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L1[00:01:16] ⇨
Joins: Cypher122
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L2[00:01:33] <shadekiller666> why is it that
the most popular and widely used GUI apis are so damn
complicated...
L3[00:02:09] <Cypher122> wtf
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L6[00:03:01] <shadekiller666> if you make
each GUI element render itself, and handle its own action, you can
do an entire GUI with 1 management class and the classes reqiored
for the widgets
L7[00:03:01] <Cypher121> what the hell
L8[00:03:23] <shadekiller666> seems NickServ
is having issues
L9[00:05:59] <shadekiller666> but all that
management class would do is track which widgets are
"active" and "hovered"
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L11[00:11:27] <Cypher121> actually, 90% of
what I have now works in that way
L12[00:11:42] <Cypher121> rest 10% will
after I figure out how to do it
L13[00:12:01] <shadekiller666> whats that
10%?
L14[00:12:18] <Cypher121> scroll bar and
slots it scrolls are separate
L15[00:13:04] <Cypher121> so slot position
is changed outside of both
L16[00:13:15] <shadekiller666> so the fact
that the scrollbar and the slot grid calculate themselves is the
issue?
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L19[00:14:18] <shadekiller666>
-Djava.library.path=native/
L20[00:14:23] <shadekiller666> oops
L21[00:14:28] <shadekiller666> so the fact
that the scrollbar and the slot grid calculate themselves is the
issue?
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L23[00:15:07] <Cypher121> not an issue,
it's just that they are not packaged together
L24[00:15:24] <shadekiller666> ?
L25[00:15:36] <shadekiller666> so you can't
obtain the location data?
L26[00:15:44] <Cypher121> I can
L27[00:16:46] <shadekiller666> so what is
the actual problem then? i'm not following
L28[00:19:35] <Cypher121> problem is I have
to do all this shit at once and 1 day ago I had no code for
scrollbar and hiding/moving slots, and I still don't have text
fields and tabs.
L29[00:20:02] ⇨
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L30[00:20:42] <shadekiller666> are you
pretty much just bypassing vanilla's GUI system completely?
L31[00:21:21] <tterrag> my lib mod has a
lot of that stuff :P
L32[00:22:14] <Cypher121> depends on what
you mean by "vanilla's GUI system"
L33[00:22:17] <shadekiller666> does that
idea, bypassing vanilla's system, involve hooking directly into
OpenGL and such?
L34[00:22:26] <shadekiller666> ?
L35[00:22:31] <Cypher121> no
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L37[00:23:51] <shadekiller666> speaking of
OpenGL, mc uses LWJGLv2 right?
L38[00:24:22] <Cypher121> 2.9.1
L39[00:24:40] <shadekiller666> ahh
L40[00:25:02] <shadekiller666> i was
playing around with LWJGL earlier today, and its a pain in the
ass
L41[00:25:06] <Cypher121> these guiTop and
guiLeft are driving me insane
L42[00:25:40] <shadekiller666> it uses some
new intermediate api that manages lwjgl's interopperability with
opengl
L43[00:26:00] <shadekiller666> how are they
driving you insane?
L44[00:26:29] <Cypher121> I don't
understand when I should/shouldn't use them
L45[00:26:44] <sham1> when you want to get
the top and left of the gui
L46[00:27:20] <shadekiller666> see, this is
one of the reasons that vanilla's gui system sucks
L47[00:28:16] <Cypher121> nI mean I don't
know if (x, y) minecraft gives me are relative to gui start or to
screen start
L48[00:28:45] <sham1> It really should not
matter in most cases
L49[00:29:03] <sham1> You can view them as
(0,0) of the gui
L50[00:29:06] <sham1> The top left
L51[00:29:12] <shadekiller666> ^
L52[00:29:16] <sham1> And then you can use
that to have relative positioning
L53[00:31:19] <Cypher121> what if I need to
determine if given point is inside of rectangle?
L54[00:31:42] <sham1> If you have the x,y
coords and the width and height of the rectangle
L55[00:32:03] <Cypher121> I know, there's
vanilla method
L56[00:32:19] <sham1> Just if test it or
something
L57[00:33:42] <tterrag> new
Rectangle(...).contains(x, y)
L58[00:33:43] <tterrag> ...
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L61[00:36:06] <Cypher121> let me
guess
L62[00:36:14] <Cypher121> "because why
not"?
L63[00:36:18] <tterrag> no
L64[00:36:22] <shadekiller666> how hard
would it be for a mod to turn that square inner column into a
cylinder?
L65[00:36:30] <tterrag> chisel has colored
beacons
L66[00:36:34] <tterrag> but "white
beacon" is pretty pointless
L67[00:36:37] <tterrag> so I made it
rainbow
L68[00:37:02] <shadekiller666> wait...
doesn't vanilla already have colored beacons...
L69[00:37:02] <Cypher121> transparent
beacon would be nice too
L70[00:37:03] <tterrag> shadekiller666:
with some ASM not hard, just a bit math heavy
L71[00:37:07] <tterrag> shadekiller666:
1.7
L72[00:37:11] <shadekiller666> oh
L73[00:37:33] <shadekiller666> was that not
a thing in 1.7? coloring beacons with glass?
L74[00:37:40] <TehNut> That's 1.8
L75[00:38:59] <shadekiller666> ahh
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L77[00:51:54] <Mitchellbrine> Did someone
just say transparent beacon? *facepalm*
L78[00:52:22] <Mitchellbrine> Wouldn't a
transparent beacon just not render...? Or exist?
L79[00:54:00] <Cypher121> that's the
point
L80[00:54:24] <Cypher121> 9/10 beams are
annoying
L81[00:54:52] <Cypher121> and 10th is
positioned in such a way that beacon is useless
L82[00:57:40] <sham1> Meh, my fingers are
almost frozen
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L86[01:04:35] <Cypher121> strange,
something changes alpha of the square that shows when you hover
over slot, but I don't see what it is
L87[01:07:45] <sham1> Step-in ALL THE
METHODS
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L92[01:18:40] <Cypher121> any ideas?
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L100[01:55:36] <Cypher121> facepalm
L101[01:56:15] <Cypher121> apparently it's
because slot from all 3 tabs render at once, effectively reducing
alpha
L102[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151007 mappings to Forge Maven.
L103[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151007-1.8.zip (mappings
= "snapshot_20151007" in build.gradle).
L104[02:00:17] <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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L108[02:09:36] <Curle> Silence...
L109[02:09:50] ***
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L110[02:10:24] <dangranos> will...
L111[02:10:31] <Curle> FALL
L112[02:10:33] <Curle> :D
L113[02:10:35] <dangranos> :D
L114[02:10:52] <shadekiller666> THIS IS
SPARTA!
L115[02:10:57] <Curle> NEVAH
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L117[02:11:11] <dangranos> ._.
L118[02:11:14] <shadekiller666> he says as
he falls into the pit of doom
L119[02:11:32] <Curle|AWAY> It's the
perfect timing
L120[02:11:48] <Curle|AWAY> I start
chatting then I have to go for some irrelevant reason
L121[02:11:49] <Curle|AWAY> xD
L122[02:12:13] <Curle|AWAY> 10/10
timing
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L127[02:21:11] <Wuppy> o/
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L236[06:22:24] <RobotSquid> o/
L237[06:23:31] <dangranos> \o
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L240[06:23:57] <RobotSquid> does the
mainModel field in a render class get dynamicaly updated with
rotations etc or is it just the base model with default
rotations?
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L243[06:31:39] ***
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L244[06:32:21] <sham1> I can't into
chemistry
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L250[06:36:42] <RobotSquid> anyone?
L251[06:38:28] <RobotSquid> nvm i think it
changes: this.mainModel.setRotationAngles(p_77036_2_, p_77036_3_,
p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_, p_77036_1_);
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L255[06:43:45] <RobotSquid> wait what is
renderPassModel?
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L257[06:48:31] <RobotSquid> i just want to
get the current offset, position, rotation, size stuff of one
modelrenderer of the entity model. if i pass the modelrenderer to
my constructer, how can i get the info?
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L316[08:17:58] ***
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L321[08:27:02] <RobotSquid> is it common
for a ModelRenderer to have more than one addBox()?
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L348[09:01:44] <gigaherz> snapshot
out!
L349[09:01:56] <gigaherz> the wings/glider
is in it, it seems?!
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L351[09:04:27] <gigaherz> YUP :D
L352[09:04:33] <gigaherz> it's a bit like
a hang glider
L353[09:04:43] <gigaherz> xcept instead of
shifting, you look down to dive
L354[09:04:55] <RobotSquid> awesome
L355[09:05:03] <RobotSquid> time to
download :P
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L357[09:06:13] <gigaherz> you gain speed,
and with enoug hspeed, you can go a bit upward, like a real glider
:D
L359[09:06:30] <gigaherz> I just linked to
that
L360[09:06:31] <gigaherz> ;P
L361[09:06:34] <RobotSquid> no
L362[09:06:35] <gigaherz> ah no wait
L363[09:06:44] <gigaherz> they both start
and end the same
L364[09:06:48] <RobotSquid> ikr
L365[09:06:53] <RobotSquid> just noticed
:P
L366[09:07:15] ***
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L368[09:08:39] <gigaherz> this thing is
amazing
L369[09:08:47] <gigaherz> it feels
right
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L371[09:09:08] <gigaherz> it's limited,
you can't travel as long as the hang glider, I think
L372[09:09:21] <gigaherz> but while it
lasts :D
L373[09:09:49]
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L374[09:09:57] <gigaherz> speed is faster,
though
L375[09:10:00] <gigaherz> it's just
:D
L376[09:10:08] <gigaherz> disregard
anything else
L377[09:10:14] <RobotSquid> cant wait to
crash it with angel ring/jetpacks when mods for 1.9 comes out
:D
L378[09:10:14]
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L379[09:10:17] <gigaherz> now I WANT to
play 1.9 with mods ;P
L380[09:12:01] <gigaherz> so the item is
called Elytra
L381[09:12:04] <gigaherz> takes up the
chest slot
L382[09:12:13] <gigaherz> theysaid it
takes on the texture of the cape, if you have one
L383[09:13:04] <RobotSquid> nice
L384[09:13:18] ⇦
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L385[09:14:47] <gigaherz> b snapshot is
out
L386[09:15:50] <RobotSquid> lol that was
fast
L387[09:17:18]
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L388[09:17:22] <RobotSquid> 7 minutes...
not bad
L389[09:19:52] <Wuppy> o/
L390[09:20:05] ⇦
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L391[09:23:47] ⇦
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L393[09:25:00] ***
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L394[09:25:00] ⇦
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L395[09:25:30] <RobotSquid> so now that
Wuppy and gigaherz are here, can anyone tell me if mainModel in
RendererLivingEntity dynamically updates the rotations etc, or if
it is just the default model
L396[09:25:48] <Wuppy> try it?
L397[09:26:04] <RobotSquid> that is
probably a good idea...
L398[09:26:30] <RobotSquid> will complete
rewriting the mod and then see if it works :P or something
L399[09:27:00] <RobotSquid> if nobody
knows specifically
L400[09:27:19] ⇦
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L401[09:27:28]
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L402[09:27:51] <gigaherz> RobotSquid: well
all Id' do is read the decompiled mc code, and see for myself, then
tell you
L403[09:27:56] <gigaherz> so you may was
well just do it yourself
L404[09:27:58] <gigaherz> since I'm busy
;p
L405[09:28:20] <RobotSquid> yeah... i
tried but im not that good soooo....
L406[09:28:35] <sham1> That's how you get
better
L407[09:28:51] <Wuppy> hmm, I cant get my
bouncer to connect to freenode :<
L408[09:28:55] <Wuppy> is anyone else on
abrars bouncer?
L409[09:29:09] <Cazzar> \op
L411[09:29:59] <Wuppy> what cazzar?
L412[09:30:13] <Cazzar> (I'm using Abrar's
ZNC)
L413[09:30:16]
⇨ Joins: Jezza (~Jezza@92.206.13.233)
L414[09:30:34] <Wuppy> Cazzar, I added
freenode to the networks, but it wont connect
L415[09:31:06] ***
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L416[09:31:26] <Cazzar> How's it
added?
L417[09:31:33]
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L419[09:32:09] ⇦
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L420[09:33:01] <Cazzar> Your connected to
freenode
L421[09:33:23] <Cazzar> I can
confirm.
L422[09:33:31]
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(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L423[09:33:31] <Wuppy> then how do I tell
hexchat to connect to the bouncer on freenode as well?
L424[09:34:04] <Cazzar> Another window and
use the password format: username/network:password
L425[09:34:06] ⇦
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L426[09:34:21] <Cazzar> Ex:
Cazzar/freenode:foobar
L427[09:34:32] <Wuppy> ah right, so I'll
have to add it as a seperate network
L428[09:34:34] <Wuppy> thanks :)
L429[09:34:43] <Cazzar> Mhm
L430[09:35:57] <sham1> Yush
L431[09:36:06] <sham1> Znc is fun like
than
L432[09:37:01] <Cazzar> Did I ever do
that....
L433[09:37:06] <Cazzar> (ZNC loop)
L434[09:37:12] <Wuppy> Thanks Cazzar I'm
in now :)
L435[09:37:22] <Wuppy> whcih is good,
because I'm joining the Epic Megajam tomorrow
L437[09:38:39]
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L438[09:39:42] <sham1> Woah
L439[09:39:46] <sham1> Just woah
L440[09:39:58]
⇨ Joins: hitech95_ROG
(~hitech95@adsl-ull-39-109.49-151.net24.it)
L441[09:39:58] <Wuppy> I saw a gif about
that linked yesterday as well
L442[09:40:02] ⇦
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L443[09:40:08] <Wuppy> features like this
almost get me back into Minecraft :P
L444[09:40:28] <sham1> Almost
L445[09:40:30] <Cazzar> It'll add a lot
into exploration
L446[09:40:58] <sham1> Two handed weaponry
will propably be also usable when they have the 2-hand system
L447[09:41:13] <Wuppy> two handed
weaponry?
L448[09:41:20] ⇦
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L449[09:41:58] <RobotSquid> is there a way
to change an entity´s renderer in its constructer? i was thinking
to register new RenderX() and then change the renderer to new
RenderX(new ModelY())
L450[09:41:59]
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L451[09:42:15] <RobotSquid> for only that
entity
L452[09:42:21] <hitech95_ROG> Hi guys
sorry for the interruption, I wanted some simple information. I do
not understand the difference between Network packet,
UpdateProgressBar, and NBT. I noticed that inventories are
automatically synchronized. Do you have a link to the
documentation?
L453[09:43:18] <Cazzar> hitech95_ROG NBT
is a data format used for storing stuff, though what's the
confusion?
L454[09:43:35] ⇦
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Connection reset by peer)
L455[09:43:49] <sham1> Network packet is a
packet (duh)
L456[09:44:19]
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L457[09:45:19] <gigaherz> hitech95_ROG: I
don't have the code in front of me
L458[09:45:20] <hitech95_ROG> Cazzar: I'm
working on my first mod, I do not understand what should I
use.
L459[09:45:24] <gigaherz> but baiscally
unless I'm mistaken
L460[09:45:38] <gigaherz> the
"updateProgressBar" uses the "field" stuff on
the IInventory
L461[09:45:45]
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L462[09:45:47] <gigaherz> to synchronize a
value
L463[09:46:05] <gigaherz> network packets
are used to transfer information between client and server
L464[09:46:10] <gigaherz> what you should
use is this
L466[09:46:27]
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L467[09:46:35] <gigaherz> forge provides a
simplified network process
L468[09:46:45] <Wuppy> ^ who came up with
that url?
L469[09:46:50] <Wuppy>
readthedocs.org
L470[09:46:54] <gigaherz> Wuppy: it's a
service
L471[09:47:00] <sham1> Or you can inject
yourself to nett manually and get more than 256 packets
L472[09:47:01] <gigaherz> it compiles from
a markdown repository
L473[09:47:12] <gigaherz> mcforge is the
account created by the forge team
L474[09:47:17] <Wuppy> I can see that
being an url Lex came up with :P
L476[09:47:42] <gigaherz> maybe so
L477[09:47:44] <gigaherz> but it's not the
case
L479[09:47:46] <Cazzar> My website
compiled from a markdown / ruby repo :P
L480[09:47:47] <gigaherz> oops
L481[09:47:54] <gigaherz> Copyright 2010 -
2015. Created by Eric Holscher, Charles Leifer, and Bobby Grace for
the 2010 Django Dash.
L482[09:47:58] <sham1> But yeah, you can
inject your own custom payloads to netty
L483[09:48:06] ⇦
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L484[09:48:23] ⇦
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L485[09:48:43] <sham1> Allows more
flexibility than simple implementation but is a lot more
complex
L486[09:49:10] <Wuppy> hmm I think we've
officially won stupidest team name if there were such an
award
L487[09:49:26] <gigaherz> why?
L489[09:49:59] <Wuppy> I am now part of
team Metalstache
L490[09:50:02] <Wuppy> as well as Team
Trekdrop
L491[09:50:11] <Cazzar> Heard of
worse
L492[09:50:23] <hitech95_ROG> gigaherz:
Right now I'm using the NBT to save the state of my TileEntity, use
iMessage to synchronize the status of TileEntity with the client
and I use UpdateProgressBar to update the gui. I wanted to know if
it is correct or if I did something redundant ...
L494[09:50:35] <Wuppy> Trekdrop = dutch
licorice none of us even like :P
L495[09:50:44] ***
Kolatra is now known as Kolatra[away]
L496[09:51:01] <gigaherz> hitech95_ROG:
seems about right
L497[09:51:14] <gigaherz> to obusy to
readthrough code, though ;P
L498[09:51:48] <Cazzar> Except you don't
always need to have a different update GUI packet sometimes
though.
L499[09:51:56] <gigaherz> yeah
L500[09:52:17] <sham1> You can abstract it
to be "GuiButtonPressedPacket" or something
L501[09:52:24] <Wuppy> we're team 166 for
the epic megajam :o
L502[09:52:35] <gigaherz> if all you do is
change the inventory slots, you don't need to send any packets at
all
L503[09:52:35] <gigaherz> XD
L504[09:52:39] <sham1> yeh
L505[09:52:49] <RobotSquid> does anyone
know of a way to change an entity´s renderer in its constructer? i
was thinking to register new RenderX() and then change the renderer
to new RenderX(new ModelY()) for only that instance of the
entity
L506[09:52:57]
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L507[09:53:11] <gigaherz> RobotSquid: you
can't do it that way
L508[09:53:17] <RobotSquid> other
way?
L509[09:53:32] <gigaherz> what I did for
the spells in my wip mod,
L510[09:53:41] <gigaherz> is to add an
interface to the entities
L511[09:53:56] <gigaherz> and fro mthat
interface, I'd choose which look the spell would have
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L513[09:54:14] <gigaherz> then from the
renderer, I just cast to the interface
L514[09:54:58] <sham1> with an instance
check of course
L516[09:55:13] <gigaherz> ofc
L517[09:55:15] <RobotSquid> yeah im trying
to make a mobdismemberment-like mod that works with all entities,
so make different entities for every modelRenderer in the parent
model, and pass the ModelRenderer to the entity, now i need to
figure out how to render it
L518[09:55:21]
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L519[09:55:40] <gigaherz> RobotSquid: how
about a "registry" of sorts?
L520[09:55:51] <gigaherz> no wait
L521[09:55:54] <gigaherz> you want it per
entity
L522[09:56:01] <gigaherz> so you have to
store into the entity
L523[09:56:06] <gigaherz> the info you
need to render it
L524[09:56:11] <RobotSquid> yes
L525[09:56:12] <gigaherz> but remember
that the entity exists also in the server
L526[09:56:17] <gigaherz> so you can't
just store a Model
L527[09:56:19] ⇦
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L528[09:56:31] <gigaherz> you could,
however, store a string that points into a Map<>
L529[09:56:45] <gigaherz> or a string that
is a ResourceLocation
L530[09:56:50] <RobotSquid> why cant i
store a model?
L531[09:57:01] <gigaherz> because the same
entity class also exists int he server
L532[09:57:02] ***
mine|away is now known as minecreatr
L533[09:57:06] <gigaherz> and the server
doesn't know about models
L534[09:57:12] <RobotSquid> oh yes
L535[09:57:15] <gigaherz> that's why the
renderer is a separate class!
L536[09:57:21] <gigaherz> but if you store
a ResourceLocation
L537[09:57:22] <RobotSquid> ah
L538[09:57:24] <gigaherz> then the
renderer can have a map
L539[09:57:30] <gigaherz> Map<String,
Model>
L540[09:57:39] <gigaherz> and then just
use the right model
L541[09:57:48] <RobotSquid> so what, a map
of all the modelrenderers from all different entitylivings?
L542[09:57:57] <gigaherz> whatever you
need.
L543[09:58:07] <RobotSquid> ok
thanks
L544[09:58:09] <RobotSquid> will try
L545[09:58:22] <gigaherz> you may have to
read up on the datawatchers
L546[09:58:28] <gigaherz> you'll need it
to synchronize the string
L547[09:58:29] <RobotSquid>
datawatchers?
L548[09:58:38] <sham1> they watch
data
L549[09:58:39] <gigaherz> it's a tool used
in entities to keep certain values synchronized
L550[09:58:53] <hitech95_ROG> Question #2
how can I add a second line to WAILA? I get a #ERROR
string...
L551[09:59:02] <sham1> show code
L552[09:59:03] <RobotSquid> thanks sham1,
i thought they did something else xD
L553[09:59:08] <gigaherz> hitech95_ROG:
hm? waila gives you a List you can add stuff to
L554[09:59:11] <gigaherz> just... add more
stuff
L555[09:59:59]
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L556[10:00:08] <RobotSquid> so gigaherz, i
cant use any clientside classes in a class that also runs on
server?
L557[10:00:53] <hitech95_ROG>
<gigaherz> I have tried... but if I append a new String I get
#ERROR...
L558[10:01:09] <hitech95_ROG> thx again
guys, bye.
L560[10:01:28] <gigaherz> WFM
L561[10:01:35] <sham1> no dont leave
hitech
L562[10:01:44] <gigaherz> so it must be
something you doo wrong
L563[10:01:51] <gigaherz> -o
L565[10:03:05] ⇦
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L566[10:03:10] <sham1> Well it does not
show anything if you didnt configure it to
L567[10:03:14] <RobotSquid> wait gigaherz,
what if i need the rotations and stuff from the model in my entity
class?
L568[10:04:08] <Cazzar> Find a way to
represent them?
L569[10:04:21] <RobotSquid> use
world.isRemote?
L570[10:04:24] <gigaherz> RobotSquid:
well, store them in the entity?
L571[10:04:32] <gigaherz> but you'll have
to manage that manually
L572[10:04:40] <gigaherz> you can't just
store the model object as-is
L573[10:05:06] ⇦
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L574[10:05:25] <RobotSquid> can i use
modelrenderers in world.isRemote or a SideOnly(Side.CLIENT)
method?
L575[10:05:58] <Fendirain> Wings (Gliders)
in Minecraft, Heh. Didn't see that one coming.
L576[10:06:27] <sham1> We need souls of
night and light
L578[10:07:10]
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L579[10:07:24] ***
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L580[10:07:40] <gigaherz> Fendirain: and
they are AMAZING :D
L581[10:07:45] <gigaherz> they feel
amazing, using them
L582[10:08:36] <Fendirain> They do look
quite neet, Haven't messed around with them yet myself, Just saw
SethBling's Snapshot video.
L583[10:08:41] <Fendirain> neat*
L584[10:09:55] <gigaherz> I loaded the
snapshot like 1 minute after they tweeted about it
L585[10:10:20] ⇦
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L588[10:11:02] ⇦
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L589[10:11:15] <Fendirain> Are the boats
actually fixed now?
L590[10:11:46] <sham1> They cannot be
fixed
L591[10:11:47] <sham1> Ever
L592[10:12:45] <gigaherz> not
"fixed", just improved ;p
L593[10:13:18] <Fendirain> Eh, Hopefully
the work isn't done on them yet then.
L594[10:13:25] <shadekiller666> Broken Of
All Time
L595[10:13:39]
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L597[10:14:42] ***
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L598[10:15:03] <gigaherz> Fendirain: the
new boats are COMPLETELY DIFFERENT in the way they work
L599[10:15:21] <Fendirain> I meants more
in the, Do they actually Sync properly kinda way.
L600[10:15:39] <Fendirain> and as always,
I fail at typing. >.>
L601[10:15:43] <gigaherz> well
L602[10:15:50] <gigaherz> two players can
ride on a boat
L603[10:15:54] <gigaherz> and it's not too
jittery
L604[10:15:57] <gigaherz> so yeah they
fixed sync
L605[10:15:58] <gigaherz> ;P
L606[10:16:18] <Fendirain> Nice, At least
they have that worked out....But 2 people? That is pretty
neat.
L608[10:16:30] <gigaherz> check it out
foryourself
L609[10:16:37] <Fendirain> Does that mean
I can be lazy and force someone else to drive?
L610[10:17:00] <Fendirain> Ah, will
do.
L611[10:17:04] ⇦
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L613[10:19:50] <shadekiller666> gliders
huh?
L614[10:19:53] <Fendirain> Ah, Good. Now
my sla...I mean friends can drive me places.
L615[10:20:25] <Fendirain> Apperently
gliders last for 7 minutes without repair, and you repair with
leather.
L616[10:21:20]
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L617[10:21:35] <Wuppy> woohoo, got
Perforce setup for the Epic Megajam
L618[10:24:21] ⇦
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L619[10:26:04] ⇦
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pixlepix)
L620[10:26:55] <shadekiller666> having
dual passengers on minecraft would be cool
L621[10:28:29]
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L625[10:32:03] <shadekiller666>
hahahahaha
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L631[10:39:22] <Wuppy> lol
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L633[10:40:31] <shadekiller666> and the
text of the tweet that was linked in was "I'm an
angel!"
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L636[10:43:03] <Subaraki> anyone knows any
good metal bands ?
L637[10:43:29] <icynewyear> I have a
titanium ring. Always been a decent metal band
L638[10:43:50] <icynewyear> holds up well,
dosent show scratches that bad
L639[10:44:08] <Subaraki> ....
L640[10:44:13] <Subaraki> took me a second
to understand x)
L641[10:44:16] <icynewyear> :P
L642[10:44:25] <Subaraki> you funny man
^^
L643[10:44:26] <shadekiller666> Iron
Maiden, Slipknot, Disturbed
L644[10:44:38] <Subaraki> disturbed i not
heard of yet i think
L645[10:44:42] <Subaraki> lemme look that
up
L646[10:44:55] <shadekiller666> Avenged
Sevenfold
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L648[10:45:22] <shadekiller666> Judas
Priest, Metallica
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L650[10:45:38] <shadekiller666> i suppose
you could include Dream Theater
L651[10:47:06] <Lord_Ralex> disturbed
wheee
L652[10:47:44] <Subaraki> a7x i have
listened too much x)
L653[10:47:55] <Subaraki> judast priest
and metallica too
L654[10:48:42] <shadekiller666> Symphony
X
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L663[10:56:52] <Mata> Question, is anyone
here going to the ID College in Gouda, more persificly doing
AO
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L665[10:56:57] <shadekiller666> so the
Battlefront beta is now a thing
L666[10:57:09] <shadekiller666> from
reading twitter it seems like they've fucked it up...
L667[10:58:07] <masa> looking at the
mojang stream... it's hilarious when they say they are
"working on" some features and "experimenting with
feature X" and trying to basically achieve stuff that any
modder would add in a couple og hours to the PC version... So
either the PE codebase is also a horrible mess, or none of them
have any idea what they are doing :p
L668[10:58:21] <Ordinastie> god, ten
minutes of debuggint to realise "birch_fence_gate" !=
"birch_fence" -_-
L669[10:59:01] <masa> heh well I spent
almost half an hour yesterday to notice one misplaced opening
parenthesis :D
L670[10:59:26] <masa> "why the f*ck
does this slot accept these items???"
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L673[11:00:51] <masa> the answer to every
wuestion seems to be "eventually"
L674[11:01:20] <gigaherz> masa: well, a
few mods had hang gliders, but none of them ever felt so smooth and
nice as the one they just released with the snapshot
L675[11:01:21] <gigaherz> ;P
L676[11:01:43] <gigaherz> they have the
liberty to adapt the game to fit the feature better
L677[11:01:46] <gigaherz> we do not
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L679[11:02:10] <gigaherz> if they say
"we have changed the way the player sync works",it's
"oh nice"
L680[11:02:18] <gigaherz> if a modder says
that, it's "GL getting anyone to use your mod"
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L683[11:04:40] <masa> well yeah maybe the
big part of the challenge is actually that this stream is mostly
about the pocket edition, so the user interface is a pain to design
against compared to the PC version/keyboard and mouse
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L685[11:05:21] <tterrag> yeah I'm actually
really impressed with the wing movements
L686[11:05:34] <tterrag> no mod has
anything like that
L687[11:05:36] <tterrag> that I know
of
L688[11:05:43] <masa> I'll try to try out
the snapshot too.. I'm more interested in the new boats
L689[11:05:59] <masa> *have to
L690[11:06:15] <gigaherz> new boats are
nice
L691[11:06:20] <masa> and also the player
sync, does that improve some piston elevators etc too
L692[11:06:21] <gigaherz> but the wings
:3
L693[11:06:38] <gigaherz> I have no idea
in which sense the player sync is better
L694[11:06:42] <gigaherz> I know that, for
example
L695[11:06:49] <gigaherz> two players can
travel in the same boat
L696[11:06:54] <gigaherz> and there's no
jitter or lag
L697[11:06:58] <masa> nice
L698[11:07:00] <gigaherz> xcept in the
cape, but that's normal
L699[11:07:01] <gigaherz> XD
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L702[11:08:43] <shadekiller666> its
amazing just how glitchy the cape rendering is...
L703[11:08:51] <shadekiller666> its 1
plane...
L704[11:09:08] <shadekiller666> attached
to 1 pivot point
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L706[11:10:01] <masa> what, isn't it a
feature that it is flapping all over the place when you are in a
boat?
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L712[11:13:03] <icynewyear> Quantum
boats?
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L726[11:29:46] <shadekiller666> fry, i
have a question about the comments you left on the objloader
PR
L727[11:30:41] <shadekiller666> whats the
issue with "public Class getType()" in B3DLoader on line
303?
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L730[11:32:48] <fry> why did you change
it?
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L735[11:42:48] <shadekiller666> because
Class<Type> isValid() is pretty much useless if all it
accepts is instances of that type?
L736[11:43:13] <shadekiller666> wait
no
L737[11:43:53] <shadekiller666> that might
have been something that got jumbled up in the IUnlistedProperty
debugging when i was having issues with ExtendedBlockStates
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L741[11:52:04] <shadekiller666> fry, also,
in the retexture() command, in OBJModel, line 171, that method is
whats called by the blockstate loader to tell the custom model
loaders to replace the texture when defined in the textures:{}
block in the JSON
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L743[11:52:33] <shadekiller666> so its
supposed to update that material for all instances of that
model
L744[11:53:32] <fry> that's wrong; the
same model can be used for different blocks, with different
"textures:{}" definitions
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L746[11:54:11] <Subaraki> anyone know the
mod Telepads ?
L747[11:54:41] <shadekiller666> so if you
have BlockA and BlockB both using model.obj, and you tell BlockB to
change the texture, you're saying BlockA will do the same?
L748[11:55:26] <fry> in your code -
yes
L749[11:55:57] <fry> what's expected:
BlockA uses TextureA, BlockB uses TextureB
L750[11:56:20] <Subaraki> shadekiller666,
unless you make it static
L751[11:56:32] <Subaraki> somehow
L752[11:56:35] <shadekiller666> make what
static
L753[11:56:52] <Subaraki> the
texture
L754[11:57:00] <Subaraki> but i just
realized it will be in two different blocks
L755[11:57:02] <Subaraki> and not in the
model
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L762[12:04:06] <shadekiller666> huh
L763[12:04:12] <shadekiller666> i guess
that is a problem
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L774[12:19:45] <shadekiller666> hmm
L775[12:19:51] <shadekiller666> how to fix
that
L776[12:20:38] <shadekiller666> the IModel
-should- only exist once
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L778[12:21:27] <shadekiller666> problem
is, the IBakedModel doesn't exist until long after retexture is
called
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L790[12:33:21] <shadekiller666> fry, any
ideas?
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L792[12:34:16] <Flenix> Has anyone made a
location damage kind of mod, so hitting people in the head does
more damage than hitting in the arm?
L793[12:34:32] <Subaraki> no
L794[12:34:36] <Subaraki> i dont think
so
L795[12:34:40] <Subaraki> never heard of
any
L796[12:34:49] <Subaraki> and if one
exists, it musnt be popular or be a good one
L797[12:34:54] <Flenix> Well there's my
christmas project then ;)
L798[12:34:59] <Subaraki> ^^
L799[12:35:04] <Subaraki> good luck
:D
L800[12:35:12] <sham1> Why restrict that
to christmas only
L801[12:35:23] <Flenix> I'm making a
modular gun mod already, hence wanting to know. Sham, just because
I've got other stuff to do between now and then
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L803[12:35:35] <sham1> Ah
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L805[12:36:10] <Subaraki> anyone know how
to make tools affect a block ?
L806[12:36:25] <Subaraki> my block breaks
as fast for iron as for diamond as for fist
L807[12:36:27] <Flenix> In what way?
L808[12:36:30] <Subaraki> is that because
its a glass block ?
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L810[12:36:46] <Flenix> Oh, two secs
L812[12:38:17] <Flenix> Subaraki, in your
blocks constructor: setHarvestLevel("pickaxe", 1, 0); - I
believe the 1 is the tool level (with 0 wood, 1 stone, 2 iron/gold
and 3 diamond I THINK- don't hold me to that)
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L814[12:39:32] <Subaraki> thanks
Flenix
L815[12:40:26] <Subaraki> but what if i
want to break it by fist ? and want it to go faster by pickaxe
?
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L817[12:41:50] <shadekiller666> i think
thats like getStrengthVsBlock() or something
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L827[12:54:33] <Subaraki> I managed to
detect power put into my custom block
L828[12:54:43] <Subaraki> but that only
works with redstone ?
L829[12:55:07] <Subaraki> if i place a
redstone torch or a lever right next to my block, or under (for
torch) it's not getting powered
L830[12:55:11] ⇦
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L831[12:55:12] <Subaraki> are there any
methods for that ?
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L836[13:01:25] <Ordinastie> I can't seem
to find the transformations used for fence gates in
inventory...
L837[13:02:11] <Ordinastie> nvm
L838[13:02:23] <shadekiller666> since when
can you buy movies through Steam?
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L843[13:08:07] ***
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L845[13:08:51] <Subaraki> wait what
shadekiller666 ?
L846[13:10:03] <shadekiller666> you can
stream Mad Max: Fury Road through steam
L847[13:10:14] <Ivorius> At least since
Indie Game the Movie
L848[13:10:19] <Ivorius> Which has been
there for a looong time
L849[13:12:10]
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L851[13:12:46] <shadekiller666> oh
ok
L852[13:15:11] <hitech95_ROG> How can I
see if Server and Cient are synchronized (TileEntity)?
L853[13:15:27] ⇦
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L855[13:15:41] <Dan_Yeomans> hello
L856[13:15:54] <tterrag> hitech95_ROG,
that doesn't really mean anything
L857[13:16:02] <tterrag>
"synchronized" is not a predefined concept
L858[13:16:45] <Dan_Yeomans> so does
onEntityCollidedWithBlock only work with players? it doesn't seem
to be detecting collisions with other entities
L859[13:17:00] <tterrag> that method is a
lie
L860[13:17:07] <tterrag> it only detects
when an entity is INSIDE your block
L861[13:17:52]
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L862[13:17:55] <Dan_Yeomans> hm. okay.
well if i as a player stand on my block it detects just fine. but
if i put, say, a cow or pig it doesn't detect
L863[13:18:22] <tterrag> does your block
have a full bounding box?
L864[13:18:41] <Dan_Yeomans> as in a full
block wide, tall, and deep? yes.
L866[13:19:14] <tterrag> then...that
method shouldn't work at all
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L868[13:19:20] <tterrag> I'm not sure why
it's even firing on players
L869[13:19:40] <tterrag> hitech95_ROG,
you're probably right, do you have any code to sync that
value?
L870[13:19:42] <Dan_Yeomans> maybe the
player's bounding box extends a bit below the player
L871[13:19:46] <tterrag> it doesn't
L872[13:20:02] <tterrag> why do you think
soul sand is a bit shorter than normal blocks?
L873[13:20:24] <tterrag> you know, maybe
they changed it in 1.8
L874[13:20:26] <tterrag> are you in
1.8?
L875[13:20:33] <Dan_Yeomans> yes i
am
L876[13:20:36] <tterrag> yeah
L877[13:20:44] <tterrag> I wouldn't be
surprised if they hardcoded it to work for players
L878[13:20:46] <tterrag> for the new path
blocks
L879[13:20:51] <Dan_Yeomans>
possibly
L880[13:21:00] <tterrag> don't have the
1.8 code available to me atm though
L881[13:21:19] <Dan_Yeomans> so would the
quick fix be to lower the height of the bounding box a little bit
then?
L882[13:21:25] <tterrag> yes
L884[13:21:32] <Dan_Yeomans> alright. i'll
give that a shot
L885[13:22:13] ⇦
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L886[13:22:19] <tterrag> hitech95_ROG,
have you checked that the packet is doing its job?
L887[13:22:43]
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L888[13:22:56] <hitech95_ROG>
<tterrag> How? I'm new on Forge... this is my first
Test...
L889[13:23:07] <tterrag> use a print out?
the debugger?
L890[13:23:28] <hitech95_ROG>
<tterrag> ...
L891[13:23:38] <shadekiller666> fry, any
ideas on how i could still allow for the changing of textures given
that MaterialLibrary is shared?
L892[13:23:41] <hitech95_ROG>
<tterrag> I don't know the flow...
L893[13:23:59] <tterrag> hitech95_ROG,
this has nothing to do with forge
L894[13:24:03] <tterrag> use your IDE to
run debug mode
L895[13:24:03] ⇦
Quits: pixlepix (~localmaca@public.mgrhs.org) (Client
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L896[13:24:12] <fry> shadekiller666: make
it not shared
L897[13:24:25] <shadekiller666> i tried
duplicating the MaterialLibrary (via constructor, copying the
passed-in lib's values) and that didn't seem to work for some
reason
L898[13:24:43] <Dan_Yeomans> how much do
you reckon i'd have to lower the bounding box height in order for
it to work, tterrag?
L899[13:24:52] <tterrag> Dan_Yeomans, no
idea
L900[13:25:14] <Dan_Yeomans> okay, a
little testing wouldn't hurt for future purposes i suppose :P
L901[13:25:36] <Dan_Yeomans> i'll try 0.9f
to start
L902[13:25:46] <shadekiller666> has anyone
ever tried making non-cubic bounding boxes in minecraft?
L903[13:26:09] <tterrag> the engine has no
support for that
L904[13:26:11] <tterrag> it'd be quite the
job
L905[13:26:22] <tterrag> you'd have to
rewrite all collisions
L906[13:26:24]
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L907[13:26:29] <hitech95_ROG>
<tterrag>: I know how to debug, but I do not know the flow of
execution. I do not know where to stop it to see if it works.
L908[13:27:05] <tterrag> hitech95_ROG,
onMesage might be a good spot?
L909[13:27:34] <sham1> "flow of
execution"
L910[13:27:36] <sham1> Oh wow
L911[13:28:01] <hitech95_ROG>
<sham1> ???
L912[13:28:05] <Subaraki> hey, how do
redstone blocks provide power ??
L913[13:28:12] <sham1> Also, you ping
weirdly
L914[13:28:15] <tterrag> Subaraki, read
the code?
L915[13:28:21] <Subaraki> i cant find a
blockredstone
L916[13:28:46] <Subaraki> i mean the block
- blocks
L917[13:28:46] <tterrag> maybe it's not
called that
L918[13:28:49] <Subaraki> not the wire
right ?
L919[13:28:58] <Subaraki>
blockredstonediode ?
L920[13:29:02] <Subaraki> is the block a
diode ?
L921[13:29:10] <tterrag> that's the
repeater
L922[13:29:14] <Subaraki> yeah
L923[13:29:18] <Subaraki> just
noticed
L924[13:29:28] ⇦
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L925[13:29:42] <Subaraki> redstonelight is
the redstone lamp right ?
L926[13:29:49] <tterrag> hint: you can see
where all the blocks are instantiated in Block.class
L927[13:30:37] <hitech95_ROG>
BlockCompressedPowered for redtone block
L928[13:30:38] <Subaraki>
BlockCompressed
L929[13:30:39] <Subaraki> really ?
L930[13:31:12] <mikebald> well, it's made
by a 3x3 of redstone so... fitting I guess =)
L931[13:31:22] <tterrag> BlockCompressed
is the block for all storage blocks
L932[13:31:23] <Subaraki> ah yeah, if you
look at it like that
L934[13:31:32] <Subaraki> so its providing
a weak power of 15
L935[13:31:51] <tterrag> yes
L936[13:31:51] <Subaraki> thansk
guys
L937[13:31:59] <Subaraki> i was only
checking for strong power
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L939[13:32:12] <tterrag> !gm
getStrongestIndirectPower
L940[13:32:29] <tterrag> !mh
getStrongestIndirectPower
L941[13:32:39] <tterrag> !gm 94572
L942[13:32:43] <tterrag> !gm 94572_D
L943[13:32:45] <tterrag> weird
L944[13:33:02] <tterrag> !gm
func_94572_D
L945[13:33:06] <tterrag> !gm func_94572_D
1.7.10
L946[13:33:09] <tterrag> ah...changed in
1.8
L947[13:33:21] <hitech95_ROG>
<tterrag>
L948[13:33:22] <hitech95_ROG> I was
thinking maybe missing an event server side to say teh state of the
entity has changed.
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L951[13:33:40] <Subaraki> and levers dont
provide any weak or strong power at all ...
L952[13:33:47] <tterrag> hitech95_ROG,
public void setState(State state) { this.state = state;
sendPacket(); }
L954[13:33:51] <tterrag> something like
that should work fine
L955[13:34:33] <gigaherz> so apparently,
an unsurprisingly, people are insulting mojang for being unoriginal
and "copying mods"
L956[13:34:36] <barteks2x> tterrag: does
everyone have access to these mcpbot commands?
L957[13:34:50] <Arctic_Wolfy> Question,
how are world gen structures ususally stored? I mean like stored to
be generated.
L958[13:34:54] <tterrag> UWagons, not
bad
L959[13:35:01] <tterrag> barteks2x,
yes
L960[13:35:10] <UWagons> Yeah, not bad for
my first not-shit aerial
L961[13:35:12] <tterrag> but please stick
to #mcpbot typically
L962[13:35:26] <barteks2x> ok
L963[13:35:51] <gigaherz> or pm
L964[13:36:04] <gigaherz> or dcc
L965[13:36:14] ⇦
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L967[13:36:22] <tterrag> check the
score/time
L968[13:36:32] <Arctic_Wolfy>
Anybody?
L969[13:36:34] <UWagons> nice
L970[13:37:05] <shadekiller666> if i
wanted to transfer the workspace for the OBJLoader to intellij,
what would be the process of doing so?
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L973[13:38:13] <tterrag> hitech95_ROG, am
I being unclear? set a break point in your onMessage method to see
if it's being callled
L974[13:38:16] <Subaraki> what does this
signify ? metadata & 8
L975[13:38:33] <Subaraki> if(metadata
& 8) do stuff
L976[13:38:39] <Subaraki> that's a line in
blocklever
L977[13:38:59] <UWagons> It's doing binary
logic
L978[13:39:05] <UWagons> checking if the
'8' bit is set
L979[13:39:05] <tterrag> & is binary
and
L980[13:39:14] <tterrag> 101 & 011 =
001
L981[13:39:49] <tterrag> meta & 8
=> meta & 1000 so it checks the first meta bit
L982[13:40:07] ***
Tombensleeper is now known as Tombenpotter
L983[13:40:12] <Dan_Yeomans> okay so
L984[13:40:14] <Dan_Yeomans> it turns
out
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L986[13:40:42] <Dan_Yeomans> that
onEntityCollidedWithBlock will trigger once for a player on a full
bounding box block
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L988[13:41:07] <Dan_Yeomans> but will
trigger repeatedly for a player on a smaller bounding-box
block
L989[13:41:14] <Arctic_Wolfy> Speaking of
binary, how do you tell java you are using a binary number?
L990[13:41:40] <tterrag> Arctic_Wolfy,
with java 6 source compliance you cannot, java 7 source compliance
adds binary literals
L991[13:41:47] <tterrag> `0bXXXX`
L992[13:42:56] ⇦
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L994[13:43:46] <hitech95_ROG>
<tterrag> The problem is that the tileentity updates and I do
not know how to tell my client.
L995[13:43:46] <hitech95_ROG> The
"message" is sent only once.
L996[13:43:54] <tterrag> so send it
again?
L997[13:45:52] <UWagons> uggh making stuff
in Galacticraft is so grindy
L998[13:46:04] <shadekiller666> fry, would
there be any way to obtain the location of the json pointing to the
model that is currently being loaded? or like, the block/item that
the currently loading model is for?
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L1001[13:48:55] <fry> what for?
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L1006[13:53:22] <hitech95_ROG>
<tterrag> How? I have to send him every time I modify the
state.
L1007[13:53:52] <shadekiller666> fry, i'm
trying to figure out how to make MaterialLibrary non-shared
L1008[13:53:55] <tterrag> yes, that's how
syncing works
L1009[13:53:59] <tterrag> when the state
changes on the server
L1010[13:54:01] <tterrag> you must update
the client
L1011[13:54:11] <shadekiller666> problem
is, its stored in the IModel, becuase it has to be for
getTextures() and things
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L1014[13:56:22] <shadekiller666> so i was
thinking, instead of changing the materials in retexture(), i
instead store the map entry with some way of defining for witch
IBakedModels the change should apply
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L1016[13:56:39] <shadekiller666> then
changing the materials in the baked model
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L1018[13:58:26] <hitech95_ROG>
<tterrag> I understand, but I do not know how do it.
L1019[13:59:03] <Dan_Yeomans> so yeah,
animals still don't collide
L1020[13:59:43] <shadekiller666> any
ideas fry?
L1021[14:01:47] <Subaraki> i dont think
that's possible ?
L1022[14:01:53] <Subaraki> then again i
dont have 1.8 experience
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L1024[14:02:00] <Subaraki> metadata maybe
?
L1025[14:02:17] <shadekiller666> subaraki
what?
L1026[14:02:45] <Subaraki> instead of
changing the baked model, make metadata with the differences
?
L1027[14:03:11] <shadekiller666> thats
not how model loading works :P
L1028[14:03:28] <shadekiller666> its not
even how blocks work :P
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L1030[14:06:00] <Keridos> a small
question; i have weird client side desyncs with light blocks in my
floodlights mod
L1031[14:07:41] <shadekiller666> thats
not a question
L1032[14:08:03] <Keridos> Even with
markBLockForUpdate(x,y,z) some of the blocks do not update their
light level when placed or removed.
L1033[14:08:19] ***
MorphFK is now known as Morphan1
L1034[14:08:28] <Keridos> relogging fixes
that although, what could cause such weird behaviour?
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L1036[14:10:11] <Dan_Yeomans> how do you
access the name of an item renamed with an anvil again?
L1037[14:10:23] <Dan_Yeomans> is it the
same way you access the name of a written book?
L1038[14:10:57] ***
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L1042[14:17:49] <Keridos> hm that
apparently only happens in my dev client, weird
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L1045[14:19:55] <Subaraki> Dan_Yeomans,
it has nbt for the name
L1046[14:19:56] <Subaraki> iirc
L1047[14:21:54] <Dan_Yeomans> okay, do
you know of any way to determine if an item has a different name
set or is it just trial and error
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L1051[14:27:49] <shadekiller666> damn it
minecraft... why must you load all resources twice on
launch...
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L1056[14:35:59] <shadekiller666> fry, not
sure if this is intentional, but i noticed that any given obj model
will only be loaded once by the game (OBJLoader only gets asked to
load it once), even if you have more than one block pointing to
it
L1057[14:36:24] <fry> yes, this is
intentional
L1058[14:36:41] <shadekiller666> fry,
however, the retexture() method gets called once for every
block/item that points to it
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L1060[14:37:55] <fry> yes
L1061[14:39:31] <shadekiller666> fry, so
i'm not sure this problem is entirely caused by OBJModel
L1062[14:39:42] <fry> it is
L1063[14:39:55] <fry> all other
retexturable models work as intended
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L1065[14:43:54] <shadekiller666> fry, i
have 2 jsons pointing to the same obj, only 1 of them has a
replacement defined in the textures:{} block
L1066[14:44:11] <shadekiller666> so
shouldn't retexture() only be called once?
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L1069[14:44:47] <fry> yes
L1070[14:44:52] <shadekiller666> ok
L1071[14:45:14] <shadekiller666> so its
not entirely OBJModel's fault
L1072[14:45:28] <shadekiller666> because
retexture() is getting called twice
L1073[14:45:44] <fry> it might be called
twice, but with the empty map the second time
L1074[14:46:01] <shadekiller666> map has
the same thing both times
L1075[14:46:15] <shadekiller666> contains
the replacement both times*
L1076[14:47:17]
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L1077[14:47:24] <shadekiller666> hold
on
L1078[14:48:52] <Dan_Yeomans> how do i
access the display tag
L1079[14:49:03] <Dan_Yeomans> do i get
the tag tag from the nbttagcompound
L1080[14:49:07] <Dan_Yeomans> then get
the display tag from that tag?
L1081[14:49:29] <shadekiller666> no, you
check if the compound tag contains a tag with the name
"display"
L1082[14:50:56] <Dan_Yeomans> how do i do
that
L1083[14:51:20] <Dan_Yeomans> is it
.GetTag("display") != null ?
L1084[14:51:45] <shadekiller666> where
are you trying to get the nbt data from?
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L1086[14:52:07] <Dan_Yeomans> i'm trying
to get the assigned name of an item that has been renamed by an
anvil, so the display tag of the item
L1087[14:52:12] <shadekiller666> like, is
this a tile entity asking for the data in an itemstack?
L1088[14:52:31] <Dan_Yeomans> not a tile
entity but it is trying to get the data from an itemstack
L1089[14:52:39] <shadekiller666>
...
L1090[14:52:50] <shadekiller666> code
please
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L1092[14:53:05] <Dan_Yeomans> okay one
sec
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L1095[14:56:06] <Dan_Yeomans> line 189 if
you want to see what i'm trying to do
L1097[14:58:20] <diesieben07>
Dan_Yeomans, if (stack.hasTagcompound()) { String name =
stack.stackTagCompound.getString("display");
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L1100[14:59:15] <shadekiller666> Dan, ^
it works pretty much the same way that getting the name of a book
from nbt works
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L1104[15:00:17] <Dan_Yeomans> according
to eclipse stackTagCompound isn't visible
L1105[15:00:48] <diesieben07>
getTagCompound
L1106[15:01:19] <shadekiller666> fry, i
was right, even though the model file itself only gets loaded once,
retexture() gets called more than once if there is more than one
blockstate pointing to that model
L1107[15:01:42] <shadekiller666>
regardless of how many of them actually have anything in the
textures:{} block
L1108[15:02:08] <shadekiller666> and both
times the passed-in map contains all defined replacements
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L1110[15:02:28] <fry> yup, that'll
happen
L1111[15:02:39] <fry> there's no caching
as of now at that level
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L1118[15:10:10] <shadekiller666> well
that makes fixing OBJModel more difficult, so might as well add
caching
L1119[15:10:22] <Zaggy1024> why does it
affect objs?
L1120[15:10:47] <shadekiller666> it
affects all custom model loaders
L1121[15:11:03] <shadekiller666> well,
-could- effect all
L1122[15:11:15] <Zaggy1024> I mean why
does it need to be cached
L1123[15:11:22] <Zaggy1024> at this
point, anyway
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L1127[15:13:12] <shadekiller666> the
issue i'm trying to solve is: if a replacement texture path is
defined in the forge blockstate json for a block/item, any other
block/item that uses that same model, will have the replacement
texture applied, even if that block/item's blockstate json didn't
define a replacement
L1128[15:13:58] <Zaggy1024> so it's not
making a copy of the model?
L1129[15:14:51] <shadekiller666> atm, the
game only loads each IModel once, as it should, but it then calls
the replace() method in that IModel once for every json that
pointed to it, each time passing a replacement map containing any
replacements that were defined
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L1132[15:15:17] <Zaggy1024> retexture is
supposed to return a copy of the IModel
L1133[15:15:22] <Zaggy1024> see
VanillaModelWrapper
L1134[15:15:23] <shadekiller666> it
does
L1135[15:15:27] <shadekiller666> thats
not the problem
L1136[15:16:17]
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L1137[15:16:45] <Zaggy1024> so...the
first time it loads a blockstates json with a texture replacement,
all future references to that model use that texture
replacement?
L1138[15:17:27] <shadekiller666> the
problem is, for every json that points to model X, X.replace() gets
called with a map containing any replacements, even if the specific
json for X doesn't define a replacement
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L1140[15:18:21] <Zaggy1024> did you
figure otu where the map is comign from?
L1141[15:18:27] <shadekiller666> so all
blocks/items pointing to X have the replacement, even if their
blockstate didn't apply it
L1142[15:18:30] <shadekiller666> trying
to
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L1144[15:18:40] <Zaggy1024> I don't think
caching anything would help
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L1147[15:21:23] <shadekiller666>
replace() gets called from
BlockStateLoader.ForgeVariant.runModelHooks(), which gets called
from ForgeVariant.process()
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L1153[15:28:25] <barteks2x> After trying
to use ClassVisitor for WorldTransformer I'm getting ghost cubes
below y=0. I guess I used wrong class name format somewhere
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L1158[15:34:59] <shadekiller666> zaggy,
retexture() gets called from FV.runModelHooks(), which gets called
from FV.process(), which is called from WeightedRandomModel's
constructor in a loop over the list of variants passed into
it
L1159[15:35:49] <tterrag> hitech95_ROG:
how are you sending the packet currently...?
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L1161[15:36:42] <Zaggy1024>
shadekiller666, you need to look at the texture maps in the
variants
L1162[15:36:49] <shadekiller666>
mhmm
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L1164[15:37:08] <hitech95_ROG>
<tterrag> solved, using receiveClientEvent
L1165[15:37:13] <Zaggy1024> if you know
which model is getting the wrong texture map, then set a
conditional breakpoint to catch it loading that file
L1166[15:37:37] <hitech95_ROG>
<tterrag> I have no idea on how send a packet...
L1168[15:40:04] <hitech95_ROG>
<tterrag>Thx, What is the difference between my and my
solution packets?
L1169[15:40:40] <tterrag> huh?
L1170[15:40:49] <tterrag> also there is
no need to put my name in <>
L1171[15:40:53] <tterrag> in fact it
doesn't ping me
L1172[15:41:39] <hitech95_ROG>
<tterrag>Thx, What is the difference between my solution and
packets? EDITED... dummy copy & paste...
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L1174[15:41:51] <tterrag> not sure what
your solution is
L1176[15:44:19] <tterrag> I've never used
that method before
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L1178[15:45:10] <tterrag> if it works
though, it's probably fine
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L1181[15:49:51] <hitech95_ROG> The funny
thing is that this morning I asked the difference between these
different systems of synchronization. You told me to use packet.
Pahimar solution is more simple.
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L1187[15:55:28] <tterrag> like I
said
L1188[15:55:30] <tterrag> never used
it
L1189[15:55:34] <tterrag> don't know how
it works or what the limitations are
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L1222[16:43:33] <shadekiller666>
hmmm
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L1226[16:48:05] <shadekiller666> Zaggy,
i've stepped through the heirarchy, and i noticed that the json
that does the replacement is being loaded first, which i think is
based on the file name (alphabetically), and then the one that
doesn't define a replacement is loaded, and the second one's
replacement map is empty, as it should be
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L1228[16:50:52] <shadekiller666> damn
it... now eclipse can't find GradleStart...
L1229[16:50:58] <killjoy> Has anyone done
a reset on windows 10?
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L1231[16:51:21] <killjoy> I'm looking at
the remove everything option and I'm confused as to what exactly it
does.
L1232[16:51:34] <killjoy> Does it only
format the partition Windows is installed on or the entire
volume?
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L1244[17:06:36] <killjoy> *just the
foot*
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L1246[17:07:05] <Lord_Ralex> looks like
you should not
L1247[17:07:37] <Lord_Ralex> since .asc
looks like a script file, and i doubt you knew the person :P
L1248[17:10:21]
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L1250[17:15:20] <Zaggy1024> also bad
grammar
L1251[17:15:28] <Zaggy1024> or bad
english
L1252[17:17:07]
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L1253[17:17:09] <killjoy> It's
astionscript
L1254[17:17:13] <killjoy>
*actionscript
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L1265[17:33:22] <Dan_Yeomans> does the
end function any differently from the other worlds in terms of
code?
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L1267[17:34:09] <gigaherz> only in terms
of worldgen and spawns
L1268[17:34:39] <gigaherz> eahc dimension
has a series of values that describe it
L1269[17:34:58] <gigaherz> and a series
of handler classes that manage world generation and such
L1270[17:35:11] <gigaherz> so like, when
you try to sleep in a bed,
L1271[17:35:28] <gigaherz> it will ask
the dimension if sleeping is allowed or not, and if not, the bed
will explode
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L1273[17:37:42] <Dan_Yeomans> huh
L1274[17:37:53] <Dan_Yeomans> cuz my mod
works fine in all other worlds except the end
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L1276[17:38:44] <gigaherz> what does your
mod do, exactly?
L1277[17:38:56] <Dan_Yeomans> it's a
teleporter mod
L1278[17:39:01] <gigaherz> aha
L1279[17:39:08] <gigaherz> no idea then,
teleportation is out of my area
L1280[17:39:20] <Dan_Yeomans> it's weird
because the teleportation itself works
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L1282[17:39:45] <Dan_Yeomans> my
teleporters work in a cycle, as in, if you have 3 teleporters it
will go from 1 to 2 to 3 back to 1
L1283[17:40:09] <Dan_Yeomans> in the end
it goes 1 to 2 to 3 but can't go back to 1, i get a
nullpointerexception at that point
L1284[17:40:12] <gigaherz> so like the
colorful portals mod?
L1285[17:40:17] <Dan_Yeomans> kind of
yeah
L1286[17:40:44] <gigaherz> and if your
3rd location isn't in the end, it works?
L1287[17:40:50] <Dan_Yeomans> yeah
L1288[17:41:10] <Dan_Yeomans> you can't
teleport between dimensions of course but i have it set up so you
only cycle between teleporters in your dimension
L1289[17:41:20] <gigaherz> Oh
L1290[17:41:34] <gigaherz> so a cycle in
the overworld works, but a cycle in the end does not, I see
L1291[17:41:56] <gigaherz> do you do any
maths with the dimension ID?
L1293[17:42:02] <Dan_Yeomans> i do
not
L1294[17:42:07] <Dan_Yeomans> it's a
straight check
L1295[17:42:07] <gigaherz> I mean the
only thing my ignorance can think of
L1296[17:42:17] <gigaherz> is that
somehow "1" is different than 0 and -1
L1297[17:42:18] <gigaherz> XD
L1298[17:42:20] <Dan_Yeomans> there's a
video on there which might explain it better
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L1300[17:42:44] <Dan_Yeomans> but yeah
it's the weirdest thing
L1301[17:42:47] <Dan_Yeomans> that and
for some reason
L1302[17:42:47] <gigaherz> I can't think
of any other limitation that would imply teleport works
differently
L1303[17:43:01] <Dan_Yeomans> when a
player leaves the end and returns to the overworld
L1304[17:43:17] <gigaherz> hmmm is that
hardcoded when leaving?
L1305[17:43:22] <gigaherz> I assumed it
was triggered by the portal
L1306[17:43:29] <Dan_Yeomans> the
teleportation stops working completely unless they exit the game
and re-join the world
L1307[17:43:32] <gigaherz> but being
minecraft....
L1308[17:43:42] <Dan_Yeomans> i wouldn't
be surprised
L1309[17:43:50] <Dan_Yeomans> suffice it
to say the end is a big pain in my side >.>
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L1327[18:11:56] <shadekiller666> gotta
love when code that has worked hundreds of times suddenly stops
working for no reason whatsoever...
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L1338[18:23:20] <Dan_Yeomans> hex
crashed
L1339[18:23:26] <Dan_Yeomans>
strange
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L1347[18:41:14] <masa> Dan_Yeomans: a
wild guess: maybe it stopping to work after coming from the end to
overworld has something to do with the IEEP? are you sure you are
not using the old player entity reference there? you seem to only
register and thus store the player reference when there is no IEEP
present on the player
L1348[18:41:45] <Dan_Yeomans> that's a
good point
L1349[18:41:47] <masa> but of the
properties are preserved after dimension change and thus entity
re-creation, then you won't get the new player entity reference
stored
L1350[18:42:01] <Dan_Yeomans> how would i
do that exactly?
L1351[18:42:05] <masa> *if
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L1353[18:42:44] <masa> I'm not that
familiar with IEEP, but would it work if you just remove the check
of "TeleporterPlayer.get((EntityPlayer) event.entity) ==
null" from the event?
L1354[18:42:58] <masa> that way it would
register it each time the player entity is constructing
L1355[18:43:33] <masa> but I have no idea
why it wouldn't work in the end between the last and the first
node...
L1356[18:43:36] <Dan_Yeomans> sorry,
where is this you're referencing? :S
L1357[18:43:46] <masa> have you checked
which node it finds in that case?
L1359[18:44:17] <Dan_Yeomans> not yet but
i suspect it's either not being able to detect a node or it's
checking a node in another world
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L1362[18:46:04] <Dan_Yeomans> i tried
your suggestion masa but it didn't solve it unfortunately
L1363[18:46:18] <masa> does it work after
changing the dimension between the nether and the overworld
etc?
L1364[18:46:25] <masa> hmm, ok.. :/
L1365[18:46:28] <Dan_Yeomans> i will have
to try
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L1368[18:47:32] <masa> yeah but I'd guess
it's either a stale player reference somewhere (althoig the IEEP
should be the only one storing it, right?) or the teleportnetwork
somehow getting messed up
L1369[18:48:13] <masa> I'm also not
familiar with how WorldSavedData work unfortunately
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L1371[18:48:25] <Dan_Yeomans> hmm.
interestingly enough the "end-of-cycle" issue happens in
the nether as well
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L1373[18:48:46] <Dan_Yeomans> as well as
the teleporter no longer working when i return
L1374[18:49:09] <Dan_Yeomans> so it most
likely has something to do with dimension issues
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L1376[18:49:26] <Dan_Yeomans> oh
wow
L1377[18:49:44] <Dan_Yeomans> it seems
that when i place a nether portal i have "end-of-cycle"
issues on the overworld to
L1378[18:49:47] <Dan_Yeomans> it seems
that when i place a nether portal i have "end-of-cycle"
issues on the overworld too
L1379[18:50:18] <masa> okay so then I
guess maybe the WorldSavedData is global and not
per-dimension?
L1380[18:50:26] <masa> or somethin
grelated to how you store the network
L1381[18:50:33] <Dan_Yeomans>
possibly
L1382[18:51:20] <masa> but that sounds
like each time a new dimension/world loads the network stuff gets
messed up
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L1384[18:55:46] <masa> oh wait actually
you aready store the dimension of the nodes, so I guess
WorldSavedData is global or it should work even if it is...
L1385[18:56:30] <Dan_Yeomans> so it's
likely in my code then?
L1386[18:56:46] <Dan_Yeomans> i mean in
my getNextNode function?
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L1388[18:58:21] <Dan_Yeomans> i just
noticed something
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L1390[18:58:32] <Dan_Yeomans> all of the
nodes save when the overworld saves
L1391[18:58:38] <Dan_Yeomans> not when
their respective dimensions save
L1392[18:59:01] <Dan_Yeomans>
furthermore
L1393[18:59:26] <Dan_Yeomans> the
teleporters work perfectly fine in the overworld when there are no
teleporters in other dimensions
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L1399[19:03:53] <masa> would be checking
in the wrong dimension, and doesn't have null checks nefore
accessing it
L1400[19:04:03] <masa> but then it should
crash with an NPE though
L1401[19:04:42] <masa> oh right you were
actually getting an NPE from something right?
L1402[19:05:28] <Dan_Yeomans> yes
L1403[19:05:44] <Dan_Yeomans> so null
check this?
L1404[19:05:51] <masa> was it by chance
this piece of code?
L1405[19:06:10] <Dan_Yeomans> no it was
something else further down but it was a piece of code that used
nodeEnt iirc
L1406[19:06:28] <masa> well you should
probably first only get the tile entity if the node's dimension is
the same as the passed in world, right? and then also null check it
before using it
L1407[19:07:03] <masa> well yeah that's
what I meant, the nodeEnt can and likely will be null if you get it
from the wrong world
L1408[19:07:18] <Dan_Yeomans> now if i
wanted to make it such that you could teleport between
dimensions
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L1410[19:08:34] <masa> yes?
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L1412[19:09:00] <Dan_Yeomans> well i
guess that line would prohibit it
L1413[19:09:28] <masa> well then you
would have to get the world for the dimension you are checking
against
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L1416[19:11:44] <masa> well anyway, I
have to go to sleep now. I hope you can figure this out, let me
know if you do :)
L1417[19:11:49] <masa> and good
timezone
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L1419[19:15:22] <Dan_Yeomans> i fixed it
masa!
L1420[19:15:43] <Dan_Yeomans> i tried the
worldserver you used and it worked
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L1423[19:17:19] <Dan_Yeomans>
unfortunately entering and leaving the end still causes issues, but
entering and leaving the end does not
L1424[19:17:41] <Dan_Yeomans> i mean
entering and leaving the nether does not
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L1433[19:23:26] <Dan_Yeomans> idk
something's up with hexchat
L1434[19:23:38] <Dan_Yeomans> it keeps
crashing. what does everyone else use for irc
L1435[19:24:00] <Mimiru> hexchat.
L1436[19:24:01] <Mimiru> :P
L1437[19:24:12] <shadekiller666>
hexchat
L1438[19:24:20] <Dan_Yeomans> oh
boy
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L1441[19:30:46] <TehNut> Quassel
here
L1442[19:31:02] <TehNut> Though if you
use it, go to the download archive and get 11.0, not 12.1
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L1446[19:36:23] <Arctic_Wolfy> Are any
player sensitive methods called when a player breaks a block before
breakBlock is called?
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L1452[19:40:53] <TehNut>
BlockEvent.BreakEvent?
L1453[19:41:02] <TehNut> Called when it's
about to be broken
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L1464[20:01:04] <Arctic_Wolfy> What's the
.lang of pirate?
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L1467[20:04:14] <gigaherz> Arctic_Wolfy:
apparently, PIRATE.lang
L1468[20:04:38] <gigaherz> ah no
L1469[20:04:42] <gigaherz> en_PT?
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L1472[20:05:10] <gigaherz> this would
make it seem like it's en_PT
L1473[20:07:53] <TehNut> Definitely
en_PT
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L1481[20:18:29] <smbarbour> Quenya (High
Elvish) qya_AA
L1482[20:18:44] <smbarbour> I was not
aware of that language option
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L1484[20:20:04] <shadekiller666> woo!
fixed my obj loader bug :D
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L1489[20:24:58] <gigaherz>
shadekiller666: THE bug? so there are no bugs left anymore?
:D
L1490[20:25:22] <shadekiller666> well,
THE bug that fry pointed out
L1491[20:26:05] <gigaherz> heh
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L1505[20:44:53] <killjoy> Would someone
be willing to help me figure out what this part I need is
called?
L1506[20:45:11] <killjoy> It goes on the
side of the hdd so it can be mounted by sliding.
L1507[20:45:11] <shadekiller666> fry,
just pushed changes to the obj pr, fixed everything you mentioned
including the getLocation and MaterialLibrary thing
L1508[20:45:36] <shadekiller666> killjoy,
a rack? bracket?
L1509[20:45:46] <killjoy> It's probably a
bracket
L1510[20:46:08] <shadekiller666> or
"sliding hdd mount"
L1511[20:47:33] <shadekiller666> fry,
pleas take another look at it as soon as possible, we need to get
the obj loader pulled in
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L1516[20:53:11] <killjoy> Sorry, don't
want to open my case.
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L1520[20:57:48] <shadekiller666> dude,
your pc could really do with a dusting
L1521[20:57:55] <shadekiller666> i bet it
would run better too
L1522[20:58:16] <killjoy> I didn't post
that to be ridiculed
L1523[21:00:23] <killjoy> I'm asking
about the white tab
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L1525[21:01:42] <Lord_Ralex> drive bay
bracket is about what i'd say
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L1527[21:02:56] <killjoy> That seems to
be it
L1528[21:03:12] <Lord_Ralex> and my case
calls it something... that is just wat
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L1530[21:08:33] <killjoy> It's a
rail
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L1534[21:12:04] <killjoy> And newegg
doesn't sell them..
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L1548[21:55:51] <killjoy> TIL google
trusted stores
L1549[21:56:32] <Lord_Ralex> generally
those rails are case-specific afaik
L1550[21:56:41] <Lord_Ralex> pretty sure
mine would not fit on yours for example
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L1553[22:13:37] <killjoy> I just got the
Icy Dock MB990SP-B
L1554[22:14:06] <killjoy> I also have no
idea who made my case
L1555[22:14:34] <killjoy> *was given to
me by my uncle*
L1556[22:17:08] <killjoy> With paypal
donations, do I only have to confirm it when it's from a non-paypal
user?
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L1560[22:25:25] <TheClaus> I was watching
some tutorials of people using live debugging with eclipse. Is
their a similar setup like that with Intellij
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L1562[22:30:19] <tterrag> TheClaus: yes,
same idea
L1563[22:30:22] <tterrag> press debug
button
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L1569[22:39:57] <TheClaus> tterrag I
tried to change a GUI setting within the code and it doesn't change
on the client until I exit out and then back in.
L1570[22:40:56] <tterrag> you have to
tell it to hotswap the code
L1571[22:40:58] <tterrag> I don't know
how
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L1733[23:14:15] <PitchBright> Hey guys…
do any of you have any experience with outputting stuff in the form
of a player HUD, in minecraft?
L1734[23:14:17] <hasunwoo_> How can i
load external jar? addURL method does not work well
L1735[23:15:16] <PitchBright> In
particular… a buddy of mine is trying to get his mod to display the
"Time of Day" by converting the Tick number… but
L1736[23:15:45] <killjoy> hasunwoo_, what
packages are you trying to load?
L1737[23:15:45] <PitchBright> what's
happening is… he's losing the Leading Zeroes on his times… so like…
06:08 (am) comes out as 6:8
L1738[23:16:01] <hasunwoo_>
org.mozlia.rhino from external jar
L1739[23:16:45] <killjoy> PitchBright, if
(min < 10) min = '0' + min;
L1740[23:17:12] <killjoy> assuming min
can't be negative
L1741[23:17:25] <killjoy> hasunwoo_, when
are you loading it?
L1742[23:17:40] <hasunwoo_> In Preinit i
think?
L1743[23:18:00] <killjoy> And what class
does this "addUrl" belong to.
L1744[23:18:05] <killjoy> I ask because
there's 2
L1745[23:19:18] <killjoy> Assuming
LaunchClassLoader
L1746[23:19:46] <hasunwoo_> Yes
L1747[23:19:51] <hasunwoo_> I use
L1748[23:20:13] <hasunwoo_>
Loader.getInstance().getClassLoader().addFile()
L1749[23:20:25] <hasunwoo_>
ModClassLoader
L1750[23:20:40] <hasunwoo_> I think it
delegates LaunchClassLoader
L1751[23:21:55] <killjoy> And you're
getting ClassNotFoundError?
L1752[23:22:06] <hasunwoo_>
ClassNotDefFoundError
L1753[23:22:11] <hasunwoo_>
ClassDef
L1754[23:22:15] <killjoy>
NoClassDefFoundError
L1755[23:22:17] <PitchBright> Thanks
killjoy i'll pass that along
L1756[23:22:19] <hasunwoo_> that
L1757[23:22:28] <hasunwoo_> I got that
error
L1758[23:22:45] <hasunwoo_> But if i put
jar file in mods folder it works fine
L1759[23:22:59] <hasunwoo_> Loading
approach is same i checked Loader class
L1760[23:22:59] <killjoy> Why don't you
do that?
L1761[23:23:37] <PitchBright> Also
killjoy while I've got ya here… you're never around when I'm
looking for ya!!
L1762[23:23:47] <PitchBright> I got the
mcpatcher thing workin'… thanks so much
L1763[23:23:52] <killjoy> kk
L1764[23:24:16] <hasunwoo_> Maybe
LaunchClassLoader rejects any jarfile that are not in mods
folder
L1765[23:24:20] <PitchBright> i'm hittin'
one little… thing with it… that's tickin' me off
L1766[23:25:02] <PitchBright> mcpatcher,
by design, seems to disregard any hardcoded values that mods throw
at it for their grass colourings...
L1767[23:25:06] <PitchBright> biomes o
plenty, for example
L1768[23:25:27] <killjoy> mcpatcher is
actually in the middle of a rewrite (the ctm portion of it at
least)
L1769[23:25:30] <PitchBright> the seasons
mod also recolours everything… but with mcpatcher (or optifine)…
those recolourings get lost
L1770[23:25:42] <killjoy> Turn off
CustomColors
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L1772[23:25:48] <PitchBright> yeah… this
is in the custom color section
L1773[23:26:43] <hasunwoo_> I think
classloader rejects any jarfile that are added after mod
initialization
L1774[23:26:53] <hasunwoo_> I will try
coremod approach
L1775[23:27:56] ***
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L1776[23:28:55] <killjoy> time for bed
:p
L1777[23:29:00]
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L1778[23:29:17] <hasunwoo_> Cp's
deploader does not seems to have classloading issue
L1779[23:29:40] <hasunwoo_> I think it
uses addURL method
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L1787[23:39:03] <hasunwoo_> I got
ClassNotFoundException with my code
L1789[23:43:46] ***
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L1790[23:43:59] <Cypher121> lime would be
nice to have too
L1791[23:44:03] <Cypher121> line*
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L1794[23:52:11] <securitypedant> i'm
trying to debug creating my own Gui
L1795[23:52:24] <securitypedant> i've
created a command, /showtestgui and it calls...
L1796[23:52:31] <securitypedant>
player.openGui(SecondFactor.instance, 0, player.worldObj, (int)
player.posX, (int) player.posY, (int) player.posZ);
L1797[23:52:35] <securitypedant> but
nothing happens
L1798[23:52:43] <securitypedant> I have
the gui class built
L1799[23:53:00] <securitypedant> and the
handler
L1800[23:53:38] <securitypedant> but it's
not hitting a breakpoint in either the gui class nor the
handler
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L1804[23:56:41] <shadekiller666>
security, is the command registered and firing on the proper side?
client?
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L1806[23:57:21] <securitypedant> yes,
command is firing
L1807[23:57:42] <securitypedant> i can
step code to the player.open gui, it passes without anything
happening on the client
L1808[23:57:51] <securitypedant> my
guiscreen class draws two buttons, very simple
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L1810[23:59:00] <securitypedant>
NetworkRegistry.INSTANCE.registerGuiHandler(SecondFactor.instance,
new AuthyGuiHandler());
L1811[23:59:03] <securitypedant> this is
also in place
L1812[23:59:25] <shadekiller666>
hmm
L1813[23:59:32] <securitypedant> but a
breakpoint at
L1814[23:59:32] <securitypedant> public
class AuthyGuiHandler implements IGuiHandler {
L1815[23:59:37] <securitypedant> doesn't
get caught
L1816[23:59:57] <shadekiller666> cause
thats not really a line that gets executed