53:16] <gigaherz> if I select my
tab
L914[12:53:20] <gigaherz> and go back to
the first page
L915[12:53:21] <gigaherz> it's ok
L916[12:53:35] <shadekiller666> hmm
L917[12:53:45] <shadekiller666> can i have
a link to the code?
L918[12:54:06] ⇦
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L919[12:55:09] <gigaherz> by the way
L921[12:55:29]
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L922[12:56:01] <shadekiller666> i'm
ezioauditorerevs on twitch
L923[12:56:31] <williewillus> is there
anything like Consumer<T> in java7/6 with guava?
L924[12:56:44] <williewillus> or any other
forge/mc library for that matter
L925[12:57:29]
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L927[12:59:24] <gigaherz>
shadekiller666:
L929[12:59:30] <gigaherz> tab
registration
L931[12:59:47] <gigaherz> the item
L933[13:00:03] <gigaherz> the ISBRH
L934[13:00:25] <gigaherz> ah I forgot to
remove those GL11 calls that did nothing
L935[13:01:23] ⇦
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L936[13:01:25] <gigaherz> hmm let me try
without any other mod
L937[13:02:09] <gigaherz> oh fuck
that
L938[13:02:12] <gigaherz> without mods, it
works fine
L939[13:02:19] <gigaherz> it may even be
enderio/waila
L940[13:02:20] <gigaherz> Xd
L941[13:02:34] <shadekiller666> well, try
a different mod to see
L942[13:02:35]
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L943[13:03:43] <gigaherz> trying with
enderio but not waila...
L944[13:04:22] <gigaherz> issue happens
with enderio
L945[13:04:27] <gigaherz> maybe if enderio
is the last tab in the list
L946[13:04:39] <shadekiller666> does it
happen with waila
L947[13:05:01] <gigaherz> waila has no
creative tabs
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L949[13:05:15] <shadekiller666> ok, add
another mod with a tab
L950[13:05:18] <gigaherz> but EnderIO has
the overlay
L951[13:05:21] <gigaherz> for enchanted
items
L952[13:05:32] <gigaherz> yeah trying to
find something which starts alphabetically after Enderio
L953[13:05:37] <gigaherz> and has a -dev
jar ;p
L954[13:05:40] <shadekiller666> but why
would that make your tab glitch out?
L955[13:05:47] <gigaherz> not mine
L956[13:05:55] <gigaherz> it would be
whenever EnderIO's tab is in sight
L957[13:05:59] <shadekiller666> if you hav
CCC you can load any mod .jar can't you?
L958[13:06:00] <gigaherz> is
unselected
L959[13:06:12] <gigaherz> and is the last
one in the list
L960[13:06:18] <gigaherz> (if my
suspicions are right)
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L962[13:07:22] <shadekiller666> i am not
getting any response in #ForgeGradle
L963[13:07:36] <shadekiller666>
ThermalExpansion is after EnderIO
L964[13:08:35] <gigaherz> got
CCC+EnderStorage
L965[13:08:36] <gigaherz> ;P
L966[13:08:42] <shadekiller666> ahh
L967[13:09:15] <gigaherz> ehh enderstorage
didn't show a creative tab
L968[13:11:24]
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L969[13:11:44] <shadekiller666> try
tinkers
L970[13:12:08] <gigaherz> got a random
openblocks dev jar
L971[13:12:13] <shadekiller666> ok
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L975[13:16:23] <gigaherz> GAH openblocks
gets the tab AFTER enderio
L976[13:16:24] <gigaherz> XD
L977[13:16:29] <gigaherz> eh
L978[13:16:31] <gigaherz> BEFORE**
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L980[13:17:49] <gigaherz> but the fact
that it ONLY happens with EnderIO strongly suggests it's an enderio
bug ;p
L981[13:18:19] <shadekiller666> you've
tried openblocks with yours without enderio right?
L982[13:18:33] <gigaherz> yup
L983[13:18:38] <gigaherz> any other tabs
are ok
L984[13:18:45] <gigaherz> enderio added
causes the isseu
L985[13:18:47] <gigaherz> issue*
L986[13:18:57] <gigaherz> and I have a
strong suspicion it's due to the enchantment overlay
L987[13:19:29] <shadekiller666> quite
possibly
L988[13:19:44] <gigaherz> anyhow
L989[13:19:46] <gigaherz> not my issue
:D
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L991[13:20:42] <shadekiller666> i wonder
if this 1.7.10 & 1.8 source thing is due to my mcp
mapping...
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L993[13:22:47] <shadekiller666> well, the
default forge src download build.gradle has the same mapping
#
L994[13:22:48] <shadekiller666> so
idk
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L1003[13:29:34] <shadekiller666> i'll try
1.8-11.14.3.1501 and see if that works right
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L1012[13:44:04] <gigaherz> what's the
right way to tell mc if an item is enchanted or not?
L1013[13:44:21] <killjoy>
itemstack.isEnchanted()?
L1014[13:44:22] <gigaherz>
hasEffect(ItemStack) is deprecateD?
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L1016[13:46:15] <sham1> Meh, apparently
Forge building is still stuck and broken and stuff *glares at
AbrarSyed*
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L1020[13:51:11] <sham1> Rip FML
L1021[13:53:26]
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L1027[13:57:03] <vedalken254> ummmm... i
don't think i want to know what prompted the commit message
there
L1028[13:57:54] <sham1> FML will be
merged with Forge
L1029[13:58:42] <jakimfett> Resistance is
futile. Prepare to be assimulated.
L1030[13:58:44] <killjoy> Did you
actually look at the patch?
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L1032[13:58:49] <williewillus> !gm
func_146113_a 1.7.10
L1033[13:59:03] <sham1> yes
L1034[13:59:03] <williewillus> !gm
func_146115_a 1.7.10
L1035[14:10:50]
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L1040[14:25:31] <LexManos> blame
AbrarSyed and cpw|out they are the ones working on it.
L1041[14:26:24] <LexManos> actually ya.
why are those patches...
L1042[14:26:50] <sham1> Already glared
Abrar for one thing
L1043[14:27:39]
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L1044[14:29:55] <williewillus> is
World.updateLightByType now checkLightFor in 1.8?
L1045[14:30:03] <williewillus> same
params so I think
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L1049[14:34:23] <gigaherz> :3
L1051[14:34:27] <gigaherz> there, release
approved
L1052[14:35:34]
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L1057[14:41:20] <Tim020> Wooo... let the
1.8 update begin... :O
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L1063[14:55:28] <Tim020> So how come
EntityPlayer.openGui still takes x, y, z rather than
BlockPos?
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L1066[14:57:24] <sham1> because
reasons
L1067[14:58:23] <diesieben07> because
it's not x,y,z
L1068[14:58:26] <williewillus> ^
L1069[14:58:28] <diesieben07> you can use
it for whatever the fuck you want.
L1070[14:58:30] <williewillus> you can
pass whatever you want
L1071[14:58:47] <killjoy> Why not make
the args Object...?
L1072[14:59:34] <diesieben07> because you
can't send Object... through the network
L1073[14:59:35]
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L1074[14:59:35] <sham1> Because
reasons
L1075[14:59:45] <sham1> And you can if it
is Seriazible
L1076[14:59:46] <killjoy> fair
enough
L1077[14:59:46]
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L1078[15:00:32] <diesieben07>
Serializable is godawfully slow
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L1084[15:11:07] <sham1> It is slow, but
it also proves you can infact send objects through the
network
L1085[15:11:53] <diesieben07> well,
yeah
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L1095[15:25:20] <shadekiller666> why does
the windows calculator require that you press sin/cos/tan AFTER
you've input what you're trying to find the sin/cos/tan of?
L1096[15:25:30] <shadekiller666> its
really fucking stupid
L1097[15:25:46] <killjoy> Because it's
not a TI calculator
L1098[15:25:52] <diesieben07> ^
L1099[15:25:55] <williewillus> because
it's in the style of those handheld calculators where you put the
input first
L1100[15:26:22] <williewillus> not the
functional notation
L1101[15:26:24] <killjoy> You should use
a graphing calculator
L1102[15:26:47] <killjoy> Go download a
TI-83+ emulator
L1103[15:26:58] <diesieben07> haha
L1104[15:27:05] <sham1> Or buy TI-nspire
CAS CX
L1105[15:27:12] <killjoy> or 89
L1106[15:27:14] <sham1> Great
calcuator
L1107[15:27:20] <killjoy> I have an 86
(old)
L1108[15:27:32] <killjoy> predicesor to
the 89
L1109[15:27:32] <diesieben07> i still
have my 83+ from school days
L1110[15:28:46] <shadekiller666> or just
grab my lil bro's calculator...
L1111[15:28:48] <shadekiller666> stupid
windows
L1112[15:29:01]
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L1113[15:29:40] <gigaherz> there ARE
third-party calculator apps
L1114[15:29:42] <unascribed> or you could
open a Groovy/Python/Lua/JavaScript/Scala/VirtuallyAnyOtherLanguage
shell and have the behavior you expect
L1115[15:29:46] <gigaherz> that use a
more TI-ish syntax
L1116[15:30:12] <gigaherz> including
TI-83ish simulators
L1117[15:30:12] <gigaherz> ;P
L1119[15:30:26] <gigaherz> but I find
that stupid
L1120[15:30:32] <gigaherz> I mean, the
whole bitmap interface and such
L1121[15:30:59] <gigaherz>
alternativeto.net says the best alternative is wolfram alpha
L1122[15:31:00] <gigaherz> XD
L1123[15:31:10] <shadekiller666>
lol
L1124[15:31:26] <gigaherz> followed
by
L1126[15:31:30] <gigaherz> followed by
Google
L1127[15:31:33]
⇨ Joins: Vorquel (~Vorquel@65.129.164.47)
L1128[15:31:37] <diesieben07> yeah you
cant beat wolfram alpha
L1129[15:31:50] <gigaherz> oops
L1131[15:32:28] <Vorquel> So, itemStack
damage is an int in memory but a short on disk. ಠ_ಠ
L1132[15:32:46] <sham1> :D
L1133[15:32:46] <gigaherz> yeh
L1134[15:33:02] <gigaherz> the stack size
on chests is stored as a byte
L1135[15:33:07] <gigaherz> even though
the stackSize is an int
L1136[15:33:08] <gigaherz> ;P
L1137[15:33:17] ***
MorphFK is now known as Morphan1
L1138[15:33:25] <unascribed> stackSize is
also a byte on the network :P
L1139[15:33:55] <williewillus>
createNewTileEntity() { try { return new TileEntitySliderEntrance()
} catch (Exception e) { throw new RuntimException(e)} }
L1140[15:33:56] <williewillus> wat
L1141[15:33:58] <williewillus> good job
aether ii
L1142[15:34:01] <gigaherz> wat
L1143[15:34:07] <gigaherz> XD
L1144[15:34:48] <Zaggy1024> wut
L1145[15:35:07] <Zaggy1024> does their
constructor throw an exception?
L1146[15:35:10] <williewillus> nope
L1147[15:35:15] <Zaggy1024> haha
L1148[15:35:16] <williewillus> nor should
it lol
L1149[15:35:24] <gigaherz> judging by
that piece of code, you'd think so
L1150[15:35:25] <gigaherz> XD
L1151[15:35:57] <Vorquel> Is that code
some kind of antipattern?
L1152[15:36:07] <Zaggy1024> it's just
pointless
L1153[15:36:34]
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L1154[15:36:50] <Vorquel> And if the
constructor did declare itself as throwing an exception?
L1155[15:38:02] <williewillus> if an
empty-param constructor throws....then it must depend on state
really, really, really badly lol
L1156[15:38:27] <Vorquel> I'll accept
that.
L1157[15:39:20] <Vorquel> Reminds me of a
terrible piece of code I wrote. I detected circlular dependencies
by catching a stack overflow.
L1158[15:40:27] <diesieben07> ?slap
Vorquel
L1159[15:40:34] <diesieben07> we need a
bot in here.
L1160[15:41:14] <Vorquel> I just did it
to generate a comprehenisible error message, but still. :P
L1161[15:42:26] <Zaggy1024> what's the
getRenderType value for rendering only the static model?
L1162[15:43:34] <gigaherz> jsut call
super.getRenderType()?
L1163[15:43:43] <gigaherz> or return 0,
which is the default render type for a cube
L1164[15:44:02] <Zaggy1024> well my block
extends BlockContainer so I need to override it
L1165[15:44:10] <gigaherz> ah
L1166[15:44:14] <gigaherz> then return 0
;P
L1167[15:44:27] <diesieben07> why do you
extend BlockContainer o.O
L1168[15:44:53] <Zaggy1024> because I
have a TE
L1169[15:44:56] <Zaggy1024> why
else?
L1170[15:45:02] <gigaherz> I never used
BlockContainer
L1171[15:45:04] <gigaherz> and I have
lots of TEs
L1172[15:45:18] <diesieben07>
hasTileEntity + createTileEntity is all you need :D
L1173[15:45:25] <Zaggy1024> hm
L1174[15:45:55] <Zaggy1024> is the
breakBlock code in BlockContainer necessary for a TE block?
L1175[15:45:56]
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L1176[15:45:59] <gigaherz> dafuq
L1177[15:45:59] <diesieben07> No.
L1178[15:46:01] <gigaherz>
net.minecraftforge.client.model.ModelFormatException: Error parsing
entry ('v 0 0.3566 0.3566', line 8) in file
'enderrift:obj/sphere.obj' - Incorrect format
L1179[15:46:02] <diesieben07> forge does
that.
L1180[15:46:06] <Zaggy1024> kcool
L1181[15:46:08] <gigaherz> someone pasted
an error log they are getting from my mod
L1182[15:46:14] <gigaherz> and it crashes
with that
L1183[15:46:14] <Zaggy1024> yolo
then
L1184[15:46:25] ***
Vigaro|AFK is now known as Vigaro
L1185[15:47:31] <williewillus> how do you
add an ssh key to bitbucket 0.o
L1186[15:47:48] <Zaggy1024> what the frak
does isBlockContainer even do
L1187[15:47:56] <Zaggy1024> it's not even
used by anything
L1188[15:48:18] <williewillus> legacy
code
L1189[15:48:41] <Zaggy1024> I'm guessing
it was really ugly code :D
L1190[15:48:43] <gigaherz> williewillus:
account settings -> ssh keys
L1191[15:48:49] <sham1> Yeah, as others
have said, hasTileEntity and createNewTileentity is all you
need
L1192[15:48:54] <sham1> No need to use
BlockContainer
L1193[15:48:55] <diesieben07> -New
L1194[15:48:56] <williewillus> yeah, i
see now, was loooking in the wrong place
L1195[15:49:14] <gigaherz> anyone has any
idea what could possibly cause this?
L1196[15:49:14] <gigaherz> [22:46]
(gigaherz): net.minecraftforge.client.model.ModelFormatException:
Error parsing entry ('v 0 0.3566 0.3566', line 8) in file
'enderrift:obj/sphere.obj' - Incorrect format
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L1198[15:49:43] <Zaggy1024> heh
hasTileEntity isn't even necessary
L1199[15:49:49] <diesieben07> yeah it
is.
L1200[15:49:50] <Zaggy1024> forge does
instanceof ITileEntityProvider
L1201[15:50:08] <diesieben07> yeah but
that's ugly
L1202[15:50:18] <gigaherz> yo ucan use
the crappy ITileEntityProvider, or use hasTileEntity instead
L1203[15:50:19] <Zaggy1024> true
L1204[15:50:25] <diesieben07>
ITileEntityProvider gives you the metadata only, not the
IBlockState
L1205[15:50:31] <gigaherz> which reminds
me, I have to switch it
L1206[15:50:39] <Zaggy1024> hm
L1207[15:50:42] <sham1> Not using
IBlockState'
L1208[15:50:47] <sham1> What is this, I
dont even
L1209[15:50:58] <gigaherz> they never
updated the interface
L1210[15:50:58] <gigaherz> ;P
L1211[15:51:02] <Zaggy1024> I assumed
that ITileEntityProvider was the normal way to create a TE
L1212[15:51:11] <diesieben07> the vanilla
way ;)
L1213[15:51:20] <diesieben07> but forge's
hasTileEntity is *way* older
L1214[15:51:31] <diesieben07> it was
added back then to avoid having to use BlockContainer
L1215[15:51:34] <sham1> I should make
that a PR to fix ITileEntityProvider
L1216[15:51:45] <diesieben07> which would
break everything that uses it.
L1217[15:51:54] <diesieben07> it's
legacy, no need to fix it.
L1218[15:52:01] <sham1> meh
L1219[15:52:05] <Zaggy1024> fix it
how?
L1220[15:52:11] <Zaggy1024> make it use
states?
L1221[15:52:18] <sham1> Maybe ;)
L1222[15:52:37] <gigaherz> hmmm
L1224[15:52:47] <diesieben07> yes mr cpw,
mkdirs CAN fail.
L1225[15:52:48] <diesieben07> and it
does.
L1226[15:53:06] <gigaherz> is it possible
that depending on the users' regional settings
L1227[15:53:27] <gigaherz> the
Float.parseFloat() may fail for numbers with a "." in
them?
L1228[15:53:46]
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L1229[15:54:00] <sham1> using
"," for decimals is dumb IMO
L1230[15:54:14] <gigaherz> well everyone
in Spain and many other countries do it
L1231[15:54:15] <gigaherz> ;P
L1232[15:54:18]
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L1233[15:54:21] <sham1> I know
L1234[15:54:24] <sham1> It is done
here
L1235[15:54:32] <sham1> But it does not
make it less dumb
L1236[15:54:43] <gigaherz> IMO it's not
any less dumb than .
L1237[15:54:51] <gigaherz> I prefer using
' while writing on a piece of paper
L1238[15:54:57] <williewillus> bleh why
is this bitbucket push so laggy
L1239[15:55:00] <gigaherz> I always type
14'56
L1240[15:55:13] <gigaherz> williewillus:
dunno but it does like 50-100kb/s tops
L1241[15:55:29] <diesieben07> and you
mean that as 14 and a little bit over a half?
L1242[15:55:30] <sham1> I just use
"." even though here it is recomended to use
"," because I am so used to it from computer stuff
L1243[15:55:31] <diesieben07> or
1456?
L1244[15:55:36] <gigaherz> I use
bitbucket for my gamedev stuff, and as soon as I get any sort of
money out of that, I'm switching to github premium
L1245[15:56:05] <gigaherz> diesieben07:
14.56, in spain, we use "." as the thousands
separator
L1246[15:56:09] <gigaherz> to us a number
looks like
L1247[15:56:12] <gigaherz>
1.111.111,02
L1248[15:56:17] <diesieben07> i
know.
L1249[15:56:21] <gigaherz> I write
L1250[15:56:21] <diesieben07> i am
german, we do the same.
L1251[15:56:25] <gigaherz> 1.111.111'02
instead
L1252[15:56:32] <diesieben07> but '?
wat
L1253[15:56:46] <gigaherz> on computers I
use . xcept in apps that require ,
L1254[15:56:58] <gigaherz> for decimal
separator, but yeah that's how I got used to writing the
numbers
L1255[15:57:10]
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L1256[15:57:10] <sham1> Here in Finland,
you use "." for dates, which does somewhat make sense,
even though I'd much rather YYYY-MM-DD
L1257[15:57:21] <gigaherz> we use /
L1258[15:57:23] <gigaherz> or -
L1259[15:57:33]
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L1260[15:57:34] <gigaherz> 3/7/1092
L1261[15:57:56] <sham1> 3.7.1092
L1262[15:58:16] <gigaherz> yeah movie
posters write them like that too
L1263[15:58:16] <gigaherz> ;P
L1264[15:58:19] <sham1> Much rather would
1092-07-03 because that is ISO standard but meh...
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L1266[15:59:15] <sham1> Also, I never
understood the AM/PM thing
L1267[15:59:29] <Ri5ux> ........
L1268[16:00:13] <sham1> What, don't say
you actually prefer it
L1269[16:00:35] <Ri5ux> What I'd prefer
is if timezones could fuck off.
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L1271[16:00:53] <shadekiller666> tell the
sun to turn into a ring :P
L1272[16:01:47] <gigaherz> Ri5ux: to be
honest I wouldn't really mind that, I already live basically on US
time
L1273[16:01:47] <sham1> Or tell Earth to
become flat
L1274[16:01:48] <gigaherz> ;P
L1275[16:01:54] <gigaherz> I got to sleep
at 5am local time
L1276[16:01:57] <gigaherz> and wake up at
1am local time
L1277[16:01:58] <gigaherz> XD
L1278[16:02:00] <sham1> Jeez
L1279[16:02:05] <gigaherz> 1pm*
L1280[16:02:24] <Ri5ux> What if the time
was just always the same everywhere, just screw the positioning of
the sun stuff.
L1281[16:02:30] <gigaherz> well
then
L1282[16:02:35] <gigaherz> what time do
you choose as standard?
L1283[16:02:41] <gigaherz> it would
probably be UTC
L1284[16:02:46] <gigaherz> which is based
on the GMT
L1285[16:02:55] <Ri5ux> Honestly, I
don
L1286[16:02:58] <Ri5ux> dont mind
either.
L1287[16:03:04] <Ri5ux> I could work
around both
L1288[16:03:06] <gigaherz> but the US is
so self-centered, that they'd reject using UTC for anything
L1289[16:03:16] <gigaherz> just like they
have mostly rejected the Metric system
L1290[16:03:30] <sham1> GMT is actually
nowadays synced with UTC
L1291[16:03:47] <gigaherz> they have
slightly different definitions that make them not scientifically
equivalent
L1292[16:03:53] <gigaherz> but for all
practical purposes, UTC==GMT
L1293[16:04:03] <sham1> UTC is jst a
standard
L1294[16:04:20] <sham1> GMT is actually a
timezone that happens to conveniently follow UTC time
L1295[16:04:37] <gigaherz> no UTC is
actually a set of atomic clocks, that form the basis of the world
time
L1296[16:04:54] <sham1> So why can't it
be a standard?
L1297[16:04:57] <gigaherz> while GMT is
time as defined by the position of the run relative to the
greenwich meridian
L1298[16:05:07] <gigaherz> it IS a
standard
L1299[16:05:13] <gigaherz> but it's MORE
than just the standard
L1300[16:05:13] <gigaherz> XD
L1301[16:05:53] <gigaherz> oh hmmm
L1302[16:05:54] <sham1> Also, Daylight
saving time is BS
L1303[16:06:08] <gigaherz> UTC is
actually defined to be within one second of longitude 0
L1304[16:06:14] <gigaherz> that would
make it equivalent to GMT hmmm
L1305[16:06:25] <gigaherz> ah I see
L1306[16:06:28] <gigaherz> GMT is
obsolete
L1307[16:06:31] <gigaherz> UTC is the new
GMT
L1308[16:06:36] <gigaherz> and anyone
speaking about GMT these days
L1309[16:06:40] <gigaherz> is basically
referencing UTC instead
L1310[16:06:45] <gigaherz> just by its
outdated name
L1311[16:07:07] <sham1> Again, I never
undestood the point of DST
L1312[16:07:17] <gigaherz> it's hard to
find a proper reasoning
L1313[16:07:25] <gigaherz> the supposed
idea
L1314[16:07:30] <sham1> "Hey, lets
put our clocks one hour forward so we gan put them back again 6
months later"
L1315[16:07:32] <gigaherz> is that it
saves energy
L1316[16:07:34] <diesieben07> the
*original* point was that you save electricity
L1317[16:07:51] <gigaherz> specifically
on factories and street lighting
L1318[16:07:53] <diesieben07> but it has
been proven that if anythign it makes people consume *more*
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L1320[16:08:17] <gigaherz> since the
times when people are out, supposedly match better with the times
the sun is out
L1322[16:08:26] <gigaherz> but yeah as
diesieben07 says, it's far from fact
L1323[16:08:40] <diesieben07> watch the
almighty CGP explain itr.
L1324[16:08:54] <sham1> Nowadays DST is
obsolete and stupid
L1325[16:08:59] <gigaherz> it is
L1326[16:09:07] <gigaherz> we keep the
lights on all day long regardless ;P
L1327[16:10:49] <sham1> Yes, because
electic lighting nowadays is much better than in 19th century
Germany where the concept of DST was first put to use
L1328[16:11:01] <sham1> Or 20th century
Germany even
L1329[16:13:03] <sham1> Like DST nowadays
even does not have effect here in 60th lattitude, we just keep
lights up no matter if summer or winter
L1330[16:13:21] <sham1> Sometimes at
summer you maybe want to put lights out and enjoy natural light,
but meh
L1331[16:13:32] <gigaherz> I do whenever
possible
L1332[16:13:43] <gigaherz> but my lights
barely use up 10W combined
L1333[16:13:58] <gigaherz> the computer
uses 25 times that, in comparison
L1334[16:14:07] <sham1> Well, here you
basically get natural sunlight in good amounts only at like three
months of the year so...
L1335[16:14:07]
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L1339[16:15:59] <sham1> So anyway
L1340[16:16:28] <sham1> I'll propably go
watch Perseids tonight
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L1342[16:18:25] <sham1> Because apart
from Aurora borealis, those are the one natural things on the sky
that are easily observer here
L1343[16:20:19] <gigaherz> we dn't have
auroras here, and I'm in a city to yeah no way to actually SEE
anything in the sky ;p
L1344[16:20:44] <gigaherz> I miss that
part of living in a rural area
L1345[16:21:34] <sham1> Like I've seen
one that was very faint
L1346[16:21:55] <sham1> I saw it, but it
didnt really have any colors
L1347[16:21:58] <sham1> It was so
faint
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L1362[17:01:21] <gigaherz> hmmm anyone
know if it's possible to have WAILA tooltip stuff for blocks
without a TE?
L1363[17:01:23]
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L1364[17:01:33] <MattDahEpic> !gm
World.playSound 1.7.10
L1365[17:02:59] <MattDahEpic> !gm
World.spawnParticle 1.7.10
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L1367[17:03:39] <MattDahEpic> whats the
explosion marticle name?
L1368[17:03:44] <MattDahEpic>
particle*
L1369[17:04:21] <xaero> EntityFX
iirc
L1370[17:04:27]
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L1371[17:04:47] <xaero> EntitySOmethingFX
at least
L1372[17:04:56] <diesieben07> gigaherz, i
would assume yes. Waila has an api.
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L1374[17:12:54] <gigaherz> ah :)
L1375[17:12:57] <diesieben07> what the
hell is happening...
L1376[17:13:02] <diesieben07> my game
just freezes, no error message, NOTHING
L1377[17:13:03] <gigaherz>
registerBodyProvider works for a Block, not just a Tileentity
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L1379[17:14:50] <tterrag|phone> wot
L1380[17:15:02] <tterrag|phone> You
shouldn't put your waila handler on the block
L1381[17:15:07] <gigaherz> what?
L1382[17:15:10] <gigaherz> no
L1383[17:15:14] <gigaherz> i have a
WailaDataProvider
L1384[17:15:36] <gigaherz> I had
registered things like: registrar.registerBodyProvider(instance,
TileEnderRift.class);
L1385[17:15:47] <gigaherz> I didn't know
doing registrar.registerBodyProvider(instance,
BlockEnderRift.class); also works
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L1387[17:22:58] <tterrag|phone> aha
L1388[17:23:05] <tterrag|phone> yes you
can do blocks or tes
L1389[17:23:43] <tterrag|phone> and it
uses instanceof...so like enderio registers BlockEio
L1390[17:24:18] <killjoy> In 1.8, is
there a way to render an item/block so its a color overlay?
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L1393[17:24:43] <tterrag|phone> It's
vanilla stupidity
L1394[17:24:47] <tterrag|phone> with
enchanted items
L1395[17:24:53] <gigaherz> aha that was
my guess.
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L1397[17:25:12] <tterrag|phone> I could
probably core mod fix it but I haven't looked into it. If I do I'll
definitely make a PR alongside
L1398[17:25:22] <gigaherz> heh
L1399[17:25:42] <tterrag|phone> But
knowing the current state of 1.7 forge dev...yeah
L1400[17:25:43] <Ordinastie_> what's the
bug, I don't even see anything wrong
L1401[17:25:58] <gigaherz> Ordinastie_:
check the search tab
L1402[17:26:00] <tterrag|phone> Look at
the search tab
L1403[17:26:04] <tterrag|phone> It gets
all wonky
L1404[17:26:06] <gigaherz> it's
semi-transparent and has a second thingy on top
L1405[17:26:39] <Ordinastie_> ah
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L1412[17:32:49] <jakimfett> Anyone know
of a way to get more than 16 metadata values stored for a block? I
need...around 950...
L1413[17:33:43] <diesieben07>
TileEntity
L1414[17:34:40] <gigaherz> jakimfett:
aside of using a TE to store the values using NBT, no
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L1416[17:35:48] <jakimfett> without using
a tileEntity? I'd rather not use TEs due to the...possibility of
large numbers of this block being generated (eg, an entire ocean
full) and I'd rather not be responsible for bringing servers to a
grinding halt...
L1417[17:35:50] <gigaherz> just for
completeness, some people thought "no" was not a valid
answer and tried to extend the metadata value size the hard way --
this is NOT a good idea in any possible sense of the word, since
ire quires basically rewriting half of minecraft, and breaking
compatibility with absolutely every mod xcept theirs.
L1418[17:36:09] <gigaherz> it
requites*
L1419[17:36:24] <gigaherz> so really,
either TE, ot back to the drawing table.
L1420[17:36:31] <gigaherz> or*
L1421[17:36:37] <diesieben07> anything
you invent that is NOT a TE will most likely be just as
inefficent
L1422[17:36:42] <diesieben07> you can
make non-ticking TEs
L1423[17:36:48] <diesieben07> those only
use memory, not cpu time
L1424[17:37:15] <gigaherz> out of
curiosity, what are you trying to achieve?
L1425[17:37:26] <jakimfett> question. If
you're not doing anything with a TileEntity, and just want to use
it to store data, how does it compare to blocks with meta, when
you're talking about (potentially) thousands of them?
L1426[17:37:39] <gigaherz> each TE stores
some internal values
L1427[17:37:55] <jakimfett> three...eh,
technically four but the fourth thing is a copy of one of the
others basically...things
L1428[17:37:57] <gigaherz> its world,
x,y,z, caches the metadata, and a few other things
L1429[17:37:58] <LexManos> What are you
doing...
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L1431[17:38:40] <jakimfett> Rewriting
Minechem, trying to create a semi-realistic solid/liquid/gas/plasma
state for the elements and compounds
L1432[17:39:22] <jakimfett> currently
have 950ish compounds which will be either solid, liquid, gas, and
about a dozen that will be special "plasma" states
L1433[17:39:30] <gigaherz> hmf
L1434[17:39:37] <gigaherz> that's
probably overkill
L1435[17:39:38] <jakimfett> obviously is
a bit of a problem if I'm registering almost 1k blocks
L1436[17:39:52] <gigaherz> well the
blocks aren't the issue
L1437[17:40:13] <gigaherz> 1k is 25% of
the block ID space, but still "fits" ;P
L1438[17:40:23] <gigaherz> I'd be more
concerned about 1k liquid IDs
L1439[17:40:40] <diesieben07> why? liquid
IDs are full integer range
L1440[17:40:45] <gigaherz> they
are?
L1441[17:40:52] <gigaherz> nevermind
then
L1442[17:40:57] <gigaherz> I expected
them to be stored as bytes ;P
L1443[17:40:58] <diesieben07> why would
they *not* be? :D
L1444[17:41:05] <diesieben07> bytes?
lol
L1445[17:41:07] <jakimfett> yeah, keep in
mind I have people complaining and I'm only using 200-300 blocks
for my current iteration of Minechem
L1446[17:41:21] <gigaherz> well mc has
the habit of assuming things not to be "bigger
than"
L1448[17:41:30] <gigaherz> such as
itemstacks not being > 64 and using byte for storage ;P
L1449[17:41:38]
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L1451[17:42:19] <diesieben07> fluids are
forge
L1452[17:42:27] <gigaherz> oh right
L1453[17:42:32] ***
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L1454[17:42:34] <gigaherz> mc hardcodes
them, I guess? XD
L1455[17:42:52] <diesieben07> MC has no
concept of fluids beyond lava and water
L1456[17:43:02]
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L1457[17:43:32] <jakimfett> gigaherz: how
would I go about making a TE not tick?
L1458[17:43:44] <diesieben07> 1.8 or
1.7?
L1459[17:43:47] <jakimfett> 1.7
L1460[17:43:53] <diesieben07> override
canUpdate
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L1463[17:44:11] <jakimfett> kewl, that's
simple enough
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L1465[17:50:00] <Onyx> are you sure you
want to make a liquid a TE?
L1466[17:50:00] <calclavia> Are domains
in Minecraft case sensitive?
L1467[17:50:07] <calclavia> It seems to
not work if your domain has an upper case in it
L1468[17:50:14] <Onyx> that sounds...
resource intensive
L1469[17:50:28] <shadekiller666>
minecraft expects domains to be lower case
L1470[17:50:42] <gigaherz> calclavia:
sortof
L1471[17:50:47] <gigaherz> in some cases
and situations, case works
L1472[17:50:49] <gigaherz> in others
doesn't
L1473[17:50:54] <jakimfett> no I'm not,
Onyx, but according to gigaherz if I make it a non-ticking TE it
won't be a huge resource drain
L1474[17:50:57] <gigaherz> so its' best
to make them lowercase and avoid the issues
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L1476[17:51:18] <gigaherz> jakimfett: not
me, diesieben07
L1477[17:51:19] <gigaherz> XD
L1478[17:51:21] <calclavia> gigaherz:
lol, that answer doesn't make sense. Domains are either case
senstiive or not
L1479[17:51:23] <jakimfett> so I plan to
try doing that, generating an entire world of JUST that block, and
see how it performs
L1480[17:51:28] <Onyx> you still have
access to my code if you wanna see how I made one custom liquid
without making it a TE :p
L1481[17:51:29] <calclavia> it can't
sometimes be sensitive....
L1482[17:51:34] <jakimfett> ...whoops
wrong perons...
L1483[17:51:47] <gigaherz> calclavia: yes
it can, as crazy as it sounds XD
L1484[17:51:59] <gigaherz> depending on
WHERE the domain is used, it matters
L1485[17:52:18] <jakimfett> Onyx the
problem is that I need at least 200 or more fluids
L1486[17:52:29] <gigaherz> you can go for
months with different-cased domain strings
L1487[17:52:32] <Onyx> yup, my system
works
L1488[17:52:37] <Onyx> for as many as you
want
L1489[17:52:42] <gigaherz> and not have
an issue, then hit something else where it won't work anymore
L1490[17:52:43] <Onyx> as much info as
you want
L1491[17:52:49] <Onyx> only 1 block
L1492[17:52:51] <Onyx> not a TE
L1493[17:52:53] <Zaggy1024> ^.~
L1494[17:52:59] <Zaggy1024> sounds
dangerous
L1495[17:53:02] <Zaggy1024> where is this
code
L1496[17:53:11] <jakimfett> what's it
use? Extended metadata? I've been warned that's...not as simple as
it sounds.
L1497[17:53:31] <Onyx> nope, I store the
data in a file and load it when the world starts
L1498[17:53:43] <diesieben07> you load it
for the entire world?
L1499[17:53:48] <diesieben07> not on a
chunk by chunk basis?
L1500[17:53:50] <gigaherz> Onyx: your
system allows a thousand different possible sub-blocks without
using meta?
L1501[17:53:52] <Onyx> yup, it's
world-based
L1502[17:53:59] <Onyx> yes
L1503[17:54:04] <diesieben07> urgh that
sounds horrible
L1504[17:54:05] <gigaherz> o_O
L1505[17:54:13] <LexManos> Just use a
TE
L1506[17:54:16] <Onyx> that is
efficient
L1507[17:54:19] <Onyx> and lag-free
L1508[17:54:46] <jakimfett>
I'm...hesitant about loading something from an outside data
structure...
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L1511[17:54:53] <diesieben07> no its NOT
"lag-free" if you keep your data loaded for the ENTIRE
world -.-
L1512[17:54:59] <tterrag|phone>
calclavia: resource paths must always be lowercase. In most places
resource lookups are lowercased
L1513[17:55:21] <Onyx> diesieben07, yes
it is, because it loads it once, saves it as external file
L1514[17:55:22] <tterrag|phone> But the
actual folder path MUST be all lower case
L1515[17:55:39] <Zaggy1024> does it keep
data for chunks that aren't loaded in memory?
L1516[17:55:50] <LexManos> resource
DOMAINS are always lowercased
L1517[17:55:52] <diesieben07> so if i
make a huge world with lots of fluids in them you are just going to
eat all my RAM?
L1518[17:55:56] <Onyx> it saves the block
position and the info I want
L1519[17:55:58] <Onyx> that's all
L1520[17:55:58] <LexManos> it's done int
he constructor IIRC
L1521[17:55:58] <diesieben07> even
without the chunks being loaded?
L1522[17:56:00] <diesieben07>
great...
L1523[17:56:06] <Onyx> >_>
L1524[17:56:08] <tterrag|phone> right
lex
L1525[17:56:10] <tterrag|phone>
sorry
L1526[17:56:31] <LexManos> the PATHS are
case sensitive as they are done in zip files in most cases
L1527[17:56:33] <Onyx> diesieben07, don't
try to judge before you even look at my code and do that
>_>
L1528[17:56:43] <LexManos> the only time
the are NOT case sensitive is on windows folders cuz windows is
dumb
L1529[17:57:12] <diesieben07> Onyx, wait
wait wait. You have just a central NBT compound that you keep
loaded all the time?
L1530[17:57:14] <diesieben07> Are you
serious?
L1531[17:57:19] <gigaherz> Onyx: you said
it loads the whole world at once, that means if I were to navigate
ALL the chunks in the 60 million by 60 million world border
L1532[17:57:26] <Onyx> no no no
L1533[17:57:32] <Onyx> it saves the info
in a file
L1535[17:57:49] <diesieben07> this is an
NBTTAgCompound
L1536[17:57:53] <Onyx> yes
L1537[17:57:54] <diesieben07> it is in
your RAM.
L1538[17:57:57] <LexManos> jak: Just use
tile entites, they are just memory if they are non-ticking. Much
better to use the build in system then to figure out some hombrewed
shit.
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L1540[17:58:04] <diesieben07>
NBTTagCompound != in a file.
L1541[17:58:38] <Zaggy1024> anything you
don't explicitly write to a file and unload when it's not in the
loaded area is going to use memory
L1542[17:58:43] <jakimfett> that's kinda
what I'm picking up on, Lex, and if someone generates an ocean of
aluminum sulfate, it's their own damn fault...
L1543[17:59:00] <jakimfett> Thanks for
the recommendation
L1544[17:59:08] <LexManos> it'd just eat
ram it wouldntbe that big of a deal
L1546[17:59:27] <diesieben07> yes, you DO
write it to a file
L1547[17:59:35] <Onyx> yes, to save the
info
L1548[17:59:35] <diesieben07> but that
NBTTagCompound object holds the data
L1549[17:59:37] <diesieben07> for the
entire world.
L1550[17:59:38] <diesieben07> all the
time.
L1551[17:59:42] <diesieben07> in
RAM.
L1552[17:59:46] <Onyx> the NBT is there
so I do not have to search from the file
L1553[17:59:50] <Zaggy1024> that's the
reason vanilla has regions and crap
L1554[17:59:59] <Zaggy1024> so it doesn't
load the whole world into RAM
L1555[18:00:01] <Onyx> uggh, it's not
stored in the block
L1556[18:00:10] <Onyx> :I
L1557[18:00:14] <diesieben07> nobody said
that
L1558[18:00:18] <diesieben07> but it's in
memory.
L1559[18:00:21] <gigaherz> Onyx: what we
are saying is
L1560[18:00:26] <gigaherz> suppose I
create the world
L1561[18:00:36] <gigaherz> and I start
walking in one direction for some weeks
L1562[18:00:36] <LexManos> you're keying
in NBT based on a string concatination of position and
dimension...
L1563[18:00:39] <LexManos> eww
L1564[18:00:43] <diesieben07> also that
^
L1565[18:00:46] <Zaggy1024> lol
yeah
L1566[18:00:47] <Onyx> everything is in
the memory, that's how things work with the computer, this is no
different from having a god damn tile entity
L1567[18:00:51] <gigaherz> after a
while
L1568[18:00:59] <Zaggy1024> Yes there
IS
L1569[18:01:00] <gigaherz> mc would just
blow up my ram, from having too many entries in the NBT cach
L1570[18:01:02] <LexManos> its MUCH more
inefficient for large quantities of data
L1571[18:01:02] <diesieben07> yes it is
onyx
L1572[18:01:06] <Zaggy1024> TEs are not
in memory unless they are in the loaded area!
L1573[18:01:08] <diesieben07> TEs are
UNLOADED when you leave the chunks
L1574[18:01:09] <Onyx> no it
wouldn't
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L1576[18:01:17] <Onyx> diesieben07, it
doesn't store the world
L1577[18:01:21] <diesieben07> ?!?!
wat
L1578[18:01:24] <Onyx> it stores the info
I want
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L1580[18:01:28] <Zaggy1024> we
know!
L1581[18:01:36] <gigaherz> Onyx: do you
remove data regularly for things that are too far away?
L1582[18:01:42] <Zaggy1024> ^
L1583[18:01:43] <LexManos> Onyx, Take
this example:
L1584[18:02:17] <LexManos> You're at
position 0,0, the chunk is FULL of whatever the hell your thing
is.
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L1587[18:02:31] <Onyx> highly unlikely,
but go on
L1588[18:03:02] <LexManos> Now you
teleport to 1000000,0
L1589[18:03:08] <LexManos> What happens
to the data from 0,0?
L1590[18:03:33] <Onyx> it stays there,
but it is not used because the block is not loaded
L1591[18:03:39] <LexManos> okay
L1592[18:03:45] <LexManos> but it stays
WHER?
L1593[18:03:54] <Onyx> in the nbt and
file
L1594[18:03:56] <LexManos> In the NBT
Tag?
L1595[18:04:03] <LexManos> so.. it stays
in ram
L1596[18:04:14] <LexManos> no matter what
world you're in, no matter where in that world you are.
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L1598[18:04:42] <LexManos> So say some
tard comes along and makes a mystcraft world that is a flatworld
with your blocks from y 0 to 128 in EVERY chunk..
L1599[18:04:44] <LexManos> What
happens?
L1600[18:05:06] <Zaggy1024> if you keep
walking, you will eventually get an OOM
L1601[18:05:09] <Zaggy1024> yay! :)
L1602[18:05:10] <Onyx> so you say I
should remove information? But then I lose it permanently, I need
to store that info somewhere
L1603[18:05:28] <Zaggy1024> that's what
vanilla already does
L1604[18:05:28] <jakimfett> (which is
precisely why I'm poking this, btw...I'm assuming that some 'tard
is going to do *exactly* that with Mystcraft or some other
mod)
L1605[18:05:29] <Onyx> Uuu, tbh idk,
nothing
L1606[18:05:39] <diesieben07> THAT is why
MC's Chunk class is NOT just an NBTTagCompound my friend.
L1607[18:05:43] <Onyx> because they can't
put the information
L1608[18:05:48] <LexManos> if only
minecraft had a section where you could store data in a orginized
manor based on the position in the world and only load specific
peices when the player is around it...
L1609[18:06:29] <LexManos> jak: JUst use
tile entities
L1610[18:06:45] <jakimfett> I feel like
I've heard of something like that, Lex. In a book somewhere. Or
online maybe.
L1611[18:07:07] <shadekiller666> he's
referring to TEs...
L1612[18:07:11] <Onyx> because a liquid
being a static TE is good
L1613[18:07:21] <Onyx> liquids + TE !=
good imo
L1614[18:07:23] *
LexManos is refering to the chunk/region system in general but
yes
L1615[18:07:29] <Onyx> that's why I tried
to come up with a better system
L1616[18:07:34] <jakimfett> yup
shadekiller666 I know I was playing along
L1617[18:07:41] <LexManos> liquids being
a static TE?
L1618[18:07:44] <LexManos> whats wrong
with that
L1619[18:07:52] <LexManos> 'static' TEs
are purely data
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L1621[18:08:03] <Onyx> they are still
entities, aren't they?
L1622[18:08:08] <shadekiller666>
individual TEs take less ram all together than a single compound
tag with multiple tags
L1623[18:08:16] <LexManos> They are Tile
Entities yes
L1624[18:08:20] <LexManos> but they are
not in the tick list
L1625[18:08:26] <LexManos> which means
they are JUST memory
L1626[18:08:39] <shadekiller666> java
doesn't need to store additional data about the list
L1627[18:09:20] <Onyx> hmm... welp, there
goes an entire system down the drain, time to change to TE's I
guess
L1628[18:09:27] <Onyx> better safe than
sorry
L1629[18:09:30] <Onyx> :3
L1630[18:09:32] <gigaherz> an NBT tag is
basically a fancy wrapper around Map<>s and List<>s,
when you insert a key-value pair, it adds an entry to the
compound's map<>
L1631[18:09:44] <gigaherz> so a tag with
sub-tags, is a map with sub-maps
L1632[18:09:56] <gigaherz> each entry in
there is either a string or an object, each of them being allocated
in the heap
L1633[18:10:02] <Onyx> oh god
L1634[18:10:21] <gigaherz> compare that
to a TE, with an "int extendedMeta;"
L1635[18:10:28] <shadekiller666> are int
tags converted to their Object form?
L1636[18:10:35] <LexManos> yes
L1637[18:10:39] <gigaherz>
shadekiller666: they are stored in a Map, so yes.
L1638[18:10:40] <shadekiller666> ahh
ok
L1639[18:10:59] <shadekiller666> becuase
maps only store Objects
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L1641[18:11:32] <Onyx> eh, better late
than never, might solve some issues I have with this anyway
L1642[18:11:39] <Onyx> thank you guys
:3
L1643[18:11:41] <LexManos> For now,
roumor has it generics on native types will be happening sometime
in the future with java.
L1644[18:11:56] <diesieben07> FAR FAR
future :D
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L1646[18:12:15] <LexManos> Anyways
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L1649[18:14:59] <shadekiller666> so with
all this talk about TEs, what would the ramifications of making a
TE that encompasses more than 1 block
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L1651[18:16:12] <flappyy> you just need a
"host" TE for that whole thing
L1652[18:17:11] <gigaherz>
shadekiller666: it's most probably not a good idea to use the same
TE instance for more than one block, since it has internal data
about position and meta and such
L1653[18:17:19] <gigaherz> but it is
perfectly fine to have a lightweight TE
L1654[18:17:26] <gigaherz> that makes use
of the real object
L1655[18:17:30] <gigaherz> and have that
real object shared
L1656[18:17:43] <gigaherz> -- this is
exactly what I do bot my rift blocks ;P
L1657[18:17:49] <shadekiller666> ?
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L1660[18:18:34] <shadekiller666> so you
have 1 TileEntity object, that gets modified and applied to every
block in your structure?
L1661[18:18:37] <gigaherz> class TE
extends TileEntity { ActualControllingBlock controller; ... }
L1662[18:18:44] <gigaherz> yes
L1663[18:19:10] <shadekiller666> and i
would assume that you have to register that tile entity for those
additional blocks on launch
L1664[18:19:22] <gigaherz> each actual
block has its own TE
L1665[18:19:25] <gigaherz> which is the
one you register
L1666[18:19:37] <gigaherz> and the
controller instance is just an implementation detail
L1667[18:19:47] <shadekiller666>
uhh
L1668[18:19:48] <shadekiller666> ok
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L1670[18:20:27] <gigaherz> in my
ender-rift mod I have an external "storage manager" that
tells each TE which instance to use
L1671[18:20:52] <gigaherz> but that's
only because my rifts can be shared between different multiblock
structures
L1672[18:20:59] <shadekiller666> could
there be a way of telling the game that "whatever block is at
pos blah now has a tile entity"
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L1674[18:21:07] <gigaherz> no
L1675[18:21:15] <gigaherz> at most
L1676[18:21:18] <gigaherz> you can change
the metadata
L1677[18:21:28] <gigaherz> and handle
hasTileEntity/createNewTileEntity
L1678[18:22:08] <gigaherz> but the
presence of a TE is subject to the Block telling MC it has
one
L1679[18:22:53] <shadekiller666> so there
isn't really an easy way to trick the game into passing updates for
any block within some box to a specific tile entity or other
object
L1680[18:24:38] <gigaherz> nope
L1681[18:24:49] <gigaherz> the TE is a
slave of one and only one block
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L1683[18:25:05] <gigaherz> if you want to
redirect, you do it manually ;P
L1684[18:25:31] <shadekiller666>
ahh
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L1716[19:31:22] <Abs0rbed> Hey when I’m
loading up, I get a crash registering a model, but the item isn’t
null, it’s Minecraft.getMinecraft().getRenderItem()
L1717[19:31:27] <Abs0rbed> Any idea why
that would be null?
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L1719[19:32:52] <shadekiller666> when are
you registering it
L1720[19:32:57] <Abs0rbed> pre
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L1722[19:33:11] <shadekiller666> and are
you checking the side from the event?
L1723[19:33:23] <shadekiller666>
Minecraft.java doesn't exist server side
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L1725[19:33:51] <Abs0rbed> I was using
@SideOnly on the register method. Is that not ok to use?
L1726[19:34:24] <gigaherz> you shouldn't
use @SideOnly anywhere
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L1728[19:34:33] <gigaherz> it's only
there for special cases
L1729[19:34:36] <Abs0rbed> well I guess
that answers that
L1730[19:34:39] <Abs0rbed> I’ll give it a
try
L1731[19:34:45] <gigaherz> for
registering stuff
L1732[19:34:48] <gigaherz> you want a
proxy
L1733[19:35:09] <Abs0rbed> I have a
client and common, I’m registering the models in the client
one
L1734[19:35:31] <gigaherz> 1.8?
L1735[19:35:41] <Abs0rbed> yes
L1737[19:36:32] <gigaherz> use
ModelLoader.setCustomModelResourceLocation instead of
getRenderItem()
L1738[19:36:34] <shadekiller666> in your
mod's preInit() you can check the side variable in the even
L1739[19:36:35] <shadekiller666>
event
L1740[19:36:43] <shadekiller666> and then
register from that
L1741[19:36:49] <shadekiller666> try that
too
L1742[19:36:52] <gigaherz> no need, thep
roxy takes care of that
L1743[19:37:21] <Abs0rbed> what’s the
difference between the getRenderItem and setCustomModel?
L1744[19:37:32] <Abs0rbed> is it just a
wrapper?
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L1746[19:37:53] <gigaherz> the new system
keeps track of the registered locations
L1747[19:38:02] <gigaherz> and adds them
at the appropriate time for you
L1748[19:38:32] <shadekiller666> it also
interfaces with the Model Loader Registry
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L1751[19:41:10] <Abs0rbed> well it
loaded…it’s rendered as a block lol
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L1753[19:41:25] <Abs0rbed> and a bunch of
the textures in the creative inventory are now white squares
0.o
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L1773[19:44:23] <Abs0rbed> Is that a
common thing? or have I done a rendering wrong?
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L1780[19:45:06] <shadekiller666> white
squares
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L1782[19:45:16] <shadekiller666> are you
using b3d models
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L1790[19:45:52] <Abs0rbed> not really
sure
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L1804[19:48:16] <williewillus> when you
specify vanilla axis rotations for models (the ones in increments
of 90) are they counterclockwise?
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L1807[19:49:17] <shadekiller666>
uhh
L1808[19:49:49] <shadekiller666> y:0 =
north, y:90 = east, y:180 = south, y:270 = west
L1809[19:49:56] <shadekiller666> so
clockwise i think
L1810[19:50:01] <williewillus> ok
thanks
L1811[19:50:11] <shadekiller666> unless
the y-axis is upside down...
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L1818[19:52:22] <Abs0rbed> what’s the
program that’s used to design item models/do the json for
you?
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L1820[19:52:56] <shadekiller666> what
format are your model files in?
L1821[19:53:21] <shadekiller666> are they
.json, .obj, or .b3d
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L1824[19:53:58] <Abs0rbed> they’re json.
Since they’re tools I took some of the orientation data from some
vanilla tools but I can’t do that for all my items
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L1828[19:54:13] <shadekiller666>
hmmm
L1829[19:54:23] <shadekiller666> not sure
why you would have a white texture then...
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L1831[19:55:08] <Abs0rbed> the thing that
gets me is that a lot of the items in the tab are white and flat
squares, but mine is like a rendered block
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L1865[19:56:02] <shadekiller666>
O.o
L1866[19:56:10] <Abs0rbed> well
then
L1867[19:56:50] <williewillus> for forge
states if I just want the inventory model to be the same as the
default model do i just to "inventory": {} ?
L1868[19:56:54] <williewillus> because
the crashes .-.
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L1870[19:56:57] <williewillus>
*that
L1871[19:57:00] <shadekiller666>
uhh
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L1876[19:57:23] <shadekiller666> it would
be "inventory": [{}]
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L1881[19:58:37] <shadekiller666> that
might work, if it doesn't then do that and redefine
"model" in "inventory"
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L1888[20:00:45] <williewillus> yeah that
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L1918[20:17:41] <Zaggy1024> whoa, that's
strange
L1919[20:17:48] <Zaggy1024> I saw myself
ping timeout
L1920[20:18:01] <Zaggy1024> it's like an
out of body experience or something
L1921[20:18:35] <shadekiller666> well
unless your irc client is inside of you...
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L1924[20:19:09] <Abs0rbed> is there any
benefit to registering items in the proxy? Or just the model
renderers?
L1925[20:19:28] <shadekiller666> most
mods register items in the proxy
L1926[20:19:49] <shadekiller666> because
thats where other things are registered some times
L1927[20:19:54] <Abs0rbed> huh really?
I’ve always just seen it in the pre-init in the @Mod file
L1928[20:19:56] <Abs0rbed> makes
sense
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L1930[20:20:35] <shadekiller666> doesn't
really matter as long as its done at the right time
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L1959[20:51:04] <Abs0rbed> so for a tool,
if I specify a block for it to be effective against, but the block
has a higher harvest level, will the tool be able to break it for
drops?
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L1976[21:10:32] <williewillus> for
string.format, how do I control the number of trailing
zeroes?
L1977[21:10:48] <Abs0rbed> I always use a
DecimalFormat
L1978[21:11:10] <Abs0rbed> new
DecimalFormat(“##.##”).format(String s)
L1979[21:11:20] <Abs0rbed> the hashes
represent zeros that may or may not be there
L1980[21:11:31] <Abs0rbed> it’ll only put
a value if there’s one to show, nothing otherwise
L1981[21:11:48] <Abs0rbed> I don’t think
it’ll round for you though
L1982[21:20:58] <Abs0rbed> anyone have
ideas on what could cause this?
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L1985[21:21:45] <Zaggy1024> well
L1986[21:21:57] <Zaggy1024> how are those
rendered?
L1987[21:22:02] <Zaggy1024> also, which
MC version?
L1988[21:22:12] <killjoy> What is it with
modders and their obsession with initials?
L1989[21:22:17] <Abs0rbed> 1.8, using
ModelLoader
L1990[21:22:27] <killjoy> new mod asm
will replace sfm
L1991[21:23:18] <Zaggy1024> so they're
json models?
L1992[21:23:27]
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L1993[21:23:40] <Abs0rbed> yes they
are
L1994[21:23:45] <Zaggy1024> hm
L1995[21:23:50] <Abs0rbed> should I
pastebin it?
L1996[21:23:54] <Zaggy1024> yeah
L1997[21:23:54] <Abs0rbed> the json, that
is
L1998[21:24:00] <Zaggy1024> do they
render different when you drop them?
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L2000[21:24:56] <Zaggy1024> and is it
only your items that are malfunctioning?
L2001[21:26:21] <Abs0rbed> no, a bunch of
the tools and armor, redstone comparators, repeaters etc. the
random textures change every startup
L2002[21:26:26] <Abs0rbed> and they stay
when I throw the item on the ground
L2004[21:28:39] <Zaggy1024> hm
L2005[21:28:46] <Zaggy1024> they stay
what?
L2006[21:28:49] <Zaggy1024> weird
looking?
L2007[21:28:53] <Abs0rbed> yep
L2008[21:29:01] <Zaggy1024> very
odd
L2009[21:29:21] <Zaggy1024> you don't
have any custom rendering stuff?
L2010[21:29:57] <Abs0rbed> no, not as far
as I know. The json file is from the diamond_pickaxe json so I get
the same rendering, if it helps
L2011[21:30:16] <Zaggy1024> what happens
if you disable your mod?
L2012[21:31:11] ***
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L2013[21:31:21] <Zaggy1024> I believe you
can just comment the @Mod annotation and it should stop it
initializing
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L2015[21:32:55] <Abs0rbed> huh the assets
are still messed up....
L2016[21:33:26] <Zaggy1024> how did you
set up your workspace?
L2017[21:33:32] <Zaggy1024> also what
Forge versioni?
L2018[21:34:05] <Abs0rbed>
setupDecompWorkspace idea, forge 1450
L2019[21:34:54] <Zaggy1024> hm, I guess
try makign a new workspace with a different version and see if it
happens again
L2020[21:35:02] <Zaggy1024> oh
L2021[21:35:23] <Zaggy1024> I assume this
hasn't happened with Forge outside your dev env?
L2022[21:37:07] <tterrag|laptop> I've
been told you shouldn't use gradle idea
L2023[21:37:09] <tterrag|laptop> just
import the build.gradle
L2024[21:37:39] <gigaherz> also: idea {
module.inheritOutputDirs = true }
L2025[21:38:02] <Abs0rbed> interesting,
seems to work fine with a resource pack
L2026[21:38:06] <Zaggy1024> but how could
any issues with gradle idea cause that?
L2027[21:38:48] <Abs0rbed> wait giga what
are you talking about? is that a terminal arg?
L2028[21:38:52] <tterrag|laptop> idea {
module { inheritOutputDirs = true } }
L2029[21:38:56] <tterrag|laptop> it's
part of the buildscript
L2030[21:39:20] <shadekiller666> put it
at the end of your build.gradle
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L2032[21:40:12] <Abs0rbed> so just after
the processResources?
L2033[21:40:19] <gigaherz> yeah
L2034[21:40:32] <Abs0rbed> all righty
then
L2035[21:40:46] <Abs0rbed> huh, so after
loading and unloading a resource pack, my textures work just
fine
L2036[21:41:47] <tterrag|laptop> are you
caching UVs or something?
L2037[21:41:59] <tterrag|laptop> seems
somehow your icon data got screwed up
L2038[21:42:06] <gigaherz> you said the
broken textures are "random" every startup? that sounds
like someone is forgetting to initialize a texture
L2039[21:42:11] <tterrag|laptop> is this
1.7 or 1.8?
L2040[21:42:12] <gigaherz> as if the
stitcher failed to upload
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L2042[21:42:40] <Abs0rbed> it’s 1.8
L2043[21:42:46] <Abs0rbed> forge
1450
L2044[21:43:02] <gigaherz> 1450 is
relatively old
L2045[21:43:04] <tterrag|laptop> wouldn't
know then
L2046[21:43:26] <Abs0rbed> meh, it’s
recommended, so it’s what I grabbed
L2047[21:43:32] <Abs0rbed> I’ll try
updating in a bit
L2048[21:43:35] <gigaherz> ah,
right
L2049[21:43:45] <gigaherz> jsut write the
new version number in your build.gradle
L2050[21:43:50] <gigaherz> and rerun the
setupDecompWorkspace task
L2051[21:43:52] <shadekiller666>
recommended just means that someone has taken the time to make it
so
L2052[21:44:18] <shadekiller666> its very
rair that latest is a bad build
L2053[21:44:42] <Abs0rbed> 1502 here I
come then
L2054[21:44:49] <gigaherz> I was told
once in another project
L2055[21:45:24] <gigaherz> "Look, if
the latest build is broken, chances are we know and we are fixing
it, so you complaining is delaying that"
L2056[21:45:28] <shadekiller666> latest
updates everytime someone pushes to the forge repo
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L2058[21:45:49] <Abs0rbed> lol that’s
accurate I guess :P
L2059[21:46:01] <Abs0rbed> also where can
I find the latest mapping date?
L2060[21:46:09] <gigaherz> it's done
daily
L2061[21:46:18] <gigaherz> just type
snapshot_<whateverdate>"
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L2063[21:46:39] <shadekiller666> if the
script crashes, use the day before
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L2065[21:46:48] <Abs0rbed> so I can just
throw in today’s date?
L2066[21:46:50] <Abs0rbed> sounds
cool
L2067[21:46:57] <gigaherz> if today's
doesn't work, yesterday's
L2068[21:47:04] <shadekiller666> ya, in
the form of YYYYMMDD
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L2070[21:48:59] <tterrag|laptop>
!help
L2071[21:49:07] <tterrag|laptop>
O.o
L2072[21:49:13] <gigaherz> ?
L2073[21:49:27] <tterrag|laptop>
!latest
L2074[21:49:39] <tterrag|laptop>
!!latest
L2075[21:49:39] <MCPBot_Reborn> ===
Latest Mappings ===
L2076[21:49:40] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L2077[21:49:41] <MCPBot_Reborn> 1.8
snapshot_20150812
L2078[21:49:42] <MCPBot_Reborn> 1.8
stable_16
L2079[21:49:42] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L2080[21:49:43] <MCPBot_Reborn> 1.7.10
stable_12
L2081[21:49:46] <tterrag|laptop> thar you
go
L2082[21:49:57] <Abs0rbed> oh that’s
great, thanks!
L2083[21:50:33] <Abs0rbed> Could not find
property 'snapshot_20150812’……
L2084[21:50:58] <gigaherz> ?
L2085[21:50:59] <tterrag|laptop>
!!exports
L2086[21:50:59] <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/
L2087[21:51:02] <tterrag|laptop>
instructions are there
L2088[21:51:21] <gigaherz> Abs0rbed_ did
you put it in like: mappings = "snapshot_20150801"
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L2090[21:51:55] <Abs0rbed> ….
L2091[21:52:00] <Abs0rbed> ugh thanks
:)
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L2093[22:00:16] <Abs0rbed> built just
fine, thanks
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L2098[22:05:54] <Abs0rbed> oh crap
L2099[22:06:01]
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L2100[22:06:04]
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L2101[22:06:35] <Abs0rbed> wellllll
L2103[22:06:57]
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L2104[22:07:19] *
gigaherz scratches head
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L2106[22:07:40] <shadekiller666> your UVs
aren't normalized
L2107[22:07:42] <Abs0rbed> so just loaded
a resource pack, which reloaded the manager, and now everything’s
normal??
L2108[22:07:47] <Abs0rbed> so how can I
fix that?
L2109[22:07:55] <Zaggy1024> I highly
doubt that, shade
L2110[22:08:00] <gigaherz> it really
sounds like a bug with your OS
L2111[22:08:05] <shadekiller666> its
something with the UVs
L2112[22:08:19] <Zaggy1024> doesn't look
like UV problems either
L2113[22:08:23] <shadekiller666>
abs0rbed, when the colors are solid like that, do the
ychange?
L2114[22:08:27] <gigaherz>
shadekiller666: but that's not his block, that's the vanilla
vines
L2115[22:08:28] <shadekiller666>
they*
L2116[22:08:40] <Abs0rbed> every single
normally rendered block was white, except grass
L2117[22:08:52] <Zaggy1024> those
pixelated black lines make me thing it's something more than
UVs
L2118[22:08:54] <Abs0rbed> and specially
rendered stuff like vines and grass was just a basic solid
color
L2119[22:09:09] <gigaherz> that REALLY
looks like you hit a bug somewhere
L2120[22:09:16] <gigaherz> do you do
anything special?
L2121[22:09:19] <Zaggy1024> might be a
driver problem, mightn't it?
L2122[22:09:21] <gigaherz> do you ahve
any TESR or anything like that?
L2123[22:09:36] <gigaherz> or it's just a
block model?
L2124[22:09:39] <shadekiller666> i
wouldn't completely rule out UVs
L2126[22:09:47] <Zaggy1024> I would
:D
L2127[22:09:55] <Abs0rbed> nothing
special at all really
L2128[22:09:58] <Abs0rbed> just adding
some more tools
L2129[22:10:16] <gigaherz> there's no UVs
shadekiller666
L2130[22:10:19] <shadekiller666> whilst
working on the obj loader i had an issue where a single pixel of
the flame texture was applied to the entire block
L2131[22:10:23] <gigaherz> it's
builtin/generated
L2132[22:10:25] <shadekiller666> theres
always uvs
L2133[22:10:32] <Zaggy1024> shade, that's
not what this looks ike
L2134[22:10:37] <Zaggy1024> those are
jungle logs and vines
L2135[22:10:48] <Zaggy1024> I don't see
the vine green, or the jungle log color
L2136[22:10:57] <Zaggy1024> And I don't
think there's any texture that's pure white
L2137[22:11:07] <shadekiller666> there is
in 1502
L2138[22:11:09]
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L2139[22:11:14] <Zaggy1024> hm?
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L2141[22:11:37] <shadekiller666> its used
by the b3d and obj loaders for blocks that don't specify textures
in the models but utilize vertex coloring
L2142[22:11:47] <Zaggy1024> ah
L2143[22:11:54] <shadekiller666> its
dynamically generated, like the missing texture
L2144[22:11:59] <Zaggy1024> Abs0rbed,
what's the item you're holding in that screenshot?
L2145[22:12:09] <shadekiller666> but its
something that has to be specifically applied afaik
L2146[22:12:25] <Zaggy1024> well
yeah
L2147[22:12:26] ***
dangranos is now known as localhost
L2148[22:12:29] <gigaherz> this is too
simple to be the mod'sfault
L2149[22:12:31] ***
localhost is now known as dangranos
L2150[22:12:35] <Abs0rbed> one of the
pickaxes I’m adding
L2151[22:12:38] <gigaherz> it's just one
single "standard" json model
L2152[22:12:44] <gigaherz> pointing to a
simple texture
L2153[22:12:48] <Abs0rbed> well actually,
it’s the only one in the repo right now
L2154[22:12:52] <Zaggy1024> Abs0rbed,
have you tried running it without your mod code?
L2155[22:13:03] <gigaherz> with a simple
mod class, simple proxy, simple registration
L2156[22:13:11] <shadekiller666> you
know, i'm wondering if 1502 is broken somehow
L2157[22:13:19] <gigaherz> it's either a
problem in MC, or the driver
L2158[22:13:26] <Abs0rbed> yeah I
commented out the @mod at one point, still had the weird
textures
L2159[22:13:29] <gigaherz>
shadekiller666: he was using 1450 and had the same issues
L2160[22:13:32] <Abs0rbed> I can try
again though
L2161[22:13:43] <gigaherz> this REALLY
sounds like a OS/driver issue
L2162[22:13:45] <shadekiller666>
abs0rbed, what graphics card are you on?
L2163[22:13:56] <gigaherz> and from the
screenshot
L2164[22:14:02] <gigaherz> it's either
OSX, or an OSXified Linux
L2165[22:14:25] <gigaherz> which makes it
even more easy to blame the driver ;P
L2166[22:14:32] <Abs0rbed> GT 660,
1GB
L2167[22:14:36] <Abs0rbed> yeah it’s
osx
L2168[22:14:53] <gigaherz> I'd guess OSX
simply because I know that OSX doens't wipe the textures before
giving them to the apps
L2169[22:14:56] <Abs0rbed> but I’ve never
had a problem with forge like this before. I’ve also never
developed in 1.8 before this, so..
L2170[22:15:07] <gigaherz> I have seen it
happen often with Unity3D glitching out
L2171[22:15:11] <Zaggy1024> Abs0rbed,
what happens with plain vanilla minecraft from the launcher?
L2172[22:15:23] <Zaggy1024> and with
Minecraft with Forge installed in the launcher?
L2173[22:15:31] <gigaherz> Abs0rbed:
create a new profile in the launcher
L2174[22:15:36] <gigaherz> and choose 1.8
as the version
L2175[22:15:40] <shadekiller666> are
there any abnormal things printed in the console when you
launch/enter a world?
L2176[22:15:44] <gigaherz> instead of
latest/1.8.x
L2177[22:15:59] <Abs0rbed> I’m actually
using forge with multimc on a server, got nei and inventory
tweaks
L2178[22:16:04] <Abs0rbed> never seen any
kind of rendering like this
L2179[22:16:07] <gigaherz> with 1.8
mc?
L2180[22:16:12] <Abs0rbed> with 1.8
forge
L2181[22:16:15] <gigaherz> aha
L2182[22:16:31] <gigaherz> so it's
specific to the dev version...
L2183[22:16:47] <Zaggy1024> hmm
L2184[22:16:52] <shadekiller666> giga
didn't you have issues with NEI yesterday?
L2185[22:16:56] <Zaggy1024> are you
running it in debug mode?
L2186[22:17:04] <Zaggy1024> does release
mode have the same issue?
L2187[22:17:04] <gigaherz> not me,
no
L2188[22:17:11] <Abs0rbed> I don’t have
NEI in my dev, just for when I’m playing normally
L2189[22:17:20] <gigaherz> last time I
had issues with NEI... was a month or 2 ago ;P
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L2192[22:19:20] <shadekiller666> have you
tried building the mod and running it out of the mods folder
L2193[22:20:09]
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L2194[22:25:06] <Abs0rbed> buildig it
now
L2195[22:26:56]
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L2201[22:32:00] <Zaggy1024> huh, imgur is
aparently over capacity
L2202[22:32:02] <shadekiller666> if you
want to be sneeky, you could force a resource reload...
L2203[22:32:02] <Zaggy1024> or was
L2204[22:32:09] <gigaherz> Abs0rbed: and
it ONLY happens when your mod is around?
L2205[22:32:17] <Zaggy1024> ^
L2206[22:32:50] <gigaherz> it's just...
weird
L2207[22:33:30] <gigaherz> oh yeah btw,
it doesn't matter for this
L2208[22:33:37] <gigaherz> but you have a
nice RESOURCE_PREFIX around
L2209[22:33:41] <gigaherz> yet you use
MODID in the init
L2210[22:33:41] <gigaherz> ;P
L2211[22:34:20] <Abs0rbed> huh so I
do
L2212[22:34:30] <Abs0rbed> btw it’s the
same loading a new world without my mod
L2213[22:34:53] <shadekiller666>
wait
L2214[22:34:59] <shadekiller666> so that
happens without your mod?
L2215[22:35:03] <shadekiller666> on a new
world?
L2216[22:35:05] <gigaherz> aha
L2217[22:35:09] <gigaherz> if it happens
without your mod
L2218[22:35:12] <gigaherz> blame
nvidia/apple
L2219[22:35:12] <Abs0rbed> a new creative
world
L2220[22:35:14] <gigaherz> ;P
L2221[22:35:32] <shadekiller666> when was
the last time you updated your graphics drivers?
L2222[22:35:32] <Abs0rbed> do I have to
blame them? Or is it forge doing something new? xD
L2223[22:35:37] <Abs0rbed> I’ve never had
this problem
L2224[22:35:52] <shadekiller666> thats
why i'm asking when the last time your graphics driver
updated
L2225[22:36:08] <Abs0rbed> not very
recently, I’ll chck to see what’s new
L2226[22:36:12] <shadekiller666> i have a
feeling a new one for your card was released to day
L2227[22:36:14] <shadekiller666>
today*
L2228[22:36:30] <shadekiller666> i've
found that new drivers somehow break old ones
L2229[22:37:23]
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L2230[22:37:57] <Abs0rbed> huh nope I
have the latest ones
L2231[22:38:06] <gigaherz> okay just as a
test
L2232[22:38:15] <gigaherz> change
splash.properties to disable the progressbar
L2233[22:38:56] <gigaherz> I just
remembered that lex was surprised when someone had an actual crash
with it, and not just corruption
L2234[22:39:00] <killjoy> I'm modifying
the player model and the nametag appears black. What could be
causing that?
L2235[22:39:49] <shadekiller666> many,
many things
L2236[22:40:04] <shadekiller666> thats a
question that requires code to answer
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L2238[22:40:07] <killjoy> I'm thinking
something related to GL_BLEND
L2239[22:41:25] <Zaggy1024>
possibly
L2240[22:41:28] <Zaggy1024> is it
enabled?
L2241[22:41:58] <Abs0rbed> ok splash is
false, just reloaded, made a new world and….huh everything’s
rendered properly. Has that been a bug in the past?
L2242[22:43:05] <shadekiller666> kind
of
L2243[22:43:10] <Abs0rbed> turned splash
back on and suddenly it’s all messed up again
L2244[22:43:22] <shadekiller666> the new
splash screen is very cheety in the way it works
L2246[22:43:42] <shadekiller666> lots of
round-about ways that it uses to render
L2247[22:44:28] <Abs0rbed> well it’s not
that bad I guess. I can live till it’s fixed and it’s not hard at
all to switch a resource pack on
L2248[22:44:39]
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L2249[22:44:44] <tterrag|laptop>
Abs0rbed, remember to yell at fry whenever he gets back :P
L2250[22:44:51] <tterrag|laptop> this is
a new one, might want to report it
L2251[22:44:58] <tterrag|laptop>
typically progress bar issues are just crashes
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L2253[22:45:05] <Zaggy1024> when is he
going ot get back? lol
L2254[22:45:07] <shadekiller666> fry is
going to have one heck of a "welcome back" party...
L2255[22:45:11] <Zaggy1024> he's been
gone soo long
L2256[22:45:19] <Zaggy1024> haha
L2257[22:45:23] <gigaherz> Zaggy1024:
after summer school ;P
L2258[22:45:24] <shadekiller666> end of
the month
L2259[22:45:29] <Abs0rbed> I’ll throw it
on the forum/tracker and head to sleep, it’s really late for me
xD
L2260[22:45:34] <Abs0rbed> thanks so much
for the help everyone
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L2264[22:48:31] <McJty> Can the obj model
loader in Forge not handle scientific notation for numbers?
L2265[22:48:34] <McJty> I get an error on
this line:
L2266[22:48:37] <McJty> v -1.19921002
-0.60009671 -9.3423105e-2
L2267[22:48:42] <McJty>
net.minecraftforge.client.model.ModelFormatException: Error parsing
entry ('v -1.19921002 -0.60009671 -9.3423105e-2', line 6) in file
'deepresonance:obj/crystalblock.obj' - Incorrect format
L2268[22:48:45] <gigaherz> the 1.7.10
nope it can't
L2269[22:48:51] <gigaherz> I had that
issue earlier
L2270[22:48:55] <McJty> ah that's
annoying...
L2271[22:48:58] <gigaherz> I just
replaced any number with an "e" in it with 0
L2272[22:49:03] <gigaherz> ;P
L2273[22:49:06] <Cazzar> e-2 is easy to
fix up
L2274[22:49:39] <killjoy> is there a
resource for finding out gl literals?
L2275[22:50:20] <McJty> Cazzar, yes but
there are a lot. Replacing them with 0 is going to be easier
L2276[22:50:22] <tterrag|laptop> killjoy,
wot?
L2277[22:50:23]
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L2278[22:50:46] <killjoy> Like converting
something like glPushAttrib(24577) into something readable
L2279[22:51:06] <gigaherz> killjoy: get
some gl.h file
L2280[22:51:09] <gigaherz> and look it up
there
L2281[22:51:09] <tterrag|laptop> just
look it up in GL_!!
L2282[22:51:10] <gigaherz> ;p
L2283[22:51:12] <tterrag|laptop>
GL_11*
L2284[22:51:15] <tterrag|laptop> doesn't
take long
L2285[22:51:22] <killjoy> it's not
there.
L2286[22:51:23] <tterrag|laptop> eclipse
can show the int values on hover
L2287[22:51:27] <gigaherz> or yeah, the
lwjgl source
L2288[22:51:29] <killjoy> That's what
I've been doing.
L2289[22:51:30] <tterrag|laptop> the
literals are in hex
L2290[22:51:32] <gigaherz> hmmm
L2291[22:51:34] <tterrag|laptop> not
dec
L2292[22:51:35] <tterrag|laptop> hover
over
L2293[22:51:36] <killjoy> Yeah.
L2294[22:51:42] <gigaherz> maybe it's
ored
L2295[22:51:45] <killjoy> I searched
0x6001, but nothing
L2296[22:51:53] <gigaherz> search 0x6000
| 1
L2297[22:51:54] <gigaherz> ;P
L2298[22:52:00] <gigaherz> see if that
makes sense
L2299[22:52:09] <killjoy> 6000 isn't
there
L2300[22:52:12] <Cazzar> Because GL
attribs are masks IIRC
L2301[22:52:19] <gigaherz> then
L2302[22:52:20] <tterrag|laptop>
right
L2303[22:52:23] <gigaherz> 0x4000,
0x2000, 0x0001
L2304[22:52:24] <gigaherz> ;P
L2305[22:52:27] <tterrag|laptop> ^^
yep
L2306[22:54:03]
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L2309[22:56:02] <gigaherz> #define
GL_ENABLE_BIT 0x00002000
L2310[22:56:02] <gigaherz> #define
GL_COLOR_BUFFER_BIT 0x00004000
L2311[22:56:07] <gigaherz> #define
GL_CURRENT_BIT 0x00000001
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L2313[22:57:33] <ItsANoBrainer> Anyone
know a way I can go about making a system that I can use when a
block is broken to see if it was player placed or gen'ed?
L2314[22:58:06] <tterrag|laptop>
>#define
L2315[22:58:08] <tterrag|laptop>
uwotm8
L2316[22:58:20] <tterrag|laptop>
ItsANoBrainer, no not really possible
L2317[22:58:24] <gigaherz>
tterrag|laptop: I googled a gl.h, I don't have IDEA open atm
L2318[22:58:25] <gigaherz> ;P
L2319[22:58:53] <hipsterpig>
ItsANoBrainer: well, you can, if you save every block that's been
placed since the world first generated
L2320[22:59:08] <gigaherz> ItsANoBrainer:
aside of storing a lookup system that stores ALL the blocks that
have ever been placed by a player....
L2321[23:00:06] <killjoy> Can I not mess
with the matrix before an item is rendered anymore?
L2322[23:00:20] <killjoy> *item in third
person view*
L2323[23:00:36] <ItsANoBrainer> Yeah I
thought about that, but is it worth doing? Would it end up taking a
lot of harddrive space and the time to check the list of
blocks
L2324[23:00:42] <gigaherz> 1.8?
L2325[23:00:48] <killjoy> yes.
L2326[23:00:54] <gigaherz>
IPerspectiveAwareModel
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L2328[23:01:10] <killjoy> It's not my
item/model
L2329[23:01:29] <gigaherz> then no
idea
L2330[23:01:50] <killjoy> What it's
supposed to look like is an aura around the item
L2331[23:02:24] <killjoy> It used
glBlendColor and glColor
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L2334[23:05:02] <Brokkoli> afaik the
internal 1.9 changes are not as big as the 1.8 changes
L2336[23:05:21] <gigaherz> Brokkoli: 1.9
isn't done yet ;P
L2337[23:05:21] <Brokkoli> oh.. wrong
channel, sorry
L2338[23:05:31] <Brokkoli> i know
L2339[23:06:03] <gigaherz> killjoy: yeah
not sure that can be achieved without coremods, now
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L2341[23:07:45] <gigaherz> ugh gotta
sleep
L2342[23:07:46] <gigaherz> night
L2343[23:07:50]
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L2344[23:09:39] <killjoy> I guess I'll
downgrade from item-shaped glow to just a circle
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L2349[23:14:13] <killjoy> Another
question: How do I render a texture in the world so it always faces
the player?
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