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L1[00:01:32] <shadekiller666>
"normal" goes in "variants"
L2[00:01:51] <FusionLord> doesn't work there
ethier
L3[00:01:59] <shadekiller666> ...
L4[00:02:43] <shadekiller666> ok fine, add
"gui", "firstperson" and "thirdperson back
into "inventory"
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L6[00:02:50] <shadekiller666> and apply the
rotations in there
L7[00:05:03] <shadekiller666> if you comment
out the "scale" in the normal block, what does it look
like as an entity
L8[00:05:41] <FusionLord> the same
L9[00:05:46] <shadekiller666> ok
L10[00:05:50] <FusionLord> nothing in
normal changed anything
L11[00:06:04] <shadekiller666> you'll have
to change that in blender then
L12[00:07:29] <shadekiller666> as well as
it laying on its side as an entity
L13[00:08:14] <shadekiller666> whered the
texture go
L14[00:08:37] <FusionLord> in blender i
changed it from #texture to the actual file
L15[00:08:45] <shadekiller666> oh
L16[00:12:24] <FusionLord> it may be
slightly big in third perrson
L17[00:12:53] <shadekiller666> nah
L18[00:12:58] <shadekiller666> its
perfect
L19[00:13:07] <shadekiller666> sorry,
watching Vechs UHC
L20[00:13:26] <FusionLord> same UHC
TEAM!
L21[00:13:39] <FusionLord> I am watching
seth
L22[00:13:56] <shadekiller666> nice
L23[00:14:08] <shadekiller666> start of
this season is intense
L24[00:14:20] <FusionLord> this season is
going to be long
L25[00:15:18] <shadekiller666> who do you
think vechs' thumbnail is?
L26[00:16:05] <FusionLord> ... no
cluue
L27[00:16:46] <shadekiller666> you caught
up with the episodes?
L28[00:17:01] <FusionLord> I'm watching
Seth not Vechs
L29[00:17:17] <shadekiller666> i know
L30[00:17:31] <shadekiller666> they're
episode numbers are the same
L31[00:17:34] <FusionLord> and Vechs
thumbnail isn't a person
L32[00:17:38] <shadekiller666> their*
L33[00:17:46] <shadekiller666> how did i
fuck up their...
L34[00:17:56] <shadekiller666> i know
:p
L35[00:18:15] <FusionLord> I know... I
watched ep 7 already
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L37[00:18:46] <FusionLord> I am going
bannas...
L38[00:18:58] <FusionLord> this thing will
not rotate
L39[00:19:22] <shadekiller666> let me see
blender
L40[00:20:13] <shadekiller666> is that
pointing along the -Y axis?
L41[00:20:35] <FusionLord> either way it
would be on a different axis
L42[00:21:35] <shadekiller666> have you
tried pointing it along the X axis?
L43[00:21:58] <FusionLord> yes and that one
worked
L44[00:22:30] <FusionLord> I'm wondering if
somehow the exporter is working against me
L45[00:22:49] <shadekiller666>
possibly
L46[00:22:53] <shadekiller666> blender is
wonky
L47[00:23:06] <shadekiller666> its caused a
few problems with testing the obj loader
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L50[00:26:28] <FusionLord> wtf
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L52[00:27:54] <shadekiller666> ?
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L55[00:30:36] <shadekiller666> oh its not
rendering in block form?
L56[00:30:47] <shadekiller666> are you
registering it correctly?
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L59[00:32:45] <shadekiller666> ya, looks
like its registered fin
L60[00:32:48] <shadekiller666> fine
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L64[00:35:10] <shadekiller666> oh
L65[00:35:33] <shadekiller666> you need to
override isVisuallyOpaque, isOpaqueCube i think
L66[00:35:39] <shadekiller666> and
isFullBlock
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L68[00:37:11] <shadekiller666> idk what to
tell you man, i'm getting tired
L69[00:37:17] <shadekiller666> good
luck
L70[00:37:33] <FusionLord> alright
L71[00:37:37] <FusionLord> gn
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L88[02:04:45] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150908 mappings to Forge Maven.
L89[02:04:48] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150908-1.8.zip (mappings
= "snapshot_20150908" in build.gradle).
L90[02:04:59] <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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L111[03:25:09] <iceman11a> Has any one had
a mod conflic with railcraft. I was hoping to shorten my mod
testing
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L158[05:09:03] <Arc> im having trouble
with the decomp setup step
L159[05:09:19] <diesieben07> define
"trouble"
L160[05:09:20] <Arc> gradle says the job
is done. but i dont see anything in the filesystem or
eclipse.
L161[05:09:30] <diesieben07> did you run
the eclipse task?
L162[05:09:50] <Arc> yes I did
"gradle setupDecompSetup" then "gradle
eclipse"
L163[05:10:14] <diesieben07> right, i
think the eclipse workspace doesnt work yet in FG2
L164[05:10:21] <Arc> er "gradle
setupDecompWorkspace"
L165[05:10:24] <diesieben07> so use a
version before the "MDK" downloads
L166[05:10:39] <Arc>
"MDK"?
L167[05:10:48] <diesieben07> on
files.minecraftforge.net
L168[05:10:56] <diesieben07> a few
versions ago "src" was replaced with "mdk2
L169[05:11:03] <diesieben07> use a version
that has src, not mdk
L170[05:11:11] <Arc> i have src. i dont
see mdk
L171[05:11:48] <diesieben07> and you are
using the download just like it came from the website? without
deleting anything?
L172[05:11:55] <Arc> exactly.
L173[05:12:03] <Arc> 1.7.10 source
download.
L174[05:12:43] <Arc> I'm on linux. fresh
eclipse and gradle install via fedora.
L175[05:13:22] <diesieben07> you should
not install gradle
L176[05:13:27] <diesieben07> use the
gradle wrapper that comes with the download
L177[05:13:28] <Arc> honestly i dont think
i really need eclipse. ive been writing software for over 20 years
without it, i only installed it because its apparently the only
place minecraft's api is documented
L178[05:13:38] <diesieben07> you can use
any IDE
L179[05:13:44] <diesieben07> but
seriously, do not attempt to mod without one
L180[05:13:48] <diesieben07> it is
awful
L182[05:14:08] <diesieben07> writing
software wihtout an ide is fine
L183[05:14:10] <diesieben07> but not java.
:D
L184[05:14:12] <Arc> id be happy if it was
documented. but it doesnt appear to be documented, so i have no
choice
L185[05:14:16] <diesieben07> at least not
big java :D
L186[05:14:22] <diesieben07> there is
javadocs in the source.
L187[05:14:55] <Arc> yea I have just
enough java experience to be somewhat dangerous.
L188[05:15:06] <diesieben07> well, you do
not need to run *anything* then
L189[05:15:12] <diesieben07> just put your
java files in src/main/java
L190[05:15:20] <diesieben07> run gradlew
build to build your mod
L191[05:15:25] <Arc> ok and like pydocs is
there either an interactive console where i can run help() or a cli
"javadoc" command?
L192[05:15:25] <diesieben07> gradlew
runClient to start the game with your mod.
L193[05:15:32] <diesieben07> No.
L194[05:15:40] <diesieben07> you get the
sourcecode as a jar file
L195[05:15:47] <diesieben07> like it is
standard in the java world
L196[05:16:41] <Arc> sure. but if the
javadoc is available in eclipse why couldnt it be available with a
simple cli command?
L197[05:16:56] <Arc> ive always had the
impression java is very much not a posix-native language
L198[05:17:06] <diesieben07> "the
javadoc" is available in eclipse because eclipse is told about
the jar file with the sources in it
L199[05:17:21] <diesieben07> if you do not
want to use an IDE you have to look at that jar file with something
else.
L200[05:17:46] <Arc> im not opposed to
typing code into eclipse. just commenting on java vs python.
L201[05:18:04] <diesieben07> well... they
are very different kinds of languages.
L202[05:18:13] <Arc> i'd be happier not to
have to use eclipse but without documentation available I really
have no choice
L203[05:18:16] <diesieben07> java is a
big, enterprisy kinda language, python is a scripting
language.
L204[05:18:25] <diesieben07> again,
eclipse is not the thing that gives you the docs.
L205[05:18:36] <diesieben07> eclipse is
just ONE way to look at them. you can use whatever tools you
wish.
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L207[05:20:39] <Arc> ok is there a cli
tool for viewing the docs? possibly piped into less?
L208[05:20:51] <Arc> ala pydoc
L209[05:21:07] <diesieben07> i have no
idea what pydoc is or how it works.
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L211[05:21:39] <diesieben07> if you wnat
to generate viewable html javadocs from the sources you have to
extract the src jar and then use the javadoc tool that comes with
the jdk, documentatino for that is online
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L213[05:22:04] <Arc> theres a cli tool
called pydoc that comes standard with python. you type
"pydoc" followed by any module, class, function, or other
object and it runs python, imports the specified module as
necessary, and looks up the __doc__ string, then formats it a bit
and spits it at you in the terminal
L214[05:22:07] <diesieben07> the src jar
is somewhere in the gradle cache
(~/.gradle/caches/minecraft/net/minecraftforge/<version>/something
L215[05:22:18] <diesieben07> there is no
such thing for java.
L216[05:22:23] <Arc> functionally its
nearly identical to the builtin help() function in interactive
console
L217[05:22:25] <diesieben07> at least not
that i am aware of.
L218[05:22:37] <diesieben07> java
developers just d
L219[05:22:41] <diesieben07> fuckin
hell
L220[05:22:49] <diesieben07> java
developers just use an IDE, they dont use the command line.
L221[05:23:03] <diesieben07> (sorry i am
typing on an 11" netbook -.-)
L222[05:23:19] <Arc> *nod* this kinda
reaffirms my previous assessment that java isnt really
posix-native
L223[05:23:52] <diesieben07> whatever you
mean by "posix-native"... my limited knowledge abotu
posix does not really say anything about cli tools for language
docs
L224[05:23:55] <Arc> which isnt putting it
down, just, observation to help me understand it better
L225[05:24:28] <Arc> im using the word
posix rather than unix to avoid ambiguity, but im saying that its
designed for a GUI environment rather than terminal.
L226[05:24:42] <diesieben07> well no not
necessarily
L227[05:24:47] <Arc> ala Windows, MacOS
Classic, MacOSX even (since so few mac users use the
terminal)
L228[05:24:51] <diesieben07> you can
generate the html javadocs
L230[05:25:03] <diesieben07> and view them
in whatever the heck that console browser is called
L231[05:25:26] <diesieben07> as i said,
extract the source jar and then run the javadoc tool on it.
L232[05:25:38] ⇦
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L234[05:25:41] <diesieben07> it comes with
your jdk, documentation is available online
L235[05:26:11] <Arc> oh no firefox is
fine. i just hate using a mouse to navigate or have to learn
cluttered UIs to edit code. even my short experience tonight with
eclipse left me wondering what exactly i was looking at in what
boxes, whether these were files or classes or objects or higher
level organizations of data, and how it related to what i might
grep for on the terminal
L236[05:26:25] <diesieben07> yeah eclipse
is not the best IDE
L237[05:26:30] <tmtu_> well there is a
java repl coming
L238[05:26:32] <diesieben07> i use
IntelliJ and I barely use the mouse in it.
L240[05:27:20] <diesieben07> fukin vim
:D
L241[05:27:36] <Arc> so javadoc - is there
a way to do this with forge/gradle/ant/etc? so once it decompiles
the minecraft source code, i can generate the html docs?
L242[05:27:49] <diesieben07> yes
L243[05:28:03] <diesieben07> 3rd time now,
extract the source jar and you will get .java files which you can
run javadoc onl
L244[05:28:26] <diesieben07> and
diesieben07> the src jar is somewhere in the gradle cache
(~/.gradle/caches/minecraft/net/minecraftforge/<version>/something
L245[05:29:05] <Arc> are you talking about
minecraft or minecraft forge?
L246[05:29:17] <diesieben07> in dev you
just have one jar whihc contains both
L248[05:29:57] <diesieben07> yes, but they
are limited and not yet done in any way shape or form
L249[05:30:00] <diesieben07> but they get
you started
L250[05:30:28] <Arc> you're using terms I
don't really fully understand. I know jars are zips. I know I can
extract them with unzip. I know they contain .class files usually
not .java, and I don't know really what gradle is besides some sort
of java specific build tool used by forge.
L251[05:31:00] <diesieben07> they can
contain whatever the hell you want, they are zip files after all
:D
L252[05:31:07] <diesieben07> and src jars
contain .java files
L253[05:31:12] <gigaherz_o> heh jeb nerfed
golden apples
L254[05:31:18] <Arc> I've unzipped a few
minecraft mods to look at how they were built, and found .class
files. I found some had source files on github, which made it easy.
i understand there's a tool called MCE which I have which is
suppose to .. sure.
L255[05:31:37] <gigaherz_o> Arc: you
approached it the wrong way around
L256[05:31:38] <gigaherz_o> XD
L257[05:31:39] <diesieben07> yeah you dont
wnat to look at built mods
L258[05:31:44] <diesieben07> they are
obfuscated and compiled
L259[05:31:50] <gigaherz_o> the correct
approach:
L260[05:31:58] <gigaherz_o> you'll notice
that most mods require forge
L261[05:32:03] <gigaherz_o> so you look
for forge modding tutorials
L262[05:32:06] <Arc> diesieben07: so where
is the source jar for Minecraft itself? because what I understand
this setupDecompWorkspace is it was unpacking and unobfuscating the
minecraft source and i wouldn't believe that this would contain
docs
L263[05:32:14] ***
Gaz492|Away is now known as Gaz492
L264[05:32:18] <diesieben07>
diesieben07> the src jar is somewhere in the gradle cache
(~/.gradle/caches/minecraft/net/minecraftforge/<version>/something
L265[05:32:23] <gigaherz_o> there's no
Minecraft source jar, it's decompiled and patched on the fly
L266[05:32:29] <diesieben07> sure there
is
L267[05:32:33] <diesieben07> be quiet
gigaherz :P
L268[05:32:41] <Arc> gigaherz_o: im on it
now. but I assume that it doesnt document what the blocks api is,
for example. or world.
L269[05:32:50] <diesieben07> Oh no
L270[05:32:52] <diesieben07> well, you
know
L271[05:33:01] <diesieben07> minecraft as
we get it from mojang is completely obfuscated
L272[05:33:05] <diesieben07> all names and
docs are community provided
L273[05:33:09] <gigaherz_o> any and all
comments in the decompiled code were added by the MCP/Forge
team
L274[05:33:10] <diesieben07> so they aer
often incomplete
L275[05:33:11] <Arc> i want to see what
the api for a block is. what the world is. how cell loading works.
what gets called when, why, and how
L276[05:33:20] <diesieben07> there is no
such thing
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L278[05:34:03] <diesieben07> the way you
find out how stuff works in minecraft is you read the code and you
bang your head agaist it
L279[05:34:11] <diesieben07> and then if
you are nice you write a tutorial about it
L280[05:34:17] <diesieben07> or maybe you
don't.
L281[05:34:37] <Arc> diesieben07: which is
*why* since I couldnt find the source for minecraft itself, I dug
into the source for mods, to see how *they* work.
L282[05:34:48] <Arc> and from there found
forge.
L283[05:34:53] <diesieben07> Yeah, and if
you want to do that, look at github
L284[05:34:58] <diesieben07> not the
compiled, obfuscated mod form
L285[05:35:05] <Arc> yes I figured that
out :-)
L286[05:35:50] <Arc> so rewinding back
from this extended tangent, my question was, where do I find the
docs on MINECRAFT itself. which I understand there are no docs. but
as I understand it, Eclipse shows some API information. which is
what im trying to extract now with gradle, correct?
L287[05:36:40] <diesieben07> no,
ForgeGradle (a gradle plugin) downloads minecraft, deobfuscates it
(applies the names from the community) and appkies the javadocs
provided by the community
L288[05:36:48] <diesieben07> the java
files that this produces go into a jar file
L289[05:36:54] <diesieben07> the locatino
of that jar file i linked you above.
L290[05:37:04] <Arc> ah. ok.
L291[05:37:06] <fry>
~/.gradle/caches/minecraft/net/minecraftforge/forge/1.8-11.14.3.1511/snapshot/20141130/forgeSrc-1.8-11.14.3.1511-sources.jar
for example
L292[05:37:09]
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L293[05:37:28] <Arc> and then i could run
a javadoc on that? are those docs already generated on a website
somewhere?
L294[05:37:38] <diesieben07> No, they used
to be
L295[05:37:53] *
fry finds reading the source directly more fruitful :P
L296[05:37:58] <Arc> did mojang DMCI
it?
L297[05:38:02] <diesieben07> but it took
up to much server space to do it for every versino and it does not
make any sense in the days of custom mcp mappings (something you do
not need to worry about at th emoment)
L298[05:38:03] <diesieben07> no.
L299[05:38:10] <diesieben07> Forge does
not host Minecraft anywhre
L300[05:38:17] <diesieben07> it is all
done on the fly inside ForgeGralde on your computer
L301[05:39:09] <diesieben07> But yes,
often reading the souce is much more fruitful
L302[05:39:14] <diesieben07> especially
since there are names that are flat out wrong
L303[05:39:22]
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L305[05:39:30] <diesieben07> (e.g. there
is a method called isServerWorld() which checks if the entity is in
a *client* world)
L306[05:39:36] <gigaherz_o> it's also a
very good idea to modify your build.gradle and switch to a newer
mappings snapshot
L307[05:39:43] <diesieben07> true
that.
L308[05:39:47] <Arc> *sigh* ok so I should
prefix that I need to learn enough java to *not* be dangerous for
the job I just took, and took on this little mod project as the
only way I could get myself to do this without wanting to quit, but
if it were not to learn java i'd likely throw my hands up now
:-)
L309[05:40:15] <diesieben07> Honestly...
learning java by modding is a horrible experience :D
L310[05:40:35] <gigaherz_o> and trying to
modwithout knowing java is also horrible
L311[05:40:39] <gigaherz_o> although more
for us than for you
L312[05:40:40] <gigaherz_o> XD
L313[05:40:49] <diesieben07> not so much
if you can program already ;)
L314[05:40:55] <diesieben07> especially if
you wish to not use an IDE though.
L315[05:40:55] <Arc> learning java is a
horrible experience. my brain rejects it. 25 years of C and 20
years of Python have effectively blocked javaisms from
entering
L316[05:41:07] <diesieben07> haha
L317[05:41:11] <gigaherz_o> oh yeah that's
a bad combination
L318[05:41:17] <gigaherz_o> I didn't know
python was that old
L319[05:41:18] <gigaherz_o> ;P
L320[05:41:27] <Arc> I started with
1.2/1.3
L321[05:41:28] <gigaherz_o> I'm a
C#er
L322[05:41:40] <gigaherz_o> used to do
VisualBasic
L323[05:41:48] <gigaherz_o> switched to
C#2.0 and never looked back
L324[05:41:55] <Arc> I know and work with
Vala/Genie from the Gnome foundation, Vala being very C#/Java like
by design, so this looks very Vala-ish
L325[05:41:59] <gigaherz_o> xcept to port
old code, that is
L326[05:42:10] <gigaherz_o> heh
L327[05:42:13] <gigaherz_o> yeah heard of
Vala
L328[05:42:33] <gigaherz_o> someone keeps
suggesting it as what C# could be if it didn't use a VM
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L330[05:42:41] <Arc> I like Genie better,
its Vala's Python/D-like cousin. also uses valac, and you can mix
vala and genie in the same project
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L332[05:42:50] <gigaherz_o> I disagree
with them in the "VM is bad" side of things
L333[05:42:51] <gigaherz_o> ;P
L334[05:43:02] <KevinsCode> Does anyone
know why my en-US.lang isnt working?
L335[05:43:04] <diesieben07> yeah a vm is
nice :D
L336[05:43:08] <gigaherz_o> KevinsCode:
IDEA?
L337[05:43:09] <diesieben07> KevinsCode:
because it is en_US.lang
L338[05:43:12] <Arc> but genie has nice
syntax like "list of int" and uses whitespace for
indentation rather than brackets
L339[05:43:17]
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L340[05:43:26] <KevinsCode> i meant
_
L341[05:43:31] <Arc> gigaherz_o: python
has a VM. I've helped implement two.
L342[05:43:42] <diesieben07> are you using
intellij?
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L344[05:43:46] <KevinsCode> eclipse
L345[05:43:48] <gigaherz_o> KevinsCode: do
you have a "idea { module.inheritOutputDirs = true }"
line in your build.gradle?
L346[05:43:56] <diesieben07> then your
file is not in the correct location.
L347[05:43:57] <gigaherz_o> oh nevermind,
eclipse doesn't need THAT
L348[05:44:20] <Arc> inside CPython there
is a VM, and it uses pseudo-compiled code objects that are fairly
language agnostic, but also platform independent still, such that
code objects are cross platform.
L349[05:44:21] <gigaherz_o> KevinsCode:
the folder must be lowercase
L350[05:44:36] <KevinsCode> its
assets.cyto.lang
L351[05:44:40] <gigaherz_o>
main\assets\<modid in lowercase>\lang\
L352[05:44:44] <KevinsCode> with
en_US.lang inside
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L354[05:45:03] <gigaherz_o> eh
L355[05:45:05] <diesieben07>
src/main/resources/assets/<modID>/lang/en_US.lang
L356[05:45:07] <Arc> ive had a long term
just for fun project to port Python's VM to asm.js so it can run
Python code objects in a browser.
L357[05:45:07] <gigaherz_o>
resources\assets\
L358[05:45:15] <KevinsCode> yea
diesieben07 thats where it is
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L360[05:45:30] <diesieben07> then the
names inside do not match up
L361[05:45:41] <gigaherz_o> did you use
"gradlew eclipse" to generate the eclipse
workspace?
L362[05:45:44] <diesieben07> you must not
have spaces around the = signs either
L363[05:45:49] <KevinsCode> yea i
did
L364[05:46:03] <KevinsCode> dont have
spaces
L365[05:46:10] <KevinsCode> the name is
correct
L366[05:46:13] <KevinsCode> i just dont
know
L367[05:46:35] <diesieben07> something is
not correct, otehrwise it would work :D
L368[05:46:43] <gigaherz_o> Arc: heh,
can't just emscripten the heck out of the vm code? ;P
L369[05:46:48] <KevinsCode>
item.TeaLeaves.name=Tea Leaves, and the unlocalised name in the
Main.java is TeaLeaves
L370[05:47:07] <diesieben07> please always
include your ModID in your unlocalized names.
L371[05:47:09] <Arc> ok I redid the steps
starting with a a clean and cleanCache, using the local gradle
wrapper, it did the same steps, and i get the same result.
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L373[05:47:30] <Arc> gigaherz_o: im using
llvm/enscripten but its not a magic bullet you can throw at
existing C code and expect to work.
L374[05:47:41] <gigaherz_o> KevinsCode:
it's a good idea to always have your modid in your unlocalized
names, due to the lang names being global
L375[05:47:52] <gigaherz_o> if another mod
calls their tea leaves also TeaLeaves, your translations would
conflict
L376[05:47:57] <KevinsCode> ah right, but
that wouldent cause it to not work would it?
L377[05:48:00] <Arc> I actually don't
write javascript at all anymore really, all my websocket/webrtc
code is asm.js written in C
L378[05:48:00] <gigaherz_o> no
L379[05:48:03] <gigaherz_o> it's just a
good idea
L380[05:48:11] <diesieben07> Arc: that is
really strange. it should work if you are using the official source
download...
L381[05:48:16] <KevinsCode> ill change
that now
L382[05:48:26] <Arc> diesieben07: remember
ive never used eclipse. i dont know if im doing something
wrong.
L383[05:48:30] <KevinsCode> i am using the
official
L384[05:48:43] <diesieben07> when it
starts up you select the "eclipse" folder as the
workspace
L385[05:48:44] <Arc> ive tried refreshing
and restarting it to see the changes, but under minecraft all i see
is the example module.
L386[05:48:44] <diesieben07> thats
all
L387[05:48:51] <diesieben07> oh
L388[05:48:53] <diesieben07> yes, that is
correct
L389[05:48:58] <KevinsCode> yea
diesieben07
L390[05:49:01] <diesieben07> Minecraft is
an attached library.
L392[05:49:09] <diesieben07> see the
referenced libraries tab
L393[05:49:10] <Arc> what does *that*
mean?
L394[05:49:18] <KevinsCode> it starts.
everything works fine, the only thing that doesnt is lang
L395[05:49:19] <diesieben07> in there you
will see the forge jar
L396[05:49:23] <Arc> i see no such
tab
L397[05:49:31] <diesieben07> it is in the
project explorer
L398[05:49:44] <gigaherz_o> i nthe project
structure, under referenced libraries
L399[05:49:46] <KevinsCode> the
forgeSrc-1.8-numbers.jar
L400[05:49:47] <gigaherz_o> there's a
"forgeSrc"
L401[05:49:55] <gigaherz_o> it contains
both mc and forge
L402[05:50:19] <KevinsCode> yea
L403[05:50:24] <Arc> hold on...
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L406[05:52:34] <Arc> ive got a
screenshare
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L408[05:53:58] <Arc> nevermind thats not
working either on eclipse.
L409[05:54:02] <KevinsCode> Ahhh, i found
the problem, thanks for your help guys, i had a uppercase E in
Tea... im kinda stupid
L410[05:54:03] <Arc> im not going to debug
why
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L413[05:54:54] <Arc> there is no
"referenced libraries" under the project explorer
L414[05:55:11] <Arc> there's a long long
list of things ending in README.txt
L416[05:55:40] <Lumien> You don't have
that?
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L420[05:57:36] <Arc> i have forgeSrc but
not referenced libraries
L421[05:57:51] <Arc> and the content of
forgeSrc doesnt seem to be used anywhere. just.. listed.
L422[05:58:03] <diesieben07> well, it is
just used inside itself
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L424[05:59:03] <Arc> this is the worse UI
I can imagine for editing source code. seriously, are these people
on crack?
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L426[05:59:11] <Arc> nevermind, I know
some java developers, yes, yes they are.
L427[05:59:37] <fry> you get used to it
:P
L428[06:00:37] <Arc> I was in an all day
meeting recently with a security expert working for homeland
security who believed that he could make an internet connected
system safe by ensuring all the clients you run are running only
authorized, signed java. not in the network protocol, not in the
server. because you dont need to worry about those things if your
code is signed.
L429[06:00:44] <Lumien> In the top right,
switch from Resource to Java
L430[06:01:19] <Arc> Lumien: that's a
switch? how do i switch it?
L431[06:01:27] <Lumien> Press the button
to the left
L432[06:01:48] <diesieben07> also, that is
an awfully small monitor for programming
L433[06:01:54] <Arc> oh with the plus
button. ok
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L435[06:02:41] <Arc> diesieben07: its my
laptop screen. i have two 27" ultrawide monitors, often one or
both in portrait perspective, to show over 200 lines of code 80
columns wide
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L440[06:05:54] <Arc> fun side question.
say I wanted to integrate some C into this. say that C is
relatively small and easy to cross compile.. is that
possible?
L441[06:06:19] <fry> possible, but
stupidly complicated
L442[06:06:27] <Arc> ok nevermind then
:-)
L443[06:06:37] <Arc> it'd be nice to have
Opus codec support. its not really widely available yet.
L444[06:08:28] <Arc> ok. i guess last
question of the night, i know eclipse has some "new
project" support. is there a forge way to create a new module
structure, or setup a new directory structure for easy testing and
later packaging?
L445[06:08:53] <Arc> ive been reading
through the website, have found mention of it but didnt really see
instructions. its likely something that i dont know about
eclipse
L446[06:09:16] <gigaherz_o> the forge
environment is designed around forgegradle
L447[06:09:33] <gigaherz_o> the gradle
tasks setup the workspace for you
L448[06:09:45] <gigaherz_o> ensuring that
all settings needed for a basic environment are in place
L449[06:10:00] <gigaherz_o> if you need
anything custom, you are mostly on your own
L450[06:10:14] <Arc> gigaherz_o: ok, im
not really explaining this well i think. I want a directory
structure that i can put into VCS. I need a root directory.
L451[06:10:24] ⇦
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L452[06:10:27] <gigaherz_o> oh
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L455[06:10:43] <Arc> and then it jumps to
customizing your mod information
L456[06:10:51] <gigaherz_o> on a basic
setup
L457[06:11:05] <gigaherz_o> you only need
the src/ folder and the build.gradle files in the vcs
L458[06:11:07] <Arc> there's a small
knowledge gap there.. i dont know the gradle/eclipse/forge way to
do this
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L460[06:11:39] <gigaherz_o> I know IDEA
detects an VCS in your folder
L461[06:11:44] <gigaherz_o> and suggests
integrating it
L462[06:11:56] <gigaherz_o> but I never
used eclipse so I don't knwo how it works there
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L464[06:12:15] <gigaherz_o>
("never" I mean in the last 5 years ;P)
L465[06:12:39] *
illyohs is crazy and and uses eclim
L466[06:12:51] <Arc> ok. so, my root for
forge is /home/arc/work/minecraft/forge so I assume that *this*
should be my vcs directory, in which I add src/ and build.gradle?
and then someone cloning this will have enough information to build
it using gradle, assuming they have gradle installed?
L467[06:13:26] <Arc> contrast - what ive
seen other IDE tools do is you create a new project and it creates
a new directory and populates it with everything that belongs in
VCS
L468[06:13:39] <Arc> but in this case its
just using the directory i installed forge in?
L469[06:14:07] <illyohs> just donwnload
the mdk from file.minecraftforge.net it should have the basic setup
you need already
L470[06:14:23] <gigaherz_o> first, I
assume you use the "src" package, which is not called
"mdk" (mod development kit)
L471[06:14:27] <gigaherz_o> now*
L472[06:14:36] <Arc> yes i used src
package. 1.7.10. there is no mdk
L473[06:14:41] <gigaherz_o> assuming you
use the mdk(formerly src)
L474[06:14:52] <Arc> i like enderio which
AFAIK is 1.7.10 only, so an easy choice
L475[06:16:07] <fry> you'll be better off
starting with 1.8, since a lot of stuff changed
L476[06:16:20] <Arc> i assume thats why
enderio is 1.7.10 only
L477[06:16:28] <fry> for now :P
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L479[06:17:51] <gigaherz_o> most 1.7
modders are actively working toward 1.8
L480[06:18:17] <Arc> sure. but i was
intending to build off enderio, and i doubt anything i write now
will be really used by anyone, so.. not worried.
L481[06:18:26] <Arc> enderio has a great
conduit system
L482[06:18:28] <gigaherz_o> a few of them
have been very vocal about never ever upgrading to 1.8
L483[06:18:30] <gigaherz_o> but the
rest...
L484[06:19:09] <Arc> ya ive been through
that with python. "we're never upgrading to python 2"
"we're never upgrading to 2.2" "we're never
supporting 2.5" "we'll never support 3"
L485[06:19:45] <Arc> and those people are
only really important if you pay attention to them, and even then
only for a year or two, so easy to ignore.
L486[06:20:07] <fry> By the time you get
used to the basics of 1.7 you'll need to start getting used to the
basics of 1.8, so why wait :P
L487[06:20:17] <Arc> because im basing on
enderio.
L488[06:20:24] <illyohs> and then 1.9 when
that comes out
L489[06:20:38] <fry> Interacting with
other mods comes after the basics :P
L490[06:20:49] <gigaherz_o> illyohs: step
by step, 1.8.8 forge first, we'll think of 1.9 when the day
comes
L491[06:20:49] <gigaherz_o> XD
L492[06:20:58] <illyohs> hehe
L493[06:21:10] <gigaherz_o> 1.8.x forge
will have enough changes as it is
L494[06:21:11] <gigaherz_o> XD
L495[06:21:29] <gigaherz_o> just the extra
generic information will already break most code
L496[06:21:37] <gigaherz_o> well
"break"
L497[06:22:01] <illyohs> Im really just
waiting on shades obj loader to get pulled so I can get pretty
stuff done
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L499[06:22:16] <gigaherz_o> you can do the
pretty stuff with b3d ;P
L500[06:22:16] <Arc> custom lighting
:-)
L501[06:22:23] <illyohs> that and also
waiting for me to stop being layz
L502[06:22:26] <gigaherz_o> fry made a
very nice b3d exporter for blender
L503[06:22:26] <gigaherz_o> ;P
L504[06:22:55] <illyohs> huh I think I
found a new way to spell lazy
L505[06:23:28] <Arc> b3d?
L506[06:23:43] <gigaherz_o> a 3d model
format from some game or something
L507[06:23:54] <gigaherz_o> which is easy
to read/write so it was chosen
L508[06:24:09] <gigaherz_o> illyohs:
Lay-Z
L509[06:24:23] <Arc> minecraft native
format?
L510[06:24:24] <gigaherz_o> a zombie game
where zombies can't be arsed to move
L511[06:24:26] <gigaherz_o> no Arc
L512[06:24:34] <illyohs> added by
forge
L513[06:24:37] <Arc> i see
L514[06:24:39] <gigaherz_o> minecraft's
native 3d model format is JSON ;P
L516[06:24:48] <illyohs> JSON for
days
L517[06:24:49] <gigaherz_o> and it only
support axis-aligned planes
L518[06:25:01] <Arc> nice
L519[06:25:06] <illyohs> git fetch
L520[06:25:21] <diesieben07> Arc: just to
clarify about VCS (sorry, i was afk for a sec) your root is the
folder where your build.gradle is
L521[06:25:22] <Arc> axis aligned
planes?
L522[06:25:33] <diesieben07> you just
.gitignore everything except src/ and the build.gradle
L523[06:25:48] <gigaherz_o> Arc: you can
have a rectangle in the XY plane
L524[06:26:00] <gigaherz_o> a rectangle in
the XZ plane, or in the YZ plane
L525[06:26:01] <illyohs> and the gradle
folder
L526[06:26:03] <gigaherz_o> but no
diagonals or slopes
L527[06:26:19] <diesieben07> oh right, yes
the gradle folder (not .gradle) and the gradlew files
L528[06:26:24] <Arc> wait minecraft is all
quad based?
L529[06:26:28] <gigaherz_o> yes.
L530[06:26:30] <Arc> i mean sure its
squares but quad?
L531[06:26:32] <gigaherz_o> ALL
quads.
L532[06:26:38] <gigaherz_o> in fact
L533[06:26:41] <gigaherz_o> the older mc
versions used
L534[06:26:45] <gigaherz_o>
glBegin(GL_QUADS)
L535[06:26:51] <Arc> omg.
L536[06:27:07] <Arc> one of my summer of
code students did voxel scene support to our engine, and even that
was triangle based.
L537[06:27:18] <gigaherz_o> yeah tell
mojang ;P
L538[06:27:32] <Arc> wow.
L539[06:27:54] <gigaherz_o> 1.8 is the
first one to support VBOs
L540[06:27:58] <gigaherz_o> and they are
disabled by default
L541[06:27:58] <Arc> they realize almost
all the lower code really just splits the quad into triangles for
you? and .....
L542[06:27:59] <gigaherz_o> XD
L543[06:28:02] <fry> welcome to the
wonders of modding. be prepared to say "wow" a lot
:P
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L545[06:28:06] <Arc> wait i thought
minecraft was opengl 2
L546[06:28:11] <Ivorius> I don't see your
problem
L547[06:28:14] <gigaherz_o> nah
L548[06:28:18] <illyohs> shh fry thats the
best part
L549[06:28:20] <Ivorius> Quads are an
entirely reasonable way of rendering
L550[06:28:28] <Ivorius> Especially with
voxels
L551[06:28:28] <illyohs> that first
wtf
L552[06:28:33] <fry> GL2 HA
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L554[06:28:45] <fry> good one
L555[06:29:01] <Arc> ok. so the only
reason im doing this is to learn java. ok so maybe i need a good
laugh.
L556[06:29:06] <gigaherz_o> Arc: Iremember
a tweet by dinnerbone, somethign like "and here I thought I
could make gl2 the minimum, turns out <something>% of our
useds still require gl1.4"
L557[06:29:07] <Ivorius> Besides, only
blocks render as quads
L558[06:29:14] <gigaherz_o> that something
was like 5%
L559[06:29:30] <Arc> gigaherz_o:
wow.
L560[06:29:37] <fry> yup, ~5%
L561[06:30:02] <Arc> so the problem is
portability. opengles2 doesnt support fixed pipeline rendering. you
*need* shaders.
L562[06:30:12] <Arc> for that matter webgl
does as well, given that its gles2-based
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L564[06:30:26] <Arc> so any sort of future
portability requires shaders. and really, vbos.
L565[06:30:28] <gigaherz_o> mc was going
to switch to shader-based pipeline
L566[06:30:34] <gigaherz_o> but the one
guy they had that knew shaders left
L567[06:30:42] <fry> you want to port
something between MC and mobile?
L568[06:30:54] <gigaherz_o> also mcpc is
C++
L569[06:30:57] <gigaherz_o> mcpe*
L570[06:30:59]
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L571[06:31:06] <Arc> wait what? why?
L572[06:31:09] <Arc> who what how?
L573[06:31:11] <gigaherz_o> iOS
L575[06:31:25] <gigaherz_o> ps4
L576[06:31:27] <gigaherz_o> xbox
L577[06:31:30] <gigaherz_o> all require
C++ code
L578[06:31:31] <diesieben07> android
L579[06:31:38] <gigaherz_o> so the mcpe
was written in C++
L580[06:31:49] <gigaherz_o> and the
codebase is mostly shared across all non-mainline minecrafts
L581[06:31:56] <Arc> sure but PS4 and xbox
are capable of running java just fine and both requires GLES2
L582[06:32:15] <gigaherz_o> they still
chose to have a completely separate codebase
L583[06:32:18] <Arc> im not aware of
either supporting fixed pipeline rendering. nor did PS3, or even
wii iirc
L584[06:32:24] <gigaherz_o> in fact
L585[06:32:28] <Arc> holy shitballs.
L586[06:32:29] <Kobata> the console
versions are a separate one themselves
L587[06:32:30] <gigaherz_o> someone
managed to run win10 edition
L588[06:32:31] <gigaherz_o> with
like
L589[06:32:33] <gigaherz_o> 4k render
distance
L590[06:32:37] <gigaherz_o> and they got
40fps
L591[06:32:51] <gigaherz_o> whereas the
java version struggles with like 200 blocks render distance
L592[06:32:58] <Kobata> MCPE iOS/android
uses GLES, MCPE winphone/win10 uses D3D11
L593[06:33:21] <Arc> see and this is why
im only doing this mod for learning. seriously. my SWA OCD is
already making my eyebrows twitch uncontrollably
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L595[06:33:35] <gigaherz_o> Arc: so for
our purposes
L596[06:33:41] <gigaherz_o> mcpe/mcconsole
doesn't exist
L597[06:33:48] <Arc> yea i can see
why
L598[06:33:49] <gigaherz_o> we just mod
"minecraft"
L599[06:34:08] <Kobata> You CAN mod at
least the ios/android mcpe but it's a pain
L600[06:34:09] ***
bilde2910|away is now known as bilde2910
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L602[06:34:24] <gigaherz_o> Kobata: but
you can't put forge on it and install java-based mods ;P
L603[06:34:34] <Kobata> Half of the mods
seem to rely on one specific thing that lets them use javascript of
all things
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L607[06:37:07] <Arc> the telltale games
minecraft is a new engine i hope
L608[06:37:46] <Kobata> They'd probably be
using whatever they've used for previous games for that
L609[06:38:10] <Kobata> It's not likely to
resemble the main game much other than some of the art anyway
L610[06:38:22] <fry> all telltale games
are probably on the same engine :P
L611[06:38:47] <Ivorius> 'i hope'
lol
L612[06:39:06] <Arc> im friends with a few
telltale games devs, two are working on minecraft, so i can ask
them
L614[06:39:37] <Arc> lua makes some sense
for scripting
L615[06:39:52] <fry> indeed, but still
:P
L616[06:39:55] <Arc> also never put lua
down. actually the fastest xmpp server right now is Prosody, which
is lua
L617[06:40:25] <fry> It is indeed
fast
L618[06:40:48] <Arc> for the next 6 months
that'll be true. im wiping the floor with it in benchmarks, but
that's requiring a from scratch xml processor
L619[06:41:16] <Arc> 37k stanzas per
second to 1 million.
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L621[06:42:05] <Arc> IoT cloud work,
getting infrastructure in place for users who bring their 100+
devices with them. whole different scale.
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L623[06:43:57] <fry> what's the stanza in
this context? :P
L625[06:44:34] <Arc> stanza is a routable
unit in XMPP. once a XMPP stream is established 3 XML elements are
typically found, <message/> <iq/> and
<presence/>, each have a from= and to= attribute.
L626[06:45:22] <Arc> XMPP you might know
of as Jabber, though Jabber was a specific IM implementation, where
XMPP is generic bidirectional XML streaming. its the basis of all 3
competing IoT standards right now.
L627[06:45:29] <Arc> it looks like UPnP+
is going to win out
L628[06:45:43] <fry> what's the 3rd
one?
L629[06:45:54] <Arc> no, UPnP+ is XMPP
based. they all are.
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L631[06:46:04] <fry> ah, all 3
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L633[06:46:29] <fry> well, it's a shame,
don't really fancy XML at all :P
L634[06:46:45] <Arc> well youd like EXI.
its XML represented as a tightly compressed binary bitstream.
L635[06:47:00] <Arc> not text compression,
but data compression.
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L637[06:48:35] <Arc> if there's 3 possible
events that can take place in part of a stream, you can represent
it with 2 bits, in bitpacked mode.
L638[06:49:08] <fry> Eh, not really that
great - there's still essentially only string data type, from what
I can tell
L639[06:49:15] <Arc> there's byte aligned,
bitpacked, and compressed - the latter using a data grouping method
to make it easier for zlib to compress it further
L640[06:49:51] <Arc> fry: nope. EXI
supports different int, float, etc values. also string labels can
be stored in a table for later reference.
L641[06:50:14] <fry> ah, indeed
L642[06:50:24] *
fry scrolled down to section 2.2.1 :P
L643[06:50:34] <gigaherz_o> the fun part
of compressing text,
L644[06:50:40] <gigaherz_o> is that as
long as you can reproduce the original input
L646[06:50:43] <gigaherz_o> you can do any
trick
L647[06:50:53] <gigaherz_o> including
convert numbers into binary
L648[06:51:22] <Arc> its not text
compression though. its an alternative representation of XML data
in a machine-ready binary format.
L649[06:51:35] <gigaherz_o> yeah the #1
way to binarize XML
L650[06:51:57] <gigaherz_o> is to use a
dictionary to translate tagnames to numbers
L651[06:51:57] <Arc> and this one with the
W3C and IETF blessing
L652[06:52:13] <Arc> sure. but then you
decompress it to text.
L653[06:52:19] <gigaherz_o> ofc
L654[06:52:29] <Arc> why im building a new
xml library from scratch is to process this as-is. without going
through text domain.
L655[06:52:52] <Arc> not only is IoT data
20x+ compressed but its more than 10x faster to process.
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L657[06:53:13] <Arc> its funny what not
having to convert "17" to int(17) does :-)
L658[06:53:22] <gigaherz_o> XD
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L660[06:53:40] <gigaherz_o> this reminds
me of an article I read about Whatsapp protocol
L661[06:54:09] <Arc> also the routable
destinations, the stanza to="" values, might be strings
but they're stored in a string table. so if using a string
reference to a table about addresses I can skip the processing of
that string entirely and use pre-parsed data.
L662[06:54:30] <gigaherz_o> IIRC, it
is/used to be almost xmpp, but instead of using plain xml, it would
use binary data for the common tags
L663[06:54:44] <Arc> yea sounds like what
google did.
L664[06:55:18] <Arc> hangouts is
essentially a binary xmpp. mostly.
L665[06:56:06] <Arc> if you know anyone in
the SF bay area who likes working with C or Python and this might
be fun for them, we're hiring
L666[06:56:16] <Arc> you get to play with
fun toys :-)
L667[06:56:25] <gigaherz_o> nah I'm in
Spain, I don't really know anyone around there ;P
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L670[07:01:56] <illyohs> damn stuck in OH
*shakes fist* :P
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L672[07:07:06] <Arc> illyohs: you know
everyone's hiring out here, its the running joke
L673[07:07:13] <Arc> telltale games is
hiring.
L674[07:08:51] <Arc> btw whats the deal
with the com/net/org bit in the java paths?
L675[07:09:11] <fry> domain reversed
L676[07:09:32] <Arc> wow so the convention
is to name your module after your website?
L678[07:09:37] <fry> the big idea is that
people/organizations use their domain for their package
L679[07:09:56] <fry> not always like that
though :P
L680[07:10:46] <Arc> i see
L681[07:11:05] <Arc> and what about 3rd
level domains?
L682[07:11:17] <Arc> and should modules
have dns entries?
L683[07:11:29] <Arc> oh, i know, TXT
records :-)
L684[07:11:41] <PaleoCrafter> it's totally
fictional, the domain doesn't even have to exist :P
L685[07:12:04] <Arc> ah but can you
imagine the DNS abuse of a system downloading source code from
it?
L686[07:12:06] <fry> It's just a
convention, there's no enforcement :P
L687[07:12:13] <illyohs> hell you could
have this.is.my.mod
L688[07:12:30] <Arc> or
com.github.username.projectname
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L690[07:13:29] <Arc> imagine a world where
you could "import" and if the module is unknown it'd do a
simple DNS lookup, and the DNS response would contain the code you
need
L691[07:15:23] <Arc> ok thanks for the
help guys, ive gotten far i think. time for bed
L692[07:15:52] <Arc> ill give a shout out
if/when i do a youtube vid or something on how to do this
L693[07:17:17] <fry> oh there are plenty
of those already :P
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L699[07:26:12] <sham1> Hmm
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L701[07:33:32] <Arc> the mod im planning
is using the playerapi eventually, im going to try to setup a
system to "possess" MOBs.. or switch bodies if you
will.
L702[07:33:54] <Arc> i was reading through
player api and it seems very possible to do this
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L706[07:37:41] <Arc> nice
L707[07:37:57] <Arc> i was thinking mostly
as a means to teleport.
L708[07:39:11] <Arc> you have X bodies
that are yours, and switch between them. when you're not in them,
they do some lower level rudamentary functions.
L709[07:39:19] <Arc> farming, mining,
etc.
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L711[07:40:03] <Arc> but anyway its a long
way from here to there.
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L718[07:55:17] <GraphicH|away> Oh that's
kind of cool
L719[08:00:15] <OrionOnline> I hate making
scrollable inventories with unlimited space.....
L720[08:04:17] <GraphicH|away> hmmm
L721[08:04:26] <GraphicH|away> Sounds a
little op
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L724[08:13:44] <OrionOnline>
GraphicH|away, they can only accept one type of item though
Blueprints for my mod, it is basiccaly a book in which you put your
blueprints
L725[08:14:03] <OrionOnline> Yet
scrollable inventories are pretty anoying to make
L726[08:14:04] <GraphicH|away> Oh so
similiar to Books in MystCraft
L727[08:14:22] <OrionOnline> Yes except
mine are a inventory you can actually modify and sort
L728[08:14:39] <GraphicH|away> You can
sort and modify his if I recall correctly
L729[08:14:45] <OrionOnline> Which was in
hindsight not the most brilliant idea
L730[08:14:45] <GraphicH|away> The
notebooks anyway
L731[08:15:00] <OrionOnline> hmm But not
with slots as far as i know
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L733[08:15:09] <OrionOnline> Only with the
pages in the table
L734[08:15:19] <GraphicH|away> Yeah it's
been a bit so I don't remember exactly
L735[08:16:14] <OrionOnline> For some
weird reason i cannot pull from the Slot i made.....
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L737[08:16:19] <OrionOnline> That is going
to be fun
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L739[08:17:22] <OrionOnline> Yet i can
switch out both items
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L741[08:19:23] <Stygander> trying to
figure out what mod adds in this VOLC DONE [coords] in this
pack
L742[08:19:36] <Stygander> its a scala
mod
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L784[09:55:52] <MrKickkiller> Sigh, this
15 char limit is a pita for me ...
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L787[10:00:04] <OrionOnline> MrKickkiller,
what limit?
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L790[10:00:39] <Nathan_Leadill> I've made
all these guns in Maya and now have no idea how to get them into
minecraft :P
L791[10:00:52] <MrKickkiller>
OrionOnline,
L792[10:01:02] <MrKickkiller> Max nick
length is set to 15 or so *
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L794[10:01:15] <OrionOnline> Ah here in
IRC:P
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L814[10:45:26] <OrionOnline> Is there a
way to remove an Item from a list and have all others move one
index down?
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L817[10:48:19] <heldplayer> Are you using
List.remove(int) or List.remove(Object)?
L818[10:48:57] <heldplayer> The first one
mentions in the documentation that it shifts everything after the
element down. While the second one does not mention that (though
I'd assume both do it?)
L819[10:48:57] <OrionOnline>
List.remove(int)
L820[10:49:14] <OrionOnline>
ArrayList.remove(SLotIndex)
L821[10:49:24] <OrionOnline> which is not
moving the other ItemStacks
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L824[10:50:30] <OrionOnline> That mightbe
tough by the nature of the ArrayList
L825[10:50:38] <OrionOnline> as it is
based on an Array and not on a List
L826[10:50:45] <heldplayer> The ArrayList
implementation seems to move everything down
L827[10:51:13] <OrionOnline> Let me do
some more debugigng
L828[10:53:54] <tmtu_> OrionOnline: how is
an ArrayList not a list
L829[10:54:23] <OrionOnline> tmtu_, you
yre right it is a list....
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L831[10:54:48] <tmtu_> it's backed by an
array (Object[]) but it exposes the List methods
L832[10:55:32] <OrionOnline> Yeah
L833[10:55:39] <OrionOnline> That is
actually what i ment to say
L834[10:55:47] <OrionOnline> Yet my head
is not really in the game today
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L837[11:03:13] <sham1> It is powered by an
array but the API to use it is the one used by Lists
L838[11:03:28] <Vastatio> Hey, so I'm
getting a null pointer when I try to read in my JSON file
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L840[11:03:30] <sham1> That's why it is
called an ArrayList
L841[11:03:44] <Vastatio> it has an array,
so I use another deserializer to parse the objects of the
array
L842[11:03:56] <Vastatio> since each
object in the array has more than 1 attribute
L843[11:04:23] <Ordinastie> Vastatio, put
a breakpoint on NPE and you'll see directly what is null
L844[11:06:20] <Vastatio> I know what is
null, i just don't know why it is giving me null
L845[11:06:33] <Vastatio> the deserializer
uses 3 classes, IEntry, DinoEntry and TextEntry
L846[11:06:41] <Vastatio> DinoEntry and
TextEntry implement IEntry
L847[11:07:04] <Delaxarnyazer> My mod
assets aren't being loaded in my dev environment. I use IntelliJ
idea 14.1 But the line " idea { module { inheritOutputDirs =
true } } " in build.gradle (without" ) doesn't
work.
L848[11:07:05] <Vastatio> so, I try to
check for a "type" value inside each object
L849[11:07:19] <Vastatio> to determine if
the object is either a Text or a Dino Entry.
L851[11:07:50] <GraphicH|away> Vastatio if
you want to do types you need to implement a custom
Serializer
L852[11:07:58] <Vastatio> I have made
one
L853[11:08:03] <Vastatio> a custom
deserializer*
L854[11:08:05] <Vastatio> at least
L855[11:08:24] <Vastatio> that is actually
the dersializer for each entry object
L856[11:08:37] <Vastatio> and I have a
deserializer for the whole json object named 'Book'
L857[11:08:50] <OrionOnline> For some
reason my item is losing some of its NBT data.....
L858[11:09:02] <GraphicH|away> ok, do you
add it properly to your gsonBuilder?
L859[11:09:18] <Vastatio> I'll give you my
main class and my book deserializer
L860[11:09:20] <Vastatio> in just a
sec
L863[11:11:32] <Vastatio> I'll give you
the json if you want it
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L865[11:17:26] <Vastatio> JSON Definitely
is more flexible and easier to understand than XML
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L867[11:19:01] <Stygander> Delaxarnyazer:
go to the menu up top and rebuild the project
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L869[11:21:09] <OrionOnline> Anybody know
if there is a limit to the levels of a NBTTagCompound?
L870[11:21:42] <Delaxarnyazer> Stygander,
Thanks that works.
L871[11:22:54] <PaleoCrafter> OrionOnline,
file size :P
L873[11:24:06] <Delaxarnyazer> But I can't
figure what's wrong.
L874[11:25:34] <PaleoCrafter>
Delaxarnyazer, you are using @ObjectHolder for your own
items?
L876[11:27:15] ***
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L879[11:29:01] <PaleoCrafter> stop doing
that
L880[11:29:20] <PaleoCrafter> I suppose
you were following pahimar's tutorials?
L881[11:29:44] <Delaxarnyazer> I was
yeah.
L882[11:30:01] <PaleoCrafter> he's
propagating false information
L883[11:30:41] <Delaxarnyazer> But do I
need to remove @ObjectHolder or change it?
L884[11:31:07] <PaleoCrafter> remove
it
L885[11:31:32] <GraphicH|away> You guys
need some kind of tutorial vote system
L886[11:31:36] <GraphicH|away> lot of
hacky fuckers out there
L887[11:32:12] <sham1> Or we should just
tell people not to use tutorials
L888[11:32:17] <sham1> That would be
easier
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L891[11:34:05] <GraphicH|away> lol good
luck with that
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L894[11:35:15] <Fendirain> That would be
quite stupid IMO. A vote system however, Would at least give people
an idea of where to start.
L895[11:36:10] <gigaherz_o> GraphicH|away:
take anything outside the official documentation as
"suspect"
L896[11:36:11] <gigaherz_o> ;P
L897[11:36:20] <PaleoCrafter> problem with
that is that it's very opinionated
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L901[11:36:59] <gigaherz_o> feel free to
fork, edit, and PR
L902[11:36:59] <gigaherz_o> ;P
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L904[11:44:53] <Stygander> also, there are
way too many place that people have posted tutorials to even begin
to manage them
L905[11:45:49] <Stygander> peoples
websites, mc forums, forge forums, forge wiki(outdated i know),
youtube, overstack, any number of mc related websites
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L907[11:51:13] <FusionLord> !gf
func_179684_h
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L909[11:53:59] <OrionOnline> For some
reason when i call ArrayList.remove(int) it puts a null at that
position instead of decreasing the index of all following
stacks........
L910[11:55:25] <OrionOnline> Found my
mistake....
L911[11:55:29] <FusionLord> !gf
func_177068_d
L912[11:55:32] <Stygander> trying to
figure out how to get this reload packet to function right, i take
it use the reload math inside the handler?
L913[11:55:52] <FusionLord> !help
L914[11:56:04] <FusionLord> !gm
func_177068_d
L915[11:56:38] <Szernex> huh
L916[11:56:57] <Szernex> so just now it
downloaded a new launcher for me when I tried to start my MC
instance and now it always crashes
L918[11:57:46] <Stygander> Szernex: two
programs are modifying said files
L919[11:57:59]
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L920[11:58:18] <Szernex> yeah, would be
interesting to know which ones then
L921[11:58:29] <Szernex> did not happen
before this update or whatever it was
L922[11:58:32] <Stygander> prob mcs
vanilla and your new one
L923[11:58:47] <Stygander> or new one and
old one
L924[11:58:54] <Nathan_Leadill>
!help
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L926[11:59:05] <Szernex> but I only have
one launcher open
L927[11:59:25] <Stygander> check on the
task manager
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L929[11:59:43] <Szernex> yeah, there's
only one java process
L930[11:59:52] <Stygander> dunno really
then
L931[12:00:05] <Stygander> kill it an
anything mc related?
L932[12:00:16] <Szernex> I already
restarted the PC
L933[12:00:20] <Stygander> ohh huh
L934[12:00:34] <Szernex> let it
re-download the whole mc instance
L935[12:00:39] <Szernex> keeps throwing
this error
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L937[12:00:47] <Szernex> was working fine
just a few hours ago
L938[12:00:54] <OrionOnline> Szernex, not
really two programs
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L940[12:01:15] <OrionOnline> That error
mainly occurs when two thread try to modify an Object that is not
crossthread compatible
L941[12:01:28] <OrionOnline> Szernex, are
you running on Mac?
L942[12:01:30] <Szernex> nope
L943[12:01:32] <Szernex> win7
L944[12:01:43] <OrionOnline> Try
reinstalling minecraft completly
L945[12:01:49] <Szernex> that's basically
what I did
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L947[12:02:11] <OrionOnline> Something,
which version of the Launcher are you using (and are you using the
vanilla or any other thirdparty launcher?)
L948[12:02:22] <OrionOnline> Szernex,
*
L949[12:02:31] <Szernex> I'M using the
cursevoice client, which uses the vanilla launcher with a forge
profile
L950[12:02:43] <Szernex> the launcher
version is 1.6.39
L951[12:04:37] <Lord_Ralex> They need to
fix their pack
L952[12:05:17] <Lord_Ralex> That is the
old Java 8 Update 20 break, which they need to actually use updated
forge versions for, or ship the coremod that fixes it.
L953[12:05:41] <Szernex> which forge
versions?
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L955[12:06:47] <Reika> I have a question
for a very unusual issue
L956[12:06:49] <Reika> Basically - is
there a way to change a TileEntity's "registration" name
without breaking worlds?
L957[12:06:50] <Reika> This is for
1.7.10
L958[12:07:20] <Szernex> my pack uses
forge 10.13.4.1492, ie the latest recommended
L959[12:07:38] <Szernex> no wait, the
latest actually
L960[12:08:27] <diesieben07> Reika:
GameRegistry.registerTileEntityWithAlternatives
L961[12:10:45] <Szernex> so after I
deleted everything MC related the curse launcher apparently won't
create a forge profile anymore, wtf
L962[12:10:51] <Szernex> something is
really borked here
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L964[12:12:10] <Cadyyan> hey all, i have a
really simple question about setting up the dev environment for
creating a mod
L965[12:12:18] <Cadyyan> im using intellij
just in case it matters
L966[12:12:28] <Cadyyan> but my question
is how can i change the log level for testing?
L967[12:12:35] <Cadyyan> i want to have
more detailed logs
L968[12:12:41] <Cadyyan> debug level is
preferred
L969[12:12:45] <diesieben07> you have to
create a log4j.xml
L970[12:12:50] <diesieben07> google will
tell you more
L971[12:12:53] <Cadyyan> ah thanks
L972[12:13:13] <Cadyyan> i was worried it
was going to take more work lol
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L975[12:16:11] <tterrag> Also fml outputs
everything to the client log in /logs
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L977[12:16:15] <tterrag> even trace
L978[12:17:02] <Cadyyan> oh that would be
ideal
L979[12:17:10] <Cadyyan> ill have to
double check that my stuff is getting logged there
L980[12:17:31] <GerbShert> Hi, I am having
an issue in 1.8 where my blocks leave a shadow in a 3x3 around them
even though they are not opaque.
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L983[12:23:56] <PaleoCrafter> they're
opaque to light, GerbShert
L984[12:24:08] <PaleoCrafter>
setLightOpacity(0)
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L989[12:28:32] <masa> is it a messed up
blend mode or what, if my empty armor slot icons render as light
grey instead of the dark grey/black they are supposed to be?
L990[12:28:46] <GerbShert> Okay I will try
that paleo :3 thx
L991[12:28:55] <masa> the ones after the
slot I'm hovering render correctly
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L1017[13:34:28] <masa> hm, so registering
icons in the Item's registerIcons() assumes they are in
textures/items/?
L1018[13:35:28] <diesieben07> yes
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L1020[13:39:11] <masa> whwre does that
happen exactly... I'm looking around the calls but haven't found it
yet.
L1021[13:39:37] <diesieben07> no
idea
L1022[13:39:40] <masa> or better yet, how
should I register an IIcon in an item that is in a different
location?
L1023[13:40:03] <Lex_>
<diesieben07> plus if it were in forge it woudl work in every
launcher
L1024[13:40:40] <Lex_> We will never
download shit in Forge. What would be NICE is if there was a
standard for launchers to be able to query for a modset before
launching the game and get a list of things the launcher needed to
download.. that'd be cool.
L1025[13:40:44] <Lex_> But I dont think
that'd ever happen.
L1026[13:41:12] <Lex_> The theory is to
get Curse to be the central download location because they have the
resources and manpower for the job. I do not.
L1027[13:41:19] <TTFTCUTS> tterrag, not
really, not in the way that the ones I made work
L1028[13:41:22] <GraphicH|away> This
packagemanager for forge talk?
L1029[13:41:26] <TTFTCUTS> because
where's the surface it's rendered on
L1030[13:42:01]
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L1031[13:42:20] <Lex_> Also suprising
only 3 pings in my backlog, then again i only get like a days worth
of backlog
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L1035[13:44:07] <tterrag> TTFTCUTS: what
do you mean by that?
L1036[13:44:18] <TTFTCUTS> actually I
take that back, maybe
L1037[13:44:23] <TTFTCUTS> but I'm not
gonna write it
L1038[13:44:46] <tterrag> seems it's
already written, no?>
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L1046[14:03:13] <tterrag> TTFTCUTS: isn't
it already written?
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L1048[14:03:32] <TTFTCUTS> go ahead and
try, I'm not gonna do anything about it :p
L1049[14:03:41] <TTFTCUTS> I don't know
if that's a usable format
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L1052[14:07:16] <tterrag> TTFTCUTS:
that's why I'm asking you ;_;
L1053[14:07:29] <tterrag> if you don't
know though, ok
L1054[14:07:31] <TTFTCUTS> you could
always try and find out
L1055[14:07:34] <TTFTCUTS> :p
L1056[14:09:27] ***
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L1057[14:09:41] <alex_6611> aw, why sad?
:(
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L1060[14:11:07] <Nathan_Leadill> My JSON
won't rotate my model in game or scale it anyone know why?
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L1065[14:18:44] <masa> sadly we are not
psychics
L1066[14:19:31] <masa> are you sure the
right json is being used, and are you using the right perspective
in it?
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L1073[14:31:46] <masa> ok just to make
sure: did you refresh your IDE's cache after doing changes?
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L1075[14:32:27] <masa> I haven't used the
new forge json stuff myself yet, so I don't know about that in
particular
L1076[14:33:48] <Nathan_Leadill> Wait
What Do you mean?
L1077[14:33:50] <Nathan_Leadill> F5
it?
L1078[14:34:26] <Lex_> project ->
clean
L1079[14:35:40] <Nathan_Leadill> Didn't
do anything ;(
L1080[14:35:50] <masa> in eclipse F5 does
it
L1081[14:36:17] <FusionLord> just switch
to intellij IDEA scrub :P
L1082[14:36:25] <Nathan_Leadill> Eclipse
Master Race
L1083[14:36:36] <FusionLord> Master race
into the ground
L1084[14:37:32] <FusionLord> he is just
mad that I can get it to work :P
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L1087[14:37:44] <Nathan_Leadill> I'm
literally using the SAME project files
L1088[14:38:02] <Nathan_Leadill> But it
won't work for me...
L1089[14:38:13] <masa> I don't really
know what could be that much better in IDEA than it is in
eclipse... eclipse works just fine for me, and from all I have
heard, IDEA just needs extra bits and bobs in places to work
properly for mc modding
L1090[14:38:22] ***
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L1091[14:38:37] <FusionLord> I'm just
messinig
L1092[14:39:01] <smbarbour> I've had to
do nothing special in IDEA for mc modding.
L1093[14:39:11] <masa> internet sarcasm -
the best kind, because nobody can recognize it :p
L1094[14:39:43] <smbarbour> To be fair, I
only switched to IDEA because Eclipse would crash all the
time.
L1095[14:40:30] <FusionLord> ^ and seemed
slower
L1096[14:40:47] <Lex_> I have a brown
book.
L1097[14:41:08] <alex_6611> oh do
you
L1098[14:41:08] <Nathan_Leadill> I think
my JSON file is brokededed
L1099[14:41:17] <GraphicH|away> And
eclipse is all around terrible
L1100[14:41:38] <masa> have ANY facts to
back that up? :p
L1101[14:41:40] <Lex_> Yes I do, it's
shiny, it's much better then your stupid yellow book.
L1102[14:41:44] <Nathan_Leadill>
Wait
L1103[14:41:51] <alex_6611> :O a shiny
brown book
L1104[14:41:53] <Nathan_Leadill> So Im
using the SAME json file
L1105[14:41:58] <Nathan_Leadill> But Mine
Doesn't work
L1106[14:42:00] <Nathan_Leadill> Be
Like...
L1107[14:42:19] <alex_6611> is it... a
HQM book though?
L1108[14:42:20] <Nathan_Leadill> Is there
a possible explaination
L1109[14:42:51] <alex_6611> for lex
having a shiny brown book? :P
L1110[14:42:55]
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L1111[14:42:59] <GraphicH|away> Im not
gonna get into an IDE war, I just know a lot of professional shops
that switched to IDEA because they were just plain tired of dealing
with Eclipse
L1112[14:43:34] <GraphicH|away> So that's
not a "fact" just what seems to be the choice for people
that have to get shit done on a deadline
L1113[14:43:39] <Lex_> okay no to tired
to make a joke out of this
L1114[14:43:43] <masa> fair enough,
personally I haven't ran into any issues whatsoever
L1115[14:43:45] ***
GraphicH|away was kicked by MineBot (Banned: Die (5)))
L1116[14:43:52] <alex_6611> :O
L1117[14:44:03] <sham1> that's just
L1118[14:44:04] <sham1> wow
L1119[14:44:11] <alex_6611> wat was
that
L1120[14:44:14] <Nathan_Leadill> Is there
a possible explaination for why mine doesn't work and his
does?
L1121[14:44:25] <Lex_> Nathan: Logs,
always logs.
L1122[14:44:27] <masa> wh ois he?
L1123[14:45:06] <FusionLord> lex the
strange thing is that he has the exact same files as I do and it is
working for me.
L1124[14:45:17] <masa> hm, so having an
item with the glint texture breaks rendering of slots that come
after that glint slot in the container... which OpenGL mode is it
that breaks it? Or how should I fix it?
L1126[14:45:28] <AbrarSyed>
Nathan_Leadill, click the project explorer, hit f5
L1127[14:45:38] <Nathan_Leadill> Done
that
L1128[14:45:42] <Nathan_Leadill> Like 50
times
L1129[14:45:42] <AbrarSyed> its most
likely that eclipse just hasnt loaded the changed file on the
filesystem.. has hapenned to me before.
L1130[14:45:48] <Nathan_Leadill> I've
restarted
L1131[14:45:50] <Nathan_Leadill> My
Computer
L1132[14:45:55] <Nathan_Leadill> It STILL
didn't work
L1133[14:46:05] <AbrarSyed> is the json
bieng loaded by MC at all?
L1134[14:46:11] <FusionLord> yes
L1135[14:46:12] <sham1> I am just here to
inform people that gradle SetupForge does not seem to work too well
yet
L1136[14:46:14] <Nathan_Leadill> Yeah Cuz
It's being rendered
L1137[14:46:26] <Nathan_Leadill> And It's
not saying the model file can't be found
L1138[14:46:37] <FusionLord> it is just
transformations that aren't working
L1140[14:47:06] <Lex_> check your bin
folder
L1141[14:47:10] <Lex_> make sure its got
the just json
L1142[14:47:24] <Lex_> Also
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L1144[14:47:38] <Lex_> I think i'll make
it a bannable offence in this channel to take a fucking screen shot
at night -.-
L1145[14:47:47] <alex_6611> :D
L1146[14:48:12] <masa> haha, I was about
to see "we can't see shit because it's nigh time"
L1147[14:48:35] <Lex_> mm yes, wall of
black, mm yes i see exactly what you mean now.. indeed
L1148[14:48:39] <alex_6611> it's so easy
to be fair, /gamerule doDaylightCycle false -> /time set
6000
L1149[14:48:44] *** MineBot sets mode: -b
GraphicH|away!*@*
L1150[14:48:54] <Nathan_Leadill> I'll
take a day screenshot
L1151[14:49:30] <masa> alex_6611: yeah,
that's what all my test worlds have :p
L1152[14:49:31] <Nathan_Leadill> Also
It's just the JSON folder in my Bin/Assets/modid/blockstates
L1153[14:49:54] <AbrarSyed> sham1, define
not well
L1154[14:50:16] <sham1> Let me loog
throught the logs
L1155[14:50:44]
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L1156[14:50:53] <GraphicH|away> =(
L1157[14:51:03] <alex_6611> i'm still
curious who did that :D
L1158[14:52:20] <Lex_> AbrarSyed,
L1159[14:52:26] <Lex_> why are we
shipping old installers?
L1160[14:52:53]
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L1162[14:53:59] <Nathan_Leadill> As you
can see it's on the larger side of life
L1163[14:54:10] <alex_6611> AHAHA
L1164[14:54:18] <alex_6611> really
now
L1165[14:56:12] <AbrarSyed> Lex_, we
are?
L1166[14:56:25] <Lex_> aparently theres a
github issue
L1168[14:56:46] <AbrarSyed> or is that
the old version?
L1169[14:57:10] <Nathan_Leadill> Sham1
Any idea?
L1171[14:57:20] <sham1> What
L1172[14:57:21] <Lex_> should be
good...
L1173[14:57:27] <sham1> Why are you
asking me O_O
L1175[14:58:03] <Nathan_Leadill> I dunno
Lol
L1176[14:58:10] <Lex_> nope
L1177[14:58:10] <Nathan_Leadill> Cuz
no-one else is helping :D
L1178[14:58:17] <Lex_> its a maven
artifact
L1179[14:58:56] <AbrarSyed> well.. that
explains it..
L1180[14:59:01] <AbrarSyed> we shipping
installer snapshots?
L1181[14:59:16] <Lex_> just grab whatever
is the latest from the maven
L1182[14:59:21]
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L1183[14:59:32] <Lex_> i never push to
snapshots just replace
L1184[14:59:32]
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L1185[14:59:58] <AbrarSyed> uh, its not
that simple.. have to restructure stuff so it doesnt use a standard
download task and instead defines a gradle de so grade downloads
it, and then pick up the jar from the gradle cache...
L1186[15:00:12] <AbrarSyed> oh so just
different url.. nvm then..
L1187[15:00:15] <Lex_> you could
L1188[15:00:20] <Lex_> or you could jerry
rig it
L1189[15:00:48] <Lex_> its just pushging
to maven now so we dont have to deal with those crappy unorginized
root folders
L1191[15:01:27] <Lex_> yes
L1192[15:01:42] <Lex_> could of sworn i
fixed it was wondering what happened
L1193[15:02:31] <AbrarSyed> idk.. must
not have gotten into FG2...
L1194[15:04:14]
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L1195[15:04:24] <Vastatio> Hello
L1196[15:07:35] <masa> ugh what... the
slot rendering is broken in the latest Forge for 1.7.10 (= 1492
atm), but it works in vanilla
L1197[15:08:09]
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L1198[15:09:07] <masa> how to reproduce:
put an enchanted helmet on, but leave the rest of the armor slots
empty; al lthe armor slots that become after a slot that has an
item that has the glint effect are rendered wrong if they use the
Slot.getBackgroundIconIndex()
L1199[15:09:31]
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L1200[15:09:54] <masa> whop messed the
explanation, it is not just armor slots, but they are the only one
in vanilla (I think?) that use the slot icons
L1201[15:10:34] <masa> so which GL state
leaking causes that?
L1202[15:11:32] <masa> I wish I
understood anything about the OpenGL states and lighting and
blending and whatnot ;_;
L1203[15:12:20]
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L1207[15:15:17] <OrionOnline> masa try
enabling lighting
L1208[15:15:45] <masa> hmm, I take it it
is that enabling of the blend? there are Forge comments adding
enabling the blending for the slot background rendering
L1209[15:16:15] <masa> OrionOnline: well
I can't really do it, since the vanilla code disables lighting just
before it renders the slot bg
L1210[15:16:26] <Lex_> ugh fucking
enchanted items always fuck up the gl state
L1211[15:16:33] <Lex_> thought I caught
all the shit they leak'
L1212[15:16:39] <masa> see
GuiCOntainer.func_146977_a() in 1.7.10
L1213[15:16:50] <Lex_> oh well pr a fix
for 1.8
L1214[15:16:58] <OrionOnline> Yeah might
have been blend
L1215[15:17:04] <masa> no lex it is fixed
in 1.8
L1216[15:17:28] <Lex_> oh, then there is
no issue
L1217[15:17:39] <masa> I just checked bot
h1.7.10 and 1.8 latest forge versions, 1.8 works correctly, 1.7.10
does not
L1218[15:17:48] <masa> right..
L1219[15:17:59] <Lex_> Non critical bug
on a year+ old version. Ya...
L1220[15:18:03] <masa> well yeah it's not
a huge issue
L1221[15:18:26] <masa> at least I know
why it breaks and that there isn't really anything I can do to fix
it in my code
L1222[15:18:26]
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L1223[15:19:14] <masa> I was just bashing
my head to the wall for a couple of hours trying to find out what
I'm doing wrong :p
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L1225[15:22:52] <AbrarSyed> it would be
nice if someone ust went through all the forge issues and old lex
all the ones that are old and obsolete
L1226[15:23:18]
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L1230[15:24:31] <Lex_> any idea on that
one? seems like it should be fine as compareTo(Object) shouldnt be
obfusicated in any way...
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L1235[15:29:17] <heldplayer>
Nathan_Leadill: Trying to overcompensate for something with that
huge gun? :P
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L1237[15:36:19] <Stygander>
Nathan_Leadill: fix your scale for your model
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L1239[15:44:41] <FusionLord> not
yet
L1240[15:44:46] <FusionLord> working on
it
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L1244[15:48:45] <AbrarSyed> lol.. just
missed Lex|Coma ... well.. I think its something in the exceptor
thats not getting applied. Its probably that the class has a method
Comparable<SomeCLass> instead of Comparable<Object>,
hence the compile issue
L1245[15:49:33] <Stygander> i feel dense
at the moment, i cannot seem to figure out packets
L1246[15:49:57] <Stygander> well getting
them to do what i want
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L1248[15:52:34] <Zaggy1024> Stygander,
what are you trying to do?
L1249[15:52:38]
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L1250[15:53:10] <Stygander> get the gun i
hve to reload and use the nbt tag data i have stored
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L1252[15:55:21] <Zaggy1024> need to know
more than that
L1253[15:55:34] <Zaggy1024> what side are
you trying to update?
L1254[15:55:47] <Zaggy1024> what's seeing
of the packet?
L1255[15:55:57] <Zaggy1024>
*setting
L1256[15:56:21] <Stygander> Zaggy1024:
server and on button press
L1257[15:56:52]
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L1259[15:57:36] <Zaggy1024> that should
be simple, what's the problem?
L1260[15:57:47] <Zaggy1024> also, what mc
version?
L1261[15:57:53] <Stygander> 1.7.10
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L1263[15:58:19] <Stygander> 1.7.10
Zaggy1024
L1264[15:58:30] <Zaggy1024> yes I saw
that
L1265[15:58:35] <Stygander> okay just
making sure
L1266[15:58:49] <ZaggyMobile> You didn't
say what the problem you're having is
L1267[16:00:18] <Stygander> basically
when i try and load the nbt tags and such on the packet i get
errors and it cant seem to find
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L1269[16:02:06] <ZaggyMobile> Code
please
L1271[16:03:19] <Stygander> id have to
rewrite the packet code
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L1276[16:14:15] <Stygander> i think i
will just keep trying to get things working until it worked
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L1283[16:32:41] <masa> uhh wait what? why
do you have to use nbt tags with the packet?
L1284[16:33:00] <masa> does the reload
happen on a button press, like R?
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L1286[16:34:00] <Stygander> masa: yes it
does
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L1288[16:34:41] <masa> then just send a
packet to the server that basically says "a button was
pressed" and then some form of a code for which button it
was
L1289[16:35:03] <Stygander> okay
L1290[16:35:21]
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L1293[16:37:02] <Stygander> okay
L1294[16:37:08] <Stygander> that may help
me quite a bit for now
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L1296[16:45:26] <calclavia> Anyone know a
good Java lightweight physics engine (that is not dead)?
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L1299[16:47:07] <ZaggyMobile> I'm
curious, why exactly, calclavia?
L1300[16:47:27] <calclavia> ZaggyMobile:
Trying to have some better physics in MC for some entities
L1301[16:48:31] <Zaggy1024> just so you
know, someone named Gliby is working on giving MC proper physics
for a lot of things
L1302[16:48:39] <Zaggy1024> maybe you
coudl integrate whatever you're doing with his mod
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L1304[16:48:54] <calclavia> ZaggyMobile:
Link to github?
L1305[16:49:06] <Zaggy1024> he hasn't
released the source yet, it's still WIP
L1306[16:49:19] <Zaggy1024> but he's made
it support several physics engines already, so that may be helpful
for you
L1307[16:49:26] <calclavia>
Interesting
L1308[16:49:43] <Zaggy1024> you can find
videos on YouTube of it
L1309[16:49:50] <Zaggy1024> search
gliby's physics mod
L1310[16:49:52] <PaleoCrafter> he uses
JBullet
L1311[16:49:53] <PaleoCrafter> iirc
L1312[16:50:13] <Zaggy1024> he has it
using several engines
L1313[16:50:38] <Zaggy1024> I believe he
just got it working with a new voxel physics engine in native
bullet
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L1315[16:55:11] <ZaggyMobile> Ah, yeah, i
believe it is limited to bullet, at least for now
L1316[16:55:24] <ZaggyMobile> Forgot to
mention that
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L1332[17:34:15] <minecreatr> for some
reason when I try to plant my custom crop I get
java.lang.NullPointerException
L1333[17:34:15] <minecreatr> at
net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_150818_a(ExtendedBlockStorage.java:86)
~[ExtendedBlockStorage.class:?]
L1334[17:34:17] <minecreatr> any ideas
why?
L1335[17:35:58]
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L1336[17:36:12] <shadekiller666> are you
on 1.8 or 1.7.10?
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L1338[17:36:24] <xaero> does it work in
dev?
L1339[17:36:58] <shadekiller666> !gm
func_150818_a
L1340[17:37:04] <shadekiller666> !gm
func_150818_a 1.7.10
L1341[17:37:44] <shadekiller666> thats a
1.7.10 method
L1342[17:37:56] <xaero> any results?
maybe that wasn't mapped and I assumed it was
L1343[17:38:10] <shadekiller666> !!gm
func_150818_a 1.7.10
L1344[17:38:10] <MCPBot_Reborn> === MC
1.7.10:
net/minecraft/world/chunk/storage/ExtendedBlockStorage.setExtBlockID
(apz.a) UNLOCKED ===
L1345[17:38:11] <MCPBot_Reborn> Name : a
=> func_150818_a => setExtBlockID
L1346[17:38:11] <MCPBot_Reborn>
Descriptor : (IIILaji;)V =>
(IIILnet/minecraft/block/Block;)V
L1347[17:38:12] <MCPBot_Reborn> Comment :
None
L1348[17:38:13] <MCPBot_Reborn> SRG
Params : I p_150818_1_, I p_150818_2_, I p_150818_3_, Block
p_150818_4_
L1349[17:38:13] <MCPBot_Reborn> MCP
Params : int p_150818_1_, int p_150818_2_, int p_150818_3_, Block
p_150818_4_
L1350[17:38:14] <MCPBot_Reborn> Last
Change: 2014-05-03 22:34:08-04:00 (skyboy)
L1351[17:38:25] <shadekiller666> no
results for 1.8
L1352[17:38:38] <xaero> kk
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L1356[17:41:41] <minecreatr>
shadekiller666, on 1.7
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L1359[17:43:29] <shadekiller666> i
figured, as that method doesn't exist in 1.8
L1360[17:44:12] <minecreatr> but do you
know why it would do that
L1361[17:44:22] <minecreatr> I have a
basic crop block based off of BlockPotato
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L1363[17:56:11] <shadekiller666> no idea
off the top of my head, sorry
L1364[17:56:45] <shadekiller666> does
anyone know how to check if a string contains a number?
L1365[17:57:21] <tterrag> regex
L1366[17:59:55]
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L1367[18:00:50] <GraphicH|away> regex for
life
L1368[18:06:34]
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L1373[18:12:13] <minecreatr> if I am
running a mod in my dev env, do I have to do something special so
its at's will work?
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L1390[18:42:58] <keybounce> @minecreatr I
think you need to have CCC (code chicken core) in your dev
environment
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L1392[18:44:45] <TehNut> Not for
AT's
L1393[18:44:51] <TehNut> Just for runtime
deobf
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L1396[18:47:34] <minecreatr> keybounce, I
fixed it
L1397[18:47:53] <minecreatr> I was just
using the wrong version of a mod
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L1407[19:13:51] <Vastatio> Why is the
@Expose annotation ever used?
L1408[19:14:20] <Vastatio> I'm just
wondering, if I want to put certain variables inside a class that
will be assigned a value from a json
L1409[19:14:35] <Vastatio> do I have to
do the @Expose(serialize=false) annotation for each variable?
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L1412[19:17:53] <GraphicH|away> Vastitio
: no
L1413[19:18:22] <mrkirby153> How do I get
the root folder of MC (i.e .minecraft)
L1414[19:18:25] <GraphicH|away> Gson will
serailize anything in the class that isn't marked with
"transient"
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L1417[19:19:38] <GraphicH|away> If you
only want to deserialize but never serialize you can do
@Expose(serialize=false) but I can't see a lot of reasons why you
might
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L1419[19:22:28] <Sollux-Captor> does
anyone know if lightloader 1.8 works with 1.8.8?
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L1423[19:25:45] <Vastatio> ah, thanks
GraphicH
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L1433[19:38:56] <shadekiller666>
wow
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L1435[19:39:26] <shadekiller666> just
noticed a decently sized implementation bug with the obj loader
:P...
L1436[19:39:30] <Vastatio> TehNut: why in
the Guide API do you ask for the parameter 'Book book' in the draw
method/
L1437[19:39:34] <Vastatio> do you ever
use it?
L1438[19:39:43] <shadekiller666> the
group visibility stuff doesn't work anything like i intended it to
:P
L1439[19:40:00] <TehNut> In case you want
any information from the given book during draw
L1440[19:40:07] <TehNut> IE: Color
L1441[19:40:09] <shadekiller666> these
kinds of things are why we test new features :P
L1442[19:40:18] <TehNut> It's just an
extra param that we may as well give
L1443[19:40:22] <shadekiller666> and the
best way to test a feature, is by using it in a mod
L1444[19:40:38] <Vastatio> ah, so you
never use it in any of your base classes inside the API
right?
L1445[19:40:45] <TehNut> Probably
not
L1446[19:40:50] <Vastatio> alright
L1447[19:40:59] <tterrag> it's there for
your own page classes
L1448[19:41:02] <TehNut> The default
pages we ship are just generic use cases
L1449[19:41:19] <TehNut> If you do
anything more than that, you write your own. And at some point, you
may need your book instance
L1450[19:42:03] <Vastatio> alright
L1451[19:44:04] <shadekiller666> so now
that forge had updated to FG2.0, can intellij be used as the forge
dev env?
L1452[19:44:47] <tterrag> ...
L1453[19:44:49] <tterrag> could it ever
not be?
L1454[19:44:55] <gigaherz_o> tterrag: he
means actual forge
L1455[19:44:57] <gigaherz_o> not
mods
L1456[19:44:59] <tterrag> ahh
L1457[19:45:00] <tterrag> right
L1458[19:45:02] <tterrag> no clue
:P
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L1469[20:16:12] <shadekiller666> maybe
this isn't a bug after all...
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L1478[20:29:13] <shadekiller666> hey fry,
would you have any ideas as to how to get the game to understand a
texture/model location of "builtin/white" in case anyone
ever needs a dynamically-generated white texture
L1479[20:29:41] <mrkirby153> I don't
understand why my ASM isn't being re-encoded properly
L1480[20:29:51] <Nanonymous> This might
be out of topic, but is there a channel to find someone who can do
a quick texture? Or is there someone here who can do a quick
texture?
L1481[20:30:20] <shadekiller666> atm the
game doesn't understand that white is a dynamic texture, so the
only things that can use it are things that shove sprite data into
the game, ie. model loaders
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L1484[20:34:06] <shadekiller666> whats
the difference between a static and non-static inner class?
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L1489[20:42:12] <mrkirby153> This really
doesn't make any sense
L1490[20:44:12] <mrkirby153> Can someone
help me out with this ASM issue that I'm having?
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L1499[21:01:54] <luacs1998> !gm 176536
1.8
L1500[21:02:31] <luacs1998> !gf 176536
1.8
L1501[21:02:45] <luacs1998> !gm 175698
1.8
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L1508[21:17:09] <luacs1998> !gm
tryCatchFire 1.7.10
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L1514[21:24:13] <furyhunter> Not entirely
related to forge, but does anyone know how Minecraft represents
chunks in-memory? Is it just a contiguous array or what
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L1520[21:29:01] <slind14> does forge
offer a way to quickly find out the oreDict name of an item without
the need of a mod?
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L1522[21:30:38] <tterrag> slind14: have
you even looked at the OreDictionary class?
L1523[21:32:13] <slind14> tterrag not
from the dev point of view. When mods request oreDict names for
their configs.. I know minetweaker has a command for it, but does
forge have a way on its own, so that no additional mod is required
to find it out.
L1524[21:32:46] <tterrag> find out from
what context?
L1525[21:33:56] <slind14> Lets take
forestry as example. The content of the backpacks is configured
with the ore dict names of the items. E.g. ingotIron.
L1526[21:34:29] <slind14> Now I have
another Item whos ore dict name I don't know. I could use mine
tweaker to find out, but I'm wondering if there is a native
way.
L1527[21:34:54] <tterrag> from
ingame?
L1528[21:35:01] <slind14> from ingame or
server console.
L1529[21:35:06] <tterrag> you realize you
are asking this in a channel about mod development, right?
L1530[21:35:07] <tterrag> regardless,
no
L1531[21:35:11] <tterrag> there is
not
L1532[21:35:15] <slind14> ok
thanks.
L1533[21:35:43] <slind14> I figure it is
the best place to ask. As which channel has people that know more
about it?
L1534[21:36:23] <tterrag> no but you need
to understand not to be vague...people will assume you are asking
as a developer
L1535[21:36:24] <tterrag> not a
player
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L1537[21:37:24] <slind14> yeah, I
realized that after your first respond and tried to explain it as
best as I could. Anyways doesn't matter much now.
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L1540[21:40:01] <tterrag> slind14: there
are many mods that put oredict names in tooltips etc
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L1543[21:42:23] <slind14> tterrag any
small one you would recommend?
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L1546[21:45:22] <slind14> ty
L1547[21:45:49] <slind14> how does it
work?
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L1550[21:46:55] <slind14> (there is no
description..)
L1551[21:48:00] <tterrag> slind14: it
should add them to tooltips by default
L1552[21:48:02] <tterrag> just drop it
in
L1553[21:48:47] <slind14> ahh, I thought
it would require a command to enable it or show :)
L1554[21:49:13] <tterrag> there is a
config option
L1555[21:49:17] <tterrag> but it defaults
to showing with shift
L1556[21:57:02] <shadekiller666> ok this
is weird
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L1558[21:58:50] <shadekiller666> i have a
tool item for my mod that i've been using to modify some attributes
for one of my mod blocks, but for the sake of testing how things
are working, i made a command that does the exact same thing as the
item does, but getExtendedState in the block only gets called with
the item, not with the command
L1559[21:59:10] <shadekiller666> and
getExtendedState is where i actually update the model based on
those attributes
L1561[22:00:51] <tterrag> slind14: are
you holding shift?
L1562[22:01:04] <slind14> yeah, but it
also shows without shift.
L1563[22:01:30] <tterrag> oh does
it?
L1564[22:02:00] <slind14> yeah, I need to
change the screenshot binding, because I can't hold shift..
L1566[22:02:48] <tterrag> something else
is doing that then...
L1567[22:02:56] <tterrag> mine is the one
with the dash
L1568[22:02:58] <slind14> hmm ok, didn't
show before oO
L1569[22:03:33] <tterrag> well it can't
be my mod
L1570[22:03:36] <shadekiller666> ahhh i
guess it was because the command was only registered server
side
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L1572[22:07:44] <slind14> hmm, either I
didn't notice it or something changed that is being displayed. WEll
I got what I needed, thanks for you help.
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L1626[23:54:18] <shadekiller666> has
anyone seen the fucking Augment Your Preorder campaign for Deus Ex:
Mankind Divided...
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L1628[23:56:44] <shadekiller666> part of
me hopes that the game ends up being good, but an equally sized
part of me hopes that its a horendous train wreck
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L1630[23:57:27] <shadekiller666> just to
teach those who still fall for that why they should never preorder
anything without knowledge of the product...
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