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L5[00:12:44] <williewillus> is the ideafix
no longer needed in fg2?
L6[00:17:40] <xaero> ideafix is still
needed, but internally applied
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L8[00:17:43] <xaero> (so you don't have
to)
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L13[00:34:56] <theFlaxbeard> Minecraft
wtf
L14[00:35:14] <theFlaxbeard> It's so easy
to change the player's view location, but so difficult to change
where the highlight box renders so it's relevant to the new vew
loc
L15[00:35:45] <theFlaxbeard> I looked at
how iChun does it in morph... He completely ignores vanilla box
rendering and renders his own
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L23[01:01:03] <McJty> And it is called
perfectly for hostile mobs
L24[01:01:19] <McJty> But not for sheep,
cows, ... that are created at chunk generation time
L25[01:01:22] <McJty> And I have no clue
why
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L42[01:31:03] <darkrevenent> hi
L43[01:31:18] <darkrevenent> anyone
here?
L44[01:31:39] <Kris18> Hiya. I am, but I'm
new to modding, so I probably can't help if you have questions,
sorry.
L45[01:31:56] <darkrevenent> i m new
too
L46[01:32:20] <darkrevenent> this is my
first time on #minecraftforge
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L48[01:33:56] <Zaggy1024> you shouldn't ask
if anyone is here, just ask a question if you have one
L49[01:34:02] <Ordinastie> Don't ask to
ask. Just ask the question you want an answer to quickly and
concisely, and if anyone knows, they'll reply. Make sure to stick
around so your question can be seen and replied to. See
http://www.catb.org/~esr/faqs/smart-questions.html
L50[01:34:38] <Zaggy1024> ooh, there's a
page for this? :P
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L52[01:37:25] <darkrevenent> sorry guys but
like i said this is my first time here
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L54[01:38:56] <xaero> hmm
L55[01:39:00] <xaero> ?ask
L56[01:39:08] <xaero> darn, didn't work
;)
L57[01:39:13] <Ordinastie> no bot
here
L58[01:39:30] <Ordinastie> but the result
is what I posted above
L59[01:39:33] <xaero> I thought you would
get triggered by that :P
L60[01:40:31] <darkrevenent> guyz if u
wanna mod minecraft u gotta run ?gradlew setupDecompWorkspace
right?
L61[01:40:39] <xaero> speaking of bots, why
hasn't Overmind brought back Overbot..
L62[01:40:40] <Ordinastie> yes
L63[01:40:47] <darkrevenent> or something
similar
L64[01:40:52] <Kris18> that'll work.
L65[01:41:01] <Ordinastie> xaero, because
Lex didn't want
L66[01:41:02] <Kris18> After that, gradlew
idea or gradlew eclipse if you're using one of those two IDEs
L67[01:41:28] <darkrevenent> is there any
other way without using commmand line to set up workspace?
L68[01:41:38] <Ordinastie> no
L70[01:41:47] <darkrevenent> too bad
L71[01:41:53] <Ordinastie> why?
L72[01:41:53] <xaero> Ord, oh well, the s//
replace was useful at least
L73[01:41:58] <Zaggy1024> people that code
mods need to know how to use the command line :P
L74[01:42:14] <darkrevenent> my internet
isnt fast enought for cmd line
L75[01:42:17] <Ordinastie> yeah, but
apparently the bot was "abused"
L76[01:42:18] <Kris18> wat
L77[01:42:37] <Ordinastie> wut?
L78[01:42:46] <xaero> darkrevenent: is your
internet fast enough for your browser?
L79[01:42:57] <darkrevenent> yes
L80[01:43:23] <Kris18> I'm gonna guess he's
trying to say that downloading the necessary files for his first
workspace setup is too slow for his tastes.
L81[01:43:26] <xaero> then it should be
fast enough for cmnd line, gradle uses the same HTTP protocols to
fetch stuff
L82[01:43:56] <xaero> well, there is a few
deps I'll grant him that
L83[01:44:22] <darkrevenent> but sometimes
its just "connection timed out.." blah blah then i'd
start all over again
L84[01:45:20] <darkrevenent> even if it
succeds somtimes, it skips all download client/server files
L85[01:45:34] <Kris18> if it skips it, it's
probably because you still have those files
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L88[01:46:21] <Kris18> The initial
setupDecompWorkspace downloads the files before putting them to
use. Subsequent ones uses the files that didn't magically disappear
to setup another workspace
L89[01:46:24] <Kris18> @Wuppy: o/
L90[01:46:44] <Wuppy> \o/ last day as a
normal employee at this company :)
L91[01:46:45] <Kris18> If you download a
file, it can be saved on disk; that is the case for the files
required to setup the workspace, dark
L92[01:47:15] <Wuppy> starting monday I'll
be a programming supervisor/leader thingy :D
L93[01:47:27] <Kris18> I have no idea what
you're talking about, but grats! :D
L94[01:47:59] <darkrevenent> no it skips
not because i have the files..
L95[01:48:26] <alex_6611_> Guys, does it
still make sense to start making a *new* mod on 1.7 or should i use
1.8?
L96[01:48:34] <darkrevenent> cuz when i opn
eclipse it says minecraft files r not found
L97[01:48:40] <Kris18> pretty sure the
modding community is basically skipping 1.8
L98[01:48:47] <alex_6611_> ok, so 1.7
:P
L99[01:48:47] <darkrevenent> wait ill go
check the error now
L100[01:49:01] <darkrevenent> what ya
mean?
L101[01:49:20] <Ordinastie> Kris18, it's
because stupid people keep saying that modding community is
skipping 1.8
L102[01:50:20] <alex_6611_> well, yea, i'm
just asking if it makes sense to start sth new :D
L103[01:50:24] <alex_6611_> on 1.
L104[01:50:25] <alex_6611_> 7
L105[01:50:27] <Kris18> I didn't testify
for why, just that it's the case from what I've observed.
L106[01:50:45] <Ordinastie> alex_6611_,
you should start for 1.8
L107[01:50:58] <Kris18> If you have an
opinion, being rude about it isn't the way to get it out.
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L109[01:52:29] <Ordinastie> alex_6611_,
unless you're confident you can produce a release for your mod
within a month or two and don't really care to learn both versions,
you shouldn't bother with 1.7 anymore
L110[01:52:59] <alex_6611_> yea, i'll try
to make sth with 1.8
L111[01:53:23] <alex_6611_> it's just the
thing, that, the stuff i'm mots used to now (model rendering) has
changed 100% :P
L112[01:53:30] <Cazzar> Hmm
L113[01:53:33] <alex_6611_> but that's ok
i guess
L114[01:53:38] <Cazzar> Should I install
android M on my phone?
L115[01:55:57] <Zaggy1024> multirom it!
:P
L116[01:56:33] <Cazzar> Zaggy1024: Nah CBF
I don't want to constantly reboot it.
L117[01:56:45] <Zaggy1024> cbf?
L118[01:56:48] <darkrevenent> my problem:
.project file missing
L119[01:56:52] <Cazzar> Can't Be
Fucked
L120[01:56:58] <Zaggy1024> ah
L121[01:57:06] <Zaggy1024> yeah I
understand not wanting ot reboot it
L122[01:57:07] <darkrevenent> in eclipse
after command line running
L123[01:58:33] <Zaggy1024> did you run
gradlew eclipse?
L124[01:59:47] <darkrevenent> yep
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L126[02:01:01] <Wuppy> lets not
accidentally play my personal music loud as fuck in the
office...
L127[02:03:35] <darkrevenent> bye
guys
L128[02:03:37] <Zaggy1024> why not, if
your coworkers don't like your music, then they shouldn't be your
coworkers :)
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L130[02:04:36] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150828 mappings to Forge Maven.
L131[02:04:39] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150828-1.8.zip (mappings
= "snapshot_20150828" in build.gradle).
L132[02:04:50] <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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L135[02:24:51] <Wuppy> woop woop, time to
set up a bunch of repos with a big unity project
L136[02:24:53] *
Wuppy le wait
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L138[02:32:21] <xaero> I love the sight of
a squashed bloody mosquito on my hands /irrelevant
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L141[02:38:01] <unascribed> forget
sawtooth wave generators
L142[02:38:21] <unascribed> the garbage
collector is much better at it
L143[02:39:00] <unascribed> (It's running
a serialization/deserialization test and as such is generating tons
of objects just to discard them)
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L147[02:53:59] <Wuppy> yep... my work
today is copying & uploading files along with watching vidoes
:P
L148[02:57:44] <Zaggy1024> nice
L149[02:57:45] <Zaggy1024> I guess
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L151[03:00:22] <Wuppy> not bad at all
:P
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L154[03:02:33] <Zaggy1024> :)
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L180[04:26:08] <alex_6611_> so, question
(1.8)
L181[04:26:31] <alex_6611_> how do i get a
block's world object (from itself or its blockpos)?
L182[04:27:00] <tterrag> Not how it
works
L183[04:27:14] <tterrag> blocks are not
created for every time they exist in the world
L184[04:27:25] <tterrag> There is one
instance of the block for the whole game
L185[04:28:21] <alex_6611_> ok, so. if i
want to find out the world object of a specific block that exists
in the world, how to do that?
L186[04:28:35] <alex_6611_> is that even
possible?
L187[04:28:53] <alex_6611_> wait
L188[04:29:02] <alex_6611_> is my brain
broken or sth? :D
L189[04:29:19] <alex_6611_> ofc i
can't
L190[04:29:24] <alex_6611_> well, nvm
then
L191[04:30:28] <tterrag> You are passed
world context into most methodd
L192[04:30:31] <tterrag> methods
L193[04:30:33] <alex_6611_> yea
L194[04:35:45] <Wuppy> jesus christ
L195[04:35:48] <Wuppy> these artists
L196[04:35:56] <Wuppy> thought it was good
idea to record game interactions
L197[04:35:59] <Wuppy> inf ucking
shockwave
L198[04:36:56] <alex_6611_> :P
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L200[04:40:10] <Wuppy> welp... adobe
doesn't even install properly... what now
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L212[05:10:00] <Laceh> weee writing a
JVM
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L214[05:13:54] <Szernex> is there
something like a custom block models for dummies or so? ._.
L215[05:14:11] <alex_6611_> haha not that
i know of :P
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L217[05:14:44] <alex_6611_> what you
planning now?
L218[05:14:56] <Szernex> well I want to
make a model for my orb thingy
L219[05:15:06] <alex_6611_> ah
L220[05:15:13] <Szernex> so that it kinda
looks like a small orb-like thing
L221[05:15:18] <Szernex> or even a block
at this point would be okay
L222[05:15:22] <Szernex> just not a full
block
L223[05:15:27] <alex_6611_> well, models
only really make sense if it's supposed to look sorta solid, is
that what you want?
L224[05:15:37] <Szernex> hm, well
L225[05:15:41] <Szernex> not really I
guess?
L226[05:16:30] <alex_6611_> hmm idk how
the magic mods do it, but they somehow render it differently
L227[05:16:46] <alex_6611_> if you decide
to go for modesl, i can definitely help you :P
L228[05:16:58] <alex_6611_> models*
L229[05:17:22] <Szernex> it's supposed to
look like something small that the player throws
L230[05:17:48]
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L232[05:18:16] <alex_6611_> i made my own
version of it (to help with your issues) and i just made it a
glowstick
L233[05:18:37] <Szernex> yeah if it's just
a small cube that will work too for now
L234[05:18:41] <alex_6611_> so
L235[05:19:04] <alex_6611_> in your block,
you can set the block bounds
L236[05:19:13] <Szernex> okay
L237[05:20:08]
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L238[05:20:16] <alex_6611_> in your
constructor, add setBlockBounds(minX, minY, minZ, maxX, maxY, maxZ)
with the respecting values
L239[05:20:28] <Kris18> So, can you make a
custom chest without copying and modifying like 500 lines of code?
All tutorials I've found basically tell me to do just that and even
IronChests seems to do it. It's baffling to me I can't do it in a
couple dozen lines based off the built-in chest and just change a
few variables.
L240[05:20:49] <Szernex> so
setBlockBounds(0.25F, 0.0F, 0.25F, 0.75F, 0.5F, 0.75F); should give
me a cube that sits on the ground, is centered on the X and Z and
half a block big?
L241[05:21:36] <alex_6611_> yea
L242[05:21:39] <Szernex> okay
L243[05:22:02] <alex_6611_> i made it
smaller ecause mine is supposed to be a glowstick sticking out of
the ground
L244[05:22:07] <Szernex> yea
L245[05:22:17] <Szernex> problem I see
right now is that I can see through the world on the block it lands
on
L246[05:22:23] <Szernex> probably because
it's Material.glass
L247[05:22:27] <alex_6611_> no
L248[05:22:41] <alex_6611_> override
isOpaqueCube to return false
L249[05:23:09] <Szernex> okay
L250[05:23:15] ***
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L251[05:23:26] <Szernex> yay, works
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L254[05:28:11] <Szernex> so if I wanted to
make a texture for this block now
L255[05:28:24] <alex_6611_> yea, figured
that out myself just now
L256[05:28:28] <Szernex> does it only have
to be 8x8?
L257[05:28:34] <Szernex> in my case
L258[05:28:35] <alex_6611_> exactly
not
L259[05:28:38] <Szernex> okay
L260[05:28:44] <alex_6611_> hmm
L261[05:28:50] <alex_6611_> sec
L262[05:28:55] <Szernex> yea
L263[05:29:22] <alex_6611_> mine looks
like this
L265[05:29:39] <Szernex> okay
L266[05:30:08] <alex_6611_> so what you
have to do is paint the area that your block occupies if you look
at it from the side
L267[05:30:50] <Szernex> not sure I
follow
L268[05:30:57] <alex_6611_> so for sides
it's lower mid 8x8 and for the top/bottom it's middle 8x8
L269[05:31:08] <Szernex> ah
L270[05:31:12] <alex_6611_> thing for you
is, those intersect
L271[05:31:33] <alex_6611_> if it doesn't
work out well, i can tell you how to bind multiple textures
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L273[05:33:39] <Szernex> so, do I need
multiple image files or just one
L274[05:33:55] <alex_6611_> for multiple
textures you need multiples
L275[05:33:58] <Szernex> okay
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L282[05:46:19] <alex_6611_> so, do you
have the textures?
L283[05:49:48] <Szernex> I made them,
yeah
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L288[05:53:16] <Szernex> for some reason
it can't seem to find the textures
L289[05:55:08] <alex_6611_> yea, you need
to register them manually
L290[05:55:29] <alex_6611_> so, override
registerBlockIcons
L291[05:55:48] <Szernex> yea
L292[05:55:51] <alex_6611_> and make 2
IIcon variables
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L294[05:56:17] <Szernex> okay
L295[05:56:27] <alex_6611_> then you
assign both variables to
iconRegister.registerIcon("ModID:filename")
L296[05:56:31] <alex_6611_> in the
method
L297[05:56:47]
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L298[05:56:50] <alex_6611_> well, example
for my test mod is:
L299[05:56:51] <Szernex> wouldn't it be
tile.modid:filename?
L300[05:57:17] <alex_6611_>
iconRegister.registerIcon("BlocksWork:glowstickBlock")
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L302[05:57:41] <alex_6611_> no, the tile
must not be part of the texturen ame
L303[05:57:47] <Szernex> ah, okay
L304[05:58:06] <alex_6611_> so you
register boith of them to seperate variables
L305[05:58:22] <alex_6611_> then, you
override getIcon, theo ne with 2 arguments
L306[05:58:28] <alex_6611_> the one*
L307[05:58:49] <alex_6611_> first arg is
side, second is metadata
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L309[05:59:12] <alex_6611_> sides are 0-5
(bottom top north south west east)
L310[05:59:16] <Szernex> yea
L311[05:59:43] <alex_6611_> so you can
retuirn ayour top/bot texture if it's 1 or 0, else the seide
texture
L312[05:59:49] <alex_6611_> omg i can't
type
L313[06:00:53] <Szernex> so do I need to
setBlockTextureName at all?
L314[06:01:03] <alex_6611_> no
L315[06:01:05] <Szernex> okay
L316[06:01:21] <alex_6611_> that inputs
into the default icon register, which you don#t use anymore
L317[06:01:50] <alex_6611_> that should be
all now
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L320[06:06:20] <Szernex> hmmm
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L322[06:10:15] <Szernex> yay, seems to
work, guess it just needs to have a certain minimum opacity to get
rendered
L323[06:10:48] <alex_6611_> yea
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L325[06:12:24] <Szernex> okay so I guess
it would be harder to make it somewhat transparent
L326[06:12:29] <Szernex> like colored
glass
L327[06:12:38] <alex_6611_> no
L328[06:12:41] <alex_6611_> :D
L329[06:12:44] <Szernex> not?
L330[06:12:51] <alex_6611_> not at all,
shouldn't be
L331[06:13:11] <alex_6611_> is your
texture transparent?
L332[06:13:21] <Szernex> yeah
L333[06:13:31] <alex_6611_> how does it
render?
L334[06:13:34] <Szernex> solid
L335[06:13:37] <alex_6611_> sec
L336[06:13:38] <Szernex> ie opaque
L337[06:18:26] <alex_6611_> override
getRenderBlockPass to return 1
L338[06:18:33] <Szernex> okay
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L340[06:19:58] <Szernex> yay, glowing
transpartent cube
L341[06:20:01] <Szernex> thanks :D
L342[06:20:07] <alex_6611_> np
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L373[07:57:23] <Laceh> legit took me an
hour to write a simple virtual machine....lmfao
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L376[07:59:24] <tmtu> Laceh: is that good
or bad :)?
L377[07:59:38] <Laceh> tmtu: well its got
a garbage collector so Im going to go with good :D
L378[08:00:45] ⇦
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L379[08:00:54] <Laceh> tis opensource if
anyone wants to take a looksie :D
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L392[08:18:11] <tmtu> Laceh: starred it,
so now you have to do something with it
L393[08:18:14] <tmtu> or else!
L394[08:18:21] <Laceh> lmfao
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L398[08:22:08] <Laceh> {0xc6}: I love your
nick lmfao
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L401[08:26:20] <gigaherz_r> ./nick
{{{{{{_-_}}}}}}
L402[08:27:15] <OrionOnline> What is the
way to catch a scrollwheel change in a GuiContainer?
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L404[08:30:19] <PaleoCrafter> OrionOnline,
Mouse.getEventDWheel in handleMouseInput or whatever it's
called
L405[08:30:34] <OrionOnline> oke
nice
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L407[08:33:20] <OrionOnline> How do the
values that i get from Mouse.getEventDWheel relate, a single scroll
is 120 ponts.....
L408[08:33:24] <OrionOnline> points*
L409[08:33:44] <Ordinastie> usually you
only check whether it's positive or negative
L410[08:33:48] <OrionOnline> ah oke
L411[08:34:05] <tmtu> but then you ignore
mouse settings :()
L412[08:34:28] <PaleoCrafter> Wat
L413[08:34:46]
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L414[08:35:39] <OrionOnline> tmtu, there
are mouse settings for the scrollwheel???
L415[08:35:56] <tmtu> the value returned
relates to how your mouse is set up
L416[08:36:17] <tmtu> but i digress,
nobody should care about them
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L419[08:43:24] <Cazzar> Hmm... Toradora or
Non Non Byori?
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L422[08:55:42] <Flenix> Hey guys. I'm
getting a weird client crash on my server, hoping someone might be
able to help. It only happens in my spawn area, to certain players-
which suggests it's related to SOMETHING placed there. All I can
really hope is someone else has had the same crash and figured out
how to fix it? Finally, it only happens to certain players
(Computer based). I don't crash on my Macbook Pro (2014 intel
graphics), but I DO on my windows PC
L424[08:56:01] <Flenix> (I know it's a
general Java issue, but as it only happens at spawn I figure it
must be related to something in-game)
L425[08:56:24] <MoxieGrrl> Are your
graphics drivers completely up to date?
L426[08:57:07] <Flenix> Mine are yes; but
this happens to newbies too. I'd rather get it fixed on the server
end so that drivers aren't an issue the second you log in and I can
at least tell people to make sure they're up to date
L427[08:58:10] <MoxieGrrl> It's...not a
server side crash.
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L429[08:59:41] <Flenix> I know that. It's
a client side crash, the server is unaffected. But, like I said, it
only happens at the spawn area
L430[08:59:47] <Flenix> So I figure it
must be related to something in the world, around there
L431[09:00:02] <Flenix> I was hoping
someone else had seen a similar issue, and could tell me the cause,
so I could go and remove whatever block/entity/whatever is causing
it
L433[09:02:04] <Flenix> Interesting, I
think we have a few paintings around there. Wasn't expecting a
vanilla bug though, I'll go kill them all and see if that
helps
L434[09:02:23] <Cazzar> I found that in a
search of the crashing driver
L435[09:02:28] <Cazzar> atio6axx
L436[09:03:04]
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L437[09:03:27] <Flashfire> I'm having
trouble getting my custom dimension to work using
travelToDimension(int)
L438[09:03:41] <Flashfire> It alwqays
takes me to the nether with a nether portal instead
L439[09:03:59] <Flenix> Aah, thanks
Cazzar. I'm fine with a normal stacktrace but I've never dealt with
errors like that, didn't know what to look for
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L441[09:04:22] <Cazzar> Heh, yeah, they
can be a pain, sometimes
L442[09:04:33] <Cazzar> C based errors are
always a pain
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L445[09:05:06] <Flashfire> Anyone here
dealt with interdimensional travel before?
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L447[09:06:05] <Flenix> I have flash but
not since like 1.4.7... What's the issue?
L448[09:06:32] <Flashfire> Well instead of
taking me to my custom dimension I come out of a nether portal in
the nether
L449[09:07:07] <Flashfire> I believe older
versions used a different method though because now there's
travelToDimension(int)
L450[09:07:16] <Flashfire> But it seems to
only allow use of the default teleporter
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L453[09:09:29] <Flenix> I assume your int
is the correct dimension ID?
L454[09:09:51] <Flashfire> Yes it is, I
have confirmed this
L455[09:10:12] <tterrag> Flashfire: you
need to make your own Teleporter
L456[09:10:17] <Flashfire> I did
already
L457[09:10:17] <tterrag> the default one
will create a portal
L458[09:10:25] <Flashfire> I just don't
know how to implement it ;(
L461[09:12:25] <Flashfire> Teleporter
class I already have
L462[09:12:32] <Flashfire> I can't find
where to use it is the issue
L463[09:13:06] <tterrag>
transferPlayerToDimension
L465[09:14:14] <Flashfire> I copied the
vanilla endPortal so it was different
L466[09:14:20] <Flashfire> This is what I
needed, thank you
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L469[09:20:44] <Flashfire> Tterrag, you
use a lot of custom methods and classes that I don't
understand
L470[09:20:54] <tterrag> hm?
L471[09:21:09] <tterrag> in that
method?
L472[09:21:11] <tterrag> not really
L473[09:21:29] <Flashfire>
PacketTravelEvent and dequeTeleport for example
L474[09:21:50] <tterrag> that's mod
specific stuff
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L478[09:22:08] <Flashfire> Ok so I can
safely remove it?
L479[09:22:10] <tterrag> that's all you
need to care about
L480[09:22:19] <PaleoCrafter> *dequeue
:P
L481[09:22:27] <tterrag> PacketTravelEvent
is for same-dim
L482[09:22:32] <Flashfire> Yes much better
thanks
L483[09:22:41] <tterrag> PaleoCrafter: I
spelled it right :P
L484[09:22:47] <Flashfire> Yeah I'm used
to java's ArrayDeque class spelling
L485[09:23:08] <PaleoCrafter> You can
dequeue from a deque
L486[09:23:34] <tterrag> now it's not a
word anymore
L487[09:25:26] <Flashfire> And I shouldn't
need client side under normal conditions, right?
L488[09:26:17] <tterrag> not really
L489[09:26:29] <Flashfire> Alright thanks
a lot
L491[09:27:12] <Flashfire> Ah, I see
L492[09:27:35] <Flashfire> So now what
happened
L493[09:27:53] <Flashfire> I ended up in
what I think is my dimension then a second later it teleported me
to the nether
L494[09:28:24] <Flashfire> I guess that's
probably an issue with my teleporter class
L495[09:29:21] <Flashfire> Now it just
directly teleports me to the nether
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L499[09:34:25] <alex_6611_> another 1.8
question:
L500[09:34:33] <alex_6611_> how do i store
a BlockState in NBT?
L501[09:34:48] <alex_6611_> IBlockState to
be more specific
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L504[09:36:03] <gigaherz_r> alex_6611_:
store the necessary data in the TileEntity
L505[09:36:21] <gigaherz_r> using
readFromNBT and writeToNBT to serialize it
L506[09:36:36] <gigaherz_r> then on the
block's getActualState, you can add the state info that isn't
stored in metadata
L507[09:36:53] <alex_6611_> ah ok
L508[09:42:37]
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L509[09:45:24] <sickan> Are there any good
tools for generating 1.8 JSON files?
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L515[10:03:10] <shadowfacts> Is there a
simple way to render an AABB in the world for testing
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L521[10:23:39] <sickan> How can I animate
blocks in 1.8?
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L523[10:24:24] <tterrag> sickan: same way
as any other version, it's part of the texture not the block
L524[10:26:13] <sickan> Say I wanted to
create a waterwheel, how would I do that in 1.8? Since there's no
TESR?
L525[10:27:30] <PaleoCrafter> There
is
L526[10:28:03] <PaleoCrafter> And it
hasn't changed at all
L527[10:31:21] <sickan> Oh, well thank you
then :)
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L530[10:35:36] <gigaherz_r> sickan:
ISBRH/IRenderItem are gone, TESR are still around just the same
;p
L531[10:36:15] <sickan> I was under the
impression it was the other way around, shows how much
misinformation surrounds 1.8
L532[10:36:58] <gigaherz_r> yeah
L533[10:37:04] <gigaherz_r> the point
is
L534[10:37:15] <gigaherz_r> in item form,
you have static models
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L577[11:58:51] <Gliby> Is 12k lines of
code a lot for a mod?
L578[11:59:14] <PaleoCrafter> depends on
what it does :P
L579[11:59:40] <PaleoCrafter> if you just
write a line to the log, probably is a bit too much :P
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L581[12:00:07] <Gliby> my mod is 18%
abstract
L582[12:00:21] <Gliby> i think that's
good.
L583[12:00:50] <Mraof> You can do better
than that, go for 100%
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L585[12:01:23] <PaleoCrafter> how does one
measure the amount of abstraction? Oo
L586[12:01:26] <Gliby> IMod mod =
mod.mod();
L587[12:01:48] <Gliby> Google's CodePro
plugin for eclipse.
L588[12:02:13] <PaleoCrafter> so it counts
interfaces? :P
L589[12:02:22] <Gliby> Not sure.
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L591[12:05:30] <PaleoCrafter> yeah, it
just counts interfaces and abstract classes
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L595[12:11:55] <Gliby> is it possible to
read a resourcelocation from the server ?
L596[12:12:16] <gigaherz_r> nope
L597[12:12:37] <PaleoCrafter> actually, it
is :P
L598[12:12:50] <gigaherz_r> or at least
the server doesn't have the usual resource packs
L599[12:12:59] <gigaherz_r> the resource
loading stuff may be there
L600[12:12:59] <PaleoCrafter> that's
something entirely different though :P
L601[12:13:19] <PaleoCrafter> all vanilla
resource stuff resides on the client
L602[12:13:23] <gigaherz_r> yeah hence why
I corrected myself
L603[12:13:23] <gigaherz_r> XD
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L605[12:14:29] <Gliby> is there a way to
load a resource from the server without hacking it in?
L606[12:14:46] <PaleoCrafter>
someClass.getResourceAsStream :P
L607[12:15:02] <Gliby> awww ;(
L608[12:15:51] <PaleoCrafter> you can
implement resource packs on the server if you want
L609[12:15:56] <PaleoCrafter> nothing is
stopping you from doing that
L610[12:16:14] <Gliby> what do you
mean?
L611[12:16:24] <PaleoCrafter> but
somewhere under the hood, you're probably going to need exactly
that method :P
L612[12:18:10] <PaleoCrafter> your
"awww" implied that you don't want to use the
method
L613[12:18:25] <Gliby> most
definitely
L614[12:18:38] <PaleoCrafter> why
exactly?
L615[12:19:08] <Gliby> resource packs must
be this giant system, and trying to activate it on the server will
most likely result in lots of bugs.
L616[12:19:14] <Gliby> I'll
"hack" it in.
L617[12:19:56] <PaleoCrafter> nothing
hacky about, just a lack of abstractions :P
L618[12:20:44] <tterrag> wouldn't say
that
L619[12:20:52] <tterrag> there's a huge
level of abstraction underneath a getResource call O.o
L620[12:21:10] <PaleoCrafter> still a lack
of abstraction compared to resource packs :P
L621[12:21:32] <gigaherz_r> but if you
load a custom resource you DO end up calling
resourcemanager.getResource(loc).getStream()
L622[12:21:33] <gigaherz_r> XD
L623[12:21:51] <gigaherz_r> it's only
"abstracted" for models and textures ;P
L624[12:22:29] <PaleoCrafter> the resource
manager itself is an abstraction :P
L625[12:22:47] <PaleoCrafter> I'm
comparing it to getResourceAsStream, just to clarify this
L626[12:23:01] <gigaherz_r> never seen
that method ;P
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L628[12:23:41] <PaleoCrafter> you've never
loaded a resource outside of a MC project? D:
L629[12:24:00] <gigaherz_r> nope, I
thought IResource was something MC invented ;P
L630[12:24:07] <PaleoCrafter> it is
L631[12:24:17] <Gliby> why is there an _r
next to your name today?
L632[12:24:22] <gigaherz_r> keep in mind,
my usage of java is limited to mc ;p
L633[12:24:24] <PaleoCrafter>
getResourceAsStream belongs to Class :P
L634[12:24:30] <gigaherz_r> Gliby: glitch
of my SASL plugin
L635[12:24:33] ***
gigaherz_r is now known as gigaherz
L636[12:25:01] <gigaherz> when my internet
drops, and the nick is in use, it adds _<letter> to the end
of the previous nickname
L637[12:25:07] <PaleoCrafter> and
IResource's InputStream comes from Class.getResourceAsStream (at
least for the default resource pack)
L638[12:25:13] <gigaherz> ah
L639[12:25:29] <Gliby> yeah I noticed that
as well.
L640[12:25:33] <gigaherz> I thought it
would use some jar/zip library to get the contents of a specific
path
L641[12:25:34] <gigaherz> ;p
L642[12:25:43] <Gliby> I'm going to go
past all that abstraction stuff and just get to the good part on
the server.
L643[12:25:47] <PaleoCrafter> you do when
you actually load an external file :P
L644[12:26:07] <mprom> Hey PaleoCrafter, I
tried using the glScissors but I couldnt get it working.. it just
did nothing or there were errors in console :D Here is the code
http://pastebin.com/jcDDW99Z Could you check what am
I doing wrong?
L645[12:26:59] <Gliby> isn't the glGet
stuff perf heavy?
L646[12:27:09] <PaleoCrafter> yeah, it
is
L647[12:27:17] <PaleoCrafter> I don't know
why I have it in my own code, lol
L648[12:27:38] <Gliby> u disable
GL_SCISSOR_TEST before u draw stuff
L649[12:27:42] <Gliby> that's why it
doesn't work.
L650[12:27:58] <Gliby> test needs to be
enabled until u stop scissoring
L651[12:28:04] <PaleoCrafter> and the
rectangle moves around with your mouse
L652[12:28:11] <PaleoCrafter> and you
don't scale it
L654[12:28:20] <mprom> Actually, I tried
to put Enable, draw, scissors, disable (even scissors and draw
swapped) but nothing
L656[12:30:12] <PaleoCrafter> and as I
said, don't draw it at the mouse position (that's the x and y
parameter you get passed in drawScreen)
L657[12:30:26] <mprom> yeah thats just for
debug
L658[12:30:42] <PaleoCrafter> aha
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L661[12:37:00] <mprom> Okay so glscissors
are working.. but my console is spammed with: GL ERROR: 1238 Stack
overflow @postrender
L662[12:37:42] <PaleoCrafter> you're
missing glPopAttrib
L663[12:39:10] <Flashfire> How can I make
my custom dimension reload chunks every time the player
enters?
L664[12:39:16] <Flashfire> I only need
this for debug purposes
L665[12:39:57] <diesieben07> reload =
re-generate?
L666[12:40:00] <Flashfire> I tried
unloadAllChunks but it unloads the dimension itself
L667[12:40:07] <Flashfire> Yes with new
data
L668[12:40:24] <diesieben07> new data =
discard all changes, regenerate as if you had never visited the
chunk?
L669[12:40:32] <Flashfire> Exactly
L670[12:40:42] <diesieben07> ok, let me
boot up my IDE
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L674[12:41:00] <Flashfire> I want to see
my dimension recreated with updated code so I don't have to make a
new world and put in a new portal for every little change
L675[12:41:10] <PaleoCrafter> mprom, to be
specfic, you want this order glPushAttrib(GL_SCISSOR_BIT),
glEnable(GL_SCISSOR_TEST), glScissor, //draw,
glDisable(GL_SCISSOR_TEST), glPopAttrib()
L676[12:41:20] <PaleoCrafter> without the
glGetBoolean stuff
L677[12:41:47] <mprom> I removed
GetBoolean already, testing your order atm
L678[12:41:48] <McJty> Flashfire, I
generally just delete the DIM folder
L679[12:42:02] <McJty> Flashfire, that way
you just enter the game again and the dimension will be
recreated.
L681[12:42:21] ***
Gaz492|Away is now known as Gaz492
L682[12:42:30] <Flashfire> Hmm I'll do
that for now unless someone has a method that doesn't require a
reload
L683[12:42:31] <McJty> Flashfire, that's
how I tested rftools worldgen :-)
L684[12:42:32] <OrionOnline> it is an
adaption of PaleoCrafters code
L685[12:43:00] <PaleoCrafter> ah, you want
to swap popAttrib and glDisable, OrionOnline :D
L686[12:43:18] <PaleoCrafter> I really
need to update my code, lol
L687[12:43:23] <OrionOnline> Hmm yeah i
should, never have problems with it thoug....
L688[12:43:26] <OrionOnline> swapping
it
L689[12:43:53] <OrionOnline> I added a
debug piece as well
L690[12:43:54] <PaleoCrafter> well, push
and popAttrib basically are for storing and restoring the state of
the various flags
L691[12:44:02] <OrionOnline> ahh oke
L692[12:44:27] <Flashfire> Yes the dim
folder method seems to work fine
L693[12:44:36] <PaleoCrafter> so disabling
immediately after restoring the state is undesirable xD
L694[12:45:12] <mprom> Okay it works
correctly, now I need to look into scaling because the GUI texture
is displayed twice as big as original but the scissors are working
with default scale. What's that SCALE lang for anyway? Whats the
final product of your code?
L695[12:45:23] <diesieben07> Flashfire,
hrm, you might want to look into how the debug world does it, since
it doesn't save to disk at all.
L696[12:45:30] <PaleoCrafter> you mean
scala? :P
L697[12:45:36] <mprom> yeah, sorry
:D
L698[12:45:43] <Flashfire> Hmm
alright
L699[12:45:49] <PaleoCrafter> it's just
another language you can use for developing for the JVM (and hence,
MC)
L700[12:46:59] <jamierocks> although
Groovy is nicer IMO
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L702[12:48:11] <PaleoCrafter> we don't
want to get into opinions over languages, do we? :P
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L704[12:53:25] <mprom> Cool, with help of
OrionOnline's code, I was able to add the scaling (thank you for
that) Now, the only problem I am facing right now is: If I maximize
window of the game, all the content of scrolling list moves down
(not the container itself). What am I missing?
L705[12:56:04] <PaleoCrafter> Flashfire, I
have some old 1.6.4 code that should regenerate a chunk
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L709[13:03:09] <PaleoCrafter> Flashfire,
do you need it for 1.7 or 1.8?
L710[13:05:04] <mprom> PaleoCrafter any
idea why do I get random crashes (sometimes when I open the GUI)?
Stacktrace points to this line: ScaledResolution sc = new
ScaledResolution(mc, mc.displayWidth, mc.displayHeight);
L711[13:05:18] <PaleoCrafter> where do you
call that?
L712[13:05:32] <PaleoCrafter> and what is
the exception?
L713[13:05:55] <mprom> NullPointer ofc :D
How is that possible? It comes from GuiScreen and that should have
it all the time right?
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L715[13:06:37] <PaleoCrafter> well,
depends on where you call it :P
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L717[13:09:03] <mprom> Uhm, I just
replaced it with Minecraft.getMinecraft().. that should solve it..
at least for now :D
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L720[13:18:59] <PaleoCrafter> actually,
nevermind, that code won't work, lol
L721[13:21:08] <PaleoCrafter> or wait, it
*does* work, lol
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L729[13:38:15] <Flashfire> For my custom
chunk provider for my custom dimension, when index 255 of abyte is
set to my custom biome, it throws "Exception generating new
chunk"
L730[13:38:23] <Flashfire> I can't figure
out why
L731[13:39:04] <Flashfire> Nvm I'm pretty
sure I know what it is now
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L740[13:56:18] <OrionOnline> mprom, did
yoiu get the scroll to work?
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L745[14:06:48] <mprom> OrionOnline mostly
yes, the only problem I have is with fullscreen - all the items
moves down a lot when I switch to fullscreen
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L749[14:23:15] <OrionOnline> oke
L750[14:23:25] <OrionOnline> mprom, do you
have the code somewhere?
L751[14:23:36] <OrionOnline> I just made
my scrollcode a couple of ours ago
L752[14:28:10] <OrionOnline> Can somebody
tell me, why my Item gets a Red background in the Hotbar, yet not
when rendered anywhere else?
http://snag.gy/UlR5F.jpg
??
L754[14:31:13] <OrionOnline> So how do you
do the scrolling?
L755[14:34:28] <mprom> what do you
mean?
L756[14:34:42] <mprom> the slider
stuff?
L757[14:36:37] <OrionOnline> Yeah, does
the scroll still works on the whole screen (with other words, is it
only the render that is not correct? Or does the function behave
not correctly either?)
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L760[14:38:32] <mprom> just the render of
the items in the scrolling list
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L762[14:39:34] <OrionOnline> oke so the
the area where I need to click is in the correct position regarding
the new screen size, hmmm
L763[14:40:42] <OrionOnline> Can you send
me pictures?
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L766[14:43:08] <OrionOnline> Hmm
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L769[14:44:29] <OrionOnline> Does it go
away when you reopen the GUI?
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L772[14:46:10] <mprom> No it
doesnt..
L773[14:46:22] <mprom> to be honest, I
cant even close it now :D new bug
L774[14:47:42] <OrionOnline> hmm oke
L775[14:49:03] <OrionOnline> Did you check
if the scissor is in the proper location?
L776[14:49:50] <mprom> it was happening
even before scissors
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L783[14:55:23] <OrionOnline> hmm oke
L784[14:55:40] <OrionOnline> then i donnot
know, there is probaly somthing wrong with you calculating the
position
L785[14:55:52] <OrionOnline> try putting a
debug there and see from which values it determines these
L786[14:56:01] <OrionOnline> I gotte go
though now
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L796[15:18:52] <tterrag|away> mprom: post
your code
L798[15:21:49] <tterrag|away> mprom: you
should probably be passing the guiX and guiY into the drawScreen
for the achievements
L799[15:21:55] <tterrag|away> because it's
currently using absolute positioning
L800[15:22:06] <tterrag|away> actually
uh
L801[15:22:06] <tterrag|away> sec
L802[15:23:16] <tterrag|away> ah
L803[15:23:31] <tterrag|away> you should
be passing x + guiLeft and y + guiTop iirc
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L805[15:27:48] <mprom> you mean in
drawSlot method replace 'guiX + 20, guiY + var3' with guiLeft and
top ?
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L808[15:35:49] <tterrag|away> mprom: the
guiLeft and guiTop are set by MC when the screen changes
resolutoin
L809[15:36:05] <tterrag|away> so if you
base your positioning off them it will stay correct after
resolution changes
L810[15:36:15] <tterrag|away> vanilla does
this itself (see line 105 of GuiContainer)
L811[15:36:33] <mprom> sounds nice but I
cant access those vars
L812[15:40:54] <tterrag|away> wat
L813[15:41:25] <Flashfire> Does anyone
know an example of a custom structure in 1.8 that uses a
StructurePieces class?
L814[15:41:46] <Flashfire> I'm currently
using stronghold but it's a bit too complicated for me to
understand
L815[15:41:58] <tterrag|away> mprom: you
can pass the relative coords to drawScreen
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L818[15:44:19] <mprom> Uhm.. everywhere I
type it, it just goes red - no such a variable was found
L819[15:45:34] <diesieben07> what class
are you in?
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L821[15:46:13] <mprom> GuiAchievements
extending the GuiScreen and I also tried it in GuiAchievementsSlot
extending GuiScrollingList
L822[15:47:32] <tterrag|away> ok then you
need to make it yourself...GuiScreen doesn't have that because it
assumes you are a fullscreen GUI
L823[15:47:45] <tterrag|away> but since
it's actually a window you need to calculate the top left of the
window
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L825[15:49:39] <RandomX45> Hello All
L826[15:49:52] <mprom> okay that shouldnt
be a problem but whats the var3 parameter in the drawSlot(int
listIndex, int var2, int var3, int var4, Tessellator var5) function
anyway?
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L828[15:51:32] <tterrag|away> not sure
tbh
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L830[15:54:20] <Unh0ly_Tigg> what
minecraft version, and what class?
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L834[15:55:48] <mprom> its 1.7.10 and
GuiScrollingList
L835[15:56:56] <Unh0ly_Tigg> color
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L837[15:57:48] <mprom> what? color of
what? what about the others?
L838[15:58:02] <Unh0ly_Tigg> wait, was
looking at the wrong parameter
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L841[16:00:54] <Unh0ly_Tigg> var2 doesn't
appear to be used by either of the subclasses of GuiScrollingList,
var3 is y, var4 is height, but isn't used either.
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L865[17:01:09] <MattDahEpic> whats all the
deal with forgegradle two point owe
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L869[17:06:37] <minecreatr> whats the
difference between onBlockActivated and onBlockClicked?
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L871[17:08:46] <diesieben07>
onBlockActivated = right click, onBlockClicked = left click
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L876[17:15:48] <MattDahEpic> whats the
easiest way to decomp and look at other people's closed source
mods. im trying to remake a rlly old mod
L877[17:15:57] <Ashlee>
OctoBeardedNemesis
L878[17:16:36] <diesieben07>
*BeardedOctoNemesis ;)
L880[17:17:10] <shadekiller666> my pc
restarted to install windows updates, now my HDD usage is pegged at
99-100%
L881[17:17:45] <shadekiller666> most of
which is Windows Defender...
L882[17:17:57] <diesieben07> there is your
problem.
L883[17:18:03] <MattDahEpic> ^
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L886[17:22:51] <Pyker> I killed Windows
Defender on my computer
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L896[17:44:34] <MattDahEpic> can bon2 only
take jar mods, or can it take zippppps too?
L897[17:45:13] <TehNut> Just jars
L898[17:45:25] <MattDahEpic> mod.zip.jar
then
L899[17:45:31] <TehNut> Nobody should be
using zips anyways >.>
L900[17:45:37] <MattDahEpic> ima just
rename it
L901[17:45:46] <MattDahEpic> this is a
reallly fucking old mod
L902[17:45:56] <MattDahEpic> 1.6.2
old
L903[17:46:01] <TehNut> I really don't
think that's how it works...
L904[17:46:39] <MattDahEpic> well its
going to work that way.
L905[17:48:10]
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L906[17:48:58] <Vastatio> Anyone know what
the params in GuiInventory.drawEntityOnScreen()
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L908[17:50:16] <MattDahEpic> well shit
this is going to be a problem...
L909[17:50:26] <MattDahEpic> theres no
mappings for 1.6.2 apparently
L910[17:51:48] <Vastatio> do?
L911[17:51:57] <Vastatio> "Anyone
know what the params in GuiInventory.drawEntityOnScreen()"
do
L912[17:52:13] <MattDahEpic> survival
inventory player in the center
L913[17:54:24] <Szernex> okay, so I have a
block that has a bounding box of 0.25F, 0.0F, 0.25F, 0.75F, 0.5F,
0.75F and I'm guessing because of that blocks that fall on it like
sand, gravel and this block itself get dropped as items. is there
any way to work aorund that?
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L918[18:04:06] <TehNut> MattDahEpic: BON2
is based on your local Forge cache in .gradle
L919[18:04:20] <MattDahEpic> and im not
getting 1.6.2 forge in there...
L920[18:04:23] <TehNut> You will probably
want BON1 which uses the old MCP setup
L921[18:04:36] <TehNut> Do you have a
1.6.2 version of Forge in your gradle cache?
L922[18:05:13] <Kobata> 1.6.2 didn't have
forgegradle
L923[18:05:17] <TehNut> ^
L924[18:05:18] <MattDahEpic> no, and i
cant use the old forge either as the 1.6.2 mappings are not there
anymore
L925[18:05:33] <Kobata> For deobf 1.6.2
you want original BON and a copy of MCP for 1.6.2
L926[18:05:36] <MattDahEpic> it says 403
forbidden during the install
L927[18:06:07] <MattDahEpic> and what mcp
version would that be?
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L929[18:07:43] <Vastatio> "Anyone
know what the params in GuiInventory.drawEntityOnScreen()
does"?
L930[18:07:52] <MattDahEpic> we've told
you
L931[18:07:59] <Vastatio> The params
L932[18:08:06] <Vastatio> ah
L933[18:08:07] <Vastatio> wait
L934[18:08:20] <MattDahEpic> !!gm
GuiInventory.drawEntityOnScreen 1.7.10
L935[18:08:21] <MCPBot_Reborn> === MC
1.7.10:
net/minecraft/client/gui/inventory/GuiInventory.drawEntityOnScreen
(bfu.a) UNLOCKED ===
L936[18:08:22] <MCPBot_Reborn> Name : a
=> func_147046_a => drawEntityOnScreen
L937[18:08:23] <MCPBot_Reborn> Descriptor
: (IIIFFLsv;)V =>
(IIIFFLnet/minecraft/entity/EntityLivingBase;)V
L938[18:08:23] <MCPBot_Reborn> Comment :
Draws the entity to the screen. Args: xPos, yPos, scale, mouseX,
mouseY, entityLiving
L939[18:08:24] <MCPBot_Reborn> SRG Params
: I p_147046_0_, I p_147046_1_, I p_147046_2_, F p_147046_3_, F
p_147046_4_, EntityLivingBase p_147046_5_
L940[18:08:25] <MCPBot_Reborn> MCP Params
: int p_147046_0_, int p_147046_1_, int p_147046_2_, float
p_147046_3_, float p_147046_4_, EntityLivingBase p_147046_5_
L941[18:08:25] <MCPBot_Reborn> Last
Change: 2014-04-16 09:54:27-04:00 (bspkrs)
L942[18:08:27] <MattDahEpic> there you
go
L943[18:08:39] <Kobata> MattDahEpic, uhh..
probably 8.something, I can't find their older site and the new one
only goes back to 1.6.4
L944[18:08:41] <Vastatio> i don't know
p_147046_0 is
L945[18:08:47] <Vastatio> I want to know
what the params do
L946[18:08:53] <MattDahEpic> lok harder
Vastatio
L947[18:08:56] <MattDahEpic> its
there
L948[18:09:03] <Vastatio> ok
L949[18:09:08] <Vastatio> what does mouseX
and mouseY mean
L950[18:09:15] <MattDahEpic> where the
mouse is
L951[18:09:20] <TehNut> The x and y pos of
the mouse
L952[18:09:21] <MattDahEpic> for entity
looking for example
L953[18:09:31] <MattDahEpic> how the
player looks at the mouse
L954[18:09:51] <Vastatio> So, if I want my
mob to not face the way of the mouse, and just face horizontally,
not looking directly at the player
L955[18:09:55] <Vastatio> how can I do
that
L956[18:09:59] <MattDahEpic> ignore
them
L957[18:10:04] <MattDahEpic> ignore those
args
L958[18:10:13] <MattDahEpic> you dont have
to use them
L959[18:11:43] <Vastatio> ok
L960[18:12:50] <Vastatio> when I do ignore
them, the raptor faces straight at the player
L961[18:13:01] <Vastatio> how can I make
it face left
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L963[18:13:16] <shadekiller666> whats
"left"
L964[18:13:33] <Vastatio> ----->
L965[18:13:35] <Vastatio> this way
L966[18:13:44] <shadekiller666> 1. thats
right
L967[18:13:58] <shadekiller666> 2.
-----> doesn't mean anything in-game
L968[18:14:08] <shadekiller666> unless
you're talking about gui rendering...
L969[18:14:27] <Vastatio> ok, let me do a
screenshot
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L971[18:14:47] <Vastatio> wait, actually,
can I somehow make it rotate?
L972[18:14:55] <Vastatio> just rotate a
360
L973[18:14:56] <MattDahEpic> you can do
anything!
L974[18:15:01] <Vastatio> Well, thats
cool
L976[18:19:07] <MattDahEpic> BON1 is
looking for joined.srg but its not there...
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L979[18:24:31] <MattDahEpic> cc
TehNut
L980[18:24:41] <TehNut> I never used
BON1
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L989[18:51:13] <calclavia> I haven't coded
entities for awhile. If I want my entity to work with packets, do I
need to register something else besides
EntityRegistry.registerModEntity?
L990[18:51:38] <Zaggy1024> to..work with
packets?
L991[18:51:38] <Zaggy1024> what?
L992[18:52:22] <Zaggy1024> packets aren't
dependent on entities
L993[18:52:44] <calclavia> Zaggy1024: I
should phrase that better. Right now I try to spawn an entity (from
server side), but it doesn't spawn on the client side
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L995[18:54:10] <calclavia> Not sure if
entity spawn call is supposed to only be called server side, or
should it be called both
L996[18:54:19] <Zaggy1024> server
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L998[18:55:02] <calclavia> Zaggy1024: and
I register entities with EntityRegistry.registerModEntity?
L999[18:55:13] <calclavia> do I need do
some kind of network registry?
L1000[18:55:29] <calclavia> Somehow it's
not spawning on the client side when I just spawn on server
side
L1001[18:56:57] <vedalken254> oh god...
15MB/s download speed
L1002[18:57:07] <Zaggy1024>
registerModEntity shoudl be good I think
L1003[18:57:53] <Zaggy1024> erm
L1004[18:58:02] <Zaggy1024>
actually...registerGlobalEntityID as well
L1005[18:58:10] <Zaggy1024> with an ID
made by EntityRegistry.findGlobalUniqueEntityId()
L1006[18:58:12] <calclavia> Zaggy1024:
oh, ok. I'll see if that fixes it
L1007[18:58:35] <Zaggy1024> although I
thought there was a method that did both of those at once for
you
L1008[18:59:15] <Zaggy1024> guess not, so
yeah, that's probably your problem
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L1019[19:27:32] <calclavia> Zaggy1024:
Hmm, that doesn't seem to resolve the problem..
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L1022[19:33:10] <Zaggy1024> hmm
L1023[19:33:44] <Zaggy1024> I guess set a
breakpoint on your entity's constructor and find out what's
happening with it
L1024[19:33:51] <Zaggy1024> you sure it's
being spawne don the server?
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L1027[19:52:55] <darkrevenent> hi guys i
have a serious problem
L1028[19:53:16] <darkrevenent> i cant set
up workspace
L1029[19:53:26] <MattDahEpic> a seweious
problem?!
L1030[19:53:33] <darkrevenent> i did as i
was told..
L1031[19:53:37]
⇨ Joins: GerbShert (~GerbShert@66.228.19.129)
L1032[19:54:13] <darkrevenent>
extract...run gradlew setupdecompworkspace eclipse...but when i
open eclipse it says no .project file
L1033[19:55:43] <shadekiller666> run
gradlew eclipse
L1034[19:55:44] <darkrevenent> i pointed
eclipse workspace to the eclipse folder in the src file
L1035[19:55:47] <shadekiller666> then try
again
L1036[19:56:00] <darkrevenent> cant tried
thousands of times
L1037[19:56:43] <darkrevenent> well it
said 'build successful' but it skipped all downloadclient/server
files
L1038[19:56:54] <darkrevenent> in the cmd
line
L1039[20:02:20] <darkrevenent> ill come
back later bye and thx everyone
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L1047[20:14:20] <Vastatio> I'm getting
lighting isses when I draw my entity
L1050[20:15:31] <Vastatio> tried it w/
and w/o the enableLighting() call
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L1054[20:27:11] <Vastatio> !!gm
GlStateManager.enableLighting 1.7.10
L1055[20:27:12] <MCPBot_Reborn> No
results found.
L1056[20:27:35] <Vastatio> !!gm
FontRenderer.drawString 1.7.10
L1057[20:27:35] <MCPBot_Reborn> === MC
1.7.10: net/minecraft/client/gui/FontRenderer.drawString (bbu.a)
UNLOCKED ===
L1058[20:27:36] <MCPBot_Reborn> Name : a
=> func_85187_a => drawString
L1059[20:27:37] <MCPBot_Reborn>
Descriptor : (Ljava/lang/String;IIIZ)I
L1060[20:27:37] <MCPBot_Reborn> Comment :
Draws the specified string. Args: string, x, y, color,
dropShadow
L1061[20:27:38] <MCPBot_Reborn> SRG
Params : String p_85187_1_, I p_85187_2_, I p_85187_3_, I
p_85187_4_, Z p_85187_5_
L1062[20:27:39] <MCPBot_Reborn> MCP
Params : String text, int x, int y, int color, boolean
dropShadow
L1063[20:27:40] <MCPBot_Reborn> Last
Change: 2012-11-15 18:32:44-05:00 (ThVortex)
L1064[20:27:40] <MCPBot_Reborn>
L1065[20:27:41] <MCPBot_Reborn> === MC
1.7.10: net/minecraft/client/gui/FontRenderer.drawString (bbu.b)
UNLOCKED ===
L1066[20:27:42] <MCPBot_Reborn> Name : b
=> func_78276_b => drawString
L1067[20:27:42] <MCPBot_Reborn>
Descriptor : (Ljava/lang/String;III)I
L1068[20:27:43] <MCPBot_Reborn> Comment :
Draws the specified string.
L1069[20:27:44] <MCPBot_Reborn> SRG
Params : String p_78276_1_, I p_78276_2_, I p_78276_3_, I
p_78276_4_
L1070[20:27:44] <MCPBot_Reborn> MCP
Params : String text, int x, int y, int color
L1071[20:27:45] <MCPBot_Reborn> Last
Change: 2014-08-19 02:38:37.381680-04:00 (_bot_update_)
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L1073[20:36:05] <MattDahEpic> Vastatio,
you dont need both exclimation points, only one. two makes it spew
for everyone, one just for you
L1074[20:38:56] <Vastatio> ah
L1075[20:39:00] <Vastatio> sorry about
that
L1076[20:39:28] <gigaherz> you can also
type the commands in a private window
L1077[20:39:35] <gigaherz> then people
won't even see the requests ;p
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L1093[21:22:00] <Vastatio> I'm getting
lighting isses when I draw my entity
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L1114[22:17:27] <Vastatio> !gm
FontRenderer.drawString
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L1118[22:31:05] <Vastatio> anyone know
how to change the font size when you're drawing with
FontRenderer?
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L1146[23:40:14] <codahq> hi, folks.
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L1148[23:41:09] <codahq> in 1.7 if i
wanted to render something on the player i could subscribe to
RenderPlayerEvent.Post
L1149[23:41:16] <codahq> it doesn't seem
to do anything any more.
L1150[23:41:20] <codahq> am i going
crazy?
L1151[23:41:38] <Zaggy1024>
probably
L1152[23:42:02] <Zaggy1024> I don't have
that event hooked up right now though so I can't say for sure
L1153[23:42:21] <codahq> hm...
L1154[23:42:24] <codahq> just found
this
L1156[23:42:39] <codahq> what does it
mean "the new layer system"?
L1157[23:42:52] <killjoy> entities have
layers now
L1158[23:42:55] <killjoy> like
ogres
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L1161[23:44:04] <codahq> k, how do i give
an entity (or an ogre) a layer?
L1162[23:44:14] <killjoy> get it's
renderer
L1163[23:44:18] <killjoy> then use
addLayer
L1164[23:45:16] <codahq> should i still
hook the event and get the player's rendered there and add a
layer?
L1165[23:45:20] <codahq> do you have an
example?
L1166[23:46:24] <killjoy> iuno
L1167[23:46:59] <killjoy> when the game
starts, get the player renderer, then reflect addLayer
(protected)
L1168[23:47:02] <codahq> cuz it sounds
like you are just restating lex's comments from that post. :)
L1169[23:47:10] <killjoy> Yes.
L1170[23:47:53] <killjoy> I've made layer
before, though
L1171[23:54:38] <killjoy> Actually, no
need to reflect. It's been added as an AT.
L1172[23:55:18] <codahq> (i just barely
found the rendermanager) :P
L1173[23:55:55] <codahq> i'm assuming i
need that to get at the player renderer
L1174[23:56:35] <codahq>
getEntityRenderObject?
L1175[23:56:39] <codahq> pass
player?
L1176[23:56:42] <codahq>
EntityPlayer
L1177[23:56:55] <killjoy> i dunno. I've
just dealt with renderers I've created
L1178[23:57:00] <codahq> ah
L1179[23:57:25] <killjoy> And replacing
default layers
L1180[23:57:59] <codahq> where is this
addLayer method? what class?
L1181[23:58:13] <killjoy> Renderer
L1182[23:58:51] <killjoy>
RenderLivingEntity it looks like
L1183[23:59:08] <codahq> yeah, just found
it
L1184[23:59:18] <codahq> the
rendermanager returns a Render class
L1185[23:59:36] <codahq>
RendererLivingEntity extends Render
L1186[23:59:45] <codahq> but the render
class has no addLayer
L1187[23:59:51] <codahq> i guess i can
instanceof and cast