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L8[00:40:16] <Zaggy1024> you pig where do I report bugs on Tabula?
L9[00:40:19] <Zaggy1024> *yo
L10[00:40:49] <Zaggy1024> the scroll bar on the model tree doesn't seem to function past a certain y position
L11[00:41:13] <Zaggy1024> I mean, it shows the hover effect, but clicking does nothing
L12[00:41:17] <Zaggy1024> neither does draggin
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L27[01:26:41] <Zaggy1024> holy cow, my system process is using 4323 MB
L28[01:26:44] <Zaggy1024> :O
L29[01:27:26] <xaero> need that 16 GB of DDR4 goodness ASAP eh? ;)
L30[01:28:18] <shadekiller666> my total memory usage is 5.3 GB
L31[01:29:40] <Zaggy1024> heh, I have 12GB RAM right now, I don't think it would help *that* much to upgrade
L32[01:30:01] <Zaggy1024> oh boy
L33[01:30:09] <Zaggy1024> it went down to 800 MB
L34[01:30:30] <Zaggy1024> now I'm confused, does the "System" process on Windows include pagefile memory?
L35[01:30:51] <shadekiller666> you really only need 16+ for video editing/animating/rendering
L36[01:30:56] <gigaherz> "system process" includes all the kernel I think
L37[01:31:16] <Zaggy1024> 16+ GB?
L38[01:31:20] <gigaherz> no
L39[01:31:23] <gigaherz> around 5mb for me
L40[01:31:29] <Zaggy1024> erm
L41[01:31:36] <Zaggy1024> I was talking to shade
L42[01:31:43] <shadekiller666> 16+GB of ram
L43[01:31:45] <shadekiller666> i mean
L44[01:31:52] <Zaggy1024> you really need more than 12?
L45[01:32:07] <shadekiller666> i've had my ram usage up past 12 before
L46[01:32:20] <gigaherz> I have 16gb, the only time I ever used > 8, was when I triedto run MC with a 512x resource pack
L47[01:32:20] <gigaherz> ;P
L48[01:32:36] <alex_6611> i only need more than 12 when playing modded MC and hosting a local server of it at the same time :P
L49[01:32:53] <gigaherz> but it's not like it's useless: the rest of the ram is used for caching and such
L50[01:32:59] <alex_6611> yea
L51[01:33:51] ⇨ Joins: ZaggyMobile (~Zaggy1024@174-20-27-163.mpls.qwest.net)
L52[01:34:13] <gigaherz> feels weird being up and on IRC this early XD
L53[01:34:21] <gigaherz> (8:30am)
L54[01:34:23] <Zaggy1024> shade what's your System process's memory usage at?
L55[01:34:39] <alex_6611> \o/ same timezone :D
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L57[01:34:46] <shadekiller666> 101.8MB
L58[01:34:53] <ZaggyMobile> Wow
L59[01:35:11] <ZaggyMobile> Something really bad must've happened to my system
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L61[01:35:51] <gigaherz> ZaggyMobile: as I said, it's bately 5500k for me ;P
L62[01:35:58] <ZaggyMobile> Task host process or something like that was preventing reboot
L63[01:36:13] <ZaggyMobile> Yeah, second opinion and all that :P
L64[01:36:36] <gigaherz> although, which windows do you have? it's win10 here ;P
L65[01:36:43] <ZaggyMobile> Same
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L67[01:36:52] <ZaggyMobile> Upgrade though
L68[01:36:54] <gigaherz> 10240 or insider?
L69[01:37:06] <ZaggyMobile> Uh...
L70[01:37:12] <gigaherz> 10240 then
L71[01:37:13] <gigaherz> XD
L72[01:37:14] <ZaggyMobile> No idea, lol
L73[01:37:38] <gigaherz> the release version was 1240
L74[01:37:52] <gigaherz> insider preview is up to 10536 or something like that
L75[01:38:00] <gigaherz> I have release on my desktop, and IP on my laptop
L76[01:38:03] <ZaggyMobile> Rebooted, now system is at 0.1 mb
L77[01:38:07] <gigaherz> heh
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L79[01:38:33] <ZaggyMobile> I'm still curious if it contain page file
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L82[01:38:56] <gigaherz> no idea
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L84[01:39:05] <gigaherz> no idea what the System process memory usage includes
L85[01:39:13] <gigaherz> but chances are it was a driver misbehaving
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L87[01:39:51] <Zaggy1024> hm possibly
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L91[01:51:38] <Cazzar> There is also the thing of the IP having a new... memory based thing
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L94[01:57:59] <Cypher121> TileEntity.updateEntity() is called each tick, right?
L95[02:00:21] <Jezza> Yep
L96[02:00:36] <Jezza> You can disable it by override canUpdate() and return false
L97[02:00:45] <Jezza> overriding*
L98[02:01:05] <Cypher121> I just want to call a visual update each few seconds
L99[02:01:44] <Cypher121> so I added a counter to tile class and inc it on each call
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L101[02:04:38] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150831 mappings to Forge Maven.
L102[02:04:42] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150831-1.8.zip (mappings = "snapshot_20150831" in build.gradle).
L103[02:04:46] ⇨ Joins: VikeStep (~VikeStep@101.184.50.159)
L104[02:04:52] <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/
L105[02:05:44] <gigaherz> Cazzar: IP has a "compressed pool"
L106[02:05:50] <gigaherz> it's used as a first-tier pagefile
L107[02:05:55] <gigaherz> before it relies on disk
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L115[02:40:36] <laci200270> fy can you help me?
L116[02:45:21] <laci200270> how can I make IModel from IBakedModel?
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L118[02:47:08] <Zaggy1024> you can't
L119[02:47:13] <Zaggy1024> that's why they're called baked :P
L120[02:48:49] <gigaherz> well you could have some "rebake wrapper" of sorts
L121[02:48:57] <gigaherz> that implements IModel and contains a bakedmodel
L122[02:48:58] <gigaherz> XD
L123[02:50:26] <laci200270> so no default way for that?
L124[02:51:35] <alex_6611> those interfaces are VERY different, i don't think ther e is
L125[02:52:16] <laci200270> I also want to use IBakedModel for Multimodel...
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L128[02:56:22] <gigaherz> laci200270: there are a number of model wrappers, maybe onf othe m already does it, but thing is
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L130[02:56:46] <gigaherz> the IModel is just an intermediary used to get the IBakedModel from the resources so it's kindog pointless to get an IModel when you arleady have bakedmodels
L131[02:56:50] <gigaherz> kindof*
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L133[03:00:01] <laci200270> but how can I get IModel from resourcelocation?
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L135[03:00:21] <laci200270> I'm now using Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getModel(new ModelResourceLocation("minecraft:oak_log"));
L136[03:00:29] <laci200270> how can I get IModel
L137[03:00:32] <laci200270> ?
L138[03:00:47] <laci200270> for the MultiModel constructor
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L141[03:08:03] <laci200270> any ideas? ^
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L143[03:13:30] <xaero> I don't know gfx well, but you could play type puzzle and find instances of functions that yield IModel
L144[03:14:15] <laci200270> in idea how can I do that?
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L147[03:22:26] <laci200270> MultiModel.baked is that that I'm searching for
L148[03:29:14] <xaero> maybe, maybe not; look at all the options and eliminate, or it may turn out to be impossible (again I don't know gfx)
L149[03:29:57] <laci200270> nwo I found it
L150[03:30:00] <laci200270> *now
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L152[03:35:45] <xaero> what was it? may be handy for future reference
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L154[03:38:21] <xaero> *dun dun* we may never know
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L161[04:16:18] <laci200270> how can can pass TRSRTransformation to MultiModel.Baked's constructor
L162[04:16:19] <laci200270> ?
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L167[04:29:09] <ZaggyMobile> Laci200270, you don't
L168[04:29:18] <laci200270> ok
L169[04:29:24] <laci200270> how can I merge two models?
L170[04:29:39] <ZaggyMobile> You have to bake the model you pass to Baked with the trsr as it's state
L171[04:30:05] <laci200270> and how can I do that?
L172[04:30:38] <ZaggyMobile> Depends on where you're trying to create a MultiModel.Baked
L173[04:30:48] <laci200270> in ISMartModel
L174[04:30:56] <laci200270> I want to merge two models
L175[04:31:03] <laci200270> *ISmartBlockModels
L176[04:31:15] <ZaggyMobile> May i ask why you can't use the forge blockstates json format?
L177[04:31:48] <laci200270> i want to mainpulate somethings from the code
L178[04:31:52] <ZaggyMobile> K
L179[04:32:04] <laci200270> ?
L180[04:32:42] <ZaggyMobile> You'll want to get the imodels that you rant to combine and call their bake methods with the trsr as the state
L181[04:32:51] <ZaggyMobile> *want
L182[04:33:08] <ZaggyMobile> And pass those to the Baked conductor
L183[04:33:19] <ZaggyMobile> *constructor
L184[04:33:29] <ZaggyMobile> lol phone keyboards
L185[04:33:30] <laci200270> and how can I get IModel from ModelResourceLocation?
L186[04:33:44] <ZaggyMobile> Well the method i gave you should work
L187[04:34:04] <ZaggyMobile> How exactly do you want to manipulate the models?
L188[04:34:07] <laci200270> Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getModel?
L189[04:34:16] <ZaggyMobile> Yeah
L190[04:34:19] <laci200270> this returns an IBakedModel
L191[04:34:23] <ZaggyMobile> Oh
L192[04:34:28] <ZaggyMobile> Danget
L193[04:34:33] <laci200270> and MultiModel requiers IModel
L194[04:34:40] <laci200270> how can I convert it?
L195[04:34:57] <ZaggyMobile> Hang on
L196[04:35:16] <ZaggyMobile> You want to convert it
L197[04:35:23] <ZaggyMobile> *don't
L198[04:35:32] <laci200270> ok.
L199[04:35:40] <laci200270> how can I get IModel?
L200[04:35:51] <ZaggyMobile> Gotta look at my workspace over vnc lol
L201[04:36:08] <Zaggy1024> boo
L202[04:36:27] <laci200270> :D
L203[04:38:18] <Zaggy1024> ModelLoaderRegistry.getModel(loc)
L204[04:38:31] <laci200270> that much simpler than the first
L205[04:38:39] <laci200270> thanks a lot! :)
L206[04:38:59] <Zaggy1024> not that that location is not a model location, so it cannot go through a blockstates json
L207[04:39:05] <Zaggy1024> *note
L208[04:39:20] <laci200270> yes I know
L209[04:39:25] <laci200270> that I wanted
L210[04:39:29] <Zaggy1024> cool
L211[04:39:37] <ZaggyMobile> Just making sure
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L213[04:43:15] <laci200270> there is a "default state" for IModelState somewhere?
L214[04:43:55] <laci200270> oh I found
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L217[04:51:42] <nevercast> Anyone encountered white icon textures in modpacks? Maybe being OSX has something to do with it?
L218[04:52:00] <nevercast> Anything in the logs in particular I should look for regarding textures failing to load? Graphics memory perhaps?
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L220[04:56:09] <PaleoCrafter> nevercast, does the pack have the loading screen?
L221[04:56:23] <nevercast> PaleoCrafter, Good thought I'll check
L222[04:56:59] <nevercast> PaleoCrafter, Yes the loading screen is present
L223[04:58:17] <PaleoCrafter> Disable it then :D
L224[04:58:37] <PaleoCrafter> It has issues with macs/OS X
L225[05:00:16] <nevercast> PaleoCrafter, How does one disable it? Where would the config for that be?
L226[05:00:31] <nevercast> Sorry for the screenshot instead of actual logs, but is this of any significance? http://i.imgur.com/ZWP2LwJ.jpg
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L228[05:00:55] <PaleoCrafter> That's just mods fucking up
L229[05:01:31] <PaleoCrafter> .minecraft/config/splash.properties iirc
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L238[05:17:24] <nevercast> PaleoCrafter, no luck there. Still white textures for a lot of items
L239[05:17:36] <PaleoCrafter> Hm
L240[05:18:02] <PaleoCrafter> What version of forge?
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L242[05:30:09] <Cypher121> is there a way to make particles created by Minecraft.getMinecraft().effectRenderer.addEffect(new EntityBlockDustFX(<coords/motion/block args>)) smaller?
L243[05:36:07] <Cypher121> oh, nvm, .multipleParticleScaleBy() does that :P
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L292[07:50:37] <Rushmead> Question, is it possible to render Things like an Entity's camera on an external window?
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L319[08:51:32] <Skuli> What vanilla blocks tend to cause lighting update issues server-side? Specifically, I have some custom worldgen that appears to randomly cause Forge to hit 700ms tick times, all seemingly tied up in lighting updates
L320[08:52:14] <Skuli> The world is pre-generated
L321[08:52:27] <Skuli> and looks like http://i.imgur.com/YwUkiq8.png
L322[08:52:48] <Skuli> I"m assuming all that glass might be an issue
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L326[09:00:44] <Cazzar> Well, depending on some things, lighting calculations, can be taxing.
L327[09:01:45] <Skuli> I'm sure
L328[09:02:12] <Skuli> the part that's confusing me is that I'm at <1ms tick time while wandering around and then suddenly lighting updates on this pre-generated terrain hit hundreds of ms
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L332[09:08:06] <Cazzar> unless theres a bunch of block updates, it shouldn't really do that...
L333[09:08:14] <Skuli> Yeah that's what I thought
L334[09:08:20] <Skuli> I don't believe there are any block updates...
L335[09:08:27] <Skuli> I'm not generating lava or water
L336[09:08:52] <Skuli> All vanilla blocks
L337[09:09:02] <Skuli> http://i.imgur.com/m3n1pBa.png is a profile
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L340[09:09:52] <Skuli> all tied up in World.updateLightByType
L341[09:10:00] <Skuli> there aren't even any light sources generating
L342[09:10:06] <Skuli> no torches/glowstone
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L345[09:10:18] <Brokkoli> at least 1.8 is very slow for light updates
L346[09:10:22] <Skuli> this is 1.7.10
L347[09:10:25] <Brokkoli> oh ok
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L349[09:12:59] <Skuli> Aha, I wonder if this is it
L350[09:13:07] <Skuli> There are some invisible half-doors in this
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L352[09:13:17] <Skuli> doors are transparent, i wonder if that's f*cking up the lighting
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L356[09:16:16] <Brokkoli> possibly
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L363[09:33:57] <Aaron1011> Has anyone managed to setup Forge in intellij since this fg2 merge?
L364[09:35:05] <Cazzar> Aaron1011: it should be the same...
L365[09:35:15] <Cazzar> aka, just import the build.gradle
L366[09:37:02] <Aaron1011> That hasn't worked
L367[09:37:10] <Aaron1011> There's problems setting up the workspace
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L374[09:41:43] <OrionOnline> Guys, is there a way to calculate the amount of experience from an given amount if experience level?
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L376[09:44:25] <mikebald> Yes, http://minecraft.gamepedia.com/Experience lays out the calculations... if you're doing it programatically I'm sure there's a function
L377[09:45:34] <OrionOnline> mikebald, it looks like there is no function, I need to split a given amount of levels evenly between players.....
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L380[09:48:15] <mikebald> An amount of experience or a number of level's worth of experience? There's values for both the experienceLevel and experienceTotal for a player
L381[09:49:58] <mikebald> Additionaly there's addExperience and addExperienceLevel so. . .
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L383[09:50:41] <OrionOnline> a number of levels
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L385[09:51:14] <mikebald> Then yeah, a player has the addExperienceLevel(int) function available to you
L386[09:52:03] <FusionLord> any one know how to add sounds...
L387[09:52:09] <OrionOnline> Yet i might not have a complete level for each player
L388[09:52:20] <FusionLord> is it assets/<modid>/sounds?
L389[09:52:35] <OrionOnline> say i have 5 levels in total, but only 3 player
L390[09:52:47] <OrionOnline> i need to give them 1 2/3 of a level
L391[09:53:10] <OrionOnline> which i cannot do with addExperienceLevel, cause it takes an int
L392[09:53:14] <mikebald> then you're talking about an amount of Experience, not experience levels
L393[09:53:50] <mikebald> figure out how much experience is in 3 levels and add it evenly to the people... the tough decision for you is figuring out rounding up or down . . .
L394[09:53:59] <mikebald> *5 levels
L395[09:54:31] <OrionOnline> yeah, i will round down on the devide
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L402[10:04:33] <Cazzar> Aaron1011: did you also setupDecompWorkspace or setupDevWorkspace
L403[10:05:46] <Aaron1011> I used the 'setup' command
L404[10:05:54] <Aaron1011> a forge dev workspace btw - not for developing a mod
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L406[10:06:43] <Cazzar> Generally I'd mostly do the forge dev in eclipse, though when AbrarSyed is around, he may be the best to ask
L407[10:06:49] <Cazzar> Since, I am yet to play with FG2
L408[10:08:40] <Cazzar> Or, maybe someone else (aka not me) in #forgegradle could help
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L443[11:18:11] <shadekiller666> O.o Dinnerbone just tweeted a gif of reintroducing player collision
L444[11:18:19] <gigaherz> yeah
L445[11:18:24] <gigaherz> well not "just"
L446[11:18:26] <gigaherz> it was some hours ago
L447[11:18:27] <gigaherz> XD
L448[11:20:20] <shadekiller666> well excuse me for only just refreshing my twitter feed :P
L449[11:21:08] <gigaherz> sorry
L450[11:21:20] <gigaherz> excuse me for having too much free time and spamming twitter refresh
L451[11:21:21] <gigaherz> ;P
L452[11:21:24] <shadekiller666> lol... guess what is included on the retail DVD for the pc version of MGS5
L453[11:21:34] <shadekiller666> the steam installer...
L454[11:21:37] <gigaherz> XD
L455[11:22:09] <shadekiller666> i'm glad Konami is leaving the games industry... there will be less stupid shit like that
L456[11:22:27] <shadekiller666> though i do wish pc versions of games came on blu-ray...
L457[11:22:44] <gigaherz> notenoguh % of the users actually have a blueray drive
L458[11:22:46] <gigaherz> I don't.
L459[11:23:03] <shadekiller666> i know
L460[11:23:23] <shadekiller666> and it costs more per disk to make blurays than DVDs
L461[11:23:35] <gigaherz> and a lot of people prefer download anyhow
L462[11:23:53] <shadekiller666> cuz you have to pay for the licensing and maintanence of the bluray association or whatever it is
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L464[11:24:18] <shadekiller666> well, Titanfall seemed to usher in this new idea of not compressing audio
L465[11:24:34] <gigaherz> that idea is BS
L466[11:24:35] <gigaherz> XD
L467[11:24:41] <shadekiller666> so now we're getting downloads of 10+ GB
L468[11:24:46] <gigaherz> really
L469[11:24:56] <gigaherz> we have really good audio compression algorithms
L470[11:25:09] <shadekiller666> i bought Titanfall and Shadow of Mordor in physical form, cuz i don't have blazing fast internet
L471[11:25:22] <gigaherz> a 160kbps AAC is virtually indistinguishable from raw pcm
L472[11:25:28] <gigaherz> to the human ear
L473[11:25:30] <OrionOnline> I hate the Player XP system in Miencraft
L474[11:25:40] <gigaherz> a 128kbps mp3 is virtually indistinguishable for voice
L475[11:26:03] <gigaherz> heck 16kbps is enough for voice codecs
L476[11:26:11] <gigaherz> not indistinguishable anymore, but enough
L477[11:26:12] <gigaherz> XD
L478[11:26:21] <shadekiller666> the instal size for shadow of mordor is like 16GB or something
L479[11:26:59] <shadekiller666> with the new H265 compression coming soon, audio and video will be even smaller and less distinguishable
L480[11:27:28] <shadekiller666> the largest game i've downloaded on pc is Arkham Knight
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L483[11:28:32] <shadekiller666> disk usage for that according to steam is 37354MB
L484[11:29:10] <shadekiller666> Shadow of Mordor: 43812MB
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L486[11:31:43] <OrionOnline> Anybody having exprerience with the XP system? in particular substracting Experience?
L487[11:32:27] <shadekiller666> look at the anvil code?
L488[11:32:39] <shadekiller666> or the enchanting table?
L489[11:33:42] <Erik3003> Maybe Player.addExperience(), with a negative value.
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L491[11:34:34] <OrionOnline> Erik3003, nope does only work when there is enough experience in the bar
L492[11:35:28] <OrionOnline> shadekiller666, is what i did, with one exception, i need to be able to divide the Levels required for a repair (etc) over all watching players.
L493[11:36:11] <shadekiller666> so like, if 2 people have the same anvil open, half of the levels are taken from one, and half from the other?
L494[11:36:23] <OrionOnline> exatcly
L495[11:36:29] <OrionOnline> exactly*
L496[11:36:57] <OrionOnline> but what if the cost is 5 Levels and their are three watching players
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L498[11:37:15] <OrionOnline> i would need to substract 2/3 of a level from a person
L499[11:37:25] <OrionOnline> How do i determine what that 2/3 is?
L500[11:38:06] <tmtu> gigaherz: you could even say it's more.. cinematic
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L502[11:38:11] <shadekiller666> 5*2/3
L503[11:38:32] <OrionOnline> ?
L504[11:38:49] <FusionLord1> anyone know of a good sound tut?
L505[11:39:03] <shadekiller666> let me take a look at xp levels, maybe i'll understand your question better
L506[11:39:24] <OrionOnline> the problem is that Mojang stores XP levels and the XP in the Bar seperatly
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L511[11:43:10] <FusionLord1> who is this imposter FusionLord...
L512[11:43:25] <shadekiller666> ok that is strange
L513[11:43:52] <FusionLord1> ... >.> its me, somehow managed to open irc twice :P
L514[11:43:56] <shadekiller666> to remove levels, the anvil adds a negative amount, but the enchanting table actually subracts...
L515[11:44:11] <Vorquel> gg FusionLord1
L516[11:44:45] <shadekiller666> and they're 2 different methods that are the same in everything except one adds and the other subtracts, and that the add method plays the twinkling sound for experience
L517[11:45:53] <shadekiller666> oh ya... "level"s and "experience" are two different things...
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L519[11:47:31] <shadekiller666> oh ok
L520[11:48:11] <Erik3003> My mod Frostfall is finished \o/
L521[11:48:24] <NPException> link?
L522[11:49:12] <Erik3003> It's for a modpack, but I could publish a link for testing, if somebody wants to test it.
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L524[11:49:42] <shadekiller666> Orion, in EntityPlayer, there are 3 experience variables, experienceLevel is just the number that says "you have 30 levels to use", experience is the amount shown in the bar, and experienceTotal is the actual number representation of how much experience a player has including experienceLevel
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L526[11:54:19] <Erik3003> Frostfall-1.0: https://copy.com/HGG7lC7irYeDkQpN for 1.7.10, adds temperature systems, build for frozen worlds with a surface height of ~120.
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L531[11:57:13] <OrionOnline> shadekiller666, yes that is correct, yet the total variable is not updated....... try using /xp 4L
L532[11:57:20] <OrionOnline> experienceTotal will say 0
L533[11:57:29] <OrionOnline> but experienceLevel will say 4
L534[11:58:17] <FusionLord> anyone know how to get sounds to work?...
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L538[12:02:02] <shadekiller666> Orion, /xp calls addExperienceLevel() when the number passed in ends with 'l' or 'L', and that method sets experienceTotal to 0 if experienceLevel is < 0
L539[12:02:27] <shadekiller666> the only method that i can see that sets it to something other than 0 is addExperience()
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L541[12:16:19] <FusionLord> do i need to register the sound files?...
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L545[12:18:47] <Lumien> FusionLord do you have a sounds.json?
L546[12:19:04] <FusionLord> nope :P
L547[12:19:33] <FusionLord> do you have and example file?
L548[12:19:34] <Lumien> Well you need one
L549[12:19:35] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/resources/assets/randomthings/sounds.json
L550[12:19:42] <FusionLord> ahh thanks
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L552[12:25:40] <FusionLord> what is the master category?
L553[12:27:41] <Lumien> master volume
L554[12:27:48] <Lumien> the categories are the ones that show up in volume control
L555[12:27:53] <FusionLord> oh... that corrisponds the the slider
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L562[12:35:35] <killjoy> My mod just got put into the snapshots.
L563[12:35:38] <killjoy> https://twitter.com/Dinnerbone/status/638282256151375872
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L566[12:36:18] <Zaggy1024> oh boy
L567[12:36:39] <Zaggy1024> won't that make it quite difficult to manage a farm again?
L568[12:37:19] <killjoy> woo!
L569[12:37:32] <Zaggy1024> erm
L570[12:37:33] <killjoy> Make better farms
L571[12:37:42] <Zaggy1024> meh
L572[12:37:49] <killjoy> Don't update?
L573[12:38:07] <Zaggy1024> well, there's always the problem of when you're trying to feed the animals, and they come running toward you
L574[12:38:16] <Zaggy1024> IIRC that made it nearly impossible to move
L575[12:38:49] <TTFTCUTS> I mean... you know that players *used to* collide, right killjoy?
L576[12:38:55] <killjoy> I know
L577[12:39:02] <killjoy> it broke in 1.3
L578[12:39:11] <killjoy> I added it back.
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L580[12:39:33] <killjoy> I considered it a bug
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L586[12:50:24] <OrionOnline> shadekiller666, the problem is not that it does not set it to 0 it symply does not add the experience from the levels to the experienceTotal value
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L588[12:54:50] <tterrag|away> OrionOnline, https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/xp/XpUtil.java#L54-L64
L589[12:55:26] <OrionOnline> tterrag|away, would that work for negative values?
L590[12:55:33] <OrionOnline> like -128 experience?
L591[12:55:45] <tterrag|away> negative experience is not valid...but I don't see why it wouldn't
L592[12:56:02] <tterrag|away> do you mean -128xp or -128 levels?
L593[12:56:24] <OrionOnline> no i mean -128Experience as a delta?
L594[12:56:30] <OrionOnline> not as a actual end result?
L595[12:56:38] <tterrag|away> oh
L596[12:56:39] <OrionOnline> i jusdt need the XP as a cost
L597[12:57:42] <tterrag|away> OrionOnline, seems it does https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/xp/ExperienceContainer.java#L121
L598[12:58:18] <OrionOnline> ah nice:P
L599[12:58:40] <OrionOnline> Would i be okey if i used that XPUtil (ofcourse with proper credits to you and open blocks?)
L600[12:59:20] <tterrag|away> EnderIO is public domain...and we didn't copy openblocks code only the values
L601[13:00:17] <OrionOnline> ah oke
L602[13:00:36] <OrionOnline> I will still give credit, because credit is due were credit is due
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L609[13:25:38] <shadekiller666> !gm func_174846_a
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L612[13:27:53] <shadekiller666> is there a way, either via json or via methods, to make one block's break particles use the texture of another block's break texture?
L613[13:30:23] <Pennyw95> maybe you could use the breakblock event and replace the block with another right before the breaking event?
L614[13:30:44] <Pennyw95> but then you'd have to get the right block dropping though
L615[13:31:28] <shadekiller666> these blocks don't ever drop anyway
L616[13:31:32] <Zaggy1024> there's a method called for block breaking particles to spawn
L617[13:31:42] <shadekiller666> they aren't breakable unless in a dev env
L618[13:34:23] <Zaggy1024> so?
L619[13:34:35] <Zaggy1024> why even have particles then? :P
L620[13:36:16] <shadekiller666> because having the missing texture as the particle when i break this block annoys me
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L622[13:37:28] <PaleoCrafter> Then just set some dummy texture in the JSON?
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L624[13:41:43] <Zaggy1024> you can make it not have any particles
L625[13:41:51] <Zaggy1024> or you could do what paleo said
L626[13:42:00] <Zaggy1024> just do "particle": "minecraft:wood" or some crap
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L632[13:51:54] <OrionOnline> tterrag|away, that is working wonderfully. Thank you
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L657[14:48:32] <shadekiller666> is there a way to view what NBTTags are currently on an item in-game?
L658[14:48:37] <shadekiller666> like in a tool tip
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L661[14:49:54] <GerbShert> shadekiller666 in 1.8 you can make the particle break texture for your blocks a difrrent texture through json
L662[14:50:51] <shadekiller666> only if the texture you give it has an actual location
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L664[14:51:02] <shadekiller666> that doesn't work for dynamically generated textures
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L666[14:52:14] <Ordinastie> shadekiller666, make your BakedModel.getTexture() return the generated TextureAtlasSprite
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L668[14:54:15] <Cypher121> what's the best way to see if one of mods loaded uses RF energy? I thought about checking for CoFHCore, but it seems BC uses parts of RF API built into its jar. Maybe check if several classes/interfaces related to it are present?
L669[14:58:27] <Minty> to what end?
L670[14:59:25] <shadekiller666> ordin, i do
L671[14:59:30] <shadekiller666> its an obj model
L672[15:00:11] <Cypher121> To add RF converters
L673[15:00:14] <shadekiller666> but the game doesn't understand what "textures/builtin/white.png" is
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L675[15:00:58] <Ordinastie> that's not what I said
L676[15:01:25] <Ordinastie> you're still confusing a ResourceLocation and a TextureAtlasSprite (formerly know as IIcon)
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L678[15:05:17] <gigaherz> Cypher121: WAILA enables the RF addon if it can get a Class object for "cofh.api.energy.IEnergyProvider"
L679[15:05:28] <gigaherz> using Class.forName()
L680[15:05:34] <gigaherz> it may not be the BEST way
L681[15:05:38] <gigaherz> but it works
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L683[15:06:18] <shadekiller666> ordin
L684[15:06:32] <Ordinastie> (and if you want to ping me try "Ordi"
L685[15:06:39] <shadekiller666> OBJBakedModel returns the generated atlas sprite
L686[15:07:05] <shadekiller666> the problem is not with the BakedModel
L687[15:07:12] <gigaherz> Ordinastie: how about "nastie" ;P
L688[15:07:24] <Ordinastie> doesn't work :)
L689[15:07:41] <shadekiller666> the problem is with the "particle" key in the "textures" object in blockstate jsons pointing to a dynamic texture location
L690[15:07:57] <shadekiller666> builtin/white isn't something that it knows how to find
L691[15:08:48] <Ordinastie> BakedModel.getTexture() returns the TAS to use for the particles
L692[15:08:57] <Ordinastie> so make your model return your generated TAS
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L694[15:10:04] <shadekiller666> this is for a block that doesn't have a model
L695[15:10:27] <shadekiller666> its a dummy block intended for nothing more than providing a collision box
L696[15:10:39] <Ordinastie> well, that's your issue
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L700[15:12:57] <Ordinastie> and it's another example, on how lacking is the forge addition to the model system
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L704[15:28:36] <shadekiller666> i am trying to update my dev env from forge 1502 to 1506 and i'm getting this error when i run setupDecompWorkspace: http://pastebin.com/HAwGXBBc
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L706[15:33:36] <shadekiller666> anyone know how to fix that?
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L716[15:52:15] <Yoplitein> how does EntityMinecartContainer sync its inventory with the client?
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L718[15:54:13] <Zaggy1024> waaah I want a lerp method in the built in math utilities
L719[15:55:44] <boni> just build one yourself....?
L720[15:55:44] * Zaggy1024 makes his own
L721[15:55:49] <Zaggy1024> boom :P
L722[15:56:09] <Zaggy1024> I'm just kind of surprised Minecraft, being a game with much lerping, doesn't have one itself
L723[15:56:53] <Ordinastie> really?
L724[15:57:00] <Ordinastie> you're surprised ?
L725[15:57:48] <Yoplitein> there probably is one, it's just buried in worldgen code
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L727[15:58:36] <Ordinastie> knowing mojang, they probably just copy pasted where they needed it
L728[15:58:44] <Yoplitein> or that
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L730[15:58:52] <Yoplitein> does sound very notchian
L731[15:59:19] <gigaherz> it could just simply have been inlined by the compiler
L732[15:59:25] <gigaherz> resulting in the method being stripped
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L734[15:59:40] <gigaherz> (I think)
L735[15:59:40] <Yoplitein> java does static inlining?
L736[15:59:51] <gigaherz> at least with private methods, I think so
L737[15:59:59] <gigaherz> coudl be wrong though
L738[16:00:03] <Yoplitein> I thought any form of optimization was deferred to runtime
L739[16:00:12] <tterrag> I don't think java inlines methods
L740[16:00:20] <tterrag> in fact I'm pretty sure it does not
L741[16:00:25] <tterrag> it only inlines constant variables
L742[16:00:31] <tmtu> if only java had a preprocessor system /s
L743[16:00:35] <gigaherz> ah
L744[16:00:40] <gigaherz> nevermind then
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L754[16:11:03] <HassanS6000> xD coded something funny
L755[16:11:14] <HassanS6000> Basically a creature that attacks mobs
L756[16:11:19] <HassanS6000> but this creature is quite funny
L757[16:11:24] <HassanS6000> because of one reason
L758[16:11:43] <HassanS6000> The mobs I've added, they have the same health as this creature, so they kill each other at the same time lol
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L761[16:22:02] <Zaggy1024> ha
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L763[16:24:23] <Szernex> where exactly does one download the libraries needed to run the server? and how do you even know which one are needed?
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L766[16:25:21] <Zaggy1024> erm
L767[16:25:35] <Zaggy1024> the forge installer should install libraries
L768[16:25:45] <Zaggy1024> if you're talking about in a workspace you're going to need to be more specific
L769[16:25:55] <Szernex> nah, I mean to run a normal forge server
L770[16:26:19] <Szernex> ah, okay there's the separate installer
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L772[16:27:28] <Szernex> does that one also run in just a console
L773[16:31:28] <shadekiller666> anyone know how to fix this: http://pastebin.com/ZDJnynuC it comes up when updating from forge 1502 and 1506, heres the build.gradle: http://pastebin.com/e5Qs0j2C
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L782[17:03:26] <shadekiller666> anyone know how to fix this: http://pastebin.com/ZDJnynuC it comes up when updating from forge 1502 and 1506, heres the build.gradle: http://pastebin.com/e5Qs0j2C
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L793[17:15:28] <unascribed> Szernex: yes, add -installServer to the end
L794[17:15:41] <unascribed> e.g. java-jar forgeInstaller.jar -installServer
L795[17:15:45] <unascribed> java -jar*
L796[17:15:45] <Szernex> thanks
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L805[17:31:28] <Zaggy1024> has anyone tried making a sound pitch shift according to the speed of the entity making the sound relative to the camera?
L806[17:31:49] <Zaggy1024> I've got a very fast flying bug and pitch shifting would probably sound pretty cool
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L812[17:51:02] <pyrosshade> Hello?
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L815[17:54:25] <GerbShert> Would it be possible to have an entity change models when it get's hurt?
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L817[18:01:18] <killjoy> GerbShert, you'll need to override the renderer
L818[18:01:49] <pyrosshade> Where do i go for forge crashes?
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L820[18:01:56] <killjoy> Here's good
L821[18:02:20] <pyrosshade> okay, so some background info first
L822[18:02:41] <pyrosshade> my friend has a mac, which is a sorta old mac at that
L823[18:02:46] <pyrosshade> sorta ish
L824[18:03:22] <pyrosshade> but when forge laods up for them, it crashes when trying to set up the files
L825[18:03:32] <killjoy> present the crash
L826[18:03:55] <pyrosshade> http://pastebin.com/3b4aC4n5
L827[18:04:26] <killjoy> One of the mods is using java 7
L828[18:04:54] <killjoy> Tell your friend to update java and/or use the jar launcher
L829[18:05:08] <pyrosshade> jar launcher?
L830[18:05:16] <killjoy> multi-platform jar
L831[18:05:57] <killjoy> Under the launcher download, click "show all platforms"
L832[18:05:57] <pyrosshade> so basically the non-os specific mc launcher?
L833[18:06:03] <killjoy> yes
L834[18:06:09] <pyrosshade> cool beans
L835[18:06:12] <killjoy> the .app forces java 6
L836[18:06:34] <killjoy> It's the easiest way without having to know where java is installed to.
L837[18:07:44] <pyrosshade> yeah we've been running in circles trying to look at this and fix it, and got pretty much nowhere
L838[18:07:53] <pyrosshade> thanks!, i'll let you know if it works out
L839[18:08:20] <killjoy> You can also use one of the alterantive launchers (multimc, ftb).
L840[18:08:36] <killjoy> *alternative
L841[18:09:09] <pyrosshade> yeah, the modpack i'm putting together will be hosted on tachnic platform eventually, so the jar launcher should be good for now
L842[18:09:17] <pyrosshade> *technic
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L845[18:09:49] <killjoy> Isn't multimc written in a c derivative?
L846[18:10:42] <pyrosshade> not a clue
L847[18:10:53] <pyrosshade> it is open source though so you could prolly check
L848[18:11:22] <killjoy> 75% C++, 13.7% C, 7% CMake, 3.3% Java, 1% Other
L849[18:11:41] <pyrosshade> dat windows support
L850[18:12:02] <ZaggyMobile> I heard the mac launcher is getting there
L851[18:12:12] <killjoy> soon(tm)
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L854[18:14:55] <primetoxinz> can someone help me with asm?
L855[18:15:03] <primetoxinz> this is the class transformer https://github.com/TierZeroProductions/Overdrive/blob/netherasm/src/main/java/com/tierzero/overdrive/asm/ClassTransformer.java
L856[18:15:13] <primetoxinz> and this is the crash http://pastebin.com/Ccfc9YNW
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L859[18:16:44] <pyrosshade> killjoy, big thanks for the help, it worked!
L860[18:17:08] <killjoy> np
L861[18:17:26] <MattDahEpic> does he get the diesieben07 of the day award?
L862[18:18:46] <mrkirby153> Is there a good tutorial on sending packets with netty as opposed to the SimpleNetworkWrapper?
L863[18:18:51] <killjoy> primetoxinz, looks like you're grabbing a variable id whos type is List
L864[18:19:08] <primetoxinz> yes
L865[18:19:21] <killjoy> check your ids or your method signature
L866[18:22:08] <alleluid> hey, I'm new to modding, is there a good reference for things like "event.world.createExplosion"? but that do other things?
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L868[18:22:33] <MattDahEpic> theres createParticle and others, as well as !gm
L869[18:22:35] <primetoxinz> to be quite honest killjoy I copy pasted this, I don't know exactly what's going on
L870[18:22:39] <MattDahEpic> and look at the source
L871[18:22:55] <killjoy> you copy-pasta'd asm code? Bad
L872[18:23:09] <killjoy> If you don't understand your own code, don't expect me to be able to.
L873[18:23:10] <alleluid> but is there a page with all of them, like there is the event reference page on the forge wiki?
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L875[18:23:20] <MattDahEpic> alleluid, no
L876[18:23:22] <primetoxinz> I know the basic idea of what's going on, I don't get the ALOAD ILOAD stuff. that's all
L877[18:23:24] <pyrosshade> asm code can differ from computer to computer if you aren't running emulators
L878[18:23:29] <MattDahEpic> look at the source, they're all there
L879[18:23:36] <killjoy> the loads are different types of loads
L880[18:23:42] <killjoy> find the asm reference
L881[18:23:53] <killjoy> ILOAD loads an int
L882[18:25:02] <MattDahEpic> is ILOAD loads an int what does YOULOAD load?
L883[18:25:14] <MattDahEpic> if*, damn
L884[18:25:29] <pyrosshade> in backwards country, asm loads you
L885[18:25:36] <MattDahEpic> dad jokes/ten
L886[18:25:41] <killjoy> There should be a channel specifically for coremod help
L887[18:25:56] <killjoy> It also STORE u
L888[18:26:14] <pyrosshade> of course for the later reference
L889[18:27:14] <tterrag> killjoy: lex would ban anyone who joined it :D
L890[18:27:31] <killjoy> I would expect nothing less.
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L892[18:28:57] <pyrosshade> i would almost say you should point people looking for asm.coremod help to stack overflow
L893[18:29:56] <mrkirby153> How can I delete and regenerate a dimension?
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L895[18:34:19] <killjoy> I would say unload it, then delete the DIMx folder
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L897[18:38:03] <Cazzar> ok then mIRC just auto retry connecting me to Esper not my ZNC when I set you up...
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L899[18:44:36] <ZaggyMobile> Mirc bleh
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L904[18:54:01] <primetoxinz> I got it working, killjoy :D
L905[18:54:10] <killjoy> congrats
L906[18:54:21] <primetoxinz> not /as/ confusing as I thought
L907[18:54:28] <killjoy> Now to stop using the bad practice of iteration and start using visitors
L908[18:54:42] <killjoy> Trust me, it's much easier
L909[18:55:35] <primetoxinz> does it change how well it works?
L910[18:55:50] <killjoy> Perhaps, but I know it improves readability
L911[18:55:57] <primetoxinz> not really important to me
L912[18:56:00] <primetoxinz> I just want it to work
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L914[18:56:21] <killjoy> Then I wish you luck when you have to edit it in a few months
L915[18:56:24] <williewillus> ^
L916[18:56:31] <williewillus> maintainability is important too
L917[18:56:58] <williewillus> if you're just throwing instructions everywhere then you have to do all the hard work over again when it inevitably shifts the next update
L918[18:57:12] <primetoxinz> bahahaha updating
L919[18:57:21] <williewillus> okay, fine.
L920[18:57:29] <williewillus> forge adds a patch right in the vanilla class you're editing. oops.
L921[18:57:44] <primetoxinz> then I'll deal with it
L922[18:57:59] <primetoxinz> I kinda doubt they'll patch the nether chunk provider
L923[18:58:08] <williewillus> whatre you making it do? 0.o
L924[18:58:16] <primetoxinz> change how wither skeles spawn
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L926[18:58:23] <killjoy> How often?
L927[18:58:35] <primetoxinz> instead of being directly on the fortress they can spawn on any chunk containing a fortress
L928[18:58:35] <williewillus> that can be done without hacking stuff around...
L929[18:58:51] <primetoxinz> nope, not with how fortresses are detected
L930[18:59:24] <primetoxinz> not that I found at least
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L932[18:59:59] <killjoy> Isn't there a entity spawn precondition event?
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L934[19:00:44] <primetoxinz> possibly
L935[19:00:51] <primetoxinz> *shrugs* this works
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L937[19:02:10] <killjoy> Whenever I have to write a coremod, I do it as if it would be pulled into forge, even if I have no intention of doing so.
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L939[19:04:56] <xaero> sounds like the http://c2.com/cgi/wiki?CodeForTheMaintainer maxim
L940[19:05:10] <xaero> "Always code as if the person who ends up maintaining your code is a violent psychopath who knows where you live." ;)
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L952[19:24:44] <calclavia> How would you specify more than one coremod? -Dfml.coreMods.load=className;className2?
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L958[19:41:47] <tterrag> calclavia: no, just set the arg twice iirc
L959[19:42:05] <calclavia> tterrag: I checked. Use a comma deliminator. Setting args twice replace the previous
L960[19:42:27] <tterrag> I use it twice and it works fine
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L1015[20:40:28] <alleluid> is there anything special I have to do to install other mods into my Eclipse environment? I tried adding NEI and it kept wanting me to choose a file location for something.
L1016[20:40:50] <killjoy> That's ccc's deobfuscator
L1017[20:41:00] <killjoy> You need to point it to your mcp conf dir
L1018[20:42:29] <TehNut> alleluid: If you're on Windows, it's here
L1019[20:42:30] <TehNut> C:\Users\NAME\.gradle\caches\minecraft\net\minecraftforge\forge\YOURVERSION\unpacked\conf
L1020[20:42:39] <alleluid> I'm on Linux
L1021[20:42:51] <TehNut> Then wherever your .gradle cache is on Linux
L1022[20:42:54] <TehNut> Same directory after that
L1023[20:42:59] <killjoy> Usually ~/.gradle
L1024[20:43:27] <alleluid> ok, thanks
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L1043[21:51:24] <FusionLord> any one see the issue here... I checked my registration and nothing should have a discriminator of -1
L1044[21:51:32] <FusionLord> http://puu.sh/jVNhl/5cc8ce7ed4.txt
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L1047[22:03:43] <tterrag|ZZZzzz> FusionLord: I believe -1 is when it couldn't find a descriminator
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