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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...
L18[00:07:37] <Unh0ly_Tigg> can't wait for
jshell in java 9
L19[00:07:50] <shadekiller666>
jshell?
L20[00:07:51] ⇦
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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
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
L27[00:08:51] ⇦
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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.
L39[00:14:14] ***
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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.
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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
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
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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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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L146[02:26:32] <killjoy> It's not too
impressive
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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?
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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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
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
L284[07:28:53]
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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
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]
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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?
L353[09:08:35]
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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
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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
L447[09:50:25] <FusionLord> vedalken254, I
don't and I fixed that alreay... it was a fluke...
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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
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
L519[10:11:53] <shadekiller666>
addInitialElements() is abstract in DynGUIScreen
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_
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
L615[10:29:22] ***
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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
L620[10:30:55]
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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
L630[10:34:44] ⇦
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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]
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(~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
L646[10:46:51] ***
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L647[10:46:55] ⇦
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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] ⇦
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L651[10:51:31] <Unh0ly_Tigg> Ctrl+Shift+T
iirc
L652[10:51:58]
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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
L660[10:53:47] ***
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L662[10:55:21] <gigaherz> OrionOnline: if
you have a question, just ask it ;P
L664[10:57:28] ⇦
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L665[10:58:54] <shadekiller666> yay for
java errors with line numbers that point to completely useless
locations
L667[10:58:57]
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L668[10:59:12] <OrionOnline> Why would the
Depth test fail even though i have it enabled?
L669[10:59:34] ⇦
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L671[11:01:18] ***
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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...
L703[11:15:44] ⇦
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the connection)
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
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?
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
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
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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
L995[13:38:44] ⇦
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L996[13:41:30] ***
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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
L999[13:44:22] ⇦
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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?
L1004[13:50:17]
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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
L1014[13:59:02] ***
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L1015[13:59:27] <Deas> O.o
L1016[13:59:48] <shadekiller666>
hmm
L1017[14:00:13]
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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
L1039[14:09:09] ***
Clank[Away] is now known as Clank
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
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
L1099[14:40:04] ***
Clank[Away] is now known as Clank
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...
L1103[14:44:40] <gigaherz> Vorquel: you
are using the old method
L1104[14:45:00] <Vorquel> What's the new
one?
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
L1153[14:52:36]
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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?
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.
L1171[15:11:29]
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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
L1230[15:49:57] <Zaggy1024> guys wat u
talkin about
L1231[15:50:32] <Ordinastie_> oh,
1.8
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
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
L1252[16:02:49]
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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?
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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?
L1302[16:16:31]
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L1305[16:17:07] <Ordinastie_>
MageProtocol, show full log
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?
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
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
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 ..
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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
L1532[19:06:00]
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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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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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L1612[21:07:53] <Zaggy1024> oops, forgot
to invert something so now I have a pebble at -2564 damage
L1613[21:07:58]
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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
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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
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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
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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
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...
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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
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?
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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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"?
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
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
L1737[22:39:53] <tterrag> ok I'm done
:P
L1739[22:41:29]
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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
L1745[22:47:24]
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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
L1765[22:54:57]
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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]
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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*
L1793[23:18:11]
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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]
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())
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L1799[23:34:51] <Zaggy1024> man, that
Cricket guy needs to learn to explain his problems
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