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L1[00:11:44] <Cypher121> combine data, send one and then break it down? I don't really remember how these work, but can't you do that?
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L3[00:27:45] <Cypher121> what do U and V in IIcon mean?
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L8[00:43:16] <Zaggy1024> !gm func_175022_a
L9[00:43:28] <Zaggy1024> crap, wrong chat :P
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L14[00:50:58] <Cypher121> !gm
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L17[01:21:55] <Cypher121> oh great
L18[01:24:15] <Cypher121> Slot has methods for setting background texture location, but when it comes to rendering, minecraft ignores it and always uses default.
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L21[01:51:36] <Cypher121> and if I want to change it, it means a million of access transformations...
L22[01:52:18] <Zaggy1024> just use your guicontainer to render a background
L23[01:52:23] <Zaggy1024> don't use the stupid slot crap
L24[01:54:26] <Cypher121> well, not like that's an easy thing to do in my case, I'm moving these slots after all. would be easier if that Forge patch that adds background textures actually worked
L25[01:56:47] <Zaggy1024> make a PR then :P
L26[01:56:56] <Zaggy1024> in the meantime, you can use the GuiContainer
L27[01:57:07] <Mossyblog> Which class has the logic mostly for mob on mob attacks? ...ie i want to make chickens attack pigs...
L28[01:57:20] <Zaggy1024> that's the AI
L29[01:57:25] <Zaggy1024> look at zombie AI
L30[01:57:40] <Zaggy1024> although mkaing it attack a specific mob type is a little more complicated
L31[01:57:51] <Mossyblog> Yeah i'm struggling to isolate it's core attack packets.
L32[01:57:58] <Zaggy1024> packets?
L33[01:58:03] <Zaggy1024> why do you need packets?
L34[01:58:14] <Mossyblog> i'll get the AI later, but what network packets does it send for MP to agree
L35[01:59:12] <Zaggy1024> none
L36[01:59:14] <Zaggy1024> AFAIK
L37[01:59:41] <Zaggy1024> the server dictates what the mob will do via motion updates
L38[01:59:58] <Zaggy1024> it's all covered by those packets, all you need to do is modify the AI
L39[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151010 mappings to Forge Maven.
L40[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151010-1.8.zip (mappings = "snapshot_20151010" in build.gradle).
L41[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/
L42[02:00:27] <Cypher121> Zaggy1024: I don't understand .patch formatting so I just opened an issue. And GuiContainer is the problem, it isn't patched to use texture from the slot. I'll just do some kind of hack for now.
L43[02:01:22] <Cypher121> Mossyblog: I think wolves have code to make them attack sheeps specifically
L44[02:01:55] <Zaggy1024> You have to set up a contribution workspace (gradlew setupForge)
L45[02:02:01] <Zaggy1024> and then modify the base Minecraft files
L46[02:02:04] <Zaggy1024> and genPatches
L47[02:02:07] <Mossyblog> oh yeah wolves.. forgot about those..
L48[02:02:13] <Mossyblog> thanks Cypher121 :_
L49[02:02:16] <Zaggy1024> commit to your own branch
L50[02:02:25] <Zaggy1024> go on Github and make the PR from your branch
L51[02:03:40] <Cypher121> Zaggy1024: How to change 1 line in MC code
L52[02:04:40] <Zaggy1024> what I said
L53[02:04:54] <Zaggy1024> modify the base file you need to change to fix the bug
L54[02:04:57] <Zaggy1024> then make your PR
L55[02:05:03] <Cypher121> yeah, I got it
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L57[02:11:49] <Digitalsabre> I want to b asleep, but my mind is now completely awake.
L58[02:13:29] *** blood_ is now known as blood|sleep
L59[02:13:46] <Digitalsabre> I work in 6 hours, for 8.5 hours, and then I have Werewolf 20th or Hunter: The Reckoning game to go to.
L60[02:15:37] ⇨ Joins: alex_6611 (~alex_6611@p5DE7B0A9.dip0.t-ipconnect.de)
L61[02:16:05] <Digitalsabre> Coding and sprite design it is, then.
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L63[02:19:07] <hasunwoo_> What is alternatve of IConnectHandler?
L64[02:19:13] <hasunwoo_> Alternative
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L68[02:23:45] <laci200270> anyone experineced with rendering in 1.8?
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L71[02:28:08] <laci200270> how can I fix this: https://gist.github.com/laci200270/581983b3cc0a0b3c94b4#file-gistfile1-txt-L822-L2327 ?
L72[02:31:52] <Mossyblog> Cypher121: yeah there's a method on the AI called isSuitableTarget... it may have clues
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L76[02:34:09] <laci200270> fry|sleep where are you?
L77[02:35:20] <Digitalsabre> I'm going to guess that they're asleep.
L78[02:35:59] <laci200270> all rendering guys is offline/afk/sleeping
L79[02:36:17] <Digitalsabre> That'll happen sometimes.
L80[02:36:33] <laci200270> sometimes :)
L81[02:36:47] <laci200270> all the times when I stuck with rendering
L82[02:38:58] <Digitalsabre> I'm not a MCF anything. I'm a noob... so if I say something stupid, just take it with a grain of salt. But it looks like Minecraft is looking for a model for each and every state your block could be in. 729 states? 3^6?
L83[02:39:18] <laci200270> yes
L84[02:39:30] <laci200270> I want to do it with a smartmodel
L85[02:39:37] <laci200270> but game doesn't recognizes it
L86[02:39:41] <Digitalsabre> Hmm...
L87[02:39:51] <laci200270> https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/handler/BakeEventHandler.java#L22
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L89[02:41:12] <hasunwoo_> How to prevent player from join server in forge?
L90[02:41:34] <laci200270> you want to disable multiplayer?
L91[02:43:02] <laci200270> Digitalsabre any ideas?
L92[02:43:41] <Digitalsabre> I was going to suggest ISmartBlockModel, but beyond that it's supposed to be able to used to help you dynamically render a block model, I know nothing about it. Even looking at your code doesn't help me because I don't understand Java or MCF enough to do more than add blocks, recipes and items just yet.
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L94[02:44:02] <laci200270> oh
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L96[02:44:23] <laci200270> I'll put it to the forums
L97[02:44:40] <laci200270> maybe there some people can help
L98[02:44:57] <Digitalsabre> Good idea.
L99[02:46:04] <hasunwoo_> No
L100[02:46:18] <hasunwoo_> Based on their name
L101[02:46:46] <laci200270> hasunwoo_ you want to disable certain servers?
L102[02:46:52] <Digitalsabre> Do you need to use Forge for it? Because you can just use the blacklist Minecraft provides.
L103[02:47:13] <hasunwoo_> I want to filter player
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L105[02:47:56] <hasunwoo_> Prevent people who dkes not have script from joining server
L106[02:51:19] <Digitalsabre> Sorry, I can't help. If it were me, I'd just use the Vanilla whitelisting mechanic instead of Forge.
L107[02:51:44] <Cypher121> drawTexturedModalRect(st.xDisplayPosition + guiLeft, st.yDisplayPosition + guiTop, 0, 0, 16, 16);
L108[02:51:44] <Cypher121> Isn't that supposed to draw 16x16 with (0, 0) to (15, 15) from current texture file?
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L110[02:53:00] <Cypher121> because my texture is 16x16 cross and that's definitely not what I'm getting here
L111[02:54:48] <laci200270> screenshoot?
L112[02:55:36] <laci200270> maybe create a dummy item for the texture and draw that?
L113[02:56:56] <Cypher121> I've changed it already, but imagine all slots in inventory having eye-burning red background
L114[02:57:58] <laci200270> did you set background color?
L115[02:58:12] <Cypher121> no
L116[02:58:19] <laci200270> try it
L117[03:01:36] <laci200270> in the modelregistry
L118[03:01:45] <Digitalsabre> Maybe I should just make dummy textures for my mod items and just code the mod. Then I can have something functional that I can point a texture artist at and say "go to town."
L119[03:01:47] <laci200270> what is the key?
L120[03:02:33] <laci200270> Digitalsabre don't make textures
L121[03:02:41] <laci200270> use unknown textures
L122[03:02:46] <laci200270> such as me
L123[03:02:55] <laci200270> for coding they are good
L124[03:03:51] <Digitalsabre> I'm going to need textures for a bunch of things, so... do you know of some sort of dummy item texture repository I can pull from?
L125[03:06:13] <laci200270> http://opengameart.org/textures/all
L126[03:06:16] <laci200270> maybe this
L127[03:06:33] <laci200270> just resize them
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L129[03:08:44] <Digitalsabre> Hmm... I might work on just making a dummy texture set to share, though.
L130[03:09:00] ⇨ Joins: Hgrebnednav (~Hgrebnedn@94-224-152-235.access.telenet.be)
L131[03:10:31] <Digitalsabre> Just... block sides with letters and numbers (transparent and not transparent), and item (transparent background) letters and numbers. Simply rename and drop into a project's folders. Could be useful for people who want to focus on coding and then look for a pixel artist/texture designer later.
L132[03:11:26] <laci200270> I like the idea
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L134[03:12:06] <laci200270> somebody can help me with this? http://www.minecraftforge.net/forum/index.php/topic,34346.0.html
L135[03:12:34] <Digitalsabre> Now probably isn't the time to think about this, but I'll put it on my todo list to think about later. I gotta be up in <4 hours for work. >.<
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L137[03:13:51] <theresajayne> I am using the forge-1.8-11.14.3.1519 mdk zip, i unpacked it, did setupDecomp then opened in intellij ran genIntellijRuns and reloaded the project. It will not run minecraft client saying Exception in thread "main" java.lang.ClassNotFoundException: GradleStart what have i done wrong?
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L139[03:14:25] <DarkEvilMac> theresajayne, that might be better to ask in #forgegradle
L140[03:14:50] <theresajayne> does that mean the latest forge distro is broken?
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L142[03:15:00] <barteks2x> I know I also had that problem, butI don't remember how I fixed it
L143[03:15:38] <laci200270> for me thats working(1519)
L144[03:15:43] <DarkEvilMac> Quick question about the setupForge task for gradle. I ran that and have my stuff good to go from what I can see, so I've added a small event as well as the method call to fire the event. I ran genPatches, is that the correct method to run? Or is there something else I should do instead?
L145[03:16:01] <laci200270> thats good
L146[03:16:51] <DarkEvilMac> I'm also looking at the file diffs for the patches, and it seems to have changed some class patches that I haven't actually touched, I'm assuming I should just revert those changes?
L147[03:18:41] <theresajayne> ok i think i know the issue
L148[03:18:54] <theresajayne> The intellijruns are incorrect
L149[03:19:14] <theresajayne> there is a gradle task runClient - that does it fine
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L151[03:20:25] <theresajayne> so the genIntellijRuns command doesnt gen the correct task
L152[03:20:44] <theresajayne> so i will move to #forgegradle
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L155[03:28:03] <laci200270> somebody? http://www.minecraftforge.net/forum/index.php/topic,34346.0.html
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L160[03:37:29] <Cypher121> apparently this thing reduces size of my texture and fills rectangle with it
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L162[03:46:22] <Cypher121> yeah, it tried to scale 16x16 texture up to 256x256 and take first 16x16 pixels... which is 1 red pixel.
L163[03:50:59] * Cypher121 sighs
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L165[03:51:31] <Cypher121> you know that you shouldn't do texturing when your 16x16 red X looks awful
L166[03:51:54] <laci200270> pinging fry|sleep
L167[03:52:03] <sham1> He is obviously asleep
L168[03:52:51] <laci200270> when it'll possible he gets up?
L169[03:53:02] <sham1> I dont know
L170[03:53:23] <laci200270> sham1 do you know rendering?
L171[03:53:25] <sham1> Meanwhile, I cannot even inspect your code because my firefox crashed
L172[03:53:40] <laci200270> use chrome?
L173[03:53:52] <sham1> No
L174[03:54:21] <laci200270> how your firefox crashed?
L175[03:54:34] <sham1> It does not respond
L176[03:54:44] <laci200270> task manager?
L177[03:54:48] <sham1> Yeah
L178[03:54:53] <Cypher121> Firefox is dead
L179[03:55:04] <sham1> Long live firefox
L180[03:55:16] <Cypher121> Long live Palemoon
L181[03:55:20] <laci200270> sham1 do you have windows 10?
L182[03:55:25] <laci200270> use edge :D
L183[03:55:30] <Cypher121> lol
L184[03:55:41] <sham1> I have it on my laptop
L185[03:55:47] <sham1> But on my desktop I cannot have it
L186[03:55:59] <sham1> Because Windows 7 Enterprise
L187[03:56:09] <sham1> But lets see
L188[03:57:09] <laci200270> Enterprise won't handle it
L189[03:57:36] <sham1> Well it says that you dont handle all the permutations
L190[03:57:42] <sham1> Of the directions
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L192[03:58:16] <laci200270> It douesn'T handle any permutations...
L193[03:58:22] <laci200270> *doesn't
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L195[03:58:46] <laci200270> it should be done with one smartmodel
L196[03:58:54] <sham1> Well there's your problem
L197[03:59:06] <sham1> You need to handle all the blockstate cases
L198[03:59:08] <sham1> Also
L199[03:59:11] <laci200270> but I'm doing something wrong when I'm registering it
L200[03:59:21] <laci200270> https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/handler/BakeEventHandler.java#L22
L201[04:00:20] <laci200270> and I don't know what
L202[04:00:27] <sham1> Let me solve my own problem first and then I get back to you
L203[04:00:34] <laci200270> ok
L204[04:00:53] <laci200270> alos whats your problem?
L205[04:00:55] <laci200270> *also
L206[04:01:15] <sham1> I am trying to get an value from scala Option and then turn it to an instance if it matches
L207[04:01:17] <sham1> But let me see
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L209[04:07:51] <laci200270> Ok.
L210[04:07:54] <laci200270> I found it
L211[04:08:02] <laci200270> I need to make a custom model loader
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L213[04:15:05] <Mossyblog> Q> On a Multiplayer Server..who controls the EntityAnimal types movements? is it client or server...in that the xyz position is pushed to the client right?
L214[04:16:10] <sham1> I am fairly certain that animals are controlled by server
L215[04:16:40] <Mossyblog> yeah like the client just plays the animations but the server would expect the entity to be at xyz coords by a certain tick
L216[04:17:06] <sham1> And then the server gives the movement vector to client and saya "here, extrapolate from this, you will be notified if 're wrong"
L217[04:17:22] <Mossyblog> yeah..
L218[04:17:33] <Mossyblog> although i just did something that i thought was funny
L219[04:17:37] <Zaggy1024> client doesn't extrapolate anything
L220[04:17:49] <sham1> It doesnt
L221[04:17:50] <Mossyblog> oh?
L222[04:17:53] <Zaggy1024> client just gets packets and is like "oh yeah, this animal moved here, I'll smooth it up a bit"
L223[04:17:56] <sham1> I could have sworen that it did
L224[04:18:15] <Zaggy1024> interpolate, not extrapolate :P
L225[04:18:21] <Mossyblog> what packet triggers that Zaggy1024
L226[04:18:35] <Zaggy1024> why do you want to know? 0.o
L227[04:18:36] <sham1> Interpolate is what I propably did mean
L228[04:18:43] <Zaggy1024> you shouldn't be messing with the tracking packets
L229[04:18:50] <Zaggy1024> you'll screw things up a ton
L230[04:19:31] <sham1> I have a feeling he is gonna do something crazy
L231[04:19:45] <Zaggy1024> last I remember seeing, he just wanted to make chickens attack pigs or something
L232[04:20:08] <sham1> That is crazy, now is it not
L233[04:20:14] <Mossyblog> i got that working... but it wroks client-side obviously
L234[04:20:27] <Mossyblog> i'm now tinkering with server packets :) and client
L235[04:20:39] <Mossyblog> ie server mod sends packets to client and back
L236[04:20:46] <Zaggy1024> wut
L237[04:20:55] <Zaggy1024> how the heck did you make that client-side only?
L238[04:21:01] <Mossyblog> no its not
L239[04:21:16] <Zaggy1024> you don't need to mess with packets
L240[04:21:29] <Zaggy1024> if you do, you will mess up the tracking for all clients, and that is a fact
L241[04:21:30] <Mossyblog> i was more looking at *how* they do it first
L242[04:21:43] <Mossyblog> i'm not realising this mod
L243[04:21:43] <Zaggy1024> Minecraft's entity tracking isn't very smart
L244[04:21:57] <Mossyblog> it wll probably stay private like my other ones
L245[04:22:02] <Zaggy1024> doesn't matter
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L247[04:22:23] <Zaggy1024> you don't need to mess with packets, you need to modify the AI so the server moves the entity
L248[04:22:31] <Zaggy1024> and then the tracking will take care of the clients
L249[04:23:02] <Mossyblog> yeah i'm looking at which server packet triggers that though, trace it backwards
L250[04:23:12] <Zaggy1024> packets don't trigger ai
L251[04:23:19] <Mossyblog> going forwards is a bit of a heirachy traffic jam
L252[04:23:23] <Zaggy1024> entities don't directly send movement updates
L253[04:23:34] <Zaggy1024> the server takes care of that for you
L254[04:23:36] <Mossyblog> no as in what packet hits the client that then triggers the update sequence for new xyz coords movements
L255[04:23:46] <Zaggy1024> why do you need to know that???
L256[04:23:52] <Mossyblog> so i know who calls it
L257[04:23:54] <Mossyblog> and work back
L258[04:23:58] <Mossyblog> or who uses it
L259[04:24:11] <Zaggy1024> you're trying to make chickens attack pigs, aren't you?
L260[04:24:33] <Mossyblog> no at the moment, i'm trying to figure out what makes the chickens move in the first place
L261[04:24:39] <Zaggy1024> why?
L262[04:24:42] <Mossyblog> i had assumed it was pure client side
L263[04:24:52] <Mossyblog> but more thought it made sense the server runs that
L264[04:25:09] <Zaggy1024> the only part that is client side is interpolating the position and rendering it
L265[04:25:17] <sham1> if it was pure client side it would have been so that every client has the chickens be on different place
L266[04:25:40] <Zaggy1024> the AI moves the entity on the server, then the server figures out if the position changed, and by how much, and then tells the client about it
L267[04:25:59] <Mossyblog> then the client renders out the animation
L268[04:26:13] <Zaggy1024> and the client goes [current position ----> server position] over a few ticks
L269[04:26:32] <Mossyblog> and when the entity isn't at that new position?
L270[04:26:32] <Zaggy1024> the client doesn't actually move the entity at all, really
L271[04:26:40] <Mossyblog> it has to
L272[04:26:40] <sham1> Well aint this f***ing wonderful
L273[04:26:51] <Mossyblog> otherwise we wouldn't see it
L274[04:27:00] <Mossyblog> ie server just says "be at xyz by n ticks.."
L275[04:27:07] <Mossyblog> client still ahs to play out the act
L276[04:27:10] <Zaggy1024> if you made the client control where a mob moved without being very careful, it would lose track of its real location, and then the mob would be way out of place
L277[04:27:12] <Mossyblog> for the illusion
L278[04:27:15] <Zaggy1024> andthe player wouldn't even be able to hit it
L279[04:27:39] <Mossyblog> well the colliders are interesting as well
L280[04:28:20] <Zaggy1024> sham1, what's wrong?
L281[04:28:22] <Mossyblog> if the mob doesn't reach its destination by n ticks.. what happens?
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L283[04:28:25] <Zaggy1024> need help with something? :P
L284[04:28:31] <Mossyblog> is it just an exception?
L285[04:28:33] <sham1> NVM
L286[04:28:42] <sham1> setupDecompWorkspace derped out
L287[04:28:49] <sham1> But it was easy to fix
L288[04:28:51] <Zaggy1024> er...the mob should never not be able to reach its destination
L289[04:28:56] <Zaggy1024> but when that happens, yeah, the same thing happens
L290[04:29:07] <laci200270> Zaggy1024 do you know rendering?
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L292[04:29:11] <Zaggy1024> the client doesn't actually know where the mob is for a while, which results in the player not being able to hit the entity
L293[04:29:20] <Zaggy1024> laci200270, model system, yeah
L294[04:29:48] <Mossyblog> but a player can hit the mob mid path..
L295[04:29:57] <Mossyblog> so there's a gap in time
L296[04:29:57] <laci200270> what is key of ModelBakeEvent.modelRegistry?
L297[04:30:29] <Zaggy1024> mossy, the mob has to get pretty out of position for the server to disallow an attack
L298[04:30:32] ⇨ Joins: KGS (~KGS@nl107-188-189.student.uu.se)
L299[04:30:35] <laci200270> (I want to inject my own model)
L300[04:30:40] <Zaggy1024> hang on
L301[04:31:40] <Zaggy1024> ModelResourceLocation
L302[04:32:07] <Zaggy1024> meaning "domain:blockstates#property=value"
L303[04:32:10] <laci200270> thanks
L304[04:32:21] <Zaggy1024> or "domain:item_model#inventory"
L305[04:33:05] <Cypher121> http://prntscr.com/8preri
L306[04:33:06] <Cypher121> any ideas what causes background dots?
L307[04:33:22] <Cypher121> on slots with cross
L308[04:33:39] <sham1> The texture?
L309[04:33:58] *** heldplayer|off is now known as heldplayer
L310[04:33:59] <sham1> Or maybe it is a case of OpenGL derping out
L311[04:34:06] <sham1> Very possible
L312[04:34:08] <Cypher121> http://pastebin.com/L34WzZqx
L313[04:34:13] <Cypher121> here's how I render it
L314[04:35:40] <Zaggy1024> what resolution is the texture?
L315[04:36:10] <Cypher121> file is 256x256
L316[04:36:21] <Cypher121> cross is 16x16 in topleft corner
L317[04:36:41] <Zaggy1024> what happens if you leave blend alone?
L318[04:39:20] <Cypher121> Zaggy1024: same thing
L319[04:39:27] <Zaggy1024> hm
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L321[04:40:48] <Zaggy1024> what if you don't bother binding the texture?
L322[04:40:56] <Zaggy1024> hopefully it has something bound that's the same resolution
L323[04:41:13] <Zaggy1024> *hopefully* :P
L324[04:41:16] <laci200270> Zaggy1024 new error: https://gist.github.com/ca61ae25248101b7d119
L325[04:41:20] <Nathan_Leadill> Anyone have any remote idea how to use B3D Models with Blocks?
L326[04:42:13] <Zaggy1024> what the frick?
L327[04:42:15] <Cypher121> it'll be a creative tab background probably
L328[04:42:50] <laci200270> Nathan_Leadill https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java
L329[04:43:05] <Zaggy1024> crap, it doesn't frickin have the line numbers for Forge files
L330[04:43:31] <Nathan_Leadill> Laci200270 I've been using that But I can't translate it in game
L331[04:43:36] <Zaggy1024> what's up with that
L332[04:44:19] <laci200270> Zaggy1024 how can I fix this? https://gist.github.com/laci200270/ca61ae25248101b7d119#file-error-log-L79-L82
L333[04:44:52] <Cypher121> ok, grid didn't go away
L334[04:47:05] <Cypher121> I have no idea, really
L335[04:47:22] <Zaggy1024> I'm a bit stumped
L336[04:47:33] <Zaggy1024> I don't know a different format is getting in there
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L338[04:48:56] <Zaggy1024> laci200270, do you have your code on github
L339[04:48:58] <Zaggy1024> ?
L340[04:49:01] <sham1> He has
L341[04:49:06] <laci200270> yes
L342[04:49:15] <sham1> Let me just link you to his code
L343[04:49:16] <sham1> https://github.com/laci200270/Energy-mod
L344[04:49:20] <sham1> Well damn
L345[04:49:29] <sham1> I made that bold
L346[04:50:36] <laci200270> Zaggy1024 I'm doing something wrong with MultiModel
L347[04:50:55] <Cypher121> AAHAHAHAH
L348[04:51:11] <Cypher121> this is just amazing
L349[04:51:15] <sham1> He's gone mad :C
L350[04:51:39] <Cypher121> earlier today I tried to do backgrounds through vanilla + forge patch
L351[04:51:55] <Zaggy1024> laci200270, you do new VertexFormat()
L352[04:52:00] <Zaggy1024> you shouldn't do that
L353[04:52:03] <Cypher121> it didn't work because forge 1448 has broken patch and it didn't use proper texture file
L354[04:52:11] <Zaggy1024> in fact you shouldn't even be baking your model int he constructor
L355[04:52:28] <laci200270> ok.
L356[04:52:30] <Cypher121> but code I had was more than enough to make that stupid grid
L357[04:52:39] <laci200270> how can make it working?
L358[04:54:35] <Zaggy1024> oh, I was looking at this wrong
L359[04:54:39] <Zaggy1024> hang on, figuring some stuff out
L360[04:55:18] <Zaggy1024> laci200270, I'm curious, is there a reason you don't want to use the Forge blockstates json format?
L361[04:57:11] <laci200270> I tried it about a month ago but it didn't worked
L362[04:57:47] <Zaggy1024> it should be easier than this
L363[04:57:56] <laci200270> https://github.com/laci200270/Energy-mod/blob/63494f76224ab1ec1077b0baffd3c1d77026de02/src/main/resources/assets/energymod/blockstates/eConduit.json
L364[04:58:14] <Zaggy1024> but for the vertex format you want to use Attributes.DEFAULT_BAKED_FORMAT
L365[04:58:25] <laci200270> thanks
L366[04:59:20] <sham1> Well this is very weird
L367[04:59:37] <sham1> Apparently my tile entity does not get created when I place down my block
L368[04:59:40] <Zaggy1024> laci200270, why do you use 1, 2, 3 as your values for your properties?
L369[04:59:47] <sham1> Yeah
L370[04:59:54] <sham1> Wouldnt enums be better for this
L371[05:00:15] <laci200270> I can send enums in blockstates?
L372[05:00:19] <sham1> Yes
L373[05:00:19] <Zaggy1024> yes
L374[05:00:23] <laci200270> how?
L375[05:00:24] <Zaggy1024> values are string serializable
L376[05:00:43] <sham1> Look what vanilla does
L377[05:00:43] <laci200270> and how can deserialaze it?
L378[05:00:49] <Zaggy1024> nono
L379[05:01:01] <sham1> Why not
L380[05:01:04] <sham1> It works
L381[05:01:06] <Zaggy1024> I mean the values use IStringSerializable to look up stuff in the json
L382[05:01:10] <Zaggy1024> no I was talking to laci
L383[05:01:11] <Zaggy1024> soryr
L384[05:01:13] <sham1> Ah
L385[05:01:18] <sham1> Context lost on me
L386[05:01:31] <Zaggy1024> so if you have a value that toString() returns "thing" for, the property value in the json is "thing"
L387[05:01:45] <laci200270> thx
L388[05:01:46] <Zaggy1024> unless you override the blockstates mapper, of course
L389[05:01:47] <Zaggy1024> but you don't
L390[05:01:57] <Zaggy1024> presumably
L391[05:02:45] <Cypher121> I feel less and less inclined to refer to refer to vanilla
L392[05:02:57] <Zaggy1024> it depends on what for
L393[05:02:59] <Cypher121> to refer to refer -_-
L394[05:03:06] <Zaggy1024> it's always good to question the code :P
L395[05:03:57] <Cypher121> well, someone in mojang has a boner for json, apparently
L396[05:04:28] <sham1> What will be their next good idea
L397[05:04:33] <sham1> Save worlds in JSON?
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L399[05:05:36] <sham1> You know when you forget one thing and then you wonder why it does not work
L400[05:05:55] <sham1> One miniscule thing can make it so that nothing works
L401[05:06:07] <Cypher121> make a new engine and then write minecraft in JSON
L402[05:06:12] <sham1> Oh god
L403[05:06:36] <sham1> Seeing as they made their block model format into JSON, I would not be surprised
L404[05:06:48] <sham1> Like for blockstate files JSON can work sort of
L405[05:06:51] <sham1> But not for models
L406[05:07:07] <Cypher121> lol
L407[05:08:07] <sham1> Even for stuff like defining textures JSON can work
L408[05:08:14] <sham1> But to define vertices or something in JSON
L409[05:08:15] <sham1> Just no
L410[05:08:59] <Cypher121> I thought about going from TESR for some things like fluid pipes
L411[05:09:01] <Cypher121> but no
L412[05:09:18] <sham1> in 1.8 it is not needed
L413[05:09:24] <sham1> Because Forge Blockstate stuffs
L414[05:09:37] <sham1> And submodels
L415[05:09:52] <Cypher121> this forge blockstate seems like a hack to fix mojang's broken hack
L416[05:10:07] <sham1> It pretty much is
L417[05:10:08] <Cypher121> if it goes on, it'll get worse
L418[05:10:14] <sham1> ITEMSTATES
L419[05:10:35] <Cypher121> playerstates!
L420[05:10:44] <Cypher121> worldstates!
L421[05:10:48] <sham1> How would that work
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L423[05:11:01] <Cypher121> worldstates are the shit
L424[05:11:19] <Cypher121> you calculate every possible state of game world
L425[05:11:28] <Cypher121> and write it in a JSON file
L426[05:11:33] <sham1> That
L427[05:11:41] <sham1> That would be a disaster
L428[05:13:07] <Cypher121> I think with something simpler it would actually be possible to store all outcomes in player input trie or something
L429[05:14:24] <Cypher121> actually, that's how chess bots work, I think. but minecraft is a bit more complicated than chess. let's hope they don't have that idea, lol
L430[05:15:11] <sham1> I think they are smart enough not to do anything THAT stupid
L431[05:15:51] <Cypher121> not sure they care anymore
L432[05:16:00] <laci200270> they probaly just wanted make minecraft more customizable
L433[05:16:35] <sham1> The way they are using is not they way to do that though
L434[05:17:25] <sham1> If they want the game to be customizable, they should do something to make modding possible without these hacks
L435[05:17:45] <sham1> Because lets be honest
L436[05:17:55] <sham1> While Forge is good and all, it still is a hack
L437[05:18:06] <Zaggy1024> blockstates is a cool system
L438[05:18:12] <sham1> it is
L439[05:18:14] <sham1> I like it
L440[05:18:26] <Zaggy1024> problem is it's a little bloated in the code for something smart like the forge blockstate format
L441[05:18:34] <Zaggy1024> and custom models are stupid
L442[05:18:35] <Zaggy1024> :P
L443[05:18:39] <sham1> Yeh
L444[05:21:15] <laci200270> also how can I get Function<ResourceLocation, TextureAtlasSprite> for MultiModel?
L445[05:21:27] <Cypher121> While this is "fixed" now, it still gives me a good laugh: https://www.reddit.com/r/feedthebeast/comments/2ni6av/eli5_the_18_block_model_change/cmdvu02
L446[05:21:28] <sham1> You can define that
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L448[05:23:55] <sham1> I have a feeling I am doing this syncing stuff in a little bit silly way
L449[05:23:56] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/scala/com/github/sham1/fcraft/machine/tileentity/container/FCraftSmeltingBayContainer.scala#L35-L120
L450[05:25:35] <sham1> I think I should use a packet at the very least for the fluid sync stuff
L451[05:26:27] <Zaggy1024> hopefully with something similar to forge coming to vanilla, the model system will improve
L452[05:26:57] <sham1> I think they at least planned to do something similar to the forge blockstate thing
L453[05:26:59] <Zaggy1024> laci200270, are you getting an NPE on that object?
L454[05:27:25] <laci200270> yes
L455[05:27:54] *** MrKick|Away is now known as MrKickkiller
L456[05:28:44] <Zaggy1024> hmmm
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L458[05:29:44] <Zaggy1024> check ModelLoader for calls to bake with an instance
L459[05:29:46] <Zaggy1024> find out where to ge tit
L460[05:32:59] <laci200270> java.lang.RuntimeException: Missing particle!
L461[05:33:11] <laci200270> ^ what is that?
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L463[05:35:06] <Zaggy1024> uhh
L464[05:35:09] <Zaggy1024> no idea
L465[05:35:14] <Zaggy1024> need more of a trace than that
L466[05:35:37] <laci200270> https://gist.github.com/b447b790d4fd5e96a173
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L468[05:38:42] <Zaggy1024> huh...odd
L469[05:38:46] <Zaggy1024> oh, er
L470[05:39:08] <Zaggy1024> laci200270, what are you using for your textureGetter?
L471[05:39:40] <laci200270> wait a minute
L472[05:39:43] <laci200270> uploading to github
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L484[06:09:13] <laci200270> Zaggy1024 i'm back
L485[06:09:28] <laci200270> my internet gone
L486[06:10:03] <Nathan_Leadill> Can someone check my blockstates.json and tell my why my b3d modeled block is inthe middle of 2 blocks instead of where it should be
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L489[06:15:48] <laci200270> how can I get a proper thrid paramter for IBakedModel.bake()?
L490[06:16:09] <laci200270> (I don know what I hsould put there)
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L495[06:20:04] <laci200270> nevermind I dound it
L496[06:20:07] <laci200270> * found
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L503[06:57:47] <laci200270> somebody can help for doing an algorithm?
L504[06:57:55] <laci200270> *making
L505[07:01:37] <laci200270> down=state,east=state,north=state,south=state,up=state,west=state I need to loop over all the 3^6 possible variations(state can get 3 variations)
L506[07:01:45] <laci200270> how can I loop over that?
L507[07:06:14] <laci200270> ^ anybody?
L508[07:06:27] *** blood|sleep is now known as blood_
L509[07:06:41] * gigaherz_t yawns
L510[07:07:07] <gigaherz_t> laci200270: you can loop over integers from 0 to 3^6
L511[07:07:12] <gigaherz_t> then do like
L512[07:07:19] <gigaherz_t> down = number%3;
L513[07:07:23] <gigaherz_t> number = number/3;
L514[07:07:29] <gigaherz_t> east=number%3;
L515[07:07:31] <gigaherz_t> number = number/3;
L516[07:07:32] <gigaherz_t> etc
L517[07:07:47] <laci200270> thats too high for me
L518[07:07:57] <gigaherz_t> uh?
L519[07:08:16] <laci200270> I can't understand it
L520[07:08:23] <gigaherz_t> then you need to learn more
L521[07:08:31] <gigaherz_t> because that's a beginner's exercise
L522[07:09:08] <laci200270> I know what % means but this will produce only 1,1,1,1,1,1 isn't it?
L523[07:09:17] <gigaherz_t> no?
L524[07:09:23] <laci200270> and 0,0,0,0,0,0?
L525[07:09:31] <gigaherz_t> note that between each %
L526[07:09:35] <gigaherz_t> there's number=number/3
L527[07:09:41] <laci200270> oh
L528[07:10:00] <gigaherz_t> it's basically converting the integer into base 3
L529[07:10:09] <gigaherz_t> and storing each digit separately
L530[07:10:19] <laci200270> and this will produce all the 729 different states?
L531[07:10:27] <gigaherz_t> yes
L532[07:10:34] <laci200270> thanks
L533[07:10:42] <sham1> That's a lot of fish
L534[07:11:17] <gigaherz_t> how you plan to USE those states, I have no idea, but it will assign all the possible combinations into their respective variables
L535[07:11:29] <gigaherz_t> (building the string is up to you ;P)
L536[07:11:39] <laci200270> i know
L537[07:11:45] <laci200270> Its aesy
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L539[07:12:51] <sham1> Meh
L540[07:12:59] <sham1> I have to override transferStackInSlot
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L542[07:13:15] <gigaherz_t> sham1: yeah
L543[07:13:19] <gigaherz_t> and actually implement it XD
L544[07:13:28] <sham1> well that's given...
L545[07:13:49] <gigaherz_t> yeah the thing is
L546[07:13:55] <laci200270> so I'll need to start from 729?
L547[07:13:57] <gigaherz_t> it took me between mc1.4.x and 1.8
L548[07:14:02] <gigaherz_t> to understand how it really works
L549[07:14:02] <gigaherz_t> XD
L550[07:14:17] <gigaherz_t> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/ContainerEssentializer.java#L67
L551[07:14:22] <gigaherz_t> the end result was nice though ;P
L552[07:14:39] <gigaherz_t> laci200270: uh?
L553[07:15:11] <sham1> I think I should make an abstract superclass for all of my freaking containers that implements it correctly so I dont have to bother
L554[07:15:33] <sham1> do it ever again unless I need to
L555[07:15:44] <gigaherz_t> but it depends on each slot
L556[07:15:46] <gigaherz_t> XD
L557[07:16:04] <sham1> Bugger all
L558[07:16:12] <gigaherz_t> well
L559[07:16:18] <masa> well here is my transferStackInSlot()... : https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/ContainerEnderUtilities.java#L71
L560[07:16:19] <gigaherz_t> you can make a generic method
L561[07:16:31] <laci200270> gigaherz_t how can I start looping over the states?
L562[07:16:40] <sham1> With a loop maybe
L563[07:16:42] <gigaherz_t> that has an abstract "findSlotRange"
L564[07:16:56] <gigaherz_t> that returns first/last slot that the item will try to transfer into
L565[07:17:06] <gigaherz_t> as an array[2] or null if it can't shift-click
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L567[07:17:23] <gigaherz_t> laci200270: for(int i=0;i<729;i++)
L568[07:17:47] <sham1> BTW. I feel unconfortable using null
L569[07:17:59] <laci200270> and inside in I should that thing?
L570[07:18:14] <gigaherz_t> duh
L571[07:23:43] <sham1> Been using too much Option to want to even touch Null unless absolutely needed
L572[07:24:02] <laci200270> gigaherz_t this is good? http://pastebin.com/DsSZjRXf
L573[07:26:13] <gigaherz_t> the last /3 is unnecessary
L574[07:26:32] <gigaherz_t> otherwise
L575[07:26:36] <gigaherz_t> it could be prettier, but it seems ok
L576[07:26:43] <masa> what is that used for?
L577[07:27:24] <gigaherz_t> his properties have 3 values
L578[07:27:33] <gigaherz_t> he wants to iterate over all possible combinations for whatever reason
L579[07:27:38] <masa> ok
L580[07:28:00] <sham1> For some reason
L581[07:28:21] <sham1> Umn masa
L582[07:28:37] <sham1> In your transferStackInSlot code, the slot.getHasStack() == true
L583[07:28:49] <sham1> The "== true" is kinda reduntant
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L585[07:29:47] <masa> yes, but I started using it just about everywhere in my code, because I hate how easy it is to miss "! slot.getHastStack()" :p
L586[07:30:02] <masa> so if you hate verbose booleans, don't read my code :D
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L588[07:30:22] <sham1> :P
L589[07:30:22] <gigaherz_t> heh
L590[07:30:27] <gigaherz_t> good reason, at least
L591[07:30:33] <sham1> Yeah
L592[07:30:46] <sham1> Your booleans are somewhat like my mod's scala
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L594[07:31:37] <gigaherz_t> my teacher from back when I was in uni would still have given you a bad grade just for doing that, though
L595[07:31:46] <masa> haha
L596[07:31:54] <gigaherz_t> if(boolean == true)
L597[07:31:55] <gigaherz_t> and
L598[07:31:58] <gigaherz_t> return boolean == true
L599[07:32:02] <sham1> I've tried to reduce the amount of imperical coding style in my code, but sometimes the way Minecraft is coded I really cant do that
L600[07:32:05] <gigaherz_t> were big fail-worthy mistakes
L601[07:32:58] <Digitalsabre> Was your instructor from the age of the punch card?
L602[07:33:10] <sham1> Oh god
L603[07:33:16] <masa> hm, but shouldn't that be up to the coding startdars of the project? well I guess then the course follows their coding standards so...
L604[07:33:29] <masa> *standards
L605[07:33:54] <masa> or code guidelines whatever
L606[07:34:39] <sham1> For me it is that unless you work for a company, write with a coding style you are most comfortable with
L607[07:36:38] <masa> yeah... I kind of dislike the verbose booleans for the reason that other people don't like it, but personally I just find it "easier to read" and harder to make mistakes with
L608[07:37:34] <sham1> Yeah, I can see it being easier
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L610[07:38:20] <Digitalsabre> So, there's voluntary time off available for the first hour of my shift, but I was off all last week due to my computer not working properly... I'm trying to justify taking this hour.
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L612[07:40:10] <Digitalsabre> All my joints are sore and I didn't sleep well.
L613[07:40:18] <Digitalsabre> But that's somehow not enough.
L614[07:40:20] <sham1> Heh
L615[07:43:39] <Digitalsabre> Done. Whatever.
L616[07:44:32] <Digitalsabre> So, I was describing to laci200270 something a few hours ago. Are there any pre-assembled dummy texture sets for mod devs hosted somewhere?
L617[07:46:55] <masa> I don't remember ever hearing about such things
L618[07:47:06] <masa> no idea... hadn't even thought about it
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L621[07:47:33] <masa> I just usually take eithet vanilla textures or my own previous textures as the base and modify from that
L622[07:47:44] <Digitalsabre> If not, I'm thinking of making some. Like a full set of A-Z letter item textures, and four full single-color sets of UDNESW transparent and non-transparent block textures.
L623[07:48:51] <masa> hm, so what would be the benefit of it?
L624[07:49:13] <masa> the whole texture and the name of it needs to change anyway... right?
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L626[07:50:59] <Digitalsabre> The block textures, also A-Z. Which would come to... something like 26 item textures and 26*6*4*2=1248(?) block textures. The purpose would be so that mod coders could focus on coding and not have to worry about texture design until after everything works.
L627[07:52:14] <sham1> Or they could have a team and have an artist
L628[07:52:52] <Digitalsabre> I don't have a team. I wish I did. Then I could just be creative director and someone else could do the coding for me since I don't know what the heck I'm doing. xD
L629[07:53:01] <gigaherz_t> sham1: not everyone happens to know an artist
L630[07:53:11] <gigaherz_t> or feels comfortable asking around for a random artist to join them
L631[07:53:11] <gigaherz_t> ;P
L632[07:53:41] <sham1> Or they could try to learn to art themselves
L633[07:55:14] <Digitalsabre> Hell, I don't even know enough to figure out how to ask appropriate questions.
L634[07:56:10] <sham1> DOnt worry
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L636[07:56:23] <sham1> We like inappropriate questions around here ;)
L637[07:56:33] <sham1> ( ͡° ͜ʖ ͡°)
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L640[08:02:01] <sham1> Anyway
L641[08:02:15] <sham1> How do I render tooltips when I mouse over something in a gui
L642[08:04:34] <Digitalsabre> Here's the grand idea behind my mod, sham1: https://github.com/Digitalsabre/betterbreedingredux I have no idea how to do most of this. -.-
L643[08:05:14] <masa> sham1: something like this? https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/gui/client/GuiEnderInfuser.java#L77
L644[08:05:45] <sham1> Exactly
L645[08:07:13] <masa> hmm wait, where the hell did I just add that better method of hovering detection...
L646[08:07:59] <masa> oh this one: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/gui/client/GuiToolWorkstation.java#L99
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L648[08:12:33] <laci200270> gigaherz_t the algrotihm is bad
L649[08:13:18] <laci200270> It repeats a state
L650[08:16:17] <laci200270> some is done twice some not ever
L651[08:16:24] <laci200270> *even
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L653[08:22:39] <Digitalsabre> So, BBRedux is stalled, probably at least until the 21st of next month, when I can get Wuppy's new book.
L654[08:33:50] <gigaherz_t> laci200270: hmm then you must have done something wrong that I didn't catch ;P
L655[08:33:55] <gigaherz_t> the logic is sound
L656[08:34:34] <gigaherz_t> laci200270: is there any pattern to what's missing?
L657[08:34:49] <laci200270> I think no
L658[08:35:09] <laci200270> but I'll screenshot it
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L660[08:38:24] <laci200270> just I need to load the game
L661[08:38:51] <gigaherz_t> I just pasted the code from the pastebin above in a C# project
L662[08:38:54] <gigaherz_t> added a debug print
L663[08:38:59] <gigaherz_t> and I got the expected sequence
L664[08:39:08] <gigaherz_t> so the enumeration of values is working ok
L665[08:40:47] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at)
L666[08:41:27] <laci200270> I'm also trying a debug print
L667[08:43:11] ⇨ Joins: hitech95 (~hitech95@151.49.109.39)
L668[08:44:42] <laci200270> here is the log
L669[08:44:43] <laci200270> https://gist.github.com/laci200270/fcbfa81ad52a4c17eba2
L670[08:45:15] <laci200270> key present twice is the bad.. Key present twice:
L671[08:45:23] <laci200270> *key present twice
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L673[08:46:00] <laci200270> gigaherz_t any ideas?
L674[08:48:15] <Necr0> Is there any method on the Block class that triggers when blocks are about to burn down?
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L678[08:56:09] <masa> check what fire does/calls?
L679[08:56:50] <laci200270> gigaherz_t are you here?
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L684[09:04:38] <laci200270> ok.I found an easier way
L685[09:05:04] <laci200270> how can I get all the possible blockstates?
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L688[09:05:59] <Subaraki> laci200270, just logged on, what's the problem .
L689[09:06:00] <Subaraki> ?
L690[09:06:27] <Subaraki> and what do you mean by block state ?
L691[09:06:48] ⇨ Joins: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L692[09:06:53] <laci200270> I need all blockstates for a block
L693[09:07:03] <laci200270> to llop over it
L694[09:07:06] <laci200270> *loop
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L696[09:08:09] <Subaraki> you mean like meta ?
L697[09:08:20] <Necr0> @masa ok looks like I have to us onNeightbourBlockChange because it just built in a special case for tnt etc
L698[09:08:21] <laci200270> no, in 1.8
L699[09:08:25] <Subaraki> ooh
L700[09:08:31] <Subaraki> ah yes, i havent done 1.8 yet :/
L701[09:09:10] <laci200270> model loader does it some way
L702[09:10:04] <Subaraki> have you checked the model loader class ?
L703[09:10:58] <laci200270> yes
L704[09:10:58] <Subaraki> and could anyone tell me what is f*-in wrong with my recipe ?
L705[09:10:58] <Subaraki> GameRegistry.addRecipe(new ItemStack(Telepads.blockPad, 1), new Object[] { "BBB", "EEE", "IGI", 'B', Blocks.glass, 'E', Items.ender_eye, 'G', Items.gold_ingot, 'I', Blocks.iron_block});
L706[09:11:17] <Subaraki> i can not create my block in a crafting table while all other recipes work
L707[09:12:05] <laci200270> maybe for block elementes use Item.getItemFromBlock()
L708[09:12:35] <Subaraki> i have a recipe with this : 'T', Blocks.redstone_torch,
L709[09:12:38] <Subaraki> and it works fine
L710[09:12:55] <laci200270> I don't know what can be the problem
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L712[09:17:19] <Subaraki> is everyone on the channel sleeping ? ._.
L713[09:18:13] <Digitalsabre> The obvious to me is... is the recipe in a place where its code will be executed? But that's really all I've got.
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L716[09:19:18] <Subaraki> havent tried adding a checkpoint
L717[09:19:20] <Subaraki> let me try that
L718[09:19:33] <Subaraki> altough o do explicidly call the method in my mod file
L719[09:19:37] <Subaraki> mod class *
L720[09:21:05] <Subaraki> nah, it's getting called
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L722[09:22:15] <sham1> Subaraki, everyone sleeps because it is weekend
L723[09:22:26] <Subaraki> yeah, true xD
L724[09:22:33] <Subaraki> http://i.imgur.com/q1MuvVW.png here, take a look sham1
L725[09:22:40] <Subaraki> now that i know you're here, i can bother you a bit
L726[09:22:46] <Digitalsabre> Well, there's one thing ruled out.
L727[09:23:04] <Subaraki> ruled out ?
L728[09:23:28] <Subaraki> omg
L729[09:23:32] <Subaraki> i think i just found my error
L730[09:23:36] <Subaraki> those are ender pearls
L731[09:23:39] <Subaraki> not ender eyes
L732[09:23:47] <sham1> oh lol
L733[09:24:06] <Subaraki> now it works ... <w<
L734[09:24:08] <Subaraki> herpa derp
L735[09:24:13] <Subaraki> good busy axel ...
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L737[09:26:40] <GraphicH> !gm func_72829_D
L738[09:26:52] <GraphicH> !gm func_72820_D
L739[09:27:02] <Subaraki> !gm func_72820_D
L740[09:27:12] <sham1> !!gm func_72820_D
L741[09:27:13] <MCPBot_Reborn> === MC 1.8: net/minecraft/world/World.getWorldTime (aqu.L) UNLOCKED ===
L742[09:27:14] <MCPBot_Reborn> Name : L => func_72820_D => getWorldTime
L743[09:27:15] <MCPBot_Reborn> Descriptor : ()J
L744[09:27:15] <MCPBot_Reborn> Comment : None
L745[09:27:16] <MCPBot_Reborn> Last Change: 2012-10-25 14:19:33-04:00 (tambre)
L746[09:28:15] <Subaraki> nice
L747[09:28:17] <Subaraki> anyway
L748[09:28:21] <Subaraki> i forgot how to compile a mod
L749[09:28:27] <sham1> gradle build
L750[09:28:32] <Subaraki> oh yeah
L751[09:28:33] <Subaraki> thns
L752[09:28:36] <Subaraki> thnx*
L753[09:28:50] <sham1> Yay
L754[09:28:53] <sham1> I got a sauna today
L755[09:29:36] <Subaraki> ooh
L756[09:29:37] <Subaraki> nice :o
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L760[09:33:40] <masa> why are you creating an object array? isn't that vararg, and for a reason...?
L761[09:34:10] <sham1> You can pass an array to vararg
L762[09:34:13] <sham1> ALso
L763[09:34:31] <sham1> For me at the very least it looks cleaner in an array
L764[09:34:41] <masa> how so?
L765[09:34:52] <masa> it's just more stuff on the sime line
L766[09:34:55] <masa> *same
L767[09:35:01] <sham1> So is verbose booleans ;)
L768[09:35:07] <masa> ... :D
L769[09:35:39] <masa> I think I'm never hearing the end of that one :p
L770[09:35:48] <sham1> :p
L771[09:38:29] <masa> bleh, going through my Eeschema component library and checking and fixing all the components... boring as hell
L772[09:39:08] <masa> and then I still need to redo all the modules after this ;_;
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L774[09:46:48] <laci200270> gigaherz_t i fixed it
L775[09:46:54] <laci200270> it was just a typo
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L777[09:47:44] <sham1> Gigaherz will be surprised about the amount of pings he has been receiving when he comes back
L778[09:47:45] <Subaraki> uhm
L779[09:47:59] <Subaraki> are there any files i need to put somewhere so the build works ? my jar is empty
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L783[09:52:44] <gigaherz_t> sham1: I'm not really gone, just busy ;P
L784[09:53:01] <gigaherz_t> also
L785[09:53:03] *** gigaherz_t is now known as gigaherz
L786[09:53:11] <sham1> You really need to get a bouncer
L787[09:53:49] <sham1> So you dont have to worry about that SASL script of yours
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L789[09:55:04] <tambre> sham1: Oh, hey! I named that function :)
L790[09:55:15] <sham1> umn
L791[09:55:19] <sham1> I beg you pardon
L792[09:55:21] <sham1> What
L793[09:55:28] <tambre> sham1: look up
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L795[09:55:52] <sham1> Oh getWorldTime
L796[09:55:55] <tambre> I wish there was a way to check how many functions/fields I have named in MCP...
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L801[10:07:23] <cloned> Anyone know if hteres a way to make Magneticraft power transfer to/from wither big reactors or Immersive Engineering?
L802[10:07:32] <cloned> either*
L803[10:10:14] <sham1> Oh, wither big reactors
L804[10:10:25] <sham1> Those would be amaizing if they were made
L805[10:10:45] <sham1> It would have to trap a wither inside and use that to generate RF
L806[10:11:08] <Digitalsabre> The Minecraft Forums thread explains how you can convert Electricity to RF. I don't know that you can convert back (thread doesn't say).
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L810[10:16:05] <AtomicStryker> !lastseen numina
L811[10:16:17] <AtomicStryker> uuh
L812[10:18:56] <laci200270> !lastseen fry|sleep
L813[10:20:36] <cloned> Digitalsabre: Ill check the forums. Do you remember where its explained? I mean whch mod page
L814[10:21:04] <Digitalsabre> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2294740-magneticraft under "RF Interaction" Spoiler.
L815[10:21:55] <cloned> Ah there it is
L816[10:21:56] <cloned> sorry
L817[10:21:57] <cloned> thanks
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L819[10:22:43] <Digitalsabre> I think it's only set up as a one-way conversion.
L820[10:22:56] <cloned> Ah it only goes out from magneticraft
L821[10:23:01] <cloned> darn
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L823[10:26:00] <laci200270> any ideas why this renders weird? http://imgur.com/DGXLJmU
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L825[10:28:15] <laci200270> Zaggy1024 what do you think?
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L827[10:32:21] <laci200270> pingin fry|sleep AGAIN
L828[10:32:29] <laci200270> *pinging
L829[10:33:24] ⇦ Parts: cloned (~tyler@d118-75-225-214.nap.wideopenwest.com) ())
L830[10:35:26] <GraphicH> !gm func_147118_V()
L831[10:36:20] <GraphicH> hmmm
L832[10:36:31] <GraphicH> Anyone know what that func is?
L833[10:36:40] <GraphicH> !gm func_147118_V
L834[10:36:43] <GraphicH> nvm
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L837[10:40:22] ⇨ Joins: AEnterprise (AEnterpris@kiwi.bnc4free.com)
L838[10:41:47] <AEnterprise> i'm trying to detect if an anvil drops on my block but as far as i can see there is no event/function i can use or am i missing something?
L839[10:42:41] <shadowfacts> there might be an event for falling blocks in general
L840[10:42:47] <shadowfacts> not specifically the anvil
L841[10:42:51] <AEnterprise> not that i'm seeing
L842[10:43:17] <gigaherz> when the anvil falls
L843[10:43:21] <gigaherz> it turns into an entity
L844[10:43:24] <gigaherz> and then when it stops falling
L845[10:43:35] <gigaherz> it will set itself back into a block
L846[10:43:53] <gigaherz> so question is, do you want to detect the anvil being in block form on top?
L847[10:44:01] <gigaherz> or do you want to "catch" it mid-fall?
L848[10:44:10] <AEnterprise> i need the fall distance
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L850[10:44:11] <sham1> I hate creating GUIs
L851[10:44:18] <Drullkus> Who doesn't
L852[10:44:20] <Drullkus> :D
L853[10:44:21] <gigaherz> so you need it mid-fall
L854[10:44:22] <gigaherz> in which case
L855[10:44:31] <gigaherz> you'd have to scan for entities in the block right above
L856[10:44:43] <gigaherz> check if the entity is a falling anvil
L857[10:44:47] <gigaherz> and then get its values
L858[10:44:57] <AEnterprise> yes, but it will be in the block above for multiple ticks
L859[10:45:00] <sham1> How do I get the top-right corner of the GUI
L860[10:45:06] <sham1> top-left
L861[10:45:21] <sham1> Like I am trying to have my stuff go relative with the GUI image
L862[10:45:23] <gigaherz> hmmm
L863[10:45:26] <sham1> But it just is not happening
L864[10:45:31] <gigaherz> I can't remember if there was an event for when an entity dies
L865[10:45:39] <gigaherz> you may be able to catch it there
L866[10:45:39] <AEnterprise> there is not, i checked
L867[10:46:05] <AEnterprise> there is is contructing, canupdate and enteringchunk
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L869[10:47:05] <AEnterprise> the death event is only for living entities
L870[10:47:33] <GraphicH> !gm func_147650_B
L871[10:47:34] <AEnterprise> and a entityFallingBlock extends entity, not entityLiving
L872[10:47:35] <GraphicH> !gm func_147650_b
L873[10:48:28] <GraphicH> !gm func_148652_a
L874[10:49:49] <gigaherz> AEnterprise: then there's only one way I can think of:
L875[10:49:55] <gigaherz> 1. when you detect a falling anvil on top
L876[10:50:07] <gigaherz> you track the largest value you have seen for the fall distance
L877[10:50:17] <gigaherz> and then when the anvil turns into a block,
L878[10:50:20] <gigaherz> it will send a neighbour update
L879[10:50:26] <gigaherz> and you can use the number then
L880[10:50:29] <sham1> It really sucks when guiLeft + "coord in the texture" does not put the thing into the place it should be at
L881[10:50:48] <AEnterprise> was thinking of that, just wanted to be sure i didn't miss anything
L882[10:51:25] <laci200270> somebody know rendering?
L883[10:51:25] <AEnterprise> would it be a valid request if i open an issue for adding an event for a falling block landing on the forge issue tracker?
L884[10:51:29] <AtomicStryker> AEnterprise: if you feel comfortable enough to do asm i would suggest simply injection a method
L885[10:51:40] <AtomicStryker> into where the anvil turns itself back into a block
L886[10:51:49] <AEnterprise> never done asm before though
L887[10:52:01] <gigaherz> there's a first time for everything
L888[10:52:02] <gigaherz> ;P
L889[10:52:15] <AEnterprise> i know :P
L890[10:52:19] <sham1> But the first time is not always the best ;)
L891[10:52:29] <gigaherz> rarely the best
L892[10:52:34] <AEnterprise> you got any good pointers on where to start for this then?
L893[10:52:51] <gigaherz> yeah: read other mods doing it XD
L894[10:52:55] <sham1> gigaherz, this should work, right? https://github.com/sham1/FluidCraft/blob/master/src/main/scala/com/github/sham1/fcraft/machine/tileentity/container/gui/FCraftSmeltingBayGuiContainer.scala#L19
L895[10:53:26] <sham1> Like it is supposed to put the RF Bar into the place I specified in the GUI texture
L896[10:53:28] <gigaherz> are all your classes Smurf-named?
L897[10:53:36] <sham1> FCraft yes
L898[10:53:45] <AtomicStryker> AEnterprise: https://github.com/AtomicStryker/atomicstrykers-minecraft-mods/blob/1.8/DynamicLights/src/main/java/atomicstryker/dynamiclights/common/DLTransformer.java
L899[10:53:50] <sham1> I am redundant like that
L900[10:54:14] <gigaherz> never used RF bars
L901[10:54:14] <AtomicStryker> to get asm transforming to work you need 3 things: meta-inf entry, coreplugin and transformer
L902[10:54:16] <gigaherz> or gui elements
L903[10:54:24] <gigaherz> heck I haven't even used buttons yet ;p
L904[10:54:40] <sham1> The bar at this moment is just a storage of its x, y and width and height
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L906[10:54:49] <AtomicStryker> gigaherz: mc uses an absolute coordinate system for gui elements
L907[10:54:58] <AEnterprise> alright
L908[10:55:02] <AtomicStryker> so mercifully you dont have to deal with scaling
L909[10:55:15] <sham1> And that is why I try to offset it with guiLeft and stuff
L910[10:55:20] <sham1> But it is misplaced
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L912[10:56:08] <sham1> like when I have my mouse on the top-left corner then it shows the hovering text
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L914[10:57:32] <sham1> Even though it should come 101 pixels inside the GUI texture
L915[10:57:53] <sham1> But anyway
L916[10:57:57] <sham1> Sauna time
L917[10:58:09] <sham1> If someone has a solution, feel free to PM or ping me and I will see it
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L919[10:58:22] <AEnterprise> AtomicStryker: so basicly that code you links just adds a call to a static function you made at the end of the function?
L920[10:58:52] <AtomicStryker> AEnterprise: err no, a simple injection would be a lot easier than what dynamic lights does actually
L921[10:59:03] <AtomicStryker> dynamic lights has to cut out some of the vanilla instructions
L922[10:59:53] <GraphicH> !gm func_148622_c
L923[10:59:59] *** kirby|gone is now known as mrkirby153
L924[11:00:12] <GraphicH> !gm field_148622_c
L925[11:00:37] <AtomicStryker> AEnterprise: do you know how to use javap to decompile a class to bytecode?
L926[11:00:43] <GraphicH> !gm func_147680
L927[11:00:47] <GraphicH> !gm func_147680_a
L928[11:00:56] <AEnterprise> no, asm and bytecode is new to me :/
L929[11:01:17] <AtomicStryker> make yourself a new batch file
L930[11:01:27] <AtomicStryker> put the following in as command
L931[11:01:28] <AtomicStryker> javap -c "%~1" > %~1.txt
L932[11:01:34] <gigaherz> you can use "show bytecode" from the IDE ;P
L933[11:01:50] <AtomicStryker> gigaherz: except when youre fucked because compiled mc classes differ
L934[11:01:59] <gigaherz> oh right
L935[11:02:12] <gigaherz> that wouldn't fix obf I suppose XD
L936[11:02:15] <GraphicH> !gm func_147650_b
L937[11:02:34] <AtomicStryker> AEnterprise: the resulting batchfile is a drag and drop converter for .class files
L938[11:02:46] <AtomicStryker> pull them ontop of it, you get a .txt file with the same name with the bytecode inside
L939[11:03:00] <AEnterprise> nice, thanks
L940[11:03:23] <AtomicStryker> so what you do is find the spot in EntityAnvil or whatever
L941[11:03:32] <AtomicStryker> where it lands and turns itself back into a block
L942[11:03:58] <AtomicStryker> then you find the same spot in an obfuscated mc class file (use MCPBot to find it or something)
L943[11:04:23] <AtomicStryker> then you use asm transform to inject your static method call
L944[11:04:39] <AEnterprise> alright
L945[11:04:47] <AEnterprise> you make it sound easy :P
L946[11:04:54] <AtomicStryker> it is, you just have to have done it
L947[11:04:56] <AtomicStryker> lel
L948[11:05:45] <AtomicStryker> since your method call will be worthless unless you pass the entityanvil reference aka "this"
L949[11:06:01] <AtomicStryker> you need to put it on the jvm stack before calling your static thing
L950[11:06:14] <AtomicStryker> so: Opcodes.ALOAD, 0
L951[11:06:21] <laci200270> Zaggy1024 are you there?
L952[11:06:30] <AtomicStryker> in a VarInsnNode
L953[11:06:46] <AtomicStryker> followed by a MethodInsnNode, OPcodes.INVOKESTATIC
L954[11:06:56] <AtomicStryker> and then your static method
L955[11:07:31] <AEnterprise> alright, mind if i ping you later if i have questions/issues?
L956[11:07:41] <AtomicStryker> i will likely be back in hiding
L957[11:07:45] <AtomicStryker> but sure if im here ask
L958[11:07:52] <AtomicStryker> you can ask the other no-lifers here too
L959[11:07:54] <AtomicStryker> who never leave
L960[11:08:05] <AEnterprise> alright, thanks
L961[11:09:01] <AEnterprise> batch file errors
L962[11:09:10] <AEnterprise> error: class not found
L963[11:09:31] <AEnterprise> doesn't that work with.java classes?
L964[11:09:40] <AEnterprise> or do i need to find the acutal .class files?
L965[11:09:50] <AtomicStryker> its a decompiler
L966[11:09:57] <AtomicStryker> it cannot decompile that which is not compiled
L967[11:10:23] <AEnterprise> have to go for dinner, sorry
L968[11:10:35] <AEnterprise> but where does gradle store those .class files?
L969[11:11:12] <AtomicStryker> in your user folder, .gradle, minecraft cache something
L970[11:11:17] <AtomicStryker> do a file search
L971[11:11:29] <AEnterprise> alright
L972[11:11:36] <AtomicStryker> which mc version you on
L973[11:11:42] <AEnterprise> 1.7.10
L974[11:11:44] <AtomicStryker> i will look up the signatures you need
L975[11:12:06] <AEnterprise> might be back afhter dinner, if not i'll do it tomorow
L976[11:12:10] <AEnterprise> thanks alot :)
L977[11:12:26] <laci200270> anybody? http://www.minecraftforge.net/forum/index.php/topic,34346.0.html
L978[11:12:26] <AEnterprise> i'm using a bouncer so if you could pm them then i'll surely get them
L979[11:12:30] *** AEnterprise is now known as AEnterpriseAFK
L980[11:12:46] <Digitalsabre> I love idling in here. I'm always surrounded by people much, much smarter than me.
L981[11:13:50] <Digitalsabre> I'm hoping some of that smarts is communicative. Or contagious.
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L983[11:22:24] *** tterrag|ZZZzzz is now known as tterrag
L984[11:23:33] <AtomicStryker> AEnterprise: http://pastebin.com/QSPkE0yt
L985[11:25:42] *** tterrag is now known as tterrag|away
L986[11:26:19] <AtomicStryker> Digitalsabre: only until you realize what epic code is being shelled out by people half your age
L987[11:26:32] <AtomicStryker> then you feel the shame and crawl back into your comfy hole
L988[11:26:40] <masa> sham1|Sauna: there is even a comment in one of the vanilla methods that vanilla's usage of the coordinates is inconsistent
L989[11:27:00] <sham1|Sauna> Well that sucks
L990[11:27:02] <sham1|Sauna> BTW back
L991[11:27:06] *** sham1|Sauna is now known as sham1
L992[11:27:08] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/gui/client/GuiEnderInfuser.java#L77
L993[11:27:16] <masa> that is how I check the coordinates
L994[11:27:41] <masa> so try (this.width - this.xSize) / 2 instead of guiLeft
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L997[11:31:43] <sham1> Apparently it has some problems being in the initializator phase
L998[11:31:50] <sham1> constructor phase*
L999[11:32:13] <AtomicStryker> sham1: it might not get assigned the correct values until screen updates
L1000[11:32:18] <sham1> Yeah
L1001[11:32:19] <AtomicStryker> only do coordinate login in the update method
L1002[11:32:28] <AtomicStryker> logic*
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L1004[11:32:37] <laci200270> sham1 do you know rendering?
L1005[11:32:50] <sham1> Apparently not
L1006[11:33:36] <laci200270> what can cause this? http://imgur.com/DGXLJmU
L1007[11:34:11] <sham1> Well, I'd have this happen with blocks with transparent textures in them
L1008[11:34:40] <sham1> Is there anything printed inside the console
L1009[11:34:44] <sham1> That would relate to this
L1010[11:34:56] <sham1> Well that did the trick
L1011[11:35:21] <laci200270> No, nothing
L1012[11:35:34] <laci200270> I also generating the model here: http://imgur.com/DGXLJmU
L1013[11:35:41] <laci200270> *https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/tile/ModelPipe.java#L40-L65
L1014[11:36:26] <laci200270> an oak block should be there
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L1017[11:47:49] <laci200270> somebody?
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L1021[11:55:02] <Lumien> I'm not sure that's how you are supposed to register stuff
L1022[11:55:15] <Lumien> Why do you not just register one model ?
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L1025[11:56:20] <Lumien> Also do you get missing model errors?
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L1027[11:57:40] <sham1> Umn, laci, you should override stuff like renderAsNormalBlock and whatnot in order to get this thing to work
L1028[11:57:51] *** Lathanael|Away is now known as Lathanael
L1029[11:57:57] <sham1> Wait actually
L1030[12:01:32] <laci200270> Lumien I not get missing errors
L1031[12:01:44] <laci200270> sham1 I'll ry that
L1032[12:01:46] <laci200270> *try
L1033[12:01:57] <sham1> Not sure if needed
L1034[12:02:01] <sham1> But you can always try
L1035[12:02:14] <Lumien> Also if you want to get the log model you can just use "BlockModelShapes.getModelForState"
L1036[12:02:49] <laci200270> Thanks
L1037[12:02:59] <laci200270> But I'm using it just for debugging
L1038[12:03:56] <Lumien> Yes but maybe that's the reason it doesn't display
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L1042[12:09:56] <laci200270> still not rendering
L1043[12:10:03] *** tterrag|away is now known as tterrag
L1044[12:10:41] <laci200270> shadekiller666 can you help?
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L1046[12:10:59] <shadekiller666> help with what
L1047[12:11:08] <laci200270> rednering
L1048[12:11:13] <laci200270> https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/tile/ModelPipe.java#L40-L65
L1049[12:11:25] <laci200270> this renders nothing
L1050[12:12:45] <laci200270> shadekiller666 any ideas?
L1051[12:13:24] <shadekiller666> oh jeeze....
L1052[12:13:46] <shadekiller666> custom model loaders are more complicated than you might think
L1053[12:14:11] <laci200270> this is just a custom baked model
L1054[12:14:25] <shadekiller666> 1. the reason this isn't rendering is because you don't even have getGeneralQuads()
L1055[12:14:43] <shadekiller666> "just a custom baked model"
L1056[12:15:02] <laci200270> but I'm getting general quads from a MultiModel
L1057[12:15:27] <shadekiller666> ...
L1058[12:15:49] <shadekiller666> you're calling model.bake() yes...
L1059[12:15:56] <shadekiller666> but you're not doing anything with it
L1060[12:16:31] <shadekiller666> and you have to override getGeneralQuads() for minecraft to receive the quads for it
L1061[12:17:17] <laci200270> its not enought to get it from there: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/tile/ModelPipe.java#L60
L1062[12:17:39] <laci200270> and return with functions with this?
L1063[12:17:41] <shadekiller666> might i recommend making an attempt to understand the functionality of a system before trying to implement it?
L1064[12:18:06] <shadekiller666> omg...
L1065[12:18:13] <laci200270> MultiModel is for merging multiple models isn't it?
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L1067[12:18:32] <shadekiller666> no, i can't help you, because you have ZERO idea what you're doing...
L1068[12:18:45] <laci200270> sorry
L1069[12:18:57] <tterrag> the heck does that mean?
L1070[12:19:05] <tterrag> isn't that the point of helping?
L1071[12:19:22] <shadekiller666> ok
L1072[12:19:23] <shadekiller666> fine
L1073[12:19:41] <shadekiller666> IModels are the source of a BakedModel's data
L1074[12:19:56] <laci200270> yes
L1075[12:19:58] <shadekiller666> only 1 instance of an IModel should exist, ever
L1076[12:20:11] <shadekiller666> and thats where baked models come in
L1077[12:21:01] <Lumien> He does return the general quads of the baked log model in his models getGeneralQuads though
L1078[12:21:19] <shadekiller666> baked models are basically the ItemStack of an Item, but for models
L1079[12:21:26] <Lumien> Also did you try the BlockModelShapes.getModelForState ?
L1080[12:21:36] <laci200270> oh
L1081[12:21:40] <laci200270> I'll try that
L1082[12:21:42] <sham1> Except that IBakedModels do not have NBT data ;)
L1083[12:21:57] <sham1> So it is not a direct analogue
L1084[12:22:02] <shadekiller666> are you sure that the baked model for the log isn't returning an empty list from getGeneralQuads()?
L1085[12:22:19] <laci200270> I didn't checked it
L1086[12:22:22] <shadekiller666> most of the vanilla ones tend to favor getFaceQuads()
L1087[12:22:24] <shadekiller666> well, check
L1088[12:23:21] <masa> what is the difference between general and face quads, where is each one used in?
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L1090[12:23:39] <shadekiller666> face quads are axis-aligned
L1091[12:23:46] <shadekiller666> thats why an EnumFacing is passed in
L1092[12:23:58] <shadekiller666> "give me quads for the north face"
L1093[12:24:11] <masa> oh okay
L1094[12:24:15] <shadekiller666> general quads can face whatever direction they wish
L1095[12:25:11] <masa> so would that then mean item models always use general quads?
L1096[12:25:21] <shadekiller666> laci, you'll also probably need the putVertexData() and put() methods (look at B3DLoader.BakedWrapper)
L1097[12:25:30] <shadekiller666> uhhh
L1098[12:25:32] <shadekiller666> no
L1099[12:25:50] <shadekiller666> item models are pretty much the same as block models
L1100[12:26:15] <shadekiller666> except for blocks that have a 3D block model but a 2D sprite for the item
L1101[12:26:15] <GraphicH> !gm func_147650_B
L1102[12:26:18] <shadekiller666> like repeaters
L1103[12:26:28] <GraphicH> !gm func_147650_b
L1104[12:26:52] <laci200270> Lumien where can I get an instance for BlockModelShape?
L1105[12:27:08] <shadekiller666> BlockRendererDispatcher i think
L1106[12:27:18] <shadekiller666> its a long chain of method calls
L1107[12:27:29] <Lumien> I get one with "Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getBlockModelShapes()"
L1108[12:27:29] <Lumien> Not sure whether there is a "quicker" way
L1109[12:27:42] <laci200270> thanks
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L1111[12:32:21] <laci200270> MutliModel requires IModel and that givves IBakedModel
L1112[12:32:27] <laci200270> *gives
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L1114[12:33:13] <shadekiller666> what
L1115[12:33:32] <shadekiller666> MultiModel is an implementation of IModel
L1116[12:33:43] <laci200270> I tried what Lumien said
L1117[12:34:02] <shadekiller666> there should be comments in MultiModel as to what that specific implementation is for
L1118[12:34:27] <laci200270> I tried BlockModelShapes.getModelForState
L1119[12:34:40] <Lumien> and?
L1120[12:34:53] <laci200270> it gives IBakedModel
L1121[12:35:00] <laci200270> instead of IModel
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L1123[12:35:37] <Lumien> yeah
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L1126[12:38:16] <Nathan_Leadill> Random Note that Github Tutorial on B3D Blocks Doesn't Work Bte
L1127[12:38:18] <Nathan_Leadill> BTW*
L1128[12:38:44] <shadekiller666> github tutorial?
L1129[12:39:08] <GraphicH> !gm func_148720g
L1130[12:39:12] <GraphicH> !gm func_148720_g
L1131[12:39:46] <shadekiller666> and how does it not work?
L1132[12:39:47] <GraphicH> !gm func_148652_a
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L1135[12:45:07] <Nathan_Leadill> https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test/resources/assets/forgedebugmodelloaderregistry this one
L1136[12:45:30] <Nathan_Leadill> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java
L1137[12:45:37] <shadekiller666> yes it does
L1138[12:45:52] <Nathan_Leadill> Well I can't Rotate/Translate my Block at all
L1139[12:46:15] <shadekiller666> ?
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L1142[12:47:26] <Wuppy> ugh just spend almost an entire day in unreal to do something as simple as making a dude move right and shoot bullets
L1143[12:47:35] <Wuppy> and then make those bullets collide properly
L1144[12:47:56] <Wuppy> and even then you can only shoot properly when moving right
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L1146[13:01:19] <Nathan_Leadill> Swag
L1147[13:01:32] <Nathan_Leadill> It's fine I spent 11 hours Ranking up 2 ranks on CS:GO
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L1149[13:02:41] <shadekiller666> omg.... >.< the WORST part of scrapes is the ITCHING!!!
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L1153[13:11:09] <Wuppy> unreal really sucks
L1154[13:11:52] <shadekiller666> i've never actually tried to use Unreal, is it harder to use than Unity?
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L1156[13:12:24] <Wuppy> only about 5000 times
L1157[13:12:37] <shadekiller666> lol
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L1159[13:12:57] <Dan_Yeomans> good afternoon
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L1162[13:13:47] <shadekiller666> ive recently started digging into Unity
L1163[13:13:58] <Dan_Yeomans> ^ unity's a good engine
L1164[13:15:22] <shadekiller666> what language does unreal use?
L1165[13:15:30] <Dan_Yeomans> C++
L1166[13:15:30] <Wuppy> c++
L1167[13:15:35] <shadekiller666> unity uses C#/JS/Boo
L1168[13:15:36] <shadekiller666> ahh
L1169[13:15:56] <Dan_Yeomans> protip: avoid unityscript. stick w/ c# as much as possible
L1170[13:16:08] <shadekiller666> so its even using the more difficult of the .NET C languages
L1171[13:16:22] <shadekiller666> thats right, its not even actual JS
L1172[13:16:32] <Wuppy> C# is also an amazing language :)
L1173[13:16:42] <Wuppy> I personally prefer C++, but unreal just makes it hell to use
L1174[13:16:49] <Wuppy> the scripting language in unreal is beautiful though
L1175[13:16:53] <shadekiller666> its a .NET implementation of JS written by Unity
L1176[13:16:56] <Dan_Yeomans> unreal complains when you use pointers
L1177[13:17:01] <shadekiller666> ...
L1178[13:17:02] <Wuppy> too bad the engine crashes so often and sucks so much
L1179[13:17:17] <shadekiller666> complains when you use pointers...
L1180[13:17:28] <shadekiller666> might as well just be C# then
L1181[13:17:32] <Wuppy> damn
L1182[13:17:34] <Dan_Yeomans> telling a seasoned c or c++ programmer not to use pointers is akin to tieing their hands behind their backs
L1183[13:18:06] <shadekiller666> and completely makes the hassle of using c++ in the first place completely pointless
L1184[13:18:16] <Wuppy> indeed
L1185[13:18:19] <Dan_Yeomans> "pointless" hah
L1186[13:18:32] <Wuppy> but you can achieve some amazing results with unreal
L1187[13:18:41] <shadekiller666> C++ without pointers might as well be C#
L1188[13:18:42] <Wuppy> and the scripting language is also nice to use
L1189[13:19:04] <shadekiller666> whats the scripting language for unreal?
L1190[13:19:06] <Dan_Yeomans> there's ways around the pointer issue. iirc unreal has a safe pointer wrapper
L1191[13:19:13] <shadekiller666> you can acheive amazing results with both engines
L1192[13:19:18] <Dan_Yeomans> it's literally all GUI
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L1194[13:19:42] <Wuppy> shadekiller666, hard to explain
L1195[13:19:52] <Wuppy> I think it's something like Houdini
L1196[13:20:56] <Wuppy> it looks something like this: http://i1.wp.com/blog.digitaltutors.com/wp-content/uploads/2014/12/Visual-Scripting-image.jpg?resize=800%2C450
L1197[13:21:04] <Wuppy> ^ unreal
L1198[13:21:23] <shadekiller666> wait
L1199[13:21:37] <shadekiller666> so unreal's scripts are all GUI node based?
L1200[13:21:38] <shadekiller666> ...
L1201[13:21:50] <Dan_Yeomans> yeah
L1202[13:22:11] <shadekiller666> those are usually shitty
L1203[13:22:12] <Dan_Yeomans> it's a pretty elegant system when you look at it. but some experience programmers will be disappointed most likely
L1204[13:22:35] <Wuppy> shadekiller666, it's a very nice system IMO
L1205[13:22:42] <shadekiller666> that is closer to what an animation tree looks like
L1206[13:23:07] <Wuppy> it's not as powerful as going C++ but it's much easier and faster
L1207[13:23:11] <Wuppy> anyway, I'm off o7
L1208[13:23:25] <Dan_Yeomans> alright, later
L1209[13:23:33] <shadekiller666> which is good because maya and other node-based animation software know how to do nodes properly
L1210[13:23:36] <shadekiller666> bye
L1211[13:24:35] <Dan_Yeomans> gah, so i think extended entity properties in minecraft forge get deleted after a player exits the end
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L1213[13:27:27] <Dan_Yeomans> i have no clue how to circumvent that
L1214[13:27:51] <shadekiller666> is there an event that fires just before the teleport happens?
L1215[13:28:33] <Dan_Yeomans> well there's onEntityCollidedWithBlock
L1216[13:28:49] <shadekiller666> you could rip the properties off of it, and reapply them after the player gets recreated
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L1218[13:29:07] <shadekiller666> there has to be some sort of demension transfer event...
L1219[13:29:21] <Dan_Yeomans> hmm
L1220[13:29:22] <Dan_Yeomans> orr
L1221[13:29:38] <Dan_Yeomans> whenever a teleport is about to happen
L1222[13:29:44] <Dan_Yeomans> it has to retrieve the teleporter entity
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L1224[13:30:01] <Dan_Yeomans> i could make it such that it creates a new one for the entity if it returns null
L1225[13:30:05] <Dan_Yeomans> it might work
L1226[13:30:06] <shadekiller666> and if said entity == the one for going to the end...
L1227[13:30:45] <shadekiller666> dimension transfers (and teleports too i think) destroy the player at the current location and rebuild it at the new location
L1228[13:31:13] <Dan_Yeomans> well my teleports use setPositionAndUpdate
L1229[13:31:17] <laci200270> hi shade I'm back
L1230[13:31:22] <shadekiller666> hi
L1231[13:31:36] <laci200270> now I'm testing how many general does oak log have
L1232[13:31:47] <shadekiller666> shouldn't have any
L1233[13:31:53] <shadekiller666> its a standard cube
L1234[13:32:04] <laci200270> 0
L1235[13:32:06] <shadekiller666> which means it likely uses getFaceQuads()
L1236[13:32:30] <laci200270> but how can I use it for MultiModel?
L1237[13:32:48] <shadekiller666> idk, i've not dug into MultiModel enough
L1238[13:33:13] <shadekiller666> check the github for an example, and check vanilla is all i can suggets
L1239[13:33:16] <shadekiller666> suggest*
L1240[13:33:23] <laci200270> because about two months ago you suggested to use MultiModel for TSTR tranformations for blocks
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L1242[13:34:22] <shadekiller666> you only need a multimodel if you have parts of the block model that you want to control separately from the main part of the model
L1243[13:34:36] <laci200270> yes it I'll be a pipe
L1244[13:34:57] <laci200270> and I'll want to apply transformations for sub-parts
L1245[13:35:02] <shadekiller666> ok
L1246[13:35:12] <shadekiller666> so use a forge-blockstate json
L1247[13:35:35] <shadekiller666> each submodel can have its own transforms defined and the game will handle it for you
L1248[13:35:42] <laci200270> but with that I can't use TRST tranformation for the main part of the model
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L1250[13:35:56] <shadekiller666> yes you can?
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L1252[13:36:15] <laci200270> for th main part I can't
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L1254[13:36:22] <laci200270> I want to scale and such
L1255[13:36:25] <shadekiller666> you should be able to have the main model with its own TRSR, then each submodel with its own
L1256[13:36:44] <laci200270> I'll look at github
L1257[13:38:06] <laci200270> but MultiModel why can't use facedquads?
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L1259[13:47:29] <laci200270> ok
L1260[13:47:43] <laci200270> where can I resize the main model in the blockstae JSON?
L1261[13:49:59] <laci200270> shadekiller666 ?
L1262[13:50:19] <shadekiller666> you could do it in defaults, or normal
L1263[13:50:50] <shadekiller666> if you wanted to resize it in inventory, you would do it the same as for a normal model
L1264[13:50:56] <laci200270> what I should write?scale?
L1265[13:51:06] <laci200270> I want to do it in world
L1266[13:51:41] <shadekiller666> if you want the standard block tramsforms, its "transform":"forge:default-block"
L1267[13:52:12] <laci200270> I want to transfer only the main part of the model
L1268[13:52:22] <laci200270> but now I know how I should do that
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L1270[14:00:28] <laci200270> ok...
L1271[14:00:48] <laci200270> how can I scale different sides of block differently?
L1272[14:00:54] <laci200270> shadekiller666 ?
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L1275[14:01:24] <shadekiller666> you mean make the north face of a block smaller than the south face?
L1276[14:01:31] <laci200270> yes
L1277[14:01:51] <laci200270> I want to change height and such
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L1279[14:02:13] <shadekiller666> you can't, not with the vanilla model system
L1280[14:02:25] <laci200270> with the forge system?
L1281[14:02:25] <shadekiller666> you'll need a custom model loader
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L1283[14:03:05] <laci200270> I'll maybe make a issuse on github with this request
L1284[14:03:19] <laci200270> because it would be good
L1285[14:04:23] <laci200270> fry what do you think?
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L1287[14:05:02] <shadekiller666> laci, at that point you're best just using one of the custom loaders
L1288[14:05:11] <shadekiller666> or, making your own
L1289[14:05:30] <laci200270> also translation doesn't doing this?
L1290[14:05:34] <shadekiller666> but i have a feeling the former would be a better option
L1291[14:05:36] <shadekiller666> ?
L1292[14:06:05] <laci200270> what?
L1293[14:06:11] <laci200270> sorry I'm not good at english
L1294[14:06:27] <shadekiller666> does anyone know of a good windows 10 audio manager that allows you to switch the active audio device on the fly?
L1295[14:06:45] <shadekiller666> no, TRSRTransformations won't let you scale only one side of a block
L1296[14:06:58] <laci200270> ok
L1297[14:07:05] <laci200270> I'll make my own model
L1298[14:07:18] <laci200270> bacause I wanted to scale stone
L1299[14:07:26] <laci200270> to look like a tube
L1300[14:07:38] <laci200270> but I think its simpler to edit it
L1301[14:07:40] <shadekiller666> ...
L1302[14:08:11] <shadekiller666> wouldn't it be easier to just make a "tube" and apply the stone texture to it?
L1303[14:08:14] <Lumien> Can't you just make the form of a tube and bind the stone texture to it?
L1304[14:08:21] <laci200270> oh
L1305[14:08:35] <laci200270> i always want make things too complicated
L1306[14:08:39] <laci200270> a bit
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L1309[14:13:45] <Dan_Yeomans> so is there a specific event that is triggered upon exiting the end
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L1311[14:13:58] <tterrag> PlayerCloneEvent or something
L1312[14:17:26] <laci200270> shadekiller666 ok now works.. http://imgur.com/LIcWiSo
L1313[14:17:35] <laci200270> but under that it renders nothing...
L1314[14:17:41] <laci200270> any idea why?
L1315[14:20:26] <shadekiller666> because minecraft thinks your block is solid and non-transparent
L1316[14:20:45] <laci200270> and how can I fix it?
L1317[14:21:03] <shadekiller666> override isOpaqueCube()
L1318[14:21:14] <shadekiller666> and return false in your block class
L1319[14:21:24] <laci200270> simply that?
L1320[14:21:26] <shadekiller666> do the same for isFullCube())
L1321[14:21:31] <laci200270> nothing in json
L1322[14:21:33] <shadekiller666> and theres one more
L1323[14:21:34] <laci200270> I'm happy
L1324[14:21:44] <shadekiller666> i can't remember its name thoug
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L1330[14:30:14] <laci200270> shadekiller666 another problem
L1331[14:30:34] <laci200270> how can achive to render multiple sub-models of the same model?
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L1333[14:30:55] <shadekiller666> no idea, never played around with submodels
L1334[14:31:04] <Dan_Yeomans> if i register an ExtendedEntityProperties on an entity that already has one
L1335[14:32:55] <Dan_Yeomans> will both be saved into NBT ?
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L1340[14:37:22] <shadekiller666> hey fry, have you taken a look at the latest changes i made to the obj loader
L1341[14:38:51] * tambre will remain in his waiting state until it gets merged
L1342[14:39:08] <shadekiller666> fry^
L1343[14:39:13] <laci200270> shadekiller666 anything is wirong with this? https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/eConduit.json
L1344[14:39:18] <tambre> Anyways, nigth
L1345[14:39:24] <tambre> night*
L1346[14:39:47] <laci200270> *wrong
L1347[14:40:48] <laci200270> bacuse it spams me: https://gist.github.com/6f13abf6a9f146b2838d
L1348[14:43:09] <laci200270> shadekiller666 any ideas? ^
L1349[14:43:13] <shadekiller666> show me your block class
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L1352[14:44:26] <laci200270> https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/blocks/EnergyConduit.java
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L1354[14:46:27] <laci200270> shadekiller666 ^
L1355[14:46:57] <shadekiller666> i saw laci, thank you
L1356[14:47:07] <shadekiller666> hexchat is on its own monitor
L1357[14:47:08] <laci200270> oh
L1358[14:48:01] <laci200270> i does this since I changed few rotations
L1359[14:48:45] <shadekiller666> energymod:eConduit#down=transfer,east=transfer,north=transfer,south=transfer,up=connected,west=none
L1360[14:48:59] <laci200270> what about that?
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L1362[14:49:08] <shadekiller666> thats not how the directions are defined in your json
L1363[14:49:14] <shadekiller666> which is why the game can't find them
L1364[14:49:34] <laci200270> i defined them in an enum
L1365[14:49:39] <shadekiller666> wait no
L1366[14:49:57] <laci200270> they worked before changing the rotations
L1367[14:51:24] <shadekiller666> this is very strange
L1368[14:51:27] <shadekiller666> no idea
L1369[14:51:36] <laci200270> maybe 240
L1370[14:51:56] <laci200270> how the game handles it?
L1371[14:52:04] <laci200270> it uses -90 or 240
L1372[14:52:06] <laci200270> ?
L1373[14:52:16] <laci200270> because i wrote 240
L1374[14:52:31] <laci200270> now I'm testing it with -90
L1375[14:52:44] <laci200270> and it works
L1376[14:52:47] <shadekiller666> uhh
L1377[14:53:16] <shadekiller666> those rotations, the "x", and "y" ones, can only be 0, 90, 180, and 270
L1378[14:53:25] <laci200270> oh 270
L1379[14:53:27] <shadekiller666> because they get shoved into ModelRotation
L1380[14:53:30] <laci200270> not 240
L1381[14:53:39] <laci200270> i miscounted it
L1382[14:53:39] <sham1> Hello again
L1383[14:55:07] <laci200270> hello
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L1385[14:57:22] <GraphicH> So when I do ((IReloadableResourceManager)Minecraft.getMinecraft().getResourceManager()).registerReloadListener(this);
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L1387[14:57:26] <GraphicH> In post init
L1388[14:57:41] <GraphicH> it seems like the reload gets called twice
L1389[14:57:56] <shadekiller666> reload ALWAYS gets called twice
L1390[14:58:03] <shadekiller666> for some stupid fucking reason...
L1391[14:58:14] <GraphicH> Yeah its kind of a pain in the ass for me though
L1392[14:58:24] <GraphicH> beacuse I start a thread in there
L1393[14:58:33] <GraphicH> to load large res in the background
L1394[14:58:53] <GraphicH> I just wanted to know if that was "normal" or if I fucked something up
L1395[14:58:57] <GraphicH> Ill work around it
L1396[14:59:19] <shadekiller666> its one of those things thats left over from when the resource system was in a state that needed 2 reloads...
L1397[14:59:34] <GraphicH> no big deal, just thought I was going crazy
L1398[15:01:11] <shadekiller666> if you look in the console output on game launch
L1399[15:01:26] <shadekiller666> you can see the outputs from the resource loaders included twice
L1400[15:01:42] <GraphicH> Yeah I was seeing that, which is why I asked
L1401[15:01:47] <GraphicH> I didn't know for sure
L1402[15:04:34] <shadekiller666> i have warning message in the OBJ loader to notify people about what keys are not supported with the loader, and some other technical log outputs for debugging and things, and it spams the shit out of the log on launch... and theres nothing i can really do about it cuz theres no way to tell the logger to shut up, and no way to fix the double loading :P
L1403[15:04:59] <sham1> Logger
L1404[15:05:14] <sham1> If you use Log4J, you can tell debug messages to STFU
L1405[15:05:23] <shadekiller666> ...
L1406[15:05:42] <shadekiller666> I can tell it to shut up, cuz i'm the dev that is making it
L1407[15:05:55] <sham1> :P
L1408[15:05:56] <shadekiller666> theres no way for a player to tell it to shut up...
L1409[15:06:02] <shadekiller666> no config option, etc.
L1410[15:06:26] <sham1> So you can't make it into a config thing?
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L1412[15:07:09] <shadekiller666> its probably possible
L1413[15:07:39] <shadekiller666> but i don't know if its something that should be in the forge.cfg file and such
L1414[15:07:43] <sham1> Also, I love IDEA for that it can work in a craptop linux
L1415[15:07:53] <sham1> Propably
L1416[15:08:01] <sham1> Or create it its own config file
L1417[15:10:38] <laci200270> why this shit wants to decide between submodels? https://youtu.be/tUW-i_EYWd8
L1418[15:11:33] <laci200270> fry ?
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L1421[15:13:56] <sham1> And now I remember why I do not mod in a craptop linux
L1422[15:14:06] <laci200270> why?
L1423[15:14:08] <sham1> Because compile is so god damn slow
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L1425[15:14:42] <sham1> That's pretty much it
L1426[15:14:51] <sham1> Compiling and typing to IDEA are slow
L1427[15:16:27] <laci200270> sham1 do you know submodels?
L1428[15:17:06] <sham1> Umn, in forge blockstate?
L1429[15:17:10] <laci200270> yes
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L1431[15:18:46] <sham1> Wait for it
L1432[15:18:59] <sham1> My craptop uses my phone's internet
L1433[15:19:39] <sham1> laci200270: Enjoy
L1434[15:19:42] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/resources/assets/fcraft/blockstates/fcraft_ender_pipe_block.json
L1435[15:19:52] <sham1> Look at it and see how it works
L1436[15:20:00] <laci200270> thanks
L1437[15:20:41] <laci200270> but for me there is a little problem
L1438[15:20:59] <laci200270> MC doesn'T want to be more than 1 submodel active
L1439[15:21:00] <sham1> ?
L1440[15:21:06] <sham1> Umn
L1441[15:21:15] <sham1> show your blockstate json
L1442[15:21:25] <shadekiller666> "submodel" is an actual key
L1443[15:21:38] <sham1> :P
L1444[15:21:49] <sham1> I dont know if you can do
L1445[15:22:00] <laci200270> and how can achive more than one submodels?
L1446[15:22:06] <sham1> "submodel": [model1, model2...]
L1447[15:22:13] <sham1> That would be awesome
L1448[15:22:47] <Dan_Yeomans> is there a way to determine if a mob is hostile or passive
L1449[15:22:48] <sham1> But it is not a JSON array so meh
L1450[15:23:02] <sham1> Go punch it with a sword dan
L1451[15:23:10] <Dan_Yeomans> i mean in code lol
L1452[15:24:54] <laci200270> sham1 here is the blockstate json: https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/eConduit.json
L1453[15:24:59] <Dan_Yeomans> i got it dw
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L1455[15:26:24] <laci200270> sham1 that should work, right?
L1456[15:26:28] <sham1> tried to replace the model with submodel inside the variants
L1457[15:26:41] <sham1> Because "model" is the core so to say
L1458[15:26:52] <sham1> Submodel is what you can add to it
L1459[15:26:59] <laci200270> oh
L1460[15:27:28] <sham1> Like in my example, the "model" is the pipe's core
L1461[15:27:30] <sham1> The persistant part
L1462[15:27:31] <laci200270> i'm stupid now
L1463[15:27:43] <sham1> Submodels there are connections to directions
L1464[15:27:51] <sham1> No you're mot
L1465[15:27:52] <laci200270> it 10:30pm at me
L1466[15:27:58] <sham1> You propably misunderstood
L1467[15:28:00] <laci200270> i didn't recognize it
L1468[15:28:07] <sham1> It's 11:30pm here
L1469[15:28:21] <sham1> Yay for timezones
L1470[15:28:25] <laci200270> yes
L1471[15:28:47] <laci200270> my brain is dead now
L1472[15:29:02] <laci200270> I thought 3*90 is 240
L1473[15:29:23] <Zaggy1024> remember, the variants have all the same functions that hte vanilla variants do (IIRC)
L1474[15:29:37] <sham1> except for submodel
L1475[15:29:40] <Zaggy1024> so the "model" tag is the same as vanilla
L1476[15:29:58] <sham1> Yesd
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L1480[15:31:18] <laci200270> yeah I know it
L1481[15:31:22] <sham1> Aww
L1482[15:31:33] <laci200270> I just wrote the json about a month ago
L1483[15:32:06] <sham1> One awesome thing about forge blockstates is that you can set textures there
L1484[15:32:18] <laci200270> and because the school I only now able to start modding again
L1485[15:33:32] * sham1 yawns
L1486[15:33:41] <sham1> jeez
L1487[15:33:52] <sham1> So tired, even though it is only 11
L1488[15:33:58] <sham1> in evening
L1489[15:34:20] <Zaggy1024> I should program in some priority overriding for the forge blockstates variants
L1490[15:34:23] <Zaggy1024> someday
L1491[15:34:23] <laci200270> since august 21 I didn't I didn't have time to do modding
L1492[15:35:19] <sham1> what happened at AUgust 21st
L1493[15:35:30] <laci200270> newbie's camp
L1494[15:35:47] <laci200270> that was awasome
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L1496[15:37:43] <laci200270> about 150 people danced in the middle of the street
L1497[15:37:56] <laci200270> :D
L1498[15:38:59] <laci200270> and we had to sign
L1499[15:44:09] <laci200270> but back to modding
L1500[15:44:18] <laci200270> finnaly renders almost fine
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L1502[15:48:01] <laci200270> sham1 how I should rotate a model to face down?
L1503[15:49:10] <sham1> Umn
L1504[15:49:29] <laci200270> i tried x y z
L1505[15:51:42] <laci200270> sham1 normally faces horizontal
L1506[15:51:55] <laci200270> but i want to make it facing vertical
L1507[15:52:02] <sham1> Yeah
L1508[15:52:10] <laci200270> what axis I need for it?
L1509[15:52:11] <shadekiller666> z is not a key that exists
L1510[15:52:13] <sham1> Can't you just change where the textures point
L1511[15:52:29] <sham1> And stimulate facing down that way
L1512[15:52:30] <laci200270> I want to rotate the model
L1513[15:52:32] <shadekiller666> you would rotate on the x axis to point vertically
L1514[15:52:41] <laci200270> i tried that
L1515[15:52:47] <laci200270> but I'll try again
L1516[15:54:03] <laci200270> oh I again wrote 240 :/
L1517[15:54:08] <laci200270> instead of 270
L1518[15:54:39] <sham1> :D
L1519[15:54:58] <laci200270> I'm really sleepy
L1520[15:55:12] <shadekiller666> may i suggest a calculator? :P
L1521[15:55:19] <sham1> You propably should sleep
L1522[15:55:19] <laci200270> but I want ot finish entire system today
L1523[15:55:35] <laci200270> shadekiller666 i have
L1524[15:55:37] <sham1> Well you only have about an hour
L1525[15:55:44] <laci200270> why?
L1526[15:55:51] <sham1> So I'd suggest you get cracking
L1527[15:56:02] <sham1> If you want it today
L1528[15:56:29] <laci200270> today=everything until tomoroww 6am
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L1531[15:56:58] <laci200270> if I'm working hard
L1532[15:57:41] <laci200270> if not midnight
L1533[15:58:14] <laci200270> I disabled avast just for faster resource reloading
L1534[15:58:26] <laci200270> I'M A NORMAL PRESON?!
L1535[15:58:41] <sham1> Yyes
L1536[15:58:59] <laci200270> i think no
L1537[15:59:05] <laci200270> i have no antivirus now
L1538[15:59:14] <shadekiller666> why?
L1539[15:59:39] <laci200270> i disabled it
L1540[15:59:56] <laci200270> the resource reloading was slower becuase that
L1541[16:00:03] <shadekiller666> ...
L1542[16:00:52] <laci200270> shadekiller666 also the x-rotation doens't seems to work: http://imgur.com/a/GIUZB
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L1545[16:02:56] <laci200270> shadekiller666 here is the blockstate: https://github.com/laci200270/Energy-mod/blob/master/src/main/resources/assets/energymod/blockstates/eConduit.json
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L1547[16:03:44] <shadekiller666> isn't "submodel" supposed to be an object?
L1548[16:03:53] <shadekiller666> "submodel": {}
L1549[16:03:59] <laci200270> where?
L1550[16:04:06] <shadekiller666> in the json
L1551[16:04:09] <shadekiller666> where else?
L1552[16:04:23] <laci200270> what line?
L1553[16:04:51] <shadekiller666> ...
L1554[16:05:00] <shadekiller666> do i have to walk you through everything?
L1555[16:05:04] <laci200270> I can't find it
L1556[16:05:23] <shadekiller666> LOOK FOR "submodel"
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L1558[16:05:32] <shadekiller666> its not that fucking hard.... sheesh
L1559[16:05:36] <laci200270> "submodel": "energymod:tube",
L1560[16:05:41] <shadekiller666> ya
L1561[16:05:43] <laci200270> I can only see this
L1562[16:06:05] <laci200270> not "submodel": {"energymod:tube"},
L1563[16:06:10] <sham1> Therefor you found it
L1564[16:06:21] <laci200270> but
L1565[16:06:28] <shadekiller666> isn't that supposed to be like "submodel": {"model":..., "x":270}
L1566[16:06:38] <laci200270> oh
L1567[16:06:43] <sham1> It does not have to be
L1568[16:06:48] <shadekiller666> god damn logic
L1569[16:07:09] <shadekiller666> basic understanding of the building blocks is required to know wtf you're doing
L1570[16:07:34] <laci200270> but for the others also working
L1571[16:08:09] <laci200270> just for the up and down not good
L1572[16:10:26] <laci200270> it rotates wrongly
L1573[16:10:39] <shadekiller666> ...
L1574[16:10:49] <shadekiller666> ok
L1575[16:11:02] <shadekiller666> let me explain basic heirarchical structures to you
L1576[16:11:18] <shadekiller666> the json that you're editing is for a model
L1577[16:11:33] <shadekiller666> that model is the parent of everything defined in it
L1578[16:12:18] <shadekiller666> if you add submodels, their translation/rotation/scale values are influenced not only by their own values, but by the values of the parent as well
L1579[16:12:32] <shadekiller666> so if your model rotates itself 90 degrees on the y
L1580[16:12:52] <shadekiller666> all of the submodels within it rotate on the y by 90 degrees
L1581[16:13:20] <laci200270> yes
L1582[16:13:56] <shadekiller666> then, if a submodel rotates itself another 90 degrees, the parent's value of 90 gets added to the submodel's value of 90, resulting in a total rotation of 180 degrees
L1583[16:14:04] <laci200270> yes
L1584[16:14:14] <shadekiller666> you're currently trying to make a corner pipe right?
L1585[16:14:22] <laci200270> no
L1586[16:14:25] <shadekiller666> one end pointing horizontal, the other vertical?
L1587[16:14:40] <laci200270> I'm trying to make a pipe that stands vertical
L1588[16:14:55] <shadekiller666> ok so | instead of --
L1589[16:15:01] <laci200270> yes
L1590[16:15:25] <laci200270> but the model rotates on the edge not in central point
L1591[16:15:36] <shadekiller666> oh
L1592[16:15:40] <shadekiller666> ok then
L1593[16:16:01] <shadekiller666> if you had explained that in the first place this would have been a lot easier
L1594[16:16:08] <laci200270> oh
L1595[16:16:15] <laci200270> but I sent a picture
L1596[16:16:30] <sham1> That was kinda vague
L1597[16:16:31] <shadekiller666> hmmm
L1598[16:17:29] <shadekiller666> TRSRTransformation (the class that ends up processing and applying these transforms) is by default set to pivot on the corner closest to minecraft (0, 0, 0)
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L1600[16:17:57] <shadekiller666> there is a way to tell it to pivot on center, but i don't know how to do so via json, fry might know
L1601[16:18:32] <laci200270> but he is afk AGAIN
L1602[16:18:33] <halvors> Hi. I'm having some problems with a null pointer exception server side where the stacktrace says that i'm calling client side code. But i really can't see that i am...
L1603[16:19:00] <sham1> Show the code
L1604[16:19:02] <halvors> Here is the stacktrace: http://pastebin.com/dteBC5Di
L1605[16:19:32] <shadekiller666> hes always afk
L1606[16:19:35] <shadekiller666> fry
L1607[16:19:36] <shadekiller666> fry
L1608[16:19:38] <shadekiller666> fry
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L1610[16:19:44] <shadekiller666> pingity fucking ping fry
L1611[16:19:45] <sham1> We need to fry something
L1612[16:19:52] <shadekiller666> fry ping
L1613[16:19:54] <halvors> sham1: The code is here: https://github.com/halvors/Electrometrics/blob/master/src/main/java/org/halvors/electrometrics/common/network/NetworkHandler.java#L102
L1614[16:19:57] <shadekiller666> wake up fry
L1615[16:20:00] <shadekiller666> ping fry
L1616[16:20:23] <laci200270> he won't get up
L1617[16:20:39] <halvors> And here: https://github.com/halvors/Electrometrics/blob/master/src/main/java/org/halvors/electrometrics/common/util/PlayerUtils.java
L1618[16:20:45] <sham1> Halvors, where do you call that method
L1619[16:20:48] <laci200270> unless we throw a cup of coffee to the monitor
L1620[16:21:00] <laci200270> maybe it reaches fry
L1621[16:21:02] <laci200270> :D
L1622[16:21:44] <laci200270> and fry will fry something for us
L1623[16:21:55] <halvors> sham1: As you see of the stacktrace, here: https://github.com/halvors/Electrometrics/blob/master/src/main/java/org/halvors/electrometrics/common/tile/machine/TileEntityElectricityMeter.java#L195
L1624[16:22:02] <laci200270> on his fry ing pan
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L1626[16:22:36] <halvors> sham1: I really don't see how this could be referencing "net/minecraft/client/entity/EntityClientPlayerMP" which does not exist on the server side.
L1627[16:22:39] <halvors> Do you?
L1628[16:23:13] <Dan_Yeomans> does anyone kno where a mod config file is generated when running a mod from an IDE
L1629[16:23:44] <shadekiller666> fry, lex really wants the obj stuff dealt with, wakey wakey
L1630[16:23:53] <TehNut> In the run directory?
L1631[16:23:56] <TehNut> run/config
L1632[16:24:26] <Dan_Yeomans> ...where is the run directory :S
L1633[16:24:42] <TehNut> In the root dir of your mod, usually...
L1634[16:24:54] <shadekiller666> same scope level as the eclipse folder
L1635[16:24:58] <shadekiller666> if not, then inside it
L1636[16:25:05] <TehNut> I think old versions used to shove everything in eclipse/
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L1638[16:31:41] <laci200270> if this won't work I'll pucnh my monitor
L1639[16:31:50] <laci200270> *punch
L1640[16:32:30] <laci200270> and if fry doesn't come back now I'll punch him
L1641[16:34:33] <laci200270> ok
L1642[16:34:47] <laci200270> now its the time when I shut down my computer
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L1645[16:36:23] <barteks2x> weird... mcpbot can't find BlockPos.getX
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L1649[16:38:52] <halvors> Figured it out :)
L1650[16:39:39] <barteks2x> I had to use Vec3i.getX...
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L1652[16:42:33] <Dan_Yeomans> for onNeighbourBlockChange is there a way to tell which entity caused the change
L1653[16:42:35] <Dan_Yeomans> say a player
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L1658[16:45:48] <tterrag> Dan_Yeomans: no
L1659[16:46:34] <Dan_Yeomans> thought so :S
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L1669[17:07:22] <Xilef11> I have a block with a custom IBakedModel that changes the color, but it dosen't work in the inventory
L1670[17:07:41] <Xilef11> http://prntscr.com/8pzewv (blocks in inventory should be the same as in the world)
L1671[17:08:25] <tterrag> post block/item json?
L1672[17:08:34] <tterrag> and/or code
L1673[17:08:43] <tterrag> I probably won't be able to help but you need to post code :P
L1674[17:08:55] <shadekiller666> vanilla item rendrering for blocks is a bit lackluster
L1675[17:09:19] <shadekiller666> it doesn't like color gradients well either
L1676[17:09:40] <Xilef11> model code: http://pastebin.com/mDp4iJWr no JSONs used for eithe blocks/items
L1677[17:10:19] <Xilef11> its using the model properly, but not the colors.
L1678[17:10:31] <Xilef11> *it's
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L1682[17:11:57] <shadekiller666> thats what i mean
L1683[17:12:27] <GraphicH> Has anyone seen
L1684[17:12:27] <GraphicH> [18:11:35] [Thread-12/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:errorMessage:131]: Error in class 'LibraryLWJGLOpenAL'
L1685[17:12:27] <GraphicH> [18:11:35] [Thread-12/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:errorMessage:132]: alBufferData error when loading
L1686[17:12:32] <GraphicH> Before?
L1687[17:12:41] <Xilef11> any way to get that to work? I tried using a custon ItemBlock and overriding getColorFromItemStack, but it dosen't help
L1688[17:13:15] <Darkevilmac> Quick question, I just implemented an event in a forge contribution workspace and when I ran genPatches it seems to have made patches to files I didn't actually change. Is that normal?
L1689[17:13:23] <shadekiller666> there prob is, but idk what it would be, i don't know what the cause of the problem is so i can't tell you how to fix it :P
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L1691[17:13:58] <fry> Xilef11: try creating ColoredBakedQuad instead of normal BakedQuad
L1692[17:14:21] <shadekiller666> oh hello fry
L1693[17:14:46] <shadekiller666> ColoredBakedQuad still doesn't always translate properly
L1694[17:17:41] <Xilef11> using ColoredBakedQuad works! that was easier than expected
L1695[17:17:46] <masa> can Fluids be compared with == or should I use equals()?
L1696[17:18:51] <masa> or is there a method for comparing fluids somewhere..
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L1702[17:20:00] <masa> well FluidStack.isFluidEqual() seems to compare the Fluid instances directly
L1703[17:21:38] <Dan_Yeomans> how do you set a block variant?
L1704[17:21:45] <Dan_Yeomans> sorry a model variant
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L1709[17:24:59] <Xilef11> if my block is a cube (with 2 layers though) should I bother with getGeneralQuads in my IBakedModel?
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L1712[17:30:31] <Dan_Yeomans> somebody mentioned an event earlier that's triggered when the player exits the nether but i can't remember what it is and hexchat crashed
L1713[17:30:58] <Darkevilmac> Would anyone happen to know the answer to my question?
L1714[17:31:21] <tterrag> the nether?
L1715[17:31:33] <Dan_Yeomans> sorry the end
L1716[17:31:34] <Dan_Yeomans> my bad
L1717[17:31:41] <tterrag> Darkevilmac: no that's not normal
L1718[17:31:48] <tterrag> Dan_Yeomans: PlayerCloneEvent
L1719[17:31:50] <tterrag> or something like that
L1720[17:31:56] <Dan_Yeomans> thank you XD
L1721[17:32:05] <Darkevilmac> Odd, would it be best to just not commit those patches, and just commit the ones I know I changed?
L1722[17:32:14] <tterrag> check the diff
L1723[17:32:16] <tterrag> see what changed
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L1726[17:33:33] <Darkevilmac> Well it seems to have changed Minecraft.java.patch, as well as WorldGenDungeon.java.patch, for minecraft it just indexed everything down by one. As for WorldGenDungeons, it changed a label.
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L1729[17:37:09] <tterrag> did you edit imports or anything?
L1730[17:37:18] <tterrag> if it's a change that doesn't affect function I would just not commit it
L1731[17:37:19] <Darkevilmac> Never even opened those classes.
L1732[17:37:27] <tterrag> can't hurt anything
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L1734[17:38:08] <Dan_Yeomans> the event by the way was PlayerEvent.clone
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L1736[17:39:27] <Dan_Yeomans> do you know if there's a version of this event that works for all living entities and not just the player?
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L1738[17:40:35] <tterrag> I don't think nonplayers apply to that method
L1739[17:40:54] <Dan_Yeomans> ah okay fair enough
L1740[17:42:21] <barteks2x> That's weird... I can't open single chest below y=0 right after placing it, but if I make it double chest and then change back to single chest - I can open it
L1741[17:42:59] <tterrag> there's a lot of hardcode in the game for 0<=y<=255
L1742[17:43:06] <tterrag> you'll have a time sorting through it all
L1743[17:43:17] <barteks2x> This one is weird
L1744[17:43:25] <barteks2x> it only hapens after it's newly placed
L1745[17:45:13] <barteks2x> And it doesn't happen to ender chest
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L1748[17:55:59] <Cypher121> !gm
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L1792[19:29:24] <LordSkittles> 11:28 am <@LordSkittles> Hey guys you know how nei now automatically locks to recipe mode in survival mode? Can that be turned off?
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L1801[19:36:30] <gigaherz> LordSkittles: start the game with cheats enabled?
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L1803[19:37:16] <LordSkittles> gigaherz: I'm setting it up for 3 little girls. Haha
L1804[19:37:24] <gigaherz> I mean, when you create the world
L1805[19:37:28] <gigaherz> you can choose "enable cheats"
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L1807[19:38:11] <gigaherz> it's off by default in survival saves
L1808[19:38:25] <gigaherz> (on servers, you'd need to ope them)
L1809[19:38:29] <gigaherz> op*
L1810[19:38:31] <LordSkittles> I know but can i change a config to fix that
L1811[19:38:39] <gigaherz> no idea
L1812[19:38:43] <gigaherz> I'm giving you alternatives ;p
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L1822[20:11:44] <Dan_Yeomans> okay so what exactly happens when the player leaves the end
L1823[20:11:52] <Dan_Yeomans> because something must be different
L1824[20:12:08] <Dan_Yeomans> when a player leaves the nether i have no issues with my teleporters no longer working
L1825[20:12:21] <Dan_Yeomans> but when a player leaves the end my teleporters stop working entirely
L1826[20:12:24] <Dan_Yeomans> it's really strange
L1827[20:12:47] <Dan_Yeomans> does the end affect worldsavedata in some way?
L1828[20:13:51] <bspkrs> https://twitter.com/bspkrs/status/653013381545390080 briefcase speakers (@bspkrs), 6m 24s ago: #trainporn http://t.co/ciQJowfMpF
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L1831[20:15:00] <killjoy1> esper, y u so unstable?
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L1833[20:20:11] <tterrag> Dan_Yeomans: the end is completely different
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L1835[20:20:24] <tterrag> that's why there is Clone event
L1836[20:20:57] <Dan_Yeomans> see, i used the clone event to make sure the new player has an extended entity properties
L1837[20:21:04] <Dan_Yeomans> but it didn't seem to solve the issue
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L1848[20:52:34] <Rallias> How would I go about making my item's inventory icon dependent on NBT data?
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L1867[21:50:44] <killjoy> Mob idea: firework, but with villagers
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L1875[22:22:10] <ZaggyMobile2> Rallias, what mc version?
L1876[22:22:23] <Rallias> ZaggyMobile2, 1.7.10.
L1877[22:22:48] <ZaggyMobile2> Hm
L1878[22:22:51] <Rallias> I tried overriding the ItemStack/int renderPass sensitive version of getIcon, but that doesn't seem to work.
L1879[22:23:15] <ZaggyMobile2> I don't know so much about 1.7
L1880[22:23:46] <ZaggyMobile2> Did you check whether the stack passed contains the NBT?
L1881[22:24:50] <ZaggyMobile2> I don't remember if the game transfers all nbt for a stack to the client
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L1889[22:52:29] <killjoy> Zaggy1024, I think it does.
L1890[22:52:42] <killjoy> It's how itembook works
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