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L49[02:04:39] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150901 mappings to Forge Maven.
L50[02:04:42] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150901-1.8.zip (mappings
= "snapshot_20150901" in build.gradle).
L51[02:04:53] <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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L83[03:38:32] <OrionOnline> What does
render an Experience Orb?
L84[03:39:05] <OrionOnline> Found it
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L86[03:44:40] <Rushmead> How can i make an
external window that opens when i run a command?
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L88[03:51:24] <xaero> why, i.e. what use
case?
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L94[04:01:23] <xaero> (there is already an
example of opening http links in the source)
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L103[04:13:08] <Rushmead> xaero, i want to
make a list of entities on an external window and when i click it
it teleports me to them
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L105[04:14:49] <Ordinastie> why an
external window ?
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L107[04:20:59] <xaero> yea seems a
GuiScreen would fit, e.g. pop-out sidebar
L108[04:21:23] <xaero> oh peer got the
best of him
L109[04:24:02] <Ordinastie> would be way
easier too
L110[04:24:52] <PaleoCrafter> why,
Ordinastie? :P
L111[04:25:21] <Ordinastie> I assume it
would be easier to pass data from the GUI than from a different
window
L112[04:25:33] <Ordinastie> but maybe not,
I don't really know
L113[04:26:14] <PaleoCrafter> you wouldn't
get any data from the GUI/window :P
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L117[04:26:37] <Ordinastie> yes you would,
either being the entity id clicked, or its position
L118[04:27:47] <PaleoCrafter> sending a
packet on button click would be pretty much the same for both
approaches
L119[04:28:00] <Ordinastie> then I assumed
wrong :)
L120[04:28:03] <PaleoCrafter> :P
L121[04:28:14] <PaleoCrafter> I'm assuming
that he would use Swing or JavaFX
L122[04:28:33] <Ordinastie> I actually
never used either
L123[04:29:01] <PaleoCrafter> if he wants
a window maintained by LWJGL, it probably gets several orders of
magnitude harder xD
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L125[04:43:09] <Rushmead> Sorry, had to
restart PC, did you say something xaero?
L126[04:44:08] <xaero> we were wondering
why external window when you can have a GuiScreen shaped however
you want
L127[04:44:29] <xaero> if you must though,
there are some GUI toolkits; ask Paleo about them :P
L128[04:44:50] <Rushmead> Something like
the one from OPIS is what im looking for
L129[04:46:49] <xaero> I'm not sure what
Opi's uses; isn't it OSS though?
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L134[04:49:29] <xaero> /away now
-->
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L159[05:55:46] <OrionOnline> Anyone know a
godo way to render an XP orb in the UI?
L160[05:56:04] <OrionOnline> Like in the
GUI container, not as a entity
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L162[06:01:56] <OrionOnline> For some
reason when i sset i a color through GL11.setGLColor, it stays
gray....
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L164[06:09:04] <alex_6611> I ususally use
GL11.setColor4ub
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L179[06:53:47] <Ivorius> Any good
reference for block / item ID remaps?
L180[06:54:11] <Ivorius> IIRC it was
possible to change block and item IDs as long as the legacy map
still exists
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L188[07:01:46] <Neomex> how in the world
do i make a mod for industrial craft and gregtech?
L189[07:02:24] <Neomex> i know how to mod
forge 1.7.10, but I guess i have to somehow install forge and
gregtech into forge source folder? am i thinking the right
way?
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L191[07:02:37] <Neomex> instal ic2 and
gregtech*
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L195[07:05:01] <fuj1n> Well, install their
APIs (not sure if Gregtech provides one, but am pretty sure IC2
does)
L196[07:05:14] <fuj1n> Do you use Eclipse
or IDEA?
L197[07:05:22] <Neomex> eclipse
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L199[07:08:19] <fuj1n> Just a second,
finding the APIs
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L201[07:08:54] <Neomex> thanks
L202[07:09:10] <Neomex> please ping me
when you do
L203[07:09:19] <fuj1n> Okies
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L208[07:33:18] <fuj1n> Neomex: sorry, took
longer than usual, pl(a)yer's links aren't always the easiest to
find, also, too long a description for IRC, therefore Pastebin:
http://pastebin.com/4aG2Ge79
L209[07:33:57] <fuj1n> You also might want
to tell Forge to load your mod after these two
L210[07:35:00] <alex_6611> fuj1n the
diligent helper :D
L211[07:35:10] <Neomex> thanks alot for
the guide fuj1n!
L212[07:35:29] <Neomex> how can I tell
forge to do that?
L213[07:35:41] <alex_6611> also, might
wanna keep that link around for later reference
L214[07:35:49] <fuj1n> No problem
L215[07:36:04] <Neomex> saved it to tabs,
will be really usefull
L216[07:36:09] <fuj1n> If you loose the
link, I created the paste on my account, so just ask, I should be
able to find it
L217[07:36:19] <alex_6611> ah right i
see
L218[07:37:52] <Neomex> any artists here
that want to do some mod stuff for fun? i might not be the worst
coder but i am artistically challenged :D
L220[07:39:21] <Neomex> thanks again
L221[07:39:34] <fuj1n> No problem :3
L222[07:58:44] <OrionOnline> Neomex, if
you are looking for modders needing artistic support, you are
always welcome to help me
L223[07:59:36] <fuj1n> I think it's quite
the other way around :3
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L226[08:10:13] <Neomex> what are you doing
and what could i help you with? OrionOnline
L227[08:10:36] <OrionOnline> I work on a
mod that is basically the armor equivalent of TiC
L228[08:11:20] <Neomex> i am coder not an
artist though
L229[08:12:31] <OrionOnline> oh lol i
misread that XD
L230[08:12:37] <OrionOnline>
Sorrrrrryyyyyy
L231[08:12:43] <Neomex> :)
L232[08:12:45] <OrionOnline> i see the
note from fuj1n now XD
L233[08:13:04] <fuj1n> Also, competition
is nice :3
L234[08:13:08] <OrionOnline> My head was
in the code , trying to get my Anvil to work with Vanilla anvil
mechanics
L235[08:13:25] <OrionOnline> Which is done
now :D Yeay
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L237[08:14:55] <fuj1n> Kewl, we're getting
armor too, eventually, probably sometime during the 1.8 phase
L238[08:14:55] <Mata> !gm
func_152121_a
L239[08:15:06] <Neomex> I started modding
minecraft yesterday, making custom forges is crazy it should be 100
loc max, not 1000 and 6 classes :S
L240[08:15:26] <Neomex> I've started with
1.8 but json is so annoying i went back to 1.7.10
L241[08:15:41] <Mata> JSON itsself isn't
annoying
L242[08:15:47] <Mata> JSON is love, JSON
is life
L243[08:15:51] <OrionOnline> fuj1n, I have
been this since 1.6...
L244[08:15:56] <fuj1n> Mata: true that
:D
L245[08:16:23] <OrionOnline> Got a
released version out since may so i am happy
L246[08:16:29]
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L247[08:16:32] <fuj1n> How is it
going?
L248[08:16:35] <OrionOnline> Good
L249[08:16:49] <Rushmead> Hi all, how do i
make a folder in the root minecraft folder?
L250[08:16:57] <Mata> !gm
func_152123_o
L251[08:17:03] <OrionOnline> Thanks to the
fact that you guys do not deliver a armor equivalent of your tools
;D
L252[08:17:25] <Mata> Hmm I'm trying to
find out how skin loading is done lol I'm just running in circles
atm
L253[08:17:29] <fuj1n> We will eventually,
as said earlier
L254[08:17:44] <OrionOnline> Though
initialy most people find the mod to harsh, yet eventually they
come around and even activate the hard mode, which changes
TiC
L255[08:17:49] <Mata> !gm
func_152790_a
L256[08:17:57] <OrionOnline> So i am
happy
L257[08:18:07] <Mata> !gm
func_152342_ad
L258[08:18:19] <OrionOnline> Hoping to get
my next release out somewhere next week, that enables
KnowledgeCrafting
L259[08:18:32] <fuj1n> Mata: I have the
MCP bot in #nonexistingchannelbcda so that the chat doesn't get too
crowded
L260[08:18:41] <boni> fuj1n:
"eventually". let's put that into quotes. ;P
L261[08:18:44] <Mata> oki
L262[08:19:11] <fuj1n> boni: Yeah, I've
been working on the "secret project" quite a bit lately,
waiting for the 1.8 Tinkers' to have more to work with
L263[08:19:19] <OrionOnline> :P
L264[08:19:32] <OrionOnline> I got the
rendering system from your code
L265[08:19:36] <boni> fuj1n: define more
:D
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L267[08:19:49] <boni> just because it has
no smeltery :<
L268[08:20:26] <fuj1n> Well, to be honest
I haven't been keeping up, have my final exams coming up, so lots
of studying
L269[08:20:33] <OrionOnline> boni, how are
you solving the multilayered items problem in 1.8?
L270[08:20:43] <fuj1n> After that, I can
be free
L271[08:20:53] <boni> OrionOnline: by
turning it into a model?
L272[08:21:18] <boni> fuj1n: yeah, i don't
have that much time to put into it either.. as well as wanting to
do other things ;)
L273[08:21:20] <fuj1n> Neomex: That's a
big nono, always start with the latest stable version you can work
with unless you have dependencies in older versions, because you
will have to update eventually
L274[08:21:23] <boni> but its' coming
along.
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L276[08:21:57] <OrionOnline> see ya
guys
L277[08:21:57] <boni> fuj1n: tbh i think
1.8 will be the new 1.7.2 once we get 1.9, but meh. we'll see
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L279[08:22:08] <Neomex> fuj1n, i dont
think ill ever release it and theres no ic2 for 1.8 (from what im
aware)
L280[08:22:12] <boni> at least 1.8 ->
1.9 should be pretty straight forward
L281[08:22:36] <fuj1n> Might need a bit of
a rework on the sword stats though
L282[08:22:48] <fuj1n> Since there's the
whole attack speed aspect now
L283[08:22:51] <alex_6611> all tools and
weapons*
L284[08:23:07] <fuj1n> Well, basically
alex
L285[08:23:11] <boni> i've considered
something similar before i ever saw 1.9
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L287[08:23:35] <boni> but the vanilla
systems in 1.8 only allow you to speed attacking, not slow
down
L288[08:23:51] <boni> but what i find
funny is that this whole "wait till bar is full" mechanic
reminds me so much of secret of mana
L289[08:24:18] <fuj1n> Well, technically,
there is the whole debuff, but that's not very customisable
L290[08:24:29] <boni> nah, debuff doesn't
do much
L291[08:24:48] <boni> all you can
effectively do is change the invulv. time after hit
L292[08:25:23] <fuj1n> But I like the
whole idea of being able to spam, but deal barely any damage
L293[08:25:29] <boni> fun fact: mashing
attack, even with a vanilla pickaxe, allows you to float
enemies
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L295[08:26:01] <fuj1n> Seems
interesting...
L296[08:26:24] <Rushmead> Saving locations
of a entity in JSON vs Some Other Format?
L297[08:26:28] <boni> problem with it is
that the knockback vanilla applies on damaging an entity is done by
the entity ITSELF
L298[08:26:46] <boni> so you'd have to
calculate it and apply counter-force to reduce knockback which is a
pain
L299[08:26:53] <fuj1n> That's quite
silly
L300[08:26:56] <boni> it is.
L301[08:27:30] <boni> the knockback
function in the entity actually has a damage-amount parameter.. but
i think it doesn't use it
L302[08:27:34] <fuj1n> Rushmead: Well,
JSON is supported by Minecraft and looks nice, unless you want to
delve into plain text, which is slightest bit smaller
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L316[08:59:44] <Mata> how do I handle a
message sent in chat
L317[08:59:49] <Mata> I cant seem to find
a chat event
L318[08:59:59] <Mata> altho it could just
be eclipse being stupid
L319[09:01:05] <PaleoCrafter> Client or
server side?
L320[09:01:19] <Mata> umm
L321[09:01:40] <Mata> Server I guess
L322[09:01:45] <Mata> well
L323[09:02:01] <Mata> I want to be able to
change a message that gets sent
L324[09:02:05] <Mata> so client i
guess
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L326[09:03:19] <PaleoCrafter> That you
can't do easily on the client xD
L327[09:03:23] <fuj1n>
net.minecraftforge.event.ServerChatEvent?
L328[09:03:29] <PaleoCrafter> ^
L329[09:04:07] <Mata> Is it automatically
Side.SERVER
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L332[09:04:27] <Mata> I never have
understood how this server/client distinction works
L333[09:04:28] <Mata> lol
L334[09:04:30] <FusionLord> it is only
fired on the server
L335[09:04:50] <fuj1n> But I think that's
before it is sent to the clients
L336[09:05:04] <masa> Rushmead: why would
you save it as json? if you store it in an entity, doesn't just
using plain old NBT make the most sense?
L337[09:05:13] <masa> no unnecessary
conversions all the time
L338[09:05:33] <Rushmead> Client Side Only
mod, With support for multiplayer
L339[09:06:09] <masa> oh sorry "of an
entity" and not "in an entity"
L340[09:06:18] <Rushmead> NP
L341[09:06:32] <masa> yeah, I'd probably
go with JSON then as well
L342[09:07:10] <Mata> When sending a chat
message, does that message get sent to the server and then back to
the client where it gets printed? or does it print to itsself
L343[09:07:12] <Mata> and then send to
server
L344[09:07:48] <masa> follow the
code?
L345[09:08:00] <fuj1n> I think it gets
sent to the server, you could probably easily test it, I have to go
to sleep, so can't do that, sorry.
L346[09:08:35] <Ordinastie> what masa
said
L347[09:08:49] <Mata> I guess or cancel
the ServerChatEvent
L348[09:09:27] <masa> find GuiSCreenChat
or whatever entry point you can think of, and see where it sends
the mesage and see where it leads
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L350[09:09:47] <fuj1n> Yeah, that's a good
way, cancel the event and then see if you get a message you sent
appear on your screen
L351[09:10:49] <masa> or check where the
ServerChatEvent gets called from, and if it passes the message to
every player or if it excludes the sender or something
L352[09:11:18] <masa> from memory I think
it goes through the server first
L353[09:11:44] <masa> I think I don't see
my own message when the connection to the server derps
L354[09:11:57] <fuj1n> ^ Yeah, that's a
good indicator
L355[09:12:47] <Mata> ^ that was the
reason why i started questioning it in the first place, because
next to that the chat does usually work when the server is
crashing/fully frozen
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L357[09:13:30] <masa> well they made the
chat asynchronous in some version, can't remember when
L358[09:13:50] <masa> so the chat might
work to some extent when the server is otherwise busted
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L363[09:15:00] <advtech> quick question
regarding forge for 1.8, is Java 8 recommended or should I switch
to Java 7
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L365[09:15:29] <l4mRh4X0r> advtech:
depends on what you want it to run on
L366[09:15:36] <masa> hmm is this right:
dependencies =
"required-after:Forge@[10.13.3.1384,11.14);" why are the
parentheses of different types?
L367[09:15:56] <l4mRh4X0r> range notation.
[ is closed, ) is open
L368[09:15:58] <PaleoCrafter> Java 6 is
'recommended', but you can use whatever you want
L369[09:16:05] <masa> oh ok, thanks
L370[09:16:17] <advtech> well, I am
developing on windows 10. The only problem is that java 7 is no
longer available
L371[09:16:24] <l4mRh4X0r> Then use Java
8
L372[09:16:40] <l4mRh4X0r> The mods will
only run on Java 8+ though.
L373[09:17:06] <Ordinastie> using Java8 to
dev doesn't mean you can't make your mod for Java6
L374[09:17:06] <advtech> I know that. I
hate that oracle locked down J7 to only support
L376[09:17:43] <l4mRh4X0r> Ordinastie: eh,
true, but you have to watch out not to use new stuff
L377[09:17:51] <advtech> masa, thank you
kindly.
L378[09:17:53] <Ordinastie> of
course
L379[09:18:28] <l4mRh4X0r> advtech: what
Ordinastie said, just set sourceCompatibility and
targetCompatibility to 1.6 or 1.7 and it should work on Java 6 and
7, respectively.
L380[09:18:30] <advtech> I was looking for
it earlier and all I kept finding was a stupid "you need to do
this"
L381[09:18:36] <masa> first result from
googling "java 7 se jdk" ;)
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L383[09:19:31] <advtech> I didn't think to
do that. I figured I could still go to oracle's site directly and
get it. And l4m, I'll look into that. Probably target 1.7 just
since I don't know a lot of people using 6
L384[09:20:18] <masa> yeah, and if there
are people running java 6, the mod not working for them might get
them to update to something not-ancient :p
L385[09:20:31] <Mata> 0.o the website is
down for maintenance
L387[09:20:41] <l4mRh4X0r> I think Debian
oldstable still uses Java 6
L388[09:20:41] <Mata>
minecraftforge.net
L390[09:20:53] <fuj1n> Well, my way to get
it is usually going to java.oracle.com and then clicking the big
silver button
L391[09:20:55] <advtech> So I know we are
having issues with microshit buying out Mojang, but could we use
the xbox windows 10 version?
L392[09:21:16] <PaleoCrafter> Wat
L393[09:21:26] <advtech> Because I do have
it on my computer and I was wondering if lex or others wanted to
play with it
L394[09:21:51] <Mata> we aren't having
issues with microsoft?
L395[09:22:11] <FusionLord> that isn't
written in Java
L396[09:22:11] <PaleoCrafter> Lex did/does
look into ways to mod it
L397[09:22:24] <FusionLord> and is
exclucive to windows devices
L398[09:22:29] <luacs1998> PaleoCrafter,
oooh?
L399[09:22:31] <advtech> He did? nice.
Because god that gui is horrible
L400[09:22:33] <PaleoCrafter> In fact, see
his recent tweets :P
L401[09:22:47] <Mata> its a direct port
from PE
L402[09:22:52] <Mata> proberly supports PE
mods
L403[09:22:55] <Mata> Kappa
L404[09:22:57] <advtech> ew....
L405[09:22:58] <PaleoCrafter> There's
definitely something going on
L406[09:23:08] <advtech> They made a huge
step back with that then
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L408[09:23:26] <advtech> Paleo, how's your
mods going?
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L412[09:24:16] <PaleoCrafter> Uhm... I
haven't touched 'real' modding in ages :P
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L414[09:24:31] <advtech> Oh good lord! Go
Forge Team
L415[09:25:17] <advtech> I haven't either,
I am getting back into and trying to revive an old mod as a new
one. So far it's been going smoothly but I haven't added my new
system just yet...
L416[09:25:54] <Cazzar> As of recent, for
me, I have been doing TF2 mapping
L417[09:25:59] <luacs1998> i always
thought there was a bigger conspiracy behind the json thing
L418[09:26:16] <alex_6611> the conspiracy
is called mojang :D
L419[09:26:26] <luacs1998> like, because
json is platform agnostic
L420[09:26:33] <advtech> Argh, class time
is rapidly approaching x_X
L421[09:26:40] <PaleoCrafter> It's the old
bukkit devs' new yaml
L422[09:27:01] <luacs1998> write once, use
on pe, ps3/4, xb360, windows (including xbone) and java
L423[09:27:08] <Cazzar> note to self...
put lights in rooms...
L424[09:27:10] <l4mRh4X0r> Still think
HOCON is a better idea if it's not intended for programmers
L425[09:27:32] <Xilef11> I have textures
for blocks that are made of multiple layers with different colors,
what would be the easiest way to do that in 1.8?
L426[09:27:46] <advtech> caz why would you
ever wanna do that?
L427[09:28:12] <fuj1n> Make a model
L428[09:28:13] ⇦
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L429[09:28:19] <Cazzar> I dunno, so it
isn't pitch black, because the only way to get in is a
teleporter?
L430[09:28:21] <advtech> So anyone got any
drink suggestions? I need names and ideas for the drinks to
add
L431[09:28:28] <gigaherz_r> Xilef11: make
a json model with multiple faces in the same location
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L434[09:28:41] <advtech> nah, just give
night vision goggles out
L435[09:28:42] ⇦
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L436[09:29:00] <Cazzar> advtech:
Hammer/SourceEngine/TF2, not Minecraft.
L437[09:29:10] <advtech> so? night
vision
L438[09:29:11] <gigaherz_r> look at
minecraft:blocks/cube or cube_all, and just extend from it
L439[09:29:12] <Cazzar> Pre-calculated
lighting.
L440[09:29:14] <Xilef11> thing is, the
colors are "discovered" in init, not at compile
time...
L441[09:29:33] <luacs1998> alright
guys
L442[09:29:34] <gigaherz_r> tint
indices
L443[09:29:40] <gigaherz_r> check the
leaves and such
L444[09:29:45] <gigaherz_r> or hm
L445[09:29:46] <luacs1998> i need some
input on getting the following APIs into forge
L447[09:29:56] <gigaherz_r> maybe you
should actually generate the models on init
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L449[09:30:07] <gigaherz_r> using a custom
BakedModel returned from a custom state mapper
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L451[09:30:27] <Xilef11> that sounds more
complicated
L452[09:30:42] <PaleoCrafter> For how long
do you want that to get merged now, luacs1998? :D
L453[09:30:43] <Cazzar> Damnit, the light
is too close to the wall
L455[09:31:10] <Ordinastie> you make me
want to map again ><
L456[09:31:30] <luacs1998> PaleoCrafter, a
very long time
L457[09:31:32] <luacs1998> well
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L459[09:31:36] <luacs1998> olee redesigned
things
L460[09:31:46] <luacs1998> so it's not
exactly the same as what i've been trying to plug
L461[09:34:21] <Ordinastie> can someone
remind me how to get rid of that ?
com.mojang.authlib.exceptions.AuthenticationException: The client
has sent too many requests within a certain amount of time
L462[09:35:00] <advtech> isn't there some
VM arguement you pass?
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L465[09:35:45] <Ordinastie> maybe, I don't
know, that's what I am asking
L466[09:36:16] <advtech> like your login
info or something. I don't remember either. ><
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L469[09:40:30] <advtech> I'll be back
later folks. time for business law. >_>
L470[09:41:48] <masa> Ordinastie: where do
you get that from? your IDE/dev environment?
L471[09:41:56] <Ordinastie> dev env
yes
L472[09:42:00] <Ordinastie> every
launch
L473[09:42:06] <masa> ugh, why...?
L474[09:42:14] <Ordinastie> no idea
L475[09:42:22] <advtech> because minecraft
hates unsigned accounts now
L476[09:42:25] <masa> do you have it set
up to log in?
L478[09:43:00] <Ordinastie> actually, I
don't have the password in the args
L479[09:43:36] <Ordinastie> was an issue
in 1.7
L480[09:43:40] <Ordinastie> *wasn't
L481[09:44:36] <masa> this is what I have
in Program arguments: --version 1.8 --tweakClass
net.minecraftforge.fml.common.launcher.FMLTweaker --username=masa_
--accessToken FML --userProperties={} --width 1280 --height
720
L482[09:45:00] <masa> and VM arguments:
-Xincgc -Xmx1024M -Xms1024M
-Dfml.ignoreInvalidMinecraftCertificates=true
L483[09:45:20] <Ordinastie> AFAIK, most of
those arg are not needed anymore
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L485[09:47:43] <masa> well I don't see any
authentication errors on launch at least
L486[09:48:05] <masa> which is strange,
because I don't have the password set up either
L487[09:48:51] <masa> so something is
doing some magic
L488[09:51:39] <Ordinastie> only way I
have to prevent the error is if I give the password as arg
too
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L490[09:51:50] <Ordinastie> (and change
username to my email too :x)
L491[09:56:42] <Ordinastie> well, let's
debug Minecraft :x
L492[09:57:45] <Ordinastie> it's triggered
by the SkinManager apparently
L493[09:57:48] <PaleoCrafter> Isn't this
pretty obvious then?
L494[09:58:37] <Ordinastie> masa, does it
manage to fetch your real skin ?
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L497[10:04:23] <masa> yes
L498[10:05:09] <masa> hmm, I wonder if it
uses the token from the vanilla launcher or something?
L499[10:05:20] <masa> or maybe the skin, I
don't know...
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L501[10:05:52] <masa> but I do have my
proper nick in-game and the skin too
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L503[10:08:08] <masa> is it a new problem?
which version of forge are you using?
L504[10:08:53] <masa> I seem to be at
1409
L505[10:09:47] <masa> it isn't even quite
100 builds behind yet :p
L506[10:10:28] <masa> does someone happen
to know which version is the minimum for the forge blockstates
stuff?
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L518[10:41:48] <masa> crap, tried to
update forge but it failed...
L519[10:50:20] <Zaggy1024> the Forge
blockstates format was added in 1427, it looks like
L520[10:50:30] <Zaggy1024> however, there
have been bug fixes since then
L521[10:51:06] <Zaggy1024> 1496 is the
last bug fix I know of
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L524[10:54:38] <masa> yeah I was reading
through the changelog. I'm trying to install 1506 atm
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L534[11:12:39] <advtech> What's up
chaps?
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L536[11:16:18] <advtech> Anyone got any
suggestions for drink names?
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L538[11:19:38] <advtech> damn it. what the
heel
L539[11:20:46] <advtech> How could I add
forge as a library for my mod. Using Intellij 14
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L541[11:22:08] <advtech> Nevermind, I
think I might have answered my own question
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L543[11:25:18] <advtech> and I didn't damn
it
L544[11:26:32] <advtech> I want to add my
mod as a module to the forge project, correct?
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L546[11:27:05] <PaleoCrafter> No
L547[11:27:11] <PaleoCrafter> There is no
forge project
L548[11:27:17] <PaleoCrafter> Only your
mod
L549[11:27:31] <advtech> Yeah I knew I was
goofing something some where
L550[11:28:15] <advtech> I am just trying
to figure out why I am getting errors like crazy regarding forge
files
L551[11:28:19] <gigaherz_r> advtech: the
forge environment patches mc with the forge stuff, it SHOULD be in
there as a library if you ran "gradlew
setupDevWorkspace"/"gradlew
setupDecompWorkspace"
L552[11:29:07] <advtech> Yeah, I followed
the directions from diesieb's tutorial to setup my intellij
L553[11:29:20] <advtech> I think I just
goofed from there
L554[11:29:48] <advtech> because my
project that I just pulled from my repo isn't finding anything
minecraft or forge related
L555[11:32:20] <Zaggy1024> anyone know why
in Eclipse Mars it won't take me to the location I'm
debugging?
L556[11:32:39] <Zaggy1024> doesn't do it
when I do steps or if I click on the stack trace
L557[11:32:41] <advtech> Going to just
reset my dev folders and such.
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L565[11:38:48] <advtech> I am wondering if
my folder setup is what's wrong... Mmmm
L567[11:42:50] <Ordinastie> that setup can
work, but you'll probably be yelled at
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L569[11:43:16] <advtech> Well, willing to
correct it, Suggestions?
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L571[11:44:57] <PaleoCrafter> No forge
project, I told you already :P
L572[11:45:52] <advtech> Only the
DrinksPlus and MadCore are project, haha. The forge folder is where
I setup the decomp
L573[11:46:02] <PaleoCrafter> You don't do
that though
L574[11:46:16] <advtech> ah damn it.
L575[11:46:16] <PaleoCrafter> You do it in
the other two
L576[11:46:48] <advtech> gotcha. so just
setup my unzipped folder
L577[11:47:00] <advtech> then decomp in
each
L578[11:47:05] <PaleoCrafter> Think of
forge as a normal library
L579[11:47:58] <advtech> Gotcah
L580[11:48:27] <advtech> I am used to
eclipse but decided to switch IDE since people were saying how much
nice IDEA was
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L587[11:53:52] <Rushmead> how do i get the
players head Height? Like its Y Level
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L589[11:55:36] <GerbShert> wouldn't it be
the players pos + 1 on the y axis?
L590[11:56:21] <PaleoCrafter> It is player
pos + eye height
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L598[12:18:17] <masa> crap.. damn I hate
crashes that happen while I'm testing new stuff, that are
completely unrelated/vanilla crashes
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L601[12:22:32] <masa> for example atm I
was testing a new ability of my TP item, and when I teleported from
the nether to the overworld, I get an "Invalid Biome id"
crash
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L616[12:52:49] <Skuli> Hey so if I have a
reproduceable scenario where Forge is spending 99.999 percent of
it's time on rendering chunk lighting with no mods or mod items
installed
L617[12:52:54] <Skuli> Should I open a bug
on it?
L618[12:53:14] <Skuli> Like right now in
this terrain /forge tps reports that the mean tick time is
1123.976ms
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L620[12:53:23] <Skuli> Mean TPS:
0.890
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L623[12:56:41] <Skuli> I suppose I could
check it against vanilla minecraft
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L641[13:20:16] <tterrag> FusionLord: when
do you call init()?
L642[13:20:27] <Skuli> well the problem
happens in vanilla as well of coruse
L643[13:20:29] <tterrag> and what are you
sending when you get that error?
L644[13:20:42] <FusionLord>
FMLPreInitializationEvent
L646[13:23:17] <tterrag> huh
L647[13:23:17] <tterrag> odd
L648[13:23:28] <FusionLord> indeed
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L656[13:36:32] <FusionLord> so nothing
popped out at you tterrag
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L658[13:36:59] <tterrag> nope
L659[13:37:02] <tterrag> not really
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L662[13:49:24] <Ordinastie> FusionLord,
where do you send the packet from ?
L663[13:49:52] <FusionLord> give me a few
seconds
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L668[13:51:37] <Ordinastie> FusionLord,
you shouldn't send to all around for starter
L669[13:52:28] <FusionLord> why do you say
that?
L670[13:52:52] <Ordinastie> because a
player at 60 of distance may not have the TE loaded
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L673[13:53:22] <LexMobile> !gm 72693
1.7.10
L674[13:53:53] <FusionLord> so how would
you do it?
L675[13:54:31] <Ordinastie> sending a
packet to all watching the chunk
L676[13:55:27] <Ordinastie> but that's not
directly accessible, you'd need to reflect
L677[13:55:38] <Ordinastie> or use
description packet
L678[13:56:11] <LexMobile> !gm 72693
1.7.10
L679[13:56:41] <FusionLord> or a for loop
for all players watching the chunck
L680[13:56:42] <PaleoCrafter> whatcha doin
with dem player instances, Lex? :P
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L682[13:57:47] <FusionLord> anyway that
isn't the issue at hand Ordinastie.
L683[13:58:59] <Ordinastie> shouldn't be,
but that still needed to be said ):
L684[13:59:52] <FusionLord> I will do
somthing about that.
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L691[14:07:03] <ASG_NeoN> Hi there! So,
i'm working on making spells for a server of mine, and i'm trying
to make those with Flan's mod because the way it works, any idea to
add effects to the projectiles?
L692[14:10:50] <FusionLord> I would
suggest looking at the other projectiles such as arrows and see how
they add the particle trail
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L698[14:14:49] <FusionLord> ASG_NeoN, look
@ EntityArrow.onUpdate() towards the end of the method... line 407
and 447 for me...
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L700[14:15:56] <Zaggy1024> it just spawns
particles randomly along a line between where it was and where it
is in a tick
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L702[14:23:42] <Gliby> what is a
description packet?
L703[14:24:37] <ASG_NeoN> Well i don't
mean effects like particles but potion effects
L704[14:24:41] <ASG_NeoN> Like slowness
and so
L705[14:25:05] <PaleoCrafter> Gliby, it's
for updating TEs to the client
L706[14:25:05] <Zaggy1024> Gliby, for TEs
it's what's sent when the world is notified of a change in the
TE
L707[14:25:13] <Zaggy1024> yeah that
L708[14:25:14] <PaleoCrafter> gets sent
every block update/load
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L710[14:25:47] <Zaggy1024> trying to do
some TE physics or something?
L711[14:25:48] <Gliby> oh cool, does have
all tile entity or just the stuff that needs to be updated?
L712[14:25:54] <Zaggy1024> just the stuff
that needs update
L713[14:26:05] <Zaggy1024> for viewing
from outside a container GUI
L714[14:26:08] <Gliby> does it have*
L715[14:26:29] <Zaggy1024> everything the
client cares about when no GUI is open
L716[14:26:29] <PaleoCrafter> it's not one
packet containing all TEs
L717[14:26:44] <PaleoCrafter> each TE has
its own description packet
L718[14:26:50] <Gliby> That's not what I
mean PaleoCrafter
L719[14:27:08] <PaleoCrafter> that's what
your question sounds like though :P
L720[14:27:33] <Zaggy1024> so is this for
physics, or are you playing with something else?
L721[14:28:56] <Gliby> What's in the
description packet? Only the values that need to be updated or the
entire TileEntity?
L722[14:29:32] <Gliby> genuine
curiosity
L723[14:29:40] <PaleoCrafter> that'd be
the entire TE then
L724[14:29:51] <PaleoCrafter>
usually
L725[14:30:06] <PaleoCrafter> because it
is used as initial server->client sync thing
L726[14:30:18] <PaleoCrafter> after that,
you should only do incremental updates
L727[14:30:54] <Zaggy1024> I always just
send everything
L728[14:31:16] <Zaggy1024> wouldn't think
that would cause too big a problem considering it's only sent
pretty rarely
L729[14:31:23] <PaleoCrafter> I bet you
use the vanilla NBT packet? :P
L730[14:31:32] <Zaggy1024> yeh
L731[14:31:35] <Zaggy1024> I'm lazy
L732[14:31:49] <Zaggy1024> is there any
other way? does custom payload still exist?
L733[14:31:51] <Gliby> It's good
enough.
L734[14:31:56] <LexMobile> -.- on the
train home taking care of shit and im already pissed of. Bad
weekend and bad work, i need sleep. (Its sad that I cant say i need
a drink like a normal person but drinks dont help)
L735[14:32:07] <Zaggy1024> :(
L736[14:32:08] <LexMobile> Wtf are you
trying to do?
L737[14:32:22] <Zaggy1024> don't need to
worry about it lex
L738[14:32:32] <Zaggy1024> sounds like
you've got plenty to think about :(
L739[14:32:34] <Gliby> yeah, don't worry
about it dude.
L740[14:32:48] <LexMobile> Youre fucking
shit up, what are you trying to do -.-
L741[14:33:01] <Zaggy1024> what?
L742[14:33:08] <PaleoCrafter> Zaggy1024,
you can send a 'normal' packet (if you have a SimpleNetworkWrapper
set up for instance)
L743[14:33:10] <Zaggy1024> I'm not trying
to do anything
L744[14:33:24] <PaleoCrafter> because the
NBT will be compressed and is verbose in general xD
L745[14:33:36] <Zaggy1024> well sure, but
then that's just one more message to register
L746[14:33:56] <Zaggy1024> the TE updates
aren't sent that often even if I force it when necessary, so would
that matter?
L747[14:34:20] <PaleoCrafter> just
squeezing out the last bits of performance :P
L748[14:34:26] <ASG_NeoN> So, you think
that there is any way possible to make spells out of the flan's
mods? I need something that fires projectiles that can also apply
effects
L749[14:34:42] <PaleoCrafter> and if you
just call writeToNBT from getDescriptionPacket, you might send
unnecessary data
L750[14:34:57] <PaleoCrafter> wut,
ASG_NeoN
L751[14:36:03] <ASG_NeoN> Well
PaleoCrafter i need it mostly because the features it has, like 3d
models and so
L752[14:36:26] <ASG_NeoN> And i need the
spells in a way more similar to a gun, for example you shoot a
fireball which has a projectile speed and so
L753[14:36:48] <PaleoCrafter> aha
L754[14:37:20] <ASG_NeoN> Yep ;)
L755[14:37:21] <Zaggy1024> paleo I don't
call writeToNBT, that's stupid :P
L756[14:37:29] <PaleoCrafter> gud
L757[14:38:34] <ASG_NeoN> mhh do you think
there is any way to talk with manus/flan?
L758[14:38:54] <Gliby> twitter bruh
L759[14:39:09] <Zaggy1024> I'm not gonna
write every item in the entire TE to a packet and send that
lol
L760[14:39:18] <PaleoCrafter> he is on
here occasionally
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L762[14:40:04] <ASG_NeoN> Uh right Gliby!
Gonna tweet or wait for him
L763[14:40:24] <ASG_NeoN> Mostly because
maybe it can be a nice idea, maybe he could make a mod out of
that
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L770[14:53:36] <ASG_NeoN> k, tweeted to
flan, let's hope for the best
L771[14:53:48] <Gliby> Is there a way to
access the arguments from main?
L772[14:54:09] <PaleoCrafter> they're
stored somewhere, yes, Gliby
L773[14:54:33] <PaleoCrafter> trace them
from the main class
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L779[15:00:42] <PaleoCrafter> he hasn't
turned up in the last few days
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L784[15:17:01] <Ivorius> turn up for
what
L785[15:20:16] <PaleoCrafter> Fire down
that loud
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L801[15:48:45] <Gliby> is there a way to
determine from which mod a block is registered from?
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L803[15:49:25] <PaleoCrafter>
GameRegistry.findUniqueIdentifierFor, Gliby
L804[15:49:38] <Gliby> how do you know all
this stuff PaleoCrafter ? :D
L805[15:49:51] <PaleoCrafter> experience
:P
L806[15:50:17] <Gliby> I've been modding
Minecraft for like 4 years, but mostly MCP.
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L812[15:59:08] <meXc> greetings
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L819[16:13:13] <LexMobile> God fucking
dammet where thenfuck isnfry
L820[16:13:37] *** fry
was kicked by LexMobile (message me now))
L821[16:13:54] <jamierocks> lol
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L824[16:18:32] <Ivorius> Lex goes full 4th
dimension
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L829[16:25:55] <meXc> not even given one
minute for awnsering^ ^ ' and even without highlight
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L841[16:43:14] <Flashfire> I have a
problem with a custom world generator in a custom dimension that
seems to be related to chunk loading
L842[16:43:58] <Flashfire> My generator
creates 1 - 4 rooms within each chunk and connects them to
eachother, but when I go a certain distance from the spawn point,
many of them don't connect properly anymore
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L844[16:44:31] <Flashfire> Basically I'm
asking if anyone knows a difference between the way chunks load
near the spawn point and far
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L852[16:58:52] <Ivorius> Flashfire: There
is none
L853[16:59:03] <Ivorius> Besides
parallelity perhaps
L854[16:59:12] <Ivorius> But if you thing
fails on that it's bad anyway :P
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L859[17:01:58] <Flashfire> What do you
mean by parallelity?
L860[17:02:27] <Ivorius> Things near spawn
are pre-generated
L861[17:02:32] <Flashfire> Ohh
L862[17:02:38] <Ivorius> Other chunks are
loaded while you play
L863[17:02:51] <Flashfire> Yeah it's the
latter that acts up
L864[17:03:18] <Flashfire> How do I
account for those to make them load the same as
pre-generated?
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L868[17:04:27] <Ivorius> I don't think
that's your problem
L869[17:04:36] <Ivorius> It doesn't make a
huge difference
L870[17:04:41] <Flashfire> But it seems
like all pre-generated chunks are fine
L871[17:04:44] <Ivorius> Your generator is
probably just bugged in itself
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L873[17:04:57] <Ivorius> Sure, sometimes
you're lucky
L874[17:05:01] <Ivorius> Things add
up
L875[17:05:13] <Flashfire> I'm pretty sure
they always load fine close to spawn
L876[17:05:18] <Ivorius> But I'm guessing
your thing just doesn't work
L877[17:05:26] <Ivorius> And it's chance
that the ones near spawn do
L878[17:05:28] <Flashfire> But it goes
from 100% to like 40% when I get far enough
L879[17:05:41] <Ivorius> Like I said
L880[17:05:42] <Ivorius> Chance :P
L881[17:05:44] <Flashfire> That's too big
a difference to be luck
L882[17:05:49] <Flashfire> I have tested
it many times
L883[17:06:09] <Ivorius> I didn't say it
was non-reproducable chance
L884[17:06:20] <Ivorius> Just the factors
near spawn add up to make it work
L885[17:06:29] <Flashfire> Oh, I see
L886[17:06:41] <Flashfire> Could be
L887[17:06:50] <Ivorius> Look at it this
way
L888[17:06:57] <Ivorius> There are ~300
chunks near spawn
L889[17:07:03] <Ivorius> There are an
infinite number of chunks not near spawn
L890[17:07:14] <Ivorius> Thus, your
generator is broken and just happens to work for a few chunks near
spawn
L891[17:07:25] <Flashfire> More than a
few
L892[17:07:41] <Ivorius> O(x^2) >>
O(1)
L893[17:07:45] <Flashfire> I count at
least 15 - 20 for each test before I see them stop working
L894[17:07:55] <Flashfire> Then it's every
second or third one
L895[17:08:05] <Ivorius> Less than a few,
nothing at scale
L896[17:08:06] <Flashfire> And often ones
that are off are beside eachother
L898[17:14:05] <Ivorius> If you buy me a
server farm to play on I'll up it to 16k
L899[17:14:07]
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L901[17:14:18] ⇦
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error: Connection reset by peer)
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L903[17:15:01] ***
bilde2910|away is now known as bilde2910
L904[17:15:59] <Unh0ly_Tigg> was poking
around at some of the fml classes, and I was wondering, why is
net.minecraftforge.fml.common.eventhandler.Event.listeners static,
when the method accessing that field isn't static?
L905[17:20:15] <LexMobile> Magic
L906[17:22:36] ⇦
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L907[17:25:06]
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L908[17:31:00]
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(~alex@capitalthree.pwnz.org)
L910[17:31:25] <capitalthree> look at the
dynmap maintainer closing a feature request ticket and citing the
ugliest workaround ever :P
L911[17:31:46]
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L912[17:33:18]
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L913[17:35:41] <iPixeli> MattDahEpic That
looks soo laggy! I cringe at even trying.
L914[17:36:00] <MattDahEpic> thats win10
mc
L915[17:36:39] ⇦
Quits: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at) (Quit: Try
not to think not.)
L916[17:36:52] ***
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L917[17:37:00]
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(~TheFjong|@3e6b343b.rev.stofanet.dk)
L918[17:37:17] <iPixeli> You'd probably
have to have much beefier computers to do that in java
though.
L919[17:37:23] *
iPixeli cringes
L920[17:43:51]
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(~Brycey92@bmb5663-27-21.rh.psu.edu)
L921[17:49:49]
⇨ Joins: ASG_NeoN (~a@ppp-156-211.32-151.iol.it)
L922[17:50:24] <ASG_NeoN> Ugh, flan's mod
is making me crazy :/
L923[17:50:44] <ASG_NeoN> When i try to
make weapons their name are
item.weapon.somethingidon'tremember
L924[17:50:46] <tterrag> iPixeli: java
isn't the problem here...MC is just a resource hog :P
L925[17:50:58] <tterrag> Pocket Edition
has had competent developing from the start
L926[17:51:12] <tterrag> ASG_NeoN: yeah
duh
L927[17:51:15] <tterrag> you need to
localize it
L928[17:52:31] <ASG_NeoN> Mh? Can you
explain please? I'm using the smp toolbox to make the pack for the
flan's mod
L929[17:52:53] <tterrag> smp
toolbox?
L930[17:52:54] <tterrag> what is
that?
L931[17:53:09] <Pyker> java itself isn't
slow. see elasticsearch
L932[17:53:45] <ASG_NeoN> tterrag
smptoolbox is a way to make content packs for the flan mod
L933[17:54:16] <tterrag> what is it
though?
L934[17:54:23] <tterrag> that doesn't
answer my question. is it a java library or something?
L935[17:55:03] <ASG_NeoN> A compiler, i
think
L936[17:55:14] <tterrag> a
compiler...no
L937[17:55:28] <ASG_NeoN> Well it makes
mods from a config
L938[17:55:43] <Pyker> at most a code
generator
L939[17:55:45] <tterrag> it doesn't make
mods then
L940[17:55:58] <ASG_NeoN> nope, just
content packs
L941[17:56:04] <tterrag> anyways he must
provide a way to localize your item names
L942[17:56:05] <ASG_NeoN> which are used
by the mod
L943[17:56:13] <tterrag> how do you add
icons and such?
L944[17:56:21] <ASG_NeoN> files
L945[17:56:23] ⇦
Quits: minecreatr (~minecreat@50.254.148.9) (Read error: Connection
reset by peer)
L946[17:56:23] <ASG_NeoN> in folders
L947[17:56:28] <tterrag> then you need to
localize
L948[17:56:29] <tterrag> using files
L949[17:56:31] <tterrag> in folders
L950[17:56:33] <tterrag> en_US.lang
etc
L951[17:56:57] <ASG_NeoN> mhh shouldn't
the mod auto localize the items?
L952[17:57:06] <gigaherz> how would it do
that? XD
L953[17:57:09] <ASG_NeoN> They work but
their name are screwed
L954[17:57:10] <tterrag> "auto
localize" lol
L955[17:57:19] <ASG_NeoN> *being idiot
because i don't know java yolo*
L956[17:57:27] <tterrag> you think the mod
knows how to translate to any language in the world?
L957[17:57:29] <gigaherz> ASG_NeoN:
Minecraft takes all item/block names from the .lang files
L958[17:57:40] <gigaherz> that has nothing
to do with java
L959[17:57:44] <gigaherz> it's just how
Minecraft works
L960[17:57:56] <ASG_NeoN> Well, but in the
configs i setted the names
L961[17:58:00] <ASG_NeoN> Name and
shortname
L962[17:58:10] <gigaherz> the block/item
has an "unlocalized name" which is an identifier used to
query the .lang files
L963[17:58:15] <ASG_NeoN> I think that
those are the way to put the item name in this game
L964[17:58:32] <tterrag> and localization
isn't covered anywhere in how to use this config system?
L965[17:58:39] <gigaherz> mc usually uses
"item.<unlocalized name here>.name" or
"tile.<unlocalized name here>.name"
L966[17:58:45] <tterrag> sounds like his
tutorial needs work
L967[17:59:17] <ASG_NeoN> he doesn't have
them, infact i'm learning by modifying existing content packs
L968[17:59:20] ⇦
Quits: portablejim (~portablej@2001:4830:121d:0:801a:d1a1:6ed1:703)
(Quit: Konversation terminated!)
L969[17:59:23] <gigaherz> resource packs
can include .lang files also, so you can always use a resource pack
.zip to give them names ;P
L970[17:59:39] <tterrag> gigaherz: it
sounds like Flan's already does resource loading though
L971[17:59:42] <tterrag> hence my
suggestion
L972[17:59:42]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L973[17:59:52] <gigaherz> are you speaking
about this?
L975[17:59:57] <ASG_NeoN> yes
L976[18:00:00] <gigaherz> I'm almost
tempted to try it myself just to know what it's about
L977[18:00:06] <ASG_NeoN> it's cool
L978[18:00:12] <gigaherz> what it outputs
and such, I mean
L979[18:00:13] <ASG_NeoN> if you know how
to use it *groans*
L980[18:01:20] <gigaherz> ugh the license
makes me want to delete it XD
L981[18:01:47] <tterrag> gigaherz: I don't
even see a license
L982[18:02:00] <gigaherz> on the
installer
L983[18:02:03] <gigaherz> first
"page"
L984[18:02:16] <tterrag> oh you downloaded
it
L985[18:02:19] <tterrag> I didn't go that
far
L986[18:02:28] <gigaherz> basically the
trial version lets you use it non-commercially for up to 5
different projects
L987[18:02:37] <gigaherz> (among other
conditions)
L988[18:02:56] <gigaherz> can export to
techne, tabula
L989[18:03:10] <gigaherz> can export
texture templates
L990[18:04:16] <ASG_NeoN> yup
L991[18:05:45] ⇦
Quits: Kaiyouka (~IdiotNono@2601:281:c702:40c4:ca3a:35ff:fec9:51)
(Ping timeout: 180 seconds)
L992[18:06:12]
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(~gigaherz@167.Red-83-39-109.dynamicIP.rima-tde.net)
L994[18:06:50] <gigaherz_h> back
L995[18:06:53] <gigaherz_h> what's the
last thing I said?
L996[18:06:54] ⇦
Quits: gigaherz
(~gigaherz@167.Red-83-39-109.dynamicIP.rima-tde.net) (Ping timeout:
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L997[18:07:28] ***
SnowShock35 is now known as zz_SnowShock35
L998[18:10:15] <ASG_NeoN> [01:02]
<gigaherz> can export to techne, tabula
L999[18:10:15] <ASG_NeoN> [01:03]
<gigaherz> can export texture templates
L1000[18:10:31]
⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch)
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L1001[18:11:33] <tterrag> TTFTCUTS: you
there?
L1002[18:12:11] <ASG_NeoN> There is a
typo in the header
L1003[18:12:13] <TTFTCUTS> yes,
somewhat
L1004[18:12:15] <ASG_NeoN>
nessasary
L1005[18:12:24] <tterrag> TTFTCUTS:
trying to git this shader thing to work
L1006[18:12:32] <TTFTCUTS> :p
L1008[18:13:37] <TTFTCUTS> are you on a
mac too?
L1009[18:13:41] <tterrag> no, god
no
L1010[18:13:43] <tterrag> windows
:D
L1012[18:14:20] <TTFTCUTS> my best guess
was that it wasn't compiling
L1013[18:14:29] <TTFTCUTS> are you
positive there's no GL error?
L1014[18:14:31] <tterrag> would there be
an error?
L1015[18:15:03] <tterrag> I'll
check
L1016[18:15:04] <TTFTCUTS> yeah, just a
little 3 line one
L1017[18:15:13] <TTFTCUTS> ##### GL ERROR
##### or somesuch
L1018[18:16:37] <tterrag> I put a break
point on the createProgram() call
L1019[18:16:39] <tterrag> no error
L1020[18:16:54]
⇦ Quits: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 202
seconds)
L1021[18:17:13] <tterrag> aha
L1022[18:17:17] <tterrag> he commented
out the logs -.-
L1023[18:17:25] <tterrag> (0) : error
C5145: must write to gl_Position
L1024[18:17:57] <TTFTCUTS> suggests the
vertex shader isn't correct
L1025[18:18:53] <tterrag> it's just a few
lines
L1027[18:19:13] <tterrag> to my eyes it
seems gl_Position is being written to
L1028[18:19:18] <TTFTCUTS> yeah
L1029[18:21:21] <tterrag> might be a
resource loading problem
L1030[18:21:22] <tterrag> let me
see
L1031[18:22:33]
⇨ Joins: fuj1n (webchat@153.107.97.166)
L1032[18:22:42] <tterrag> oh god
L1033[18:22:45] <tterrag> Drullkus: COME
ON
L1034[18:22:54] <tterrag> /shader/ !=
/shaders/
L1035[18:22:59] <TTFTCUTS> bahahaha
L1036[18:23:13] <TTFTCUTS> the name
itself is arbitrary of course
L1037[18:23:16] <tterrag> I know
L1038[18:23:24] <tterrag> it's just a
getResourceAsStream call
L1039[18:23:35]
⇨ Joins: minecreatr
(~minecreat@uva-120-73.ResHall.Berkeley.EDU)
L1040[18:24:00] <Drullkus> ;-;
L1042[18:31:30] <TTFTCUTS> bind the end
field texture before rendering that bit
L1043[18:31:50] <tterrag> lol
L1044[18:31:53] <TTFTCUTS> also as I told
Drullkus, the end field shader doesn't support masks
L1045[18:31:58] <tterrag> wat
L1046[18:31:59] <TTFTCUTS> it renders
solid, or nothing
L1047[18:32:05] <Drullkus>
>.<
L1048[18:32:07] <tterrag> ok then
L1049[18:32:10] <tterrag> could we render
an icon OVER it?
L1050[18:32:14] <TTFTCUTS> the end field
texture != the one on the infinity swoed
L1051[18:32:17] <TTFTCUTS> *sword
L1052[18:32:23] <TTFTCUTS> yes but it'd
need a third pass
L1053[18:32:33] <TTFTCUTS> which is
fine
L1054[18:32:34] <tterrag> a third?
L1055[18:32:37] <tterrag> what's the
first two? O.o
L1056[18:32:50] <TTFTCUTS> first to place
it, second to put the stars there with depth on equals
L1057[18:32:53] <TTFTCUTS> or it'd be a
square
L1058[18:33:10] <TTFTCUTS> third to put
the icon over it
L1059[18:33:24] <tterrag> how do I fix
the inventory render being a full square?
L1060[18:34:36] <TTFTCUTS> learn how to
openGL? :U
L1061[18:34:42] <TTFTCUTS> same as the
enchant
L1062[18:34:51] <tterrag> and where do I
bind the ender star field?
L1063[18:34:57] <tterrag> this wasn't
even my idea >.>
L1064[18:35:03] <TTFTCUTS> it's a case of
rendering the item first with alpha test on
L1065[18:35:13] <TTFTCUTS> I was
reluctant.
L1066[18:35:30] <TTFTCUTS> everything
seems to think tema made the thing as it is in TD
L1067[18:39:24] <tterrag> TTFTCUTS: I got
it bound but it only affected the equipped render
L1068[18:39:29] <tterrag> I'll have to
mess with this more when I get back..
L1069[18:39:32] ***
tterrag is now known as tterrag|away
L1070[18:39:46] <TTFTCUTS> that's because
there's more than one section to an IItemRenderer...
L1071[18:40:12] <tterrag|away> -.- I know
that
L1072[18:40:27] <tterrag|away> I just
have to leave
L1073[18:40:31] <tterrag|away> thanks for
your help though
L1074[18:41:02]
⇦ Quits: Carlos (~chatzilla@122.151.174.29) (Quit: So long,
and thanks for all the fish.)
L1076[18:48:00] <TTFTCUTS> possibly
mac
L1077[18:48:10] <TTFTCUTS> only in
dev?
L1078[18:48:34] <Zaggy1024> maybe it's
the loading screen :D
L1079[18:48:44] <Zaggy1024> I mean the
loading screen causing it
L1080[18:48:47] <mrkirby153> TTFTCUTS,
it's my friend. He's getting it and he doesn't know why. (This is
on 'production' MC)
L1081[18:48:53] <mrkirby153> It also
happens on the title screen as well
L1082[18:49:07] <TTFTCUTS> oh, yeah,
disable the forge loading thingy
L1083[18:49:14] <TTFTCUTS> it's totally
broken on macs
L1084[18:49:28] <TTFTCUTS> the fancy load
screen
L1085[18:49:30] <mrkirby153> Would that
cause the weird issue I'm getting?
L1086[18:49:35] <mrkirby153> *my
friend
L1087[18:49:35] <TTFTCUTS> yes
L1088[18:49:38] <Zaggy1024> it causes
lots of weird stuff
L1089[18:49:42] <Zaggy1024> or so I've
heard
L1090[18:49:47] <mrkirby153> Wonder why
it's so broken
L1091[18:49:49] <Zaggy1024> I have no
experience with these bugs
L1092[18:49:56] <TTFTCUTS> it's a MASSIVE
hack
L1093[18:50:02] <TTFTCUTS> and doesn't
play well with macs it seems
L1094[18:50:12] <mrkirby153> It used
to
L1095[18:50:20] <Cazzar> Depends on the
hardware
L1096[18:50:28] <Zaggy1024> used to? it
was only added a few months ago
L1097[18:50:45] <TTFTCUTS> it's likely to
be that anyway, I've seen the issue before and it's fixed it
then
L1098[18:50:46] <Zaggy1024> and as I've
heard it's always been buggy
L1099[18:50:51] <Zaggy1024> on macs
L1100[18:51:00] <mrkirby153> It worked
for my friend on forge 1481 but not on 1492.
L1101[18:51:23] <Cazzar> mrkirby153: As I
said, it really depends on the hardware.
L1102[18:51:27]
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L1103[18:51:29] <mrkirby153> Identical
hardware
L1104[18:52:01] <Cazzar> Hardware,
drivers, setup, there's a lot in play.
L1105[18:52:17] <mrkirby153> Also, what's
the forge config that contains that setting? It's not in
forge.cfg
L1106[18:52:31] <Cazzar> splash.cfg
IIRC
L1107[18:52:35] <MattDahEpic> the fact
that mac users werent able to update their java for a good 4
years
L1108[18:53:59]
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(~waterpick@waterpicker-pc-144-167-110-174.ddns.ualr.edu)
L1109[18:54:00] ***
Gaz492 is now known as Gaz492|Away
L1110[18:54:02] <mrkirby153> Wasn't that
apple's fault?
L1111[18:54:16]
⇦ Quits: Szernex
(~Szernex@91-114-250-25.adsl.highway.telekom.at) (Read error:
Connection reset by peer)
L1112[18:55:19] <Vorquel> woo just got my
first pull request merged into forge \o/
L1113[18:55:36] <mrkirby153> Vorquel,
what did it change?
L1114[18:55:49] <Vorquel> bug fix for
network handler
L1115[18:55:59] <mrkirby153> Nice!
L1116[18:57:13] <mrkirby153> At least
your thing didn't take two years like my bug report that I reported
to Mojang back in 1.5.2 was just fixed in the 1.9 snapshots by
accident
L1117[18:57:43]
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L1118[18:57:53] <Vorquel> It's a bit
easier when you can fix the bug yourself
L1119[18:58:39] <mrkirby153> I think I
did fix the bug myself. I fired up MCP and fixed it
L1120[19:00:39] <Zaggy1024> does the game
not choose randomly between sounds when you have a looping
ISound?
L1121[19:01:31] <mrkirby153> Does
it?
L1122[19:03:09] <Cazzar> Might depend on
the channel
L1123[19:03:16]
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L1124[19:03:54] <Cazzar> Then again,
looping is sent directly to PaulsCode, and, well, the random choice
is done by the SoundSystem, so it's not impossible.
L1125[19:04:58]
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L1132[19:15:47] <Zaggy1024> looping is in
paulscode, but the random choice is not
L1133[19:15:58] <Zaggy1024> so it appears
that some hacking is required to make this work :(
L1134[19:20:28]
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L1135[19:20:52] <Zaggy1024> anyone know
of a way to find out the length of a sound?
L1136[19:20:59] <Zaggy1024> or to find
out whether a sound has finished playing?
L1137[19:21:38]
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())
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L1140[19:23:53] <Nucleria> Having a
problem with using .breakBlock on dirt. Everything else works and
there’s no console output, but the block doesn’t break. Pastebin
link:
http://pastebin.com/wraKJ5NB
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L1142[19:27:02] <Zaggy1024> blargh, don't
tell me I'll have to do reflection for this
L1143[19:27:05] <Zaggy1024> come on,
paulscode
L1144[19:27:13] <Nucleria> :P
L1145[19:27:20] <Cazzar> Zaggy1024 the
soundsystem... is annoying
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L1148[19:29:19] <Zaggy1024> does that
have any looping with random stuff code?
L1149[19:30:27] <Cazzar> No, just, ways
of checking if a sound is playing
L1150[19:30:54] <Zaggy1024> ah
L1151[19:31:04] <Cazzar> using something
like that to check the sound (mind you custom ISound, that
overrides .equals()) you can just re-play it.
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L1153[19:31:21] <Zaggy1024> such a pain
:'(
L1154[19:31:58] <Cazzar> the main playing
functions are just.. record based.
L1155[19:33:37] <Nucleria> Sorry, it’s
probably just bothersome to ask again, but any help with
.breakBlock?
L1156[19:34:51] <shadekiller666> is that
intended to destroy a dirt block and give it to the player?
L1157[19:35:06] <Nucleria> Yes. It’s
probably done wrong. I’m new.
L1158[19:35:30] <Nucleria> Giving to the
player works, but the dirt doesn’t break.
L1159[19:35:30] <shadekiller666> then
instead of doing that call worldIn.setBlockToAir(pos)
L1160[19:35:46] <Nucleria> Oh. Makes
sense. Thanks.
L1161[19:35:49] <shadekiller666> np
L1162[19:37:15] <Nucleria> By the way,
it’ll give the player something more useful than dirt soon. I look
stupid, just making a new way to break dirt.
L1163[19:37:49] <MattDahEpic> weve been
needing a new dirt breaking system
L1164[19:37:53] <Nucleria> :P
L1165[19:38:02] <MattDahEpic> with levels
and op-ness
L1166[19:38:40] <Nucleria> It
works!
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L1173[19:52:33] <Zaggy1024> hm, is there
not a client tick event anymore?
L1175[19:52:59] <Nucleria> Isn’t the wiki
outdated?
L1176[19:53:12] <Zaggy1024> hm,
probably
L1177[19:53:21] <Zaggy1024> but that
event's been around for a while
L1178[19:53:24] <Zaggy1024> or it had
been
L1179[19:53:25] <Unh0ly_Tigg>
TickEvent.ClientTickEvent
L1180[19:53:27] <Nucleria> Oh. Hmm.
L1181[19:53:42] <Unh0ly_Tigg> all the
tick events are in TickEvent now.
L1182[19:54:01] <Zaggy1024> guess it's
just not on that page then
L1183[19:54:02] <Zaggy1024> weird
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L1186[20:02:49] <masa> bwhaha you expect
the wiki to be up-to-date? :p
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L1189[20:11:47] <Drullkus> mrkirby153:
the text thing is a mac thing
L1190[20:11:56] <Drullkus> It's a problem
with the graphics card driver :(
L1191[20:12:23] <Drullkus> You can fix it
by disabling the splash screen in /config/splash.properties
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L1193[20:20:26] <tterrag|away> honestly
we know what causes the issue, forge should be detecting the
driver/OS versions and autodisabling
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L1219[21:06:10] <Zaggy1024> ahhh, client
tick event is an FML event
L1220[21:06:23] <Zaggy1024> that would be
why it wasn't on the wiki I expect
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L1225[21:21:06] <Zaggy1024> is the sound
playback on another thread?
L1226[21:21:25] <Zaggy1024> I mean, the
code that keeps track of whether a sound has finishe dplaying
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L1252[22:10:58] <Zaggy1024> doing pitch
shifting according to the speed of an entity relative to the camera
:O
L1253[22:11:34] <shadekiller666> so,
you're making the camera always aim at the object?
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L1263[22:25:21] <Zaggy1024> shade, not
what I meant, lol
L1264[22:25:29] <Zaggy1024> I'm playing a
sound while the entity is flying
L1265[22:25:29] <shadekiller666> ok
lol
L1266[22:25:35] <shadekiller666>
ok?
L1267[22:25:37] <shadekiller666> oh
L1268[22:25:40] <shadekiller666>
doppler
L1269[22:25:40] <Zaggy1024> and the pitch
will change according to its speed relative to the camera
L1270[22:25:47] <Zaggy1024> er, I guess,
yeah
L1271[22:25:53] <Zaggy1024> couldn't
remember the term for it :P
L1272[22:25:56] <shadekiller666> thats
the name of that effect :p
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L1275[22:29:09] <Zaggy1024> I was
thinking dot product
L1276[22:29:11] <Zaggy1024> would that
not work?
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L1278[22:30:12] <tterrag> Zaggy1024: it
would I think
L1279[22:30:27] <Zaggy1024> cool, I
thought so :)
L1280[22:30:36] <tterrag> but wouldn't
you need to dot product the negative of the camera vector? since a
camera moving TOWARDS you would mean you are going faster, not
slower
L1281[22:31:57] <tterrag> Zaggy1024: I'm
not sure that the MC libs contain any physics-vector classes
L1282[22:32:04] <tterrag> all of them are
rendering vectors (points)
L1283[22:32:15] <tterrag> dunno
L1284[22:32:20] <tterrag> vecmath is not
my strong suit
L1285[22:32:22] <Zaggy1024> Vec3 has
dot
L1286[22:32:37] <Zaggy1024> er
L1287[22:32:48] <Zaggy1024> I'll figure
it out :P
L1288[22:32:49] <tterrag> but Vec3
doesn't store velocity
L1289[22:32:51] <Zaggy1024>
hopefully
L1290[22:32:56] <Zaggy1024> huh?
L1291[22:32:57] <Zaggy1024> it can
L1292[22:33:00] <tterrag> you need 5
variables for a 3D vector, right?
L1293[22:33:08] <Zaggy1024> no?
L1294[22:33:23] <Zaggy1024> you only
really need 3 but 4 is for matrix math or something like that
L1295[22:33:26] <tterrag> what represents
the velocity then?
L1296[22:33:35] <Zaggy1024> since I know
which ones are relative vectors and which are positions it shoudl
be fine
L1297[22:33:44] <Zaggy1024> new
Vec3(motionX, motionY, motionZ)
L1298[22:33:53] <tterrag> then what
represents the position? :P
L1299[22:34:10] <tterrag> eh
nevermind
L1300[22:34:13] <shadekiller666> another
vector
L1301[22:34:14] <tterrag> I'm too tired
for this
L1302[22:34:17] <Zaggy1024> haha
L1303[22:34:36] <Zaggy1024> I'm just
doing ActiveRenderInfo.getPosition()
L1304[22:34:50] <Zaggy1024> although I
have yet to test whether that's fully reliable
L1305[22:35:39] <tterrag> I forgot that
physics vectors don't represent position -.-
L1306[22:35:44] <tterrag> been too
long...
L1307[22:35:56] <Zaggy1024> !gp
p_74583_1_
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L1317[22:59:42] <iceman11a> Does some one
know some thing about cauldron and forge. I started with forge and
changed to cauldron, Then I changed back to forge. Could there be a
conflict between forge and cauldron. I mean is that could some of
the cauldron files be conflicting with forge
L1318[23:00:46] <TehNut> Recreate the
libraries folder
L1319[23:01:42] <iceman11a> can you tell
ne how to do that. Would I just delete the libraries folder and
restart the server or ?
L1320[23:02:04] <TehNut> Get the original
libraries you had the same way you originally got them
L1321[23:03:00] <iceman11a> Ok, that
would mean uploading the library files from the test server. Sense
I'm not getting any problems with that server.
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L1324[23:03:22] <iceman11a> Like I am
with the online server. Thanks
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L1343[23:20:17] <Zaggy1024> heh
L1344[23:20:36] <Zaggy1024> I thought my
dopler effect wasn't workign because Minecraft doesn't allow much
range in pitch
L1345[23:20:43] <Zaggy1024> but then I
realized I wasn't even applying my pitch change
L1346[23:20:44] <Zaggy1024> gg
L1347[23:21:45]
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L1349[23:25:48] <tterrag> ok, this
doesn't make sense
L1351[23:25:58] <tterrag> but that
interface is @Optional.Interface
L1352[23:26:35]
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L1354[23:27:15] <tterrag> the other
annotations on that class work fine
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L1357[23:32:30] <Zaggy1024> whee pitch
shifting is working
L1358[23:32:38] <Zaggy1024> yay for
mostly useless cosmetic features
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L1372[23:53:50] <Zaggy1024> fry, you
there?
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L1375[23:54:53] <fry> kinda sorta