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L1[00:00:44] <Unh0ly_Tigg> I probably would set it up so that if the image is larger than a certain size, it splits the image up to smaller tiles, and uploads those, and restitches them when the image is needed.
L2[00:00:59] <Unh0ly_Tigg> if I used imgur for the hosting
L3[00:02:48] <Unh0ly_Tigg> why the heck is ruby's exponent operator ** instead of ^...
L4[00:02:54] <Cazzar> I was too lazy to do that...
L5[00:03:21] <Cazzar> Because, ^ is xor?
L6[00:03:31] <Unh0ly_Tigg> ugh
L7[00:03:46] <Cazzar> Like, in many other languages?
L8[00:04:13] <Cazzar> For example, ^ is xor in java.
L9[00:04:17] <Unh0ly_Tigg> my calculators use ^ for exponents that aren't 2 or 3 (dedicated buttons for those)
L10[00:04:59] <Unh0ly_Tigg> also, the fact that java doesn't have an operator for exponents...
L11[00:05:18] <Unh0ly_Tigg> since you either have to use recursion yourself, or use Math.pow
L12[00:05:21] <Cazzar> Yes, in mathematical cases, ^ is used to represent an exponent, though programming, has many... many operators to look at.
L13[00:05:58] <shadekiller666> is ^ xor in java?
L14[00:06:03] <Cazzar> Yes.
L15[00:06:10] <shadekiller666> ahh
L16[00:06:18] <Unh0ly_Tigg> though, you can use scientific notation in java with like 1e45...
L17[00:06:53] <Cazzar> Yes, and? http://upload.cazzar.net/images/Y5oMLkL
L18[00:07:37] <Unh0ly_Tigg> can't wait for jshell in java 9
L19[00:07:50] <shadekiller666> jshell?
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L21[00:08:10] <Unh0ly_Tigg> jshell is basically what cazzar did with irb
L22[00:08:16] <Unh0ly_Tigg> but for java
L23[00:08:21] <Cazzar> http://openjdk.java.net/jeps/222 JEP222
L24[00:08:24] <shadekiller666> running java in console?
L25[00:08:42] <Unh0ly_Tigg> jshell is a REPL system
L26[00:08:47] <Cazzar> shadekiller666: think of, an interactive shell, like jsc, irb, scala's REPL
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L28[00:10:25] <shadekiller666> ok
L29[00:10:38] <shadekiller666> i've never really seen the point of those
L30[00:10:58] <Cazzar> They are nice to test, and prove concepts, without writing a code file, compiling, and then running
L31[00:11:12] <Cazzar> Damnit, I don't have a jsc installed on windows
L32[00:11:15] <Unh0ly_Tigg> so that you don't have to create an entire class just to test 1 line of code.
L33[00:11:28] <shadekiller666> ok
L34[00:11:56] <shadekiller666> could you also like shove something through a for loop or something and get all possible outputs from its input
L35[00:12:26] <Cazzar> You can do multiple lines of code.
L36[00:12:47] <Cazzar> For example, in that irb screenshot, a I can reference anywhere within the lower (And current scope)
L37[00:13:07] <shadekiller666> ahh cool
L38[00:13:51] <Cazzar> Just, think of it as a programming language, that is evaluated as you write each line.
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L40[00:14:19] <shadekiller666> oh you mean like any interperated language
L41[00:14:28] <shadekiller666> like the jvm...
L42[00:14:32] <shadekiller666> or lua
L43[00:14:37] <Cazzar> Yes and no... Also, JVM is semi-compiled
L44[00:14:50] <Cazzar> Since, it undergoes the transformation into an IL
L45[00:14:51] <shadekiller666> its compiled then interperated by the JRE
L46[00:14:59] <shadekiller666> IL?
L47[00:15:06] <Cazzar> Intermediate Language
L48[00:15:13] <shadekiller666> oh ya
L49[00:15:20] <Cazzar> ALOAD_0 etc.
L50[00:15:22] <Unh0ly_Tigg> like CIL on the CLR for .NET
L51[00:15:30] <shadekiller666> did you know that C files compile through .obj files?
L52[00:16:15] <Cazzar> yes, those are for the linker.
L53[00:16:40] <Cazzar> Nowadays, most languages are just compiled down into some IL
L54[00:16:54] <shadekiller666> and i'm sure they don't resemble anything useful as actual model files :P
L55[00:17:20] <Cazzar> No, that's why you don't always trust extensions
L56[00:17:39] <Cazzar> for example, ~/.ssh/id_rsa.pub isn't a microsoft publisher file,.
L57[00:18:41] <shadekiller666> is C the only language that actually compiles straight to byte code?
L58[00:19:07] <shadekiller666> actually, i know the answer to that, though the language im thinking of isn't out yet
L59[00:19:26] <shadekiller666> its a language called JAI
L60[00:19:34] <shadekiller666> it has nothing to do with Java
L61[00:19:51] <shadekiller666> and its not an acronym for anything :P
L62[00:19:57] <Cazzar> There's a benefit and downside to compiling straight to machine code.
L63[00:20:00] *** Ashlee|off is now known as Ashlee
L64[00:20:27] <shadekiller666> its a language being written by Jonathan Blow, the creator of Braid, as a language intended for game developers
L65[00:20:41] <Cazzar> Let's see that never take off.
L66[00:20:51] <Cazzar> That's my pessimistic outlook on it.
L67[00:21:55] <shadekiller666> it currently compiles via the C compiler, but will have its own compiler in the future, but it also has support for compile time execution, so it not only compiles into C atm, but also compiles to byte code to instantly be able to test something
L68[00:22:09] <Cazzar> In before using LLVM
L69[00:22:28] <shadekiller666> i doubt it will ever use LLVM
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L71[00:23:53] <shadekiller666> this is the first of two idea videos for the language, and the channel is full of actual code demonstrations of these ideas being actual features in the language
L72[00:23:56] <shadekiller666> https://www.youtube.com/watch?v=TH9VCN6UkyQ
L73[00:23:57] <Cazzar> node
L74[00:24:32] <shadekiller666> ?
L75[00:24:39] <Cazzar> Wrong window
L76[00:24:50] <Cazzar> Just was booting up a node JS REPL
L77[00:25:02] <shadekiller666> oh
L78[00:25:25] <Laceh> XD
L79[00:25:35] <Cazzar> Well
L80[00:25:46] <Zaggy1024> is Container.crafters not used on the server?
L81[00:25:50] <Cazzar> my IRC client is a terminal, just... the wrong oen.
L82[00:25:52] <Cazzar> one*
L83[00:26:02] <Zaggy1024> seems like it has to be, but removeCraftingFromCrafters is clietn side
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L90[00:44:31] <Zaggy1024> what's the best way to do something when everyone closes a GUI?
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L94[00:46:45] MineBot sets mode: +v on RichardG
L95[00:47:08] <xaero> check diesie's post http://www.minecraftforge.net/forum/index.php?topic=21291.0
L96[00:47:27] <xaero> Zaggy1024: ^
L97[00:48:00] <Zaggy1024> er
L98[00:48:05] <Zaggy1024> okay here's what I mean...
L99[00:48:23] <Zaggy1024> I have a crafting table that people have to have open to progress a crafting process
L100[00:48:37] <Zaggy1024> and so I need to know when nobody is looking at the GUI so I can stop the process
L101[00:49:30] <xaero> hmm I'd study how trapped chests work (they emit a redstone level for every person opening it)
L102[00:49:36] <Zaggy1024> although...now that I think about it I should stop it when the player starting the process closes it I guess
L103[00:50:01] <Zaggy1024> huh, interesting
L104[00:50:09] <Zaggy1024> wasn't aware of the level thing
L105[00:50:38] <Unh0ly_Tigg> you're basically just keeping track of how many people are accessing the object that created the gui, and when it's 0, don't do your processing code.
L106[00:51:33] <Zaggy1024> I'm just not sure how to track that since the code that removes an ICrafter is client only
L107[00:51:55] <Zaggy1024> which really doesn't make sense since that's how the server sends data about the GUI to clients
L108[00:52:02] <Unh0ly_Tigg> is your gui tied to an IIventory?
L109[00:52:27] <Zaggy1024> yeh
L110[00:52:29] <Unh0ly_Tigg> openChest and closeChest in the inventory.
L111[00:52:40] <Zaggy1024> ah, okay
L112[00:52:45] <Zaggy1024> cool, thanks
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L127[01:40:27] <Zaggy1024> oh boy
L128[01:40:35] <Zaggy1024> testing code I've been writing for a while
L129[01:40:38] <Zaggy1024> exciting
L130[01:46:04] <Zaggy1024> yay, first NPE
L131[01:46:11] <Zaggy1024> I'm sure there will be a few more :)
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L135[02:04:25] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150815 mappings to Forge Maven.
L136[02:04:28] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150815-1.8.zip (mappings = "snapshot_20150815" in build.gradle).
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L138[02:04:39] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L142[02:09:07] <Zaggy1024> where would I find the TextureAtlasSprite of the breaking animation so I can render it in my GUI?
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L144[02:26:14] <killjoy> Here's a thing I just made. Do what you will with it. https://gist.github.com/killjoy1221/9a05c08883afcfb9be00
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L146[02:26:32] <killjoy> It's not too impressive
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L154[02:41:56] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2015/08/2015-08-15_02-40-44.mp4
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L157[02:50:50] <Unh0ly_Tigg> now that 1.9 snapshots are happening, it seems like 1.8.8 might be the last 1.8 version, is there any estimate as to when mcp snapshots for 1.8.8 will exist, or when a forge/fml for 1.8.8 will exist?
L158[02:54:35] <LexManos> https://github.com/MinecraftForge/FernFlower
L159[02:54:42] <LexManos> When cpw and myself finish this shit.
L160[02:55:03] <LexManos> Once it's done I'll be updating, I already did the mcp mappings for 1.8.2, but FF is being derpy with generics.
L161[02:55:32] <LexManos> also from rumbelings .8 may or may not be the last
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L189[04:42:41] <Pennyw95> Has it ever happpened to you that your w8.1 pc , without asking, goes on an updating spree after you try to shut it down? Mine did and it's been installing update 6 of 7 for all night...I'm kinda worried/annoyed now
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L193[04:53:17] <MalkContent> i have a super idea for the forge installer: the ability to enter a profile path for the forge profile, automatic creation of the folder and a open folder button. :|
L194[04:56:29] <LexManos> ... why?
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L205[05:24:24] <piousminion> Hi, never built a mod from source before. Upon attempting to build this (https://github.com/lehjr/ModularPowersuitsAddons) I get this http://sprunge.us/HZjK Any ideas on where to go next?
L206[05:25:26] <luacs1998> piousminion, #forgegradle
L207[05:25:54] <piousminion> luacs1998: yeah, it's dead in there. Figured it might be simple enough for someone here to answer.
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L212[05:40:45] <Tim020> Is there a way to get a player's UUID from their username/display name?
L213[05:41:31] <sham1|LOST> if you can get the EntityPlayer
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L215[05:48:27] <Lumien> Tim look at the renderer of skulls, pretty sure they do that
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L217[05:50:40] <Tim020> I'm pretty sure they'll have access to the EntityPlayer, depending upon how I implement what I'm trying to do, I may not XD
L218[05:52:10] <sham1> You can get EntityPlayer from screen name AFAIk
L219[05:52:10] <Cazzar> Well, I am stuffed: http://upload.cazzar.net/images/u2JhddS\
L220[05:52:17] <Cazzar> s/\\//
L221[05:54:31] <MalkContent> Lex: because that feature requires almost no effort and removes a fair couple of clicks and waiting when updating forge
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L223[05:56:04] <MalkContent> every time i go through the motions
L224[05:57:05] <MalkContent> install forge, change profile so it has own folder, run profile so it creates the folder because i'm too lazy to navigate there, quit minecraft, click "open folder" in profile, finally insert mods
L225[05:57:36] <MalkContent> basically just a comfort feature
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L232[06:08:46] <luacs1998> MalkContent, then write your own installer?
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L234[06:12:57] <MalkContent> that'd feel pretty hollow
L235[06:15:08] <MalkContent> ultimatively: don't really care :D just thought maybe that idea feels right and whoever is in charge of the thing types it down in a couple of minutes
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L251[07:16:40] <Cazzar> Urg, Tech support can be soo painful sometimes.
L252[07:17:27] <Cazzar> "Yeah, let's just tell someone to try it on another machine, when they had already mentioned they have."
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L254[07:21:56] <vedalken254> Cazzar: question that I asked in another channel that maybe you can answer: in the case of gradle stuff (build.gradle and build.properties), if CoFHLib were explicitly specified there, could that interfere with the mod being built's ability to function off the contents of CoFHLib being present in CoFHCore compared to explicitly having the Jar?
L255[07:22:51] <Cazzar> If it can find the linked dependancy it will compile
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L257[07:22:57] <Cazzar> Else, it will throw an error.
L258[07:23:07] <vedalken254> so other than compilation, that means nothing?
L259[07:23:13] <Unh0ly_Tigg> as far as java is concerned, if the package is the same, the class name is the same, and the methods that your code reference are there, it will work
L260[07:23:24] <Cazzar> Once a jar is compiled, if it exists in the classpath, no errors.
L261[07:23:58] <vedalken254> hmmm
L262[07:24:03] <vedalken254> this is odd then...
L263[07:24:08] <Cazzar> That time you can actually hear the springs in your keyboard
L264[07:24:12] <vedalken254> Lol
L265[07:24:24] <Cazzar> Mechanical keyboard <3
L266[07:24:30] <Cazzar> Though I need a quieter one...
L267[07:24:46] <vedalken254> lol... what switches you running?
L268[07:24:57] <vedalken254> Cherry switches?
L269[07:25:02] <Cazzar> Cherry blue
L270[07:25:06] <vedalken254> ahhh kk
L271[07:25:20] <vedalken254> Blues are the ones with the fastest response times right?
L272[07:25:34] <Cazzar> They are the most common
L273[07:25:39] <vedalken254> ahhhh
L274[07:25:51] <vedalken254> maybe i'm thinking of the Greens then
L275[07:26:33] <vedalken254> idk
L276[07:26:45] * piousminion has clears. :D
L277[07:27:11] <vedalken254> but this issue is bugging me... Installing CoFHLib explicitly solved my issue whereas having it integrated into CoFHCore causes a weird issue
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L279[07:27:48] <vedalken254> it's weird
L280[07:27:50] <Cazzar> I don't know specifically about the response time, though I might be moving over to another keyboard entirely soon
L281[07:28:01] <vedalken254> Cazzar: which one you got?
L282[07:28:26] <Cazzar> Currently, I am using a Razer blackwidow 2013, but it can sometimes be... quite shitty.
L283[07:28:49] <vedalken254> ahhhh
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L285[07:29:04] <vedalken254> I was looking at getting the BlackWidow Ultimate
L286[07:29:08] <vedalken254> but meh
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L288[07:29:45] <Cazzar> Nah, I have it interfere with gameplay a little, for example, when using the fn+f6 to play/pause music in TF2 I taunt.
L289[07:30:27] <Cazzar> As well as periodically stuck keys (logically) as well as double registration of keypressses.
L290[07:30:34] <Cazzar> ffs, keypresses*
L291[07:32:07] <vedalken254> lol
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L293[07:38:34] <Szernex> I wish there was a way to run an instance just so far that all the mods create their config and stuff without actually launching the game itself...
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L295[07:39:04] <Cazzar> I'm tossing up the thought of actually putting some O rings onto my mechanical keyboard
L296[07:39:34] <Cazzar> Then again, I have learn't to not fully bottom out on this keyboard on most but about 2 keys 99% of the time.
L297[07:41:26] <Cazzar> Since really, all it might do is help out the 1-2 keys I actually bottom out on, then again, they are larger keys, so it is easy to bottom out.
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L314[08:19:51] <FusionLord> !help
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L317[08:21:08] <FusionLord> !gf func_73866_w
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L323[08:54:40] <Unh0ly_Tigg> I just thought of an idea for a mod...
L324[08:55:04] <Unh0ly_Tigg> you know the phrase "knowledge is power"? yeah.... that.
L325[08:55:23] <vedalken254> uhoh
L326[08:55:42] <Unh0ly_Tigg> just don't know how I'd do it...
L327[08:56:14] <vedalken254> Unh0ly_Tigg: maybe a computercraft/opencomputers clone that rewards a player for learning programming languages with XP or items? Idk
L328[08:56:57] <vedalken254> it'd be interesting to see the progression
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L330[08:59:32] <vedalken254> actually.... that's not such a bad idea now that I consider it... Technically CC or OC could do it assuming they properly integrate XP creation from programs
L331[08:59:50] <FusionLord> any ideas guys? http://pastebin.com/Er4YXDk7 SOURCE: https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/client/gui/CabinetSkinSelectionGui.java
L332[09:01:50] <vedalken254> FusionLord: if i knew java, i'd be of more help, but L#53 calls a superclass function called initGui, right?
L333[09:03:25] ⇨ Joins: Vorquel (~Vorquel@65.129.164.47)
L334[09:03:27] <FusionLord> yes
L335[09:04:20] <Vorquel> I really need to stop writing bugs into my code. So embaressing to find a crash bug.
L336[09:04:54] <gigaherz> [15:54] (Unh0ly_Tigg): you know the phrase "knowledge is power"? yeah.... that.
L337[09:04:56] <gigaherz> hmmm
L338[09:04:59] <gigaherz> achievements.
L339[09:05:18] <gigaherz> each new achievement gives you extra unlocks
L340[09:05:19] <gigaherz> ;P
L341[09:05:39] <gigaherz> you know how most achievements in game have a number of points?
L342[09:05:56] <gigaherz> "Open inventory - 10 points earned"
L343[09:06:12] <gigaherz> "Getting wood - 10 points earned"
L344[09:06:23] <gigaherz> thenyou can unlock your first "thing", for 20 points
L345[09:06:23] <vedalken254> FusionLord: from what I can see on GitHub, you don't have anything in the FusionUtil repo. Do you have a pastebin link to the DynGUIScreen.java file?
L346[09:06:47] <gigaherz> the more mods you have that add achievements
L347[09:06:52] <gigaherz> the more points
L348[09:07:02] <gigaherz> because more knowledge ;P
L349[09:07:06] <vedalken254> lol
L350[09:07:24] <FusionLord> vedalken254, was just uploading it, give me a few
L351[09:07:32] <vedalken254> FusionLord: no worries.
L352[09:07:38] <Unh0ly_Tigg> yeah, but how would I determine the amount of points that an achievement in a mod has?
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L354[09:09:05] <gigaherz> an API?
L355[09:09:15] <gigaherz> assume 10, unless the api overrides it
L356[09:09:27] <gigaherz> or something like that
L357[09:09:32] <hasunwoo> i cna't hotswap while(true){System.out.println("test")} to while(true){System.out.println("test1")} is this normal?
L358[09:09:46] <gigaherz> you could have default mappings for vanilla achievements
L359[09:09:47] <Szernex> hmm, "LifeIsHard" or "GameIsHard" as a mod name, which one sounds better
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L361[09:10:00] <gigaherz> and an FMLIntermodthing
L362[09:10:01] <Ivorius> Both sound terrible imo :P
L363[09:10:06] <Szernex> ;_;
L364[09:10:13] <gigaherz> LifeIsUnfair
L365[09:10:14] <Szernex> but it's supposed to do just that...
L366[09:10:18] <Szernex> make the game harder
L367[09:10:18] <vedalken254> GameIsLife :P
L368[09:10:29] <gigaherz> Szernex: Unfaircraft
L369[09:10:30] <gigaherz> ;P
L370[09:10:33] <Ivorius> NoGameNoLife
L371[09:10:37] <Szernex> haa
L372[09:10:41] <Szernex> I wish I could
L373[09:10:41] <vedalken254> Ivorius: LOL
L374[09:10:49] <Szernex> and add a Shiro NPC
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L376[09:11:15] <gigaherz> if it's ONLY between those two, LifeIsHard sounds better
L377[09:11:29] <Szernex> well, not sure what else I should name it
L378[09:11:53] <gigaherz> depends on what the mod does
L379[09:11:54] <gigaherz> ;P
L380[09:11:54] <Szernex> it's supposed to make the experience more difficult by manipulating natural health regen, remove minimum block light and such
L381[09:11:59] <gigaherz> I mean, does it make resources harder?
L382[09:12:06] <Ivorius> For names I like browsing Thesaurus
L383[09:12:08] <gigaherz> mobs damage more?
L384[09:12:13] <Szernex> probably not
L385[09:12:14] <Ivorius> Until I find a combination I like
L386[09:12:36] <gigaherz> aha
L387[09:12:38] <Szernex> it'll punish you in some way everytime you die
L388[09:12:51] <gigaherz> so it's a bit like UCH, with that true darkness mod
L389[09:12:51] <Szernex> make the player more fragile and such
L390[09:12:57] <Szernex> kinda
L391[09:13:28] <gigaherz> yeah LifeIsUnfair sounds like the right name
L392[09:13:28] <gigaherz> ;P
L393[09:13:41] <Szernex> mkay
L394[09:13:46] <Szernex> LIU
L395[09:13:50] <Szernex> well, works I guess
L396[09:14:06] <gigaherz> Frustraticraft
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L398[09:14:22] <Szernex> well *craft usually implies there is something crafting related added
L399[09:14:26] <Szernex> which there won't be
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L401[09:15:48] <Szernex> UltraSoftCore
L402[09:15:53] <Szernex> hah
L403[09:16:41] <gigaherz> so you ppl know GameMode4?
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L405[09:17:11] <gigaherz> the thing that uses commandblocks to add mechanics
L406[09:17:21] <gigaherz> Iwas thinking the other day
L407[09:17:38] <gigaherz> would be fun to make a "GameMod4" that adds the same exact mechanics and recipes, but the mod way
L408[09:17:42] <gigaherz> XD
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L412[09:30:30] <FusionLord> vedalken254, the FusionUtil repo is up now...
L413[09:30:37] <Szernex> okay, how the hell do you define variables in gradle that I can access within tasks and such
L414[09:30:49] <FusionLord> http://github.com/fusionlord/fuisonutil
L415[09:31:19] <FusionLord> https://github.com/FusionLord/FusionUtil *
L416[09:32:28] <FusionLord> and here is the specific file https://github.com/FusionLord/FusionUtil/blob/master/src/main/java/net/fusionlord/fusionutil/client/dynamics/DynGUIScreen.java
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L421[09:40:18] <vedalken254> FusionLord: super(player) (from https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/client/gui/CabinetSkinSelectionGui.java on L#46) is passing the variable player to the superclass correct?
L422[09:41:23] <FusionLord> yes
L423[09:41:36] <vedalken254> k... now i'm starting to grasp the code
L424[09:42:05] <hasunwoo> can i use Hotswap agent to reload language file at runtime?
L425[09:42:18] <hasunwoo> it should work for resource
L426[09:42:28] <diesieben07> i dont think so
L427[09:43:17] <hasunwoo> my localized item name don't appear in game what is the problem?
L428[09:43:51] <sham1> Using IDEA?
L429[09:44:02] <hasunwoo> eclipse
L430[09:45:21] <vedalken254> FusionLord: hmmm...L#61 in DynGUIScreen is just a frakking open brace.... i don't see why that would cause a crash...
L431[09:45:31] <FusionLord> do you have a type? is the file named correctly?
L432[09:45:37] <FusionLord> is it in the right dir
L433[09:46:19] <FusionLord> think is it only crashes outside of the dev enviroment
L434[09:46:34] <Ordinastie_> hasunwoo, if you're not editing the file inside eclipse itself, you need to refresh the project then reload resources inside MC
L435[09:46:35] <FusionLord> wit a java.lang.abstractmethod error
L436[09:47:11] <FusionLord> Ordinastie_, F3+T doesn't work for lang files...
L437[09:47:23] <Ordinastie_> it should
L438[09:47:26] <FusionLord> I know
L439[09:48:05] <Szernex> ugh, someone here told me before but I forgot to write it down. where would I have to start looking if I wanted to mess with player health regeneration?
L440[09:48:11] <vedalken254> FusionLord: and according to my screens, the methods are properly overriden
L441[09:48:44] <williewillus> i thought it was f3+s
L442[09:48:54] <williewillus> T was just models and textures and S was full resource reload
L443[09:49:10] <williewillus> Szernex: that was me, and FoodStats ;p
L444[09:49:14] <Szernex> thanks
L445[09:49:49] <vedalken254> FusionLord: although, why do you need to override initGui in the CabinetSkinSelectionGui if all it's doing is calling initGui from DynGUIScreen? Once again, i'm just starting to learn Java so I don't know that much
L446[09:49:55] <FusionLord> williewillus, have you ever seen this? http://pastebin.com/Er4YXDk7
L447[09:50:25] <FusionLord> vedalken254, I don't and I fixed that alreay... it was a fluke...
L448[09:51:37] <vedalken254> FusionLord: ahhh... it must not be on github yet then because: https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/client/gui/CabinetSkinSelectionGui.java#L50
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L450[09:53:14] <vedalken254> although
L451[09:54:10] ⇨ Joins: Master801 (~Master801@thog92.eu)
L452[09:54:30] <Master801> Question, is there a way to hijack FML's version checker?
L453[09:54:57] <williewillus> why would you want to do that?
L454[09:55:04] <williewillus> and not really, no
L455[09:55:14] <Szernex> hmmm
L456[09:55:28] <hasunwoo> i finally made my lang file working. i removed space between = and localized string
L457[09:55:35] <Master801> I want to, because I use a different versioning system than FML's.
L458[09:55:58] <Master801> From what I can see however, I cannot.
L459[09:56:09] <williewillus> for your own mod?
L460[09:56:29] <williewillus> just implement your own version checking separately?
L461[09:56:32] <Master801> FML has their own version checking system.
L462[09:56:33] <FusionLord> vedalken254, should be updated now
L463[09:56:40] <Szernex> so I assume entities have their onUpdate method called every tick?
L464[09:56:51] <FusionLord> indeed
L465[09:56:52] <williewillus> yes
L466[09:56:56] <Szernex> hm
L467[09:57:10] <williewillus> Master801: are you talking about the version checker for actual FML and Forge, or a version checker for your own mod?
L468[09:57:13] <williewillus> you should not touch the former
L469[09:57:24] <Szernex> so if I wanted to manipulate the natural health regen I'd somewho have to hook into there
L470[09:57:33] <Szernex> *somehow
L471[09:57:36] <williewillus> not somehow
L472[09:57:37] <Master801> Basically, I want to use FML's version checker system for my own use.
L473[09:57:40] <williewillus> there's events lol
L474[09:57:55] <Szernex> events for?
L475[09:58:00] <williewillus> Master801: just copy it :p
L476[09:58:05] <Master801> Eh, forget it.
L477[09:58:06] <williewillus> don't try to steal it or anything
L478[09:58:12] <williewillus> just implement your own
L479[09:58:34] <Master801> No, I'll just do it the horrible way and just manually parse it myself.
L480[09:59:05] <Master801> (There isn't a version to check it against, though. >_< )
L481[09:59:12] <williewillus> you host it somewhere
L482[09:59:20] <williewillus> a remote file that states what the latest version is
L483[09:59:37] <williewillus> if it doesnt match what the client has, tell them
L484[09:59:43] <Master801> No, I meant using FML's version checking system.
L485[09:59:51] <Szernex> implement my own FoodStats or were you not talking to me?
L486[10:00:01] <williewillus> Szernex: no need to "somehow" hook into onUpdate :p just use PlayerTickEvents
L487[10:00:09] <williewillus> no idea if there's event for natural regen, but there should
L488[10:00:11] <Szernex> ah, okay
L489[10:00:12] <williewillus> if not pr some :p
L490[10:00:40] <vedalken254> FusionLord: hmmm... now that function I was complaining about is completely gone... there's no initGui function in the cabinet file... There is in DynGUIScreen, but I don't see anything in Cabinet calling super.initGui()
L491[10:00:49] *** Kodos|Zzz is now known as Kodos
L492[10:01:37] <FusionLord> right... it wasn't needed, and didn't fix the error
L493[10:01:41] <vedalken254> ahhhh
L494[10:02:11] *** Kolatra|Away is now known as Kolatra
L495[10:02:15] <vedalken254> uhhhh i think i found the issue
L496[10:02:23] <vedalken254> just by looking at the classes
L497[10:02:41] <williewillus> mismatch?
L498[10:03:11] <vedalken254> public class CabinetSkinSelectionGui extends DynGUIScreen in Cabinet and public abstract class DynGUIScreen extends GuiScreen in DynGUIScreen
L499[10:03:13] <shadekiller666> omg youtube, make space ALWAYS pause the video... >:(
L500[10:03:35] <williewillus> yeah what about that
L501[10:03:36] <Cazzar> You have to have focus on the control.
L502[10:03:45] <shadekiller666> i know that...
L503[10:04:01] <vedalken254> don't abstract classes with subclasses have to have the subclasses have abstract methods?
L504[10:04:14] <williewillus> yeah but compiler should catch those
L505[10:04:45] <vedalken254> well apparently fusion's didn't... because it's there
L506[10:04:58] <williewillus> he overrided everything abstract
L507[10:05:11] <Cazzar> Unless the class is marked abstract, you have to implement ANYTHING that is marked abstract.
L508[10:05:15] <williewillus> which is just addInitialElements
L509[10:06:06] <williewillus> AM Errors only happen if you have clashing versions of classes or libraries, or someone screwed up shit using asm
L510[10:06:11] *** Cazzar is now known as Cazzar|Away
L511[10:07:47] <vedalken254> maybe i explained the way i see it wrong. If public class CabinetSkinSelectionGui extends DynGUIScreen and DynGUIScreen is an abstract class, doesn't it have to be public abstract class CabinetSkinSelectionGui extends DynGUIScreen?
L512[10:08:33] <shadekiller666> not if CabinetSkinSelectionGui has a body for the abstract methods defined in DynGUIScreen'
L513[10:08:54] <shadekiller666> there needs to be an implementation of an abstract method somewhere in the heirarchy
L514[10:10:21] <vedalken254> https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/client/gui/CabinetSkinSelectionGui.java <--- another set of eyes couldn't hurt... Chrome isn't finding anything even with abst as the find parameter.
L515[10:10:59] <vedalken254> but maybe i'm being a noob and misunderstanding
L516[10:11:16] <shadekiller666> do you have a link to DynGUIScreen
L517[10:11:19] <vedalken254> yeah
L518[10:11:26] <vedalken254> https://github.com/FusionLord/FusionUtil/blob/master/src/main/java/net/fusionlord/fusionutil/client/dynamics/DynGUIScreen.java
L519[10:11:53] <shadekiller666> addInitialElements() is abstract in DynGUIScreen
L520[10:12:02] <Ordinastie_> vedalken254, https://docs.oracle.com/javase/tutorial/java/IandI/abstract.html
L521[10:12:17] ⇦ Parts: Master801 (~Master801@thog92.eu) (Leaving))
L522[10:12:24] <shadekiller666> so that means that any subclasses of DynGUIScreen either have to add a body to that method, or be abstract themselvs
L523[10:12:54] <shadekiller666> CabinetSkinSelectionGui isn't declared as abstract because it adds a body to addInitialElements()
L524[10:13:04] <Szernex> williewillus okay so I see where the player gets healed naturally, and from what I see I would have to somehow circumvent the EntitiyPlayer.heal call in FoodStats...
L525[10:13:14] <vedalken254> shadekiller666: ahhhh thank you...
L526[10:13:19] <shadekiller666> mhmm
L527[10:13:20] <vedalken254> and thanks Ordinastie_
L528[10:13:37] <FusionLord> shadekiller666, can you explain why I'm getting this? http://pastebin.com/Er4YXDk7
L529[10:15:01] <shadekiller666> !gm func_73866_w_
L530[10:15:25] <vedalken254> i assume that command does the stuff over PMs/Notices?
L531[10:15:56] <shadekiller666> because you don't have an implementation of func_73866_w_ which is initGui()
L532[10:16:14] <shadekiller666> yes vedal, if you do !! it prints it public
L533[10:16:20] <shadekiller666> !!gm func_73866_w_
L534[10:16:20] <MCPBot_Reborn> === MC 1.8: net/minecraft/client/gui/GuiScreen.initGui (bxf.b) UNLOCKED ===
L535[10:16:21] <MCPBot_Reborn> Name : b => func_73866_w_ => initGui
L536[10:16:22] <MCPBot_Reborn> Descriptor : ()V
L537[10:16:22] <MCPBot_Reborn> Comment : Adds the buttons (and other controls) to the screen in question. Called when the GUI is displayed and when the window resizes, the buttonList is cleared beforehand.
L538[10:16:23] <MCPBot_Reborn> Last Change: 2014-12-07 15:26:58.835390-05:00 (victorious)
L539[10:16:48] <vedalken254> is there a way to specify an MC version?
L540[10:17:10] <gigaherz> yes !gm whateve 1.7.10
L541[10:17:16] <vedalken254> ahhh gotcha
L542[10:17:25] <gigaherz> you can also do it on a PM so you don't spam this chat
L543[10:17:37] <vedalken254> i assume i PM the MCPbot?
L544[10:17:44] <gigaherz> yup
L545[10:17:45] <shadekiller666> ./msg MCPBot_Reborn <command>
L546[10:17:57] <gigaherz> or just doubleclick on him and use a pm window ;P
L547[10:17:58] <dangranos> s/bo/po/
L548[10:18:01] <FusionLord> DynGUIScreen does have the initGui method....
L549[10:18:11] <shadekiller666> where is "s/" from?
L550[10:18:15] <FusionLord> overriden
L551[10:18:19] <gigaherz> sed
L552[10:18:26] <gigaherz> unix cmdline replace command
L553[10:18:55] <shadekiller666> oh
L554[10:19:09] <sham1> BASH = best
L555[10:19:11] <williewillus> Szernex: your best chance would probably actually be to pr an event into forge
L556[10:19:19] <vedalken254> gigaherz: also could be considered REGEX substitute command as well
L557[10:19:24] <williewillus> it's not a big one so it's likely to get accepted and you'd get exactly what you need
L558[10:19:29] <gigaherz> sure
L559[10:19:38] <gigaherz> technically it's a "stream transformer"
L560[10:19:39] <Szernex> uuuh, guess I'd have to look into that then
L561[10:19:43] <vedalken254> lol
L562[10:19:45] <gigaherz> takes an input text stream
L563[10:19:48] <williewillus> have you pr'ed forge before?
L564[10:19:50] <gigaherz> and transforms it into an output stream
L565[10:19:51] <Szernex> nope
L566[10:19:54] <gigaherz> by applying the command(s)
L567[10:20:02] <williewillus> perhaps maybe I'll try if I feel like it
L568[10:20:21] <williewillus> there's a LivingHealEvent
L569[10:20:26] <williewillus> but it's too broad to capture natural regen
L570[10:20:51] <Szernex> would be greatly appreciated, I'm not that good of a programmer to just like look at a "framework" like Forge and see what would have to be changed and such
L571[10:21:37] <Szernex> like whenever there is other peoples code involved I'm having a hard time getting into it...
L572[10:24:21] <gigaherz> hmm
L573[10:24:33] <gigaherz> I wonder how the UHC command blocks manage to remove the health regen?
L574[10:24:50] <Szernex> isn't there a gamerule for that?
L575[10:24:51] <williewillus> it uses the vanilla gamerule
L576[10:25:02] <williewillus> but he wants finer control over what happens
L577[10:25:09] <Szernex> yeah
L578[10:25:17] <gigaherz> Oh
L579[10:25:19] <Szernex> I just want to slow it down at a variable rate
L580[10:25:20] <gigaherz> gamerule naturalRegeneration false
L581[10:25:31] <gigaherz> ah you could "take over" ;P
L582[10:25:32] <Szernex> well yeah, then I'd have to handle the healing
L583[10:25:40] <gigaherz> disable the gamerule, then apply your own manual regen in its place?
L584[10:25:40] <gigaherz> ;P
L585[10:25:55] <Szernex> but messing with an actual gamerule is kinda...
L586[10:25:57] <Szernex> iffy I feel
L587[10:26:19] <gigaherz> yeah but it's either that or just plain ASM modifications
L588[10:26:24] <gigaherz> XD
L589[10:26:40] <gigaherz> but if*
L590[10:26:41] <Szernex> or hope an event for that gets implemented :D
L591[10:26:42] <williewillus> or an event would just make it all easier
L592[10:26:53] <gigaherz> true, PRing a hook
L593[10:27:18] <williewillus> PlayerFoodRegenEvent, that would expose the amount to heal, exhaustion to add, and interval to reset to
L594[10:27:24] <williewillus> or you can just cancel to run your own logic
L595[10:27:30] <Szernex> yeah
L596[10:27:38] <gigaherz> well step 1:
L597[10:27:41] <Szernex> especially the cancel ability :D
L598[10:27:45] <gigaherz> clone the forge repository
L599[10:27:52] <gigaherz> step 2: gradlew setupForge
L600[10:28:06] <gigaherz> step 3: apply edits
L601[10:28:23] <gigaherz> step 4: come back for extra help with doing the PR because that's as far as my knowledge goes but I know there's extra stuff involved
L602[10:28:24] <williewillus> i know ;p
L603[10:28:31] <gigaherz> ;P
L604[10:28:34] <Szernex> step 5: ???
L605[10:28:38] <shadekiller666> and git is a pain in the ass
L606[10:28:38] <Szernex> step 6: get yelled at by lex
L607[10:28:49] <williewillus> Step 7: fix the shit that was broken
L608[10:28:58] <williewillus> because he most of the time has a point
L609[10:28:58] <shadekiller666> no step 5 is wait
L610[10:29:02] <gigaherz> that's why I stopped at 4
L611[10:29:04] <gigaherz> XD
L612[10:29:06] <williewillus> git is not a pita :p
L613[10:29:07] <Szernex> :D
L614[10:29:17] <gigaherz> shadekiller666: you just don't know how to communicate with git ;P
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L616[10:29:34] <Szernex> git is still better than svn *hides from the resulting flamewar/discussion*
L617[10:29:37] <shadekiller666> excuse me for not knowing some alien language
L618[10:29:44] <gigaherz> ;P
L619[10:30:43] <gigaherz> Szernex: there are two reasons some people prefer svn. #1 is that the serial revision numbering is easier to manage than the hashes
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L621[10:31:03] <gigaherz> if you have 2524, you know that it was commited exactly two revisions after 2522
L622[10:31:30] <gigaherz> so there can only have been exactly two changes in between
L623[10:31:56] <gigaherz> meanwhile, git needs a serial versioning to be applied to builds which is independent from the commit IDs
L624[10:32:08] <gigaherz> the other reason is binary files
L625[10:32:18] <gigaherz> svn is much better at managing binary data than git
L626[10:32:27] <williewillus> yeah
L627[10:32:37] <shadekiller666> can svn handle art assets better than git?
L628[10:34:14] <gigaherz> anything other than text is considered binary data ;P
L629[10:34:28] <gigaherz> so yes, it's slightly better at it
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L631[10:38:08] <shadekiller666> ahh
L632[10:44:07] <shadekiller666> your ass is on fire... ITS A DRY HEAT!!!
L633[10:44:15] <Szernex> haha
L634[10:44:20] <Szernex> jeff dunham <3
L635[10:44:27] <shadekiller666> mhmmm
L636[10:44:29] <Szernex> dunhaaaaam
L637[10:44:38] <Szernex> you're the other white meat
L638[10:44:39] <shadekiller666> dat cam
L639[10:44:43] ⇨ Joins: OrionOnline (~OrionOnli@ip-81-11-223-24.dsl.scarlet.be)
L640[10:44:57] <shadekiller666> jefafa
L641[10:45:03] <shadekiller666> dunhaaaam
L642[10:45:07] <shadekiller666> dat cam
L643[10:45:13] <Szernex> :D
L644[10:45:37] ⇨ Joins: Orion (~OrionOnli@ip-81-11-223-24.dsl.scarlet.be)
L645[10:45:38] <shadekiller666> but its a dry heat... SCREW YOU
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L648[10:48:16] <williewillus> is there a "Open class" shortcut in eclipse?
L649[10:48:19] <williewillus> like Control+N in idea
L650[10:48:24] ⇦ Quits: Vorquel (~Vorquel@65.129.164.47) (Quit: bye for real)
L651[10:51:31] <Unh0ly_Tigg> Ctrl+Shift+T iirc
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L655[10:52:30] <OrionOnline> gigaherz, you there man?
L656[10:52:54] <FusionLord> ctrl shift over to IntelliJ :P
L657[10:53:15] <williewillus> I use eclipse to do pr's to forge
L658[10:53:24] <OrionOnline> FusionLord, For IntelliJ it is Crtl + B foreverything
L659[10:53:35] <OrionOnline> No matter if class, variable or seomthing else
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L661[10:55:07] ⇨ Joins: psxlover (psxlover@188.4.38.83.dsl.dyn.forthnet.gr)
L662[10:55:21] <gigaherz> OrionOnline: if you have a question, just ask it ;P
L663[10:57:23] <FusionLord> can anyone help me with this...? http://pastebin.com/Er4YXDk7
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L665[10:58:54] <shadekiller666> yay for java errors with line numbers that point to completely useless locations
L666[10:58:56] <OrionOnline> If you see this model: http://snag.gy/xknFs.jpg it is correctly rendered in the hand. Though this render of the same model http://snag.gy/Qsp6R.jpg is messed up (do not pay attention to the modelparts not being together)
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L668[10:59:12] <OrionOnline> Why would the Depth test fail even though i have it enabled?
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L671[11:01:18] *** Aaron1011|Away is now known as Aaron1011
L672[11:03:07] <OrionOnline> Can somebody tell me again what the directions of the GL axis were in Minecraft?
L673[11:03:35] <OrionOnline> X is to the Left, Z is into the Screen, Y is Up? Correct?
L674[11:03:57] <FusionLord> 2D
L675[11:04:05] <FusionLord> ?
L676[11:04:21] <shadekiller666> x pos is right i think
L677[11:04:32] <shadekiller666> z pos is closer to camera in 2D
L678[11:04:36] <shadekiller666> y pos is up
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L682[11:08:02] <hasunwoo2> how can i sync item texture renderd handhold and in inventory
L683[11:08:16] <williewillus> lol cpw's commits to the fg2 branch killing fml
L684[11:08:18] <gigaherz> [18:03] (OrionOnline): X is to the Left, Z is into the Screen, Y is Up? Correct?
L685[11:08:20] <williewillus> *commit messages
L686[11:08:22] <gigaherz> XY is the camera canvas
L687[11:08:31] <williewillus> hasunwoo2: what do you mean? also 1.7 or 8
L688[11:08:32] <gigaherz> Z is the distance from the camera
L689[11:08:33] <gigaherz> so like
L690[11:08:35] <hasunwoo2> 1.7
L691[11:08:43] <gigaherz> right=+x, left = -x
L692[11:08:43] <OrionOnline> Oke, will figure it out
L693[11:08:56] <gigaherz> y+ is up, y- is down
L694[11:09:03] <gigaherz> z+ is far, z- is near
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L696[11:09:47] <hasunwoo2> texture of item in inventory is not same as that rendered in hand
L697[11:10:13] <williewillus> using an iitemrenderer?
L698[11:10:31] <hasunwoo2> getIcon
L699[11:11:45] <williewillus> ugh gradle genPatches is so slow
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L702[11:13:35] <OrionOnline> For some reason i seem to fail to rotate the model so that i still can do the animation...
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L704[11:16:45] <hasunwoo2> anyone know how to update item texture based on item nbtdata
L705[11:17:40] <williewillus> IItemRenderer
L706[11:17:41] <gigaherz> I believe you'll have to use IItemRenderer
L707[11:17:55] <gigaherz> and render different textures depending
L708[11:18:02] <OrionOnline> Yep IItemRenderer
L709[11:18:14] <OrionOnline> How does that work in 1.8 BTW?
L710[11:18:55] <gigaherz> doesn't
L711[11:19:03] <gigaherz> in 1.8 you have the baked models
L712[11:19:12] <gigaherz> if you implement a ISmartItemModel
L713[11:19:20] <gigaherz> you can internally have multiple IBakedModels
L714[11:19:35] <OrionOnline> Ah oke
L715[11:19:35] <gigaherz> and on the method, return the right one based on the ItemStack provided
L716[11:19:55] <OrionOnline> Is there a way to load the a model (and its JSON-Data) from file on demand?
L717[11:20:20] <OrionOnline> Like when you want to build a ISmartModel that consists out of multiple smaller models, not related to any Item?
L718[11:20:23] <shadekiller666> i recommend storing the baked models you return in a map so that you only have to bake a model for a given item stack once
L719[11:20:41] <shadekiller666> uhhh
L720[11:20:43] <OrionOnline> shadekiller666, of course once loaded i will store them
L721[11:20:53] <OrionOnline> Yet i have to load and create them first
L722[11:21:02] <shadekiller666> ModelLoader.loadModel()?
L723[11:21:10] <williewillus> OrionOnline: submodels
L724[11:21:19] <shadekiller666> or ModelLoaderRegistry.loadModel()?
L725[11:21:44] <OrionOnline> williewillus, that will sadly ot work for me, as i donnot have full control over the Item, other mods can add visual components to the Item through the API
L726[11:22:11] <gigaherz> you can make an ISmartItemModel
L727[11:22:21] <gigaherz> that instead of returning plain models
L728[11:22:25] <gigaherz> aggregates multiple submodels
L729[11:22:29] <gigaherz> depending on the state
L730[11:22:32] <gigaherz> this aggregated model
L731[11:22:33] <OrionOnline> That is what i will do
L732[11:22:40] <gigaherz> can then return all the models' respective quads
L733[11:22:47] <gigaherz> on demand
L734[11:23:08] <OrionOnline> yeah
L735[11:23:13] <gigaherz> I believe the submodel system may already have that implemented, though
L736[11:23:23] <gigaherz> so you could make use of such an existing "model aggregator" class
L737[11:23:45] <williewillus> i thought the submodel is just an abstraction on top of the "list every possible state" thing
L738[11:23:45] <OrionOnline> i need to wait until TiC is updated anyway cause that is a dependency, will then take a look at how they did it
L739[11:23:57] <williewillus> he's using a custom model loader
L740[11:24:10] <williewillus> the 1.8 branch is on github
L741[11:26:32] <OrionOnline> williewillus, i cannot find the 1.8 branch, unless it is the master, in which he is still using the IItemRenderer for the ToolCoreRenderer
L742[11:27:09] <williewillus> "rework" branch on SlimeKnights/TinkersConstruct
L743[11:27:47] <gigaherz> I have to mention
L744[11:28:03] <gigaherz> some people weren't too happy about the missing IItemRenderer, and they implemented equivalent functionality for 1.8, as a coremod ;P
L745[11:29:41] <williewillus> bleh
L746[11:30:05] <williewillus> which reminds me
L747[11:30:33] <williewillus> since 1.8 model system allows their true models to render in hand, why do repeater, comparator, cauldron, and hopper still use those godawful ugly item textures
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L750[11:31:34] <diesieben07> what, they could have rendered the models in the inventory from day 1 if they wanted to.
L751[11:31:50] <shadekiller666> probably easier to tell the repeater and comparator apart from each other easier
L752[11:32:00] <williewillus> mojang >.>
L753[11:32:57] <MalkContent> is there a way to obtain all blocks that can get placed by worldgen?
L754[11:33:16] <diesieben07> that would be all blocks period.
L755[11:33:26] <diesieben07> you can generate all blocks in worldgen.
L756[11:33:28] <gigaherz> all blocks *can* be placed
L757[11:33:36] <MalkContent> bad wording
L758[11:33:38] <gigaherz> and which ones do generate is purely up to the discretion of the worldgen itself
L759[11:33:43] <Unh0ly_Tigg> I'm guessing you want a list of all blocks that are *used* by worldgen
L760[11:33:43] <gigaherz> it's not a list anywhere
L761[11:34:00] <MalkContent> could you reasonably compile such a list
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L763[11:34:18] <diesieben07> No.
L764[11:34:21] <MalkContent> damn
L765[11:34:37] <williewillus> whatre you trying to achieve?
L766[11:34:44] <Unh0ly_Tigg> there is no current list of said blocks, mainly because worldgen is done via several psuedo event handlers.
L767[11:34:56] <Unh0ly_Tigg> and those can do what they want.
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L769[11:36:15] <MalkContent> trying to get a list of "natural" blocks
L770[11:37:13] <MalkContent> got something that is supposed to disassemble manmade structures very quickly
L771[11:37:38] <MalkContent> to prevent it from being used for mining and terraforming
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L773[11:38:12] <MalkContent> wanna make disassembling natural blocks very costly/slow or even impossible
L774[11:38:52] <diesieben07> so... stonebrick and planks are natural cause they generate in the world?
L775[11:38:56] <diesieben07> your logic confuses me.
L776[11:40:20] <williewillus> yeah there's no way to tell what's "manmade"
L777[11:40:27] <gigaherz> MalkContent: so if I make a scaffolding out of dirt, i'm scewed, but if I make it out of gold blocks, it would be quick?
L778[11:40:38] <williewillus> only way would be to regenerate the chunk and compare, which would be an awful approach
L779[11:41:33] <MalkContent> gigaherz: yep :P
L780[11:42:21] <MalkContent> diesieben07: i kinda hoped that villages and mineshafts would be in a seperate generation step that i could isolate and ignore when compiling the list
L781[11:42:37] <diesieben07> it *might* *somehow* work for vanilla stuff
L782[11:42:41] <diesieben07> but in no way would it work for mods
L783[11:43:06] <MalkContent> alright then
L784[11:43:23] <MalkContent> manual compiled list it is :/
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L788[12:00:23] <williewillus> rip building with planks or stone bricks or prismarine then :p
L789[12:00:36] <williewillus> or andesite/diorite/granite/smoothstone
L790[12:00:40] <shadekiller666> but i like prismarine :(
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L793[12:03:26] <shadekiller666> so, the mod i'm working on is able to find the model for a block and load it
L794[12:03:33] <shadekiller666> but only when its placed in-world
L795[12:04:01] <shadekiller666> and none of the other blocks i have have models, and none of the items have models
L796[12:06:28] <shadekiller666> https://github.com/RollercoasterTeam/Rollercoaster2
L797[12:06:36] <shadekiller666> can anyone help me figure out why?
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L800[12:11:10] <shadekiller666> whoa
L801[12:11:11] <shadekiller666> wtf
L802[12:11:15] <shadekiller666> O.O
L803[12:11:16] <gigaherz> ?
L804[12:11:51] <shadekiller666> for i copied the OBJ loader files into the roller coaster 2 mod, cuz i need them and they aren't in forge yet
L805[12:12:02] <gigaherz> yeah?
L806[12:12:21] <shadekiller666> and some how the getGeneralQuads() method just threw a ConcurrentModificationException...
L807[12:12:50] <gigaherz> on which object? :/
L808[12:12:52] <shadekiller666> oh the LinkedHashSet that i'm using to make sure each quad only exists once...
L809[12:13:00] <shadekiller666> on OBJModel line 1438
L810[12:13:14] <shadekiller666> "quadList.addAll(quads)"
L811[12:13:21] <gigaherz> heh
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L813[12:13:44] <shadekiller666> i have no idea what caused that nor how to fix it
L814[12:13:59] <shadekiller666> is there a threadsafe version of LinkedHashSet?
L815[12:14:20] <shadekiller666> actually i don't think it was on LinkedHashSet
L816[12:14:25] <shadekiller666> i think it was in List
L817[12:14:27] <shadekiller666> hmm
L818[12:15:04] <diesieben07> a threadsafe set: Collections.newSetFromMap(new ConcurrentHashMap<>());
L819[12:15:24] <shadekiller666> this is why we test things :P
L820[12:19:41] <gigaherz> I don't like that MS releases windows 10 updates without ever mentioning WHAT has changed at all
L821[12:20:06] <gigaherz> I don't mind the automatic updating, but I'd like to at least know what improvements to expect after installing updates
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L825[12:26:41] <shadekiller666> there should be change logs somewhere
L826[12:26:59] <shadekiller666> but i agre, you shouldn't have to go digging for them
L827[12:27:12] <sham1> Immutable maps also are somewhat threadsave
L828[12:27:19] <sham1> They are not perfect but wahtever
L829[12:27:44] <shadekiller666> i don't want a map
L830[12:27:52] <shadekiller666> i specifically want a linkedhashset
L831[12:28:04] <williewillus> gigaherz: check the KB article ll
L832[12:28:05] <williewillus> *lol
L833[12:29:28] <gigaherz> williewillus: that enumerates exhaustively all the changed DLLs
L834[12:29:37] <gigaherz> but it doesn't even attempt to mention WHAT was changed in them
L835[12:29:50] <williewillus> so basically you want all their commit messages lol
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L837[12:30:43] <gigaherz> I don't need anything that detailed, but yes that would be ideal
L838[12:30:50] <gigaherz> "This is a cumulative update" doesn't tell me shit
L839[12:31:15] <williewillus> did you actually look at the kb?
L840[12:31:15] <williewillus> https://support.microsoft.com/en-us/kb/3081436
L841[12:31:18] <gigaherz> yes
L842[12:31:22] <williewillus> it says exactly what was fixed
L843[12:31:31] <shadekiller666> well shit
L844[12:31:36] <williewillus> elevation exploit in net framework
L845[12:31:41] <gigaherz> where?
L846[12:31:42] <williewillus> exploit command line param passing
L847[12:31:49] <shadekiller666> synchronizedSet can't be cast to LinkedHashSet...
L848[12:31:55] <gigaherz> WHERE is that info?
L849[12:31:57] <gigaherz> I can't see it
L850[12:32:10] <williewillus> click the link and go to "Summary"
L851[12:32:13] <gigaherz> oh and I mean
L852[12:32:13] <gigaherz> https://support.microsoft.com/en-us/kb/3081438
L853[12:32:15] <gigaherz> not 36
L854[12:32:19] <diesieben07> shadekiller666, THAT is why you develop against interfaces and not implementations
L855[12:32:27] <gigaherz> This update includes improvements to enhance the functionality of Windows 10.
L856[12:32:27] <gigaherz> Windows 10 updates are cumulative. Therefore, this package contains all previously released fixes. If you have previous updates installed, only the new fixes that are contained in this package will be downloaded and installed to your computer.
L857[12:32:28] <diesieben07> Use the Set interface. always. NOT HashSet, LinkedHashSet, whatever
L858[12:32:42] <gigaherz> "This update includes improvements to enhance the functionality of Windows 10." gives me exactly 0 information
L859[12:32:58] <gigaherz> enchance WHAT, in which areas?
L860[12:32:58] <williewillus> because it replaces a former cumulative update...
L861[12:33:01] <williewillus> read
L862[12:33:05] <gigaherz> I know that much!
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L864[12:33:16] <williewillus> and that former cumulative update's kb happens to have all the info
L865[12:33:18] <gigaherz> what I'd like to know iswhat can I do know, that Iwasn't able to do before
L866[12:33:28] <williewillus> nothing, it's all bugfixes
L867[12:33:35] <shadekiller666> if i pass a LinkedHashSet to synchronizedSet() will it act like a LinkedHashSet?
L868[12:33:35] <gigaherz> but that's the whole point
L869[12:33:40] <shadekiller666> with iteration order
L870[12:33:40] <gigaherz> which bugs were fixed is the important information
L871[12:33:43] <williewillus> it's a wrapper, so yes
L872[12:33:44] <diesieben07> yes.
L873[12:33:58] <gigaherz> if it fixes bugs, I'd like to know which areas of windows I don't have to avoid anymore
L874[12:34:16] <williewillus> it has the list of fixes right there
L875[12:34:23] <diesieben07> also, LinkedHashSet is a memory hog, only use it if you really need both a Set and something that retains iteration order
L876[12:34:24] <williewillus> with links to MS's issue tracker
L877[12:34:31] <gigaherz> where?!
L878[12:34:48] <gigaherz> there's info for the previous one, but not this one
L879[12:35:00] <williewillus> because "this one" IS the "last one"
L880[12:35:08] <gigaherz> there's absolutely no information on what was changed between *36 and *38
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L882[12:36:11] <shadekiller666> i do need the iteration order, and the guarantee no duplicates
L883[12:36:35] <williewillus> then presumably not much. Also given that they were released within four days of each other I bet 38 was a hotfix for something that broke in 36
L884[12:36:56] <gigaherz> yeah that's what I'm complaining about
L885[12:37:11] <gigaherz> if it's not much, they could just write "This update fixes some minor issue with the previous one"
L886[12:37:14] <gigaherz> and I'd be happy enough
L887[12:37:19] <gigaherz> but the LACK of information is what annoys me
L888[12:37:49] <shadekiller666> yay
L889[12:37:54] <gigaherz> I'm not generally paranoid, but when an update has no attached information, to me that sounds like they are trying to hide something
L890[12:37:54] <shadekiller666> it works now :D
L891[12:38:06] <gigaherz> if it's minor, they could have just said so
L892[12:38:12] <gigaherz> if not, then I want to know WHAT changed.
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L897[12:43:53] <Deas> how do i make minecraft load all of the normal text/textures ? it's impossible to see anything
L898[12:44:23] <diesieben07> read the EAQ on the forums.
L899[12:44:50] <Deas> url? i'm new to forge
L900[12:46:19] <diesieben07> http://www.minecraftforge.net/
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L902[12:47:24] <shadekiller666> is there a way to tell when the F3 debug screen is being rendered?
L903[12:47:47] <williewillus> look for the boolean that controls it in vanilla
L904[12:47:54] <williewillus> whatever the f3 key toggles
L905[12:50:46] <diesieben07> Minecraft#gameSettings.showDebugInfo
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L909[13:00:46] <shadekiller666> if i'm using a forge blockstates json and i want the model to be a normal cube, what do i put for the "model": key
L910[13:01:02] <shadekiller666> "block/cube_all" and "cube_all" don't seem to load anything
L911[13:01:29] <gigaherz> hmm
L912[13:01:38] <gigaherz> "minecraft:block/cube" maybe
L913[13:01:49] <gigaherz> but you also need the respective textures
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L915[13:03:29] <williewillus> yeah you have to specify the textures
L916[13:03:52] <shadekiller666> ok i'll try that
L917[13:03:59] <shadekiller666> i'll also try minecraft:cube_all
L918[13:05:46] <shadekiller666> either way it just uses the missing model as the item and an invisible model for the in-world block...
L919[13:06:48] <williewillus> check the render type maybe
L920[13:07:16] <shadekiller666> the block doesn't override the method that returns that so it should be fine
L921[13:08:51] <gigaherz> you know, you CAN use your own model json ;P
L922[13:08:59] <gigaherz> if forge blockstates fail to work
L923[13:09:11] <gigaherz> no one forces you to embed the model/texture in the blockstates ;P
L924[13:09:54] <shadekiller666> i know
L925[13:10:07] <shadekiller666> i'm just trying to make things work at this point :P
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L928[13:13:36] <Ordinastie_> shadekiller666, you still thinks JSON are awesome ?
L929[13:13:36] <Deas> splash.properties does not fix the texture distortion, unless eclipse created another folder of minecraft that i dont know about
L930[13:13:40] <Lumien> shaderkiller666 do you extend BlockContainer?
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L932[13:14:17] <williewillus> Ordinastie_: bashing the jsons for a resource problem is not valid nor does it help anything
L933[13:14:28] <shadekiller666> lumien, actually ya, this block does extend BlockContainer
L934[13:14:38] <williewillus> don't use blockcontainer.....
L935[13:14:45] <Lumien> BlockContainer overrides getRenderType
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L937[13:14:57] <laci200270> git reset is good
L938[13:14:58] <williewillus> blockcontainer is legacy
L939[13:15:06] <shadekiller666> not sure why it extends BlockContainer... it doesn't have an inventory afaik
L940[13:15:09] <laci200270> I just reset my repo to initial commit
L941[13:15:19] <williewillus> nothing should ever extend BlockContainer :p
L942[13:15:35] <williewillus> if you want a te just override {has/create}TileEntity
L943[13:16:11] <laci200270> question about git:hgow can delete ALL untracked files?
L944[13:16:16] <laci200270> *how
L945[13:16:33] <shadekiller666> well, you also need ITileEntityProvider
L946[13:16:38] <williewillus> no you don't
L947[13:16:57] <williewillus> overriding has/createTileEntity in Block is all you need
L948[13:17:35] <shadekiller666> you can't override it without implementing ITileEntityProvider
L949[13:17:39] <williewillus> .....no
L950[13:17:48] <shadekiller666> according to intellij you can't
L951[13:17:50] <williewillus> you're thinking createNewTileEntity
L952[13:17:54] <williewillus> createTileEntity is in block
L953[13:18:13] <shadekiller666> then whats the point of ITileEntityProvider
L954[13:18:17] <williewillus> ITileEntityProvider shouldn't be used either
L955[13:18:21] <williewillus> not all TE's will implement it
L956[13:18:25] <williewillus> since you can just override the block methods
L957[13:19:37] <shadekiller666> so there is literally no point in having ITileEntityProvider...
L958[13:19:40] <williewillus> no
L959[13:19:43] <williewillus> :p
L960[13:19:54] <williewillus> the Block.has/createTileEntity are provided by forge
L961[13:20:01] <williewillus> so you don't have to use ITEProvider nor BlockContainer
L962[13:20:46] <shadekiller666> are there any vanilla TEs that use ITEP?
L963[13:20:56] <williewillus> yes, all of them
L964[13:21:01] <williewillus> but vanilla is not a good example in this case
L965[13:21:09] <williewillus> the forge methods are the ones to be used
L966[13:21:10] <shadekiller666> are there any that don't?
L967[13:21:25] <shadekiller666> this is extremely redundant and pointless :P
L968[13:21:49] <williewillus> it is... that's why forge gave us methods in block
L969[13:21:55] <williewillus> so we cna skip all the ITEP and BlockContainer crap
L970[13:22:14] <Deas> how can i make FMLLog show up in console?
L971[13:22:21] <Deas> @ eclipse
L972[13:22:38] <williewillus> the forge methods also are meta-sensitive, so some variants of your block can have te's and some not, etc.
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L974[13:22:57] <williewillus> actually jjk itep has that too :p
L975[13:23:04] <williewillus> but anyways tldr use Block.has/createTileEntity
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L980[13:31:49] <tterrag> Deas: does by default for me
L981[13:32:22] <Deas> what method are you using?
L982[13:32:34] <tterrag> what method are YOU using?
L983[13:32:40] <tterrag> FMLLog is not for mods to use...it's for FML
L984[13:32:42] <Deas> FMLLog.debug
L985[13:32:45] <tterrag> make your own logger
L986[13:32:59] <tterrag> public static final Logger logger = LogManager.getLogger(MOD_NAME);
L987[13:33:01] <tterrag> or something of that sort
L988[13:33:25] <Deas> i got FMLLog.getLogger() instead of LogManager
L989[13:35:45] <laci200270> Deas: get logger from FML preinit event
L990[13:35:54] <laci200270> thats the correct way
L991[13:36:00] <laci200270> i think
L992[13:36:15] <Deas> which is what now
L993[13:36:16] <tterrag> there is no "correct" way
L994[13:36:23] <tterrag> as long as you are using log4j it's fine
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L997[13:42:43] <Deas> is there a way i can make the logger print red, as syserr does? it's a paint to see the messages among 1000 other
L998[13:43:22] <tterrag> use the error logging level
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L1000[13:44:48] <Deas> can i make the concole only print the error level?
L1001[13:44:59] <Deas> s/concole/console/
L1002[13:45:51] <tterrag> dunno
L1003[13:49:40] <diesieben07> are you using IntelliJ?
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L1007[13:56:07] <Deas> eclipse
L1008[13:56:39] <diesieben07> then you need to find a plugin for it
L1009[13:57:23] <Deas> lel
L1010[13:57:59] <Deas> i can't run IntelliJ without it driving my CPU to 100% and eating all my battery
L1011[13:58:11] <Deas> i really hate my fan noise
L1012[13:58:43] <diesieben07> o.O
L1013[13:58:47] <diesieben07> eclipse does that for me lol
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L1015[13:59:27] <Deas> O.o
L1016[13:59:48] <shadekiller666> hmm
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L1018[14:00:17] <diesieben07> also i hate eclipse with a passion :D
L1019[14:01:19] <MalkContent> does that have a reason
L1020[14:01:34] <MalkContent> or do you just plain don't like its face?
L1021[14:02:00] <diesieben07> i do not like its face and how it behaves
L1022[14:04:54] <laci200270> just a question: what is the bukkitplugin thing in the @Mod? it isn't deprecated?
L1023[14:05:33] <diesieben07> very very old stuff that is discontinued
L1024[14:05:39] <diesieben07> why it is not deprecated? no idea.
L1025[14:06:10] <laci200270> better question: why not removed? :D
L1026[14:06:28] <diesieben07> no idea
L1027[14:06:31] <diesieben07> it was never really used
L1028[14:06:36] <killjoy> Isn't there a Bukkit class?
L1029[14:07:18] <diesieben07> not that i know of
L1030[14:07:25] <Deas> lol im confused, minecraft started to crash, saying i can't "set static final MODID"
L1031[14:07:55] <diesieben07> show your code.
L1032[14:07:59] <heldplayer> do you know java?
L1033[14:08:03] <Deas> time to outcomment everything to trace it down, because that is not right!
L1034[14:08:11] <laci200270> Deas: check @instance?
L1035[14:08:24] <laci200270> for me that done that
L1036[14:08:24] <Deas> i'm just new to forge modding :p
L1037[14:08:59] <laci200270> deas: upload your code to pastebin.com
L1038[14:09:01] <Deas> oh i know what i did- i acidantally cleared out instance
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L1040[14:09:21] <laci200270> there is a storm now
L1041[14:09:30] <killjoy> There's not a bukkit class, but there's a BukkitProxy interface and BukkitPluginRef annotation
L1042[14:09:35] <laci200270> i should shut down my computer
L1043[14:10:57] <Deas> yeah that did it, gotta have that instance variable
L1044[14:11:07] <Deas> hehe
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L1047[14:14:33] <shadekiller666> so the forge blockstate loader recognizes "forge:item-layer" as a valid location for the "model": tag
L1048[14:15:02] <shadekiller666> and i know there is one for blocks but i can't remember what it is nor where its defined/checked for
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L1050[14:19:28] <Deas> how do i add a creativetab for my own block or is that too advance for some1 who havent even got the basic block to respond to logger ? xD
L1051[14:21:09] <diesieben07> you make a new isntance of CreativeTabs
L1052[14:21:20] <diesieben07> then call setCreativeTab on your Block
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L1056[14:29:42] <Deas> nice, it made a new page for tabs, but chaning to tab 2 crashes the game :D
L1057[14:29:59] <Deas> oh the noob mistakes!
L1058[14:31:28] <diesieben07> what is the crash?
L1059[14:31:38] <tterrag> does anyone know why a supercall to renderFaceYPos (or any other face render method) might just not render anything?
L1060[14:31:39] <tterrag> I'm lost
L1061[14:31:49] <Deas> Rendering item
L1062[14:32:00] <diesieben07> stacktrace or gtfo :P
L1063[14:32:10] <Deas> i just left everything null, so yeah
L1064[14:32:18] <diesieben07> oh
L1065[14:32:24] <diesieben07> well, you need an itemstack to display
L1066[14:32:55] <Deas> i dont have a item class to give 'getTabIconItem()'
L1067[14:33:11] <tterrag> diesieben07: stackt...oh not me
L1068[14:33:26] <diesieben07> getTabIconItem does not need a class
L1069[14:33:28] <diesieben07> it wants an Item.
L1070[14:33:58] <Deas> ... yes, that's what i meant
L1071[14:34:20] <diesieben07> you dont have any Items in your mod yet?
L1072[14:34:24] <diesieben07> why do you wnat a tab then?!
L1073[14:34:25] <Deas> i got a block
L1074[14:34:28] <Deas> xD
L1075[14:34:31] <tterrag> Item.getItemFromBlock
L1076[14:34:31] <diesieben07> well, use that then.
L1077[14:35:27] <Deas> how'd i give it the instance of the block
L1078[14:35:39] <diesieben07> what tterrag said.
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L1081[14:36:02] <Deas> indeed, but the params for that
L1082[14:36:08] <diesieben07> your block?!
L1083[14:36:19] <diesieben07> just give it to it....
L1084[14:36:44] <Deas> yeah but i can't just do 'new block()' can i
L1085[14:36:53] <Deas> so, how'd i give it the instance of that block
L1086[14:36:58] <diesieben07> of course
L1087[14:37:01] <diesieben07> *not
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L1089[14:37:28] <diesieben07> you need to give it the instance that you created and registered.
L1090[14:38:01] <Deas> ohright, i did that in "main" mod class *roleseyes and facepalms*
L1091[14:38:21] <shadekiller666> is there an easy way to follow a particular object in intellij's debugger?
L1092[14:38:33] <diesieben07> define "follow"
L1093[14:38:47] <Deas> trace!
L1094[14:38:47] <shadekiller666> well
L1095[14:39:14] <Vorquel> Can I get some 1.8 help? I can't figure out why Minecraft doesn't see my item models. https://github.com/Vorquel/Similsax-Transtructors
L1096[14:39:18] <Deas> yay tab worky xD
L1097[14:39:21] <shadekiller666> i want to jump through every method that the ResourceLocation that is returned from a method passes through
L1098[14:39:51] <diesieben07> make a breakpoint in the method and then step through the code :D
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L1100[14:40:16] <shadekiller666> just have to step through manually and hit the right step option?
L1101[14:40:45] <diesieben07> yes i would think so...
L1102[14:41:05] <Vorquel> Models are registered here: https://github.com/Vorquel/Similsax-Transtructors/blob/master/src/main/java/vorquel/mod/similsaxtranstructors/ClientProxy.java#L19-L20
L1103[14:44:40] <gigaherz> Vorquel: you are using the old method
L1104[14:45:00] <Vorquel> What's the new one?
L1105[14:45:03] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L95
L1106[14:45:05] <gigaherz> you can do it like this
L1107[14:45:09] <gigaherz> but that has to be done in preInit
L1108[14:45:32] <gigaherz> although
L1109[14:45:32] <gigaherz> wait
L1110[14:45:44] <gigaherz> you use ItemMeshDefinition hmm
L1111[14:45:57] <gigaherz> ah
L1112[14:45:59] <gigaherz> use variants.
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L1114[14:46:28] <Deas> which method do i use for touching a block?
L1115[14:46:35] <Deas> onEntityCollidedWithBlock?
L1116[14:46:36] <Zaggy1024> you mean activating it?
L1117[14:46:40] <Zaggy1024> oh
L1118[14:46:43] <Zaggy1024> humm
L1119[14:46:50] <Deas> walkng/jumping/whatever
L1120[14:46:59] <Deas> on a block
L1121[14:47:01] <gigaherz> check the cactus ;P
L1122[14:47:16] <tterrag> onEntityCollidedWithBlock is a misnomer
L1123[14:47:17] <Zaggy1024> the cactus and soul sand use a crappy method of checking that
L1124[14:47:22] <Zaggy1024> the block has to be smaller than a full block
L1125[14:47:25] <tterrag> it's only fired when the entity is INSIDE the block
L1126[14:47:31] <Deas> mhm..
L1127[14:47:32] <tterrag> which is why soul sand is 15/16 of a block tall
L1128[14:47:35] <tterrag> etc
L1129[14:47:40] <Deas> lol
L1130[14:47:42] <Deas> i see
L1131[14:47:47] <tterrag> there is a method for walked on
L1132[14:47:55] <Zaggy1024> plus the entity has to be standing on ground or something
L1133[14:48:02] <Zaggy1024> it's basically a really crappy method
L1134[14:48:15] <tterrag> eh no
L1135[14:48:20] <tterrag> just inside the block
L1136[14:48:50] <Deas> so how do you interact with a block without making it so you walk though it
L1137[14:49:05] <Zaggy1024> what exactly do you want?
L1138[14:49:07] <Deas> you can't expt clicking on it i assume?
L1139[14:49:15] <Zaggy1024> when someone stands on it?
L1140[14:49:18] <Deas> yeah
L1141[14:49:23] <Zaggy1024> when someone bumps it from the side too, or not?
L1142[14:49:39] <Deas> wouldnt hurt if i could have that too
L1143[14:49:50] <Deas> but not needed
L1144[14:51:05] <killjoy> !gm getPlayerModel
L1145[14:51:26] <Deas> yeah, confirmed the 'inside block' w/ onEntityCollidedWithBlock by tp'in -0.05 into it
L1146[14:51:35] <Deas> that's really shitty
L1147[14:51:37] <Zaggy1024> Deas, I'm not sure if there's a very good collide one but landed might work
L1148[14:51:57] <Zaggy1024> er onFallenUpon
L1149[14:51:58] <tterrag> landed is for farmland
L1150[14:52:03] <tterrag> only fires when they jump on it
L1151[14:52:10] <Zaggy1024> hm
L1152[14:52:20] <Zaggy1024> other than those two I can't see any in Entity.moveEntity
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L1154[14:53:02] <Zaggy1024> oh come on mojang
L1155[14:53:18] <Zaggy1024> apparently they made a special case for fences and walls to get the block that was collided
L1156[14:53:37] <tterrag> you're surprised?
L1157[14:53:42] <Deas> ^
L1158[14:54:01] <Zaggy1024> not really
L1159[14:54:05] <Zaggy1024> but I'm disappointed
L1160[14:54:51] <Zaggy1024> Deas, it really doesn't seem like there's a way to detect that properly from what I can see
L1161[14:55:59] <Deas> yeah that's what i concluded aswell
L1162[14:56:07] <Deas> which is very weird and stupid
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L1164[14:57:23] <Zaggy1024> I don't think the entity collision code can even track which blocks it's colliding with, the way it's set up
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L1170[15:11:09] <Vorquel> Thanks for the help gigaherz. ModelBakery/Loader fixed it.
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L1173[15:21:05] <Deas> is there a docu on the web for all the stuff?
L1174[15:25:41] <gigaherz> depends on your definition of documentation ;P
L1175[15:28:48] <gigaherz> (by which I meant, there's an outdated wiki with some stuff, there's replies to forum posts, with some stuff, and there's a very early attempt at using repository-based documentation published on readthedocs)
L1176[15:29:07] <Deas> so.. no?
L1177[15:29:17] <gigaherz> "google."
L1178[15:29:25] <gigaherz> we all learn that way ;P
L1179[15:29:30] <Deas> well obviously
L1180[15:29:32] <gigaherz> come here, ask stuff, look for examples
L1181[15:29:33] <gigaherz> ;P
L1182[15:30:00] <Deas> i guess that's what you get for a community driven development
L1183[15:30:09] <gigaherz> basically.
L1184[15:30:37] <gigaherz> only a few people are willing to create proper documentation
L1185[15:31:01] <gigaherz> and even most of them are discouraged by the general lack of interest in making it happen
L1186[15:32:20] <tterrag> Deas: your best shot is mcforge.rtfd.org
L1187[15:32:29] <tterrag> it's bare atm, but that's the official site
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L1195[15:41:53] <shadekiller666> :/
L1196[15:42:10] <Deas> do i actually have to close mc every time i make a change and want to see it?
L1197[15:42:19] <diesieben07> no
L1198[15:42:20] <gigaherz> depends
L1199[15:42:29] <gigaherz> if you added/removed methods, yes.
L1200[15:42:37] <shadekiller666> apparently the forge blockstate notation for defining camera transforms doesn't work if the "model": tag is set to minecraft:cube_all
L1201[15:42:39] <Deas> changing values
L1202[15:42:46] <gigaherz> if you just changed resources, yo ucan just F3+T/S
L1203[15:43:14] <gigaherz> if you changed some code but not the signature of any function, then you can just let the debugger reload the classes
L1204[15:43:24] <Deas> kay
L1205[15:43:33] <gigaherz> but then there's things like one-time registrations
L1206[15:43:41] <gigaherz> that obviously won't take effect until next launch
L1207[15:44:19] <Zaggy1024> does anyone know of a way to force reload of one specific texture?
L1208[15:44:31] <Zaggy1024> I don't like having to restart MC so much
L1209[15:45:15] <Ordinastie_> Zaggy1024, f3+T
L1210[15:45:53] <Deas> exactly my thought ;o
L1211[15:46:03] <Deas> + i'm lisening to the mc music meanwhile
L1212[15:46:05] <Deas> xD
L1213[15:46:37] <Zaggy1024> but that would reload all resources, wouldn't it
L1214[15:46:55] <Zaggy1024> I mean, that's fine, but reloading just the one image would be much faster, if anyone knows a way
L1215[15:47:12] <Ordinastie_> Zaggy1024, there is no way
L1216[15:47:21] <Zaggy1024> it can be in code :P
L1217[15:47:29] <Ordinastie_> even if you reload one texture, you need to restitch the whole map
L1218[15:47:39] <Zaggy1024> I'm talking about GUI textures
L1219[15:47:44] <Zaggy1024> I don't believe those are stitched
L1220[15:48:01] <Ordinastie_> well, no need to reload anything as long as you don't cache it
L1221[15:48:13] <Ordinastie_> if you're binding the texture manually
L1222[15:49:04] <Zaggy1024> er...the game caches it, doesn't it?
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L1224[15:49:10] <tterrag> Zaggy1024: no
L1225[15:49:12] <shadekiller666> nope
L1226[15:49:13] <Ordinastie_> no
L1227[15:49:17] <tterrag> pure RLs are lazy loaded
L1228[15:49:19] <shadekiller666> guis are loaded on the fly
L1229[15:49:54] <Zaggy1024> http://i.imgur.com/tuFCNhh.png
L1230[15:49:57] <Zaggy1024> guys wat u talkin about
L1231[15:50:32] <Ordinastie_> oh, 1.8
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L1233[15:51:57] <Zaggy1024> I thought 1.7 had resource locations as well
L1234[15:51:58] <Ordinastie_> well, delete the texture first then
L1235[15:52:10] <Ordinastie_> yeah, but it's not cached
L1236[15:52:42] <Ordinastie_> hum wait
L1237[15:53:06] <Ordinastie_> it is
L1238[15:53:16] <Ordinastie_> derp, but if you make a new RL, it's not
L1239[15:53:22] <Zaggy1024> http://i.imgur.com/cqVhr2N.png
L1240[15:53:24] <Zaggy1024> :)
L1241[15:53:35] <Zaggy1024> looks like the same thing that happened to that guy
L1242[15:59:27] <shadekiller666> is anyone in here using the forge blockstate jsons for regular cube shaped blocks?
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L1244[15:59:52] <shadekiller666> i can't seem to figure out why the transformations aren't actually being applied
L1245[16:00:05] <MageProtocol> Transformations in what?
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L1247[16:00:24] <shadekiller666> in the forge blockstate jsons
L1248[16:00:29] <shadekiller666> in the inventory
L1249[16:01:42] <shadekiller666> i tried "transform": "forge:default-block" and "transform": {"translation":..., "rotation":...,"scale":...}
L1250[16:02:03] <shadekiller666> well, "transform": {"thirdperson": {...}}
L1251[16:02:10] <shadekiller666> and neither worked
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L1254[16:08:24] <Deas> what was the method of detecting enitity to be standing on a block, Zaggy1024?
L1255[16:08:24] <Zaggy1024> shadekiller666, I used the forge blockstates json for a cuboid that I translated
L1256[16:08:33] <Zaggy1024> er
L1257[16:08:39] <Zaggy1024> there really wasn't one
L1258[16:08:45] <Deas> ah
L1259[16:08:49] <Deas> dum!
L1260[16:08:51] <Zaggy1024> unless you make your block bounds smaller than 1x1x1
L1261[16:09:19] <shadekiller666> zaggy, can i see?
L1262[16:09:34] <Zaggy1024> http://pastebin.com/n5JdgnsS
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L1264[16:10:21] <shadekiller666> ahh, you're using your own model json
L1265[16:10:25] <Zaggy1024> shade, what forge version are you on?
L1266[16:10:32] <shadekiller666> uhh
L1267[16:10:33] <Zaggy1024> oh, are you using the vnailla cube base?
L1268[16:10:49] <shadekiller666> 1502
L1269[16:10:51] <shadekiller666> ya
L1270[16:11:05] <shadekiller666> "model": "cube_all" in "defaults": {}
L1271[16:11:09] <Zaggy1024> oh
L1272[16:11:18] <Zaggy1024> what's your transform?
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L1274[16:11:43] <Zaggy1024> I wish fry was here because he knows more about the transforms than me
L1275[16:11:46] <Zaggy1024> but hopefully I can help
L1276[16:11:48] <shadekiller666> i tried "forge:default-block" and the more verbose "thirdperson": {...}
L1277[16:12:08] <Zaggy1024> oh you're doing item transforms?
L1278[16:12:11] <shadekiller666> and both of them resulted in the model being fine for everything except thirdperson
L1279[16:12:41] <Zaggy1024> I haven't even touched forge blockstates item models :(
L1280[16:12:43] <shadekiller666> in which it was like 3 times the size it should have been
L1281[16:12:48] <shadekiller666> well its for a block
L1282[16:13:02] <Zaggy1024> well sure, but you're doing perspective transforms
L1283[16:13:08] <Zaggy1024> I know nothing about that functionality
L1284[16:13:14] <tterrag> er yes ther is
L1285[16:13:28] <shadekiller666> but i guess because i'm using a vanilla model as the base it tells the vanilla loader to load the file instead
L1286[16:13:29] <tterrag> Deas: onEntityWalking
L1287[16:13:40] <Zaggy1024> oh? okay
L1288[16:13:44] <shadekiller666> or somehow doesn't apply the transforms somewhere
L1289[16:13:44] <Zaggy1024> didn't see that in moveEntity
L1290[16:13:57] <Zaggy1024> I doubt that shade
L1291[16:14:07] <Zaggy1024> but you can try just making a simple child model and see if it helps
L1292[16:14:25] <shadekiller666> whatever the case is the transforms aren't being applied
L1293[16:14:27] <Zaggy1024> it shoudln't be ignoring anything in your json unless it's broken :P
L1294[16:14:29] <Deas> tterrag: that's what i am using, zaggy said there was a standing, so i was just asking since i didnt find it
L1295[16:14:39] <shadekiller666> it could very well be broken
L1296[16:14:53] <Zaggy1024> well I thought that there was one that might work but apparently it only applies if someone falls a distance onto the block
L1297[16:14:59] <Zaggy1024> shade, try a child model
L1298[16:15:22] <tterrag> Deas: unfortunately no
L1299[16:15:25] <tterrag> only works when the entity moves
L1300[16:15:27] <shadekiller666> i know there is "forge:item-layer" as a special key for the "model": tag, do you know if there is a "forge:block" key of some type?
L1301[16:15:31] <shadekiller666> child model?
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L1303[16:16:40] <MageProtocol> Hello All, could someone please help me with this issue: https://gist.github.com/MageProtocol/fc69179d5fdf8778ce42
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L1305[16:17:07] <Ordinastie_> MageProtocol, show full log
L1306[16:17:33] <MageProtocol> https://gist.github.com/MageProtocol/6d3273c63022aee26666
L1307[16:17:40] <MageProtocol> from the fml-client-latest
L1308[16:19:44] <shadekiller666> zaggy, i know there is "forge:item-layer" as a special key for the "model": tag, do you know if there is a "forge:block" key of some type?
L1309[16:20:44] <Ordinastie_> MageProtocol, looks like something's borked with your jar
L1310[16:21:12] <MageProtocol> I am running gradlew.bat build
L1311[16:21:17] <MageProtocol> in the command line to build
L1312[16:21:28] <MageProtocol> Any recommentadtions on what to do?
L1313[16:22:08] <TehNut> Is Main.java actually in the jar?
L1314[16:24:24] <MageProtocol> THe main class is in my jar file
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L1316[16:27:34] <vedalken254> welp... finally changed my github username to match my MCF name and Minecraft name lol
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L1319[16:28:40] <MageProtocol> the main class is in my jar, checked it with WinRAR, the paths are the same and I think someone at Forge hates me
L1320[16:32:07] <shadekiller666> how does vanilla figure out what item damage corresponds to which dye_<color>.json item model to use?
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L1322[16:34:09] <Zaggy1024> shade, you do the setCustomModelResourceLocation call or whatever
L1323[16:34:15] <Zaggy1024> ModelLoader I believe is the class
L1324[16:34:41] <Zaggy1024> vanilla has the ItemModelMesher or whatever but ModelLoader has that simpler method of registering the item models
L1325[16:34:50] <shadekiller666> and you need 1 per damage value right?
L1326[16:34:53] <Zaggy1024> and I doubt there's a forge:block because that's not generated
L1327[16:35:14] <shadekiller666> true, cube_all and cube are actual json files...
L1328[16:35:23] <Zaggy1024> if you want the model to change for some fancy bitwise crap then you can use ItemModelMesher
L1329[16:35:33] <Zaggy1024> for setcustomblah you just provide one metadata I believe
L1330[16:35:56] <Zaggy1024> oh and you have to register your model locations so i tknows what to load as well
L1331[16:36:06] <Zaggy1024> I always forget that part because my proxy does it for me :P
L1332[16:36:43] <shadekiller666> so like
L1333[16:36:49] <shadekiller666> setCustom... once
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L1335[16:37:10] <shadekiller666> with a bunch of setItemModelDefinition... or whatever it is
L1336[16:37:12] <shadekiller666> ?
L1337[16:37:27] <shadekiller666> setCustomMeshDefinition*
L1338[16:39:06] <Zaggy1024> yeah
L1339[16:39:14] <Zaggy1024> not a bunch if it's just one item
L1340[16:39:19] <Zaggy1024> or items with the same metadata
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L1342[16:40:29] <Zaggy1024> what's the blend function for alpha clipping?
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L1344[16:40:50] <shadekiller666> GL_BLEND?
L1345[16:41:41] <Zaggy1024> hm, is alpha clipping not a blend function?
L1346[16:42:55] <Ordinastie_> glAlphaFunc
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L1348[16:44:17] <tterrag> ^
L1349[16:46:09] <Zaggy1024> blargh
L1350[16:46:14] <Zaggy1024> okay, anyone know how to solve this?
L1351[16:46:15] <Zaggy1024> http://i.imgur.com/5p5v9OJ.png
L1352[16:46:38] <Zaggy1024> I have the cross texture at zLevel 1000 to go over the hover overlay
L1353[16:46:44] <Zaggy1024> and of course I reset it after
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L1355[16:47:05] <Zaggy1024> but for some reason it's pushing the hover effect and item on top of the dragging item
L1356[16:47:34] <Ordinastie_> because the depthTest is disabled for the overlay
L1357[16:47:38] <Ordinastie_> I think
L1358[16:50:08] <Zaggy1024> ah right
L1359[16:50:20] <Zaggy1024> okay, I disable depth testing when I render the overlay and then reenable it and it works
L1360[16:50:26] <Zaggy1024> thanks
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L1362[16:52:17] <Zaggy1024> er
L1363[16:52:23] <Zaggy1024> looks like I broke world rendering actually :P
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L1366[16:52:58] <Zaggy1024> maybe I just messed up the state earlier and didn't realize
L1367[16:53:02] <Zaggy1024> hopefully
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L1371[16:54:47] <tterrag> Zaggy1024: it's likely in GUIs depth test is already disabled
L1372[16:54:54] <tterrag> re-enabling it might be bad...
L1373[16:55:10] <Zaggy1024> hm
L1374[16:55:16] <Zaggy1024> I'm pretty sure it was on
L1375[16:55:34] <Zaggy1024> because the texture was clipping through the block model as I changed its zLevel
L1376[16:55:40] <Zaggy1024> I wish it was off, it would be a lot simpler that way
L1377[16:56:30] <tterrag> turn it off :P
L1378[16:56:53] <Zaggy1024> not gonna risk breaking something that works already for most stuff :P
L1379[16:57:09] <Zaggy1024> I fixed the one problem so I'm fine
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L1382[17:00:43] <Deas> how'd i add the NBTTagCompound to the actual block? or is that item only thing?
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L1384[17:01:44] <TehNut> Need a tile entity for blocks
L1385[17:02:23] <Deas> mmhm.
L1386[17:02:56] <Deas> i guess im not ready for that yet then.
L1387[17:03:10] <Deas> looks complicated
L1388[17:03:18] <TehNut> Not really
L1389[17:03:49] <TehNut> https://github.com/TehNut/ResourcefulCrops/blob/1.7.10/src/main/java/tehnut/resourceful/crops/tile/TileRCrop.java
L1390[17:03:55] <Deas> complicated as in i just started this for a few hours ago
L1391[17:04:21] <Deas> (writing a forge mod)
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L1398[17:15:11] <Zaggy1024> Deas, TEs aren't complicated unless you need to make a GUI
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L1400[17:15:31] <Zaggy1024> and if you need to render special stuff
L1401[17:15:51] <Zaggy1024> what do you need NBT on a block for?
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L1403[17:16:08] <Deas> placedby / "owner"
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L1410[17:30:25] <Zaggy1024> Deas, yeah, that's simple
L1411[17:30:43] <Zaggy1024> you just have to override createTileEntity and hasTileEntity (I think those are the names)
L1412[17:30:51] <Zaggy1024> and create a simple TileEntity class
L1413[17:31:02] <Zaggy1024> that stores that value and saves it to NBT
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L1416[17:40:43] <shadekiller666> is there a maximum number of layers that can be in a single ItemLayerModel?
L1417[17:40:52] <Zaggy1024> I believe so
L1418[17:40:57] <Zaggy1024> how many do you need?
L1419[17:41:06] <shadekiller666> also, how do you use those for overlays
L1420[17:41:24] <shadekiller666> uhh 5 currently, possibly more in the future
L1421[17:42:59] <Zaggy1024> actually I think fry removed the limit
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L1423[17:43:28] <shadekiller666> i have an icecream cone
L1424[17:43:49] <shadekiller666> and i want to have an overlay thats applied based on nbt
L1425[17:44:03] <shadekiller666> or damage value
L1426[17:44:13] <shadekiller666> kind of like how TiC does its tools
L1427[17:44:38] <Zaggy1024> mm
L1428[17:44:55] <shadekiller666> is there a way to say which layers are active?
L1429[17:45:05] <Zaggy1024> in what type of json?
L1430[17:45:13] <shadekiller666> which ever is needed
L1431[17:45:23] <Zaggy1024> erm
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L1434[17:45:42] <Zaggy1024> the forge blockstates json would probably just be able to set the textures for it
L1435[17:46:00] <Zaggy1024> you might not even need a child model for generated
L1436[17:46:15] <shadekiller666> ok, but how do i denote which texture is active in the json?
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L1439[17:47:03] <shadekiller666> can i just do like "0:{"textures":{"layer0: "blah", "layer1": blah}}" ?
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L1443[17:48:29] <shadekiller666> are there keys for damage?
L1444[17:48:39] <shadekiller666> or ways of specifying variants?
L1445[17:48:56] <shadekiller666> i suppose you could use registerVariant
L1446[17:49:02] <gigaherz> subitems + variants
L1447[17:49:36] <shadekiller666> hmmm
L1448[17:50:23] <Zaggy1024> yeah make a itemstack->resource location mapping thingy
L1449[17:50:33] <Zaggy1024> er...hm
L1450[17:50:45] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L64
L1451[17:50:47] <gigaherz> really no need
L1452[17:50:49] <Zaggy1024> I wonder if it will even let you put in properties into the resource location, probably not
L1453[17:51:04] <Zaggy1024> giga, he's got something more complicated than variants
L1454[17:51:10] <gigaherz> you register each variant into a model
L1455[17:51:18] <gigaherz> then you have a parent model
L1456[17:51:20] <gigaherz> with the textures
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L1458[17:51:25] <gigaherz> and you inherit it in the variant models
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L1460[17:51:33] <gigaherz> with each layer override or color tint
L1461[17:51:40] <gigaherz> like spawn eggs
L1462[17:52:07] <shadekiller666> ok
L1463[17:53:32] <killjoy> How is GuiEditSign an inventory?
L1464[17:53:40] <tterrag> it's not?
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L1471[18:11:15] <shadekiller666> hmm
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L1473[18:13:02] <shadekiller666> wtf why am i getting circular model dependencies...
L1474[18:14:01] <shadekiller666> oh, prob cuz "parent" in the child models was trying to find "items/" instead of "item/"
L1475[18:14:16] <Deas> > TileEntity is missing a mapping! This is a bug!
L1476[18:14:25] <Deas> > instant crash when placing block
L1477[18:14:45] <shadekiller666> register it with GameRegistry at the same time you register your block
L1478[18:17:28] <Deas> tyvm
L1479[18:17:30] <shadekiller666> wtf... why does the item still not have a model
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L1481[18:18:02] <shadekiller666> i didn't get any errors
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L1487[18:42:56] <Mata> !gm func_73866_w_
L1488[18:43:05] <FusionLord> initGui
L1489[18:43:09] <FusionLord> xD
L1490[18:43:11] <Mata> lol
L1491[18:43:17] <Mata> just wanted to post that as extra info
L1492[18:43:17] <Mata> :P
L1493[18:43:31] <Mata> lol derp didnt read your full thing
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L1496[18:50:08] <Deas> !gm func_147438_o
L1497[18:50:25] <Deas> !gm func_149689_a
L1498[18:50:45] <Deas> !gm func_147438_o
L1499[18:51:06] <Deas> anyone know how i can enchant a block / tileentity ?
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L1501[18:51:25] <Deas> with like, smite or some silly enchantment
L1502[18:51:25] <FusionLord> enchant...
L1503[18:51:27] <Mraof> Why didn't my client auto identify, weird
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L1505[18:52:08] <Deas> i recon it'd be something with NBT
L1506[18:52:18] <FusionLord> right
L1507[18:52:25] <Deas> on tileentity
L1508[18:52:35] <Deas> but no idea how~
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L1510[18:52:55] <FusionLord> when you enchange an item it stores in nbt, you need to write that nbt to the tileentity when the block is placed
L1511[18:53:23] <FusionLord> try the method Block.onBlockPlacedBy()
L1512[18:53:24] <Deas> hmm i need to read up on NBT ..
L1513[18:54:45] <FusionLord> Deas, look at this, https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/block/CabinetBlock.java#L427-L460
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L1515[18:55:24] <FusionLord> now my bock isn't enchanted with sliktouch, that is just what I called the tag
L1516[18:56:30] <FusionLord> for enchangment tags use something like EnchantmentHelper.getSilkTouchModifier(player)
L1517[18:56:34] <Deas> yeah, it's the actual enchanting that is giving me trouble
L1518[18:56:48] <FusionLord> how so?
L1519[18:57:15] <gigaherz> uhhh
L1520[18:57:19] <gigaherz> enchant a block?!
L1521[18:57:23] <gigaherz> that makes no sense
L1522[18:57:40] <Deas> it does if you damange the entity that is walking on it ;o
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L1524[18:58:04] <gigaherz> well you may need a custom ItemBlock
L1525[18:58:08] <gigaherz> that is enchantable
L1526[18:58:32] <gigaherz> but remember, that info will NOT transfer to the Tileentity automatically
L1527[18:58:41] <gigaherz> you have to assign the NBT data after placing the block
L1528[18:58:46] <gigaherz> (hence why you need a custom ItemBlock)
L1529[19:00:55] <FusionLord> custom ItemBlock with isItemTool returning true;
L1530[19:03:09] <FusionLord> Its been a few hours so i will repost this
L1531[19:03:09] <FusionLord> can someone help me out here... http://pastebin.com/Er4YXDk7 Source: https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/client/gui/CabinetSkinSelectionGui.java Super class: https://github.com/FusionLord/FusionUtil/blob/master/src/main/java/net/fusionlord/fusionutil/client/dynamics/DynGUIScreen.java func_73866_w_ is initGui which is in the super class
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L1534[19:13:49] <Zaggy1024> FusionLord, why's it obfuscated?
L1535[19:14:10] <FusionLord> cause the crash is only after building
L1536[19:14:15] <Zaggy1024> hm
L1537[19:15:29] <Zaggy1024> line number doesn't make sense
L1538[19:15:51] <FusionLord> i know
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L1540[19:16:16] <Zaggy1024> I would try removing super.initGui()
L1541[19:16:20] <Zaggy1024> but that might not do anything
L1542[19:16:39] <FusionLord> from DynGuiScreem? I did
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L1544[19:17:30] <Zaggy1024> https://github.com/FusionLord/FusionUtil/blob/master/src/main/java/net/fusionlord/fusionutil/client/dynamics/DynGUIScreen.java#L61
L1545[19:17:34] <Zaggy1024> that's the correct line, right?
L1546[19:17:38] <Zaggy1024> you didn't change the file since?
L1547[19:19:22] <FusionLord> nope...
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L1550[19:21:16] <FusionLord> fml...
L1551[19:21:17] <Zaggy1024> I got no idea then :(
L1552[19:22:24] <FusionLord> TextFieldGuiElemnt didn't override getWidth cause GuiTextField has a method calle getWidth()
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L1554[19:22:48] <FusionLord> Thank you Zaggy1024!
L1555[19:23:22] <FusionLord> still untested but i thihnk that is it
L1556[19:23:29] <Zaggy1024> so it wasn't the right line then :P
L1557[19:23:36] <Zaggy1024> but how did the compiler let you do that?
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L1561[19:27:00] <FusionLord> it was the next line that class has a comment in it
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L1569[20:13:24] <hasunwoo> do i have to use getIconFromDamage to update item texture in both inventory and hand?
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L1572[20:21:03] <gigaherz> hasunwoo: what are you trying to do?
L1573[20:21:49] <hasunwoo> i want to update item texture based on its data ex) nbt, metadata
L1574[20:22:09] <gigaherz> so you want the item textureto change depending on its damage value
L1575[20:22:31] <gigaherz> hmmm
L1576[20:22:40] <gigaherz> in 1.7.10 I imagine
L1577[20:23:01] <gigaherz> I'm not an expert on 1.7.10, so not 100% certain
L1578[20:23:07] <gigaherz> but I believe that's IItemRenderer territory
L1579[20:26:57] <gigaherz> (getIconFromDamage would work if it's JUST for damage values, but it doesn't have anything for NBT in it)
L1580[20:27:36] <hasunwoo> when setting up forgradle, it this ok to delete eclipse folder ?
L1581[20:27:59] <hasunwoo> when setting up forgegradle, it this ok to delete eclipse folder ?
L1582[20:28:02] <gigaherz> by default, the eclipse folder is used for storing the runtime stuff
L1583[20:28:16] <gigaherz> it acts as the dev env's ".minecraft" folder unless you configure it differently
L1584[20:28:36] <gigaherz> so it's safe, but it will get recreated next time you run debug on it
L1585[20:28:38] <hasunwoo> i might use metadata
L1586[20:28:49] <hasunwoo> it's easy way i think
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L1588[20:29:45] <gigaherz> ... goodbye
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L1604[21:01:55] <Zaggy1024> here goes nothing
L1605[21:02:06] <Zaggy1024> just had to rewrite a whole bunch of code because I'm stupid
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L1609[21:05:41] <bspkrs> http://bspk.rs/CAH
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L1612[21:07:53] <Zaggy1024> oops, forgot to invert something so now I have a pebble at -2564 damage
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L1615[21:10:56] <Zaggy1024> what the fart
L1616[21:11:10] <Zaggy1024> does Minecraft not realize that an item with over its maximum damage shouldn't exist?
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L1618[21:12:12] <gigaherz> nope.
L1619[21:12:22] <gigaherz> you take care of that yourself ;P
L1620[21:14:22] <bspkrs> http://bspk.rs/CAH <---- Cards Against Humanity, come play
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L1624[21:27:29] <ollieread> :D CAH
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L1626[21:28:42] <Zaggy1024> I guess I was confusing 0 damage and 0 stack size
L1627[21:28:48] <Zaggy1024> er, max damage
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L1638[21:53:01] <Zaggy1024> ugh, I hate it when bugs are hard to fix
L1639[21:53:10] <Zaggy1024> shocking, isn't it
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L1642[22:04:42] <Zaggy1024> hm
L1643[22:05:07] <Zaggy1024> it seems to me that my GUI's mouseClickMove may be being called after mouseReleased
L1644[22:06:41] <Zaggy1024> or maybe not :(
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L1646[22:09:41] <Zaggy1024> yeah it's not that :(
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L1648[22:10:00] <Zaggy1024> why is it doing this :((((((((
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L1651[22:16:57] <Cricket> is there a reason why I can't seem to get my assets to load?
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L1653[22:18:59] <Zaggy1024> erm, probably?
L1654[22:19:05] <Zaggy1024> gonna need more information than thatn
L1655[22:19:07] <Zaggy1024> *that
L1656[22:20:33] <Cricket> http://prntscr.com/8552ov
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L1658[22:20:39] <Cricket> that should be everything you would need
L1659[22:21:17] <Zaggy1024> they load in your dev env?
L1660[22:21:21] <Cricket> no
L1661[22:22:57] <FusionLord1> vague crash for the win, http://puu.sh/jDb3x/5004c60f3a.txt
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L1664[22:24:54] <FusionLord1> Cricket, is it only the mc.modinfo? or all?
L1665[22:25:02] <Cricket> everything
L1666[22:25:14] <Zaggy1024> um
L1667[22:25:17] <Cricket> lang, blockstates, and mcmod.info
L1668[22:25:27] <Zaggy1024> if nothing loads in your dev env, then you probably set it up wrong
L1669[22:25:41] <Cricket> Theres absolutely no way I did it wrong
L1670[22:25:47] <tterrag|away> idea bug?
L1671[22:25:56] <FusionLord1> Cricket, add this to the end of your build.gradle
L1672[22:25:57] <FusionLord1> idea.module.inheritOutputDirs = true
L1673[22:25:58] <Zaggy1024> no way at all that you set up your workspace wrong?
L1674[22:25:59] <Zaggy1024> okay dude
L1675[22:26:07] <tterrag|away> https://www.flickr.com/photos/135503029@N08/
L1676[22:26:08] <FusionLord1> and refresh the gradle project
L1677[22:26:22] <tterrag|away> woah copy fail :P
L1678[22:26:26] <Zaggy1024> rocket league! :)
L1679[22:26:27] <tterrag|away> idea { module { inheritOutputDirs = true } }
L1680[22:26:28] <tterrag|away> :D
L1681[22:26:36] <FusionLord1> tterrag|away, I beat you to it
L1682[22:26:59] <FusionLord1> wtf is with my username...
L1683[22:27:17] <tterrag|away> Zaggy1024: http://gfycat.com/ChubbyRadiantFalcon
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L1686[22:27:34] <Cricket> Zaggy its not hard to do setupDecompWorkspace, refresh, genIntellijRuns
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L1688[22:27:42] <Cricket> There is no way in hell I can mess that up
L1689[22:27:42] <Zaggy1024> zzz slow internet
L1690[22:27:56] <tterrag> Cricket: add the idea fix ._.
L1691[22:28:08] <Cricket> I did I am just replying to his comment :P
L1692[22:28:31] <Cricket> oh tterrag btw https://github.com/Chisel-2/Chisel-2/issues/390
L1693[22:28:35] <Cricket> thats all you :P
L1694[22:28:41] <tterrag> cannot reproduce
L1695[22:28:45] <Zaggy1024> Cricket that fix they suggested is undoubtedly part of setup if it doesn't frickin work otherwise
L1696[22:28:49] <Zaggy1024> that's my point
L1697[22:29:16] <Zaggy1024> nice shot tterrag
L1698[22:29:23] <Zaggy1024> I wish I could do aerials liek that
L1699[22:29:29] <Cricket> You can't reproduce the commented out pieces of code that intentionally break your code?
L1700[22:31:45] <FusionLord> can anyone tell me anything about my crash? http://puu.sh/jDb3x/5004c60f3a.txt extremly vague.
L1701[22:31:49] <FusionLord> at leat to me
L1702[22:32:09] <tterrag> packet probs
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L1704[22:33:16] <FusionLord> indeed, doesn't tell me what packet, just that it is on my channel
L1705[22:33:26] <tterrag> whatever you changed last probably :P
L1706[22:33:31] <tterrag> check your read/write methods for anything out of line
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L1709[22:34:49] <tterrag> Zaggy1024: save I made not 30 seconds later :P http://gfycat.com/OpulentInfamousGentoopenguin
L1710[22:34:52] <tterrag> shame we didn't win :(
L1711[22:35:11] <Zaggy1024> wow
L1712[22:35:23] <Zaggy1024> what level are you?
L1713[22:35:34] <tterrag> hovering around 575 in doubles
L1714[22:35:44] <tterrag> which is mostly what I'm playing atm
L1715[22:35:45] <Zaggy1024> er I meant the simple ranking name
L1716[22:35:52] <tterrag> oh, that rank doesn't matter for anything :P
L1717[22:35:56] <tterrag> but I think like uh..27"?
L1718[22:36:00] <FusionLord> tterrag, take a look mabey yout eyes are better https://github.com/FusionLord/CabinetsReloaded/tree/master/src/main/java/net/fusionlord/cabinets3/packets
L1719[22:36:57] <Zaggy1024> man that confused me for a sec
L1720[22:37:08] <tterrag> seems pretty standard
L1721[22:37:10] <tterrag> not sure
L1722[22:37:11] <Zaggy1024> I thought you were on the version that didn't have IMessage because you named them packets
L1723[22:37:41] <FusionLord> lol
L1724[22:37:42] <Zaggy1024> I didn't know BlockPos could be put into a long
L1725[22:37:54] <Zaggy1024> that's completely lossless?
L1726[22:37:58] <Zaggy1024> kind of surprising to me
L1727[22:37:59] <FusionLord> yup someone told me yesterday
L1728[22:38:05] <tterrag> Zaggy1024: I'm lvl 28
L1729[22:38:10] <tterrag> bug again that level is absolutely meaningless :P
L1730[22:38:11] <tterrag> but*
L1731[22:38:15] <Zaggy1024> heh
L1732[22:38:34] <Zaggy1024> I assumed that's how it picks players for matches
L1733[22:38:51] <tterrag> oh this one was fun as well :D http://gfycat.com/VainOrganicCuckoo
L1734[22:38:56] <tterrag> I think it might be how it picks for unranked
L1735[22:39:00] <tterrag> but ranked is its own thing
L1736[22:39:52] <tterrag> http://gfycat.com/DistortedWideeyedGannet
L1737[22:39:53] <tterrag> ok I'm done :P
L1738[22:41:01] <tterrag> ok one more >.> my current car http://puu.sh/jD7Od.jpg
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L1740[22:44:07] <killjoy> public interface Gggg<G> {
L1741[22:44:07] <killjoy> G g();
L1742[22:44:07] <killjoy> }
L1743[22:45:31] <killjoy> If I ever use an obfuscator, I'm going to try to make everything named g
L1744[22:45:46] <FusionLord> That's G bro
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L1747[22:47:28] <FusionLord> tterrag, did you look at those packets?
L1748[22:47:32] <tterrag> yeah
L1749[22:47:36] <tterrag> <tterrag> seems pretty standard
L1750[22:47:36] <tterrag> <tterrag> not sure
L1751[22:47:45] <FusionLord> oh...
L1752[22:51:11] <Zaggy1024> can't you put a println before each read and write starts so you can see which one causes the crash?
L1753[22:51:18] <Zaggy1024> assuming it's one of those methods that's breaking it
L1754[22:51:45] <Zaggy1024> okay guys, I have a problem
L1755[22:51:51] <Zaggy1024> I have a GUI which multiple players can open
L1756[22:52:12] <tterrag> so, any GUI then
L1757[22:52:13] <Zaggy1024> I want to make the server keep track of which players are holding their mouse buttons on which slots
L1758[22:52:25] <Zaggy1024> yes :P
L1759[22:52:49] <Zaggy1024> but I believe the server is receiving the packets that tell which slot they're clicking on currently out of order
L1760[22:52:54] <Zaggy1024> sometimes
L1761[22:53:08] <Zaggy1024> which causes the server to think that they're still holding the mouse button
L1762[22:53:24] <Zaggy1024> (I send messages in mousedown, mousemove and mouseup)
L1763[22:53:54] <tterrag> dunno
L1764[22:54:50] <tterrag> packets are typically kept ordered
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L1766[22:55:02] <Zaggy1024> hm
L1767[22:55:05] <Zaggy1024> how does that work?
L1768[22:55:46] <Zaggy1024> do they get an ordered ID so that it can wait for a missing packet or something?
L1769[22:56:42] <tterrag> no...they are just sent in order
L1770[22:57:44] <tterrag> I mean...maybe
L1771[22:57:47] <tterrag> idk how netty works tbh :P
L1772[22:57:56] <unascribed> A TCP retransmission will make them get delivered out of order
L1773[22:58:01] <Zaggy1024> well..if they're received too soon after eachother maybe they get messed up
L1774[22:58:10] <Zaggy1024> well I'm testing it in integrated
L1775[22:59:56] <tterrag> unascribed: afaik netty enforces packet order
L1776[23:00:03] <tterrag> dunno how
L1777[23:00:04] <tterrag> just does
L1778[23:00:04] <unascribed> ...how?
L1779[23:00:11] <unascribed> unless it wraps your packets
L1780[23:00:14] <unascribed> which it very well might
L1781[23:00:19] <tterrag> of course it does
L1782[23:00:24] <tterrag> SimpleImpl is at least 3 layers of wrapping
L1783[23:00:53] <unascribed> I was under the impression Netty didn't affect the network format of your packets
L1784[23:01:04] <tterrag> I am not the person to ask about this stuff
L1785[23:01:17] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 378 seconds)
L1786[23:05:23] ⇨ Joins: Cricket (uid66833@id-66833.tooting.irccloud.com)
L1787[23:05:38] <Cricket> Just textures now :) http://prntscr.com/855dlg
L1788[23:05:44] <Cricket> still baffles the mind
L1789[23:13:55] <Zaggy1024> heh I think I just botched my code that checks for changes
L1790[23:13:57] <Zaggy1024> gg me
L1791[23:14:06] <Zaggy1024> *slaps self*
L1792[23:15:50] <Zaggy1024> willieaway, you should say in this thread what the solution was http://www.minecraftforge.net/forum/index.php/topic,32708.0.html
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L1794[23:20:00] *** Magik6k is now known as Magik6k|off
L1795[23:21:48] <Cricket> Anyone know my problem
L1796[23:24:50] ⇦ Parts: Cricket (uid66833@id-66833.tooting.irccloud.com) ())
L1797[23:29:47] *** TTFTCUTS is now known as TTFT|Away
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L1799[23:34:51] <Zaggy1024> man, that Cricket guy needs to learn to explain his problems
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