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L1[00:00:41] ⇨
Joins: killjoy
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L2[00:01:58] <Cypher121> wtf
L3[00:02:10] <Cypher121> first call - length
= 0
L4[00:02:24] <Cypher121> second and all
subsequent - length = 216
L5[00:02:42] ⇦
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L6[00:02:53] <gigaherz> is it actually like
[216]
L7[00:03:03] <gigaherz> or do you use a
variable elsewhere that you "assume" it must be
216?
L8[00:03:21] <Cypher121> I have 2 final
ints
L9[00:03:32] <Cypher121> that when
multiplied resolve to 216
L10[00:03:51] ⇨
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L11[00:05:59] ***
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L12[00:06:02] <ghz|afk> gonna try to sleep
again
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L15[00:10:18] <Cypher121> oh god, I hoped
this is something else...
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L17[00:10:41] <Cypher121> client doesn't
receive inventory data
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L32[00:48:58] <Cypher121> I have no idea on
syncing it
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L39[00:58:08] <Cazzar> hey fry, still
around?
L40[00:58:35] <Cazzar> wait, i just should
have looked at the user list..
L41[00:59:46] <sham1> Yes
L42[00:59:54] <sham1> It's there for a
reason
L43[01:02:00] <Cypher121> Well, apparently
that's what I get for making a new class for pretty much every part
of tile and gui
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L45[01:02:40] <sham1> Heh
L46[01:03:15] <Cypher121> can you help me?
I think I hit a wall here
L47[01:03:46] <Cypher121> 1 sec, shitload
of pastebin incoming
L48[01:05:36] <sham1> Oh god
L49[01:05:58] <sham1> Much raather get back
to my mathemathics course on logic
L50[01:07:06] ⇨
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L57[01:07:52] <Cypher121> I guess I know
why I can't fix it just from looking at my own message
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L64[01:24:02] <Cypher121> oh, of course it
was something stupid. like overriding getInventorySize() and then
reinitialize array based on it stupid -_-
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L66[01:25:37] <masa> So I'm trying to add
inventory tweaks support for some of my containers. How would I set
it up so that inventory tweaks would only sort the player inventory
part of my container, and not the custom inventory part? Do I have
to somehow tell it the ContainerSections, like using the
ContainerSectionCallback annotation?
L67[01:25:58] <masa> so would I set it up
to return a Map with one entry, with ContainerSection.INVENTORY
-> list of the slots of the player inventory?
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L69[01:27:02] <masa> And is it possible to
disable the middle click in part of the container/gui? I'm using
the middle click for custom stuff in the non-player-inventory
slots.
L70[01:27:31] <masa> or would that just
work if I somehow manage to disable the sorting in that part
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L80[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151009 mappings to Forge Maven.
L81[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151009-1.8.zip (mappings
= "snapshot_20151009" in build.gradle).
L82[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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L99[02:35:04] <hitech95> Hi, yesterday I
had a problem and I have discovered that updateProgressBar send a
short as parameter and not a int. You suggest me to use a net
packet. But I have no idea on how tell the client to store thet
value on a specified tilentity. (The packet is shared on multiple
tiles so it must be generic)
L100[02:35:51] <sham1> To get the specific
te you need to have its coordinates sent with the other data
L101[02:36:43] <sham1> And you can split
int to two shorts
L102[02:37:14] <sham1> So yeah
L103[02:37:20] <sham1> Really not that big
of an issue
L104[02:37:50] <hitech95> ok... Yea for
you is not an issue for me it is...
L105[02:40:07] <hitech95> I want try with
the packet (To learn) then I'll with split and shift.
L106[02:44:35] <sham1> Well
L108[02:48:41] <tterrag> hitech95: generic
packets doesn't make much sense, unless you have explicit typing in
a subclass
L109[02:48:54] <tterrag> how is the other
side going to know what the type parameter was?
L110[02:49:20] <hitech95> I would make a
generic packet for all tiles that handle RF.
L111[02:50:19] <sham1> So all packets get
x and y and z and then the RF amount
L112[02:51:08] <tterrag> ok
L113[02:51:15] <tterrag> you need to send
coordinates
L114[02:51:15] <tterrag> yes
L115[02:51:27] <tterrag> also, stop using
the word "generic" in this way, it is hard to determine
what you mean by it >.>
L116[02:52:29] <sham1> Does he mean
generics as in <T> or generics as in generic stuff
L117[02:52:42] <tterrag> that's what I
mean
L118[02:52:44] <tterrag> I don't
know
L119[02:52:47] <sham1> Indeed
L120[02:53:45] <hitech95> ok...
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L126[03:02:38] <sham1> splitting an int to
2 shorts: (short) value & 0xFFFF and (short) (value >>
16) & 0xFFFF
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L128[03:02:52] <sham1> for future
reference
L129[03:04:01] <hitech95> Ok thx.
L130[03:06:06] <Cypher121> what method is
called when player puts item into slot manually?
L131[03:07:08] <sham1> So you can
slice'n'splice integers
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L134[03:08:03] <Cypher121> oh, nvm, it's
slotClick
L135[03:12:44] <hitech95> Ah ah ah
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L138[03:18:52] <Cypher121> if I call a
method in Container from GUI will changes go to server?
L139[03:19:40] <Cypher121> Or else how can
I periodically update slots of container?
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L188[06:21:22] <hitech95> Solved. Dummy
git commit... sorry, laptop and desktop out of synk.
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L197[06:54:50] <sham1> o/
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L212[07:46:45] <Subaraki> any way to
reload a dimension that is unloaded while not going there ?
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L215[07:53:52] <masa> you mean in code,
right?
L216[07:55:44] <masa> and just loading the
dimension or also like a chunk in it?
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L219[07:59:22] <masa> hitech95: the way
yoy do your bit math is really confising, it is "the
opposite" way than how it is usually done :D
L220[07:59:56] <hitech95> ? What?
L221[07:59:58] <masa> and also, you might
not want to update teh actual value in pieces, but rather first
receive the low and high parts of it, and once you have bot, then
update the live value with it
L222[08:00:34] <masa> because now you have
the wrong value in your client side TE until the other part of it
arrives
L223[08:01:35] <blood|work> Subaraki: mods
register providers and tell FML whether or not they want its
dimensions to stay loaded with no players. Forge provides no way to
override this. You can either prevent the call in
ChunkProviderServer or simply place a chunkloader at spawn.
L224[08:03:17] <Subaraki> masa, blood|work
, i'm looking for a way to detect a block at certain coordinates.
recent discovery of unloading worlds prevents the search to start
because WorldServer ws = Dimensionmanager.getDimensionById(int id)
returns null given it is unloaded
L225[08:03:33] <Subaraki> i need to find a
way to reload the world temporarily to check for the block
L226[08:03:46] <hitech95> I know I could
have a wrong value. But it is not important, only serves for the
gui ... Also that system is in fallback in case Icrafting is not a
player.
L227[08:04:02] <sham1> It usually is
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L230[08:06:08] <masa> it should be the
same and result though
L231[08:06:59] <blood|work> Subaraki:
loading a world just to do that is just bad, prevent the world from
unloading is your best option
L232[08:07:08] <masa> so you are first
clearing the range you are then setting, rather that setting the
range to 1 and then anding it with the actual value
L233[08:07:12] <blood|work> unless you are
using a mod like Mystcraft
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L235[08:07:16] <blood|work> then keeping
those worlds loaded would be bad
L236[08:08:03] <blood|work> what is this
detection for
L237[08:08:11] <Subaraki>
teleportation
L238[08:08:12] <blood|work> checking the
blockstate?
L239[08:08:16] <blood|work> oh
L241[08:08:22] <Subaraki> so if i load the
world, the player will go to that world anyway
L242[08:08:40] <blood|work> that is
already handled by ServerConfigurationManager
L243[08:08:44] <Subaraki> and i'm checking
if a destiny exists in that wolrd
L244[08:08:48] <masa> so what is the block
detection for? some teleportation device?
L245[08:08:52] <Subaraki> yes
L246[08:09:07] <Subaraki> player puts down
block A in overworld,; block B in other dimension
L248[08:09:19] <Subaraki> masa
L249[08:09:25] <Subaraki> I AM using
that
L250[08:09:30] <masa> oh?
L251[08:09:40] <Subaraki> yes :) you
already told me last time ^^
L252[08:09:47] <masa> well then what is
the problem?
L253[08:10:02] <Subaraki> i need to check
for the bock before the player is teleported
L254[08:10:16] <Subaraki> then again, i
could first teleport him, check for the block, then teleport him
back
L255[08:10:21] <masa> ugh
L256[08:10:23] <Subaraki> if none is
present
L257[08:10:29] <Subaraki> but i dont think
that's a good idea
L258[08:10:42] <masa> well that piece of
code will load the chunk, so you can the do whatever you need in
there
L259[08:10:56] <masa> like check for the
block
L260[08:11:26] <masa> but you are getting
the world from dimensionmanager?
L261[08:11:36] <masa> and it is null? I
remember seeing something like that
L262[08:12:06] <masa> so I use
MinecraftServer.getServer().worldServerForDimension(dimId) to get
the world
L263[08:12:16] <masa> that seems to work
at least
L264[08:12:36] <Cazzar> note to self
install xf86-input-synaptics when setting up my ylaptop...
L265[08:12:43] <Subaraki> masa, that
returns null if it's unloaded
L266[08:13:00] <masa> umm
L267[08:13:34] <masa> well then how the
hell does it work for me with any dimension I have tested it with?
:D
L268[08:13:51] <Subaraki> they never
unloaded ? :D
L269[08:14:06] <masa> no, The End and
Underdark definately unload
L270[08:14:15] <masa> and I see the
messages in the console
L271[08:14:20] <Subaraki> let me show a
snip of code
L272[08:14:54] <Subaraki> WorldServer
worldToCheck = DimensionManager.getWorld(packet.dimension);
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L274[08:15:09] <Subaraki> let me try your
codesnippet
L275[08:15:25] <masa> like I said, I
remember trying out DImensionManager myself at first, but I think
it did return null if it's unloaded
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L277[08:16:49] <Mossyblog> Q> What
event is the equivelant of onUpdate() ..as in per server/client
tick ? as i need access to
Minecraft...theWorld.loadedEntityList
L278[08:17:43] <masa> there are several
tick events in FML
L279[08:18:04] <Mossyblog> ClickTickEvent
seems to crash-out whenever i attempt to get theWorld
L280[08:18:07] <masa> I believe at least
server tick, client tick and player tick
L281[08:18:32] <Subaraki> great mork masa
!
L282[08:18:42] <Subaraki> credits again to
you in the code ... :P
L284[08:18:56] <masa> what is youd mod
btw?
L285[08:18:59] <masa> *your
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L287[08:20:51] <Mossyblog> idea is to
seperate villagers from other entities and then sniff their NBT
tags to determine vendors status.. as i needed more reach than
objectMouseOver has and can't get rayTrace to find entities
anymore
L288[08:21:19] <sham1> IEEP
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L290[08:21:38] <masa> Mossyblog: is this
only on the client side?
L291[08:21:59] <masa> then again, you
mentioned NBT tags
L292[08:22:39] <Mossyblog> client-side for
the mod but spigot for server
L293[08:22:52] <Mossyblog> i want to make
it so the client is agnostic to server
L294[08:23:32] <masa> umm well, the client
side NBT on the entities is most likely incomplete/wrong
anyway
L295[08:23:52] <masa> since most of the
entity data doesn't get synced to clients unless you do it
manually
L296[08:24:21] <Mossyblog> doesn't the
server push the packets to client? and say "here's 100 of my
guys xyz"
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L298[08:25:10] <Mossyblog> hmm..
RenderWorldLastEvent maybe my guy
L299[08:25:11] <masa> well I don't know
the details of it, but afaik it doesn't really sync anything other
than the entity type, its ID and then the stuff that is in the
datawatcher for it. SOmeone correct me if that's wring.
L300[08:25:28] <masa> *wrong
L301[08:26:12] <Mossyblog> i put my
enitity sniffer on Server,Client and Player ticks and it eventually
crashes.. Concurrency issues.. but on Renders... its less
tax..
L302[08:26:32] <masa> so unless the stuff
you want for villagers is in the EntityVillager's DataWatcher, then
that data also isn't in the NBT for it on the client
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L304[08:27:02] <hasunwoo_> Does forge
prevents non-mod file from using reflections?
L305[08:27:17] <hasunwoo_> I got error
from my non-mod lib
L306[08:28:17] <Mossyblog> mesa: i was
thinking -> write to NBT on entity --> Intercept Packet from
Server --> match UUID's from localstore -> reapply
NBT's
L307[08:28:29] <Mossyblog> its messy
L308[08:28:52] <Mossyblog> but keeping a
buffer of entities isn't going to be costly given its a few hundred
at most villagers ...if...that was ever hit
L309[08:29:14] <masa> what data are you
looking for exactly?
L310[08:29:40] <hasunwoo_> Does forge
prevents non-mod lib from using reflection?
L311[08:29:58] <sham1> You already asked
that
L312[08:30:23] <hasunwoo_> I probably find
myself sorry
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L314[08:31:04] <masa> that sentence...
made me giggle
L315[08:31:09] <Tombenpotter> ^^
L316[08:31:24] <Mossyblog> mesa: i'll be
writing custom data...
L317[08:31:36] <Tombenpotter> Mossyblog,
IEEP
L318[08:31:42] <Tombenpotter> And sync it
yourself
L319[08:31:43] <sham1> Yes
L320[08:31:45] <sham1> IEEP
L321[08:31:49] <sham1> Is good for
this
L322[08:31:51] <Mossyblog> IIEP?
L323[08:31:55] <Mossyblog> IEEP even
L324[08:32:01] <Tombenpotter>
IExtendedEntityProperties
L325[08:32:03] <sham1>
IExtendedEntityProperties
L326[08:32:05] <sham1> Damn it
L327[08:32:08] <Tombenpotter> :D
L328[08:32:15] <Tombenpotter> Basically a
way to add NBT to entities
L329[08:32:25] <hitech95> Do you have an
example to make texture connected blocks?
L330[08:32:36] <Mossyblog> ahhh ok, so
forge folks added that layer already
L331[08:32:50] <Tombenpotter> S'been a
while :P
L332[08:32:54] <Mossyblog> i'm still
moving out from under my MCP only shell ;) so taking some getting
used to forge's API's hehe
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L335[08:33:57] <sham1> why did you use
pure MPC
L336[08:34:07] <sham1> MCP*
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L338[08:35:49] <Mossyblog> it pre-dates
Forge
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L340[08:35:57] <sham1> Ah
L341[08:36:02] <sham1> what is is
then
L342[08:36:04] <Mossyblog> Searge sold me
on it and i never gave up its crack ;)
L343[08:36:28] <Tombenpotter> Hehe
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L345[08:37:45] <Mossyblog> i must say
though to get Forge up and running into IntelliJ with MCP source
included ....you really have to want it to make it work ;)
L346[08:39:07] <sham1> It might not be as
easy as gradle setupDecompWorkspace when going with MCp
L347[08:42:56] <Mossyblog> i found i just
github the forge src, run "gradle setupForge" then
"gradle setup" (or is it vice versa)> then you just
include the src folders on the modules... took some trial and error
but eventually stumbled my way through it
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L350[08:43:26] <sham1> But anyway
L351[08:43:27] <Mossyblog> still yet to
figure out how to isolate mods into their own modules and include
them as part of debug / build settings...but for now i go the
basics working
L352[08:43:30] <sham1> What is your
mod
L353[08:43:50] <Mossyblog> I have mods
already made that help my kids with learning etc
L354[08:43:56] <sham1> Ah
L355[08:44:07] <Mossyblog> i'm currently
creating a bot mod..
L356[08:44:21] <Mossyblog> idea is he/she
follows you and is like an in-game mule for alts
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L359[09:00:02] <Mossyblog> OoOoh.. just
found this.worldObj.rayTraceBlocks() can see entities..
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L364[09:19:52] <gigaherz> Mossyblog:
setupForge is for developing forge itself
L365[09:20:00] <gigaherz> it's not meant
for making mods
L366[09:20:41] <gigaherz> to make mods,
you get the MDK package, you run "setupDecompWorkspace"
or "setupDevWorkspace" (if you don't need browsable
decompiled sources)
L367[09:20:49] <gigaherz> and then your
workspace only includes your mod
L368[09:20:55] <gigaherz> forge is seen as
an external library
L369[09:21:03] <Mossyblog> yeah i was
using it before forge
L370[09:21:42] <gigaherz> yeah but that
doesn't change the way you develop the mod ;P
L371[09:21:55] <gigaherz> although I
guess
L372[09:22:02] <gigaherz> if the mod was
based around modifying mc files...
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L375[09:23:18] <Mossyblog> i sometimes
have to do that
L376[09:23:33] <Mossyblog> i'm comfortable
with going out of boundaries
L377[09:23:47] <Mossyblog> i'm familiar
with most of the dark areas of that code base now hehe
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L382[10:01:51] <barteks2x> anyone knows
what World.func_147461_a does?
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L385[10:04:09] <barteks2x> it's used in
Entity.pushOutOfBlocks...
L386[10:06:25] <sham1> what does the code
doe
L387[10:06:40] <barteks2x> it seems to
return block bounding boxes or something
L388[10:06:53] <barteks2x> the method I
want to know what excatly does
L389[10:07:15] <barteks2x> I thought all
methods in World already have name assigned
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L394[10:18:12] <barteks2x> I hate this
pattern in World to check if block at (x, y, z) is loaded:
this.isBlockLoaded(new BlockPos(x, 64, z))
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L398[10:23:50] <Ordinastie> the name is
dumb, it checks if the chunk is loaded
L399[10:24:11] <barteks2x> it uses Block
coords
L400[10:24:46] <diesieben07> the name is
still dumb
L401[10:24:48] <Cazzar> And blockcoord is
just an arbitrary integer tuple
L402[10:24:49] <Ordinastie> yes, but the
name is still dumb
L403[10:24:53] <diesieben07> you cannot
check if a single block is loaded
L404[10:25:23] <barteks2x> block is not
loaded when the chunk it's in is not loaded
L405[10:25:35] <diesieben07> yes of
couse
L406[10:25:38] <diesieben07> its still a
bit dumb :P
L407[10:25:38] <Ordinastie> barteks2x,
anyway, the method returns the blocks collision AABB that intersect
the AABB passed as param (I assume, an entity bounding box)
L408[10:26:33] <barteks2x> if I modify
isBlockLoaded to use cubes - I will break a lot of methods. If I
don't - player will fall through unloaded cubes.
L409[10:27:15] <Ordinastie> wut?
L410[10:27:50] <Ordinastie> you just need
to override isValid(BlockPos)
L411[10:28:15] <barteks2x> I did and
lighting (and a few other things) don't work
L412[10:28:16] <Ordinastie> and probably
the '64' too
L413[10:28:40] <barteks2x> because
simetimes minecraft still does these height checks using
if...else
L414[10:29:05] <Ordinastie> wait, did you
think that kind of mod would be easy to make ?
L415[10:29:41] <barteks2x> no, but I
expected mojang to change e few things since 1.6
L416[10:29:48] <Ordinastie> hahaha
L417[10:30:02] <Ordinastie> they did, but
not sure if it was for the better
L418[10:30:10] <sham1> Mojang would do
something smart
L419[10:30:10] <sham1> HAH
L420[10:30:46] <barteks2x> these calls to
isBlockLoaded(x, 64, z) are just evil - in this code y position is
available
L421[10:37:15] <Cazzar> What window
manager to use in arch.... I3?
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L439[11:19:49] <RobotSquid> guys, im a bit
of a noob with renderers, I want to make some of the same entity
spawn with different models, so I saw the entity is passed to
doRender, will it work if I change that code to render a model
depending on the eniry
L440[11:20:17] <RobotSquid> *entity
:P
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L453[12:05:33] <barteks2x> vanilla does it
too /tp ~ 4E-21 ~
L454[12:07:49] <gigaherz> maybe some
formula doesn't work below 0?
L455[12:08:06] <gigaherz> eh near
y=0*
L456[12:08:07] <gigaherz> not below
L457[12:08:58] <MrKickkiller> probably an
equation with y in the lower part of fraction (don't know the
english name, i'm Belgian)
L458[12:09:00] <barteks2x> I need to find
where that formula is...
L459[12:09:01] <gigaherz> (it'snot unheard
of, it happens with some approximations of trigonometric
functions)
L460[12:09:18] <gigaherz> may be a sin()
or something like that
L461[12:09:30] <gigaherz> approximating
for very small numbers near 0 is hard ;P
L462[12:09:43] <MattDahEpic> you cant sin
negatives
L463[12:10:03] <barteks2x> Below y = 0
it's black, above y=0 it's normal, but very very close to y=0 it
changes colors
L464[12:10:11] <MrKickkiller> Uh sin's
domain is - infinity to + infinity Matt
L465[12:10:56] <MrKickkiller> barteks
probably something in the neighborhood of a/y where a is a simple
value
L466[12:11:06] <MattDahEpic> sorry wrong
tig function
L467[12:11:19] <barteks2x> it only happens
with night vision potion
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L478[12:25:26] <barteks2x> I think I found
the code that does it
L479[12:27:37] <barteks2x> fogColorR/G/B
is basically something * max(0, y * voidFogFactor), and if night
vision is enables it does 1/fogColorRGB and then based on the
result does some weird interpolation
L480[12:28:12] <barteks2x> so it actually
is a/y
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L482[12:33:36] <gigaherz> aha
L483[12:33:52] <gigaherz> so you'd have to
do if (y<0.0001) assume 0 and just have max "a"
used?
L484[12:35:45] <barteks2x> nom, I will
move void fog down by 8 million blocks
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L486[12:40:25] <gigaherz> lol
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L488[12:49:02] <theresajayne> can anyone
help? I got the latest MDK, setupDecomp then genIntellijRuns, but i
can't run it
L489[12:49:14] <theresajayne> Exception in
thread "main" java.lang.ClassNotFoundException:
GradleStart
L490[12:49:24] <MattDahEpic> reload the
project
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L492[12:49:33] <theresajayne> i have
several times
L493[12:50:01] <theresajayne> still the
same
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L495[12:52:08] <gigaherz> thebadshepperd:
how do you run it?
L496[12:52:35] <gigaherz> do you have
"Client" or "Server" selected in the target
box?
L497[12:52:45] <gigaherz> remember that
after running a gradle task inside idea
L498[12:52:52] <gigaherz> it will be set
as the default task whjen you click "run"
L499[12:52:58] <gigaherz> unless you
change it back to Client/Server
L500[12:53:32] <gigaherz> if it doesn't
say "Minecraft Client" next to the run arrow icon, that's
your issue ;P
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L502[13:02:31] <Teamy> I'm applying a
regen potion effect, and I see the hearts bouncing and the potion
effect swirls and the status on the left in my inventory but im not
gaining health. Any ideas why this is happening?
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L505[13:13:53] <theresajayne> i changed it
to client
L506[13:14:05] <Mimiru> Anyone have
experience with rendering text above a block via TESR? My code is
rendering black text but I've set the color to white..
L507[13:14:59] <theresajayne> this is just
the demo app i havent done any coding - i always try to run the
default before i start coding to proove that the mcp is
working
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L509[13:24:23] <Mimiru> Ok, so it's not
black, if I set the color to 0xFFFFFF, I see a hint of dark red...
so something is messing with my colors
L511[13:25:07] <Mimiru> well, the render
method anyway.
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L513[13:42:30] <masa> any idea why the
inventory tweaks settings button would be invisible in my gui? it
is clickable, but invisible
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L522[14:08:44] <Mimiru> This has got to be
something I'm not doing in GL flags..
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L525[14:09:59] <laci200270> FG still not
supporting idea for creating patch files?
L526[14:10:25] <laci200270> Mimiru whats
the problem?
L527[14:10:52] <Mimiru> Trying to render
text above my block via a TESR, but the colors are screwed up
L529[14:11:16] <laci200270> look at
nametags maybe
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L531[14:11:29] <Mimiru> it's changed a bit
since then but it's close enough.
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L534[14:14:41] <heldplayer> Mimiru: you're
not disabling the light texture
L535[14:16:05] <Mimiru> heldplayer, that's
separate from gl_lighting?
L536[14:16:15] <heldplayer> It is
L537[14:16:32] <heldplayer> Minecraft uses
a second texture for sky and block light
L538[14:16:49] <heldplayer> There should
be helper classes to enable and disable it, but I don't know where
they are
L539[14:22:36] <Mimiru> Hmm.. I'll see
what I can figure out thanks heldplayer
L540[14:23:00] <Mimiru> Also it seems item
renders and nametags don't have this issue.. IDK if they don't take
into account world lighting values or what
L541[14:25:38] <Mimiru>
OpenGlHelper.setLightmapTextureCoords
L543[14:26:34] <Mimiru> Thanks for the tip
heldplayer
L544[14:26:34] <barteks2x> is there some
way to directly modify Minecraft code to experiment with it instead
of using ASM?
L545[14:26:51] <heldplayer> \o/
L546[14:26:54] <gigaherz> barteks2x: clone
the forge repository
L547[14:26:58] <gigaherz> and modify it
from ther
L548[14:27:04] <gigaherz> there*
L549[14:27:05] <barteks2x> I don't want to
ue eclipse...
L550[14:27:20] <gigaherz> well, it's
gradle
L551[14:27:31] <gigaherz> so you could
import into idea
L552[14:27:35] <gigaherz> and hten use the
gradle tasks
L553[14:27:40] <gigaherz> instead of the
run button
L554[14:28:02] <barteks2x> There were a
few discussions that idea+forge dev has some issues
L555[14:28:55] <gigaherz> well
/shrug
L556[14:28:55] <barteks2x> ok, I didn't
see the message "use gradle tasks"
L557[14:28:55] <gigaherz> ;P
L558[14:29:44] <barteks2x> is it also
possible to run my mod with that?
L559[14:32:39] <gigaherz> no idea
L560[14:32:55] <gigaherz> I presume it
will have a mods/ folder
L561[14:37:00] <barteks2x> I meant running
my mod like I do now but with the ability to test minecraft code
changes without writing ASM transformers for it first, but as the
last option I can put it into mods folder...
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L565[14:41:12] <barteks2x> Maybe it would
run my mod if I put it in place of ExampleMod?
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L567[14:41:54] <netz> barteks2x:
examplemod?
L568[14:42:13] <netz> that's there to show
you how to setup your workspace and place source code in the right
spot
L569[14:43:02] <barteks2x> I didn't
download MDK but the forge source
L570[14:43:44] <laci200270> fry can you
help?
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L572[14:46:04] <laci200270> anybody know
how can I create MultiModel from ModelResourceLocation?
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L576[14:50:02] <laci200270> anybody?
L577[14:50:30] <netz> barteks2x: why are
you messing with forge source?
L578[14:51:04] <barteks2x> I want to be
able to test my changes to minecraft code before actually writing
ASM transformers for it
L579[14:51:48] <laci200270> you not need
ASM tranformers
L580[14:52:03] <laci200270> simply use
ASMifer and replace the whole class..
L581[14:52:22] <netz> laci200270:
NO.
L582[14:52:29] <netz> what the fuck is
wrong with you people
L583[14:52:41] <barteks2x> I have no idea
how to do it. And it would be even more incompatible with other
mods than ASM
L584[14:52:42] <netz> asm is a fine tipped
scapel, not a damned butcher knife
L585[14:53:12] <laci200270> but for
testing thats good
L586[14:53:17] <netz> no.
L587[14:54:19] <barteks2x> why not even
for testing? I can eighter spend hour writing and debugging ASM
transformer to possibly discover that my approach to the problem is
wrong or modify the code and quickly test it.
L588[14:56:30] <netz> because. if you're
going to do something, do it right from the get go, and you won't
have to figure out how to right the wrong.
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L590[14:57:18] <laci200270> anybody good
at rendering?
L591[14:58:05] <barteks2x> so now I need
to modify EntityRenderer.updateFogColor. I have no idea how half of
the code works and it would be great if I coult test my changes
before trying to write asm thansformer that may not even
work.
L592[14:58:40] <laci200270> eclipse
L593[14:59:11] <laci200270> clone forge
and use it
L594[14:59:29] <barteks2x> That's what I'm
trying to do...
L595[14:59:51] <barteks2x> I hate eclipse,
but ok - I can use it
L596[15:01:32] <barteks2x> after running
gradle setupForge I don't see eclipse workspace anywhere...
L598[15:02:06] <laci200270> also I found
this
L599[15:02:23] <laci200270> you should
just select the flolder where you ran setupForge
L600[15:02:33] <laci200270> and import
that as a workspace
L601[15:02:35] <barteks2x> with
eclipse?
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L604[15:03:26] <laci200270> yes
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L607[15:04:05] <barteks2x> wait, I need
eclipse gradle plugin, right?
L608[15:04:38] <laci200270> i think
no
L609[15:04:50] <laci200270> did you
imported the workspace?
L610[15:05:06] <barteks2x> there is no
woorkspace. or it's empty
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L612[15:05:40] <laci200270> try to run
gradlew eclipse
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L615[15:06:17] <barteks2x> no such
task
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L618[15:07:02] <laci200270> Abrar|gone we
need you
L619[15:07:30] <laci200270> also try
asking on #forgegradle
L620[15:08:43] <barteks2x> I will try git
reset --hard and try again everything, maybe I did something wrong
when I tried t immport it into idea
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L622[15:12:13] <laci200270> tterrag do you
know the new rendering system?
L623[15:12:22] <tterrag> wat
L624[15:12:31] <laci200270> just asked
you
L625[15:12:52] <laci200270> there is no
active expert modder here
L626[15:13:08] <laci200270> I thought you
maybe know it
L627[15:13:20] <tterrag> what are you
asking exactly?
L628[15:13:36] <laci200270> about the new
model system
L629[15:14:22] <laci200270> how can I
create a new MultiModel from ModelResourceLocation
L630[15:14:51] <tterrag> I have absolutely
no idea
L631[15:15:17] <laci200270> :/
L632[15:15:27] <laci200270> nobody knows
rendering
L633[15:15:33] <laci200270> and fry again
gone
L634[15:17:31] <laci200270> any idea when
he comes back?
L635[15:21:22] <Ordinastie> that fact that
apparently nobody knows about the model system is perhaps a symptom
for the model system?
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L637[15:23:37] <barteks2x> so anyone knows
how to import forge dev workspace into eclipse?
L638[15:23:49] <laci200270> Ordinastie
also shadekiller knows about the model system lot but he doesn't
online
L639[15:24:19] <laci200270> barteks2x try
with a forgegradle 1
L640[15:24:20] <Ordinastie> I'd argue that
it's another symptom, but it would be mean
L641[15:24:36] <laci200270> (before
mdk)
L642[15:24:39] <Ordinastie> barteks2x,
clone + setupForge
L643[15:24:42] <tterrag> barteks2x: gradle
setupForge
L644[15:24:43] <Ordinastie> should be
enough
L645[15:25:00] <barteks2x> and then I
don't have eclipse workspace anywhere. or the workspae is
empty
L646[15:25:15] <tterrag> it generates it
in /eclipse
L647[15:25:21] <tterrag> there is a readme
that says all this...
L648[15:25:22] <barteks2x> I don't see
eclipse folder
L650[15:28:31] <tterrag> then FG2 broke it
or something..that's not what happens for me
L651[15:29:57] <barteks2x> I will try
./gradlew cleanCache && git reset --hard &&
./gradlew setupForge
L652[15:30:22] <laci200270> I found
something
L653[15:30:26] <laci200270> about
rendering
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L656[15:30:56] <laci200270> I searched
this about 4 hours ago
L657[15:31:13] <laci200270> and I just
typed to GitHub search
L658[15:31:18] <laci200270> MAGIC
L659[15:31:26] <laci200270> :D
L660[15:35:01] <laci200270> ok another
problem...
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L662[15:37:20] <laci200270> how can I bake
multimodel?
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L664[15:39:38] <barteks2x> still no
eclipse folder anywhere
L665[15:39:52] <barteks2x> tterrag: which
git revision are you using?
L666[15:41:07] <tterrag> no clue
L667[15:41:14] <tterrag> I haven't set up
a forge workspace in a long time
L668[15:42:47] <barteks2x> you said
"that's not what happens for me" so I thought you are
using it
L669[15:45:45] <barteks2x> I think I need
to go back to trying to write ASM transformers...
L670[15:45:59] <barteks2x> to test any
change
L671[15:46:33] <tterrag> I also said I
think FG2 might have changed things
L672[15:46:38]
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L673[15:46:55] <barteks2x> I don't know
how to change it to FG1
L674[15:47:07] <tterrag> you can't
L675[15:47:25] <laci200270> use an older
forge
L676[15:47:48] <tterrag> how?
L677[15:48:02] <tterrag> he wants to
contrubute, you can't just contribute against an old version of the
source
L678[15:48:13] <barteks2x> no, I want to
test changes to miencraft code
L679[15:48:26] <barteks2x> Without the
need to write complex ASM transformers
L680[15:48:38] <barteks2x> I'm saying it
fifth time
L681[15:49:07] <barteks2x> so in thic case
going back a few version isn't a problem
L683[15:49:28] <barteks2x> I can also do
that using git...
L684[15:49:44] <laci200270> oh my link
also bad
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L701[16:21:43] <Lord_Ralex> is there an
event for when endermen pick up blocks, not seeing one with my
ide
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L703[16:28:43] <laci200270> Lord_Ralex
maybe blockdestroyevent?
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L705[16:31:32] <Lord_Ralex> although, end
goal is to disable enderman picking up stuff, so probably better to
just clear what they could carry. hmm
L706[16:32:29] <laci200270> cancel
BlockDestroyEvent?
L707[16:32:43] <Lord_Ralex> i'd assume it
fires any time a block is destroyed
L708[16:33:28] <Lord_Ralex> if picking up
even triggers that event
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L710[16:36:31] <Lord_Ralex> not to mention
ide cannot even find that class (using 1.8, although probably an
older build)
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L712[16:38:53] <Zaggy1024> isn't there a
gamerule to stop them picking stuff up?
L713[16:39:00] <Zaggy1024> or are you
trying to do it in a specific scenario?
L714[16:39:02] <Lord_Ralex> Zaggy1024,
there is
L715[16:39:03] <Lord_Ralex> but
L716[16:39:11] <Lord_Ralex> we want
villagers to still farm
L717[16:39:42] <Lord_Ralex> The gamerule
also kills them, and so I believe it is easier to just mimic the
gamemode than it would be to go alter the AI
L718[16:39:43] <smbarbour> I would think
the villager farming wouldn't be considered "griefing"
for the gamerule
L719[16:39:50] <Lord_Ralex> It is
L720[16:39:53] <Lord_Ralex> and is
intended
L721[16:39:58] <Lord_Ralex> They are
altering the world when they farm
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L724[16:41:04] <laci200270> look at the
gamerule
L725[16:41:08] <laci200270> or they
AI
L726[16:41:11] <Lord_Ralex> It is their
AI
L727[16:41:16] <Lord_Ralex>
EntityAIHarvestFarmland
L728[16:41:21] <Zaggy1024> hm, I don't
htink the way that endermen set the block to air has an event
L729[16:41:31] <Zaggy1024> it just sets it
with the normal setBlockState method (in 1.8)
L730[16:41:58] <Zaggy1024> so you won't be
able to tell if it's an enderman doing it even if there is an event
triggered
L731[16:42:32] <Lord_Ralex> Then probably
easier at this point to just clear what they could pick up than
trying to rewrite the AI :/
L732[16:43:15] <smbarbour> I had suggested
they have more granular gamerules for that. Stopping creepers and
endermen are the main thing people want, but it also makes the
wither stupidly easy.
L733[16:44:07] <laci200270> anybody knows
how can I insert my smartmodels to the registry?
L734[16:44:41] <laci200270> in the
BakeModel
L735[16:44:50] <laci200270>
*BakeEventHandler
L736[16:45:03] <Zaggy1024> uhh
L737[16:45:28] <Zaggy1024> what?
L738[16:46:02] <Zaggy1024>
BakeEventHandler is a debug mod class
L739[16:46:16] <laci200270>
*BakeEvent
L740[16:46:28] <laci200270> i dont know
how can I insert my smartmodel
L741[16:47:08] <Zaggy1024> look at the
Forge debug mod
L742[16:47:19] <laci200270> mine is a bit
different
L743[16:49:13] <Zaggy1024> hm?
L744[16:49:16] <Zaggy1024> your
what?
L746[16:50:44] <laci200270> the code is
now uploading..
L747[16:52:45] ⇦
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L748[16:53:05] <laci200270> git is a
shit
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L751[16:56:02] <laci200270> i think I'll
leave because its midnight for me
L752[16:56:19] <laci200270> Good night for
everyone! :)
L753[16:56:30] <Zaggy1024> the Object
should be a ModelResourceLocations
L754[16:56:33] <Zaggy1024> *ion
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L760[17:21:38] <Ri5ux> Question, I've got
this texture with a size of 768x384. It loads perfectly fine on
GPUs with OpenGL 3.0, however in the case of cards with OpenGL 1.5,
the texture refuses to load. The result is just a white, empty
texture. Did I fuck up by making such an odd texture size?
L761[17:21:51] <Ri5ux> Or is there some
workaround for that?
L762[17:22:03] <securitypedant> In a
packet handler I want to get a display name of the server, any idea
where I might get that from either a player or context object? Been
hunting and not finding
L763[17:23:45] <securitypedant>
player.worldObj.getWorldInfo().getWorldName();
L764[17:23:48] <securitypedant> is my best
guess so far
L765[17:24:12] <Ri5ux> Display name of a
server in the servers list or what?
L766[17:25:00] <securitypedant> the
display name of the current server
L767[17:25:22] <securitypedant> maybe I
just read from the config, i.e. server.props
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L771[17:37:55] <Lumien> Ri5ux maybe try
making it a power of two texture?
L772[17:38:11] <Lumien> 1024x1024 in your
case
L773[17:38:23] <Ri5ux> Was going to, but I
wanted to confirm it here before I did soo
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L775[17:39:50] <Lumien> 1024x512 will
probably work as well
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L779[17:42:42] <tterrag|away> fairly sure
it needs to be square
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L781[17:44:45] <Lumien> I don't think
square textures were ever required
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L783[17:50:18] <gigaherz> gpus don't
generally care about the squareness, it's usually the power of two
that matters, be it 1024x2 or 256x256
L784[17:50:43] <Lumien> Yeah, although
modern gpus should work with non power of two textures just
fine
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L786[17:51:11] <Ri5ux> Alright, thanks for
the confirmation. Had a feeling, but wasn't sure on it.
L787[17:51:58] <tterrag> it has nothing to
do with the GPU...? or are we not talking about stitched
textures?
L788[17:52:10] <Lumien> "It loads
perfectly fine on GPUs with OpenGL 3.0"
L789[17:52:12] <Lumien> Doesn't sound like
it
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L792[17:53:36] <gigaherz> hmmmm
L793[17:53:38] <gigaherz> actually
L794[17:54:45] <tterrag> if it's not
stitched then size is irrelevant
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L796[17:55:01] <gigaherz_t> [00:53]
(gigaherz): hmmmm
L797[17:55:01] <gigaherz_t> [00:53]
(gigaherz): actually
L798[17:55:01] <gigaherz_t> [00:53]
(gigaherz): wasn't *_texture_npot an extension
L799[17:55:01] <gigaherz_t> [00:53]
(gigaherz): before ogl2 or ogl3
L800[17:55:01] <gigaherz_t> [00:54] *
Disconnected
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L802[17:55:31] <gigaherz_t>
ARB_texture_non_power_of_two
L803[17:56:05] <Ri5ux> Are you saying
there's a way to possibly fix it without changing the texture
size?
L804[17:56:12] <gigaherz_t> nono
L805[17:56:18] <Ri5ux> Ah, darn ._.
L806[17:56:19] <gigaherz_t> I mean that
gpus without ARB_texture_non_power_of_two
L807[17:56:24] <gigaherz_t> won't accept
sizes that are non-pot
L808[17:56:28] <Ri5ux> Ah
L809[17:56:33] <gigaherz_t> it's a means
to check if the gpu supports it
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L812[17:57:28] <Ri5ux> Be great if there
was a workaround though, because otherwise it looks like Im going
to have to completely redo like 10 textures
L813[17:57:38] <Lumien> why redo?
L814[17:57:44] <gigaherz_t> doyou have
accessto the UV coords of the models?
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L816[17:57:51] <Nathan_Leadill> Hey
L817[17:58:05] <Ri5ux> Its uh, complicated
to explain
L818[17:58:08] <gigaherz_t> or is this
something external and you can't fix the models or the loading
code
L819[17:58:18] <Nathan_Leadill> Anyone
know how to translate B3D Blocks The Models a bit off :D
L820[17:59:32] <Ri5ux> I have access to
everything, its just, to resize the texture itself, means I'd have
to resize the actual sub textures... sorry, dont know what else to
call them
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L823[18:03:41] <Ri5ux> What Im trying to
say is that the faces of each part of the model on the texture will
be incorrectly sized.
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L825[18:04:23] <Ri5ux> Unless 768x768
would be acceptable.
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L829[18:09:38] <gigaherz_t> Ri5ux: sorry,
back
L830[18:09:40] <gigaherz_t> what I meant
is that
L831[18:09:51] <gigaherz_t> if you make it
1024x768, with the data on the topleft corner
L832[18:10:01] <gigaherz_t> you can then
change the uv coords on load
L833[18:10:10] <gigaherz_t> so that each
is multiplied by 0.75
L834[18:10:15] <gigaherz_t> and you'd end
up with the same result
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L837[18:10:30] <Ri5ux> But I cant change
the width and height of each face
L838[18:10:35] <gigaherz_t> nono
L839[18:10:36] <Ri5ux> So...
L840[18:10:38] <gigaherz_t> you
misunderstand
L841[18:10:42] <gigaherz_t> you take the
model
L842[18:10:48] <gigaherz_t> and edit the
uv mapping
L843[18:10:53] <gigaherz_t> leaving all
the faces as-is
L844[18:10:57] <gigaherz_t> just with
different uv coords
L845[18:11:10] <Ri5ux> Yeah, but that
streches my texture
L846[18:11:14] <Ri5ux> The texture looks
deformed
L847[18:11:16] <Ri5ux> Ive tried
that
L848[18:11:17] <gigaherz_t> yes
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L850[18:11:23] <gigaherz_t> but by exactly
the same amount as you shrink it
L851[18:11:38] <gigaherz_t> when you add
extra padding
L852[18:11:54] <gigaherz_t> if a verted is
at uv=(0.5,0.5)
L853[18:12:18] <gigaherz_t> that'd
normally be (0.5,0.5)*(768x384) = 384,192
L854[18:12:25] <gigaherz_t> if you
"preprocess" it
L855[18:12:38] <gigaherz_t> you'd have uv
= (0.375,0.375)
L856[18:12:42] <Ri5ux> Before I do that,
do you think that 768x768 would be acceptable on OpenGL 1.5? That'd
be the easier route for me
L857[18:12:57] <gigaherz_t> and the pixel
position would be (0.375,0.375)*(1024,512) = 384,192
L858[18:13:05] <gigaherz_t> you end up
with the same numbers ;P
L859[18:13:13] <gigaherz_t> I don't
believe so
L860[18:13:27] <gigaherz_t> note that ogl
1.5 doesn't care
L861[18:13:34] <gigaherz_t> it's the gpu
that may not support it
L862[18:15:45] <Ri5ux> Hmm..
L863[18:15:55] <Ri5ux> I'll try both
L864[18:16:30] <Nathan_Leadill> Anyone got
any idea on translating B3D Modeled Blocks?
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L866[18:16:56] <gigaherz_t>
Nathan_Leadill: the forge blockstates file supports a transform{}
block I believe
L867[18:17:12] <gigaherz_t> can't remember
the exact syntax
L868[18:17:20] <Nathan_Leadill> Under
Variants -> normal -> transform right?
L869[18:17:33] <gigaherz_t> something like
that
L870[18:17:37] <gigaherz_t> not
certain
L871[18:17:40] <gigaherz_t> Ididn't use
it
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L876[18:30:32] <patrick96> Do I need a
core mod to use access transformers?
L878[18:31:51] <gigaherz_t> patrick96:
depends
L879[18:32:21] <gigaherz_t> well, i'm not
sure on this because I have never done it
L880[18:32:39] <gigaherz_t> but I believe
you can have an otherwise standard mod, with an AT file that tells
fml to access-transform some methods
L881[18:32:59] <gigaherz_t> wether this
constitutes a coremod or not, that's a different thing
L882[18:33:15] <gigaherz_t> now if you
want to do any manual work on the classes during the fml loading
process
L883[18:33:19] <gigaherz_t> then you do
need a coremod
L884[18:34:14] <gigaherz_t> I believe that
just like how you can have multiple mods in one jar, you can also
have a normal mod, and a coremod, in the same jar
L885[18:34:48] <patrick96> I just want to
access GuiContainer.guiLeft and guiRight from outside any subclass
(In my NEI Handler) and it's working fine in my IDE but when I
build it with gradle and run it, it tells me it couldn't find
Blocks.stone
L886[18:35:05] <tterrag> patrick96: you
are running a deobf mod in an obf environment
L887[18:35:10] ***
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L888[18:35:11] <tterrag> !!gf
Blocks.stone
L889[18:35:12] <MCPBot_Reborn> === MC 1.8:
net/minecraft/init/Blocks.stone (aty.b) UNLOCKED ===
L890[18:35:13] <MCPBot_Reborn> Name : b
=> field_150348_b => stone
L891[18:35:13] <MCPBot_Reborn> Descriptor
: Latr; => Lnet/minecraft/block/Block;
L892[18:35:14] <MCPBot_Reborn> Comment :
None
L893[18:35:15] <MCPBot_Reborn> Last
Change: 2013-12-09 22:25:00-05:00 (lexmanos)
L894[18:35:16] <tterrag> it's not
"stone" outside dev
L895[18:35:21] <tterrag> it's
field_150348_b
L896[18:36:07] <gigaherz_t> patrick96: ah,
well you don't even need an AT for that ;P
L897[18:36:15] <patrick96> tterag but if I
take out the part about the AT from the build file everything runs
fine
L898[18:36:24] <tterrag> "the part
about the AT"?
L899[18:36:26] <gigaherz_t> just use
reflection
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L901[18:36:47] <patrick96> tterag
attributes 'FMLAT': 'hpt_at.cfg'
L902[18:37:07] <tterrag> that should not
cause that error
L903[18:38:15] <patrick96> gigaherz_t yes
you're right but that didn't work for the reason tterag just
pointed out, so my problem lies there and not actually in the
AT
L904[18:38:46] <patrick96> tterag give me
a moment I'll build w/ and w/o that part and see if it really only
gives me the error with the AT in
L905[18:39:01] <gigaherz_t> patrick96:
that's why you use different names for deobf and obf
L906[18:39:09] <gigaherz_t> ;P
L907[18:39:13] <tterrag> huh?
L908[18:39:17] <tterrag> you can easily
use reflection
L910[18:42:57] ***
Kolatra[away] is now known as Kolatra
L911[18:43:17] <patrick96> Okey so
attributes 'FMLAT': 'hpt_at.cfg' wasn't the cause of the error,
it's probably something I changed earlier
L912[18:44:25]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-181-185.dhcp.embarqhsd.net)
L913[18:45:02] <patrick96> I used this
GuiContainer.class.getDeclaredField("guiLeft") to access
guiLeft but when building the mod I doesn't work because guiLeft
isn't guiLeft but some field_xyz outside of the dev
environment
L914[18:45:19] <gigaherz_t> yup
L915[18:45:25] <gigaherz_t> that's where
ReflectionHelper comes in
L916[18:45:35] <gigaherz_t> it will try al
lthe names you give it, in order
L917[18:45:47] <gigaherz_t> so if you give
it the srg name first, and then the "nice" name
L918[18:45:55] <gigaherz_t> it will work
on the first try in obf
L919[18:46:00] <gigaherz_t> and on the
second try in deobf
L920[18:46:11] <gigaherz_t> and assuming
you keep the reference to Field
L921[18:46:16] <patrick96> But what if the
srg name changes? Or does it never do that?
L922[18:46:18] <Ordinastie> (which btw is
stupid design)
L923[18:46:21] <gigaherz_t> it never
does
L924[18:46:31] <gigaherz_t> well
L925[18:46:32] <gigaherz_t> rarely
L926[18:46:39] <gigaherz_t> the srg name
can be assumed to never change
L927[18:46:48] <gigaherz_t> while the nice
name and the obf name can change at any time
L928[18:46:55] <Ri5ux> Mostly changes
during major Minecraft updates
L929[18:46:57] <gigaherz_t> this way mods
are compatible across updates to the mappings
L930[18:47:00] <patrick96> No way!! I was
actually checking if guiLeft existed and if not using the srg name
but I was worried it would change and tried to use AT ^^
L931[18:47:08] <gigaherz_t> so
L932[18:47:15] <gigaherz_t> in mc 1.8.0 a
field may be
L933[18:47:18] <tterrag> a srg name will
never change
L934[18:47:23] <tterrag> it can only be
added or go away
L935[18:47:24] <gigaherz_t> "aa"
-> "field_12345_a" -> "theField"
L936[18:47:29] <gigaherz_t> and in 1.8.1
it may be
L937[18:47:33] <tterrag> a method that is
equivalent in parameters and function will aways have the same srg
name
L938[18:47:42] <gigaherz_t> "cz"
-> "field_12345_a" ->
"properFieldName"
L939[18:47:55] <gigaherz_t> the srg name
will remain the same
L940[18:48:12] <Ri5ux> Never mind, I was
confused.
L941[18:48:15] <tterrag> cz is unlikely
considering there would need to be 103 fields in the class :P
L942[18:48:20] <gigaherz_t> so all mods
compiled for the same major version of forge/mc
L943[18:48:21] <tterrag> but good example
nevertheless :D
L944[18:48:25] <gigaherz_t> even if mc's
obfuscation changes
L945[18:48:27] <gigaherz_t> can still
work
L946[18:48:41] <patrick96> Thank you so
much guys
L947[18:49:07] <patrick96> Now I just need
to figure out why my mod doesn't find Blocks.stone and before it
did
L948[18:49:56] <Ordinastie> you know what
would be nice, having the console output linked to the code that
did the output
L949[18:50:22] <Ordinastie> that way I
wouldn't spend ages to find where [01:36:12] [Client thread/ERROR]
[FML]: Model definition for location
malisisdoors:customDoor#inventory not found is from :x
L950[18:50:35] <Ri5ux> Any of you guys
happen to know why Windows is complaining that my RAM is used up at
64% total memory usage?
L951[18:50:43] <Ri5ux> It's literally
starting to close programs by itself at that point
L952[18:50:50] <Ri5ux> Seems a bit early
for htat
L953[18:50:51] <Ri5ux> that*
L954[18:51:15] *
Ri5ux has 16GBs
L955[18:52:59] <gigaherz_t> Ordinastie:
that print could easily throw an exception, and then print the
stack trace on it ;P
L956[18:53:19] <Ordinastie> hum?
L957[18:53:25] <Ri5ux> I mean, I know why
my RAM is used up, but why the fuck is it complaining so
early.
L958[18:53:26] <gigaherz_t> I mean
L959[18:53:29] <gigaherz_t> that code that
does that print
L960[18:53:42] <gigaherz_t> as a possible
solution for it if you wanted to PR to forge to fix that ;P
L961[18:53:56] <Ordinastie> no, I mean, an
IDE feature
L962[18:54:17] <gigaherz_t> eh but the
logger would have to give the IDE that info
L963[18:54:21] <Ordinastie> yes
L964[18:54:33] <gigaherz_t> hmm I guess
the logger could get the stack trace itself
L965[18:54:48] <Ordinastie> or the VM, or
whatever
L966[18:55:14] <Ordinastie> I'm just sick
of having to search for the class because I always forget where it
is ><
L967[18:55:16] <gigaherz_t> Ri5ux: well
theo nly thing I can think of
L968[18:55:22] <gigaherz_t> would be that
the rest of the memory are in-use cached files
L969[18:55:27] <gigaherz_t> that can't be
dropped from ram
L970[18:55:51] <Ri5ux> But task manager
wouldnt show that the rest of the RAM is used by that?
L971[18:56:02] <gigaherz_t> check the
performance tab
L972[18:56:08] <gigaherz_t> the
"available" vs "free"
L973[18:56:45] <Ri5ux> Not seeing the Free
section
L974[18:56:51] <Ri5ux> (Windows 10)
L975[18:57:23] <Ri5ux> Committed:
14.5/16.0GB
L976[18:58:09] ⇦
Quits: securitypedant (~securityp@173.227.7.2) ()
L977[18:58:16] <gigaherz_t> ah
L978[18:58:24] <gigaherz_t> well it
changed I suppose
L979[18:58:34] <gigaherz_t> it's
complaining because commited is going so high
L980[18:58:42] <gigaherz_t> it may be able
to "make room" by dropping some cache
L981[18:58:45] <Ri5ux> Cached is at
4.2GBs
L982[18:58:50] <Ri5ux> That doesnt seem
normal
L983[18:58:56] <gigaherz_t> it's 6.2gb for
me
L984[18:59:03] <Ri5ux> Jeez...
L985[18:59:07] <gigaherz_t> in use 4.4,
available 11gb
L986[18:59:19] <gigaherz_t> commited
5.5/18.8
L987[18:59:25] <Ri5ux> Looks like Im
really gonna need that 32GB upgrade now...
L988[18:59:28] <gigaherz_t> (it includes
pagefile, which is 2.5gb atm)
L989[18:59:53] <gigaherz_t> just enable
the pagefile on an SSD
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L991[18:59:59] <gigaherz_t> it will allow
windows to page out least-used ram
L992[19:00:00] <Ri5ux> I believe I
disabled my page file to save SSD space. Perhaps I should re-enable
that.
L993[19:00:03] <gigaherz_t> and survive
longer
L994[19:00:12] <gigaherz_t> win10 doesn't
waste pagefile like before
L995[19:00:17] <Ri5ux> Ah, good
L996[19:00:27] <gigaherz_t> win7 used to
take up as much pagefile as you had ram
L997[19:00:29] <gigaherz_t> so like
L998[19:00:32] <gigaherz_t> it would be
16gb for me
L999[19:00:46] <gigaherz_t> win10's
pagefile is only as large as it needs to be
L1000[19:00:51] <gigaherz_t> dynamically
resized
L1001[19:00:52] <gigaherz_t> up and
down
L1002[19:01:04] <Ri5ux> I only have a
64GB SSD though
L1003[19:01:10] <Ri5ux> .-.
L1004[19:01:13] <gigaherz_t> I have a
120gb SSD for the OS and apps
L1005[19:01:28] <gigaherz_t> and a 60gb
one for compiling and some temp tasks that need t obe fast,
including pagefile
L1006[19:01:28] <gigaherz_t> ;P
L1007[19:01:35] <Ri5ux> <.>
L1008[19:02:05] <gigaherz_t> well the
120gb one was like 150eur back in the day
L1009[19:02:14] <gigaherz_t> the 60gb was
40eur a few months ago
L1010[19:02:22] <Lord_Ralex> i have a
16gb page, but only because i was using it to write full memory
dumps :(
L1011[19:02:36] <gigaherz_t> why owuld
you do that?
L1012[19:02:39] <Ri5ux> Upgrading to a
120GB in my new system.
L1013[19:02:43] <gigaherz_t> do you work
on kernel/driver development?
L1014[19:02:43] <gigaherz_t> ;P
L1015[19:02:50] <Lord_Ralex> i had
constant bsod :P
L1016[19:02:58] <Lord_Ralex> so was
keeping them to figure out wtf was going on
L1018[19:07:05] *
Ri5ux must find this
L1019[19:07:23]
⇨ Joins: Girafi
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L1020[19:11:35] <Nathan_Leadill> Ugh Just
translate stupid block :D :D :D
L1022[19:14:09] <Nathan_Leadill> Anyone
please Explain?
L1023[19:15:24] <Ri5ux> Show your
code?
L1024[19:15:37] <Nathan_Leadill> What
Classes?
L1025[19:15:41] <Nathan_Leadill> Block
Class and Proxy?
L1026[19:16:03] <Ri5ux> Also your block's
json crap
L1027[19:16:10] <Nathan_Leadill> :P
L1028[19:16:22] <Nathan_Leadill> I've
only done items before never blocks
L1029[19:16:26] <Nathan_Leadill> So i
have no idea what im doing
L1030[19:16:58]
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L1031[19:17:17] <Nathan_Leadill> Can you
link an example that works with B3D Models?
L1032[19:17:37] *
Ri5ux doesnt have any examples
L1033[19:18:07] <Nathan_Leadill> :(
L1034[19:18:52] ***
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L1036[19:33:08] <Ordinastie> wtf
L1037[19:33:09] <Ordinastie> [02:32:46]
[Server thread/ERROR] [FML]: There are unidentified mappings in
this world - we are going to attempt to process anyway
L1038[19:33:09] <Ordinastie> [02:32:46]
[Server thread/ERROR] [FML]: Unidentified item:
malisisdoors:item.custom_door, id 4101
L1039[19:33:21] <Ordinastie> I can't do
anything with that :s
L1040[19:33:38] <Ordinastie> it freezes
the client
L1041[19:34:24] <netz> that is a rather
pretty task manager
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L1046[19:38:26] <Ri5ux> Apparently the
person made it and kept it for themselves, cant find it on the
nets
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L1051[19:56:49] <Ri5ux> I know, was
trying to find a way to enable it if it was a hidden feature, or
even a mod, but found nothing
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L1053[19:58:09] <netz> prolly just some
theming
L1054[19:58:13] <Mimiru> ^
L1055[20:01:14] <Ri5ux> Theme's carry
across to task manager though? .. like even the graphs?
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L1057[20:05:52] <Ri5ux> Just doesnt seem
right to me.
L1060[20:13:17]
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L1061[20:14:49] <Ri5ux> Too sharply
colored ._.
L1062[20:15:38] <Mimiru> Well.. yes, it
IS "High Contrast" it's for people with vision
disabilities. But it was just to prove a point, that yes, the theme
will change the graphs and such
L1063[20:16:13] <Ordinastie> anybody know
how to fix that shit ?
L1064[20:16:14] <Ordinastie> [03:13:19]
[Server thread/ERROR] [FML]: There are unidentified mappings in
this world - we are going to attempt to process anyway
L1065[20:16:14] <Ordinastie> [03:13:23]
[Server thread/ERROR] [FML]: Unidentified item:
malisisdoors:item.custom_door, id 4101
L1066[20:22:12] <Ordinastie> ffs it's
annoying
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L1078[20:45:14] <hasunwoo_> How to check
if client or server.
L1079[20:45:16] <hasunwoo_> ?
L1080[20:45:33]
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L1081[20:47:29] <netz> hasunwoo_:
isWorldRemote() ?
L1082[20:50:04]
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L1085[21:00:26] <hasunwoo_> I want to
know if my mod is loaded on forge server or client
L1086[21:01:12] <tterrag> all load events
have a side
L1087[21:01:12] <killjoy1> What's the
setting on the new curse project "Localization"
L1088[21:01:22] <killjoy1> Is that things
like translating the description?
L1089[21:01:22] <TehNut> You can localize
your project page
L1090[21:01:26] <killjoy1> Oh, ok
L1091[21:01:44] <jadedcat> like if you
want to have your project page show up in madarin or french or
something
L1092[21:02:17] <netz> oh nifty
L1093[21:03:55] <ltp> Powered by
Google™ Translate
L1094[21:04:39]
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L1095[21:08:45] <Torhal> killjoy1: It's
for localizing your project. Has nothing to do with your project
description or auxiliary pages. I didn't know it had been
activated, or there would be documentation and such.
L1096[21:08:48] <Torhal> jadedcat:
^
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L1098[21:09:11] <jadedcat> oh sorry, mine
was a question not a statement
L1099[21:09:27] <Torhal> I was answering
:D
L1100[21:09:30] <jadedcat> apparently I
forgot the question mark :p
L1101[21:09:34] <Torhal> lol
L1102[21:10:06] <Torhal> I need to find a
list of all supported Minecraft languages and their language codes
so I can set this thing up properly.
L1103[21:10:20] <Torhal> Whoever
activated it did so with WoW languages and codes and nothing
else.
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L1115[21:42:22] <Cazzar> Hehe, decided to
reinstall arch as a dual boot on my laptop, i3wm!
L1116[21:43:09] ***
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L1117[21:44:30] <netz> Cazzar: w00t
L1118[21:44:53] <Cazzar> Yeah, gotta set
up a terminal emulator
L1119[21:45:05] <Cazzar> probably will go
with the GNOME stuff, since, i3-gnome
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L1121[21:49:51] <Cypher121> anyone knows
how slot background icons work? Whatever I can find is not really
helpful.
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L1123[21:52:29] <tterrag> never bothered
with them :P
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L1126[21:55:05] <Cypher121> tterrag: meh,
I want to keep it inside slots. Idea is that if slot is locked, it
has a red cross
L1127[21:55:17] <tterrag> so then code
that inside your slot
L1128[21:55:21] <tterrag> problem is
slots have no drawing callbacks
L1129[21:57:33] <Cypher121> tterrag: they
have default methods for IIcon (icon) and ResourceLocation
(texture). Problem is I can't get that icon to do anything
L1130[21:58:10] <tterrag> Cypher121: the
GuiContainer should draw it
L1131[21:58:13] <tterrag> according to
the code
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L1135[22:09:07] <Cypher121> apparently I
just don't understand something about IIcon
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(~localmaca@cpe-67-252-38-34.nycap.res.rr.com) (Quit:
pixlepix)
L1142[22:32:59] ***
Clank is now known as Clank[Away]
L1143[22:37:43] ***
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L1144[22:41:58]
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L1145[22:44:32] <killjoy> Hm... why am I
using ClassLoader.getSystemResource?
L1146[22:44:49] <killjoy> Does that break
cauldron?
L1147[22:44:54] <killjoy> *on
cauldron
L1148[22:48:08] ***
Clank is now known as Clank[Away]
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Clank[Away] is now known as Clank
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L1154[23:03:41] ***
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(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Quit: There
is no spoon. Don't try to bend the spoon. Only you
bend.)
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Quit)
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L1160[23:18:14] ***
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L1169[23:29:52] <TehNut> nope
L1170[23:29:55] <TehNut> you missed a few
spots
L1171[23:30:07] <Arctic_Wolfy> XD
L1172[23:30:41] <Arctic_Wolfy> Just
trying to make sure my pet spider won't attack me.
L1173[23:30:51] <Cypher121> just flood it
with lava
L1174[23:31:06] <Arctic_Wolfy> IT would
kill it thou...
L1175[23:32:29] <Arctic_Wolfy> I need the
spider alive.
L1176[23:33:01] <netz> lol
L1177[23:33:02]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1178[23:34:26] <Arctic_Wolfy> Mod pack.
Need wool. No friendly mobs. No sheep. Only String, and spiders
drop string passivly.
L1179[23:34:41]
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(~killjoy@2606:a000:1118:e101:838:c3b8:647:2322) (Killed (NickServ
(GHOST command used by killjoy1)))
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L1182[23:37:01] ***
cpw is now known as cpw|out
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L1184[23:46:20] <Arctic_Wolfy> Anybody
know any thing I can do to keep the spider from despawing?
L1185[23:48:10] <TehNut> If you have MFR,
pick it up and place it with a Jailer's Safari Net
L1186[23:48:47] <Arctic_Wolfy> Don't have
MFR.
L1187[23:48:47]
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(Killed (NickServ (GHOST command used by
SnowDapples_!~powered@pD9588B1A.dip0.t-ipconnect.de)))
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L1190[23:50:06] <Cypher121> name tag
it?
L1191[23:50:59] <TehNut> Right that's a
thing
L1192[23:51:02] <TehNut> Do that
L1193[23:51:17] <Arctic_Wolfy> I can make
name tage. But I would need iron to use it unless you can use a
unnamed named tag.
L1194[23:51:37] <TehNut> Have a Tool
Station?
L1195[23:51:48] <Arctic_Wolfy> Yes?
L1196[23:51:50] <TehNut> Use that
L1197[23:51:57] <TehNut> They can name
any item for free, now
L1198[23:52:02] <TehNut> Whether it's a
bug or not I don't know
L1199[23:53:34]
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(Quit: Beds explode goodnight)
L1200[23:53:56] ***
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seconds)
L1205[23:57:15] <TehNut> original
name
L1206[23:57:25] <Arctic_Wolfy> :P
L1207[23:58:52]
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seconds)
L1208[23:59:21] <Mimiru> Anyone have any
idea how I can use 2 packets in my getDescriptionPacket() ? I need
to return my S35Packet to sync my NBT to the client, but I also
need to return another packet to communicate with my IMessage
class
L1209[23:59:40] <Mimiru> I tried to not
return one of the two, but that just ends up with that packet not
doing anything