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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] ⇨
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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modding would go out of date pretty quickly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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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?
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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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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
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?
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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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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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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
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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 ?
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
L574[12:55:16]
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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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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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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
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
L871[15:35:16] ***
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L872[15:35:16] ⇦
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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
L882[15:37:15]
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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
L895[15:40:24] ⇦
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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?
L899[15:42:37] ⇦
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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
L910[15:49:15] ⇦
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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...
L916[15:53:29] ***
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L918[15:57:30] ⇦
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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
L925[15:59:57]
⇨ Joins: Corosus (~Corosus@209.141.61.77)
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
L940[16:04:57] <tmtu> just return true
x_x
L941[16:05:03] <Pyker> you could just
return true from the loop actually
L942[16:05:05] ⇦
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L943[16:05:08] <Pyker> and return false at
the bottom
L944[16:05:28] <Pyker> the rest is
pointless
L945[16:05:30] ⇦
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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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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] ***
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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] ***
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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?)
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] ***
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L986[16:21:19] <MattDahEpic> the
like
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
L994[16:27:04]
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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
L1004[16:33:26] ***
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L1006[16:33:43] <Gliby> Insert counter
argument here.
L1007[16:34:13]
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L1009[16:34:51] *
MattDahEpic wonders why twitc his serving me a blank
page
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L1011[16:34:56] <MattDahEpic>
twitch*
L1012[16:36:07]
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L1014[16:37:07] <Pyker> so you'll write
your name
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L1016[16:38:32] ***
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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?
L1019[16:42:59]
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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?
L1046[16:59:02] ***
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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
L1051[17:02:34]
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L1052[17:04:25] <Pennyw95> do you think
getRotation actually changes the initial FD?
L1053[17:07:24]
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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
L1055[17:08:13] ***
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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
L1083[17:25:56]
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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.
L1089[17:28:23]
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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?
L1101[18:02:49]
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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.
L1113[18:06:29]
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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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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
L1195[20:22:44]
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(~chatzilla@dyn-118-139-38-115.its.monash.edu.au) (Quit: So long,
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L1196[20:23:03] <killjoy> Probably by
using netty directly
L1198[20:32:17] <ntzrmtthihu777>
ah.
L1199[20:32:20] <ntzrmtthihu777>
?mappings
L1200[20:32:26] <ntzrmtthihu777>
dammit....
L1201[20:33:15]
⇨ Joins: nevercast
(~Josh@241.139.69.111.dynamic.snap.net.nz)
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.
L1212[20:42:27]
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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> :/
L1223[20:55:55] ***
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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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bilde2910|away is now known as bilde2910
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
:)
L1246[21:22:56]
⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Read
error: Connection reset by peer)
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
L1257[21:32:12]
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L1258[21:32:49] <mrkirby153> !gf
func_152700_a
L1259[21:32:55] <mrkirby153> !gm
func_152700_a
L1260[21:33:03] ***
KJ4IPS is now known as KJ4IPS|Gone
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?
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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
L1287[22:14:37]
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enough.)
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
L1299[22:18:15] ***
Morphan1 is now known as MorphFK
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?
L1308[22:21:07]
⇨ Joins: Carlos (~chatzilla@122.151.174.29)
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
L1321[22:25:10] <FusionLord> hrmmm....
sheepig should cause a ping :P
L1322[22:25:34] <pig|vacation> i need to
rest
L1323[22:25:35] ***
MorphFK is now known as Morphan1
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
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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