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L5[00:17:41] <codahq> src zip is now called mdk zip. anything i should be aware of that accompanies that name change?
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L17[01:03:08] <killjoy> I think I'll tell a few TCP jokes. Tell me if you get them.
L18[01:03:40] * killjoy waits for laughs
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L29[01:19:57] <Cazzar> killjoy: just, no
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L41[02:04:37] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150830 mappings to Forge Maven.
L42[02:04:41] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150830-1.8.zip (mappings = "snapshot_20150830" in build.gradle).
L43[02:04:51] <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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L47[02:37:10] <Wuppy> hmm, I'll have my book finished in about half an hour... it's time to find a new project to work on
L48[02:37:11] <Wuppy> any ideas?
L49[02:42:14] ⇨ Joins: laci200270 (~laci20027@31-46-236-207.pool.kapulan.hu)
L50[02:42:51] <laci200270> fry can you help me?
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L52[02:43:09] <Wuppy> that'll be hard if he's not online :P
L53[02:43:18] <laci200270> he is online
L54[02:43:22] <laci200270> but AFK
L55[02:43:29] <Wuppy> I'm always online, but that doesn't mean I'm here
L56[02:44:15] * laci200270 doesn't understand lots of rendering things
L57[02:45:43] <laci200270> Wuppy, are you experinced with the rendering?
L58[02:45:49] <Wuppy> nope
L59[02:45:54] <laci200270> :/
L60[02:45:56] <Wuppy> I make people or engines do that for me :P
L61[02:46:02] <Wuppy> I just do gameplay & ai generally
L62[02:46:42] <laci200270> nobody knows rendering :(
L63[02:46:55] <Wuppy> blame unity
L64[02:47:21] <Wuppy> holy crap... the appendix of my book is 147 pages with all changes showing in word :O
L65[02:48:03] <tmtu> feels like a book on modding would go out of date pretty quickly
L66[02:48:10] <Wuppy> that'\s why it's a second edition
L67[02:48:24] <laci200270> I just ask it: can I apply TRSRTransformation for a B3D model in ISmartModel?
L68[02:48:33] <Zaggy1024> should be able to
L69[02:48:44] <laci200270> but how?????
L70[02:48:49] <Zaggy1024> getDefaultState()?
L71[02:48:58] <Wuppy> tmtu, I do comletely agree with you, but if you were in my situation you'd write the book as well
L72[02:49:13] * laci200270 looks throught the code
L73[02:49:24] <Wuppy> unless you'd say no to one hell of a salary and yes to student loans :P
L74[02:49:48] <tmtu> student loans are inevitable ~o~
L75[02:50:09] <laci200270> Zaggy1024, there is method like that
L76[02:50:28] <Wuppy> not anymore thanks to my book :)
L77[02:50:33] <laci200270> where I should find it?
L78[02:50:38] <Zaggy1024> it's in IModel IIRC
L79[02:51:08] <laci200270> but I get IModel from the B3DLoader...
L80[02:51:18] <laci200270> how I overwrite that?
L81[02:51:19] <Zaggy1024> what is ISmartModel?
L82[02:51:33] <laci200270> ISmartBlockModel and ISmartItemModel
L83[02:51:41] <laci200270> and an IBakedModel
L84[02:51:41] <Zaggy1024> trying to figure out what exactly you're doing
L85[02:51:55] <Zaggy1024> I don't have much experience with model loaders other than the vnailla json
L86[02:52:02] <laci200270> I'm trying to make a pipe
L87[02:52:06] <Zaggy1024> hm
L88[02:52:11] <laci200270> from b3d models
L89[02:52:30] <laci200270> and I need to rotate, offset,scale them
L90[02:52:43] <laci200270> I think I found a way
L91[02:53:15] <laci200270> make a class that uses a TRSRTransformation and an IModel for constructor
L92[02:53:35] <Zaggy1024> just use MultiModel :P
L93[02:53:45] <laci200270> what is that?
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L95[02:54:03] <Zaggy1024> what the forge blockstates json uses to combine json models
L96[02:54:10] <Zaggy1024> but it can take any set of IModels
L97[02:54:22] <Zaggy1024> and their IModelStates (which can be TRSRTs)
L98[02:54:35] <laci200270> sounds good
L99[02:54:41] <laci200270> but I can scale them?
L100[02:54:54] <Zaggy1024> it takes a map<string, Pair<IModel, IModelState>>, where the string is just a unique key for each part
L101[02:55:02] <Zaggy1024> you don't even need to name them sanely if you wont' use the names
L102[02:55:09] <Zaggy1024> yes of course you can scale them
L103[02:55:15] <laci200270> thx
L104[02:55:16] <Zaggy1024> it applies the TRSR to the submodels
L105[02:55:22] <laci200270> you helped a lot
L106[02:55:25] <Zaggy1024> np
L107[02:56:12] <Zaggy1024> hopefully that will work for you :P
L108[02:56:24] <Zaggy1024> I don't have a very clear idea of how the B3D loader works
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L113[03:02:47] <laci200270> another question
L114[03:03:10] <laci200270> how can I get vanilla IModels?
L115[03:03:46] <laci200270> (I want to use vanilla torch model as pipe model for debug)
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L117[03:07:28] <laci200270> ^ any ideas?
L118[03:07:45] <Wuppy> laci200270, check references for IModel in your project
L119[03:07:49] <Wuppy> maybe there is a list of it somewhere
L120[03:08:04] <laci200270> Forge stores them somewhere
L121[03:08:12] <laci200270> but I don't know where
L122[03:08:19] <Wuppy> again, check references for IModel
L123[03:09:29] <laci200270> how? alt f7 only gives me references in my project...
L124[03:10:01] <Wuppy> right click IModel, References
L125[03:10:45] <laci200270> there is no option like that for me
L126[03:10:51] <Wuppy> eclipse?
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L128[03:10:56] <laci200270> idea
L129[03:11:07] <Wuppy> well there's your problem
L130[03:11:08] <Wuppy> :P
L131[03:11:14] <laci200270> :D
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L134[03:12:01] <Zaggy1024> you can get a vanilla IModel by Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getModel(ModelResourceLocation)
L135[03:12:05] <Zaggy1024> :)
L136[03:12:25] <Zaggy1024> just mashed together some code in my model util class :P
L137[03:12:31] <Zaggy1024> laci200270, ^
L138[03:12:37] <laci200270> thanks
L139[03:12:38] <laci200270> is a bit long line
L140[03:12:38] <laci200270> but it works
L141[03:12:45] <Zaggy1024> whoa
L142[03:12:55] <Zaggy1024> you must've lagged out, those messages all came at the same tiem
L143[03:13:00] <Zaggy1024> or maybe I did
L144[03:13:27] <laci200270> the line long
L145[03:13:32] <laci200270> (the code)
L146[03:13:35] <laci200270> not the time
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L148[03:13:52] MineBot sets mode: +v on PaleoCrafter
L149[03:13:58] <Wuppy> o/ Paleo
L150[03:14:08] <PaleoCrafter> \o
L151[03:14:27] <PaleoCrafter> Something weird happened to my bouncer Oo
L152[03:14:41] <Zaggy1024> laci, I didn't say anythign about the line taking time >.>
L153[03:14:46] <Wuppy> what happened
L154[03:14:48] <Zaggy1024> not sure what you're saying
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L156[03:15:43] <PaleoCrafter> It was down although it's only supposed to go on maintenance in two days
L157[03:15:48] <Zaggy1024> so has fry actually been around?
L158[03:16:03] <Zaggy1024> he should really pull https://github.com/MinecraftForge/MinecraftForge/pull/2091 or at least comment on any problems with the PR
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L160[03:17:02] <Zaggy1024> it causes some screwy bugs if a model fails to load
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L162[03:17:20] <Zaggy1024> anywho, I'm off to bed
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L167[03:27:59] <laci200270> how can I get IModel from IBakedModel?
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L170[03:33:29] <laci200270> ^ Zaggy1024, can you help ?
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L172[03:37:03] <laci200270> ok.I ask in a different way... how can I pass a IBakedModel to MultiModel constructor?
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L175[03:44:20] <laci200270> Zaggy1024, can you help?
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L182[04:06:34] <Dhs92> a
L183[04:07:53] <PaleoCrafter> b
L184[04:10:05] <Ordinastie> c
L185[04:10:12] <Cazzar> d?
L186[04:10:43] <Cypher121> z
L187[04:11:34] <alex_6611> y
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L189[04:18:11] <Cypher121> what's the best way to check for a right-click in the air? I thought about onItemRightClick(), but it seems it's called even if a block is clicked
L190[04:18:45] <Ordinastie> !gm func_149731_a 1.7.10
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L192[04:22:42] <gigaherz> Cypher121: onItemUse?
L193[04:22:55] <gigaherz> I can never remember
L194[04:22:56] <gigaherz> ;P
L195[04:23:02] <Cypher121> gigaherz: that one is only called if you click a block :(
L196[04:23:28] <gigaherz> then ,does onItemRightClick have a MovingObjectPosition for the raycast results?
L197[04:23:40] <gigaherz> or anything that would serve the same purpose?
L198[04:23:51] <gigaherz> (I don't have the IDE open atm)
L199[04:26:39] <Cypher121> it has EntityPlayer and World, so I think I could extract a block from that, but I really hope there's a better method
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L201[04:27:46] <PaleoCrafter> Well, you could use PlayerInteractEvent
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L203[04:29:03] <laci200270> just a question: it would be hard to create a mod that loads bukkit plugins as mods?
L204[04:29:10] <laci200270> just an idea
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L207[04:30:42] <PaleoCrafter> You'd have to implement the whole API
L208[04:31:11] <laci200270> I only need to create wrappers
L209[04:31:18] <laci200270> to translate events
L210[04:31:41] <laci200270> but I think I won't do it
L211[04:31:45] <laci200270> because reflection
L212[04:31:53] <PaleoCrafter> That's hardly enough
L213[04:32:01] <laci200270> when I reading about discovering annoations
L214[04:32:06] <laci200270> I got headache
L215[04:32:19] <PaleoCrafter> And sponge is a thing, you know
L216[04:32:24] <laci200270> yeah
L217[04:32:33] <Cypher121> cauldron
L218[04:32:49] <laci200270> thats discontiuedű
L219[04:32:59] <Cypher121> what, again?
L220[04:33:10] <laci200270> sorry discontiuned
L221[04:33:12] <laci200270> typo
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L224[04:35:38] <Cazzar> laci200270: FML has code that discovers annotations for you in the classpath alreadyyy
L225[04:35:48] <laci200270> yes
L226[04:35:52] <laci200270> I just wondered
L227[04:38:28] <Cazzar> FML doesn't use reflection IIRC, mostly just ASM on class load.
L228[04:39:20] <alex_6611> Cypher121, i just looked at how BM does it, and it gets a MovingObjectPositiopn from the player and uses that to check whether you hit a block or not
L229[04:39:30] <alex_6611> position*
L230[04:40:43] <Cypher121> could you give me a link to source? I don't get it yet
L231[04:41:16] <alex_6611> https://github.com/WayofTime/BloodMagic/blob/1aac4686dbe315d94516cb98452c3f26eb5025e2/src/main/java/WayofTime/alchemicalWizardry/common/items/energy/ItemAttunedCrystal.java
L232[04:41:39] <alex_6611> @ onItemRightClick
L233[04:41:58] <laci200270> FML uses reflection to discover
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L235[04:42:23] <PaleoCrafter> No it doesn't
L236[04:43:51] <Cypher121> alex_6611: many thanks!
L237[04:43:56] <alex_6611> np :P
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L253[05:18:51] <Wuppy> it's time for a movie day today :D
L254[05:19:11] <Wuppy> fast and furious 7 is out on dvd so yeah :)
L255[05:19:45] <Ordinastie> is that a bug ? in creative mod, even if your inventory is full, you still pick up itemStacks on the ground
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L257[05:22:01] <Wuppy> I've got a nice couch, big screen, chips, beer and a bbq once its done :D
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L259[05:25:04] <Erik3003> Can someone help me: I got a problem with code of my own mod, problems with IExtendedEntityProperties to be exact?
L260[05:25:04] <Erik3003> <Erik3003> The game crashes when entering the [esc]-menu, hers a log http://pastebin.com/3r1FJn3K
L261[05:25:04] <Erik3003> <Erik3003> And here's the code: http://pastebin.com/zpms9vrw
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L267[05:27:14] <alex_6611> haha Erik3003
L268[05:27:25] <alex_6611> you're saving the compound into itself
L269[05:27:52] <alex_6611> Line 64 should have the second arg be "properties" and not "compound"
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L272[05:28:25] <Erik3003> :P Thanks for the help, testing now...
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L274[05:28:50] <Erik3003> Worked :D
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L276[05:29:11] <alex_6611> that happens because on SP, going into menu saves the game and as such calls all those saveNBT methods
L277[05:29:19] <PrinceCat> Also, using proper naming conventions your class should be called TempPlayer. :)
L278[05:29:25] <PrinceCat> Not camel cast.
L279[05:29:27] <PrinceCat> case*
L280[05:29:32] <alex_6611> :D
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L334[07:42:59] <Erik3003> New problem \o/: World.getBlockLightValue() returns various values (the true value and somtimes the sunlight value), but I only need the true value.
L335[07:44:20] <Ordinastie> block.getLightValue()
L336[07:44:33] <mjhutchinson> Not at my pc atm so I don't have acces to the code but are there methods to get the block light level and the sunlight level? You could then take the higher of the 2 to give you the true value
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L341[07:51:23] <Erik3003> Thanks, the block.getLightValue() works :)
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L377[09:03:22] <Erik3003> Ok, I did some testing, and this isn't working as I like it to be, block.getLightValue only gives the light value of light emiting blocks, I want the light value of every block...
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L379[09:04:40] <masa> well isn't the light value for opaque non-light-emitting blocks always 0?
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L382[09:06:28] <Erik3003> It is (I guess), I want the light level(If thats right...) that blocks recieve :P
L383[09:07:40] <masa> hmm, I'm not that familiar with how the lighting works
L384[09:08:07] <PaleoCrafter> Erik3003, look at the daylight detector maybe?
L385[09:08:12] <masa> so let's say if there is a torch on top of a stone block, isn't the light value of the stone block itself still 0?
L386[09:08:37] <masa> or do you mean the maximum light value adjacent to the block?
L387[09:08:43] <Erik3003> The light value of the stone is 0
L388[09:09:29] <Erik3003> I mean the "brightness" light value of the block
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L391[09:10:09] <Erik3003> These layers: http://minecraft.gamepedia.com/File:Light.png
L392[09:11:10] <masa> isn't that defined by the light value of the air block adjacent to the block?
L393[09:11:43] <mjhutchinson> Yeah I think so
L394[09:11:44] <masa> like I said, I'm not that familiar with the lighting, nor the rendering
L395[09:12:18] <mjhutchinson> You can use Block.getLightLevel() or something to get the light level
L396[09:12:20] <masa> so probably somewhere in the renderer the light value of the adjacent blocks is probably checked
L397[09:13:07] <mjhutchinson> Erik3003: what you trying to do?
L398[09:13:24] <Erik3003> Maybe I have to find a workaround, I just want to check if there are "warm" blocks around. (Working on a temperature system)
L399[09:13:52] <mjhutchinson> Ah ok, based on light levels?
L400[09:13:52] <Erik3003> I do it for a modpack I'm working on :D
L401[09:14:02] <mjhutchinson> Nice
L402[09:14:10] <masa> well, the block itself doesn't contain the "brightness" I'm pretty sure, because each face of it can and usually will have a different light level/"brightness"
L403[09:15:34] <Erik3003> Minecraft's lightning engine is very confusing :P
L404[09:15:38] <mjhutchinson> Yeah each face itself is rendered differently, but that depends on the neighboring blocks. Each block also has a light level itself
L405[09:15:54] <mjhutchinson> I think you can get that from the block
L406[09:15:59] <masa> yeah
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L408[09:16:20] <mjhutchinson> Have a look in the block class
L409[09:16:29] <PaleoCrafter> world.getLightFor(EnumSkyBlock.BLOCK, pos) ...
L410[09:16:35] <masa> so although stone itself has a light level of 0 and is fully opaque, the rendering depends on the air or other block light levels adjacent to it
L411[09:17:09] <mjhutchinson> PaleoCrafter: that's the one
L412[09:17:19] <mjhutchinson> Masa correct
L413[09:17:23] <masa> PaleoCrafter: so that's the light level that the block is receiving, right?
L414[09:17:27] <PaleoCrafter> yes
L415[09:17:38] <Erik3003> I'll give it a try
L416[09:18:26] <mjhutchinson> PaleoCrafter: o/
L417[09:18:36] <PaleoCrafter> if you actually read the chat, you'd have noticed that I already gave you this exact advice 10 minutes ago :P
L418[09:18:41] <masa> hmm, maybe I should try to continue my 1.8 port... last commit 18th of May, and the commit message says *WIP* and stuff is completely broken... :D
L419[09:19:28] <masa> motivation has been somewhat MIA
L420[09:19:58] <Pyker> yeah motivation is a problem
L421[09:20:39] <masa> even now I would rather just go play terraria than work on this :/
L422[09:21:00] <masa> but it would also be nice to get this done sometimes >_>
L423[09:21:14] <mjhutchinson> Motivation is good, time is my enemy :(
L424[09:21:26] <masa> that too
L425[09:21:39] <mjhutchinson> PaleoCrafter: you don't get acces to chat you weren't online for...
L426[09:21:55] <PaleoCrafter> I am not talking to you :P
L427[09:22:07] <mjhutchinson> Yeah I know :P
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L435[09:32:50] <OrionOnline> Can somebody tell me why when i use this code (https://github.com/SmithsModding/Armory/blob/Development/src/Armory/com/Orion/Armory/Util/Client/GUI/GuiHelper.java#L225-L234) to render an IIcon the background of the given reǵion turns into the main color of said IICon)
L436[09:34:13] <heldplayer> OrionOnline: is alpha testing enabled?
L437[09:34:23] <heldplayer> And is blending enabled?
L438[09:34:39] <heldplayer> Might be either or both that could cause it
L439[09:35:33] <mjhutchinson> Yeah, just enable them and check if that fixes it
L440[09:36:53] <OrionOnline> enabeling or disableing?
L441[09:37:40] <mjhutchinson> Enable them
L442[09:38:27] <OrionOnline> Weird
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L444[09:38:48] <OrionOnline> it happens, when an Iron Pickaxe is in my Inventory, yet when i put it away it stops
L445[09:39:02] <OrionOnline> And it only happens whith the Item in the Hotbar
L446[09:39:39] <OrionOnline> Even worse, it happens with any pickaxe....
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L448[09:40:10] <Erik3003> I can't seem to find World.getLightFor() :(
L449[09:41:09] <OrionOnline> heldplayer, you were right, enabling the alpha test fixed the issue weird....
L450[09:41:16] <mjhutchinson> OrionOnline: my guess is when it renders pick axes it changes some GL settings that you need to put back
L451[09:41:31] <OrionOnline> yeah
L452[09:41:45] <mjhutchinson> Erik3003: do you want the light level of a block?
L453[09:42:01] <Erik3003> Yes
L454[09:42:03] <heldplayer> Might be the damage indicator not cleaning up after itself
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L456[09:44:20] <mjhutchinson> Erik3003: use the Block.getLightLevel() method instead, using world.getBlockAt() to get the block
L457[09:47:07] <OrionOnline> IS there a way to determine if a given ItemStack is a repair Item for a Tool in the Anvil?
L458[09:47:50] <Erik3003> mjhutchinson: Block.getLightLevel doesn't exist... (getBlockAt also...) I'm coding in 1.7.10 to clear up any confusion...
L459[09:48:19] <mjhutchinson> Ah, ok I'm more familiar with 1.8
L460[09:48:36] <mjhutchinson> There is a way I'm sure
L461[09:49:12] <Erik3003> I'll look into enviromine, how they detect torches...
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L463[09:49:19] <OrionOnline> I found it
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L470[09:56:53] <mjhutchinson> It only grows based on light on light level
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L473[10:02:39] <PaleoCrafter> Erik3003, it's getSavedLightValue in 1.7.10
L474[10:03:00] <Erik3003> Was just trying that :D
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L477[10:07:52] <Erik3003> PaleoCrafter: It works :) Thank you!
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L488[10:26:54] <Erik3003> My ambient temperature system is finished :) I'll now give it a use!
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L494[10:36:39] <Teamy> trying to add nei as a dependency in my mod environment, but now when I launch I get java.lang.NoClassDefFoundError: codechicken/nei/ContainerPotionCreator
L495[10:37:14] <Teamy> ill get a better log in a sec
L496[10:37:53] <Teamy> http://puu.sh/jTW7q/ad081c1fad.txt
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L499[10:45:50] <Cazzar> do you have NEI added Teamy?
L500[10:46:05] <Teamy> it's in the dependencies so I would think so
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L502[10:50:09] <williewillus> lol when the crashreporter crashes trying to log your crash so you get nothing useful .-.
L503[10:50:29] <Teamy> lol
L504[10:51:01] <sham1> how the hell do you have a crashreporter crashing
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L506[10:51:55] <williewillus> idk, I just get a useless message about the CrashReporter NPE'ing instead of the actual crash (which is most likely from a TE)
L507[10:52:46] <NPException> I just want to say that I have no personal involvement in that problem.
L508[10:52:51] <mprom> Hey guys, just a quick question: Why is my event called twice? It is PlayerEvent.ItemCraftedEvent. Everytime I craft something, it prints the info twice.. any ideas? I've got it in one class with BreakEvent. I register the same class to two buses
L509[10:53:10] <NPException> mprom, client and server side I guess
L510[10:53:30] <mprom> so just add the world.isRemote right?
L511[10:53:54] <NPException> if you want it on the client only, yes
L512[10:55:08] <mprom> is there any 'security' difference in it? I mean, I want to be sure someone crafted the item.. so I should check it on the server side right?
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L525[11:21:53] <iceman11a> I been looking threw a lot of crap on google that seems just too old. I'm looking for a step by step tutorial to show me how to make Dimensions
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L535[11:44:08] <MattDahEpic> iceman11a, ME TOO
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L551[12:25:53] <HassanS6000> iceman11a, you spelled through wrong.
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L553[12:28:44] <shortybsd> iceman11a: RFTools v3.xx ?
L554[12:29:02] <MattDahEpic> https://github.com/McJty/RFTools/blob/master/src/main/java/mcjty/rftools/dimension/RfToolsDimensionManager.java
L555[12:29:06] <HassanS6000> ^^
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L561[12:31:52] <Erik3003> Now I'm having problems with the Registration Event handler of the IExtendedEntityProperties, the handler handles players again after relogin on a server, although I have code to prevent this... http://pastebin.com/DP3tAFHz
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L567[12:50:41] <MattDahEpic> what heppened to ForgeDirection.UNKNOWN in 1.8?
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L571[12:55:02] <Ivorius> MattDahEpic, they switched to Mojangs EnumFacing
L572[12:55:07] <Ivorius> And they don't do unknown
L573[12:55:14] <Ivorius> Which honestly is for the better
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L575[12:55:38] <MattDahEpic> so where is use dunknown should now be....?
L576[12:55:45] <MattDahEpic> unknown*
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L578[12:58:33] <Pennyw95> Hi guys...how do I set a custom ItemRenderer if the block has different TEs and tesr based on metadata'
L579[12:58:35] <Pennyw95> ?
L580[12:59:39] <Lumien> Matt probably null i would assume
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L582[13:01:07] <Lumien> Penny in 1.7.10?
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L585[13:02:18] <Pennyw95> yes
L586[13:03:05] <Lumien> MinecraftForgeClient.registerItemRenderer
L587[13:05:29] <Erik3003> Does someone have a clue, why my code isn't working?
L588[13:06:03] <Deas> yes, all the clues.
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L596[13:22:58] <Lumien> Erik3003 not sure what your issue is, could you post the TempPlayer class please?
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L598[13:26:15] <Erik3003> Of curse: http://pastebin.com/Un8jz7mg
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L601[13:30:56] <Lumien> So what is your issue?
L602[13:31:54] <iceman11a> shortybsd, Thanks. I checked into RFTools and it doesn't have code or any thing to tell me just what to do. Not even a sample.
L603[13:32:03] <iceman11a> That I can find, so far
L604[13:32:41] <Erik3003> The registration handler registrates the same player after relogging in the world...
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L607[13:34:17] <Lumien> What is that first part of the code supposed to do?
L608[13:34:20] <Lumien> The first if statement?
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L610[13:35:22] <Erik3003> In the Handler or the TempPlayer?
L611[13:36:53] * mikebald looks at the pastebin and sees no if statement and is confused.
L612[13:37:03] <Lumien> In the constructing event
L613[13:37:17] <Lumien> oh ok
L614[13:37:44] <Lumien> Why do you do the same thing twice?
L615[13:38:21] <Erik3003> I don't know :P, I'll remove it :D
L616[13:39:46] <Erik3003> But it's still not working...
L617[13:40:16] <mikebald> Well, you were registering the extended properties twice because of having those 2 if statements... I thought that was your issue, having it registered multiple times?
L618[13:41:04] <shortybsd> iceman11a: RFTools has plent of tutorials. Google or check youtube for a mod spotlight.
L619[13:41:11] <shortybsd> s/plent/plenty
L620[13:41:41] <Erik3003> No, it is and wasn't the issue: when the first one runs the secound one shouldn't be able to run...
L621[13:44:44] <Pennyw95> sorry Lumien I was having dinner... I'm using IItemRenderer but it comes to binding it in the clientproxy I can't find a way to specify the metadata
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L623[13:45:14] <Lumien> You get the ItemStack in the item renderer though?
L624[13:45:25] <Pennyw95> wait let me pastebin
L625[13:46:28] <Pennyw95> http://pastebin.com/G3YdH2Ym this is what I'm using now...it works but I'm wondering what problems may arise when I'll want to use other metadatas as TEs too
L626[13:46:46] <Pennyw95> I mean, getItemFromBlock doesn't accept metadata values
L627[13:48:58] <Lumien> So you want to only have a custom item renderer for some metadata or ?
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L630[13:51:14] <Pennyw95> Basically right now I have a block that I setup to have multiple metadatas, for future stuff. Right now, only metadata 0 is used and it spawns a certain TE (Shelve in the pastebin). It works for now, I'm just wondering how I could make it work when I'll add another TE for metadata 1, since the proxy binds the itemRenderer to the whole block
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L632[13:51:56] <Lumien> switch between them in the item renderer?
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L634[13:52:23] <Lumien> Presumably the other metadatas would have different item damage
L635[13:53:25] <Pennyw95> maybe
L636[13:53:39] <Pennyw95> that would make the itemrenderer class insanely long in the long run though
L637[13:53:40] <Erik3003> Maybe the problemes come from the usage of the IExtendedEntityProperties, so here's my Event Hamdler (warning: very unoptimized...): http://pastebin.com/D2WG8fXJ
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L665[14:32:46] <Pennyw95> can someone one explain what .offsetx means?
L666[14:33:00] <killjoy> offset, meaning + or minus
L667[14:33:07] <heldplayer> In what context?
L668[14:33:15] <killjoy> what class is it in?
L669[14:33:18] <Pennyw95> my TE has a facing (ForgeDirection)
L670[14:33:21] <Pennyw95> tileentity
L671[14:33:37] <Pennyw95> I want to check if it has anotehr tileentitty at its left or right
L672[14:34:02] <Pennyw95> so what I do is: this.getWorldOBj.getTIleEntity(x,y,z)
L673[14:34:20] <Pennyw95> I mean, I have to change the coords accordingly, to find if there is a TE on my TE's left
L674[14:34:29] <Pennyw95> is offset what I'm looking for?
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L676[14:36:48] <Pennyw95> I mean, what does offset do?
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L687[14:53:13] <Zaggy1024> Pennyw95, what offset?
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L689[14:53:44] <Pennyw95> doing a pastebin
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L691[14:55:39] <Pennyw95> http://pastebin.com/GDQaWdgP
L692[14:57:16] <Onyx> does anyone know where does forge handle fluids when you right click a container with a bucket/bottle of something?
L693[14:57:35] <Onyx> I need to add some NBT values to the liquid inside
L694[14:57:47] <Zaggy1024> I don't see any reference to an offset, but yes, an offset is what you need to get the TE next to the one rendering
L695[14:58:13] <Pennyw95> I haven't used it yet. I don't understand what it is, hoping someone could explain
L696[14:58:41] <Zaggy1024> well I don't know what offset in the code you're talking about
L697[14:58:47] <Zaggy1024> doing x + 1, y, z is fine
L698[14:58:55] <Pennyw95> something like this.xCoord + facing.offsetX
L699[14:58:58] <Zaggy1024> other than that, I have no clue what you're talking about
L700[14:59:00] <Pennyw95> what does it mean?
L701[14:59:02] <Zaggy1024> ah yeah
L702[14:59:13] <Zaggy1024> that will offset the position in the direction of the facing value
L703[14:59:51] <Pennyw95> so that means...if facing is north, it return south?
L704[15:00:23] <Zaggy1024> no, north would add 1 to z, I believe
L705[15:00:27] <Pennyw95> no ,can't be that.. there's .getOpposite ad hoc
L706[15:00:32] <Zaggy1024> so it will move the position north
L707[15:00:47] <Pennyw95> so, let's say my facing is, for now, NORTH
L708[15:01:10] <Pennyw95> te = this.getWorldObj().getTileEntity(this.xCoord+facing.offsetx, this.yCoord, this.zCoord)
L709[15:01:12] <Zaggy1024> lol actually north is negative, apparently
L710[15:01:18] <Zaggy1024> no no
L711[15:01:24] <Zaggy1024> you would add all the offset values
L712[15:01:32] <Zaggy1024> and it would add the amount you need to move in the facing's direction
L713[15:01:46] <Pennyw95> add where?
L714[15:02:02] <Pennyw95> since if should work for every facing, it can't be in the coords
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L717[15:02:56] <Zaggy1024> this.getWorldObj().getTileEntity(this.xCoord + facing.offsetx, this.yCoord + facing.offsety, this.zCoord + facing.offsetz)
L718[15:03:01] <Pennyw95> you mean, ?coord+facing.offset?
L719[15:03:06] <Pennyw95> oh ok
L720[15:03:29] <Pennyw95> but then, wouldn't it return true also if it has that TE below, in front or in the back?
L721[15:03:29] <Zaggy1024> there would be no point to those offset values if you had to do a switch (facing) anyway
L722[15:03:53] <Zaggy1024> only if you check all facing directions individually 0.o
L723[15:03:58] <Pennyw95> shit
L724[15:04:00] <Zaggy1024> you can only check one position at a time for a TE
L725[15:04:27] <Pennyw95> so I have to make checkLeft, checkRight, checkTop and in every method, have a switch for every direction...kill me
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L729[15:05:33] <Zaggy1024> dude no
L730[15:05:39] <Zaggy1024> iterate over EnumFacing.values()
L731[15:05:40] <Zaggy1024> easy
L732[15:05:51] <iceman11a> shortybsd, I'm still looking, So far the mod spotlights just show you the RFTools. It doesn't show you how to setup and code a dimension
L733[15:06:01] <Pennyw95> 1.7.10
L734[15:06:11] <Zaggy1024> what?
L735[15:06:16] <Zaggy1024> I know what version you're on
L736[15:06:18] <Pennyw95> oh
L737[15:06:22] <Zaggy1024> there's always been EnumFacing.values()
L738[15:06:26] <Pennyw95> i thought it was a 1.8 thing xD
L739[15:06:30] <Zaggy1024> values() is built into Java
L740[15:06:49] <Pennyw95> from 0 to.. 6 right?
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L742[15:07:45] <Zaggy1024> whhaat
L743[15:07:47] <Zaggy1024> ddue
L744[15:07:58] <Zaggy1024> for (EnumFacing facing : EnumFacing.values())
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L747[15:08:16] <Zaggy1024> don't frickin do magic constant number iteration, that's poop
L748[15:08:51] <Pennyw95> ok sry
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L750[15:09:00] <Pennyw95> so we got this dank loop
L751[15:09:14] <Pennyw95> I never get to use the enhanced one
L752[15:09:23] <Zaggy1024> then you're doing something wrong :P
L753[15:09:37] <Zaggy1024> you should be using probably like 50% enhanced ones :P
L754[15:09:57] <Pennyw95> I'm not quite experienced yet
L755[15:10:07] <Pennyw95> some people think they can outsmart me...maybe
L756[15:10:11] <Pennyw95> maybe
L757[15:10:16] <MattDahEpic> they can
L758[15:10:29] <killjoy1> I have not seen one yet that can outsmart a lambda
L759[15:10:29] <Pennyw95> For java, sure thing xD I was quoting tf2
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L761[15:11:26] <Pennyw95> so, inside the loop, I should have offsets for every coordinate?
L762[15:12:01] <Zaggy1024> um
L763[15:12:10] <Pennyw95> doesn't make sense
L764[15:12:16] <Zaggy1024> you're confusing
L765[15:12:17] <PaleoCrafter> killjoy1, how would you outsmart a lambda, lol
L766[15:12:25] <killjoy1> Exactly
L767[15:12:52] <killjoy1> λ
L768[15:13:23] <Zaggy1024> for (EnumFacing facing : EnumFacing.values()) {int otherX = x + facing.offsetX; int otherY = y + facing.offsetY; int otherZ = z + facing.offsetZ; }
L769[15:13:28] <Zaggy1024> got it?
L770[15:13:30] <Zaggy1024> :P
L771[15:14:25] <PaleoCrafter> I think he's on 1.7 :P
L772[15:14:33] <Pennyw95> indeed
L773[15:14:53] <Zaggy1024> so?
L774[15:15:05] <PaleoCrafter> EnumFacing is 1.8 :L
L775[15:15:12] <PaleoCrafter> * :P
L776[15:15:18] <Zaggy1024> well he said he had a facing with an offset 0.o
L777[15:15:26] <Pennyw95> actually I can find it in minecrat.util
L778[15:15:31] <Zaggy1024> penny you are being exceptionally confusing
L779[15:15:42] <Zaggy1024> he/she :P
L780[15:15:53] <Pennyw95> he
L781[15:15:58] <Zaggy1024> ah okay
L782[15:16:05] <Pennyw95> it's my peculiarity I guess
L783[15:16:13] <Pennyw95> being confused and confusing at the same time
L784[15:16:37] <Zaggy1024> so...if you don't have EnumFacing, then what the heck were you getting offsetx from?
L785[15:16:49] <Pennyw95> dude I do have enumfacing
L786[15:16:50] <PaleoCrafter> ForgeDirection
L787[15:16:54] <Pennyw95> yes
L788[15:16:59] <Zaggy1024> well whatever
L789[15:17:02] <Zaggy1024> use that then
L790[15:17:03] <Pennyw95> that's where the super is
L791[15:17:12] <Zaggy1024> if it has offsetx, then it's probably the same, so use it danget
L792[15:17:26] <Zaggy1024> doesn't matter which library it's from
L793[15:17:38] <Pennyw95> ForgeDirection facing : ForgeDirection.VALID_DIRECTIONS
L794[15:17:43] <Pennyw95> (the loop)
L795[15:17:50] <Zaggy1024> or .values() :P
L796[15:17:54] <Zaggy1024> or is it not an enum?
L797[15:18:03] <Pennyw95> is's an enum, yes
L798[15:18:14] <Zaggy1024> I suppose I did hear it has an UNKNOWN value
L799[15:18:27] <PaleoCrafter> Yeah
L800[15:18:31] <Pennyw95> but since values are numbers and facing is not, I supposed this makes more sense?
L801[15:18:41] <PaleoCrafter> You want VALID_DIRECTIONS
L802[15:18:58] <Zaggy1024> wut?
L803[15:19:00] <Zaggy1024> what are numbers?
L804[15:19:13] <Pennyw95> nothing I got confused with .ordinal
L805[15:19:16] <Pennyw95> nvm
L806[15:19:50] <PaleoCrafter> Depends on the domain you're looking at, Zaggy1024 ;)
L807[15:20:00] <Zaggy1024> say what?
L808[15:20:04] <mjhutchinson> hey guys, trying to do a bit of custom rendering and I'm trying to bind a texture to GL but I seem to be mucking up the ResourceLocation of my texture. I'm using this new ResourceLocation(ModInfo.MOD_ID + ":textures/misc/loadingbars.png") with textures being a top level folder in my mods folder in the assets. Have I got that right
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L810[15:20:08] <mjhutchinson> ?
L811[15:20:30] <Zaggy1024> uh
L812[15:20:35] <mjhutchinson> currently I'm getting a file not found error
L813[15:20:48] <Zaggy1024> the location of the texture in your files should be "assets/MOD_ID/textures/misc/loadingbars.png"
L814[15:20:59] <Pennyw95> My end goal is: have my TE return true with a method when there's another TE of the same class at its left, right or top
L815[15:21:03] <mjhutchinson> that is where it is right now yes
L816[15:21:16] <PaleoCrafter> Are you using idea?
L817[15:21:17] <Zaggy1024> hm
L818[15:21:24] <mjhutchinson> still getting a file not found error
L819[15:21:24] <Pennyw95> try doing MODID:loadingbars.png
L820[15:21:26] <Zaggy1024> ah, good question :P
L821[15:21:30] <Pennyw95> eclipse
L822[15:21:34] <Zaggy1024> no penny not when you're binding
L823[15:21:41] <Zaggy1024> you have to specify the whole location
L824[15:21:42] <Pennyw95> oh sorry
L825[15:21:44] <mjhutchinson> yup
L826[15:21:48] <Pennyw95> forget that man
L827[15:21:51] <mjhutchinson> it's cool
L828[15:22:18] <Zaggy1024> so it says in the log it's failing to load that location?
L829[15:22:29] <Zaggy1024> also, are you on IDEA like paleo asked?
L830[15:22:36] <mjhutchinson> [21:17:06] [Client thread/WARN]: Failed to load texture: minecraftar:textures/misc/loadingbars
L831[15:22:36] <mjhutchinson> java.io.FileNotFoundException: minecraftar:textures/misc/loadingbars
L832[15:22:55] <Zaggy1024> what the
L833[15:23:03] <mjhutchinson> I'm using IDEA yes, but I have put the fix in for the Gradle bug, my item textures work
L834[15:23:04] <Zaggy1024> you're supposed to hav ethe extension there, aren't you?
L835[15:23:16] <Zaggy1024> did you refresh your resources folder?
L836[15:23:21] <mjhutchinson> I do have the extension, sorry i missed that off
L837[15:23:34] <mjhutchinson> Ill give that a go but its been there a while
L838[15:24:49] <shortybsd> iceman11a: there is an in-game manual for both the tools and the dimension creation. Just requires some reading. It explains it all.
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L840[15:25:57] <Pennyw95> so if I use facing.offsetX, what does offset mean? I mean I looked on wordreference but there's nothing really coding-related there, it says offset means like a root sprouting from a plant :\
L841[15:27:39] <Zaggy1024> gosh
L842[15:27:48] <Zaggy1024> I don't know how to explain it, obviously my brain isn't working :P
L843[15:27:55] <PaleoCrafter> Offset (computer science) - Wikipedia, the free encyclopedia
L844[15:28:00] <PaleoCrafter> Whoops
L845[15:28:08] <PaleoCrafter> https://en.m.wikipedia.org/wiki/Offset_(computer_science)
L846[15:28:21] <Pennyw95> oooh
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L848[15:29:23] <mjhutchinson> hmm, ok so it seems that a gradle build fixed my isssue
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L851[15:30:28] <PaleoCrafter> In this case the offsets are the different vector components pointing into the direction
L852[15:30:29] <Pennyw95> so.. this.xCoord + facing.offsetX gives the xCoord + the distance of 1 block in x axis?
L853[15:30:40] <PaleoCrafter> Yes
L854[15:30:54] <PaleoCrafter> Well, depends on the facing
L855[15:31:03] <Pennyw95> so, IF facing=north, the left, I think
L856[15:31:08] <Pennyw95> if south, the right..etc
L857[15:31:11] <Pennyw95> correct?
L858[15:31:23] <PaleoCrafter> There's no left and right in this context :P
L859[15:31:47] <PaleoCrafter> North is pointing towards negative z
L860[15:31:56] <Pennyw95> well I mean in perspective...when facing is north, adding 1 to the xCoord gives the block space on its left, no?
L861[15:32:08] <Pennyw95> or its right, whatever
L862[15:32:13] <Pennyw95> not front or back
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L864[15:32:31] <Pennyw95> and south, the opposite thing
L865[15:33:15] <PaleoCrafter> The point is that you mustn't think about the relative directions :P
L866[15:33:49] <Pennyw95> I was about to say having a switch with all directions doesn't sound so bad now lol
L867[15:34:23] <Pennyw95> so, if I add to every coord its offset
L868[15:34:31] <PaleoCrafter> Depending on what you do, it might be the worst thing possible
L869[15:34:38] <Pennyw95> my te will check in every direction?
L870[15:35:12] <Pennyw95> I'm making a boolean that makes the TE check if there is another TE instanceof it the same class on its left, right or top. For rendering purposes
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L873[15:35:32] <PaleoCrafter> You mean you add every direction's facing to the block coordinate?
L874[15:35:50] <Pennyw95> like this.. TileEntity te = world.getTileEntity(x + face.offsetX, y + face.offsetY, z + face.offsetZ);
L875[15:36:07] <PaleoCrafter> And as I said, forget about relative directions, they do not exist in code
L876[15:36:13] <Pennyw95> this way it will check in every direcion? without a loop?
L877[15:36:17] <PaleoCrafter> No
L878[15:36:45] <PaleoCrafter> Do you understand basic linear algebra?
L879[15:36:58] <MattDahEpic> asking the har dquestions PaleoCrafter
L880[15:37:02] <MattDahEpic> hard*
L881[15:37:07] <Pennyw95> I guess...I probably don't have really understood offset yet
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L883[15:37:23] <PaleoCrafter> So you know what a vector is?
L884[15:37:24] <Pennyw95> as a distance between my te's xCoord and?
L885[15:37:27] <Pennyw95> sure
L886[15:37:52] <PaleoCrafter> The offset of a ForgeDirection is nothing but a vector
L887[15:38:31] <Pennyw95> ok
L888[15:38:42] <PaleoCrafter> Which translates any given point 1 unit in that direction
L889[15:39:24] <ZaggyMobile> Like I said, you can only check for a TE at one point in the world at once
L890[15:39:53] <ZaggyMobile> Don't expect facing to magically find any te around yours
L891[15:40:02] <ZaggyMobile> Just one at a time
L892[15:40:13] <Pennyw95> ok
L893[15:40:15] <ZaggyMobile> You will have to have a loop
L894[15:40:22] <ZaggyMobile> No matter what
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L896[15:40:32] <Pennyw95> for(ForgeDirection facing : ForgeDirection.VALID_DIRECTIONS)
L897[15:40:49] <ZaggyMobile> Yup
L898[15:42:10] <Pennyw95> and then, how can the code work for every direction?
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L900[15:44:12] <ZaggyMobile> Uh
L901[15:44:46] <ZaggyMobile> With the offsets it'll give you every neighboring position to your te
L902[15:45:53] <ZaggyMobile> If you still don't understand what the offsets really are, look at the ForgeDirection declarations
L903[15:46:11] <Pennyw95> so, an offset added to every coords makes the TE loops around every block touching it
L904[15:47:21] <ZaggyMobile> That sounds correct, i guess
L905[15:47:47] <ZaggyMobile> Still not sure you're getting it though
L906[15:48:25] <Pennyw95> how about this...instead of .VALID_DIRECTIONS I create a private enum containing only the directions I am interested in, and loop through that
L907[15:48:36] <PaleoCrafter> ffs
L908[15:48:52] <ZaggyMobile> Valid directions is what you want
L909[15:48:54] <PaleoCrafter> ForgeDirection has all you need
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L911[15:49:16] <PaleoCrafter> You don't add one offset to many coordinates but many offsets to one coordinate
L912[15:49:28] <PaleoCrafter> Every direction has its own offset
L913[15:50:05] <ZaggyMobile> ^
L914[15:50:11] <PaleoCrafter> You loop through all directions and hence get all offsets, i.e. directions
L915[15:51:13] <MattDahEpic> why wont IDEA find my libs folder...
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L919[15:57:34] <Pennyw95> http://pastebin.com/xZz9AT9a
L920[15:58:06] <MattDahEpic> what the hell is that indenting?
L921[15:59:09] <Pennyw95> idk
L922[15:59:44] <PaleoCrafter> Jesus
L923[15:59:48] <Pyker> lol wtf
L924[15:59:52] <Pyker> that break
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L926[15:59:58] <Pyker> is not doing what you think it does
L927[16:00:01] <PaleoCrafter> You apparently do not understand vectors
L928[16:00:41] <PaleoCrafter> Nor Java/programming in general
L929[16:00:48] <Pyker> haha
L930[16:00:48] <Pennyw95> oh yeah the break should be inside {} anyway
L931[16:00:51] <MattDahEpic> Pyker, its... broke..en *ba dump pish*
L932[16:01:03] <MattDahEpic> WHAT?!?!
L933[16:01:06] <Pyker> that code is so bad
L934[16:01:13] <Pyker> so very bad
L935[16:01:15] <MattDahEpic> Pennyw95, what do you thing you are doing?
L936[16:01:17] <Pennyw95> I saw now the break is not inside the if()
L937[16:01:28] * MattDahEpic FACE FUCKING DESK
L938[16:01:50] <ZaggyMobile> Just return s
L939[16:04:36] <Pennyw95> http://pastebin.com/1LCHQSvC
L940[16:04:57] <tmtu> just return true x_x
L941[16:05:03] <Pyker> you could just return true from the loop actually
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L943[16:05:08] <Pyker> and return false at the bottom
L944[16:05:28] <Pyker> the rest is pointless
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L946[16:05:46] <Pennyw95> right...makes sense
L947[16:06:53] <Pennyw95> doesn't adding offsetX to xCoord translate every towards east (x+)?
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L949[16:10:07] <MattDahEpic> i cant figure out why gradle wont detect my dependencies in ./libs: https://github.com/MattDahEpic/BiosphereWorldGen1.8
L950[16:11:23] *** Gaz492|Away is now known as Gaz492
L951[16:12:37] <ZaggyMobile> Penny, it offsets it in the direction the enum represents
L952[16:13:21] *** Tombenpotter is now known as NotTomben
L953[16:13:23] <ZaggyMobile> So odd your direction of North it only offsets it to the north out negative z
L954[16:13:29] <ZaggyMobile> *if
L955[16:13:39] <ZaggyMobile> *is
L956[16:13:44] <ZaggyMobile> lol
L957[16:14:02] <MattDahEpic> dont use coumpass directions, just coordinates
L958[16:14:07] <Gliby> yup ^
L959[16:14:14] <ZaggyMobile> Wut
L960[16:14:17] <MattDahEpic> hey Gliby
L961[16:14:24] <ZaggyMobile> He's using facing directions
L962[16:14:37] <ZaggyMobile> Why you trying to complicate it
L963[16:14:47] <Gliby> if you want to get the direction of facing just get the normal vector
L964[16:15:07] <Gliby> i believe it even has a function for it
L965[16:15:13] <PaleoCrafter> That's what he's doing ...
L966[16:15:23] <PaleoCrafter> Or at least, that's what we're telling him
L967[16:15:30] <MattDahEpic> ^
L968[16:15:42] <MattDahEpic> ugh gradle y u do dis
L969[16:16:02] <Gliby> oh boy these lines though "if(s) return true; else return false;"
L970[16:16:05] <Gliby> java programmer of the year
L971[16:16:57] <mrkirby153> Okay, I'm working with generating dimensions kinda like how mystcraft does it. How can I use the same provider and generate multiple overworlds?
L972[16:17:18] *** PaleoCrafter is now known as PaleOff
L973[16:17:23] <Gliby> Pennyw95 though if you don't really know java that well critiscim is quite off putting, but at least someone can teach you the right way
L974[16:17:25] <MattDahEpic> if you go into a room and return to the outside, will you even have a chance to return to the outside when you are already there?
L975[16:18:08] <MattDahEpic> mrkirby153, look at rftools
L976[16:18:19] <mrkirby153> MattDahEpic, more specifically? (What class?)
L977[16:18:31] <MattDahEpic> https://github.com/McJty/RFTools/tree/master/src/main/java/mcjty/rftools/dimension/world something in/around here
L978[16:18:41] <Pennyw95> I don't blame them at all! I've experienced how frustrating this can feel (in completely unrelated fields of course)
L979[16:19:32] <Pennyw95> and this is surely the best way to learn something
L980[16:20:05] <MattDahEpic> the thing is, minecraft is diffrent from plain java. you have to know how to program java before you can do minecraft
L981[16:20:26] <mrkirby153> MattDahEpic, thanks. I see now
L982[16:20:45] <MattDahEpic> like return will disallow you from reaching lines after it
L983[16:20:54] <MattDahEpic> because it returns
L984[16:21:07] <MattDahEpic> break/continue and switch statements
L985[16:21:17] *** mumfrey is now known as Mumfrey
L986[16:21:19] <MattDahEpic> the like
L987[16:21:58] <MattDahEpic> https://www.thenewboston.com/videos.php?cat=31
L988[16:22:04] <MattDahEpic> Pennyw95,
L989[16:22:42] <MattDahEpic> i did 1-49 and id say i know enough to not derp too much
L990[16:23:10] <Gliby> i started with newboston, didn't like him much. i just started experimenting with code and saw what did and what didn't work. best way to learn is through experience.
L991[16:24:06] <Pennyw95> I guess I'll watch those videos...I've relied on a sams teach yourself java book and head first java until now
L992[16:24:09] <MattDahEpic> i already kinda knew how programming worked from javascript in middle school, so it was a metter of public/private and static/not kinda things
L993[16:24:10] <Pennyw95> thanks
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L996[16:31:38] <MattDahEpic> why is sinkillerj|IsDepressed depressed?
L997[16:32:03] <Pyker> because they are? dunno
L998[16:32:14] <MattDahEpic> -_-
L999[16:32:16] <Gliby> notch
L1000[16:32:20] <Gliby> oh, nvm./
L1001[16:32:45] <Pyker> poor notch
L1002[16:32:53] <Gliby> It's just a phase, it will pass.
L1003[16:33:14] <Pyker> depression isn't a phase :P
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L1006[16:33:43] <Gliby> Insert counter argument here.
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L1011[16:34:56] <MattDahEpic> twitch*
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L1014[16:37:07] <Pyker> so you'll write your name
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L1017[16:40:26] <Pennyw95> I think I've gotten the hang of how the offset works...at least more than before. I see that this makes the te check for another te in every direction. What I'm still missing is how I can make the TE recognize when the other Te is as its left.. http://pastebin.com/YnzVN1Mb
L1018[16:42:18] <shadowfacts> If you just want to check on the left side, why are you repeating your check for every side?
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L1020[16:45:06] <Pennyw95> the side is not fixed
L1021[16:45:48] <shadowfacts> ok, I'm going to back up since I'm a bit confused
L1022[16:45:52] <shadowfacts> what exactly do you want to do?
L1023[16:48:22] <Pennyw95> trying to do a boolean that makes my TE return true if there is another TE next to the original one, but only on the left, right or top. I've been adviced to loop through all directions and use offsets, which make the TE effectively check. What I'm missing is a way to
L1024[16:48:44] <Pennyw95> determine when the other TE is on the searching TE's left, right or top
L1025[16:49:17] <iceman11a> shortybsd: Thanks. How ever from what I undr stand this mod. RFTools. will let you create a dimension in the game your playing. I'm looking to code my own dimension.
L1026[16:50:51] <shadowfacts> the definitions of "left" and "right" change with your perpective
L1027[16:50:57] <Pennyw95> well, checking for the top is easy, of course
L1028[16:51:02] <Pennyw95> yes
L1029[16:51:06] <shadowfacts> if you're looking at your block from the south, left and right are west and east
L1030[16:51:17] <shadowfacts> if you're looking at the from the north, left and right are east and west
L1031[16:51:17] <iceman11a> Yep, that's what this does. You need and have to use RFTools. and that's not what I wanted to do
L1032[16:52:18] <shadowfacts> so, you'll have to check, top, west, east, north, and south
L1033[16:53:19] <Pennyw95> you're implying that I should make a switch statement for every direction
L1034[16:53:34] <shadowfacts> no
L1035[16:53:42] <shadowfacts> you need to check all of them, not just one
L1036[16:54:16] <Pennyw95> wait..I think I see it now...if I use .getRotation on my current facing, will it return the right side??
L1037[16:54:37] <Pennyw95> around the Y axis of course
L1038[16:55:32] <williewillus> yes rotate methods will give you what you want
L1039[16:55:53] <williewillus> is this enumfacing or 1.7? :p
L1040[16:56:13] <Pennyw95> 1.7
L1041[16:56:28] <Pennyw95> that clearly the solution :D
L1042[16:56:39] <williewillus> oh yeah tc addon derp
L1043[16:56:47] <williewillus> anyways, ForgeDirection should have rotate methods
L1044[16:56:59] <Pennyw95> it does, I saw them in the class
L1045[16:57:10] <Pennyw95> fd.getRotation..I'd assume it rotates clcokwise?
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L1047[17:00:46] <williewillus> i think it rotates clockwise around the axis provided by the param
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L1050[17:02:28] <Pennyw95> ForgeDirection.UP should do the trick
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L1052[17:04:25] <Pennyw95> do you think getRotation actually changes the initial FD?
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L1054[17:07:35] <Pennyw95> anyway it works :D too bad the guys who struggled to make me understand offsets disconnected...they were so desperate
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L1057[17:12:55] <Pennyw95> uhm willie you up? I'm having a little dilemma
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L1062[17:17:46] <Pennyw95> hey Matt :) I finally succeded
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L1065[17:20:44] * Szernex derped
L1066[17:21:05] <Szernex> remember to call your CommonProxy methods in client and server proxy...
L1067[17:21:25] <mrkirby153> ?
L1068[17:21:38] <Gliby> is there a built-in single thread executor like Executors.singleThreadExecutor, but that doesn't restart the thread if it fails?
L1069[17:21:42] <Szernex> well, I did not call one of the methods in my CommonProxy from my server proxy
L1070[17:21:51] <mrkirby153> Override you mean?
L1071[17:21:54] <Szernex> which causes players to not regenerate health
L1072[17:22:01] <Szernex> no, I mean super.initEventHandlers
L1073[17:22:21] <mrkirby153> That's not always necessary
L1074[17:22:27] <Szernex> well in my case it was >.>
L1075[17:22:33] <mrkirby153> My proxies never have super.XX in them
L1076[17:22:51] <mrkirby153> But my favorite thing to do is "throw new RuntimeException("Wrong side")"
L1077[17:22:58] <Szernex> lol
L1078[17:23:18] <mrkirby153> That way, when I'm developing, I know if something was supposed to be called on the client was called on the server
L1079[17:23:34] <mrkirby153> and vice versa
L1080[17:23:45] <williewillus> that's not how proxies work :p
L1081[17:24:10] <mrkirby153> williewillus, well, stuff like that. If I called a proxy method on the wrong side
L1082[17:24:14] <williewillus> sidedProxy regards the true physical side, i.e. in singleplayer you will always have clientproxy
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L1085[17:26:17] <mrkirby153> http://pastebin.com/EmazWHLB and http://pastebin.com/3czi95wT were the proxies for the last mod I wrote
L1086[17:26:39] <Gliby> doing the pointless stuff always help
L1087[17:26:56] <mrkirby153> ?
L1088[17:28:14] <Gliby> I mean, doing that thing always helps.
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L1098[18:02:25] <codahq> so... why is the src package of forge called mdk now?
L1099[18:02:39] <Gliby> mod development kit.
L1100[18:02:47] <codahq> do i need to know anything about the newer versions?
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L1102[18:02:51] <codahq> or was it just a superficial name change?
L1103[18:03:21] <Gliby> I think people who are in charge of the naming realized that forge was a really big thing, and wanted to make it sound cool.
L1104[18:03:24] <Gliby> like ADK
L1105[18:03:27] <Gliby> or JDK
L1106[18:03:35] <Gliby> src doesn't sound very cool, does it?
L1107[18:03:48] <codahq> uh, i like src. /shrug
L1108[18:04:24] <Gliby> petition time.
L1109[18:04:43] <codahq> funnier would have been forge core kit...
L1110[18:04:45] <codahq> FCK
L1111[18:05:11] <Gliby> MDK does sound fancy.
L1112[18:05:36] <Gliby> I'm glad they changed the name.
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L1117[18:14:41] <shadekiller666> fry, are you awake?
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L1121[18:30:29] <shadekiller666> so do the latest forge versions come with FG2.0?
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L1144[19:22:11] <mrkirby153> !gm Teleporter.placeInPortal
L1145[19:22:20] <mrkirby153> !gm Teleporter.placeInPortal 1.7.10
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L1147[19:25:06] <mrkirby153> !gf Teleporter.worldServerInstance
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L1149[19:25:13] <mrkirby153> !gf Teleporter.worldServerInstance 1.7.10
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L1161[20:09:07] <ntzrmtthihu777> ah, so mdk is the new source pkg :)
L1162[20:10:41] <mrkirby153> Is there a way for me to send a packet as the player is logging in? I have a packet that registers dimensions and providers on the client but the client crashes if the packet is not sent
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L1167[20:14:33] <killjoy> mrkirby153, subscribe to ClientConnectionFromServer and send the packet
L1168[20:14:44] <mrkirby153> Thanks
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L1170[20:15:35] <mrkirby153> killjoy, so how do I actually send the packet?
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L1172[20:16:22] <killjoy> https://github.com/killjoy1221/Achievement-Get/blob/1.8/src/main/java/mnm/mods/achget/AchievementGet.java#L64
L1173[20:16:42] <killjoy> https://github.com/killjoy1221/Achievement-Get/blob/1.8/src/main/java/mnm/mods/achget/net/AchievementChannel.java#L48
L1174[20:16:52] <ntzrmtthihu777> what is the current supported minecraft version, 1.8.? ?
L1175[20:17:05] <killjoy> yes
L1176[20:17:08] <killjoy> 1.8
L1177[20:17:37] <ntzrmtthihu777> 1.8.what ?
L1178[20:17:42] <killjoy> 1.8.0
L1179[20:17:59] <ntzrmtthihu777> ah.
L1180[20:18:14] <mrkirby153> killjoy, are you talking about PlayerLoggedIn event? The github line reference things aren't working for me
L1181[20:19:11] <killjoy> I don't remember if PlayerLoggedInEvent is triggered before or after the player spawns.
L1182[20:19:17] <mrkirby153> I think it's after
L1183[20:19:31] <killjoy> Then you obviously don't want that.
L1184[20:19:32] <mrkirby153> I need it before. because if the player is spawned in a dimension that's not registered, they crash
L1185[20:20:09] <mrkirby153> I know bukkit has like a PlayerConnect and a PlayerJoin event
L1186[20:20:21] <killjoy> Use ClientConnectionFromServer
L1187[20:20:22] <mrkirby153> But what's the forge equivalent?
L1188[20:20:55] <mrkirby153> But then how do I send a packet on that event?
L1189[20:21:01] <killjoy> subscribe to it
L1190[20:21:24] <mrkirby153> There's no player object I can send the packet to. I'm using a SimpleNetworkManager
L1191[20:21:45] <mrkirby153> s/SimpleNetworkManager/SimpleNetworkWrapper/
L1192[20:21:48] <mrkirby153> :(
L1193[20:22:11] <killjoy> iunno
L1194[20:22:42] <mrkirby153> I wonder how RFTools does it
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L1196[20:23:03] <killjoy> Probably by using netty directly
L1197[20:28:26] <Unh0lyTigg> https://github.com/McJty/RFTools/blob/master/src/main/java/mcjty/rftools/network/RFToolsMessages.java rftools uses the network wrapper
L1198[20:32:17] <ntzrmtthihu777> ah.
L1199[20:32:20] <ntzrmtthihu777> ?mappings
L1200[20:32:26] <ntzrmtthihu777> dammit....
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L1202[20:35:16] <Zaggy1024> can Minecraft handle an entity texture that's not a square?
L1203[20:35:49] <Zaggy1024> such as 128x32
L1204[20:36:04] <ntzrmtthihu777> Zaggy1024: a lot of stuff is non-square iirc
L1205[20:36:05] <Zaggy1024> also, can it handle numbers that aren't powers of 2?
L1206[20:36:35] <Drullkus> Zaggy1024: no
L1207[20:36:48] <Zaggy1024> to the second only, you mean?
L1208[20:40:21] <Gliby> I'm pretty sure Minecraft doesn't care.
L1209[20:40:34] <Drullkus> Well, it may cause problems
L1210[20:40:35] <Drullkus> idk
L1211[20:40:52] <Gliby> I don't think the texture rendering has any arbitrary limits.
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L1215[20:47:18] <SkySom> Yeah Minecraft doesn't care if stuff is a power of 2, but it's been known to cause issues with some graphics devices
L1216[20:47:22] <SkySom> Better to stick to powers of 2 when possible
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L1220[20:54:20] <mrkirby153> Any way to unload spawn chunks of a dimension?
L1221[20:55:51] <tterrag|away> why is there no @Optional.Field ?
L1222[20:55:52] <tterrag|away> :/
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L1224[21:00:19] <ntzrmtthihu777> ?ideafix
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L1228[21:08:29] <killjoy> Why would you need it?
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L1230[21:11:55] <ntzrmtthihu777> what jdk language level does forge/minecraft currently support/suggest?
L1231[21:12:05] <killjoy> 1.6
L1232[21:14:06] <ntzrmtthihu777> hrm... I thought that was updated to at least 1.7 :/
L1233[21:14:17] <killjoy> mc still uses 1.6
L1234[21:14:24] <ntzrmtthihu777> sorry for the noob questions, but I basically am again, last update I made was january :)
L1235[21:14:33] <killjoy> We need to wait until Dinnerbone releases the new mac launcher
L1236[21:15:32] <ntzrmtthihu777> huh... seems the windows launcher installed 1.8 :/
L1237[21:15:53] <killjoy> Yes, it does.
L1238[21:15:57] <killjoy> But mac still uses 1.6
L1239[21:16:06] <ntzrmtthihu777> is this something to get around the general mac/java dumbness?
L1240[21:16:14] <killjoy> um
L1241[21:16:30] <killjoy> best way to use mc with java 8 on mac is to use the .jar launcher
L1242[21:16:51] <ntzrmtthihu777> last I knew mac was a bit of a pita to install new java versions on, but whatever. I'll just stick to mah linux :)
L1243[21:17:16] <killjoy> Do whatever you feel like
L1244[21:17:27] <killjoy> I am neither your mom nor your teacher
L1245[21:21:33] <ntzrmtthihu777> nope :) don't get me wrong, I aint trying to be an ass. I've just been out of modding for a while so I'm trying to get my bearings again :)
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L1247[21:23:53] <ntzrmtthihu777> ah shit.... so many changes ;-;
L1248[21:24:04] *** techbrew was kicked by LexLap (twat))
L1249[21:24:19] <killjoy> That was random
L1250[21:26:39] <ntzrmtthihu777> random is good, keeps you on your toes :)
L1251[21:26:48] <LexLap> He was talking stupid in another channel and I cant kick him there.
L1252[21:26:58] <ntzrmtthihu777> ah... so the old xyz bit is now a BlockPosition
L1253[21:27:21] <killjoy> what a twat
L1254[21:27:32] <killjoy> :p
L1255[21:28:39] <Drullkus> lol
L1256[21:29:03] <Drullkus> ntzrmtthihu777: in 1.8 yes iirc
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L1258[21:32:49] <mrkirby153> !gf func_152700_a
L1259[21:32:55] <mrkirby153> !gm func_152700_a
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L1261[21:33:09] <killjoy> note to self: don't talk bad about forge when lex is present in another channel.
L1262[21:33:09] <mrkirby153> !gm func_152700_a 1.7.10
L1263[21:33:34] <Drullkus> lol
L1264[21:34:36] <ntzrmtthihu777> Drullkus: changed a lot eh?
L1265[21:34:41] <Drullkus> ?
L1266[21:34:49] <ntzrmtthihu777> from 1.7 to 1.8
L1267[21:35:03] <ntzrmtthihu777> I understand that items/blocks now use a json based model format?
L1268[21:35:26] <Drullkus> Lex: http://i.imgur.com/TqIEnYB.gif
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L1272[21:42:30] <ntzrmtthihu777> lol
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L1286[22:13:15] <Zaggy1024> I think Tabula's texture mapping is screwing with me
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L1290[22:16:14] <Vorquel> I would say you should poke the pig, but he's on vacation, apparently.
L1291[22:16:31] <Zaggy1024> yeah :(
L1292[22:16:40] <Zaggy1024> It's probably my own fault anyway :P
L1293[22:16:50] <Zaggy1024> just can't think of what would cause this
L1294[22:17:08] <Zaggy1024> the UVs for a cube I put in the model don't match the coordinates in the actual texture
L1295[22:17:35] <shadekiller666> how big is the texture?
L1296[22:17:43] <shadekiller666> and what coords did you put in?
L1297[22:17:44] <Zaggy1024> 128x128 currently
L1298[22:18:05] <Zaggy1024> well, the coordinate in the texture is 24, but for some reason putting in 16 gets the UV to the desired location
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L1300[22:18:15] <Zaggy1024> 24 x, 0 y, that is
L1301[22:18:34] <Zaggy1024> or u and v respectively :P
L1302[22:19:47] <shadekiller666> so 16 = 24?
L1303[22:20:18] <Zaggy1024> erm...
L1304[22:20:21] <Zaggy1024> it shouldn't
L1305[22:20:30] <Zaggy1024> and other model parts match their actual position correctly
L1306[22:20:31] <shadekiller666> thats not a 1 to 1...
L1307[22:20:52] <Zaggy1024> I know?
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L1309[22:21:20] <Zaggy1024> that's the point, for some reason it's off by 8 pixels
L1310[22:21:27] <Zaggy1024> but only these specific parts
L1311[22:21:58] <pig|vacation> Zaggy1024: check your project texture dimensions
L1312[22:21:59] <pig|vacation> edit project
L1313[22:22:19] <shadekiller666> pig, i thought you were on vacation :P
L1314[22:22:43] <Zaggy1024> pig, nah, that's correct
L1315[22:22:55] <Zaggy1024> that's the first thing I thought of, but that doesn't even track with the other parts matching up
L1316[22:23:11] <pig|vacation> shadekiller666: i am, but with silly people pinging me
L1317[22:23:42] <Zaggy1024> hm?
L1318[22:23:45] <Zaggy1024> did someone ping you?
L1319[22:24:00] <Zaggy1024> you shouldn't have it set to ping you when someone says pig :P
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L1321[22:25:10] <FusionLord> hrmmm.... sheepig should cause a ping :P
L1322[22:25:34] <pig|vacation> i need to rest
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L1324[22:25:37] <pig|vacation> i have a headache
L1325[22:25:49] <FusionLord> well sleep well :)
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L1328[22:34:49] <Zaggy1024> headaches are teh worst
L1329[22:35:06] <Zaggy1024> for programmers especially
L1330[22:35:11] <Zaggy1024> all dat thinking
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L1332[22:42:50] <ntzrmtthihu777> ayup
L1333[22:43:07] <ntzrmtthihu777> so... what is currently preferential, gradle idea or import build.gradle into idea?
L1334[22:43:30] <Vorquel> Importing works best for me
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L1336[22:45:25] <ntzrmtthihu777> k, that's what I always did, but like I said, I've been out of it for a while :)
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L1340[22:51:07] <ntzrmtthihu777> boredome is peeling the polarizer off your laptop lcd and making polarized glasses so only you can view your machine :)
L1341[22:53:48] <Illyohs> ntz I could be crazy but I just use vim+eclipes(I might be crazy) :P
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L1345[23:02:51] <ntzrmtthihu777> Illyohs: you are, don't worry :)
L1346[23:03:01] <ntzrmtthihu777> if I were more of a vim master I probably would too
L1347[23:03:13] <DemoXin> What the hell is the FML bus again?
L1348[23:03:16] <DemoXin> Where*
L1349[23:03:41] <Mitchellbrine> FMLCommonHandler
L1350[23:03:48] <Mitchellbrine> FMLCommonHandler.instance().bus()
L1351[23:04:10] <DemoXin> forgot the instance() bit and couldn't find it.
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L1354[23:06:13] <ntzrmtthihu777> anywho, time now to sleep :)
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L1363[23:15:09] <tterrag> DemoXin: you aren't still using EnderCore? :P
L1364[23:15:19] <tterrag> I have @Handler which gets rid of the need for all that mess
L1365[23:15:22] <DemoXin> Yes, I am, but not for this.
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L1367[23:33:17] <minecreatr> what version of forge has the obj loader in it?
L1368[23:34:16] <tterrag> minecreatr: <=1.7
L1369[23:34:31] <tterrag> 1.8 has a pending PR
L1370[23:35:07] <shadekiller666> minecreatr, fry has yet to talk to me to get it pulled in... one sec
L1371[23:35:18] <minecreatr> oh, ok
L1372[23:35:29] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/pull/2054
L1373[23:36:35] <shadekiller666> copy OBJLoader and OBJModel and register the OBJLoader with ModelLoaderRegistry.registerLoader()
L1374[23:36:49] <tterrag> and REPACKAGE***
L1375[23:36:59] <tterrag> don't use the current package, bad idea :P
L1376[23:37:42] <minecreatr> well actually, since its not in forge, I dont want to use extra code so am using a obj json converter
L1377[23:38:07] <shadekiller666> and then follow the example blocks in ModelLoaderRegistryDebug, CustomModelBlock2-whatever the last one is are the ones that use OBJs
L1378[23:38:28] <shadekiller666> its not any more code than you will use when its in forge
L1379[23:38:42] <shadekiller666> except for the extra ModelLoaderRegistry.registerLoader() call
L1380[23:38:44] <minecreatr> yeah, but I will have to include the ObjLoader code
L1381[23:39:03] <shadekiller666> only until it gets pulled, ya
L1382[23:39:15] <shadekiller666> if fry ever freakin answers...
L1383[23:40:16] <shadekiller666> i do recommend using it now, as there are some specific things you may need to do depending on what you want to do with the models
L1384[23:40:30] <shadekiller666> like how your block states are setup and such
L1385[23:43:04] <shadekiller666> i do need to go through OBJModel and clean things up...
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