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L13[01:21:51] <tterrag> ugghhhh why does
EnumFacing now have a rotateAroundCCW() ?
L14[01:21:54] <tterrag> not**
L15[01:22:22] <tterrag> rotation is like
half there -.-
L16[01:24:16] <Manusoftar> i need to read
the text of a sign, how can i do that??
L17[01:24:41] <Manusoftar> someone said
that the contents of the sign could be on an nbt
L18[01:25:03] <tterrag>
TileEntitySIgn#signText
L19[01:25:13] <tterrag> wow that took 10
seconds .-.
L20[01:25:52] <Manusoftar> so i can cast
the IBlockState to a TileEntitySign ???
L21[01:25:57] <tterrag> no...
L22[01:26:02] <tterrag> TEs are a separate
thing entirely
L23[01:26:26] <Manusoftar> i have the block
of the sign, how can i get the entity for that sign then??
L24[01:27:52] <Manusoftar> perhaps using
the getTileEntity() method from the World object using the block
pos i have???
L25[01:28:32] <tterrag> yes...
L26[01:29:37] <Manusoftar> by the way, i
recently changed my mapping version and rerun gradlew
setupDecompWorkspace but i still have the same obfuscated
functions, what am i doing wrong?
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L28[01:34:04] <tterrag> OH GOOD
L29[01:34:08] <tterrag> I can't even do it
manually
L30[01:34:20] <tterrag> because SwitchPlane
isn't even visible!
L31[01:34:22] <tterrag> 1.8 is GREAT
L32[01:34:25] <tterrag> *flip table*
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L35[01:42:35] <tterrag> yet another
roadblock, IUnlistedProperty is broken with generics :)
L36[01:42:56] <tterrag> getType() requires
a Class<T>
L37[01:51:21] ⇨
Joins: alex_6611 (~alex_6611@rdns1.bnchub.net)
L38[01:51:36] <Manusoftar> im trying to
check if a given block (from the world) is either a wall_sign or a
standing_sign, im doing world.getBlockState(pos) ==
Blocks.wall_sign.getDefaultState() (world is a variable where i
stored the actual world, pos is a BlockPos variable of the block im
checking, and i am also doing || with the other kind of sign only i
didnt put it here for a sake of space) it is returning
L39[01:51:36] <Manusoftar> always false,
even though i now the blocks is a sign indeed...
L40[01:52:17] <tterrag> Manusoftar: that
doesn't seem right
L41[01:52:30] <Unh0ly_Tigg>
world.getBlockState(pos).getBlock() == Blocks.wall_sign, etc
L42[01:52:45] <Unh0ly_Tigg> don't compare
states, compare blocks.
L43[01:52:54] <tterrag> yeah they are
completely different blocks
L44[01:52:55] <tterrag> huh
L45[01:52:55] <tterrag> TIL
L46[01:53:13] <Unh0ly_Tigg> tterrag, not
enough metadata for 1 block
L47[01:53:23] <Unh0ly_Tigg> standing has 16
rotations
L48[01:53:27] <tterrag> eh? the floor sign
has waayyy more than 16 states
L49[01:53:32] <tterrag> there's only 16
rotations?
L50[01:53:33] <tterrag> really?
L51[01:53:35] <tterrag> seems like way
more
L52[01:53:36] <Unh0ly_Tigg> yep
L53[01:53:51] <tterrag> I just figured it
was a TE for all that
L54[01:53:54] <tterrag> I mean it already
has a TE...
L55[01:53:57] <Unh0ly_Tigg> why do you
think the json block model has certain rotation limits
L56[01:54:20] <Unh0ly_Tigg> the TE is for
the text, and just the text
L57[01:54:23] ⇨
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L58[01:54:29] <Wuppy> has anyone here ever
worked with mobile notifications?
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L60[01:54:54] <Unh0ly_Tigg> what are you
trying to do?
L61[01:54:58] <Wuppy> I want to send a
mobile notification when the app has been inactive for x amount of
days
L62[01:55:11] <Unh0ly_Tigg> android or
ios?
L63[01:55:19] <Wuppy> both :P
L64[01:55:43] <Wuppy> I'm writing it in
Unity, but I should be able to port it to unity once I know how to
do it in 1 or both of those
L67[01:57:32] <Wuppy> thanks :)
L68[01:57:39] <Wuppy> now to get it in
Unity
L69[01:57:50] <Unh0ly_Tigg> you schedule a
notification when the app closes (while some how track it), and
when the app opens, cancel it if it hasn't happened yet
L70[01:58:05] <Unh0ly_Tigg> rinse and
repeat
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L72[01:58:33] <Wuppy> yep, should be
possible \o/
L73[01:58:52] <Unh0ly_Tigg> now I just need
to figure out why this torrent won't download...
L74[01:59:02] <Wuppy> only downside is that
there is no implementation of the android notifications in
Unity
L75[01:59:16] <Wuppy> so this is going to
be intesting to get working...
L77[02:04:32] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150824 mappings to Forge Maven.
L78[02:04:36] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150824-1.8.zip (mappings
= "snapshot_20150824" in build.gradle).
L79[02:04:46] <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/
L80[02:08:14] <Wuppy> Unh0ly_Tigg, found
that one, but the reviews are terrible
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L84[02:10:42] <Cazzar> Ahh, this is
fun...
L85[02:10:59] <Unh0ly_Tigg> I wonder how
many IPs are banned becuase of that user...
L86[02:13:45] <tterrag> it's AKICK by
nickserv
L87[02:15:02] <Cazzar> That and to check,
you can just go /mode #minecraftforge +b
L88[02:16:39] <Cazzar> AHA! I found why my
fallout new vegas was crashing
L89[02:18:01] <Cazzar> Just, casually 57
mods in FNV though I was missing one
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L114[04:01:55] <Wuppy> how does one
ant?
L115[04:02:43] <xaero> simple: you switch
over to gradle ASAP :P
L116[04:03:16]
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L117[04:03:21] <Roxox1> Hello.
L118[04:03:22] <Wuppy> I'm writing an
android library for unity
L119[04:03:29] <Wuppy> and it's telling me
to run ant jar
L120[04:03:31] <Wuppy> but how does one do
that
L121[04:03:39] <Roxox1> Wuppy.
L122[04:03:44] <Roxox1> Nice tutorials
:)
L123[04:03:47] <Wuppy> thanks :D
L124[04:03:55] <Roxox1> I've read like all
of them.
L125[04:04:02] <Roxox1> And constantly go
back for reference.
L126[04:04:12] <Wuppy> nice :)
L127[04:04:40] <Roxox1> Would you be able
to help me with something, or are you busy atm?
L128[04:05:02] <Wuppy> I'm at work so not
really
L129[04:05:07] <Wuppy> and I've got my own
problem atm :<
L131[04:05:19] <Roxox1> Okies, I'll put my
issue in the IRC anyway, and maybe someone will pick it up.
L132[04:05:41] <Wuppy> xaero, I kind of
expected it to come with android but I dont think so
L133[04:06:10] <Roxox1> I'm trying to
replace all the vanilla buttons with my own buttons, I'm trying to
use forge events to get the buttonList and then replace it with my
own list of buttons.
L134[04:06:26] <xaero> Wuppy: I've got it
separately installed by my package manager along with
android-sdk-tools
L135[04:06:44] <Roxox1> However, both
InitGuiEvent.pre/post return the buttonList, but setting it to my
own list does nothing.
L136[04:07:05] <Roxox1> I assume this is
because the buttonList is getting cleared after the pre event, and
they have already been drawn after the post event.
L137[04:07:06] <Wuppy> xaero, the Android
SDK build tools you mean?
L138[04:07:28] <Roxox1> Is there another
event I can use to get the buttonList after the buttons have been
added, but before they are drawn to the screen?
L139[04:07:42] <Wuppy> because I don't see
ant int here
L140[04:08:19] <xaero> Wuppy: yea, ANT
wasn't provided by the SDK tools on my system
L142[04:09:03] <Wuppy> damn: Unable to
locate tools.jar. Expected to find it in C:\Program
Files\Java\jre1.8.
L143[04:09:03] <Wuppy>
0_51\lib\tools.jar
L144[04:10:48] <Wuppy> seems like my java
isn't even properly installed :<
L145[04:12:19] <Wuppy> actually, nvm, how
do I tell it to look in the proper folder (jdk)
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L147[04:13:04] <Roxox1> Is there any way
to see where in the Minecraft code events are being called?
L148[04:13:24] <Roxox1> I feel like I'm
running my code through the wrong event.
L149[04:15:07] <Lumien> Use your ide to
search for usages of the event
L150[04:15:25] <Roxox1> I have done, there
doesn't seem to be any.
L151[04:15:40] <Roxox1> So I would assume
that the events are being added at runtime or something..
L152[04:16:08] <Roxox1> The events are
confusing as hell, it's rather difficult to tell which one I should
be hooking into.
L153[04:16:16] <alex_6611_> did you search
the minecraft sources for usages? it has to have at least 1
call
L154[04:16:44] <Roxox1> All I found was
it's actual class, nothing in the code on it actually ever being
used.
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L156[04:17:03] <Roxox1> Or perhaps I'm
just stupid and am looking incorrectly.
L157[04:17:14] <alex_6611_> hmm idk, not
that much of an expert either
L158[04:17:53] <Roxox1> There are 6
events, initGuiPre/post, drawScreenPre/Post,
ActionPerformedPre/Post
L159[04:18:07] <Roxox1> I want to grab the
buttonList out of initGuiPost, replace it with my own
buttonlist.
L160[04:18:24] <Roxox1> Then replace the
buttonList in drawScreenPre with the new one I just made.
L161[04:18:51] <Wuppy> okay I got ant to
work
L162[04:18:54] <Roxox1> Which in theory
should work, although in theory the setup I have now should also
work.. so IDK.
L163[04:19:03] <Wuppy> now how do I tell
it to run in a folder where the ant file does not exist
L164[04:19:15] <Wuppy> aka the anroid
project with the build.xml file
L165[04:19:23] <tterrag|ZZZzzz> You
definitely want initgui post
L166[04:19:35] <tterrag|ZZZzzz> That
should be after all buttons are added
L167[04:20:31] <Roxox1> Yeah, I'm doing
event.buttonList = myNewButtonList;
L168[04:20:39] <Roxox1> But that doesn't
seem to do anything at all
L169[04:20:45] <xaero> Wuppy: the -f
switch to point to the build.xml
L170[04:20:52] <PaleoCrafter> Wuppy, who
the fuck still uses ant for android deployment? D:
L171[04:21:23] <Roxox1> Or well, it does.
I have a for loop printing out the classes of everything in the
event.buttonList once I've replaced it and they all point to the
correct classes.
L172[04:21:25] <Wuppy> PaleoCrafter, me
:P
L173[04:21:34] <Wuppy> I'm building a jar
for unity htough
L174[04:21:54] <Roxox1> Problem I'm having
is that they all seem to act like the vanilla buttons, even setting
event.buttonList to null, the vanilla ones still appear.
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L176[04:22:49] <Roxox1> * This event fires
right after {@code GuiScreen.initGui()}.
L177[04:22:49] <Roxox1> * This is a good
place to alter a GuiScreen's component layout if desired.
L178[04:23:30] <tterrag|ZZZzzz> Because
you need to modify in place
L179[04:23:32] <Rallias> Is there a web
interface for MCPBot_Reborn?
L180[04:23:48] <Rallias> That I can type
in a version and an obf name and get back a nice name?
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L182[04:24:03] <tterrag|ZZZzzz> changing
the reference in the event of course does nothing
L183[04:24:19] <tterrag|ZZZzzz> rallias
not that I know of
L184[04:24:23] <tterrag|ZZZzzz> Why would
you need that
L185[04:24:30] <tterrag|ZZZzzz> doesn't
sound better
L186[04:24:36] <Rallias> tterrag|ZZZzzz:
Because I accidently my source code.
L187[04:25:02] <Roxox1> OOOOOOO
Damn.
L188[04:25:31] <Roxox1> tterraz|ZZZzzz
Thanks.
L189[04:25:31] <Rallias> And, well,
waiting 10 seconds per function is annoyingly slow.
L190[04:25:46] <tterrag|ZZZzzz> 10
seconds???
L191[04:26:17] <tterrag|ZZZzzz> If you're
that bothered there is still csv files for mcp
L192[04:26:20] <tterrag|ZZZzzz>
somewhere
L193[04:26:42] <Roxox1> But wait, how the
hell would I modify a buttonList other than the one given to me by
the event handler?
L194[04:26:51] <Roxox1> I can't access
it.
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L196[04:27:11] <PaleoCrafter> There's also
bspkrs' mapping viewer
L197[04:27:30] <Roxox1>
MinecraftForge.EVENT_BUS.post(new InitGuiEvent.Post(this,
this.buttonList));
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L199[04:28:09] <Rallias> PaleoCrafter:
Where at?
L200[04:28:20] <PaleoCrafter> Google it
:P
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L206[04:31:50] <tterrag|ZZZzzz> sigh
L207[04:31:57] <tterrag|ZZZzzz> You modify
the list IN PLACE
L208[04:32:06] <tterrag|ZZZzzz> Do not
replace the reference
L209[04:32:16] <tterrag|ZZZzzz> Sounds
like a case of go learn java >.>
L210[04:32:43] <Roxox1> IN PLACE is a
rather abstract term..
L211[04:33:10] <Roxox1> And yeah, it is
probably a case of go learn Java.
L212[04:33:13] <PaleoCrafter> Not in this
context
L213[04:33:21] <Roxox1> I figured that
doing event.buttonList = myNewList;
L214[04:33:33] <Roxox1> Would replace the
buttonList with my one.
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L216[04:34:31] <Roxox1> I'm aware that
event.buttonList is a new instance of the buttonList contained
within the actual GUI.
L217[04:34:41] <Roxox1> But I thought the
event handlers were setup to handle that.
L218[04:35:33] <Wuppy> ... wut
notif\AndroidNotifications.java:6: error: class
AndroidNotificationManager is pu
L219[04:35:33] <Wuppy> blic, should be
declared in a file named AndroidNotificationManager.java
L220[04:35:46] <tterrag|ZZZzzz> It's not a
new instance
L221[04:35:49] <tterrag|ZZZzzz> That's the
point
L222[04:36:04] <tterrag|ZZZzzz> When you
replace it you lose the reference to the original list
L223[04:37:08] <Wuppy> nvm, I am
derp
L224[04:37:21] <Roxox1> So, I need to do
something like buttonList[0] = a new Button.
L225[04:37:32] <Roxox1> Rather than
changing the list completely?
L226[04:37:43] <Lumien> It's a list, not
an array
L227[04:37:56] <Lumien> List.set
L228[04:37:59] <Lumien> or add
L229[04:38:04] <Roxox1> Ah.
L230[04:38:10] <Roxox1> Because, I'm
setting the list to a new list.
L231[04:38:17] <Roxox1> It's no longer the
buttonList for the gui.
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L233[04:38:29] <Roxox1> But if I just
MODIFY the existing list, rather than completely replacing
it..
L234[04:38:32] <Roxox1> Ohhh Ok.
L235[04:38:52] <Roxox1> My face is like.
:s
L236[04:41:19] <tterrag|ZZZzzz> Just clear
it and then addAll
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L238[04:42:57] <Roxox1> But I most
definitely can't do event.buttonList = anotherList?
L239[04:43:10] <Roxox1> Because that would
cause me to lose the reference.
L240[04:44:04] <Roxox1> Thanks for all the
help fellas :)
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L246[04:56:57] <Wuppy> \o/ I can has
Android toasts
L247[04:58:56] <PaleoCrafter> Do they
taste good? :P
L248[04:59:43] <Wuppy> PaleoCrafter, I
expected you to know what they were
L249[05:00:00] <PaleoCrafter> I do know
what they are :P
L250[05:03:01] <Wuppy> getting them to
display through unity isn't easy though
L251[05:03:05] <Wuppy> but it works now
:)
L252[05:03:45] <Wuppy> now I just have to
be able to send notifications
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L255[05:24:25] <Lumien> How exactly do i
send a ForgeMessage to a player?
L256[05:25:54] *
tmtu toasts Wuppy
L257[05:26:15] <Wuppy> oh noes I have been
toasted
L258[05:26:25] <tmtu> how does
unity+android work, do you write java code around jni wrapper for
the game?
L259[05:27:14] <PaleoCrafter> I assume it
works similar to xamarin
L260[05:27:40] <Wuppy> tmtu I have to
write anrodid code, make a jar and then run it in utniy using
AndroidJavaClass
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L272[06:08:03] <PaleoCrafter> Finally WiFi
*.*
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L274[06:08:56] <ollieread> lol
L275[06:10:15] <PaleoCrafter> Used up all
my mobile data for this month already xD
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L312[07:30:02] <tmtu> <3333
L313[07:30:04] <tmtu> internet get
L314[07:30:12] <tmtu> mobile tethering
byebye
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L323[08:07:30] <Lumien> Can i somehow
easily get minecraft to use a custom instance of World for a custom
dimension?
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L326[08:17:25] <gigaherz> Lumien: uhh I
don't think custom World is the thing you want?
L327[08:17:39] <Lumien> yes it is^^
L328[08:17:53] <gigaherz> why do you
believe you need a custom instance?
L329[08:18:20] <gigaherz> what do you want
to do that a normal world with a custom worldgen and some hook
can't do?
L330[08:19:44] <Lumien> Might not need
it
L331[08:20:09] <gigaherz> really looks at
mystcraft and rftools
L332[08:20:15] <gigaherz> you can
customize practically everything about the dimension
L333[08:20:16] <gigaherz> XD
L335[08:20:51] <gigaherz> rftools happens
to have the source available ,P
L336[08:21:50] <Lumien> I want completely
vanilla world gen so i don't even need that level of
customization
L337[08:23:07] <Lumien> Also does somebody
know whether a vanilla client can enter a custom dimension?
L338[08:24:30] <alex_6611_> my guess would
be that it can, looking at bukkit etc.
L339[08:25:02] ***
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L340[08:27:56] <gigaherz> it should be ok
if it's just custom terrain only
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L342[08:28:33] <gigaherz> but thigns like
custom sky rendering and such wouldn't work
L343[08:28:46] <gigaherz> still, I don't
really know
L344[08:29:48] <gigaherz> just that the
fact that WorldProvider and such are in vanilla MC makes me think
it should work
L345[08:30:53] <Lumien> Yeah, but the
client won't have a provider for the dimension
L346[08:31:31] <alex_6611_> idk how bukkit
does it, but there are plugins that allow a server to have more
dimensions
L347[08:31:36] <gigaherz> yeah
L348[08:31:41] <gigaherz> creating new
dimensions should work
L349[08:31:59] <gigaherz> as long as those
dimensions use the standard providers, just with custom terrain
generation assigned to them?
L350[08:32:04] <gigaherz> I think
L351[08:32:05] <gigaherz> dunno
L352[08:32:07] <gigaherz> test it?
L353[08:32:07] <gigaherz> XD
L354[08:32:08] <alex_6611_> what you would
need to find out is what you can modify without needing client
mods
L355[08:32:27] <gigaherz> what's 100%
clear is the custom sky rendering
L356[08:32:33] <gigaherz> and ofc custom
blocks/items
L357[08:32:34] <alex_6611_> yea that needs
mods :D
L358[08:32:55] <gigaherz> custom mob
spawning rules,
L359[08:32:59] <gigaherz> custom terrain
generation rules
L360[08:33:04] <gigaherz> and custom
structure generation rules
L361[08:33:06] <gigaherz> should all be
"ok"
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L363[08:33:13] <gigaherz> ... anything in
between, who knows.
L364[08:33:58] <alex_6611_> you can use
the end sky if you want, also can disallow water placement :P
L365[08:34:08] <gigaherz> yeah XD
L366[08:34:17] <gigaherz> black
starfield
L367[08:34:19] <gigaherz> red fog
L368[08:34:19] <alex_6611_> and disallow
beds. :D
L369[08:34:22] <gigaherz> no water?
L370[08:34:24] <gigaherz> exploding
beds
L371[08:34:38] <gigaherz> maybe youcan
make it spawn ender dragonsall over the place
L372[08:34:43] <gigaherz> ;P
L373[08:35:04] <gigaherz> make the trees
generate out of netherrack, with soul sand leaves
L374[08:35:27] <alex_6611_> and lava in
the middle :D
L375[08:35:47] <gigaherz> and finally,
make it so that the terrain generation is upside down
L376[08:35:48] <gigaherz> so that
L377[08:36:00] <gigaherz> instead of
bedrock being at 0, and nothing at 255
L378[08:36:08] <alex_6611_> you instantly
fall into the void? :D
L379[08:36:10] <gigaherz> you have bedrock
at 255, with mountains growing down
L380[08:36:12] <gigaherz> BUT
L381[08:36:19] <gigaherz> with lava lakes
below y=64
L382[08:36:33] <gigaherz> THAT would be
true hell.
L383[08:36:45] <alex_6611_> how do you
walk there? :D
L384[08:36:54] <gigaherz> hop from tree to
tree ;P
L385[08:36:58] <alex_6611_> haha
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L388[08:37:40] <gigaherz> also
L389[08:37:46] <gigaherz> I'd make it use
amplified generation type
L390[08:37:58] <gigaherz> so that things
do have a chance to extend down
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L392[08:38:17] <gigaherz> with overhangs
and such
L393[08:38:21] <alex_6611_> :O i like the
thought of falling up amplified mountains
L394[08:38:31] <gigaherz> XD
L395[08:38:59] <gigaherz> you know that
movie or game or whateveritwas
L396[08:39:08] <gigaherz> where there were
two worlds
L397[08:39:16] <gigaherz> and the people
from the world "above" would fall upward
L398[08:39:22] <gigaherz> while the people
from the world below would fall downward
L399[08:39:25] <gigaherz> so they couldn't
possibly mix?
L400[08:39:35] <gigaherz> xcept two of
them fall in love and whatever ;P
L401[08:40:01] <alex_6611_> don't know
that movie, sounds like physics make sense there :D
L402[08:40:18] <gigaherz> dunno I could
have dreamed it
L403[08:40:26] <gigaherz> my brain is
weird sometimes
L404[08:40:28] <gigaherz> ;P
L405[08:41:17] <gigaherz> alex_6611: well
imagine gravity was a signed quantity
L406[08:41:23] <gigaherz> some sort of
polarity
L407[08:41:28] <PaleoCrafter> I know that
movie
L408[08:41:38] <gigaherz> imagine
magnetism was the strongest force, instead of gravity
L409[08:42:02] <gigaherz> and netagively
charged matter tended to fall toward the negative ground
L410[08:42:04] <alex_6611_> yea yea,
you're saying you could make it make sense :D
L411[08:42:16] <gigaherz> anyhow
L412[08:42:25] <gigaherz> that needs to
happen in mc
L413[08:42:26] <gigaherz> XD
L414[08:42:51] <gigaherz> a flipped world,
with flipped animals and flipped structures
L415[08:42:56] <gigaherz> where everything
falls upward xcept you
L416[08:43:06] <alex_6611_> haha you
dead
L417[08:43:10] <PaleoCrafter> Wasn't there
lik a social difference between the two halves?
L418[08:43:18] <gigaherz> yes
L419[08:43:26] <gigaherz> the top people
though themselves better
L420[08:43:35] <gigaherz> they had better
technology and such
L421[08:43:50] <gigaherz> IIRC
L422[08:43:56] <gigaherz> I didn't
actually see the movie, only the trailer
L423[08:44:14] <gigaherz> it was a literal
caste system
L424[08:44:20] <PaleoCrafter> Geez, what
was it called
L425[08:44:24] <gigaherz> no idea.
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L430[08:50:50] <PaleoCrafter> Upside
down?
L431[08:55:50] <gigaherz> ah yes
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L446[09:49:32] <Shuetox> Hello, anyone
know how i would approach rendering any other kind of block that i
specify instead of my block?
L447[09:50:03] <gigaherz> 1.7.10 or
1.8?
L448[09:50:34] <Shuetox> 1.8
L449[09:51:26] <gigaherz> you'll need a
custom state mapper that returns an ISmartBlockModel, and from the
ISmartBlockModel, obtain the IBakedModel corresponding to the block
that you want to look like
L450[09:51:42] <gigaherz> the
"obtain" part is the one I can't help you with
L451[09:51:43] <gigaherz> ;P
L452[09:51:56] <gigaherz> there's most
probably methods for it, I just don't know them
L453[09:52:22] <Shuetox> what method is
called to receive the ismartblockmodel for my block that i should
intercept?
L454[09:52:41] <gigaherz> you will need a
custom state mapper
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L456[09:55:09] <Lumien>
BlockModelShapes.getModelForState
L457[09:55:48] <Shuetox> Thanks for
pointing me in the right direction
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L460[09:58:35] <boni> i'm using
ModelLoader.setCustomModelResourceLocation. for simple blocks
without smartblock there's a simpler way iirc
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L463[10:03:23] <bl4ckscor3> what's this
new "mdk" thing in the place of the source download for
the two latest forge 1.8 downloads?
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L465[10:03:50] <bl4ckscor3> seems like the
file contents are the same as the ones from 1502, but why is it
called mdk instead of src?
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L467[10:07:13] <PaleoCrafter> bl4ckscor3,
mod development kit
L468[10:07:25] <bl4ckscor3> ah, so just a
rename i guess?
L469[10:07:30] <PaleoCrafter> Yes
L470[10:07:51] <PaleoCrafter> 'src'
doesn't really make sense anymore with gradle
L471[10:08:57] <gigaherz> yeah, given that
there are not sources at all in it
L472[10:09:10] <gigaherz> well, xcept the
generic skeleton thingy
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L487[10:24:59] <MTCoster> How would I go
about putting a hook into the world renderer? RenderWorldEvent.Pre
doesn't seem to register, and is possibly deprecated according to
Lex here: <
http://www.minecraftforge.net/forum/index.php?topic=31141.0>.
Neither does TickEvent.RenderTickEvent on the FML event bus for
some reason.
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L491[10:28:07] <Kruptein> nice'
L492[10:28:11] <Kruptein> memory leaks are
the worst
L493[10:29:27] <gigaherz> haha
L494[10:29:27] <gigaherz> Liked the
command blocks? That wasn’t even their final form.
L495[10:30:02] <Kruptein> =p
L496[10:31:13] <PaleoCrafter> What?
Command block is evolving!
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L502[10:39:35] <dangranos> "Finished
the magic trick in which we vanished chunks. They were hiding under
the hat this whole time." what ._.
L503[10:40:04] <Yoplitein> the
mysteriously disappearing lines of chunks which have plagued the
game since alpha?
L504[10:43:18] <alex_6611_> that's an
issue with 15w34d, if i understand the post correctly.
L505[10:43:27] <alex_6611_> not those
empty chunk lines.
L506[10:43:34] <Yoplitein> aw
L507[10:43:36] <Kruptein> yeah it was a
bug in a different snapshot
L509[10:44:01] <gigaherz> bugfix for
zombies not working
L510[10:44:01] <gigaherz> XD
L511[10:44:14] <Kruptein> lol
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L537[11:41:09] <Pennyw95> Has it ever
happened to you that the api you've been working on for like a
month becomes unresponsive? I'm doing a thaumcraft addon and
suddenly the last recipe I added does not work. It's not recognized
by the game, while the others I had made before still do work. The
code is absolutely the same, I even tried pasting some from vanilla
TC but nothing changes...any idea about the cause?
L538[11:42:36] <gigaherz> if you register
them in a different order, does it work then?
L539[11:42:36] <gigaherz> ;P
L540[11:43:23] <Pennyw95> no..I tried top,
bottom, replaced one that was working with the new one...
L541[11:43:41] <Pennyw95> I downloaded the
api again too but still nothing
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L543[11:44:38] <Pennyw95> it kinda feels
like there's something really stupid lying around but for the love
of god I can't find it. Even copying a line of code that registers
a working recipe and altering it a little makes it now work
L544[11:44:53] <Pennyw95> not work*
L545[11:46:43] <jakimfett> Pennyw95: can
you pastebin/gist two or three "known good" recipes
alongside the weirdly erroring one and link me to it?
L546[11:47:00] <jakimfett> I'll take a
look and see if a fresh pair of eyes helps
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L548[11:48:28] <Pennyw95> sure,
thansk
L549[11:49:33] <shadekiller666> what is
the square root of onion?
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L552[11:52:45] <williewillus> why is my
close brace key so much dirtier than my open brace key even though
the latter is used so much more often :p
L553[11:53:13] <Yoplitein> possibly
because you use it less
L554[11:53:23] <Yoplitein> so you don't
touch it as much, thereby removing the dirt
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L566[12:23:11] <Pennyw95> The recipes have
got successfully hashed
L567[12:23:19] <Pennyw95> but, they don't
work...weird
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L583[12:41:16] <AssassinsMod> Is there any
solid documentation about rendering huds?
L584[12:41:39] <tmtu> put some vertices on
the screen and you're all set
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L586[12:44:31] <AssassinsMod> through
tessellator and worldrenderer?
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L617[13:28:57] <williewillus> i hate when
a ton of the callbacks all look the same but do very different
things >.> have to use these
L619[13:30:43] <mjhutchinson> Haha, oh
that is really annoying
L620[13:30:45] <mjhutchinson> does anyone
know how to render techne models at a point in the world without
attaching them to an entity or a tileEntity? I.e just using the
render method and binding the appropriate texture? I can't figure
it out
L621[13:31:37] <mjhutchinson> by hooking
in to the RenderWorldLastEvent or something?
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L623[13:34:03] <williewillus> yeah you
have full access to GL context there I think you can just setup the
GL translations and rotations you need and do model.renderAll
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L632[14:02:33] <Lumien> williewillus you
don't have to create all possible models beforehand
L633[14:02:44] <williewillus> oh?
L634[14:03:10] <Lumien> You can create new
ones whenever you want
L635[14:03:17] <williewillus> I thought
you could bake them in code but they had to be registered during
the bakeevent
L636[14:03:21] <williewillus> til
L637[14:03:53] <Cypher121> Does it matter
if I use Loader.isModLoaded() during preInit, init, or
postInit?
L638[14:04:20] <Lumien> If you
"register" a ISmartItemModel you can just return
different ones (new ones) based on ItemStack
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L642[14:06:26] <williewillus> !gm
World.findingSpawnPoint
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L644[14:07:09] <williewillus> !gf
World.findingSpawnPoint
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L649[14:31:45] <AssassinsMod> does anybody
know while the WorldRenderer divides texture's height and width by
256?
L650[14:31:51] <AssassinsMod> why*
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L652[14:34:17] <TTFTCUTS> how do you mean,
AssassinsMod?
L653[14:35:30] <TTFTCUTS> in what
context
L654[14:36:41] <AssassinsMod> it is not
the WorldRenderer, but the Gui class
(net.minecraft.client.gui.Gui)
L655[14:37:17] <AssassinsMod> each
function used to represent textured shapes, multiplies width and
height by 0.00390625F ( 1/256 )
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L658[14:38:56] <TTFTCUTS> oh lol, because
UV coordinates are 0-1
L659[14:39:02] <TTFTCUTS> it's just
assuming a 256 sized texture for that
L660[14:39:22] <TTFTCUTS> the graphics
card doesn't actually care how large the texture is in that
respect
L661[14:39:37] <TTFTCUTS> it works in 0-1
for one end to the other
L662[14:40:07] <TTFTCUTS> so if you know
the texture is 256, then one pixel is 1/256 in uv space
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L665[14:42:48] <AssassinsMod> I don't
really see the sense in making a function assume you work with 256x
textures, but ok.. Thanks for the tip
L666[14:43:06] <TTFTCUTS> well, it allows
you to give coordinates in terms of pixels
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L668[14:43:23] <TTFTCUTS> you can't tell
what size the texture actually is because it's already in the
graphics card
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L670[14:43:44] <TTFTCUTS> all its doing is
converting from assumed pixel coordinates to the equivalent
uvs
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L673[14:48:43] <Tombenpotter> I still want
to use it in the armor tick, I'm just wondering
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L675[14:49:52] <TTFTCUTS> basically no but
remember the keys are only on the client side so the server will do
what it wants
L676[14:50:06] <Tombenpotter> Yea, but
aren't velocity movements clientside only?
L677[14:50:14] <Tombenpotter>
s/movements/changes
L678[14:50:27] <TTFTCUTS> good luck
convincing the server of that when you get kicked for flying
L679[14:50:44] <TTFTCUTS> :P
L680[14:50:48] <Tombenpotter> Right
L681[14:50:49] <Tombenpotter> :P
L682[14:50:58] <Tombenpotter> So packets
it is? :p
L683[14:51:18] <TTFTCUTS> probably
:/
L684[14:51:40] <Tombenpotter> I mean, this
stuff never got a single complaint of getting kicked while
flying
L685[14:51:59] <TTFTCUTS> yeah, I'm not
entirely sure what triggers it
L686[14:52:05] <TTFTCUTS> it can be very
fickle
L687[14:52:13] <Tombenpotter> Mind you, it
might also mean nobody used these wings :p
L688[14:52:36]
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L689[14:53:11] <Tombenpotter> Though I
tried velocity changes serverside only, and that doesn't work
either
L690[14:53:49]
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L692[14:54:25] <mjhutchinson> Thanks for
the reply, I'm new to all the open GL stff and I'm not quite sure
what to do in terms of GL11 calls I should make before and after
the render method from the Model's class
L693[14:54:25] ***
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L694[14:55:09] <mjhutchinson>
GL11.pushMatrix() etc
L695[14:55:18] <hilburn> does anyone know
a neat way of changing the transparency of text rendered in a gui?
ore specifically i'd like to get an alpha gradient going on some
text so it varies along it's length to fade out
L696[14:55:33] <mjhutchinson> that and how
to bind textures for rendering?
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L699[14:56:53] <hilburn> mjhutchinson:
pushMatrix(); to start a thing, then glRotate/glScale/glTranslate
to rotate/scale/move the thing, popMatrix(); finishes the
thing
L700[14:57:25] <mjhutchinson> ok thanks,
what the texture for the model, how do I bring that in?
L701[14:57:49] <hilburn> where it is
depends where you saved it in resources :P
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L703[14:58:34] <mjhutchinson> its under
resources/assets/[modname]/textures
L704[14:58:43] <mjhutchinson> its a .png
if that matters
L705[14:58:56] <diesieben07> push and pop
matrix has NOTHING to do with "start/finish"
L706[14:59:28] <mjhutchinson> ah, what do
they do, and how do I start/finish
L707[14:59:31] <mjhutchinson> ?
L708[14:59:55] <hilburn> diesieben07 - it
does and it doesn't - the way I was talking about it it's true, but
perhaps i used the wrong wording
L709[14:59:55] <diesieben07> they push and
pop the matrix
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L711[15:00:07] <diesieben07> thats all it
does.
L712[15:00:17] <diesieben07> it doesn't
start or stop, it just pushes the matrix on the stack and pops
it
L713[15:00:24] <mjhutchinson> ok, I'm a
bit new to this, not 100% on what that does
L714[15:00:35] <mjhutchinson> or what the
matrix is exactly
L715[15:00:44] <hilburn> you generally
push a matrix when you start doing stuff though
L716[15:00:48] <diesieben07> no.
L717[15:00:49] <hilburn> and pop it when
you are done
L718[15:00:54] <mjhutchinson> other than
the giant simulation in which we live :P
L719[15:00:56] <diesieben07> you should
read up on GL then.
L720[15:00:57] <diesieben07> both of
you
L721[15:00:59] <diesieben07> and me,
too.
L722[15:01:26] <hilburn> you do if you are
doing anything vaguely interesting
L723[15:01:39] <hilburn> cubes, not so
much
L724[15:01:42] <diesieben07> thats
like...
L725[15:01:46] <diesieben07> no.
L726[15:01:47] <mjhutchinson> hahaa, I'm
not sure anyone compleatly understands it
L727[15:01:48] <diesieben07> just
no.
L728[15:01:57] <diesieben07> the
description you give is just completely inaccurate.
L729[15:03:45] <hilburn> you push a matrix
to allow you to do transformations independently from the rest of
the stuff you are rendering
L730[15:04:03] <hilburn> you then pop it
when you are done doing that
L731[15:04:05] <diesieben07> no.
L732[15:04:11] <diesieben07> you push it
so you can *undo* your changes later.
L733[15:04:15] <diesieben07> that's
all.
L734[15:04:23] <diesieben07> and you don't
technically need to push for that.
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L736[15:04:41] <hilburn> potato
potato
L737[15:04:42] <tterrag> uh
L738[15:04:50] <tterrag> well you also do
it so you don't modify the current matrix on the stack
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L740[15:04:59] <tterrag> as further
rendering code may rely on its state
L741[15:05:07] <diesieben07> which is what
i said.
L742[15:05:16] <diesieben07> you push it
so you can undo your changes to the current matrix.,
L743[15:05:20] <tterrag> saying
"undo" is a bit misleading though :P
L744[15:05:23] <hilburn> no, that's what i
said
L745[15:05:30] <diesieben07>
<diesieben07> you push it so you can *undo* your changes
later.
L746[15:05:40] <diesieben07> don't claim
you said what i said.,
L747[15:05:42] <hilburn> you were arguing
for glTranslatef(1,1,1)... gltranslatef(-1,-1,-1)
L748[15:05:51] <diesieben07> No i
wasn't.
L749[15:05:56] <diesieben07> i said
"technically"
L750[15:05:59] <hilburn>
<diesieben07>and you don't technically need to push for
that
L751[15:06:13] <diesieben07> you
technically don't even need glTranslate
L752[15:06:13] <hilburn>
<hilburn>you push a matrix to allow you to do transformations
independently
L753[15:06:31] <hilburn> we said the same
thing, just different wording
L754[15:06:37] <diesieben07> still think
that is very bad wording on your part
L755[15:06:38] <diesieben07> oh well
:D
L756[15:07:34]
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L757[15:10:18] <diesieben07> argh,
youtube. you piss me off.
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L759[15:15:50] <wizjany> you can
technically use a butterfly to burn pixels into the players
screen
L760[15:15:57] <wizjany>
"technically"
L761[15:16:09] <diesieben07> write the
bits directly to the gpu memory
L762[15:22:45]
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L763[15:23:33] <mjhutchinson> so what I
want to do is render an information pane infront of blocks in
world, kind of like an augmented reality thing, has anyone got any
ideas as to how I could go about that?
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L769[15:35:54] <wizjany> so like
WAILA?
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L773[15:40:19] <ollieread> wizjany, I'd
imagine not :P
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L775[15:46:24] <williewillus> what is the
new param in EnumHelper.addArmorMaterila used for
L776[15:46:32] <williewillus> it's called
textureName but not sure what to give it
L777[15:46:37] <williewillus> 1.8
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L788[16:16:48] *
LexManos REALLY needs to find a good way to automate that helper,
perhaps a pre-decompile transformer...
L789[16:17:36] <tterrag> lex is it
intended that IUnlistedProperty doesn't support generic
types?
L790[16:17:54] <LexManos> ask fry
L791[16:18:03] <tterrag> mmmh right
L792[16:18:04] <tterrag> also!
L793[16:18:14] <LexManos> I dont see why
it wouldnt tho its a interface
L794[16:18:15] <tterrag> EnumFacing
*really* needs to have some of the stripped methods put back in by
forge
L795[16:18:23] <tterrag> like
rotateAroundCCW()
L796[16:18:32] <tterrag> having only the
CW version is pretty pointless ._.
L797[16:18:45] <LexManos> we dont add
stripped methods
L798[16:19:03] <tterrag> then EnumFacing
will continue to be bad
L799[16:19:30] <heldplayer> I don't see
why you wouldn't add those
L800[16:20:16] ***
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unhelpful. (5)))
L801[16:21:14] <LexManos> We dont make it
a habit to add random things to classes. If its a utility function
we may remove SideOnly but a READD ALL THE THINGS is not
useful
L802[16:22:56] *
LexManos goes back to work
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L804[16:24:17] <heldplayer> Going by the
only name tterrag mentioned, it seems like utility functions. And
to be fair he didn't say all the methods needed to be added again
:P
L805[16:24:46] <diesieben07> lex, what
would you want the output format of that enum thingy to be? i might
write you something :P
L806[16:24:52] <diesieben07> (maybe be
useful for once... :D)
L807[16:24:56] <heldplayer> (But I've not
seen the entire log, I might be missing parts where he did)
L808[16:25:15] *** MineBot sets mode: -b
*!*@tterrag.com
L809[16:26:49] <LexManos> dies: I was more
thinking of adding a: public static EnumName newEntry({Arguments}){
return new EnumName({Arguments}); } to the class itself.
L810[16:27:05] <LexManos> so you'd do
EnumToolMaterial.newEntry() instead of going through enum
helper
L811[16:27:12] <diesieben07> oh,
fancy.
L812[16:27:19] <diesieben07> and
pre-decompile so just an asm visitor
L813[16:27:21] <diesieben07> i can do
that.
L814[16:27:21] <LexManos> This would be
best for a generic solution that doesnt have to be updated manually
every mc update
L815[16:27:41] <LexManos> i havent had
time to work on it, as ive been digging through other shit
L816[16:27:52] <LexManos> I REALLY wanted
to get FF done before Pax, so im grinding away on that
L817[16:28:32] ⇦
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L819[16:30:06] <heldplayer> Don't stress
yourself too much Lex, it's not healthy :)
L820[16:30:12]
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L821[16:30:16] <LexManos> Nothing I do is
healthy ;)
L822[16:30:38] <tterrag> apologies for the
PM lex, I read that as a 5 day ban >.>
L823[16:31:05] <tterrag> regardless I'm
not suggesting you add everything, just the missing rotate
methods
L824[16:31:07] <heldplayer> Working in the
MC community, not healthy indeed :P
L825[16:31:21] <tterrag> which are very
clearly missing and make the rotation stuff useless
L826[16:31:38] <tterrag> and if you agree,
I'll make a PR
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L829[16:32:22] <Nucleria> Hi.
L830[16:41:22] <williewillus> the name of
a blockstate json is the name of the block's gameregistry name
right?
L831[16:41:30] <williewillus> mine can't
seem to be found, hrm
L832[16:43:31] <Zaggy1024> crap I just
made tabula crash
L833[16:44:15] ***
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L834[16:44:24] *
Mitchellbrine claps
L835[16:44:52] <williewillus> are there
any limitations on what a blockstate json name can have? is it
lowercased automatically?
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L840[16:47:55] <Zaggy1024> williewillus,
it would probably be best to use lowercase and underscores
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L842[16:48:05] <Zaggy1024> Mojang may
change requirements
L843[16:48:09] <Zaggy1024> why?
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L845[16:48:20] <williewillus> I'm porting
another mod, and their gameregistry name is
"blockMetal"
L846[16:48:29] <williewillus> and somehow
either the blockstate or model jsons aren't being found
L847[16:50:18] ***
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L848[16:51:29] <Zaggy1024> yeah...hm
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L850[16:51:35] <Zaggy1024> registry names
should be lowercase I believe
L851[16:51:52] <Zaggy1024> just register
the resource locations to something else though
L852[16:52:23] <williewillus> can i do
that?
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L854[16:52:28] <williewillus> wait of
course i can
L855[16:52:34] <williewillus> i need to
use a custom statemapper right
L856[16:52:41] <williewillus> or something
like that
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L859[16:55:53] <Zaggy1024> of course
willie, you could remap the old names to a new lowercase name,
also
L860[16:56:01] <Zaggy1024> at least I
believe you can, with that one event
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L863[17:02:00] <williewillus> meh idk why
it's not working for something so simple, it's working for ProjectE
0.o maybe I seutp my resource dirs wrong
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L866[17:03:06] <williewillus> lemme try an
item textures and see if its my resources that are broken or just
the blockstate
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L872[17:12:30] <Flashfire> I'm having an
issue retaining extendedentityproperties after entitydeath
L873[17:13:03] <williewillus> you need to
reapply them after the entity dies because vanilla is silly in how
it handles them
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L875[17:13:05] <Flashfire> I read in a
tutorial to save them in LivingDeathEvent and load in
EntityJoinWorldEvent but EntityJoinWorldEvent is firing before I
even press the respawn button, hence the loaded data is overwritten
and reset
L877[17:13:36] <williewillus> don't do
that just use ^
L878[17:14:27] <Flashfire> So, with that
hook I can prevent the data from even being reset?
L879[17:15:51] <williewillus> no that
eventhandler i linked just prevents it from being wiped on
death
L880[17:16:39] <Flashfire> Alright
L881[17:17:38] ***
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L882[17:17:39] <Flashfire> I can't find
getDataFor
L883[17:17:41] ***
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L884[17:17:46] <Flashfire> This is 1.8,
right?
L885[17:18:34] <Flashfire> I guess it's
just get
L886[17:18:37] ***
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L887[17:20:28] <williewillus> that's my
own method
L888[17:20:58] <williewillus> just acquire
your ieep from evt.original, save it to a temp nbt, and load it
back onto the new player
L889[17:21:14] <williewillus> whatever
method you use to acquire your ieep is yours, in my case it was a
static getDataFor
L890[17:22:55] <Flashfire> Ok I'm trying
it
L891[17:23:29] ***
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L893[17:26:14] <williewillus> hrm my item
models work but the blocks don't
L894[17:26:29] <Flashfire> Hmm, didn't
work for me
L895[17:26:43] <Flashfire> The data never
loaded
L896[17:26:44] ***
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L897[17:27:35] <williewillus> did you
reapply / save from the right entities?
L898[17:28:26] <Flashfire> I think I see
why
L899[17:29:09]
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(sid14726@id-14726.highgate.irccloud.com)
L900[17:29:09] ***
clienthax was kicked by MineBot (Banned: Paying people to annoy us
at con by making fun of a child. (65535d)))
L901[17:29:28] <gigaherz> o_O
L902[17:29:29] <Flashfire> What is the
purpose of syncing? From what I can see only server is used
L903[17:29:32] <gigaherz> someone did
that?
L904[17:31:43] <williewillus> ?
L905[17:32:00] <williewillus> my ieeps are
synced because the client needs them. if yours don't need to be
clientside then don't sync them :p
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L907[17:34:01] <Flashfire> Still can't get
it to work
L908[17:34:22] <Flashfire> I'll try to
figure out what's happening to overwrite it
L909[17:35:34] <williewillus> show code
maybe?
L910[17:35:44] <williewillus> the one
eventhandler I linked should be sufficient
L911[17:35:55] ⇦
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L913[17:39:37] <Zaggy1024> what the heck
did clienthax do 0.o
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L915[17:39:56] <Flashfire> Seems like it's
a problem with my own code
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L919[17:48:07] <tterrag|away> Zaggy1024:
he was banned a long time ago, must have changed IPs but AKICK is
nickserv based
L920[17:48:10] ***
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L921[17:49:21] <Zaggy1024> wow I
completely missed the drama
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L923[17:51:34] <williewillus> apparently
he told someone to ask dumb or insulting questions to the mod panel
at minecon
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L925[17:51:58] <tterrag> not told
L926[17:51:59] <tterrag> paid
L927[17:52:16] <Zaggy1024> -.-
L928[17:52:34] <jamierocks> clienthax is
the pixelmon dev, no?
L929[17:52:39] <tterrag> one of
L930[17:52:47] <Zaggy1024> hm I want to
watch this panel (not specifically because drama), any idea where
it is?
L931[17:52:59] <williewillus> well idk if
it was at the actual panel
L932[17:53:05] <williewillus> mojang
uploaded it
L933[17:53:08] <williewillus> it's on
their youtube
L934[17:53:09] <tterrag> it should be on
YT
L935[17:53:20] <jamierocks> probably not a
good idea to ban id-14726.highgate.irccloud.com
L936[17:53:26] <Zaggy1024> what was it
called?
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L938[17:54:43] <jamierocks> but to be fair
should the events of minecon, justify events in here?
L939[17:54:53] <jamierocks> (not saying I
like what he did)
L940[17:55:05] <Zaggy1024> if he's
harassing Lex, yes
L941[17:55:14] <Ashlee> huh which
panel?
L942[17:55:47] <tterrag> jamierocks: you
must be new here :p
L943[17:56:18] <jamierocks> not really,
just not very active :P
L944[17:56:39] <williewillus> Zaggy1024:
whichever one has "mods" in the name lol
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L946[17:57:10] <tterrag> jamierocks: I got
banned once for having written bad code
L947[17:57:19] <Zaggy1024> wow why is
everyone doomsaying about the new combat mechanics?
L948[17:57:21] <Nucleria> Oh my.
L949[17:57:22] <tterrag> by bad I
mean...ugly :P
L950[17:57:28] <tterrag> it wasn't hacky
or anything
L951[17:57:28] <Nucleria> :P
L952[17:57:29] <tterrag> just bad :P
L953[17:57:34] <jamierocks> wow xD
L954[17:58:06] <jamierocks> i won't be
getting banned anytime soon then :P
L955[17:58:15] <williewillus> i'm only at
one kick iirc lol
L956[17:58:37] *
jamierocks is at zero
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thanks for all the fish.)
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L959[18:00:13] <Nucleria> I’ve been banned
temporarily by my friends on private servers (hosted by me), if
that counts...
L960[18:00:28] <Nucleria> private
Minecraft servers*
L961[18:00:30] <Zaggy1024> not the same
thing :P
L962[18:01:06] <jamierocks> williewillus:
what you get kicked for?
L963[18:01:19] <williewillus> it was a
long time ago
L964[18:01:35] <Nucleria> I know, but I
don’t get banned much… :P
L965[18:02:19] <Zaggy1024> I think
bringing up the reasons we got kicked isn't the best idea :P
L966[18:02:36] <Nucleria> :P
L967[18:02:45] <jamierocks> probably
not
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L978[18:09:22] <Pennyw95> is it correct
that the vanilla door is rendered via ISBRH?
L979[18:09:41] <Zaggy1024> ummm
L980[18:09:53] <Zaggy1024> I don't believe
so
L981[18:10:24] <Zaggy1024> I think at
least in 1.6 it used the lovely mess that rendered all the blocks
back then, not sure about 1.7
L982[18:10:30] <Zaggy1024> and of course
in 1.8 it's a model
L983[18:10:55] <williewillus> well isbrh
is only for mods
L984[18:11:07] <Zaggy1024> yeah I
couldn'
L985[18:11:12] <Zaggy1024> t remember if
that was the case :P
L986[18:11:14] <williewillus> vanilla non
tesrs in 1.7 and below was a hardcoded mess in the RenderBlocks
class
L987[18:11:21] <Pennyw95> well I have no
idea what changed in 18 but...i can't find a renderDoor class in
net.minecraft.client.renderer.tileentity
L988[18:11:33] <williewillus>
RenderBlocks.renderDoor/renderLilypad/renderTrapdoor/render<Whatever>
L989[18:11:35] <Pennyw95> oh ok
L990[18:11:37] <Zaggy1024> it's not a TE,
so that would be why
L991[18:11:47] <Zaggy1024> in 1.8, it is
not in RenderBlocks
L992[18:11:49] <Zaggy1024> it is in a
model
L993[18:11:52] <Pennyw95> I guess I
shouldn't mess with the renderblocks then
L994[18:11:57] <Zaggy1024> tell us what
you actually want to do :P
L995[18:12:07] <Pennyw95> learn to do
isbrh
L996[18:12:12] <williewillus> and in those
hardcoded methods it was just a bunch of tessellator calls
(basically what an isbrh is)
L997[18:12:17] <Zaggy1024> Pennyw95, what
MC version?
L998[18:12:22] <williewillus> um look at
some OS mods
L999[18:12:23] <Pennyw95> 1.7.10
L1000[18:12:23] <williewillus>
enderio
L1001[18:12:35] <Zaggy1024> oh erm
L1002[18:12:41] <Zaggy1024> you confused
me, made me think earlier you were on 1.8
L1003[18:12:53] <Zaggy1024> yeah you
gotta look up an ISBRH tutorial
L1004[18:13:02] <williewillus> Pennyw95's
making a thaucraft addon so can't really be on 1.8 ;p
L1005[18:13:12] <Zaggy1024> didn't know
that :P
L1006[18:13:19] <Zaggy1024> but you
should know that the code you write for an ISBRH will be
immediately useless when moving to 1.8
L1007[18:13:26] <Pennyw95> I looked on
the minecraftforge.net isbrh tutorial but someone, I don't remember
who, told me it was shit
L1008[18:13:39] <williewillus> just look
up some open source 1.7 mods
L1009[18:13:42] <williewillus> on
gh
L1010[18:13:44] <Zaggy1024> yeah
that
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L1012[18:13:47] <Pennyw95> yeah I don't
plan on doing something big for now
L1013[18:13:52] <Pennyw95> so you confirm
it's shit? xD
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L1015[18:14:07] <Zaggy1024> not sure, I
haven't looked, myself
L1016[18:14:09] <Zaggy1024> willie?
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L1018[18:15:11] <Pennyw95> now enderio's
a big mod :O
L1019[18:15:30] <williewillus> it looks
okay, but just old and kinda unclear
L1020[18:15:33] <williewillus> no real
example
L1021[18:16:16] <Pennyw95> thaumcraft has
some isbrh, but it only uses it for cuboid models
L1022[18:16:25] <Pennyw95> I was just
looking for some more
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L1024[18:17:21] <williewillus> ooh the
enderio ones have been quite abstracted away lemme see if i can
think of another
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L1077[19:09:45] <Vorquel> Hey
diesieben07, what's ForgeEnumFactories for?
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L1079[19:10:17] <diesieben07> lex wants
someting to replace the hardcodyness of EnumHelper
L1080[19:10:30] <diesieben07> something
that adds factory methods to specified enums instead
L1081[19:10:41] <diesieben07> so you do
EnumArmorMaterial.newEntry(...) instead
L1082[19:10:51] <Vorquel> cool
L1083[19:13:11] <tterrag> is EnumHelper
hardcoded though?
L1084[19:13:16] <tterrag> isn't there a
method that takes any Enum class?
L1085[19:13:16] <Ordinastie> diesieben07,
but you still won't be able to do Enum.newEntry directly
L1086[19:13:55] <diesieben07> tterrag,
this is for stuff like EnumHelper.addArmorMaterial
L1087[19:13:59] <diesieben07> which
constantly needs updating
L1088[19:14:15] <diesieben07> Ordinastie,
yes, you will. just like you can directly use Forge's ATs in your
sourcecode.
L1089[19:14:34] <williewillus> and all
other forge patches :p
L1090[19:14:38] <diesieben07> yeah
L1091[19:15:13] <Ordinastie> oh,
nice
L1092[19:15:25] <Ordinastie> so it's
handle by FG then
L1093[19:15:30] <tterrag> yeah I
guess
L1094[19:15:36] <diesieben07> well, that
is the plan
L1095[19:20:34]
⇦ Parts: unrealdinnerbone (~porkchops@192.111.141.105)
())
L1096[19:22:33] <Zaggy1024> yeah, that
sounds really cool
L1097[19:24:24] <diesieben07> i will
probably do it as a FG thingy tomorrow
L1098[19:25:26] <Zaggy1024> I'm curious
though, in what way must EnumHelper be updated? just to adjust to
changes in constructor arguments?
L1099[19:26:10] <diesieben07> yes
L1100[19:26:21] <diesieben07> the
constructor argument types are all hardcoded there
L1101[19:27:07] <Ordinastie> I assume
yours work with any enum in general ?
L1102[19:27:15] <diesieben07> yes
L1103[19:27:27] <Zaggy1024> as does
EnumHelper :P
L1104[19:27:29] <diesieben07> you just
feed it a list of classes and it adds a factory method for each
constructor there
L1105[19:27:42] <diesieben07> yes, it
piggybacks off of EnumHelper anyways
L1106[19:27:57] <Zaggy1024> I hope
EnumHelper isn't removed though, if these factory methods aren't
added to all enums
L1107[19:28:12] <diesieben07> no, it
can't be removed, this thing uses it :D
L1108[19:28:15] <williewillus> what
happens if someone uses EnumHelper to add a enum value that already
exists?
L1109[19:28:21] <williewillus> *same
name
L1110[19:29:37] <diesieben07> bad
things.
L1111[19:30:10] <Zaggy1024> I used
EnumHelper to add a moderately useful particle registration system
to my mod
L1112[19:30:25] <diesieben07> wait, you
used EnumHelper to add stuff to your own enums?
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L1115[19:33:57] <diesieben07> welp,
sleepytime now.
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L1117[19:54:58] <williewillus> where was
that fork of the forge readthedocs that had documentation about
statemappers, etc.?
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L1131[20:09:38] <williewillus> yeah i
found it, it's bob_twinkles'
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L1135[20:26:06] <Flashfire> I have a
problem with my movingsound that works as bgm where if a player
dies, it fades out, but if they click respawn before it's faded out
it keeps playing even after I respawn
L1136[20:27:01] <Flashfire> Is there an
event I can use that fires right before I respawn and lose that
instance of the MovingSound?
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L1141[20:36:05] <williewillus> I have a
PropertyInteger that ranges from 0 to 15, what do I do if I want
values 0 to 11 to all use one model and 12-15 a second? a custom
statemapper seems to be loading but doesn't do anything
L1142[20:37:40] <shadekiller666>
uhh
L1143[20:38:06] <shadekiller666> are you
overriding getModelLocation() in your state mapper?
L1144[20:39:42] <shadekiller666> if you
override that, it will pass you an IBlockState that it wants a
model for, at which point you can check if the PropertyInteger has
a value in your ranges for the IBlockState and return a different
ModelResourceLocation based on that
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L1146[20:41:18] <williewillus> hm I do
that but I get messages saying the normal variant isnt found
L1147[20:41:22] <williewillus> and then
it doesnt show ingame
L1148[20:41:48] <shadekiller666> can i
see the state mapper and the blockstate jsons?
L1149[20:45:48] <williewillus> wait what
am I supposed to have in the blockstate json?
L1150[20:46:01] <williewillus> I thought
you didn't have one if you use a custom statemapper
L1151[20:46:33] <shadekiller666>
hmm
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L1153[20:47:59] <shadekiller666> iirc,
getModelLocation() in the blockstate mappers assumes that the
returned resource location is a blockstate json
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L1155[20:48:46] <shadekiller666> so the
reason you're getting "normal variant not found" is
because it either couldn't find a json of the name that you're
returning, or the one that it found doesn't have a
"normal" key
L1156[20:48:51] <williewillus> oh so you
return a blocksate json not a model one?
L1157[20:48:54] <shadekiller666>
mhmm
L1158[20:49:12] <williewillus> but then
how would that allow me to circumvent respecifying all values for
the integer property?
L1159[20:49:38] <williewillus> i.e.
prop=1 { model } prop=2 {same old model} prop 3 { same again} etc
etc
L1160[20:49:39] <shadekiller666> and to
change models, you would just return a ModelResourceLocation with
the form: (<name of blockstate json>, <variant that you
want to use>)
L1161[20:49:48] <williewillus> oh I
see
L1162[20:50:01] <Zaggy1024> you could
return "blockstates/blah#thing=state1" or
"#thing=state2"
L1163[20:50:33] <shadekiller666> it will
take whatever you pass it i think
L1164[20:50:33] <Zaggy1024> although
depending on what your integer represents, you may want to think
about allowing resource pack artists to override those states with
new models
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L1166[20:51:10] <shadekiller666> zaggy,
could you just say "blockstates/blah#variant1"
L1167[20:51:17] <Zaggy1024> no
L1168[20:51:19] <Zaggy1024> don't ever do
that
L1169[20:51:30] <shadekiller666> or does
it have to be "propertyname=value"?
L1170[20:52:04] <Zaggy1024> it's always
best to do "propertyname=value" because the forge
blockstates format assumes a property string with no "="
to be fully specified
L1171[20:52:25] <Zaggy1024> meaning if
you provide "value,property1=valuething", you won't be
able to specify that in forge blockstates
L1172[20:52:43] <shadekiller666>
lol
L1173[20:52:47] <williewillus> I'm using
vanilla state format in this case
L1174[20:53:00] <Zaggy1024> well people
might wanna use forge blockstates, you gotta remember
L1175[20:53:07] <Zaggy1024> plus you
might break stuff in the future
L1176[20:53:08] <williewillus> so do I
just do new ModelResourceLocation("modid:blockstatename",
"variantname")?
L1177[20:53:13] <Zaggy1024> just try and
use the existing system okay? :P
L1178[20:53:26] <Zaggy1024> do
"propertyname=variantname"
L1179[20:54:00] <Zaggy1024> but yeah,
those are the arguments
L1180[20:56:42] <williewillus> yeah I'll
just specify each value separately, it's not that many anyway (just
16) so others can override them
L1181[20:57:30] <Zaggy1024> I believe
Mojang is putting requirements on the format of blockstates
properties strings anyway
L1182[20:57:56] <Zaggy1024> yeah that's a
good plan :)
L1183[20:58:29] <Zaggy1024> ha-ha typing
through VNC on my phone is hard
L1184[20:59:01] <Zaggy1024> bah, didn't
ask for that hyphen
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L1188[21:14:01] <williewillus> more mods
and vanilla need to use world.destroyBlock instead of
world.setBlockToAir
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L1190[21:14:10] <williewillus> it's so
satisfying hearing the sounds and seeing the particles :p
L1191[21:14:30] <ZaggyMobile> Ikr
L1192[21:15:16] <williewillus> like that
block I was asking about states for, collapses when there's not
enough a sufficient strength one under it, so if you make a giant
tower and destroy the bottom particles just zip up into the
sky
L1193[21:15:24] <williewillus> like the
new chorus plants, those use destroyblock too
L1194[21:17:16] <tterrag> williewillus:
but that drops items, no?
L1195[21:17:20] <tterrag> and requires a
player instnace
L1196[21:18:01] <williewillus>
world.destroyBlock, it's new in 1.7.x, it plays the particles and
sounds
L1197[21:18:05] <williewillus> you can
tell it to drop blocks or not
L1198[21:25:41] <tterrag> !gm
destroyBlock
L1199[21:25:48] <tterrag> !gm
destroyBlock 1.7.10
L1200[21:25:53] <tterrag> williewillus:
you mean 1.8.x...
L1201[21:26:12] <williewillus> oh, sorry,
it's called breakBlock in 1.7
L1202[21:26:17] <williewillus>
World.breakBlock(x,y,z,bool)
L1203[21:26:54] <williewillus> I think it
received a name quite late in 1.7, so it might still be srg name in
older forge versions
L1204[21:27:33] <tterrag> !gm breakBlock
1.7.10
L1205[21:27:41] <tterrag>
interesting
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L1213[21:41:39] <shortybsd> what's up
tterrag :)
L1214[21:42:34] <Manusoftar> is there a
way to allow users to have mod items on my server?? i mean, items
that came with a mod but provided directly by the server
L1215[21:44:27] <shortybsd> you can on
cauldron/bukkit/spigot via a plugin. Seems there isn't a lot of
support for forge server exclusive.
L1216[21:45:16] <shortybsd> why not use
the permission system and deny access to a specific item ?
L1217[21:45:18] <Manusoftar> which
plugin?
L1218[21:45:32] <shortybsd> then allow it
for a certain group or person specific
L1219[21:46:03] <Manusoftar> i think i
wasn't clear
L1220[21:46:22] <Manusoftar> I'll tell
you exactly what im trying to achieve.
L1221[21:46:26] <shortybsd> ok
L1222[21:47:18] <rfctksSparkle> You mean
mod items without clients having to install the mod!
L1223[21:47:19] <rfctksSparkle> ?
L1224[21:47:23] <Manusoftar> I would like
to have the "Enchanting Plus" enchanting table available
on my server so i can put it on the enchantments section for my
users to use. But not like, making em install it locally
L1225[21:47:30] <rfctksSparkle> No.
L1226[21:47:36] <shortybsd>
impossible
L1227[21:47:38] ***
tfox83 was kicked by LexManos (Bye))
L1228[21:47:38] <Hiyori> oh that jerk
tfox83 is back in here
L1229[21:47:42] <Hiyori> nevermind
L1230[21:47:43] <shortybsd> server mods
has to reside on the client as well.
L1231[21:47:45] <Devin_> rekt.
L1232[21:47:52] <Drullkus> o.o
L1233[21:47:53] <shortybsd> unless it is
server specific.
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L1235[21:47:57] <Drullkus> Dang
L1236[21:47:57] <Devin_> i like it better
this fay Hiyori
L1237[21:47:58] <Hiyori> oh he is
back
L1238[21:47:59] <Devin_> NOOO
L1239[21:47:59] <tfox83> wow
L1240[21:48:04] <Drullkus> That musta
hurt
L1241[21:48:09] <tfox83> I take such
abuse in this channel
L1242[21:48:13] <Hiyori> yep
L1243[21:48:16] <Hiyori> which is
funny
L1244[21:48:16] <rfctksSparkle> This
isn't spoutcraft. And even that required the spoutcraft client
mod.
L1245[21:48:20] <Devin_> i dont want to
hear about abuse
L1246[21:48:23] <Drullkus> lol
L1247[21:48:40] <Manusoftar> but if users
have that mod locally installed, will mt server be able to let them
use it??
L1248[21:49:00] <rfctksSparkle> ...
No.
L1249[21:49:30] <Manusoftar> ok, i guess
i'll have to just leave the regular enchanting table...
L1250[21:49:33] <Manusoftar> thanks
L1251[21:50:00] <shortybsd> there are
plenty of forge compatible enchanting modification mods
L1252[21:50:12] <rfctksSparkle> Any forge
mod that adds blocks or items. Especially functional ones pretty
much require a client mod.
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L1254[21:51:30] <shortybsd> Manusoftar:
why not leave it on the server and include it within your pack?
Then limit the use of it via permissions?
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L1259[21:56:08] <shortybsd> anyone know
of a LWC replacement that works on Forge? Needing a chest / block
lock mod that will support any type of block also where you can add
users for access.
L1260[21:59:51] <rfctksSparkle> That
would probably be hard though.
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L1264[22:00:41] <ZaggyMobile> Why is a
lock mod hard?
L1265[22:01:04] <rfctksSparkle> That
works on every block.
L1266[22:01:31] <ZaggyMobile> All you
gotta do is intercept the block right clicks and cancel them if the
player doesn't have permission
L1267[22:01:44] <ZaggyMobile> Ez :P
L1268[22:01:57] <rfctksSparkle>
Automation?
L1269[22:01:59] <ZaggyMobile> Maybe not
all that secure though
L1270[22:02:12] <ZaggyMobile> Yeh there's
that
L1271[22:03:20] <ZaggyMobile> But then
how do you protect against that even in specific block locking
implementations?
L1272[22:03:41] <ZaggyMobile> How's don't
know who placed them
L1273[22:03:53] <Manusoftar> is there a
way to launch gradlew server with plugins?
L1274[22:03:55] <ZaggyMobile>
*hoppers
L1275[22:04:08] <Manusoftar> i mean,
launching the server from eclipse with plugins enabled
L1276[22:04:19] <ZaggyMobile>
Plugins?
L1277[22:04:23] <rfctksSparkle> Only way
would be region based protection lol
L1278[22:04:34] <ZaggyMobile> Yeah that's
what i was thinking
L1279[22:05:00] <ZaggyMobile> So that
could be generic with block use checks
L1280[22:05:07] <Manusoftar> im writing a
server plugin which has to interact with other plugins so to debug
i need to run the server with the other plugins enabled
L1281[22:05:08] <rfctksSparkle> And even
that isn't completely secure
L1282[22:05:33] <Manusoftar> to be more
specific, i need Essentials, Vault, and PlotSquared
L1283[22:05:42] <ZaggyMobile> What kind
of plugin? Does Forge have plugins?
L1284[22:05:52] <rfctksSparkle>
Bukkit?
L1285[22:06:04] <Manusoftar> yep
L1286[22:07:00] <Manusoftar> i think its
bukkit but you know there are some snapshots that claims to be
bukkit but they arent so im not 100% sure
L1287[22:08:51] <shortybsd> Zaggy1024:
Hidendra made LWC absolutely amazing with all the debugging .. if
checks as well as added in custom block support. Far as the hopper
support, it would do an if check (if the player was added to the
protected block and has permission) which would then let the hopper
work or not.
L1288[22:09:29] <shortybsd> by default it
blocks creeper/tnt and other things from breaking the
chest/block
L1289[22:09:46] <rfctksSparkle> How would
it block direct access to the tile entity though =O
L1290[22:10:03] <shortybsd> check to see
whom placed it.
L1291[22:10:07] <Manusoftar> i saw a mods
folder inside the eclipse folder generated by gradlew, i placed my
server plugins there but it doesn't seem to load em
L1292[22:10:26] <rfctksSparkle> I mean,
how does it block.
L1293[22:10:28] <TehNut> Bukkit Plugins
aren't Forge mods. Why would it load them?
L1294[22:10:39] <TehNut> You need to
install Bukkit in your dev environment
L1295[22:10:52] <Manusoftar> uhm..
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L1297[22:11:35] <Manusoftar> is there a
way to do that through gradlew??
L1298[22:11:40] <rfctksSparkle> Tile
entity access doesnt contain the accessing block or tile. I
think?
L1299[22:11:53] <TehNut> Probably, but it
won't be easy
L1300[22:11:56] <TehNut> glhf :P
L1301[22:12:30] <rfctksSparkle> I just
gave up on bukkit when the drama happened.
L1302[22:12:41] <shortybsd>
rfctksSparkle: it checks when you place any block anywhere near the
locked block (that touches it) it then logs if it has access to the
protected block. So if a trusted user placed a pipe, hopper and so
forth it would authenicate it and store it. upon next block update
it would re-update that blocks side for permission.
L1303[22:12:57] <Manusoftar> how the heck
do the devs create server plugins if there is no way to
debug???
L1304[22:13:46] *
AbrarSyed wonders what forge has to do with bukkit
L1305[22:13:54] <shortybsd> lol
L1306[22:14:20] <TehNut> Manusoftar:
Because they use a Bukkit environment and not a Forge one?
L1307[22:14:39] <shortybsd> correct
:)
L1308[22:14:59] <rfctksSparkle> All you
said is how it checks permission.
L1309[22:15:36] <rfctksSparkle> Not how
it actually enforces said permissions.
L1310[22:16:25] <Manusoftar> there is
something i dont get, if you cannot develop server plugins within
Forge environment why the heck is there the possibility to run the
server, and why are there ServerProxys as if you could create
server side mods....
L1311[22:17:11] <TehNut> Plugins !=
Mods
L1312[22:17:49] <TehNut> You can develope
Serverside mods with Forge
L1313[22:17:55] <AbrarSyed> ^
L1314[22:17:59] <TehNut> You develop
plugins with Bukkit
L1315[22:18:07] <AbrarSyed> bukkit
plugins, and forge mods, are entirely different beasts
L1316[22:18:57] <Ordinastie> next
question : why forge mods don't work on unity?
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L1318[22:20:52] <tterrag> Manusoftar:
serverside mods are totally possible, but they can't add items or
blocks (just like plugins can't)
L1319[22:21:00] <tterrag> items and
blocks require client side things, like names, textures, and
rendering
L1320[22:21:08] <tterrag> you can't
provide those on the server
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L1326[22:32:22] <killjoy> tterrag:
yet
L1327[22:35:49] <Zaggy1024> oo, you know,
block states would lend to a cool interface for CC turtles
L1328[22:36:19] <Zaggy1024> do turtles
have any way of detecting the block that's in front of them
currently?
L1329[22:36:22] <Zaggy1024> haven't
touched CC in a while
L1330[22:36:26] <dangranos> um
L1331[22:36:32] <dangranos> there is
#computercraft
L1332[22:36:41] <Zaggy1024> ah true
L1333[22:36:43] <dangranos> and yes
(iirc)
L1334[22:36:47] <Zaggy1024> I'm just
lazy, sorry :P
L1335[22:37:02] <dangranos> btw, there is
OC
L1336[22:37:30] <Zaggy1024> it was just a
random thought, and I doubt dan200 really cares whether you can
have a cool interface based on 1.8, he'll still wanna wait for 1.9
:P
L1337[22:37:54] <dangranos> i'm not sure
what dan200 even cares about..
L1338[22:37:56] <Zaggy1024> yeah I've
heard of OC but I never really learned much about it
L1339[22:38:11]
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L1340[22:38:21] <Zaggy1024> I don't know
what it's capable of, if I did I might actually try doing something
cool with it
L1341[22:38:47] <Zaggy1024> (like
starting over writing my Minecraft in Minecraft game, which turned
out completely broken because I went into it without enough
knowledge)
L1342[22:39:05] <dangranos>
"learned"? you just have to know difference between
lua5.1 and 5.2 (which is nonexistant if you dont go into depths of
lua) and know function names
L1343[22:39:15] <dangranos> and lua,
duh
L1344[22:39:22] <Zaggy1024> er
L1345[22:39:41] <Zaggy1024> well the only
contact I've had with computercraft was in a survival server so I
had to obtain all the crap to craft the computers and make them
work
L1346[22:39:49] <Zaggy1024> never really
got far enough to write any code in it lol
L1347[22:41:24]
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L1348[22:42:57] <williewillus> oc seems
really cool with how low level you're allowed to get
L1349[22:43:03] <Zaggy1024> nice
L1350[22:43:20] <Zaggy1024> I wonder how
efficient I could make a 2D MC game in there compared to CC
L1352[22:43:45] <Zaggy1024> d'you know
the refresh rate of computers in OC?
L1353[22:43:46] <williewillus> the whole
"choosing computer parts and then having to boot and actually
"install" your OS" thing was cool
L1354[22:43:49] <williewillus> not
sure
L1355[22:43:54] <dangranos> um
L1356[22:43:56] <williewillus> dpeends on
the parts you use to build it I think
L1357[22:44:00] <dangranos> what's up
with quotes?
L1358[22:44:04]
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L1359[22:44:09] <dangranos> it IS OS and
you DO install it
L1360[22:44:25] <williewillus> that's
what I literally just said
L1361[22:44:34] <dangranos> you said that
with quotes
L1362[22:44:36] <Zaggy1024> Flashfire,
you're accessing particle effect entity on the server
L1363[22:44:39] <Zaggy1024> don't.
:P
L1364[22:44:42] <dangranos> that changes
EVERYTHING
L1365[22:44:48] <williewillus> ...no it
doesn't
L1366[22:44:51] <Flashfire> But I don't
know where
L1367[22:44:58] <Flashfire> The error
happens on the vanilla chest
L1368[22:45:01] <williewillus> I just
forgot to use single quotes around "install", pedantic
:p
L1369[22:45:20] <Zaggy1024> Flashfire,
what does your mod contain?
L1370[22:45:39] <Flashfire> A lot of
things, but most importantly a custom chest and custom particle
effect
L1371[22:45:43]
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L1372[22:45:51] <Zaggy1024> how are you
spawning the particle?
L1373[22:46:32] <Flashfire> I'm spawning
it the same way as the ender chest
L1374[22:46:38] <Zaggy1024> erm
L1375[22:46:42] <Flashfire> I just
replaced it with my own particle
L1376[22:46:43] <Zaggy1024> just show
code danget
L1377[22:46:48] <Zaggy1024> I'm not gonna
look up that code in MC source
L1379[22:48:02] <Flashfire> That is in a
custom block for the chest
L1381[22:49:08] <Zaggy1024> good lord
those arrays
L1382[22:49:19] <Zaggy1024> so long
:P
L1383[22:49:36] <Flashfire> Yeah it's
every color in a block texture
L1384[22:49:57]
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L1385[22:50:48] <Zaggy1024> I believe you
can load the texture and turn it into an array like you need, see
the code that makes biome colors
L1386[22:50:57] <Zaggy1024> but
anyway...hm
L1387[22:51:16] <Zaggy1024> from that
code I can't see why it would crash, considering your
sideonlys
L1388[22:51:17]
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klingen und das T�ten angemessen wirkt. (George
Orwell))
L1389[22:51:25] <Zaggy1024> do you
register the particle or anything?
L1390[22:51:28] <Flashfire> nOPE
L1391[22:51:54] <Zaggy1024> okay I think
that's a good thing, but I'm not sure :P
L1392[22:52:01] <Flashfire> It is I
believe
L1393[22:52:24] <Flashfire> I have a
custom enderman that also uses it but I never saw that class in the
error
L1394[22:52:57] <Zaggy1024> hmmmm
L1395[22:53:17] <Zaggy1024> owww my
headache
L1396[22:53:23] <Zaggy1024> making it
hard to think
L1397[22:54:12] <Zaggy1024> well it
certainly shouldn't be trying to load that entity from NBT
L1398[22:54:20]
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L1399[22:54:40] <Zaggy1024> can you
override writeToNBT and find out where it's getting called
from?
L1400[22:55:32]
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L1401[22:55:39] ***
williewillus is now known as willieaway
L1402[22:56:57] <Flashfire> g2g
L1403[22:57:03]
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L1406[23:08:39] ***
TTFTCUTS is now known as TTFT|Away
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L1412[23:25:56] <tterrag> erg...this is a
pretty special case...but does anyone know of a list impl that is
basically a wrapped list with a "filter"? I want to only
show certain values of a list while keeping the reference to the
original and udpating based on changes to the original
L1413[23:27:11] <Ordinastie>
FluentIterable
L1414[23:27:30] <Zaggy1024> a list tho?
probably not, I would think
L1415[23:29:06]
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L1416[23:29:38] <tfox83> Hey my mod is
broke, what do I do?
L1417[23:29:52] <tterrag> Ordinastie:
that sounds nice, and seems right, but how exactly would I use it
to do what I want?
L1418[23:30:16]
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L1419[23:30:19]
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L1421[23:30:36] <tfox83> I am in a 1.2.5
environment and nothing is working
L1422[23:30:52] <Zaggy1024>
1.2.5????
L1423[23:31:00] <tfox83> yea, its the
best
L1424[23:31:09] <Zaggy1024>
uhhhhhhhhhhhhh no
L1425[23:31:24] *
tterrag watches tfox83 reel in the bait
L1426[23:31:42] <tfox83> who makes
forge?
L1427[23:31:51] <Zaggy1024> your mom
:)
L1428[23:31:54] <tfox83> this is
crap
L1429[23:32:03] <tfox83> my mom doesnt
know how to code
L1430[23:32:03] <Zaggy1024> your mom?
0.o
L1431[23:32:05] <Zaggy1024> that's not
very nice
L1432[23:32:21] <Zaggy1024> don't call
your mom crap
L1433[23:32:56] <tfox83> meh
L1435[23:33:51] <tterrag> Ordinastie:
yeah I think I got it
L1436[23:33:52] <tterrag> but thanks
:D
L1437[23:33:59] <tfox83> who here makes
1.2.5 mods?
L1438[23:34:08] <tfox83> I heard that lex
person is in charge here?
L1439[23:34:28] <unascribed> 1.2.5 is
unsupported and very *very* old
L1440[23:34:31] <unascribed> you're on
your own
L1441[23:34:51] *
tterrag sighs
L1442[23:35:06] <tfox83> who makes this
crap called EnderIO?
L1443[23:35:14] <unascribed> I think I'm
missing something because I just got back
L1445[23:35:46] <tfox83> damnit you blew
my cover... :/
L1446[23:35:53] <tterrag> <-
spoilsport
L1447[23:36:05] <Vorquel> Only if you're
the real one. :P
L1448[23:37:05] <tfox83> im not
tfox...
L1449[23:37:13] <unascribed> obviously
you're ftox
L1450[23:37:19]
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L1451[23:37:22] <tfox83> lol
L1452[23:37:36] <tfox83> I blame LexManos
for all of this...
L1453[23:37:48]
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L1454[23:37:54] <Vorquel> Somehow I read
ftox as fee-tlox
L1455[23:38:48] ***
tfox83 was kicked by LexManos (Sod off mr
"11.7"))
L1456[23:39:01] <unascribed> I'm
surprised he doesn't have +b yet
L1457[23:39:03]
⇨ Joins: tfox83
(sid47177@id-47177.charlton.irccloud.com)
L1458[23:39:17] <tterrag> you guys aren't
getting this are you :P
L1459[23:39:30] ***
TehNut is now known as TehNut|Sleep
L1460[23:39:35] <unascribed> I just got
here and missed a lot of it so no
L1461[23:40:29] <unascribed> plot twist:
tfox is a sockpuppet of lex
L1462[23:40:37] <unascribed> :P
L1463[23:40:39] <tfox83> maybe
L1464[23:40:49] <tfox83> I am tied up in
his basement
L1465[23:40:58] <Vorquel> I donn't get
the 11.7 part.
L1466[23:41:09] <tfox83> ah its a
long...story
L1467[23:41:21] <unascribed> obviously
it's Minecraft 11.7
L1468[23:41:24] <unascribed> he's from
the FuTuRe
L1469[23:42:57] <tfox83> no MC 11
yet
L1470[23:43:33]
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L1472[23:44:29] *
dangranos sighs
L1473[23:47:40]
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L1474[23:47:46]
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L1475[23:51:27] <tterrag> is the
MessageContext side the physical side or effective side?
L1476[23:52:11] <tterrag> nvm
L1477[23:53:19]
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L1478[23:53:57] <Drullkus> Someone
replace lex's kick hammer with a inflatable squeaky mallet while
he's not looking... Quick!
L1479[23:54:30] <unascribed>
/squeak
L1480[23:54:35]
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L1481[23:58:39] <Zaggy1024> would be cool
if there was an easy way to make a constructor take Block or
IBlockState parameters
L1482[23:58:57] <Zaggy1024> as well as
something for ItemStack/Item/Block parameters
L1483[23:59:19] <Zaggy1024> I hate
permutations when it leads to lots of duplicate code :P