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L1[00:00:34] <Vastatio> lol wtf is my book
drawing right now
L2[00:01:20] <Vastatio> its cutting off part
of the texture and drawing the texture inversed
L3[00:01:42] <Stygander> okay, my friends
computer seems to not wanna run a server, it just opens the bat and
closes, whats the argument to keep the console open?
L4[00:01:53] <Vastatio> ????
L5[00:02:29] <Vastatio> isn't it like
L6[00:02:39] <Vastatio> java -Xmx1024M -jar
<your_jar_name>.jar -o true
L7[00:02:42] <Vastatio> then
L8[00:02:42] <Vastatio> PAUSE
L9[00:02:51] <Stygander> Vastatio: the only
thing i could suggest is making sure the textures coords are
correct and such
L10[00:03:16] <Stygander> like i can run it
on my own computer, not the other
L11[00:03:37] <Vastatio> I'm not sure if
drawTexturedModalRect takes where I want to draw it for the x and y
or the texture position or somethign
L12[00:03:39] <Vastatio> something*
L13[00:05:11] <tterrag> it takes xyuv
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L15[00:06:14] <Vastatio> you mean the
textureX and textureY?
L16[00:06:20] <Vastatio> right now my book
is just drawing weirdly
L17[00:06:27] <Vastatio> its cutting off
the texture and stretching it
L18[00:06:35] <Vastatio> and drawing it on
the oppisite side it's supposed to be
L19[00:06:58] <Vastatio> also, my whole
deserializer thing is still null, but I got the Book GUI to draw
now
L20[00:07:18] <Vastatio> It's weird because
in the debug logs, it tells me the object is not null
L21[00:07:32] <Vastatio> but then the NPE
directs me to the object's line
L22[00:08:26] <Vastatio> i set textureX and
textureY to 0
L23[00:08:32] <Vastatio> what am I supposed
to set it to?
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L25[00:11:03] <tterrag> wat
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L27[00:13:44] <Vastatio> ah, apparently I
need to set the texture size to be 256x256
L28[00:13:47] <Vastatio> did not know
that
L29[00:19:47] <tterrag> Vastatio: your
deserializing is...wrong
L30[00:19:54] <tterrag> you should just
tell gson to deserialize into the pageClass
L31[00:20:02] <tterrag> why do it
manually....
L32[00:22:37] <Vastatio> deserialize into
pageClass?
L33[00:23:08] <Vastatio> you mean
deserialize into the subclasses of page class?
L34[00:23:21] <Vastatio> so I need to make
a DinoDeserializer, a TextDeserializer, etc.
L35[00:23:24] <Vastatio> ?
L36[00:23:44] <RomanticJo> gotta say, my
mind is blown by how sophisticated the minecraft modding scene is.
I just started to look at this stuff this week, and I'm really
impressed.
L37[00:24:06] <Cazzar> You can literally
just tell GSON to deserialize into a class and therefore create an
instance.
L38[00:24:24] <tterrag> Vastatio: you know
the type
L39[00:24:29] <tterrag> and you can turn
the type string into a class
L40[00:24:36] <tterrag> then you can just
tell gson to deserialize into an object of that class
L41[00:24:44] <Vastatio> theres already
something in place to retrieve a class from a string
L42[00:24:46] <tterrag> also, you were
wondering why it NPEs....
L43[00:24:51] <tterrag> you have an empty
object...
L44[00:24:59] <Vastatio> an empty
jObject?
L45[00:25:06] <tterrag> like seriously I've
figured this all out from 5 mins of debugging...no in the
json
L46[00:25:11] <tterrag> you have { }
L47[00:25:15] <tterrag> which NPEs because
type is null
L48[00:25:34] <Vastatio> ah
L49[00:25:39] <Vastatio> thats just
something left from
L50[00:25:48] <Vastatio> another one i
wanted to do
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L52[00:26:50] <tterrag> Vastatio: also what
is all this getType/setType crap in IPage
L53[00:26:58] <tterrag> all it ever is is
the class object for the page...
L54[00:27:03] <Vastatio> ya, i should
remove that
L55[00:27:06] <tterrag> I already
have...
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L59[00:32:19] <tterrag> Vastatio: you want
a PR with my fixes?
L60[00:32:21] <Vastatio>
java.lang.RuntimeException: Failed to invoke public
com.arkcraft.mod.core.book.Page() with no args
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L62[00:32:33] <Vastatio> Page has no
params
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L72[00:36:26] <tterrag> Vastatio: look
through those changes, I think you'll see why it's better...
L73[00:36:58] <Vastatio> tterrag: for the
changes in the PageDeserializer, you do context.deserialize
right
L74[00:37:04] <tterrag> yes
L75[00:37:16] <Vastatio> it goes to the
pageClass
L76[00:37:24] <Vastatio> where's the
deserializer for that
L77[00:37:27] <Vastatio> do I just make
another?
L78[00:37:40] <tterrag> you don't need
one...
L79[00:37:53] <Vastatio> So you don't need
anything to set the dino's variables?
L80[00:38:02] <tterrag> that's what gson
does
L81[00:38:03] <Vastatio> it just
deserializes them by name from the class?
L82[00:38:06] <Vastatio> ah
L83[00:38:07] <tterrag> haven't we been
over this? O.o
L84[00:38:29] <Vastatio> I thought that you
always needed those set methods
L85[00:38:34] <Vastatio> since the example
i saw used them
L86[00:38:37] <tterrag> no
L87[00:38:38] <tterrag> what example
L88[00:38:41] <tterrag> I'll kill it
>.>
L89[00:38:44] <Vastatio> javacreed
L90[00:38:49] <Vastatio> deserialization
with gson
L91[00:38:50] <Vastatio> example
L92[00:38:57] <tterrag> god...morons
L94[00:39:11] <tterrag> the entire point of
gson is NOT NEEDING TO write deserializers
L95[00:39:53] <tterrag> you only need it
for special cases
L96[00:39:58] <tterrag> like turning type
-> class
L97[00:40:02] <tterrag> or string ->
entity
L98[00:40:06] <tterrag> stuff that isn't
normal
L99[00:40:20] <Vastatio> ah
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L101[00:40:51] <tterrag> Vastatio: do you
want me to PR those changes?
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L103[00:41:40] <Vastatio> it's fine, I'll
just add them to my code
L104[00:41:42] <Vastatio> not much trouble
anyways
L105[00:42:23] <tterrag> ok
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L109[00:49:07] <Vastatio> right now, it
doesn't seem like my pages are being drawn
L110[00:49:11] <Vastatio> the gui is
drawing fine now
L111[00:49:14] <Vastatio> but none of the
data is drawing
L112[00:49:26] <Vastatio> "Failed to
invoke public com.arkcraft.mod.core.book.Page() with no
args"
L113[00:49:37] <Vastatio> is the error i'm
getting
L114[00:50:18] <tterrag> doesn't happen
with my code...what madness are you doing
L115[00:50:34] <Vastatio> nvm
L116[00:51:08] <Vastatio> I created an
abstract class in hopes to fix the problem yesterday, but of course
you can't instantate an abstract class, so...
L117[00:51:14] <Vastatio> I made it a
concrete class
L118[00:51:39] <tterrag> that does not
sound like a sol.utoin
L119[00:51:42] <tterrag> solutoin
L120[00:51:44] <tterrag> gah
L121[00:51:46] <tterrag> you know what I
mean
L122[00:52:12] <Vastatio> well, the errors
are gone now, but my draw methods are not being called
L123[00:52:27] <Vastatio> maybe I'll just
revert it back to IPage
L124[00:52:34] <Vastatio> you think that
will fix the drawing errors?
L125[00:52:54] <Vastatio> seems like
pageLeft and pageRight are null
L126[00:53:07] <tterrag> because you're
using some kind of crazy reflection crap to create your
pages...why
L127[00:53:31] <Vastatio> whats the best
way to just draw my pages one by one on each page
L128[00:55:08] <tterrag> I think you just
described it?
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L130[00:57:51] <Vastatio> this is the
thing I'm using to put it into pageLeft and pageRight
L132[00:58:33] <tterrag> seems
reasonable
L133[00:59:38] <Vastatio> pageLeft and
pageRight still seem to be null
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L135[01:00:38] <tterrag> set a break point
and figure it out man
L136[01:00:38] <Wuppy> dang it, my water
didn't warm up in the shower :c
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L148[01:35:40] <Stygander> okay, trying to
setup a temp server for me and a friend, yet i cant seem to make my
character op
L149[01:38:38] <tterrag> use the
console
L150[01:38:50] <Stygander> did
L151[01:38:56] <Fendirain> and now my mod
works in 1.8. Now I have a slight understanding of others pain when
updating their mods, and mine is pretty dang small (and I.
L152[01:39:17] <Fendirain> (and I'm still
not finished.)
L153[01:41:12] <Fendirain> Thanks again
for the help with figuring out the branch with Intellij Idea (If
any of you are still on), It is very nice having that
working.
L154[01:42:26] <shadekiller666> but its a
thing you only have to do once
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L159[01:46:10] <tterrag> shadekiller666:
until the next update :)
L160[01:46:33] <Fendirain> I think I will
save figuring out Rendering Tile Entity's as items for another
time. I remember that annoying me the first time.
L161[01:46:39] <shadekiller666> somehow i
doubt 1.8->1.9 will be as much of a pain
L162[01:46:51] <tterrag> no way to know
yet
L163[01:47:00] <shadekiller666>
ya...
L164[01:47:46] <shadekiller666> actually,
its a decent possibility of it being a pain... given the 64 fuckin
itemstate jsons needed for the clock and such...
L165[01:48:01] <Fendirain> O.o
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L167[01:48:13] <shadekiller666> thats just
one more thing that forge will have to make a new wrapper
around
L168[01:48:21] <shadekiller666> and 32 for
the compass
L169[01:48:39] <Fendirain> That seems just
a bit overkill, no?
L170[01:48:54] <shadekiller666> we're
talking about mojang here...
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L173[01:49:47] <shadekiller666> what
they're using 64/32 jsons for could easilly be done with about 5
lines of json and some smart iteration code
L174[01:49:59] <Fendirain> Thank
<Insert Names Here> for Forge.
L175[01:50:35] <shadekiller666> i hope you
have a lot of space in that <Insert Names Here>, cuz theres a
lot of them :P
L176[01:50:42] <shadekiller666> but yes,
thank you
L177[01:56:11] <tterrag> shadekiller666:
I'm not arguing for or against any version, I'm just pointing out
that people have been parroting "only one more update"
for about 10 updates now >.>
L178[01:57:18] <fry> Nobody is saying that
there won't be major updates anymore :P
L179[01:57:31] <tterrag>
<shadekiller666> but its a thing you only have to do
once
L180[01:57:43] <shadekiller666> mhmm
L181[01:59:21] <shadekiller666> i am a bit
worried about whats going to happen when "Windows 10
Edition" catches up to the main MC edition
L182[02:00:09] <alex_6611> c'mon, it's
just PE for win10, not supposed to be anything more afaik
L183[02:00:17] <Fendirain> Unless people
start modding for it, then not much.
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L187[02:04:47] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150911 mappings to Forge Maven.
L188[02:04:51] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150911-1.8.zip (mappings
= "snapshot_20150911" in build.gradle).
L189[02:05:02] <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/
L190[02:05:23] <luacs1998> >
L191[02:05:37] <xaero> lex has expressed
interest in modding the PE of MC IIRC
L192[02:06:48] <Fendirain> Well then, Java
version is screwed, everyone give up now. ;)
L193[02:07:14] <Zaggy1024> not for a
while
L194[02:07:23] <Zaggy1024> a very long
while
L195[02:07:33] <Zaggy1024> :)
L196[02:07:41] <Fendirain> Thats the joke.
I doubt it will ever really happen.
L197[02:08:15] <Zaggy1024> here's hoping
there Java version gets way more optimized
L198[02:08:55] <Fendirain> Here's hoping
Mojang doesn't screw it up themselves first.
L199[02:09:15]
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L200[02:09:35] <shadekiller666> tbh, i
don't think that PE will ever be as big honestly... especially not
with modding
L201[02:10:14] <shadekiller666> C++ is a
lot more demanding when it comes to developing a coherent
program
L202[02:10:44] <NeonPhoenix> what channel
would be the best for EnderIO help
L203[02:10:49] <shadekiller666> we see
people doing stupid things with modding in Java... what would
happen if they suddenly had access to memory allocation...
L204[02:11:25] <fry> A lot more people
would give up early :P
L205[02:11:26] <tterrag> NeonPhoenix:
maybe try #EnderIO ?
L206[02:11:32] <Fendirain> Hope C++
Minecraft Forge prevents it? :p
L207[02:11:42] <NeonPhoenix> thanks
tterrag
L208[02:12:56] <shadekiller666>
fendrirain, prevents memory allocation? i don't think thats
possible
L209[02:13:31] <Fendirain> More in the
sense of, Smacks in the hands when it see's you doing something you
shouldn't.
L210[02:13:35] <Fendirain> Not actually
preventing it.
L211[02:13:56] <shadekiller666> but how do
you determine what is "something you shouldn't"?4
L212[02:14:33] <tmtu> you shouldn't really
use new/delete anyway
L213[02:14:36] <Fendirain> What, Do I look
like the brilliant codder here? :p
L214[02:14:54] <Fendirain> or coder
L215[02:16:26] <Fendirain> But honestly,
I'm just to used to Intellij Idea holding my hand I guess.
"No, Don't do that you idiot." - "Not that way you
idiot."
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L217[02:19:34] <shadekiller666> thats more
of the JDK yelling at you
L218[02:19:37] <shadekiller666> and the
JRE
L219[02:20:08] <shadekiller666> intellij
just provides the means by which the java compiler vents its anger
towards ineptitude :P
L220[02:21:29] <Fendirain> Anyone have any
ideas what a mob that collects wood, Should do with the wood it
collects (Assuming little / no intelligence)? I have future plans,
But need a temporary idea (Really should have thought the idea
through before doing it now). :/
L221[02:21:48] <shadekiller666> uhh
L222[02:21:54] <shadekiller666> puts it
into a chest?
L223[02:22:12] <Fendirain> I mean, I'm not
looking for that simple of a solution. :p
L224[02:22:18] <shadekiller666> ...
L225[02:22:39] <Fendirain> I would rather
the player at least kill it for the wood in that case (Which they
can).
L226[02:23:16] <shadekiller666> so you've
made a mob that serves no purpose but to annoy the player...
L227[02:23:32] <Fendirain> Thats my
problem. Later on, I plan on them actually giving the wood to
another mob for a use.
L228[02:23:45] <Fendirain> Well, I have a
mob that replants the trees...
L229[02:23:58] <Fendirain> Can't have the
forest dying us, now can we?
L230[02:24:23] <Fendirain> I'm to tired
for this typing thing. >.>
L231[02:25:48] <Fendirain> Is that the
only way you meant in annoying, or did you mean in another?
L232[02:26:19] <shadekiller666> if i'm
chopping trees, i don't want some random mob running up and
steeling my wood
L233[02:26:34] <Fendirain> Not stealing
your wood, Chopping the tree's itself.
L234[02:27:21] <Fendirain> I guess it may
happen to start chopping the same tree as you, but thats about
it.
L235[02:28:03] <Fendirain> (and before you
ask, it doesn't leave the top half of trees, It chops top down, and
at the most, leaves the bottom half)
L236[02:28:33] <Fendirain> Like I said,
Future uses. Currently, Mainly to add life into the world until
that time.
L237[02:28:36] <shadekiller666> ok, does
it then put the wood in a place thats actually useful?
L238[02:29:25] <Fendirain> It holds it
itself (In the same type of void as the player), But does drop the
wood if killed.
L239[02:29:39] <Fendirain> and does keep
track of how much it collects, and what types it collects.
L240[02:29:50] <shadekiller666> ...
L241[02:30:25] <shadekiller666> so if it
lives for a long time and dies, your game crashes because all of a
sudden theres 4 million log items strewn everywhere?
L242[02:30:26]
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L243[02:30:39] <Fendirain> and it has a
limit to how much it can hold.
L245[02:30:49] <Fendirain> There is the
code.
L246[02:31:11] <Fendirain> So you can see
I'm not a complete idiot. :p
L247[02:31:39] <shadekiller666> i just
really hope you don't leave it like that :p
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L249[02:31:54] <Fendirain> Like
what?
L250[02:32:11] <shadekiller666> it might
be funny to have the entity walk over to the player and just drop
the logs at their feet
L251[02:32:28] <Fendirain> I could do that
for the time being actually.
L252[02:33:08] <Fendirain> Only when the
inventory gets full, Its like "Dang this is heavy, You take
this"
L253[02:33:08] <shadekiller666> but it
seems impracticle in the long run, and causes issues if theres no
limit on the range in which the entity scans for the player,
L254[02:33:32] <shadekiller666> and also
complicates things if the player's inventory is full, but its still
kinda funny
L255[02:34:02] <Fendirain> Ah, Better
than, Have it shove it in the player invnetory, dropping the items
it replaces. :p
L257[02:34:49] <Fendirain> The actually
tree chopping code BTW.
L258[02:35:05] <Fendirain> In which, it
doesn't scan the whole forest when chopping down 1 tree, to be
clear.
L259[02:35:06] <Fendirain> :p
L260[02:35:51] <Fendirain> But thanks for
that idea, I might do that actually. Only thing that really makes
sense right now.
L261[02:36:43] <shadekiller666> no
forcably replacing items in the player inventory is worse than just
dropping logs on the floor :p
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L265[02:41:01] <Fendirain> I know, Just a
joke. Maybe I should make a goodie bag like idea from the wood that
it drops instead, So you have to right click it to actually get the
wood.
L266[02:45:27] <Fendirain> Anyone else
happen to have any other ideas before I go with this one?
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L301[04:27:23] <Kruptein> hi
L302[04:27:49] <Kruptein> I'm getting a
NullPointer on TileEntityPistonRenderer, which I suppose is caused
by some of our own modelloaders.
L303[04:28:18] <Kruptein> Someone else on
the team wrote those and is unavailable atm and I would like to fix
it, could you point me to a possible location or cause of such
error ?
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L305[04:37:15] <rfctksSparkle> If you
don't post the stack trace
L306[04:37:26] <rfctksSparkle> nobody can
help you even they wanted to
L307[04:38:09] <rfctksSparkle> But a good
place is to go up the stack trace checking where it could have
passed in a null in a method call
L309[04:39:18] <Kruptein> It has to be
some of our renders trying to render the piston, but the stacktrace
is not telling enough
L310[04:39:29] <Kruptein> or at least Im
not finding the info
L311[04:40:17] <rfctksSparkle> At this
point all I can suggest is following the stack trace and finding
out where the value thats null comes from
L312[04:40:17] <Kruptein> the npe is
caused by "World world = this.getWorld();" which is
caused because the renderDispatcher is wrong
L313[04:40:26] <rfctksSparkle> huh?
L314[04:40:35] <Kruptein> getWorld calls
renderDispatcher.worldObj
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L316[04:40:49] <Kruptein> so the
renderDispatcher apparently does not have a worldObj
L317[04:41:03] <Kruptein> so I doubt its
the correct renderDispatcher being given to the piston in the first
place
L318[04:41:31] <Kruptein> as the error is
only reproducable when adding our own mod, it has to be one of our
renders trying to do it
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L320[04:42:12] <rfctksSparkle> then try to
find the point at which that renderDispatcher is instiantiated? And
where its worldObj is set? *shrug*
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L325[04:53:23] <Kruptein> sorry internet
went down
L326[04:54:18] <Kruptein> it's the
blockRenderer that is null
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L335[05:19:54] <diesieben07> Kruptein: you
can't register TESRs before init. as in, not in preInit
L336[05:20:21] <Kruptein> I literally just
found out after a couple deep google searches =p
L337[05:20:26] <Kruptein> at the exact
moment you answer
L338[05:20:36] <diesieben07> :D
L339[05:20:40] <Kruptein> thanks anyway
:D
L340[05:21:07] <Kruptein> I do remember
vaguely someone in the team mentioning that something was moved
from init to preInit
L341[05:21:18] <Kruptein> and that could
be it, gonna check in the git logs after I fixed it
L342[05:21:46] <Kruptein> jup that
works
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L344[05:26:59] <Kruptein> diesieben07, is
it only the TER's
L345[05:27:24] <diesieben07> Entity
renderers as well
L346[05:27:32] <Kruptein> ok
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L357[05:51:38] <iceman11a> working with
the paths for textures suck. If my path is set
src/main/resources/assets/fc/textures/blocks how would my
setBlockTextureName would look like
L358[05:52:44] <diesieben07>
"fc:textureName"
L359[05:52:52] <diesieben07> it would then
be "textureName.png" in the folder you just
specified
L360[05:54:23] <iceman11a> Then I have no
idea why this doesn't work. I'm stump
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L372[06:28:18] <diesieben07> iceman11a:
sorry, i had to go afk. what is your code? and show a screenshot of
the file in your IDEs file explorer
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L375[06:32:42] <iceman11a> Can upi tell me
what code you wanted to see. I do have a file called BlockID's is
this what you wanted to see.
L376[06:33:10] <iceman11a> Remeber that
this is not my code. I had to copy and paste it together,
L377[06:33:16] <diesieben07> i want your
Block class
L378[06:33:54] <boni> inb4 binary
file
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L382[06:36:18] <diesieben07> ...
L383[06:36:32] <diesieben07> i told you
already.. diesieben07> "fc:textureName"
L384[06:36:36] <diesieben07> that is NOT
what you did there.
L385[06:36:54] <boni> why in gods name are
you supressing a static access warning instead of just accessing it
statically o_O
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L387[06:37:19] <iceman11a> and I told you.
that didn't work, I been trying other ways
L388[06:37:27] <iceman11a> and nothing
works so far
L389[06:37:44] <iceman11a> This is how I
had it
L390[06:37:46] <iceman11a>
this.setBlockTextureName("fc:" + textureName);
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L392[06:37:52] <iceman11a> and it doesn't
work.
L393[06:38:16] <boni> "fc:" +
textureName is not "fc:textureName"
L394[06:38:24] <diesieben07> what is
textureName equal to?
L395[06:38:37] <diesieben07> also... the
screenshot.
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L397[06:39:48] <iceman11a> That's just it.
I don't know. I been pasting this code and editing it to get it to
work. whrn I completed the editing. Every thing works but the
textures so far
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L399[06:40:17] <Kruptein> as diesieben
said
L400[06:40:21] <diesieben07> wat
L401[06:40:21] <Kruptein> what is
textureName equal to
L402[06:40:22] <iceman11a> public
BlockBasic() it has to be called from some where
L403[06:40:25] <diesieben07> you call the
constructor
L404[06:40:29] <diesieben07> what values
do you pass it
L405[06:40:36] <diesieben07> if you don't
know... go learn java.
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L407[06:41:49] <iceman11a> I fount it.
lightForestDirt = new BlockBasic(Material.rock,
"lightForestDirt", "lightForestDirt",
Block.soundTypeGrass);
L408[06:42:17] <boni> do you have a
lightForestDirt.png in your resource block texture folder?
L410[06:43:17] <iceman11a> Yes I do
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L412[06:43:33] <diesieben07> show. a.
screenshot.
L413[06:43:53] <boni> okay
L414[06:43:56] <boni> is your resource id
"tutorial"?
L415[06:44:06] <boni> because your code
looks in the "tutorial" resources, not in yours.
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L419[06:47:05] <iceman11a> That's what I'm
looking at and Yes that file is there
L420[06:47:37] <boni> 13:44:06 <
boni> because your code looks in the "tutorial"
resources, not in yours.
L421[06:47:45] <boni> i'm just gonna keep
repating this until it makes click.
L422[06:47:49] <boni> *repeating
L423[06:48:21] <iceman11a> and where do
you see the word tutorials at
L424[06:48:41] <boni> ..at the place where
you tell it the resource location
L425[06:48:56] <boni> how else would i
know it's looking in "tutorial" resources
L426[06:49:55] <diesieben07> line 83 in
the paste
L427[06:50:04] <diesieben07>
setBlcoktextureName is useless if you override registerIcons
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L429[06:50:30] <boni> oh, i didn't even
see the setBlockTexture
L430[06:51:06] <iceman11a> Thank you
L431[06:51:12] <iceman11a> I never would
have seen it
L432[06:51:26] <boni> ctrl+f ->
"tutorial"
L434[06:51:40] <Kruptein> inb4 cmd+f
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L436[06:51:54] <boni> works too /o\
L437[06:52:14] <Kruptein> oh :p well never
had a mac
L438[06:52:24] <boni> same
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L483[09:25:41] <alex_6611> uhm wat
;D
L484[09:25:57] <alex_6611> tfox = fireball
confirmed
L485[09:26:05] <FireBall1725> lol
L486[09:26:13] <Fireball> Lol no
L487[09:26:14] ⇦
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L488[09:26:17] <FireBall1725> lol
L489[09:26:25] ***
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L490[09:26:36] <heldplayer> Too late,
already confirmed
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L493[09:28:32] <tfox> Was checking to see
if it was a registered name
L494[09:30:16] <heldplayer> I'm gonna
guess it is now :P
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L500[09:46:14] <alex_6611> !gm
func_147453_f 1.7.10
L501[09:53:00]
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Linux and Windows server are updating. Reconnecting in a few.
それでは、また。)
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L508[10:15:33] <MrKickkiller> What's GM
?
L509[10:16:17] ⇦
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L510[10:16:18] <GraphicH> !gm
MinecrafForge
L511[10:16:23] <GraphicH> bot
L512[10:16:23] <alex_6611> get
method
L513[10:16:39] <MrKickkiller> !gm
MinecraftForge
L514[10:16:44] <MrKickkiller> Oh
L515[10:16:54] <alex_6611> if you just
have an obfuscated method like this it tells you its description
etc.
L516[10:16:58] <alex_6611> and args
L517[10:17:05] <MrKickkiller> Nice
L518[10:17:05] <alex_6611> here
L519[10:17:10] <alex_6611> !!gm
func_147453_f 1.7.10
L520[10:17:11] <MCPBot_Reborn> === MC
1.7.10: net/minecraft/world/World.updateNeighborsAboutBlockChange
(ahb.f) UNLOCKED ===
L521[10:17:12] <MCPBot_Reborn> Name : f
=> func_147453_f => updateNeighborsAboutBlockChange
L522[10:17:12] <MCPBot_Reborn> Descriptor
: (IIILaji;)V => (IIILnet/minecraft/block/Block;)V
L523[10:17:13] <MCPBot_Reborn> Comment :
None
L524[10:17:14] <MCPBot_Reborn> SRG Params
: I p_147453_1_, I p_147453_2_, I p_147453_3_, Block
p_147453_4_
L525[10:17:14] <MCPBot_Reborn> MCP Params
: int x, int yPos, int z, Block blockIn
L526[10:17:15] <MCPBot_Reborn> Last
Change: 2014-06-22 15:15:59-04:00 (judos)
L527[10:17:26] <alex_6611> just as an
example
L528[10:17:31] <MrKickkiller> That's
awesome!
L529[10:18:09] <alex_6611> generally to be
used with 1 exclamation mark, as that just tells you the result and
not everyone.
L530[10:18:35] <MrKickkiller> I figured
:D
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L533[10:29:16] <Cazzar> MrKickkiller A
useful command is !help (best to PM MCPBot for it, since, Minebot
also takes that same command)
L534[10:29:33] ***
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L535[10:29:56] <Wuppy> holy crap... these
new teahcers we have :D
L536[10:30:05] <Wuppy> we have a lead
designer from the GTA series :o
L537[10:30:47]
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L538[10:31:33] <GraphicH> What school you
at?
L539[10:31:43] <Wuppy> nhtv igad
L540[10:31:45] <Wuppy> in the
Netherlands
L541[10:32:08] <GraphicH> Oh (not in us)
game design schools in the US are kind of scams
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L543[10:32:34] <Wuppy> we also got a guy
who just left dice after working there for 15 years
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L546[10:32:48] <Cazzar> GraphicH that's
why you do research!
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L559[10:48:02] <WorldSEnder> Hello guys
o/
L560[10:48:25] <WorldSEnder> Can someone
help me with fully understanding the IModel-related stuff in forge
1.8?
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L565[10:51:00] <Wuppy> oh yeah, we also
have a partnership with arm now :D
L566[10:51:47] <tmtu> hardware? for what
>.>
L567[10:52:16] <Wuppy> well they provided
us with 34 tablets
L568[10:53:00] <Wuppy> and within 7 weeks
we'll have to build some kind of game which pushes the limits of
the new arm chips in them
L569[10:55:08] <WorldSEnder> Well then
deliver an unoptimized game to them -> pushes the chips to their
limits :P
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L572[10:56:17] <Wuppy> that's not how this
works :P
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L575[10:56:36] <WorldSEnder> they don't
have to know, do they?
L576[10:57:58] <Cazzar> They're chipset
manufacturers, they'll know
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L579[11:00:07] <WorldSEnder> Why would it
be bad though? It definitly simulates high load. You could make a
comparison unoptimized vs optimized, etc.
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L581[11:01:00] <WorldSEnder> You can
always throw more and smaller objects into the scene to increase
the load arbitrarily. Simulate every sandcorn :P
L582[11:01:14] <Wuppy> that's not
acceptable :P
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L585[11:02:01] <WorldSEnder> 2048x2048
textures? Why not 4kx4k!
L586[11:02:22] <WorldSEnder> It scales
well, ya know
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L602[11:41:39] <killjoy> Has anyone looked
at the "windows 10 support" in the new launcher
yet?
L603[11:42:33] ⇦
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L604[11:42:37] <killjoy> So far from what
I can tell (from the launcher), it sets the game's os.name to
Windows 10 and the os.version to 10.0
L605[11:46:23] <killjoy> OSX launcher is
released now
L606[11:47:32] <diesieben07> the one with
bundled java 8?
L607[11:47:50] <Lord_Ralex> killjoy, the
os.name and os.version is just what the JVM says, so the launcher
should not have needed any changes for that
L608[11:48:21] <killjoy> Well it did
L609[11:48:49] <Lord_Ralex> oh, .19,
wow
L610[11:48:52] <Lord_Ralex> wonder what it
does
L611[11:49:01] <killjoy> I just said what
id does.
L612[11:50:08] <Kobata> killjoy, since 8.1
MS has been hiding the 'real' version unless the exe says it's
compatible
L613[11:51:03] <Kobata> If you don't have
the bit to say 'I work with windows 10' you'll get either win8 or
win8.1 versions depending on if you also had the 'works on 8.1'
thing set
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L615[11:52:07] <killjoy> Hm.. mac users
get java 8_60 while windows users get 8_25
L616[11:52:49] <diesieben07> this should
be finally the point where you can require java 8 :D
L617[11:52:57] <Lord_Ralex> huh, so you do
have to do special coding on 10.... that's moronic
L618[11:53:14] <killjoy> This is what the
launcher does for 10.
L619[11:53:34] <killjoy>
processBuilder.withArguments("-Dos.name=Windows
10");
L620[11:53:37] <Lord_Ralex> i had not
expected windows to actually do that
L621[11:53:45] <killjoy>
processBuilder.withArguments("-Dos.version=10.0");
L622[11:53:58] <killjoy> That's it
L623[11:54:18] <dangranos> >-Dos
L624[11:54:25] <dangranos> that hints at
something
L625[11:54:32] <killjoy> os
L626[11:54:33] <killjoy> yup
L627[11:54:53] <killjoy> D indicates an
env variable
L628[11:55:01] <killjoy> or is it system
variable?
L629[11:55:14] <killjoy> property?
L630[11:55:48] <Kobata> Lord_Ralex, the
basic thing has been around since vista or 7, as part of the
general application compability thing
L631[11:55:51] <diesieben07> system
property
L632[11:55:55] <diesieben07>
System.getProperty
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L634[11:56:02] <Kobata> They just made it
fake the version APIs more recently
L635[11:56:12] <Lord_Ralex> Kobata, i know
that it could, but i did not expect Windows 10 to start by saying
it was 8.1
L636[11:56:19] <Lord_Ralex> to Java at
least
L637[11:56:23] <diesieben07> well thats
not even the end of it
L638[11:56:29] <diesieben07> even their
browser says it's Chrome
L639[11:56:41] <diesieben07> they just
fake everything because otherwise stuff breaks
L640[11:57:07] <Kobata> ^ The same reason
even up to windows 8 it called itself '6.3' internally
L641[11:57:26] <Kobata> (6.0 = vista, 6.1
= 7, 6.2 = 8, 6.3 = 8.1)
L642[11:57:28] <killjoy> Yup, just ran a
groovy script containing println
System.getProperty("os.name")
L643[11:57:32] <killjoy> it printed
Windows 8
L644[11:57:46] <Lord_Ralex> i just went
standard java, and looked myself, cause i really could not believe
it
L645[11:58:15] <Kobata> I wouldn't be
surprised if a later java version 'fixes' it, win 10 is still
new
L646[11:58:32] <Lord_Ralex> a later java
version might, but 8_40 does not
L647[11:59:12] <killjoy> Is Java supported
in Windows 10?
L648[11:59:13] <killjoy> Yes, Java was
certified on Windows 10 starting with Java 8 Update 51.
L649[11:59:32] <killjoy> I have 60
L650[12:01:43] <Lord_Ralex> i just
installed 60 and it reports right
L651[12:03:02] <killjoy> Well minecraft on
windows is still using u25
L653[12:04:10] <killjoy> So it was a jvm
bug?
L654[12:05:10] <Kobata> kinda? They mostly
just changed the way they checked the version and also added
win10's id to the supportedos list
L655[12:06:16] ***
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L659[12:16:25] <WorldSEnder> Can someone
help me out, with MC1.8 when and how should I register a custom
RenderLiving? I'm currently doing this in my ClientProxy at
preInit
L660[12:17:02] <heldplayer> I'd suggest
actually doing this in init
L661[12:17:58] <heldplayer> preInit =
loading configuration and preparing for init, init = actually
registering stuff like blocks, items, etc.., postInit = interaction
between mods, cleaning up, etc...
L662[12:17:58] <WorldSEnder> the problem
is that Minecraft.getMinecraft().getRenderManager() returns null I
this point I think
L663[12:18:14] <heldplayer> Why does it
return null at that point?
L664[12:18:38] <diesieben07> its just not
initialize
L665[12:18:40] <diesieben07> d
L666[12:18:45] <diesieben07> you have to
register renderers in init
L667[12:20:04] <WorldSEnder> Okay. It used
to work in 1.7.10 :) I'll move it
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L669[12:28:40] <WorldSEnder> oh, before I
forget it: In forge 11.14.3.1450 there is a breakpoint at
ModelLoader:427 :P not that it's important but it stops there
everytime :D
L670[12:29:36] ⇦
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L674[12:32:27] <WorldSEnder> diesieben I
think you can enlighten me: I extended EntityPig and registered the
renderer via RenderingRegistry.registerEntityRenderingHandler(...).
But still, a Pig is being displayed. Why could that be?
L675[12:32:54] <pig> Have you tried seeing
if your code is even being called?
L676[12:32:59] <diesieben07> LOL
L677[12:33:03] <diesieben07> did you
register your Entity?
L678[12:33:08] <pig> doesn't matter
L679[12:33:17] <pig> wait... it
might
L680[12:33:20] <pig> do that ^
L681[12:33:44] <WorldSEnder> Yeah, did
that: EntityRegistry.registerModEntity(...)
L682[12:33:54] <diesieben07> then it
should work
L683[12:33:59] <WorldSEnder> it spawns
when I /summon it :)
L684[12:35:49]
⇨ Joins: R9000 (~R9000@95.147.119.108)
L685[12:35:59] <pig> <pig> Have you
tried seeing if your code is even being called?
L686[12:36:05] <pig> as in the client
renderregistry function
L687[12:36:08] ⇦
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L688[12:36:18] <R9000> Yeah, stick a
System.outy.println() in there
L689[12:36:25] <R9000> *.out
L690[12:37:36] <WorldSEnder> Everything's
fine I think :P I indeed forgot to call proxy.init() ....
*facepalm*
L691[12:37:45] <R9000> Hehe
L692[12:37:50] <R9000> Easy mistake
L693[12:38:53] <R9000> So, I'm trying to
make my projectile entity work
L694[12:39:00] <R9000> It extends
entitythrowable
L695[12:39:34] <WorldSEnder> Darn
Exceptions not actually popping OpenGL states...
L696[12:39:38] <R9000> But the thing is,
it does a different thing to the block it impacts depending on a
bolean variable sent in the constructor
L697[12:40:38] <R9000> However, I think at
some point the world constructor is called, and I can't set the
variable in that
L698[12:41:24] <R9000> And so the
projectile ends up doing both things
L699[12:41:25]
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L700[12:41:39] <R9000> Anyone know how to
fix that?
L701[12:41:59] <WorldSEnder> Well you
should default the boolean in the world constructor
L702[12:42:10] <R9000> Yeah I did
L703[12:42:10] <WorldSEnder> and spawn the
entity yourself with your *weapons
L704[12:42:16] <R9000> Yes
L705[12:42:23] <WorldSEnder> How do you
spawn them currently?
L706[12:42:37]
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L707[12:42:43] <R9000> Using
onItemRightClick() of my wand item
L708[12:43:05] ***
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L709[12:43:08] <R9000> I pass it world and
player
L710[12:43:19] <R9000> and the
boolean
L711[12:43:44] <R9000> Ooh, but what if
IEntityAdditionalSpawnData?
L712[12:44:13] <WorldSEnder> If you
already pass it the boolean it should work fine. Provided the
onImpact is working correctly
L713[12:44:22] <WorldSEnder> maybe check
that first
L714[12:44:49] <R9000> Point is, the
projectileName(World) constructor is run at some point,
righht?
L715[12:45:10] <R9000> Which means an
instrance of my entity is created withopuit me specifying that
boolean
L716[12:45:15] <R9000> *instance
L717[12:45:27] <R9000> (Except by
default)
L718[12:45:56] <WorldSEnder> on Client
side that may be true. But when you spawn it yourself on the server
you can call whatever constructor you want, amiwrong?
L719[12:47:30] <R9000> I suppose
L720[12:47:39] <R9000> But I'm only
spawning it on the serv er side
L721[12:48:17] <R9000> And if I don't have
a constructor with just the world param, it crashes
L722[12:48:34] <R9000> So that must mean
that constructor is called at some point
L723[12:48:36] <WorldSEnder> see
@EntityAIVillagerMate#giveBirth() for an example what I mean
L724[12:49:14] <WorldSEnder> It spawns the
child on the server -> sends a spawn package (38 I believe) to
the client -> Client spawns it via the World constructor
L725[12:49:44] <WorldSEnder> to be exact
World#spawnEntityInWorld(Entity) sends the SpawnPackage I
think
L726[12:49:56] <R9000> I see
L727[12:50:30] <WorldSEnder> it's not
actually package 38 but that doesn't really matter
L728[12:51:03] <R9000> Oh wait, i think
additionalspawndata fixed it
L729[12:51:43] <R9000> Looks like the
client wasn't getting the boolean, so I guess the world constructor
is only called client-side
L730[12:52:26] <R9000> What a weird
problem
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L732[12:52:47] <R9000> Thanks for your
help though, WorldSEnder
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L734[12:54:42] <R9000> Yeah, that fixed it
:D
L735[12:59:28] ⇦
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L737[13:02:23] *
laci200270 is very happy
L738[13:02:34] *
pig turns laci200270's frown upside down
L739[13:02:40] <pig> BE SAD
L740[13:02:43] <laci200270> no
L741[13:02:44] <pig> BE SAD WITH THE REST
OF US
L742[13:02:51] <laci200270> my ardunio
arrived
L743[13:02:55] <laci200270> and it
works
L744[13:03:27] <laci200270> who knows what
is that?
L745[13:03:28] <tmtu> /ns ghost pig
gibpig
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L750[13:08:29] <laci200270> :D
L751[13:09:51] <laci200270> its a very
goodboard
L752[13:09:58] <laci200270> *good
board
L753[13:10:06] <laci200270> 16mhz
CPU
L754[13:10:11] <WorldSEnder> It looks so
happy
L755[13:10:22] <laci200270> YES.....
L756[13:10:50] <WorldSEnder> and
peaceful... treat it well, sir
L757[13:11:01] <laci200270> peaceful
L758[13:11:04] <laci200270> if not
smokes
L759[13:11:19] <laci200270> if you short
circuit it...
L760[13:11:27] <laci200270> thats not
good
L761[13:13:01] <laci200270> it runs from
USB
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L763[13:14:33] <mikebald> What's the
difference between doing MinecraftForge.EVENT_BUS.register and
FMLCommonHandler.instance().bus().register() ?
L764[13:14:54] <laci200270> it is
different event buses
L765[13:15:13] <GraphicH> I think for most
stuff you want forge's though if I'm not mistaken
L766[13:15:25] <laci200270> mikebald, what
do you want?
L767[13:15:59] <mikebald> Ah, can you
elaborate? Because when I look at the definition in Idea it looks
like they both link to the same function
L768[13:16:20] <WorldSEnder> Different
Events are broadcasted on those two busses
L769[13:17:55] <alex_6611> afaik, the
MinecraftForge one hadles all the net.minecraftforge.event stuff,
and the FML one handles all the net.minecraftforge.fml ones
L770[13:18:17] <gigaherz> that's a good
rule of thumb:
L771[13:18:24] <gigaherz> anything in the
fml package uses the fml buses
L772[13:18:29] <gigaherz> anything not in
the fml package uses the forge buses
L773[13:18:51] <gigaherz>
"anything" here refers to the event parameter class
L774[13:19:00] <WorldSEnder> the Minecraft
Events (e.g. BreakEvent) is posted on EVENT_BUS. The
FMLCommonHandler posts events such as InputEvent()s
L775[13:19:54] <mikebald> Ah, okay thanks.
I assume then a TickHandler would be on the FML EVENT_BUS
L776[13:20:25] <WorldSEnder> if you are
unsure, use your IDE to display the Call Hierarchy for
EventBus#post(Event) to see all places it is being called from and
look for the event you want -> look up the bus it is posted
on
L777[13:21:34] <WorldSEnder> yeah the
ClientTick even is posted on FMLCommon.bus()
L778[13:21:44] <WorldSEnder>
*FMLCommonHandler.bus()
L779[13:23:27] ***
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L781[13:26:28] <mikebald> WorldSEnder,
thanks for mentioing the Call Hierarchy as that's extremely
helpful.
L782[13:26:35] <mikebald>
*mentioning
L783[13:27:25] <WorldSEnder> btw, when
searching for a specific event it may be faster to search for all
calls to its constructor
L784[13:28:46] <mikebald> Another great
point, I didn't even consider that
L785[13:29:27] <mikebald> I'm use to
reading online APIs, so I've only ever used IDEs for navigating my
own code
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L787[13:30:33] <WorldSEnder> no problem,
eclipse is a great tool in that regard
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L790[13:36:12] <alex_6611> !gm
func_146978_c 1.7.10
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L797[13:51:35] <alex_6611> hah
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L801[13:57:16] <Wuppy> I'm proud to say I
am part of those people :P
L802[13:58:10] <alex_6611> hmm now to find
out which one you are... :D
L803[13:58:17] <Wuppy> I'm not in one of
those pictures
L804[13:58:21] <alex_6611> ah ok
L805[13:58:31] <alex_6611> just overall,
right
L806[13:58:33] <Wuppy> however, I have
worn stuff like that girl in the second pic several times
L807[13:58:41] <alex_6611> :P
L808[13:59:01] <Wuppy> and I was there at
the party of the second pic
L809[13:59:11] ***
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L811[14:04:56] <Wuppy> I finally played
cards against humanity yesterday, it's awsome :D
L812[14:07:12] <GraphicH> I hope you
played a bigger blacker dick
L813[14:07:57] <Wuppy> I dont believe
that's in the version we had (uk version)
L814[14:09:02] <GraphicH> Its not CAH
without black dicks
L815[14:09:05] <Wuppy> we had some
interesting cards though
L816[14:09:13] <Wuppy> such as: German
Dungeon Porn and MechaHitler
L817[14:09:24] <Wuppy> which are
especially interesting when playing with a german guy
L818[14:10:14] <Wuppy> we also got the
combination: The english museum is having an interactive display
of.... Throwing virgins into a vulcano
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L820[14:12:11] <Wuppy> the Nazis card is
also always fun
L821[14:12:17] <Wuppy> and: having anuses
for eyes
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L830[14:42:19] <GraphicH> @Wuppy I am
SHOCKED that you would make fun of such a serious disease as Anal
Retina Translocation!
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L862[16:06:40] *
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L865[16:09:09] <killjoy> Has anyone used
Verbatim keyboards/mice?
L867[16:11:42] <killjoy> Seems to have
positive reviews
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L883[16:36:11] <Boreeas> So, I'm creating
a framebuffer and checking its status right after
L884[16:36:17] <Boreeas> But I get back an
0x500 INVALID_ENUM
L885[16:36:26] <Boreeas> That's supposed
to only happen if the target of glCheckFramebufferStatus isn't a
framebuffer, but I literally just created it, and it's not 0
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L900[16:53:55] <ASG_NeoN> So i get a big
problem when i use a forge version newer than
10.13.3.1370-1.7.10
L901[16:54:13] <ASG_NeoN> Basically the
loading screen is white and the fonts are little squares, gonna
post pics now
L903[16:55:18] <ASG_NeoN> I'm using
multimc but i don't think is its fault
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L905[16:57:10] <killjoy> Something's
screwing up resource loading
L906[16:57:30] <shadekiller666> have you
tried turning off the splash screen loading bars?
L907[16:59:23] <ASG_NeoN> how so?
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L909[16:59:37] <killjoy>
config/splash.properties
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L911[17:00:25] <ASG_NeoN> enabled=false
right?
L912[17:01:04] <ASG_NeoN> what now it
works
L913[17:01:16] <ASG_NeoN> ty killjoy
*gives quantum armor*
L914[17:01:32] <ASG_NeoN> bai abi
L915[17:01:33] <ASG_NeoN> bai*
L916[17:01:35] <killjoy> I don't wear
armor
L917[17:01:42] <ASG_NeoN> sell it
then
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L921[17:02:12] <killjoy> In his quitting
statement, he advertises another irc server.
L922[17:02:18] <killjoy> kay
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L927[17:05:21] <WorldSEnder> @ASG_NeoN,
are you by any chance turning alpha off? Looks like an OpenGL
problem to me
L928[17:05:45] <tterrag> he's gone
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L930[17:06:43] <tterrag> anyone up for
some OpenGL help? trying to get an ItemStack to render always on
top, but just turning off GL_DEPTH_TEST makes the render look
weird
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L932[17:07:31] <shadekiller666> if you
change the zLevel it will "move" the model closer or
further from the camera
L933[17:07:39] <tterrag> zLevel?
L934[17:07:41] <tterrag> this is
in-world
L935[17:07:44] <tterrag> TESR
L936[17:07:46] <shadekiller666> oh
L937[17:07:49] <shadekiller666> always on
top...
L938[17:07:56] <shadekiller666> so like
ontop of water
L939[17:07:58] <shadekiller666> ?
L940[17:08:04] <tterrag> on top of
everything
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L944[17:10:32] <shadekiller666> hmm
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L949[17:17:57] <gigaherz> tterrag:
hmmm
L950[17:18:11] <gigaherz> assuming there
isn't a rendering queue that is already "on top of the
rest"
L951[17:18:27] <gigaherz> the best I can
think of is to do it yourself with a gui overlay handler
L952[17:18:58] <gigaherz> you can store
the transformed (screen-space) coords of each TE in a queue
L953[17:19:06] <gigaherz> and then from
the gui overlay, actually draw them
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L955[17:20:17] <gigaherz> the only
alternative I can think of
L956[17:21:41] <gigaherz> would be to
somehow trick the camera into giving your pixels the Z value of the
near plane
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L958[17:21:53] <gigaherz> but I'm not even
sure if that's possible
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L963[17:29:43] <WorldSEnder> depends.. I
think it may be with a model aware of the camera...
ICameraAwareModel or smth?
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L965[17:30:48] <WorldSEnder> but also the
block is probably getting not rendered at all if it is hidden
behind another one
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L976[17:42:21] <shadekiller666>
IPerpectiveAwareModel*
L977[17:42:28] <masa> hm, ran into a weird
syncing issue with my inventory and some iems... too tired to debug
it right now though
L978[17:42:30] <shadekiller666> and that
is used for camera transforms
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L995[18:22:19] <Vastatio> So, a
question
L996[18:22:30] <Vastatio> I've been
looking at the tinkerer's construct GuiManual.class
L998[18:22:49] <Vastatio> and mostly, I'm
considering ln181-187
L999[18:23:02] <Vastatio> When i try to
render my objects, they don't get rendered
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L1004[18:28:06] <Vastatio> seems right
now that my updateText() function isn't even being called
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L1017[19:11:43] <shadekiller666> damn
it
L1018[19:11:59] <shadekiller666> so i
have this array of characters that i'm iterating over
L1019[19:12:49] <shadekiller666> the
array is created from "D DD T" and represents a
matrix
L1020[19:13:10] <shadekiller666> in this
case a 3x2 matrix, so "D ", "DD", "
T"
L1021[19:14:05] <shadekiller666> i have
an int that represents the # of rows (3), and the # of columns (2),
and the int that is used to iterate over the character array
L1022[19:14:48] <shadekiller666> and i'm
trying to get the row and column indices of the T character
L1023[19:15:42] <shadekiller666> i have
it set up as column: (index % columns), and row: (index /
rows)
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L1025[19:16:04] <shadekiller666> now,
those 2 equations work if the # of columns == the # of rows
L1026[19:16:27] <shadekiller666> but with
this 3x2 matrix its returning (1,1)
L1027[19:16:36] <shadekiller666> when it
should be (2,1)
L1028[19:16:51] <shadekiller666> anyone
have any ideas?
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L1031[19:28:10] <killjoy> I think I might
make an emblem mod.
L1032[19:28:40] <killjoy> I'd replace the
player's face in the tab list with a custom emblem.
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L1045[20:12:49] <Vastatio> my pageLeft
and pageRight are null for some reason
L1046[20:13:00] <Vastatio> because the
draw code for them is not working
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L1050[20:17:05] <Kittychanley> Not sure
if this is the right place to ask, or if I need to go ask
chickenbones. I'm trying to use CodeChickenCore in my dev
environment, but as usual it can't find the mcp conf dir. This
isn't new to me, and I normally know how to fix it and where to
point it to. However, there is no unpacked folder in my
.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.14.3.1506
like there is in all of my similar folders for 1.7.10.
L1051[20:17:05] <Kittychanley> All I need
is the packaged.srg file, but I can't for the life of me find the
one that corresponds to 1.8
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L1053[20:17:32] <killjoy>
~/.gradle/caches/minecraft/net/minecraftforge/<version>/unpacked/conf
L1054[20:17:43] <Kittychanley> Did you
even read what I said?
L1055[20:17:53] <Kittychanley> There is
no unpacked folder in
.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.14.3.1506
L1056[20:17:56] <killjoy> It was too
long
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L1058[20:18:19] <killjoy> are you using
fg2?
L1059[20:18:22] <LexManos> why?
L1060[20:18:32] <LexManos> stop using
codechikcencore
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L1062[20:18:54] <williewillus> i have
unpacked folder on latest forge build
L1063[20:18:58] <williewillus> so might
just be your setup
L1064[20:19:11] <Kittychanley> I'd like
to run JourneyMap in my development environment since I'm
collaborating with that dev to fix a few compatibility issues. I'd
rather not have to compile my mod every time I make a change and
run it in release
L1065[20:19:34] <killjoy> Doesn't fg2 do
runtime deobf now?
L1066[20:19:39] <Kittychanley> what's
fg2?
L1067[20:19:43] <williewillus>
ForgeGradle 2
L1068[20:19:44] <gigaherz> then ask for a
dev jar?
L1069[20:19:45] <killjoy> forgegradle
2
L1070[20:19:55] <gigaherz> williewillus:
deobf != remapping to dev names
L1071[20:20:01] <williewillus> ?
L1072[20:20:10] <williewillus> tell
killjoy that, not me lol
L1073[20:20:17] <gigaherz> ehh
right
L1074[20:20:19] <gigaherz> killjoy*
L1075[20:20:24] <williewillus> anyways if
you're collabbing with the dev just ask them for a deobf jar
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L1077[20:20:29] <killjoy> Then I used the
wrong term.
L1078[20:20:37] <gigaherz> release works
with the "field_xxxx_a" type names
L1079[20:21:01] <gigaherz> while dev uses
the actual "nice" names
L1080[20:21:11] <killjoy> I'm saying that
fg2 should do srg -> mcp now.
L1081[20:21:28] <gigaherz> oh no idea
about that
L1082[20:21:42] <killjoy> I know abrar's
been talking about that.
L1083[20:22:09] <gigaherz> but yeah,
Kittychanley, if you are collaborating, ask for an actual dev
jar.
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L1085[20:22:47] <Kittychanley> I will,
but I'd still like maybe some sort of hint at why those gradle
caches are nonexistent
L1086[20:23:04] <killjoy> Have you tried
cleanCache setupDecompWorkspace?
L1087[20:23:16] <Kittychanley> yup
L1088[20:23:24] <Kittychanley> And tried
doing a brand new workspace from scratch
L1089[20:23:25] <gigaherz> maybe fg2 just
doesn't need the unpacked version anymore
L1090[20:23:26] <gigaherz> no idea
L1091[20:23:56] <Kittychanley> Is there a
way to check my repo to see if it's using fg2?
L1092[20:24:05] <killjoy> Look in the
build script
L1093[20:24:09] <gigaherz> fg2 was
introduced in 1503
L1094[20:24:35] <Kittychanley> This? id
"net.minecraftforge.gradle.forge" version
"2.0.1"
L1095[20:24:41] <killjoy> Yes.
L1096[20:24:44] <killjoy> You are using
fg2
L1097[20:24:56] <gigaherz> [03:17]
(Kittychanley): There is no unpacked folder in
.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.14.3.1506
L1098[20:25:05] <gigaherz> you mentioned
1506, so yeah this is post-fg2
L1099[20:25:23] <Kittychanley> JM dev is
saying that a dev jar isn't going to work if we aren't on the same
snapshot, is this correct?
L1100[20:25:24] <killjoy> I guess if you
want to use ccc, you'll need to downgrade your forge version.
L1101[20:25:26] <LexManos> yes fg2 should
do dep deobf yes
L1102[20:25:49] <Kittychanley> Ok, so if
I"m using fg2, I don't need CCC and I can just toss non dev
jars into my mods folder anyways?
L1103[20:25:55] <LexManos> and either
way
L1104[20:26:17] <LexManos> cb should of
never needed to fucking have you specify the damn srg
L1105[20:26:28] <LexManos> he could
easily find it in his code but nope, derpatude
L1106[20:26:42] <Kittychanley> It's 50/50
on when it finds it and not. I have no insight as to why
L1107[20:27:14] <LexManos> In theory if
your build.gradle specifies a mod that is a dep
L1108[20:27:21] <LexManos> it'll map srg
-> mapped
L1109[20:27:25] <LexManos> if not bitch
at Abrar|gone
L1110[20:28:17] <Kittychanley> Dropping
the non-dev jar into the mod without CCC doesn't work even with
forge .1506 I get the usual NoSuchMethod
L1111[20:28:24] <Kittychanley> Error on
one of the obf functions
L1112[20:28:42] <LexManos> in mods
folder
L1113[20:28:44] <LexManos> probagbly
not
L1114[20:29:09] <killjoy> read: put it in
your libs folder
L1115[20:29:59]
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L1118[20:32:56] <Kittychanley> Same crash
when I added it as a referenced library and removed it from the
mods folder
L1119[20:33:07] <LexManos> interesting
yell at abrar
L1120[20:33:13] <LexManos> it should work
he said it did
L1121[20:34:42]
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L1122[20:35:00] <Kittychanley> I did add
it as an external jar, in case that changes anything
L1123[20:35:17] <LexManos> in the
ide?
L1124[20:35:21] <Kittychanley> yeah, in
eclipse
L1125[20:35:23] <LexManos> no
L1126[20:35:31] <LexManos> how the fuck
would fg be able to touch that?
L1127[20:35:40] <LexManos> and did I
stutter when i said in build.gradle?
L1128[20:36:16] <Kittychanley> Sorry, I
saw killjoy's "put it in your libs folder"
L1129[20:36:32] <killjoy> and then
re-setup
L1130[20:36:56] <Kittychanley> Where is
this libs folder you speak of? I have none which is why I did the
add as an external reference in my IDE
L1131[20:37:06] <killjoy> create it
L1132[20:37:10] <Kittychanley>
Where?
L1133[20:37:16] <killjoy> in the same
folder your build.gradle is in
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L1137[20:39:54] <Kittychanley> Ok. I'm
missing something here. I have done this, no more, no less. Create
a folder called "libs" in the same location that
build.gradle is. Drop the mod jar file into said folder. Run
gradlew setupdecompworkspace
L1138[20:40:01] <Kittychanley> And
nothing, the mod is not loaded
L1139[20:40:16] <killjoy> and
eclipse?
L1140[20:40:18] <tterrag> is this mod the
main project for the eclipse run config?
L1141[20:40:19] <Kittychanley> and
eclipse
L1142[20:40:23] <Kittychanley> yes
L1143[20:40:30] <Kittychanley> my mod is,
not the mod I'm dropping int he libs folder
L1144[20:40:30] <tterrag> if not, eclispe
isn't going to load its referenced libraries to the runtime
classpath
L1145[20:40:36] <tterrag> then it should
work fine
L1146[20:40:58] <tterrag> all this could
be avoided if you just used BON2 or got a dev jar some other way
>.>
L1147[20:41:15] <Kittychanley> dev jar
doesn't work because we're on different snapshots
L1148[20:41:19] <killjoy> Have you tried
running specialsource on it?
L1149[20:41:30] <killjoy>
*advanced*
L1150[20:41:33] <Kittychanley> "I
have done this, no more, no less"
L1151[20:41:45] <killjoy> Would you like
to try using specialsource on it?
L1152[20:42:24] <Kittychanley> Could
maybe somebody just give me a copy of the unpacked dir for .1506
instead?
L1153[20:42:57] <killjoy> fg might save
it somewhere else now.
L1154[20:43:25] <Kittychanley> how about
just the packaged.srg file then?
L1155[20:43:40] <Kittychanley> That's
really all I need, because everything else is in the de/snapshot
place
L1156[20:43:41] <killjoy> Try
~/.gradle\caches\minecraft\de\oceanlabs\mcp\mcp_stable\16
L1157[20:44:05] <killjoy> depending on
your mappings version
L1158[20:44:26] <Kittychanley> I have
mcp, mpc_ and mcp_snapshot
L1159[20:44:28] <Kittychanley> no
mcp_stable
L1160[20:44:33] <killjoy> use
snapshot
L1161[20:44:45] <Kittychanley> No. It's
not there. That's where everything else I need is
L1162[20:44:49] <Kittychanley> everything
but packaged.srg
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L1164[20:45:19] <killjoy> try
mcp/mcp/1.8
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L1166[20:45:26] <killjoy> I think
joined.srg works too
L1167[20:46:10] <killjoy> Anyway, good
luck.
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L1171[20:50:10] <Kittychanley> joined.srg
works. Thank you
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L1173[20:50:25] <killjoy> Unfortunately,
it's notch -> srg
L1174[20:50:36] <killjoy> So it might not
actually work
L1175[20:51:04] <Kittychanley> It's
loaded, and the map is working
L1176[20:51:08] <Kittychanley> So that's
good enough for me
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L1198[21:25:23] <Manusoftar> i was doing
some research regard the creation of custom blocks and materials
and i was wondering, is it enough to register my blocks and
materials to get the game use em on the world creation or should i
do anything else?
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L1200[21:29:09] <Zaggy1024> wut
L1201[21:29:30] <Zaggy1024> blocks don't
get magically generated in the world if you register them
L1202[21:29:42] <Zaggy1024> you have to
register some kind of world generation code
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L1212[21:58:15] <GraphicH> Hey was
looking for a good example of using MovingSound
L1213[21:59:41] <tterrag> GraphicH:
vanilla?
L1214[22:00:02] <GraphicH> Well just if I
extend Moving sound how do I plug it into where it goes
basically
L1215[22:00:33] <GraphicH> I found
MovingSoundMinecart for an example of how to implement it, I just
don't know where new MySound() would go
L1216[22:01:02] <GraphicH> So yeah
vanilla
L1217[22:01:13] <GraphicH> Basically need
to implement a looping sound
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L1219[22:01:59] <tterrag> GraphicH:
FMLClientHandler.instance().getClient().getSoundHandler().playSound(sound);
L1220[22:02:16] <tterrag> that's hwo I do
it anyways
L1221[22:02:27] <tterrag>
Minecraft.getMinecraft() can subsititue for the first part
L1222[22:02:41] <GraphicH> Ah
gotcha
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L1231[22:31:14] <Rallias> How would I go
about placing a block with a defined "front" side?
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L1234[22:34:26] <tterrag> Rallias:
what?
L1235[22:34:31] <killjoy> Rallias, like a
dispenser?
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L1244[22:50:48] <Rallias> killjoy, I was
thinking more like a furnace.
L1245[22:50:52] <Rallias> But yeah.
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L1248[22:52:16] <tterrag> Rallias: what
are you asking?
L1249[22:52:36] <Rallias> How to make my
block rotatable.
L1250[22:58:41] <rfctksSparkle> Ahh..
rendering stuff using opengl *sigh*.
L1251[23:00:44] <Rallias> I have to drop
to OpenGL?
L1252[23:00:51] <killjoy> No.
L1253[23:01:02] <killjoy> Use a
directional model json
L1254[23:01:25] <Rallias> 1.7.10?
L1255[23:01:35] <killjoy> oh, 1.8
L1256[23:01:48] <killjoy> Why can't
everyone just do 1.8 already?
L1257[23:01:48] <rfctksSparkle> (I was
just talking to myself)
L1258[23:02:12] <tterrag> Rallias: in 1.7
rotation is generally stored as metadata
L1259[23:02:14] <tterrag> at least in
vanilla
L1260[23:02:16] <fry> rfctksSparkle: what
else would it use? :P
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L1262[23:02:26] <tterrag> I mean, it
still is in 1.8
L1263[23:02:27] <tterrag> just with
properties
L1264[23:02:27] <Rallias> tterrag, I get
that part.
L1265[23:02:28] <killjoy> Same with 1.8,
but it's disguised as blockstates
L1266[23:02:34] <Rallias> I'm wanting to
know how to rotate the block.
L1267[23:02:50] <Rallias> As in, show it
rotated.
L1268[23:02:56] <Rallias> (also, 24
states, can't use metadata)
L1269[23:03:06] <tterrag> call
rotateBlock ...
L1270[23:03:16] <tterrag> your block or
someone else's?
L1271[23:03:22] <Rallias> Mine\
L1272[23:03:52] <tterrag> are you asking
how to implement rotation?
L1273[23:04:01] <tterrag> it's pretty
simple, you just return different icons based on the rotation you
stored
L1274[23:04:18] <Rallias> Ok, how do I
rotate the icons?
L1275[23:04:18] <killjoy> If you say you
want something to be like an existing block, you should look how
that block does it.
L1276[23:04:46] <tterrag> rotate the
icons?
L1277[23:04:51] <tterrag> why would you
need to?
L1278[23:04:56] <tterrag> also what he
said
L1279[23:05:03] <Rallias> 24
states.
L1280[23:05:20] <Rallias> Side (6) *
which way is "up" to the front side.
L1281[23:06:19] <Rallias> I've figured
data storage, trying for rendering.
L1282[23:08:37] <tterrag> you didn't
answer why you need to rotate icons
L1283[23:08:44] <tterrag> however, there
is an icon class for rotateable ones iirc
L1284[23:09:24] <tterrag> mm nope
L1285[23:09:26] <tterrag> just
IconFlipped
L1286[23:10:29] <Rallias> So I have to do
custom crap to get my block upside down?
L1287[23:14:29] <tterrag> probably but it
wouldn't be hard
L1288[23:14:39] <tterrag> just some
simple uv manipulation
L1289[23:15:10] <Rallias> Yeah, but more
than a half hour lunch break allows for.
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L1291[23:19:25] <Vastatio> hey, so my
pageRight and pageLeft are still coming up null
L1292[23:19:47] <Vastatio> the thing that
i checked for is if the page array was null, or if the page was
null
L1293[23:21:35] <Vastatio> actually,
apparently i fixed that now
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L1296[23:25:43] <Vastatio> my model that
I draw is not null either
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L1298[23:28:20] <Vastatio> anyways, The
weird thing about the log is it is not giving me the location that
is throwing the NPE?
L1299[23:28:33] <Vastatio> I think it's
when I use drawEntityOnScreen because it has RenderRaptor in
it
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L1302[23:29:31] <Vastatio> its apparently
directing it to line 21, which is a bracket
L1303[23:29:33] <Vastatio> ????
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