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L1[00:00:01] <tterrag> .gitignore all that eclipse crap
L2[00:00:05] <tterrag> your repo is 98% javascript
L3[00:00:40] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/.gitignore
L4[00:01:54] <SkySom> He also has save files there too
L5[00:02:06] <tterrag> yes -.-
L6[00:02:14] <tterrag> also he is naming his classes in non-english
L7[00:02:45] <npe|office> dont blame a beginner programmer for being a beginner though.
L8[00:02:59] <tterrag> npe|office: beginner programmers shouldn't be modding
L9[00:03:03] <tterrag> they should be learning programming
L10[00:03:08] <Manusoftar> hey
L11[00:03:17] ⇦ Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 195 seconds)
L12[00:03:28] <tterrag> Manusoftar: sorry to be harsh, but it's the best advice
L13[00:03:33] <tterrag> you won't get far without understanding the language
L14[00:03:45] <npe|office> I do agree, tterrag, but we have quite a few nice mods from people who started coding by modding minecraft
L15[00:03:53] <Manusoftar> im not a beginner programmer, first of all, i deal better with svn than with git, second, im begginer on Minecraft modding which is a lot different than just programming
L16[00:03:54] <tterrag> that doesn't mean it's a good idea
L17[00:04:06] <tterrag> in fact I guarantee most of those people would say they wish they didn't
L18[00:04:12] <tterrag> Manusoftar: ok
L19[00:04:18] <npe|office> this, I can confirm.
L20[00:04:23] <tterrag> well your problem here is that you aren't using any real inventory for your slots
L21[00:04:34] <tterrag> you are just constructing "new InventoryItem()" and then throwing the reference away
L22[00:04:51] <tterrag> which is something I would expect a savvy programmer not to do...btw
L23[00:05:07] <Manusoftar> what i do accept is that all this reflection stuff burns my brains but thats another thing
L24[00:05:09] <tterrag> the IInventory you pass to the slot is what inventory is behind that slot
L25[00:05:22] <tterrag> IInventory is what actually holds the items
L26[00:05:28] <tterrag> a Container is just an interface for those items
L27[00:05:54] <SkySom> Reflection? Why are you dealing with reflection?
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L29[00:06:08] <tterrag> also I still don't see anywhere you have registered the GUIHandler
L30[00:06:15] <tterrag> do that with NetworkRegistry
L31[00:07:17] <SkySom> Heh I just found the actual code I got lost in the random extra bit in the src.
L32[00:08:00] <SkySom> Also it looks like you're returning the same thing for both portions of the GUI handler?
L33[00:08:01] <Manusoftar> on the client proxy, perhaps i should have done it somewhere else, like the main class. What i can say is that now when i rightclick with my mortar item on hand it seems like it has actually opened a gui only that its not getting draw, if i click esc the game just continue as nothing happened
L34[00:08:12] <tterrag> the GUI handler needs to be on both sides
L35[00:08:15] <SkySom> Ah... Just do it in the main class
L36[00:08:17] <tterrag> so a SIDED proxy is the wrong place to do it
L37[00:08:24] <Manusoftar> ok
L38[00:08:41] <Manusoftar> changed that!
L39[00:08:54] <tterrag> and your GUI is invisible because you draw nothing
L40[00:09:00] <tterrag> that's to be expected
L41[00:09:07] <tterrag> but you should see slots, no?
L42[00:09:09] <tterrag> if you hover over them
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L44[00:10:42] <Manusoftar> the thing is, who knows where is it actually "placing" those slots...
L45[00:11:00] <tterrag> where you told it
L46[00:11:03] <tterrag> when you passed x/y
L47[00:11:56] <Manusoftar> but the position i passed it is counting from the top left corner ??
L48[00:12:24] <tterrag> the top left corner of the GUI
L49[00:12:25] <tterrag> yes
L50[00:13:23] <Manusoftar> ok now is better, the backgroun gets darker and the slots are there, i have to adjust their positions but it is taking shape...! ;)
L51[00:13:40] <tterrag> you need to fix the inventory you pass to the slots
L52[00:13:45] <Manusoftar> should i manually add all the inventory slots??
L53[00:13:59] <Manusoftar> now im keeping a reference to the inventory im passing
L54[00:14:37] <tterrag> the player inventory?
L55[00:15:13] <Manusoftar> yep
L56[00:15:23] <tterrag> yes you do
L57[00:15:45] <Manusoftar> this is what im trying to make it look -> http://puu.sh/ke3G4/466e80748b.png
L58[00:15:48] <tterrag> you can do it pretty easy with a for look
L59[00:15:50] <tterrag> loop*
L60[00:16:54] <Manusoftar> as you can see there are three slots on the leftt hand one above the other and one bigger slot at right hand that is where the player is suppossed to pickup the output, above all that is the actual inventory
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L62[00:18:14] <tterrag> yeah
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L64[00:21:50] <Fendirain> Now that you have the .gitignore, It might be a good idea (and the easiest way) to just delete the repository and recreate it.
L65[00:23:42] <Fendirain> Manusoftar : ^ Just so everything is cleaner and you only have the one branch (There are other ways to do it, but this would be the simplist).
L66[00:25:23] <Manusoftar> i will try but the last time i screwed the whole eclipse project...
L67[00:25:26] <tterrag> eh that's not necessary
L68[00:25:31] <tterrag> just do git rm --cached *
L69[00:25:33] <tterrag> then git add *
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L71[00:25:47] <tterrag> that will remove then re-add everything to the git index (excluding .gitignored things)
L72[00:25:47] <tterrag> iirc
L73[00:25:51] <Manusoftar> from my local git shell?
L74[00:25:54] <tterrag> yeah
L75[00:25:59] <Fendirain> Ah, Eclipse, I use Idea which makes it pretty simple. :/
L76[00:26:10] <Manusoftar> ok hope everything works fine
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L78[00:26:28] <tterrag> as long as you use --cached git will not remove any actual files
L79[00:26:32] <tterrag> so there's no way it can ruin your project
L80[00:26:36] <Manusoftar> ok
L81[00:27:19] <Fendirain> I really should try out Eclipse when I have the time so I can give out advice for it.
L82[00:28:05] <Manusoftar> by the way, in order to actually place the players inventory slots firs i should have access to the player inventory, thus, to the player itself, but i dont have the user right now on my container, should i add a param on the constructor to bring the user instance that has opened the gui???
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L84[00:30:01] <tterrag> Manusoftar: or just add a PlayerInventory param
L85[00:30:05] <tterrag> you don't need the actual player
L86[00:30:10] <tterrag> sorry, it's InventoryPlayer
L87[00:31:05] <Manusoftar> good idea, now i realized that i can pass it when i create the container from the guihandler since the method that calls my container constructor does actually have the user as a param... silly me...
L88[00:31:36] <Fendirain> On Github, You should go into Settings -> Branches - and Make "Fixed" the default if thats the one you keep planning on using BTW.
L89[00:33:54] <Ordinastie> that made me laugh :) https://youtu.be/VHLyF5ayu-E?t=22m26s
L90[00:36:00] <tterrag> wow that card is OP if you have more than one
L91[00:36:04] <tterrag> even just one is pretty OP
L92[00:36:14] <tterrag> (and I don't even play that game, just vaguely familiar)
L93[00:36:21] <Manusoftar> the player class has the getInventory method which returns an ItemStack[] how should i get an InventoryPlayer from that...???
L94[00:36:28] <tterrag> Manusoftar: don't use that
L95[00:36:31] <tterrag> just use player.inventory
L96[00:37:21] <Manusoftar> upps didn't see that...
L97[00:39:21] <Manusoftar> thanks for all guys, now i need to get some sleep its 2:38 AM here!!
L98[00:39:29] <Manusoftar> see you later.
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L118[02:04:53] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150918 mappings to Forge Maven.
L119[02:04:57] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150918-1.8.zip (mappings = "snapshot_20150918" in build.gradle).
L120[02:05:07] <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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L138[03:08:55] <OrionOnline> Hey guys any of you know if there is a possibility to move the NEI Transferacts to two different places (like different in the Blocks UI and in the NEI Recipe Handler)?
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L143[03:20:08] <SirWill> hey, how can I delete a chunk with forge?
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L148[03:26:43] <Vorquel> SirWill: It depends what you mean. Do you want to set the whole chunk to air, or mark it as ungenerated?
L149[03:27:04] <SirWill> mark it as ungenerated
L150[03:27:18] <SirWill> but before the world is loaded
L151[03:28:43] <Vorquel> As in before a given dimension is loaded, or the whole server?
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L156[03:32:44] <SirWill> Vorquel on server start before the worlds get loaded
L157[03:34:29] <Vorquel> Then you probably want to do it in one of the ServerStarted/ServerAboutToStart/ServerStarting events in your main mod class.
L158[03:35:36] <SirWill> yea but which function can delete an chunk?
L159[03:41:33] <SirWill> Vorquel ^
L160[03:42:26] <Vorquel> you want to look at the class ChunkProviderServer. That is where the chunks are ultimately stored.
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L163[03:44:49] <SirWill> Vorquel hm, can't find anything about deleting a chunk there
L164[03:45:11] <McJty> SirWill, there will not be such a method
L165[03:45:23] <McJty> SirWill, you will have to do this yourselves based on the things you find in that ChunkProviderServer
L166[03:45:57] <SirWill> McJty so I would need to edit the region files via java?
L167[03:46:05] <McJty> SirWill, no.
L168[03:46:15] <McJty> SirWill, examine the data structures used in that ChunkProviderServer
L169[03:46:19] <McJty> And find out how to delete it in code
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L171[03:46:45] <McJty> SirWill, I didn't say it is not possible. Just that there is no simple method for it
L172[03:46:53] <McJty> It will require some fidling with various data structures most likely
L173[03:47:59] <SirWill> hm
L174[03:50:10] <SirWill> RegionFile doesn't seem to have a function to delete a chunk too it seems
L175[03:50:56] <McJty> It is not surprising that those functions are not there since this is something that Minecraft itself never needs
L176[03:52:00] <SirWill> hm, might be better to do it with an external tool then
L177[03:55:37] <OrionOnline> Is there a IRC Channel for help with developing a NEI Recipe Handler (or better for NEI in general?)??
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L179[04:01:37] <Vorquel> OrionOnline: There is a #ChickenBones channel. You might want to try there.
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L184[04:22:04] <Wuppy> hrmmm my unreal killed itself :c
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L190[04:40:51] <rfctksSparkle> anyone has any idea how to solve this? http://pastebin.com/MymDYALX
L191[04:42:13] <diesieben07> rfctksSparkle: show the code? :D
L192[04:42:21] <rfctksSparkle> one sec, pushing.
L193[04:42:29] <OrionOnline> You are trying to register either a message handler or message without the proper interface markings
L194[04:43:16] <rfctksSparkle> Problem is, im trying to make a enum to hold the message classes so i can interate over it... genericsc are tricky lol.
L195[04:43:31] <diesieben07> since when does scala have enums? lol
L196[04:43:36] <diesieben07> if it does now, i am switching.
L197[04:43:47] <rfctksSparkle> no it doesn't
L198[04:43:49] <rfctksSparkle> im using java enums =P
L199[04:43:53] <diesieben07> and... that sounds like a horrible idea.
L200[04:43:59] <rfctksSparkle> well....
L201[04:44:05] <diesieben07> messages are not constants
L202[04:44:08] <diesieben07> the handlers... maybe
L203[04:44:10] <rfctksSparkle> they aren't
L204[04:44:11] <diesieben07> but not the messages.
L205[04:44:18] <diesieben07> then dont put them in an enum lol
L206[04:44:19] <rfctksSparkle> but their class representations are.
L207[04:44:21] <rfctksSparkle> lol
L208[04:44:34] <diesieben07> just show the code. :D
L209[04:44:36] <rfctksSparkle> https://github.com/ExtraCells/ExtraCells2/blob/rewrite/src/main/scala/extracells/common/network/NetworkWrapper.scala
L210[04:44:47] <rfctksSparkle> https://github.com/ExtraCells/ExtraCells2/blob/rewrite/src/main/scala/extracells/common/network/MessageEnum.java
L211[04:45:38] <diesieben07> yeah that won't work
L212[04:45:46] <diesieben07> java's generics are not powerful enough for that.
L213[04:46:07] <diesieben07> at least not when used in this way
L214[04:46:21] <diesieben07> just make a List of tuples or something whatever you would do in scala
L215[04:46:24] <diesieben07> if you must iterate
L216[04:46:29] <rfctksSparkle> hmm
L217[04:46:31] <rfctksSparkle> that would work too.
L218[04:46:44] <diesieben07> so that you could express the relation between message and handler
L219[04:47:02] <diesieben07> youd have a class Holder<T> and then in there Class<? extends IMessageHandler<T>> and Class<T>
L220[04:47:59] <diesieben07> but really, that is overkill :D
L221[04:48:09] <diesieben07> just list it out in the sourcecode.
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L223[04:48:46] <rfctksSparkle> *sigh* And it looked so good .. until i tried to compile it.
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L283[07:19:40] <LexManos> !gm field_147983_a
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L376[11:19:07] <Jasperfirecai2> o/
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L379[11:26:48] <Jasperfirecai2> Just a quick question: how would I have a secondary output for a vanilla crafting table recipe (other than getting an empty bucket back from water) (aka not consumed)
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L388[11:45:39] <Wuppy> god dammit... they're working on the train tracks on a part I never take, except for just now that they're working on it
L389[11:45:58] <Wuppy> have to wake up before 7am tomorrow for a festival :c
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L392[11:46:23] <masa> Jasperfirecai2: you mean that appears in the crafting grid after the output is taken, or how?
L393[11:46:35] <Jasperfirecai2> exaxtly
L394[11:46:49] <Jasperfirecai2> exactly
L395[11:46:51] <Jasperfirecai2> *
L396[11:46:53] <masa> hmm, well what happens if there are no empty slots after the first item is taken out?
L397[11:47:26] <Jasperfirecai2> all items are consumed. as expected
L398[11:47:47] <Jasperfirecai2> if thats what you mean
L399[11:47:48] <masa> but if you have input items in stacks larger than 1
L400[11:48:06] <masa> and you craft one item, thus you still have input items left in each slot
L401[11:48:11] <Jasperfirecai2> then only if shift is held of course, itÅ› literally just vanilla machanics at the moment
L402[11:48:21] <Jasperfirecai2> yes.
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L404[11:49:04] <diesieben07> Jasperfirecai2: are you on 1.8?
L405[11:49:13] <masa> well I mean... lets say I have 64 items in each slot of the crafting grid, then I take out one crafted item, so I have 63 items left in each slot, what happens?
L406[11:49:15] <Jasperfirecai2> no. 1.7.10
L407[11:49:24] <diesieben07> in 1.7.10 this is impossible
L408[11:49:31] <diesieben07> update.
L409[11:49:38] <Jasperfirecai2> then how do you explain blood magic
L410[11:49:46] <masa> what does 1.8 change regarding this? :o
L411[11:49:47] <diesieben07> mad hax? coremods? what do i know
L412[11:49:57] <Jasperfirecai2> apparantly nothing
L413[11:49:58] <diesieben07> in 1.8 IRecipe has a method getRemainingItems
L414[11:50:03] <masa> oh
L415[11:50:14] <masa> cool
L416[11:50:16] <diesieben07> that can specifiy what is left over in each slot
L417[11:50:23] <diesieben07> and if the slot is full, it is put in the inventory of the player
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L419[11:50:28] <diesieben07> and if that is full, it gets spit into the world
L420[11:50:49] <Jasperfirecai2> though that is usful to know, i´m still looking for a way in 1.7, as my primary goal
L421[11:50:57] <Jasperfirecai2> thank you though diesieben07
L422[11:51:10] <diesieben07> why can you not use 1.8?
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L424[11:51:50] <Jasperfirecai2> as we want this mod to work in combination with others. plus our mod has intergration support for a non-1.8 mod
L425[11:52:18] <diesieben07> and no other mod is on 1.8 or what? seriously...
L426[11:52:24] <diesieben07> THIS is why 1.8 is not being updated to
L427[11:52:28] <diesieben07> because NOBODY DOES IT.
L428[11:52:40] <diesieben07> anyways, there is an event for crafting
L429[11:52:47] <diesieben07> just do it in there, but you will have to do it all manually
L430[11:53:55] <Jasperfirecai2> thank you
L431[11:55:00] <Igrekun> Guys, how do i call rotateBlock() so that it works both server and client? WorldEdit has a load of it's own classes, and i'm stuck deep in some method, without any reference to net.minecraft.world or anything Forge like.
L432[11:55:22] <diesieben07> without a World instance you cannot modify the world :D
L433[11:55:26] <Igrekun> Because WE's own rotation sucks.
L434[11:55:50] <diesieben07> and clientside should never rotate
L435[11:55:51] <Igrekun> Then, how do I obtain one? WE somehow does that in it's forge part
L436[11:56:16] <diesieben07> which method are you in?
L437[11:56:58] <Igrekun> You would like to see the source? I can link it on WE's github. Ok?
L438[11:57:12] <diesieben07> that would be ideal
L439[11:57:31] <Jasperfirecai2> -- diesieben07 having issues finding the event.
L440[11:58:28] <Igrekun> https://github.com/sk89q/WorldEdit/blob/58aac973af943bc747dc58161d84c34932d6bc1e/worldedit-core/src/main/java/com/sk89q/worldedit/function/block/ExtentBlockCopy.java
L441[11:58:36] <diesieben07> Jasperfirecai2: PlayerEvent.ItemCraftedEvent
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L443[11:59:01] <Igrekun> Apply() method, since it is the last place where you still have position of the block
L444[12:00:04] <EnderPet> I don't see why we would want to be on 1.8 since it's so much more work atm with the new rendering..
L445[12:00:09] <diesieben07> you have to use the methods in Extend (InputExtend / OutputExtend)
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L447[12:00:25] <diesieben07> that seems to be part of WE's weird abstraction
L448[12:00:33] <diesieben07> EnderPet: uh, no its not.
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L451[12:02:55] <Igrekun> Their Extent only has setBlock and getBlock. How to make WE call forge's own rotate? Since custom blocks often have very specific rotate func.
L452[12:03:27] <masa> I'm working on some stuff atm for my mod that might be quite useful... maybe I should only release this version for 1.8, to push people to update? :p
L453[12:03:39] <diesieben07> you have to find the Extend implementation that is backed by a minecraft world
L454[12:03:47] <diesieben07> then probably hack into that and get the World from it
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L456[12:06:05] <masa> yay, I have like one case ot of 15 implemented in my custom slotClick() method... :D
L457[12:06:10] <masa> the basic left click
L458[12:06:43] <diesieben07> what are you trying to achieve by diving into that hellhole :D
L459[12:06:56] <Igrekun> into WorldEdit?
L460[12:07:02] <masa> I need support for custom, larger stack sizes inside my inventory
L461[12:07:03] <diesieben07> no masa
L462[12:07:06] <diesieben07> oh god
L463[12:07:53] <masa> the vanilla slotClick() is quite the lengthy mess, I'm not even looking at that, I'm just making my own from scratch
L464[12:08:06] <Igrekun> hmmm, just can't see where WE stitches with forge world. Only their custom extents and interfaces everywhere
L465[12:08:37] <diesieben07> yes, you have to find the Extend implementation
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L467[12:11:21] <Igrekun> that brings us here https://github.com/sk89q/WorldEdit/blob/58aac973af943bc747dc58161d84c34932d6bc1e/worldedit-forge/src/main/java/com/sk89q/worldedit/forge/ForgeWorld.java
L468[12:11:57] <Igrekun> yet, their getWorld() doesn't want to cast to World for me :(
L469[12:12:34] <Igrekun> but calling getClass().getName() on the object gives ForgeWorld implementation, which in turn includes net.minecraft.world
L470[12:12:53] <diesieben07> getWorld definitely returns net.minecraft.world.World
L471[12:12:57] <diesieben07> no need to cast anything
L472[12:14:52] <Igrekun> runtime gives an error
L473[12:15:14] <Igrekun> if i just call editSession.getWorld() it is of ForgeWorld class
L474[12:15:46] <diesieben07> what is "editSession"?
L475[12:15:49] <diesieben07> what is the error?
L476[12:16:31] <Igrekun> com.sk89q.worldedit.forge.ForgeWorld cannot be cast to net.minecraft.world.World
L477[12:16:42] <diesieben07> you have to call getWorld on ForgeWorld
L478[12:16:56] <diesieben07> also i told you you do NOT need a cast...
L479[12:17:14] <Igrekun> without a cast it wouldn't compile :P
L480[12:17:27] * diesieben07 slams head against desk violently
L481[12:17:46] <Igrekun> probably because whole mess with three WE projects
L482[12:18:11] <diesieben07> no, wat
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L484[12:19:32] <Igrekun> method getWorld is defined in worldedit-forge project
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L486[12:20:17] <diesieben07> why is WE not just a jar file in your dependencies?
L487[12:20:37] <Igrekun> because that is the jar i need to change
L488[12:20:47] <Igrekun> it treats rotations very bad
L489[12:20:56] <diesieben07> so... you are making a PR into WE?
L490[12:20:59] <Igrekun> especially carpenter and any other forge mod blocks
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L492[12:21:31] <Igrekun> yep. I need to call native rotateBlock, supplied by Forge
L493[12:21:48] <Igrekun> Exactly - during copy-rotate-paste operation
L494[12:22:16] <diesieben07> then... why is there more than one project?
L495[12:22:20] <Igrekun> since they decided to compile a .json file for vanilla blocks and use it, hence it doesn't support any custom block
L496[12:22:44] <Igrekun> because WE thinks it is cool to split WE into 3(sic!) projects
L497[12:23:00] <diesieben07> jesus christ
L498[12:23:14] <Igrekun> one core, one bukkit and one forge mod
L499[12:23:49] <diesieben07> you should only need the forge one
L500[12:24:47] <Igrekun> worldedit-forge depends on worldedit-core and clipboard is entirely in core =\
L501[12:25:05] <diesieben07> then you should only need the core, right?
L502[12:25:13] <diesieben07> whatever, i dont care about their stupid setup
L503[12:25:27] <diesieben07> it seems most modders do not understand the concept of dependencies.
L504[12:25:31] <Igrekun> yep. i need to call native forge rotateBlock() from core
L505[12:25:33] <Wuppy> oh noes, updates on mah bouncer
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L516[12:26:55] <Igrekun> exactly, and sometimes obsession with patterns
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L518[12:27:14] <Igrekun> their legacy system could be patched in 4 lines of code
L519[12:27:54] <Igrekun> now they have abstract class factories, delegation queues for tasks and instead of 4 you have to write 400
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L524[12:30:15] <Wuppy> works fine Abrar :)
L525[12:30:22] ⇨ Joins: diesieben07 (~diesieben@abrarsyed.com)
L526[12:30:45] <AbrarSyed> what works fine?
L527[12:30:58] <Wuppy> well, *** If you guys find yourselves getting kicked out of nickserv-required channels, use the tickychan module
L528[12:31:04] <Wuppy> I mean I'm in here so it works fine :P
L529[12:31:26] <diesieben07> oh i occasionally get kicked out
L530[12:33:24] <Igrekun> no worries
L531[12:34:23] <Igrekun> somewhere forge seems to kick in, since it does serialize NBT tile data
L532[12:34:51] <Igrekun> yet, I'm dumb enough, not to see, where to get a world reference =\
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L535[12:36:34] <diesieben07> Igrekun: you seem to be able to get a ForgeWorld
L536[12:36:46] <diesieben07> just call getWorld on that and you will have a net.minecraft.world.World
L537[12:37:04] <Igrekun> it is a runtime reference to ForgeWorld
L538[12:37:21] <Igrekun> compiler still sees it as sk86q.....world
L539[12:37:30] <Igrekun> so calling getWorld() doesn't work
L540[12:37:38] <diesieben07> cast it to Forgeworld
L541[12:37:40] <diesieben07> call getWorld
L542[12:37:48] <diesieben07> this is basic java 101...
L543[12:38:09] <Igrekun> forgeWorld defined in worldedit-forge. it depends on worldedit-core
L544[12:38:13] <diesieben07> but with how their stuff is set up, this wont work
L545[12:38:21] <Igrekun> is it ok to make core in turn depend on worldedit-forge?
L546[12:38:22] <diesieben07> you have to factor out the rotate method
L547[12:38:30] <diesieben07> so it can be overridden in forge
L548[12:38:34] <diesieben07> and behave differently there
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L550[12:39:06] <Igrekun> so the way is to hack all the interfaces and introduce rotateBlock method
L551[12:39:18] <AbrarSyed> Igrekun, you are working on worldedit? or makit a mod that uses its API somehow?
L552[12:39:30] <Igrekun> so when it happens to be a forgeworld, it overrides it?
L553[12:39:30] <AbrarSyed> *making
L554[12:39:37] <Igrekun> Abar, working on worldedit
L555[12:39:48] <Igrekun> it doesn't rotate any custom blocks
L556[12:39:51] <diesieben07> you could just make a new interface Rotationmanager or something
L557[12:39:58] <diesieben07> and implement it differently in forge and whatever else there is
L558[12:40:16] <Igrekun> forge has all the necessary stuff ready
L559[12:40:35] <AbrarSyed> if you are working on the core, then for no intents and purposes will you want to cast something to a ForgeWorld. Instead you would add some absract method to your core class, and call it. And require the implementatons (WEForge, WEBukkit, etc) to implement said functionality
L560[12:40:48] <diesieben07> ^ what i said :D
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L562[12:41:24] <AbrarSyed> even if the forge implementation is little more tan boncing the call to the forge metho...
L563[12:41:37] <Igrekun> that is how i wanted to do it from the start lol
L564[12:42:06] <Igrekun> but sk89q irc and java irc told me that you can't issue methods without introducing a dependency
L565[12:42:16] <diesieben07> wat
L566[12:42:19] <diesieben07> forge depends on core
L567[12:42:28] <Igrekun> and said to include all the libraries if i need to use them
L568[12:42:29] <diesieben07> core has abstract method in WorldEditWorld or however it scalled
L569[12:42:37] <diesieben07> ForgeWorld extends that and thus has to implement siad method
L570[12:42:44] <diesieben07> thats all tehre is to it
L571[12:42:54] <diesieben07> then core can call the method without ever knowing about ForgeWorld
L572[12:43:32] <Igrekun> my background is python and c\c++, hence it is a bit confusing for me. after all this is my first day lol
L573[12:43:41] <diesieben07> you know how OOP works, right?
L574[12:43:45] <diesieben07> if not... learn that first :P
L575[12:44:07] <Igrekun> that's why i was like wtf, when guys said, you can't define abstract methods
L576[12:44:30] <diesieben07> sure you can
L577[12:44:31] <Igrekun> after all, java even has reflection, so many possibilities
L578[12:44:36] <diesieben07> i sure as hell did not say that
L579[12:44:41] <diesieben07> and reflection has nothing to do with this :D
L580[12:44:49] <Igrekun> that was in another IRC :D
L581[12:44:58] <Igrekun> guess they were just trolling
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L583[12:46:13] <Igrekun> the only unclear moment for me, is when it decides to spawn a ForgeWorld instance? Where it binds the actual implementation?
L584[12:46:48] <diesieben07> i dont know where that is i know pretty much nothing about WE at all
L585[12:46:52] <diesieben07> but it should not be relevant for your task
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L587[12:47:18] <Igrekun> just curious :D
L588[12:47:27] <Igrekun> surely, can do fine without it
L589[12:47:27] <Szernex> is WAILA also required to be on the server? or is it a pure client side mod?
L590[12:47:37] <diesieben07> it is also needed on the server
L591[12:47:42] <Szernex> okay
L592[12:47:43] <diesieben07> since the server needs to tell the client abotu the data
L593[12:47:59] <masa> uh, really? I thought it only provides some more info if it's on the server as well
L594[12:48:35] <diesieben07> that might be the case
L595[12:48:45] <masa> so for full functionality yes, you also need it on the server
L596[12:48:52] <Szernex> okay, thanks
L597[12:48:56] <masa> not sure if it's required though, but I assumed not
L598[12:49:10] <Szernex> well if it adds functionality
L599[12:49:15] <Szernex> then I'll leave it on the server side
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L630[13:53:34] <Wuppy> I relaly dont wanna wake up at 6:30 tomorrow :C
L631[13:57:12] <Fendirain> Nor do any of us.
L632[13:57:37] <Wuppy> I have to for a festival thouhg :P
L633[13:58:11] <Fendirain> I wonder if I will get any sleep tonight, First night of having to watch a 5 month old and 2 year old. :/
L634[13:58:26] <Fendirain> Ah, The fun job of baby sittings.
L635[13:58:27] <Wuppy> family or baby sitting?
L636[13:58:32] <Wuppy> ah, good luck :)
L637[13:58:55] <Wuppy> never did it myself, but it seems like a nice job
L638[13:59:00] <Fendirain> If it was family and I had avoided it this long, that would be amazing. :p
L639[13:59:52] <Wuppy> I dont mean family as in brothers/sisters but more like nephews etc.
L640[14:00:32] <Fendirain> Ah, Its for a cousin, However she herself watches foster kids.
L641[14:00:46] <Fendirain> So I watch the foster kids while she is working.
L642[14:00:47] <Wuppy> what do you get an hour/night?
L643[14:01:15] <Fendirain> I'm being nice and doing it for ~$75 a week.
L644[14:01:22] <Wuppy> how many nights?
L645[14:01:26] <Fendirain> But I only work ~3 Days.
L646[14:01:32] <Wuppy> damn, that's pretty nice
L647[14:02:12] <Fendirain> Sometimes, Her days are random, They can be 6 hours, (10-4) or 12 hours (10-10)
L648[14:02:31] <Fendirain> and I don't know how long until She walks through the door when she gets back.
L649[14:02:35] <Wuppy> oh I thought at night, during the day is way much more work :<
L650[14:02:41] <Fendirain> Yep. :P
L651[14:02:57] <Fendirain> I actually have to watch them in 45 Mins.
L652[14:03:00] <Wuppy> I've already spend 95 euros for tomorrow though :C
L653[14:03:18] <Fendirain> That is quite a lot of money.
L654[14:03:42] <Wuppy> that's food, drinks, festival and travel though
L655[14:03:54] <Wuppy> maybe a little bit more for drinks but probably not
L656[14:03:59] <Fendirain> Not saying its not worth it, But still a lot. :p
L657[14:04:06] <Wuppy> true, it is a lot
L658[14:05:11] <Fendirain> and here I am spending 34 USD (~30 Euro) to repair my Nexus 7 2nd gen. They go and send me a broken screen the first time.
L659[14:05:22] <Wuppy> o___0
L660[14:05:25] <Wuppy> send it back?
L661[14:05:46] <Fendirain> I did, Just have to wait for them to get it back (Tomorrow), Then send me a new one.
L662[14:05:56] <Fendirain> I had gotten it Monday...
L663[14:06:11] <Wuppy> you have to spend money for them sendig you a broken phone?
L664[14:06:30] <Fendirain> Lucky I got them to pay for it. They tried to make me though.
L665[14:06:41] <Wuppy> what the hell
L666[14:06:43] <Wuppy> murican?
L667[14:06:54] <Fendirain> Yep. Aren't we great. ;)
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L669[14:07:11] <Wuppy> at least you guys are recognisable :P
L670[14:07:25] <Fendirain> I'm trying to repair my broken LCD.
L671[14:07:49] <Fendirain> I plug in the new one, doesn't work. Thinking I may have screwed something up, I plug in my old broken one, Works.
L672[14:08:03] <Wuppy> dang, idk
L673[14:08:11] <Wuppy> I've never repaired an LCE
L674[14:08:13] <Wuppy> LCD
L675[14:08:38] <Wuppy> I'm too busy with partying, drinking and trying to make a game good enough it can be shown on GDC
L676[14:08:45] <Fendirain> This was my second time, and let me tell you, The first time was not easy.
L677[14:09:17] <Fendirain> Ah, That's fun.
L678[14:09:24] <Fendirain> What kind of game?
L679[14:09:40] <Wuppy> our game is called Work Evasion
L680[14:10:09] <Wuppy> you're some guy in an office and your goal is to not work at all
L681[14:10:22] <Wuppy> and sabotage other peoples work
L682[14:10:24] <Fendirain> Ah, The goal of life for some most people.
L683[14:11:02] <Wuppy> there will also be a level editor
L684[14:11:05] <Fendirain> Sounds neat.
L685[14:11:18] <Wuppy> so players build their own levels :)
L686[14:11:26] <Wuppy> and all of that on a tablet
L687[14:11:34] <Fendirain> Android?
L688[14:11:36] <Wuppy> yeah
L689[14:11:39] <Fendirain> Good. :p
L690[14:12:00] <Wuppy> the art also has to be realistic
L691[14:12:24] <Fendirain> How many people are working on it?
L692[14:12:31] <Wuppy> with real time lighting from the geomeric lighting engine
L693[14:13:05] <Wuppy> so we need realistic graphics, real time lighting, a level editor and all of that, on an android tablet
L694[14:13:31] <Fendirain> ...
L695[14:13:55] <Fendirain> Well, I guess you arern't aiming for those cheap tablets.
L696[14:14:21] <Wuppy> it also has to run well on as many tablets as possible :P
L697[14:14:39] <Wuppy> because our games have to show off how good the ARM processors are
L698[14:15:07] <Fendirain> Well, Looks you have to be a great coder. :p
L699[14:15:33] <Wuppy> it has to be made in unreal engine which none of us had any experience with 2 weeks ago
L700[14:15:47] <Wuppy> and we have 5 weeks left to do all of this :P
L701[14:16:05] <Fendirain> How many people?
L702[14:16:19] <Wuppy> 15 total, 4 programmers
L703[14:16:46] <Fendirain> Fun, No pressure, Right?
L704[14:17:02] <Wuppy> also, there is nobody present with more than 3 weeks of experience
L705[14:17:03] <Wuppy> at all
L706[14:17:55] <Ivorius> Well, if you work full time you can get to know Unreal enough within 2 weeks to start working on a simple not shitty game :P
L707[14:18:03] <Fendirain> Though I can see it being doable.
L708[14:18:08] <Wuppy> we have 3 days a week
L709[14:18:13] <Fendirain> Ah.
L710[14:18:22] <Wuppy> but, the tablets are sponsored by ARM
L711[14:18:35] <Wuppy> and ARM regularly gives us guest lectures on how to do this stuff :)
L712[14:19:27] <Fendirain> Thats neat.
L713[14:20:02] <Wuppy> and yeah, if our stuff shows off how awesome the arm gpu is, we can win an internship at arm and show off our game at GDC :D
L714[14:20:35] <Fendirain> So...No pressure.
L715[14:20:53] <Wuppy> no pressure, but extremely high rewards if it's done great :)
L716[14:21:33] <masa> ugh, where does the ItemStack the player is holding in the cursor get reset to stackSize = 1 if the stackSize > 100 ?
L717[14:24:25] <Wuppy> welp... that didn't scare me at all :P
L718[14:24:36] <Fendirain> O.o?
L719[14:24:41] <Wuppy> suddenly gun sound like firework only a few meters from my house
L720[14:25:35] <Fendirain> Ah. That happens here sometimes as well.
L721[14:26:04] <Fendirain> I'v gotten so used to ignoring it that it could be a gun and I wouldn't be any the wiser.
L722[14:26:13] <Wuppy> haha
L723[14:26:22] <Wuppy> it happens here regularly as well, but this sounded quite different
L724[14:26:32] <Manusoftar> am i wrong or the gui container layout is meant to be saved on a png and painted on the screen directly from there?
L725[14:27:03] <masa> pretty much yeah
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L727[14:27:40] <Fendirain> Manusoftar : Looking at EE3, That is correct.
L728[14:27:45] <Manusoftar> i will guess the drawing of the gui should be done on the draGuiContainerBackgroundLayer method...
L729[14:27:55] <masa> yes
L730[14:27:59] <Manusoftar> mmm
L731[14:28:15] <masa> the foreground method mostly has strings and labels usually
L732[14:28:48] <Fendirain> Well, I have to go now, Was nice talking to you Wuppy. Fun time watching kids ahead. :)
L733[14:28:49] <Manusoftar> i tried with thid.drawBackground(0) and of course it painted the whole screen with the default brown background of minecraft (like when loading the world), i need to find the proper method to draw my png
L734[14:28:56] <Wuppy> have fun :)
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L737[14:33:29] <masa> Manusoftar: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/gui/client/GuiEnderUtilitiesInventory.java#L32
L738[14:33:50] <Keridos> Ordinastie: for more fun regarding minecraft source code: https://github.com/SuperStarGamesNetwork/Pltypus-Mod-Source-Code/issues/1#issuecomment-141485219
L739[14:34:02] <masa> Manusoftar: so basically this.drawTexturedModalRect()
L740[14:34:16] <Keridos> he is telling me that he does not breach anything but I am like 110% sure he never actually read the minecraft EULA
L741[14:34:19] <masa> and you have to bind the right texture first
L742[14:34:48] <Manusoftar> thanks i found this -> http://pastebin.com/3Gy5Nw8c on google, i change the path to where my png is located i guess it should work
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L744[14:35:59] <masa> you probably want to save the ResourceLocation reference in your class so you are not re-creating it at every frame for nothing
L745[14:36:34] <Manusoftar> good point
L746[14:36:45] <Manusoftar> holy! its gigantic i have to scale it down!
L747[14:40:33] <Manusoftar> also my slots aren't allowing me to drop items on them... also when i pick an item from the inventory suddenly the pieces of the armor that im wearing start appearing at the inventory...
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L750[14:44:28] <masa> well.. show some code, I'm not starting a guessing game :p Or look at some of my code for example
L751[14:45:14] <masa> sounds like you have your container/slots or inventory backend messed up
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L755[14:52:01] <masa> Manusoftar: here is what I'm currently working on: http://i.imgur.com/qHwmCrX.png
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L758[14:55:57] <masa> only the drag part of my slotClick() still todo
L759[14:56:23] <masa> and then the stacksize text rendering
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L771[15:06:24] <MrKickkiller> ^^
L772[15:06:29] <MrKickkiller> Woops
L773[15:06:37] <MrKickkiller> Was reading / replying to backlog >_>
L774[15:08:15] <Keridos> hm I am having weird desyncs here in my singleplayer wordl with some of my blocks and tile entitites
L775[15:08:49] <Keridos> somehow sometimes when I tell my tile entities they should worldObj.setBlockToAir(this.xCoord, this.yCoord, this.zCoord)
L776[15:09:11] <Keridos> the tile entities get deleted but somehow the block still seems to exist
L777[15:09:19] <Keridos> at least their light level is not always updating
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L779[15:09:47] <Keridos> but a block change should trigger a block update and even when I tell it to markBlockForUpdate it does not work anymore
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L792[15:40:52] <killjoy> !gm 78750
L793[15:41:20] <killjoy> How does my mod cause optifine to crash on that?
L794[15:41:25] <Manusoftar> !gm 78750
L795[15:42:07] <Manusoftar> this is what im getting -> http://puu.sh/kfVeU/550d340c64.png
L796[15:44:53] <killjoy> !gm 78765
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L798[15:49:27] <Manusoftar> !gm 78765
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L802[15:57:07] <Manusoftar> my texture png is 176x166 pixels it should show up that big... could it be its resolution??
L803[15:58:09] <diesieben07> Manusoftar: you should make your texture dimensinos powers of 2
L804[15:58:29] <Manusoftar> ok
L805[15:59:08] <masa> yeah, GuiContainer textures are often 256x256 afaik
L806[16:00:16] <Manusoftar> mmm... should i leave some transparent space to complete the size or just stretch the whole thing to 265x256??
L807[16:00:28] <diesieben07> leave space
L808[16:00:31] <masa> don't stretch it, it will look horrible
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L810[16:01:06] <masa> yeah, just leave the rest as transparent, and then you tell the location and size of the area you want to render i nthe call to drawTexturedModalRect()
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L820[16:15:42] <Ferdz> Is there a clean way of adding lore to an Item without creating new class files for each one?
L821[16:17:35] <diesieben07> Ferdz: override addInformatino you can do whatever you want in there
L822[16:19:30] <Ferdz> Can I do that at the same time as the object's instantiation?
L823[16:20:31] <gigaherz_d> that's not how it works
L824[16:20:45] <gigaherz_d> addInformation is called EVERY TIME an object's tooltip is updated
L825[16:20:51] <gigaherz_d> an item*
L826[16:21:06] <gigaherz_d> that means, it's called once per frame while the tooltip is on display
L827[16:21:18] <Ferdz> Crap. Wasn't aware of that, as in spigot/bukkit you can just set the tooltip to something you want
L828[16:21:33] <gigaherz_d> if you want custom info "per item"
L829[16:21:41] <gigaherz_d> you'd store the necessary values on the stack NBT
L830[16:21:48] <gigaherz_d> and then display they right message based on this NBT data
L831[16:22:02] <gigaherz_d> if you want to do thesame for other items not from your mod
L832[16:22:07] <Ferdz> So I guess I should just create a new class called something like LoredItem that allows me to set a new array during instantiation
L833[16:22:12] <gigaherz_d> there's an event for it
L834[16:22:41] <Ferdz> But it's fine, I was just wondering if there was a clean way of doing it I'll do a little workaround
L835[16:23:20] <gigaherz_d> keep in mind that there is only ONE instance of the Item class
L836[16:23:26] <gigaherz_d> for all items of the same kind
L837[16:23:44] <gigaherz_d> if you need any stack-specific information, you need to storethis info in the ItemStack NBT data
L838[16:24:15] <Ferdz> Oh, didn't know that. But in my case it would be a single lore for all items, so I should be fine
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L846[16:42:43] <masa> you don't need to set it during instantiation either
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L848[16:43:09] <masa> you can read it from the lang file based on the item's registered name or unlocalized name for example
L849[16:43:40] <Manusoftar> ok i've got the texture to be drawn properly now, but i still have some issues with the drag and drop of items, here is a short video showing what is happening -> https://youtu.be/N1ViZjDUcfY
L850[16:44:15] <masa> for example I have a common addInformation() method in my mod's basic item class, which reads descriptions/tooltips from the lang file based on the item's name
L851[16:45:08] <masa> and I have a simple string splitting implementation so that the line wrapping can be controlled in the lang file directly
L852[16:45:33] <masa> the lang file becomes somewhat super ugly with super long lines, but... whatever
L853[16:46:27] <masa> I could change it to have a number prefix, but I guess it would be pretty pointless
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L855[16:46:37] <masa> *suffix
L856[16:46:40] <masa> not prefix
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L859[16:48:37] <minecreatr> is there any way to make it so your mod isn't sent to the server in the handshake?
L860[16:49:51] <diesieben07> you want your mod to be not-required on the server?
L861[16:51:23] <minecreatr> yes
L862[16:51:42] <minecreatr> do I have to do anything special?
L863[16:51:46] <diesieben07> acceptableRemoteVersions = "*" in your @Mod
L864[16:51:49] <minecreatr> and can I make a client side only command?
L865[16:52:15] <tterrag> can anyone explain to me what ImageBufferDownload is doing?
L866[16:52:49] <diesieben07> minecreatr: ClientCommandHandler
L867[16:53:11] <diesieben07> tterrag: a texture that will download from the net and display a fallback until the download is complete
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L869[16:53:17] <diesieben07> used for skins and capes and such
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L871[16:53:56] <tterrag> diesieben07: how does it display a fallback?
L872[16:53:58] <tterrag> I see nothing about that
L873[16:54:13] <diesieben07> one sec, i am booting intellij on this 1ghz computer.
L874[16:55:23] <tterrag> I think you are thinking of ThreadDownloadImageData
L875[16:55:32] <minecreatr> will the client command handler prevent the command from being sent to the server diesieben07 ?
L876[16:55:33] <diesieben07> i might be
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L878[16:55:39] <tterrag> minecreatr: yes
L879[16:55:43] <tterrag> commands only run on ONE side ever
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L882[17:01:45] <diesieben07> tterrag: probably something with converting legacy skins or something.
L883[17:03:16] <minecreatr> diesieben07, how do I register a command with the client CommandHandler?
L884[17:03:40] <diesieben07> just like you do with the server one.
L885[17:03:47] <diesieben07> its literally the same class
L886[17:03:52] <diesieben07> you just use a different instance
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L888[17:04:26] <tterrag> diesieben07: but my image isn't locked to a size and that class locks to 64x :/
L889[17:04:36] <tterrag> I'm just trying to use Threaddownloadimgaedata
L890[17:04:37] <diesieben07> your image? wat?
L891[17:04:45] <diesieben07> why? :D
L892[17:04:52] <tterrag> to...download...an...image?
L893[17:05:06] <diesieben07> DIY :P
L894[17:05:15] <minecreatr> on server I register it on the ServerStartingEvent, what event do I use for client diesieben07 ?
L895[17:05:18] <tterrag> -.-
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L897[17:05:43] <diesieben07> what tterrag said.
L898[17:05:45] <minecreatr> oh, never mind
L899[17:05:46] <tterrag> diesieben07: I want all the caching/GL binding that comes with THreadDownloadImageData
L900[17:06:01] <minecreatr> the way I have done it in the past is ServerStartingEvent.registerServerCommand
L901[17:06:43] <diesieben07> tterrag: implement IImageBuffer yourself?
L902[17:06:59] <tterrag> I wouldn't know what I'm doing
L903[17:07:06] <tterrag> this is why I asked what it does -.-
L904[17:07:43] <diesieben07> make parseUserSkin just return the image passed in
L905[17:08:16] <tterrag> oh?
L906[17:08:18] <tterrag> ok
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L910[17:28:20] <AtomicStryker> if i have some old craftbukkit jar and for some reason i need to decompile some big fat class file (something like World) to add a "if (x != null)", and theres no chance i can get the original libraries it was compiled against, how fucked am i
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L912[17:29:19] <tterrag> diesieben07: ok so, this is what I'm using http://puu.sh/kg22u.txt
L913[17:29:24] <tterrag> but binding the RL says file not found
L914[17:29:27] <tterrag> am I missing a step?
L915[17:29:50] <killjoy> AtomicStryker, why would you want to do that?
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L917[17:31:23] <killjoy> Lucky you, tterrag. I need to preserve image meta, so I can't use that.
L918[17:31:27] <killjoy> I had to create my own.
L919[17:31:31] <tterrag> killjoy: image meta?
L920[17:31:36] <tterrag> you mean EXIF?
L921[17:31:38] <killjoy> gif animation frames
L922[17:31:41] <tterrag> oh, yeah
L923[17:31:42] <tterrag> don't need that
L924[17:31:47] <tterrag> these are strictly jpgs
L925[17:31:55] <AtomicStryker> killjoy: unknowable bug caused by exotic mod conjunction outdated and unsupported, could be fixed by a simple nullcheck
L926[17:32:09] <killjoy> asm it
L927[17:32:26] <AtomicStryker> its craftbukkit classes, do those even pass through the asm
L928[17:32:39] <killjoy> If you use launchwrapper, yes.
L929[17:34:29] * tterrag reboots diesieben07
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L933[17:57:26] <Igrekun> How does one deal with batched updates in minecraft? Calling setBlock() and getBlock() right after give the old block.
L934[17:58:34] <Igrekun> Since I need to call rotate on them, but they are buffered and all i can do is call rotate on air lol
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L942[18:15:17] <AtomicStryker> regarding my earlier question. i have done it by asm, it does in fact patch, but then the server crashes with NoClassDefFoundError
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L944[18:17:29] <AtomicStryker> transformer: http://pastebin.com/Xkp8Fi71
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L946[18:18:03] <AtomicStryker> everything including Patching Complete! prints and the coremod isnt throwing any errors
L947[18:18:22] <iio7> After having removed a couple of mods the server of course does a lot of skipping entities, but is it possible to somehow clean all those up?
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L949[18:31:34] <Manusoftar> guys im trying to solve this issue, im having this weird behaviour on my gui -> https://youtu.be/N1ViZjDUcfY
L950[18:32:03] <Manusoftar> i checked the function im using to bind the inventory and all the generation of the gui and i can't see what is wrong.
L951[18:33:12] <Manusoftar> all the source code is here -> https://github.com/manusoftar/Mortero/tree/Fixed
L952[18:35:12] <AtomicStryker> Manusoftar looks like your containers are out of sync
L953[18:35:50] <Manusoftar> ok im listening, what should i do to sync em... ?
L954[18:37:14] <AtomicStryker> more like what did you do to break the vanilla sync
L955[18:37:23] <Manusoftar> also i dont understand why when i grab an item from the inventory slots it starts taking my armor pieces
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L957[18:38:17] <Manusoftar> and it also don't let me drop any item on my slots
L958[18:39:03] <Manusoftar> this is what i did to create the container -> http://pastebin.com/mKeYZ6KF
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L960[18:39:59] <GraphicH> !gm field_147983_a
L961[18:40:12] <AtomicStryker> okay transformer v2
L962[18:40:13] <AtomicStryker> http://pastebin.com/iBEhTr4c
L963[18:40:32] <Manusoftar> !gm field_147983_a
L964[18:40:35] <AtomicStryker> issue is: Classnode accepted writer! is not being logged, so the transformer gets stuck or something
L965[18:40:38] <AtomicStryker> no error message
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L968[18:44:04] <Manusoftar> could it be a problem because i created new inventoryitems for my slots??
L969[18:45:59] <Manusoftar> by the way inventoryitem is a class i made implementing IInventory
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L976[18:51:34] <masa> why do you have a separate instance of InventoryItem for each slot?
L977[18:53:11] <Manusoftar> i didn't know i had to use the same instance on all the slots...
L978[18:53:28] <TTFTCUTS> you can use different slots of the same inventory for each slot :p
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L980[18:54:26] <Manusoftar> should i implement each and every method on my class which implements IInventory?
L981[18:54:55] <masa> of course
L982[18:55:03] <masa> if you don't you will get errors
L983[18:55:28] <masa> at the moment it seems your InventoryItems doesn't actually really do anything or store the items anywhere
L984[18:55:44] <masa> so no wonder it doesn't work properly :p
L985[18:55:50] <Manusoftar> besides the extrange behaviour i didn't have any errors and a lot of those methods are just returning null :p
L986[18:57:50] <masa> isUseableByPlayer() returns false, isItemValidForSlot() returns false, getInventoryStackLimit() returns 0, setInventorySlotContents() doesn't store the ItemStack anywhere, getStackInSlot() always returns null ...
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L988[18:58:10] <masa> that isn't exactly a functional inventory :p
L989[18:58:33] <masa> oh and getSizeInventory() return 0, aka. 0 slots in the inventory...
L990[18:58:58] <Manusoftar> i've change most of those values now just didn't make a push yet
L991[18:59:42] <masa> also yo uare returning new Contenedor(new ContenedorBase(player.inventory)); on the seerver side, but that Contenedor() is the client side GuiSCreen part of this...
L992[19:00:03] <masa> you don't want to return that on the server
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L994[19:00:29] <AtomicStryker> masa: arguably it is functional. it is so pure it never changes state
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L996[19:00:51] <masa> just a side note, it is somewhat tricky at times to follow the code when the names are not in english :p
L997[19:01:03] <masa> AtomicStryker: right...
L998[19:01:29] <masa> it is functional, but assuming it is supposed to do anything else than show empty slots, then not so much :p
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L1000[19:03:04] <masa> ugh, seems that I need to override more stuff in GuiContainer to get the slot dragging to work for stacks > 64
L1001[19:03:50] <Manusoftar> sorry i didn't say anything but i was implementing the methods on my inventory properly as i was reading your messages. ;p
L1002[19:05:03] <masa> ok
L1003[19:07:53] <darva> *laughs* Just updated a mod i haven't touched in over a year, within 5 minutes of updating it on curseforge it already has downloads. Scary.
L1004[19:08:55] <masa> Manusoftar: oh btw, was this for a TE based machine? Then your TileEntity should be the one implementing IInventory, since it is the one actually storing the items.
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L1006[19:11:52] <Manusoftar> it is meant to be opened when rightclicking on an item i created
L1007[19:12:23] <masa> oh ok
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L1009[19:18:32] <Giraffestock> when i run gradlew setupDecompWorkspace it makes a new 'src' folder above the forge folder... any ideas?
L1010[19:19:44] <gigaherz_d> are you running it from the right place?
L1011[19:20:25] <Giraffestock> gigaherz_d: in the 'forge' folder
L1012[19:20:31] <Giraffestock> (folder in which every forge file is in)
L1013[19:20:53] <gigaherz_d> no idea then :/
L1014[19:21:36] <Giraffestock> and `gradlew eclipse` isn't generating an eclipse folder...
L1015[19:22:20] <Manusoftar> what are the field functions onto the Iinventory stand for??
L1016[19:22:43] <Manusoftar> i mean getField, setField, getFieldCount
L1017[19:22:51] <Manusoftar> !gm getField
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L1020[19:23:55] <Reika> Aside from just deleting the world dir on the WorldUnloadEvent, is there another way to make a dimension auto-reset?
L1021[19:24:22] <Reika> I was using the unload, but it fails some portion of the time due to MC not cleaning up its File I/O in time
L1022[19:24:47] <Reika> The ChunkProvider does return false for canSave() and saveChunks(), but that seems to affect nothing
L1023[19:30:36] <GraphicH> Anyone know how to tell if a doors open if I have the block for it?
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L1025[19:33:00] <masa> 1.8?
L1026[19:33:29] <masa> if so, there should be a blockstate value for it
L1027[19:34:51] <masa> in any case, look at BlockDoor or whatever
L1028[19:38:56] <GraphicH> 1.7 actually, I was looking at block door, but didn't see anything obvious
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L1031[19:41:07] <LexManos> update its simple
L1032[19:41:21] <LexManos> and gradlew eclipse doesnt make the eclipse folder
L1033[19:41:25] <LexManos> it creates the eclipse projects
L1034[19:41:35] <LexManos> which you can import to whatever workspace you want
L1035[19:43:07] <darva> I've found it's almost more useful to import the build.gradle file rather than creating project files, in intellij at least. I assume eclipse can do something similar.
L1036[19:43:56] <masa> GraphicH: look at the Data Values article on minecraft wiki, apparently it is the 0x4 bit on the bottom half of the door
L1037[19:44:46] <masa> but what do you need the open/closed state for? it is prett yuseless without the door's orientation
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L1041[19:47:19] <GraphicH> @masa yeah seeing that now, trying to figure how to see if it's open as if someone could walk through it
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L1044[19:48:10] <masa> well wouldn't you then just get its bounding box?
L1045[19:50:15] <GraphicH> Yeah, I don't actually need to detect a collision though
L1046[19:52:37] <GraphicH> I guess I could use the bounding box to see if it's against a wall face, for my purposes thats "open"
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L1054[20:13:50] <tterrag> diesieben07: you there?
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L1056[20:15:56] <tterrag> nvm, trying something else
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L1070[21:12:29] <masa> well crap
L1071[21:13:09] <masa> I was debugging ans bashing my head agains sthe wall for a while there, but after removing all the other mods it started working like I expected it to do
L1072[21:13:53] <masa> so something else is replacing RenderItem() inside drawScreen(), I'm suspecting NEI as my first guess
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L1074[21:14:07] <shadekiller666> well, that means you have compatibility issues :P
L1075[21:14:40] <masa> yeah, now I have no idea if I can get this to work the way I wanted
L1076[21:15:33] <masa> it's past 5 AM and I'm tired as fuck, and now also annoyed as fuck... :F
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L1078[21:20:27] <masa> I've been working on this item for like over a week, and now it's all going to hell because of this
L1079[21:23:30] <shadekiller666> sleep on it
L1080[21:23:37] <shadekiller666> spend tomorrow staring at it
L1081[21:23:51] <shadekiller666> you'll have a solution by tomorrow night :P
L1082[21:23:55] <masa> meh, I'll spend tomorrow playing terraria :p
L1083[21:23:58] <masa> fuck this shit :p
L1084[21:24:08] <shadekiller666> lol
L1085[21:24:23] <shadekiller666> and you'll come up with an idea whilst playing terraria
L1086[21:24:39] <masa> I kind of think I would need ASM shit to make this work, and I have no experience with hat, nor do I want to use it anyway
L1087[21:24:49] <masa> well that would be nice, yeah
L1088[21:25:18] <masa> hmm well actually an AT or two might do it
L1089[21:25:31] <masa> but I have no experience with those either...
L1090[21:25:37] <shadekiller666> just talk to the guide, he'll have all the answers xD
L1091[21:25:43] <masa> yeah
L1092[21:26:07] <masa> use AT and several hours of time to craft working solution
L1093[21:26:57] <masa> but now I'll watch one episode of zisteau's original terraria series before going to sleep...
L1094[21:27:36] <shadekiller666> which one?
L1095[21:28:37] <shadekiller666> original terraria series?
L1096[21:28:48] <shadekiller666> so not Terraria 1.x is EZ?
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L1100[21:33:21] <masa> nope, the first one which starts from 1.0.2 or whatever, and he is now a couple of episodes into 1.1
L1101[21:33:58] <masa> I have already watched all of 1.2 is EZ, although from Etho's perspective and 1.3 EZ from zisteau's perspective
L1102[21:35:46] <shadekiller666> ahh
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L1106[21:45:53] <LexManos> !gm func_149731_a 1.7.10
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L1115[22:13:40] <tterrag> does the mcmeta animation work on non-icon resources?
L1116[22:13:46] <Manusoftar> im still facing issues with my gui slots, here is my iinventory based class for my slots -> https://github.com/manusoftar/Mortero/blob/Fixed/src/main/java/com/manusoftar/mortero/gui/InventoryItem.java
L1117[22:13:47] <tterrag> like, just any ResourceLocation
L1118[22:14:35] <Manusoftar> i wonder if there is something else i shall do on it because it is still not working porperly and also i found out that if i do shift + click it crashes the whole game
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L1121[22:16:23] <tterrag> Manusoftar: what's the issue?
L1122[22:16:36] <tterrag> and yes if you don't override and implement transferStackInSlot it will crash
L1123[22:16:47] <tterrag> mojang logic
L1124[22:17:13] <Manusoftar> i made this short video showing how it is behaving -> https://youtu.be/N1ViZjDUcfY it is still having those issues
L1125[22:17:15] <gigaherz> the whole thing is a mess because they can't be arsed to program a decent Inventory base class
L1126[22:17:15] <gigaherz> ;p
L1127[22:18:04] <tterrag> not sure what's going on there Manusoftar
L1128[22:21:37] <Manusoftar> i can't believe it actually came to be this hard to do what im trying to do, it was supossed to be simple...
L1129[22:22:24] <Manusoftar> !gm transferStackInSlot
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L1134[22:28:24] <Manusoftar> i was wondering what did the getField, setField and getFieldCount methods stood for?? (i mean on the class that implements iinventory)
L1135[22:28:43] <Manusoftar> !gm getField
L1136[22:28:56] <Manusoftar> !gm getFieldCount
L1137[22:29:09] <Manusoftar> !gm setField
L1138[22:29:30] <tterrag> something vanilla uses
L1139[22:29:31] <tterrag> idk really
L1140[22:29:42] <Keridos> !gm transferStackInSlot
L1141[22:29:49] <Manusoftar> so no need to implement them
L1142[22:33:42] <Manusoftar> i've already implemented the trasferStackInSlot method but it still crashes if i shift+click on any of my slots ???
L1143[22:33:48] <Manusoftar> this is getting me nuts.
L1144[22:35:08] <shadekiller666> i think getField and setField stuff is for serialization?
L1145[22:35:34] <tterrag> ugh
L1146[22:35:43] <tterrag> why is textureUploaded private in ThreadDownloadImageData
L1147[22:35:49] <tterrag> totally pointless -.-
L1148[22:35:50] <tterrag> no getter either
L1149[22:36:23] <tterrag> lex is that worth a PR?
L1150[22:36:44] <tterrag> to add "textureUploaded()" and "getBufferedImage()" methods
L1151[22:37:42] <tterrag> !gf textureUploaded
L1152[22:38:14] <tterrag> !gf bufferedImage
L1153[22:39:06] <killjoy> Shouldn't you use the resource manager to get the bufferedimage?
L1154[22:39:22] <tterrag> killjoy: huh?
L1155[22:39:26] <tterrag> that only gives you IResource iirc
L1156[22:39:48] <tterrag> and if you already HAVE the image download thread you should be able to get the image
L1157[22:40:23] <killjoy> So what's wrong with using ImageIO?
L1158[22:40:43] <tterrag> what?
L1159[22:41:12] <killjoy> ImageIO.read(URL)
L1160[22:41:25] <killjoy> Also file and inputstream
L1161[22:41:30] <tterrag> that's great
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L1163[22:41:43] <tterrag> but it doesn't handle GL upload, caching, and everything else that ThreadDownloadImageData does
L1164[22:41:55] <tterrag> of course I could rewrite everything
L1165[22:41:58] <tterrag> the point is I shouldn't have to
L1166[22:42:40] <killjoy> I do this. http://pastebin.com/15eM3UNa
L1167[22:43:02] <tterrag> you upload the texture every draw?!
L1168[22:43:21] <tterrag> and gen textures?
L1169[22:43:21] <tterrag> that's not good
L1170[22:43:22] <tterrag> at all
L1171[22:43:31] <tterrag> you should cache the texture ID...
L1172[22:43:35] <tterrag> seriously just use the vanilla system
L1173[22:43:39] <tterrag> it's surprisingly sane
L1174[22:44:37] <killjoy> I'm not saying my image renderer is groundbreaking.
L1175[22:45:14] <tterrag> it's the opposite, unnecessary and inefficient
L1176[22:45:16] <killjoy> Also, my image can change every frame.
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L1179[22:46:28] <shadekiller666> so can vanilla's?
L1180[22:46:38] <shadekiller666> isn't that what water and lava do
L1181[22:46:40] <shadekiller666> and fire
L1182[22:46:47] <shadekiller666> and every other animated block?
L1183[22:49:02] <tterrag> yep
L1184[22:49:22] <tterrag> actually that was my question
L1185[22:49:26] <tterrag> idk if animations work on non-icons
L1186[22:49:48] <shadekiller666> you mean like swapping out entire block models?
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L1188[22:50:30] <tterrag> no
L1189[22:50:35] <tterrag> I mean things that are not icons
L1190[22:50:42] <tterrag> models are irrelevant
L1191[22:50:44] <tterrag> they are not textures
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L1201[23:09:55] <tterrag> is there a "missing texture" texture for all resources?
L1202[23:10:14] <shadekiller666> all resources?
L1203[23:10:17] <shadekiller666> like sounds?
L1204[23:10:25] <tterrag> no, just textures
L1205[23:10:31] <tterrag> like I know there is a missing texture icon
L1206[23:10:35] <tterrag> but for just general tetures
L1207[23:10:37] <tterrag> like GUI textures
L1208[23:11:03] <tterrag> it seems to display a purple color
L1209[23:11:12] <tterrag> but where does it come from?
L1210[23:12:23] <McJty> There is a getIconSafe somewhere
L1211[23:12:37] <McJty> Which gets this icon in case the texture is missing
L1212[23:12:41] <McJty> I stumbled on it some time ago
L1213[23:12:46] <McJty> But I forgot exactly where
L1214[23:12:58] <shadekiller666> the missing texture is a DynamicTexture
L1215[23:13:05] <tterrag> McJty: not icon
L1216[23:13:06] <tterrag> texture
L1217[23:13:09] <shadekiller666> its generated from an array of color data
L1218[23:13:16] <McJty> tterrag, yes, but getIconSafe() does that
L1219[23:13:23] <McJty> hold on
L1220[23:13:42] <tterrag> aha
L1221[23:13:46] <tterrag> TextureUtil.missingTexture
L1222[23:13:50] <shadekiller666> mhmm
L1223[23:14:17] <McJty> p_147758_1_ = ((TextureMap)Minecraft.getMinecraft().getTextureManager().getTexture(TextureMap.locationBlocksTexture)).getAtlasSprite("missingno");
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L1225[23:14:29] <tterrag> McJty: again...
L1226[23:14:30] <McJty> So the 'missingno' texture on the normal atlas
L1227[23:14:31] <tterrag> textures
L1228[23:14:31] <tterrag> not icons
L1229[23:14:35] <shadekiller666> passing a ResourceLocation of "missingno" will pass it back
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L1231[23:15:23] <McJty> tterrag, that's the texture isn't it. See the 'getTexture'? This is the code that is used to give the purple checkerboard in case a texture is missing for a block
L1232[23:15:30] <McJty> It is in RenderBlocks
L1233[23:15:34] <tterrag> *sigh*
L1234[23:15:37] <tterrag> that is icon code
L1235[23:15:42] <tterrag> which only pertains to stitched icons
L1236[23:15:45] <tterrag> I'm not working with those
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L1238[23:15:46] <tterrag> at all
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L1240[23:15:52] <tterrag> shadekiller666: tried that, but [00:15:03] [Client thread/WARN]: Failed to load texture: minecraft:missingno
L1241[23:16:01] <shadekiller666> :/
L1242[23:16:18] <tterrag> even though
L1243[23:16:21] <tterrag> when it's drawing it
L1244[23:16:31] <tterrag> I told it to sysout the resource location
L1245[23:16:33] <tterrag> minecraft:missingno
L1246[23:16:37] <tterrag> wait wait nvm
L1247[23:17:01] <tterrag> that's my own resource location
L1248[23:17:06] <shadekiller666> ResourceLocations are a bit wonky with DynamicTextures, as they have no actual "location"
L1249[23:17:06] <tterrag> so where is the missing texture registered...
L1250[23:17:28] <shadekiller666> its not "registered" perse
L1251[23:17:36] <tterrag> I don't think it is
L1252[23:17:36] <tterrag> yeah
L1253[23:17:39] <tterrag> which is problematic
L1254[23:17:43] <tterrag> because I need to be able to bind it :/
L1255[23:17:49] <shadekiller666> its generated in either TextureUtil or TextureMapBlocks
L1256[23:17:55] <tterrag> I know
L1257[23:17:56] <tterrag> I see that
L1258[23:18:45] <shadekiller666> if it was registered that would make ResourceLocations less buggy with it...
L1259[23:18:52] <tterrag> yes
L1260[23:18:55] <tterrag> I think I will register it myself
L1261[23:19:09] <shadekiller666> do be careful
L1262[23:19:36] <tterrag> what's the worst that could happen :P
L1263[23:19:42] <tterrag> Minecraft.getMinecraft().getTextureManager().loadTexture(new ResourceLocation("missingno"), TextureUtil.missingTexture);
L1264[23:19:46] <shadekiller666> DynamicTextures are inherently wonky, i'm surprised fry managed to get the white one working for hte model loaders
L1265[23:20:02] <tterrag> we'll see \o/
L1266[23:20:12] <shadekiller666> "what's the worst that could happen?" famous last words
L1267[23:21:02] <shadekiller666> maybe registering the white one wouldn't be a bad idea either... that would mean that it could actually be used in jsons and such...
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L1269[23:31:22] <Manusoftar> i made a quick test, i commented the instruction where i add my custom slots so only the inventory has slots to see if the source of the issues im facing was indeed my implementation of the iinventory derived class, i found out that it still has the very same issues which makes me think that something on the binding of the inventory slots is wrong but honestly i dont know what...
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L1271[23:37:35] <Manusoftar> i made another test, i created a crate and place all my items except the one im testing and one random item to have something on my inventory to test with, if there is only one item it wont pick it no mather if i left click it or right click it, although if i click the slot right below of the slot with the item it picks the item, what the heck is happening here???!!!
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L1274[23:42:04] <Manusoftar> please i need help
L1275[23:42:14] <Manusoftar> im so close to get it working...
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L1279[23:56:17] <Wuppy> why did I think i8t was a good idea to wake up at 6:45 for a festival
L1280[23:56:51] <Wuppy> I regret everything
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