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L1[00:00:17] ***
mrkirby153 is now known as kirby|gone
L2[00:00:42] <shadekiller666> also, for .obj
models, as long as one of the "map_Kx" keys is set to
"cristallum:green.png", you won't need anything in the
"textures":{} block
L4[00:01:02] <shadekiller666> thats there so
that resourcepack makers can replace the texture if they want
to
L5[00:01:09] <MrGrouch> Ahh okay
L6[00:01:20] <shadekiller666> oops
L7[00:01:23] <shadekiller666> no .png on
that
L8[00:01:33] <shadekiller666> and ya, that
should be fine
L9[00:02:07] <MrGrouch> So make the value
for the key "all" under textures "" ?
L10[00:02:27] <shadekiller666> no, just
remove "all" completely
L11[00:02:35] <MrGrouch> Done
L12[00:02:39] <shadekiller666> leave the
"textures":{} block blank
L13[00:03:12] <shadekiller666> wait
L14[00:03:26] <shadekiller666> is this
model just pure green?
L15[00:03:53] <MrGrouch> It will be
L16[00:04:04] <shadekiller666> then you
don't even need a texture :P
L17[00:05:20] <shadekiller666> in
riparius.mtl, make Ka, Kd, or Ks "0 1 0"
L18[00:05:27] <shadekiller666> also, wtf is
Ke...
L19[00:05:31] <shadekiller666> damn it
blender
L20[00:06:14] <shadekiller666> MrGrouch,
also, remove Ns, Ni, and illum 2, they aren't supported by the
loader
L21[00:06:26] <shadekiller666> and
Ke,
L23[00:07:07] <killjoy> jar uses notch
names
L24[00:07:08] <Gil> shadekiller666, are you
sure that I need to write a packet handler just to update an item's
durability?
L25[00:07:11] <shadekiller666> i'll have to
look into applying multiple color values with Ka/d/s, but in the
mean time you can get rid of Ka/s and just use Kd
L26[00:07:15] <Gil> that seems very...
roundabout
L27[00:07:30] <shadekiller666> Gil, no,
fire the one that vanilla uses to sync the player inventory
L28[00:07:39] <shadekiller666> theres a
packet for that
L30[00:08:14] <Gil> I'm looking, just not
finding
L31[00:09:22] <MrGrouch> Okay done
that
L32[00:09:44] <shadekiller666> should be
good to go now
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L34[00:11:53] <MrGrouch> Yep :D
L35[00:12:05] <MrGrouch> Model is offset
but that should be an easy fix
L36[00:12:17] <MrGrouch> ty vm
L37[00:12:52] <shadekiller666> thats just a
matter of adding "transforms":
"forge:default-block" to the "inventory" block
in the blockstate json
L38[00:12:56] <shadekiller666> np
L40[00:13:39] <shadekiller666> those are
printed when the loader encounters a key that it doesn't know what
to do with
L41[00:14:03] <shadekiller666> it won't
break anything, its there to let you know as a model maker that
those things aren't supported
L42[00:14:18] <shadekiller666> so that you
aren't confused if something isn't rendering as expected
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L47[00:21:02] <tterrag> your model's origin
must be wrong
L48[00:21:04] <shadekiller666> thats not a
standard block, you'll have to set the transforms yourself
L49[00:21:13] <shadekiller666> that too
^^
L50[00:21:20] <MrGrouch> Thought so
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L63[00:43:10] <Stygander> hmm, does anyone
what mod would create a constant bouncing effect, i know this isnt
the best channel
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L71[00:52:41] <tterrag> is there seriously
no nbt method for BlockPos
L72[00:52:43] <tterrag> what a useless
class
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L74[00:57:16] <TehNut> tterrag: Yup. That's
why I'm still using Way's Int3 in BM
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L78[01:01:37] <kashike> TehNut: BM?
L79[01:02:07] <TehNut> BloodMagic
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L83[01:08:57] <shadekiller666> tterrag,
thats why thers the "toLong()" and "fromLong()"
methods
L84[01:09:07] <tterrag> yeah I found
those
L85[01:09:09] <tterrag> still would be
nice
L86[01:11:07] <blood_>
net.minecraft.client.gui.FontRenderer.drawString()13.72%
6200ms
L87[01:11:26] <blood_> hrmm that perf
:P
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L89[01:12:17] <tterrag> fontrenderer is
horribad
L90[01:12:19] <tterrag> that's well known
:p
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L93[01:20:13] <killjoy> Just never try to
split the string on a small int
L94[01:20:16] <killjoy> like 2
L95[01:20:33] <killjoy> instant oom
L96[01:20:56] <tterrag> wut
L97[01:20:57] <tterrag> really?
L98[01:20:58] <tterrag> lol
L99[01:21:27] <killjoy> it can't cut off a
single character, so it gets stuck in an infinite loop trying to
trim it
L100[01:21:48] <SonarBeserk> hmm anyone
else noticed that due to how the guis work, opening a world flashes
the mainmenu?
L101[01:22:09] <killjoy> You mean setting
the screen to null when the world isn't loaded?
L102[01:22:15] <SonarBeserk> yeah
L103[01:22:27] <SonarBeserk> it means the
gui open event gets called an extra time
L104[01:22:29] <killjoy> It usually isn't
noticable in vanilla
L105[01:22:42] <killjoy> wanna fix it
:p
L106[01:22:44] <killjoy> ?
L107[01:22:56] <SonarBeserk> im not sure
how one would really go about it
L108[01:23:04] <SonarBeserk> I understand
why it is done that way but still
L109[01:24:36] <SonarBeserk> But it is
wreaking havok on my logic
L110[01:25:22] <killjoy> Try not checking
for main menu
L111[01:25:44] <killjoy> Maybe you want a
disconnect event
L112[01:25:54] <SonarBeserk> Well I need
to replace the main menu under normal circumstances. But im using
an additional rendering to do so
L113[01:25:54] <killjoy> Or are you trying
to replace the main menu?
L114[01:26:24] <SonarBeserk> issue comes
down to the fact that everything is hidden correctly up until the
nulling that makes the main menu come back up.
L115[01:26:42] <killjoy> Try hooking init
instead
L116[01:26:58] <SonarBeserk> init for
what?
L117[01:27:01] <killjoy> initGUI
L118[01:27:23] <killjoy> if the gui is
what you want, cancel it and set it to your own
L119[01:27:23] <SonarBeserk> well it works
fine in any other case
L120[01:27:42] <SonarBeserk> its the extra
call that I need to work around
L121[01:28:43] <SonarBeserk> hmm are
mixins considered taboo to mention here?
L122[01:29:12] <killjoy> No.
L123[01:29:28] <killjoy> They are far
superior to base edits (which is technically what forge uses)
L124[01:29:36] <killjoy> they're just
hidden as binary patches
L125[01:30:15] <SonarBeserk> Im trying to
figure out if a mixin would be smart
L126[01:30:33] <killjoy> They're not
technically supported right now
L127[01:30:43] <killjoy> but if you can
figure out how to use them, go for it
L128[01:30:53] <SonarBeserk> fml calls a
tryLoadExistingWorld() method that I may can hook into
L129[01:31:09] <killjoy> it's best to do a
forge pr, though
L130[01:31:16] <SonarBeserk> dont worry, I
can and have already got some mixins
L131[01:31:29] <SonarBeserk> well it is
not really a forge fix
L132[01:31:39] <SonarBeserk> its corner
case and unsupported at best anyways
L133[01:31:40] <killjoy> Isn't it?
L134[01:32:10] <killjoy> I think the error
is in the loading screen.
L135[01:32:12] <SonarBeserk> its an issue
you only get when using additional rendering the way I am
L136[01:32:17] <killjoy> Probably thinks
the world is loaded, but it's not.
L137[01:33:23] <SonarBeserk> flow goes:
main menu --> replace, click singleplayer --> hide elements
--> choose world --> pop main menu back up. so the issue is
actually I need to rehide things
L138[01:37:23] <tterrag> what are you
changing with the main menu?
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L140[01:37:47] <MrGrouch> shadekiller666:
How would I make somthing transparant?
L141[01:38:04] <tterrag> MrGrouch: the
color probably has an alpha value no?
L142[01:38:12] <tterrag> you'd need to
tell the game your block needs pass 1
L143[01:38:16] <shadekiller666> uhh
L144[01:39:22] <shadekiller666> atm you
can't i don't think, but within the next couple of days i should
have the next patch ready for the OBJ loader, which will support
transparency for models
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L146[01:39:34] <shadekiller666> hmmm
L147[01:39:51] <MrGrouch> Okay then
L148[01:40:05] <MrGrouch> Ill just work on
somthing else in the meantime then
L149[01:40:23] <tterrag> shadekiller666:
you didn't consider alpha initially? :l
L150[01:40:42] <shadekiller666> i
couldn't
L151[01:40:47] <tterrag> ...?
L152[01:41:21] <tterrag> is the render
pass stuff gone?
L153[01:41:24] <shadekiller666> over the
last few days, asside from pulling the obj loader in, fry also
rewrote part of the lighting system
L154[01:41:56] <shadekiller666> prior to
said rewriting, transparency wasn't properly supported
L155[01:42:45] <shadekiller666> the reason
the obj loader doesn't yet have support for it is because those
lighting changes were made between my last commit to the obj pr and
it getting pulled
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L162[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151028 mappings to Forge Maven.
L163[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151028-1.8.zip (mappings
= "snapshot_20151028" in build.gradle).
L164[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/
L165[02:00:59] <SonarBeserk> tterrag:
total replacement actually, swapping out the rendering system
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L177[02:49:38] <fry> transparency is still
there, there are layers instead of passes now though
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L200[04:08:50] <MrGrouch> How would I
cause the generate event for world gen be called once in a
chunk?
L201[04:09:23] <MrGrouch> I could just
keep tweaking the RNG but I feel like there is a better way
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L241[06:18:30] <Wuppy> o/
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L243[06:22:04] <Wuppy> welp... this was
one of the craziest nights ever
L244[06:22:14] <Wuppy> which is impressive
considering some of my previous nights :P
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L246[06:32:12] <Ivorius> Fuck you I still
have at least one day to go before something happens in this city
:P
L247[06:32:35] <Wuppy> tonight so much
random shit happened, there are things I won't even mention here
:P
L248[06:33:11] <Ivorius> Also on Sunday
from 2:00 to 24:00 there is a ban on dancing
L249[06:33:18] <Ivorius> like
L250[06:33:19] <Ivorius> wat
L251[06:33:26] <Wuppy> da hell?
L252[06:33:52] <Ivorius> All Saints
Day
L253[06:34:06] <Ivorius> It's what they
call a 'Quiet Day' here and there is to be no fun
L254[06:34:51] <sham1> :P
L255[06:35:04] <sham1> Gotta honor them
saints
L256[06:35:54] <Ivorius> No dancing, no
gambling, no flea markets, and most of all no public
entertainment
L257[06:36:27] <Ivorius> No public sports,
no car washing
L258[06:36:47] <Ivorius> Hey guys let's
have a day where we all sit at home bored as shit, how's that
sound
L259[06:37:02] <fry> amazing
L260[06:37:32]
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L261[06:38:40] <sham1> Stop having fun
guys
L262[06:38:51] <Wuppy> \o/ at least I'm
not the only one who can't install PhyreEngine
L263[06:39:02] <Ivorius> No sham1, just on
Sunday
L264[06:39:11] <Wuppy> one of my teachers
who left last year happened to reply to the same thread at Sony
support and he can't do it either :P
L265[06:40:15] <unascribed> is there a way
to prevent the item's use time and such from resetting every time
the NBT changes?
L266[06:40:22] <Ivorius> iirc, no
L267[06:40:25] <unascribed> -.-
L268[06:40:38] <unascribed> any good
workarounds
L269[06:40:52] <sham1> what do you exactly
try to do
L270[06:41:01] <sham1> Because I don't get
it
L271[06:41:01] <Ivorius> Store NBT
temporarily in player data, on stop use put it into the item
L273[06:41:27] <sham1> Umn, what video is
that
L274[06:41:56] <fry> an internet type of
video
L275[06:42:02] <fry> what are you asking?
:P
L277[06:44:07] <unascribed> I guess I'll
just consume ammo when the gun fires rather than as it starts
charging
L278[06:45:03] <Ivorius> Well, that was
fun
L279[06:45:35] <fry> damn that guy can
sing
L280[06:45:35] <Ivorius> But now I need
some great music to cleanse myself again, lol
L281[06:46:55] <Ordinastie> unascribed,
1.8 ?
L282[06:46:59] <unascribed> 1.7
L283[06:47:00] <unascribed> sadly
L285[06:47:41] <unascribed> except that
won't work for my gun since it needs to charge up
L287[06:48:01] <Ordinastie> what do you
mean ?
L288[06:48:05] <unascribed> when the nbt
update happens, the client resets it's local use time
L289[06:48:07] <unascribed> but the server
doesn't
L290[06:48:18] <unascribed> so I end up
getting hurt for overheating it when all I see is the gun glitching
on and off
L291[06:48:22] <unascribed> and it
consuming ammo like mad
L293[06:48:49] <Ordinastie> just handle
the useTime manually
L294[06:48:53] <Wuppy> too slow
L295[06:48:57] <unascribed> ._.
L296[06:49:13] <unascribed> oh, you mean
pass a specific use time to setItemInUse
L297[06:49:16] <unascribed> I don't think
that will do anything
L298[06:49:21] <Ordinastie> Worakls are
great
L299[06:49:27] <Wuppy> anyway, yesterday
we got a reason to start our "list"
L300[06:49:34] <Wuppy> you earn points
every time you do something stupid
L301[06:49:43] <Wuppy> I'm getting a
pretty big head start :<
L302[06:49:47] <Ordinastie> unascribed,
use custome handling via NBT directly
L303[06:49:52] <Ivorius> I'm not exactly a
bundle of Energy
L304[06:49:56] <Ivorius> Only slightly
:P
L305[06:49:59] <unascribed> I'd much
rather just consume the ammo after it's shot
L306[06:50:19] <unascribed> I was hoping
for an easy workaround, not a "switch to doing everything
manually" 'workaround' :P
L308[06:54:02] <Ivorius> Yeah, that one's
on my list too :P
L309[06:54:52] ***
kroeser|away is now known as kroeser
L310[06:56:15] <Ordinastie> damn VS studio
is annoying when you're used to Eclipse s:
L311[06:57:30] <IoP> damn VS studio is
annoying <= fixed it
L312[06:57:36] <Wuppy> VS >
Eclipse
L313[06:57:44] <Wuppy> Eclipe >
IDEA
L314[06:58:31]
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L315[06:58:57] <fry> vim > everything,
except perhaps emacs :P
L316[06:59:29] <Ivorius> I'm just gonna
enclose these messages as the pit of lies
L317[06:59:46] <diesieben07> throwing vim
into the mix is not fair, it's not an IDE
L318[06:59:49] <Ivorius> Take your chance
to repent by downloading IDEA
L319[07:00:04] <Ordinastie> ^ exactly my
thought
L320[07:00:13] <Ordinastie> downloading
IDEA IS a punishment
L321[07:00:58] <Ivorius> If you
voluntarily indulge in masochism, then yes
L322[07:02:35] <Ivorius> Wuppy: That one's
pretty dope too though
L323[07:03:37] <Ivorius> But I can't dance
in the library
L324[07:04:15] <fry> you can dance if you
want to
L325[07:04:42] <fry> you can leave your
friends behind
L326[07:05:03] <Ivorius> but what if they
don't dance
L327[07:05:22] <fry> well, if they don't
dance
L328[07:05:30] <diesieben07> WAT
L329[07:05:34] <diesieben07> whats with
the idea hate :(
L330[07:05:44] <fry> then they're no
friends of mine :P
L331[07:05:51] <Ivorius> well yes
L332[07:05:55] <Ivorius> They're my
friends, not yours
L333[07:05:59] <unascribed> as an Eclipse
user who is constantly shouted at by IDEA users who constantly tell
me I'm dumb for using Eclipse
L334[07:06:03] <unascribed> It's nice to
see a change of pace
L335[07:06:35] <unascribed> IDEs are a
matter of preference and as such far too many people take it far
too seriously :P
L336[07:06:44] <sham1> IDEA >
Eclipse
L337[07:07:04] <Ivorius> There are right
preferences, and there are wrong preferences
L338[07:07:08] <unascribed> ~ in your
opinion ~
L339[07:07:11] <Ivorius> You'll learn that
when you're older
L340[07:07:18] ***
Gaz is now known as Gaz|Away
L341[07:07:21] <sham1> Yeah, right and
wrong preferences
L342[07:07:24] <barteks2x> It's not that I
don't like eclipse. It's that everytime I use it it's horribly
broken.
L343[07:07:28] <unascribed>
¯\_('.')_/¯
L344[07:07:36] <fry> like, being young is
a wrong preference :P
L345[07:08:13] <sham1> Diesieb, there is
no hate against IDEA
L346[07:08:21] <sham1> People just for
some reason use Eclipse more
L347[07:08:48] <fry> "some
reason"
L348[07:08:54] <sham1> Some reason
L349[07:10:06] <Ivorius> 1) It's
free
L350[07:10:14] <sham1> So is IDEA
L351[07:10:22] <unascribed> free as in
freedom :P
L352[07:10:35] <sham1> It is free as in
libre and gratis
L353[07:10:44] <unascribed> free as in
beer is the wrong kind of free
L354[07:11:06] <sham1> Free as in
both
L355[07:11:10] <unascribed> unless your
fancy words are supposed to mean "it's open source
too"
L356[07:11:22] <Ivorius> I honestly don't
know
L357[07:11:36] <Ivorius> The only
arguments I've heard were they didn't 'like the visual
design'
L358[07:11:47] <Ivorius> Which I
absolutely cannot understand, but eh
L359[07:12:55] <fry> "The original
members were Borland, IBM, Merant, QNX Software Systems, Rational
Software, Red Hat, SuSE, TogetherSoft and WebGain.[6] The number of
stewards increased to over 80 by the end of 2003. In January 2004,
the Eclipse Foundation was created."
L360[07:13:50] <fry> the amount of big
players in that list probably contributed a lot to it's success
:P
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L372[07:20:22] <gigaherz> the most comon
argument against idea is "it's made by JetBrains"
L373[07:20:33] <gigaherz> but that has
never seemed a bad thing to me ;P
L374[07:20:45] <unascribed> but they
attached jets to their brains
L375[07:20:52] <unascribed> that's
obviously unhealthy and therefore they cannot be trusted
L376[07:20:56] <gigaherz> anything made by
the people who make ReSharper must be good!
L377[07:20:57] <gigaherz> ;p
L378[07:21:32] <BatZorn> if I add
information client side to the NBT of TE's or items, will they
change what is server side as well?
L379[07:22:04] <gigaherz> nope
L380[07:22:26] <gigaherz> the client
doesn't normally send data back automatically
L381[07:22:32] <gigaherz> you should be
changing things always in the server
L382[07:22:51] <BatZorn> fffff, then I
need some way of keeping track of something client side only
x.x
L383[07:22:52] <gigaherz> otherwise
L384[07:22:54] ⇦
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L385[07:23:03] <gigaherz> people would be
able to hack that and send wrong data
L386[07:23:14] <gigaherz> so what you do
is
L387[07:23:19] <gigaherz> when something
happens in the client
L388[07:23:22] <gigaherz> you notify the
server
L389[07:23:27] <gigaherz> and the server
decides if the action is legit
L390[07:23:29] <gigaherz> and performs
it
L391[07:26:15]
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L395[07:38:22] <sham1> May I just say that
Atom is probably the best non-Emacs text editor I've used
L396[07:39:10] <gigaherz> notepad++ for me
;P
L397[07:39:27] <BatZorn> notepad++
L398[07:39:36]
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L399[07:39:45] <Wuppy> atom is pretty nice
but notepad++ is the way to go
L400[07:40:30] <BatZorn> I love the
compare addon
L401[07:40:37] <BatZorn> diff <3
L402[07:40:43] <gigaherz> I use
TortoiseUDiff for that
L403[07:41:01] <gigaherz> or WinMerge for
whole-folder comparisons outside of source control
L404[07:41:24] <Wuppy> p4v also has a very
nice diff editor
L405[07:43:13] <Stygander> hmm, my friend
showed my this site that would be useful for people who have to
help family over the phone with basic techy issues
L408[07:45:18] <Wuppy> lmgtfy is
amazing
L409[07:45:30] <Stygander> Cypher121: yea,
but that can be hard to give over the phone
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L415[07:52:23] <sham1> Not really
L416[07:52:41] <Wuppy> hype, new nucl.ai
lesosn :D
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L419[08:05:20] <BatZorn> is it possible to
get the mod that added an item? .-.
L420[08:06:59]
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L421[08:07:02] <unascribed> if you get the
ID from the registry, it'll be a ResourceLocation
L422[08:07:07] ***
Vigaro|AFK is now known as Vigaro
L423[08:07:07] <unascribed> you could use
the resource domain
L424[08:07:15] <unascribed> which is
almost always the modid
L425[08:08:04] <BatZorn> man, this is
going to break so hard on people that don't code their stuff
properly x3x
L426[08:09:20] <unascribed> well, Forge
sets the resource domain
L427[08:09:27] <BatZorn> lesse, I get the
itemstack of the plank block through the oredictionary
L428[08:09:31] <unascribed> you may have
noticed you don't have to specify your modid when you register your
items
L429[08:09:44] <unascribed> there's an
alternate register overload that takes a modid argument, but it's
ignored
L430[08:10:02] <BatZorn> then I need to
get the namespaced name of that block so getBlockFromName will
work
L431[08:10:10] <unascribed> ??
L432[08:10:36] <BatZorn> so that I use
that string as the key to keep track of the color of the block on
the client side
L433[08:11:19] <BatZorn> I can't go
through the resourcelocation, because that's client side only
L434[08:11:46] <BatZorn> well, I COULD,
but I would still need a server side way of doing it
L435[08:11:50] ***
zz_SnowShock35 is now known as SnowShock35
L436[08:11:55] <unascribed>
ResourceLocations are in .util
L437[08:11:58] <unascribed> they exist on
both sides...
L438[08:12:05] <BatZorn> really?
L439[08:12:12] <BatZorn> hmm
L440[08:12:12] <unascribed> the
blockregistry uses them for all block names
L441[08:12:15] <unascribed> so does the
item registry
L442[08:12:23] <BatZorn> riiight, ok
L443[08:12:29] <unascribed> at least in
1.8
L444[08:12:31] <unascribed> in 1.7 it uses
strings
L445[08:12:46] <BatZorn> this is
1.7.10
L446[08:13:10] <unascribed> well, then
it's something to the effect of
Block.blockRegistry.getNameForObject(myBlock).split(":")[0]
L447[08:13:29] <unascribed> I'd suggest
using indexOf and substring rather than a split
L448[08:13:34] <unascribed> but it's
easier to illustrate a split :P
L449[08:13:48] <BatZorn> actually I don't
have to do the split
L450[08:13:54] <BatZorn> I need the full
string anyways
L451[08:16:00] <BatZorn> so I could do
Block.blockRegistry.getNameForObject(Block.getBlockFromItem(itemStack.getItem()));
and that should work, right?
L452[08:16:11] <unascribed> if the item is
a block, it should
L453[08:16:43] <BatZorn> well I HOPE that
noone has registered a plank as just an item
L454[08:16:56] <BatZorn> the only one that
comes to mind is terrafirma craft
L455[08:17:03] <unascribed> I know of a
few mods that do
L456[08:17:09] <unascribed> to be safe,
check if it's an ItemBlock
L457[08:17:18] <BatZorn> fek,
alright
L458[08:17:21] <BatZorn> uh
L459[08:17:27]
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L460[08:17:43] <unascribed>
itemStack.getItem() instanceof ItemBlock
L461[08:18:27]
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L463[08:21:57] <BatZorn> do you happen to
know of any mods that seperate planks by NBT?
L464[08:22:13] <BatZorn> I really hope
not...
L465[08:27:15] ⇦
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L469[08:31:24] <Cypher121> TE
planks?
L470[08:31:31] <woggy> i'm getting a 503
error when trtying to connect to the wiki. is this a known issue,
or just me?
L471[08:32:49] <BatZorn> Cypher121: I'm
looking for all plank blocks using the oredict for woodPlank
L472[08:33:03] <Cypher121> yeah, that's
corrent
L473[08:33:06] <Cypher121> correct
L474[08:33:28] <BatZorn> but there are
mods that have just items that are added to that list
L475[08:33:42] <Cypher121> but if there's
a mod that uses nbt for plank blocks, it means it add tile entity
planks
L476[08:33:50] <Cypher121> oh, for
items
L477[08:34:28] <Cypher121> still, nothing
comes to mind
L478[08:34:39] <BatZorn> like
terrafirmacraft(I think) and whatever mod adds the items in
regrowth for planks
L479[08:34:46] <BatZorn> plank
replacement*
L480[08:34:58] ⇦
Parts: Kittychanley (~quassel@cpe-76-84-4-108.neb.res.rr.com)
(Goodbye!))
L481[08:35:53] <Cypher121> if planks are
not recognizable with oreDict, it's fault of the mod that adds
it
L482[08:36:10] ***
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L484[08:41:14] <BatZorn> I might just
throw out all planks that have no blocks
L485[08:46:53] <Cypher121> what are you
using them for?
L486[08:47:52] ⇦
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L487[08:49:15] <BatZorn> bed frame
color
L488[08:49:34] <BatZorn> let the player
make a bed with each type of available frame
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L490[08:51:49] <aaa801> I added a entity
spawn with this, EntityRegistry.addSpawn(EntityChocobo.class, 2, 1,
5, EnumCreatureType.AMBIENT, BiomeGenBase.forest,
BiomeGenBase.plains);
L491[08:51:54] ***
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L492[08:51:58] <aaa801> and now i have
1000's of entitys spawning in small areas =/
L494[08:52:28] <BatZorn> \o/
L495[08:52:42] <BatZorn> wat, are you the
mod author of chococraft? :O
L496[08:52:45] <BatZorn> wait*
L497[08:53:35] <aaa801> aye
L498[08:53:52] <aaa801> working on the
rewrite
L499[08:55:32] <BatZorn> would I be able
to use your rider state packets for a mech I'm working on so that I
can get when the player jumps while riding the mech entity?
L500[08:56:12] <aaa801> sure
L501[08:56:20] <aaa801> we fixed the jump
stuff recently
L502[08:56:57] <aaa801> next issue is the
impending chocapocalypse
L503[08:57:06] <BatZorn> you could look at
what I did with it, it took me a while but I figured out how to
make the mech jump reliably, AND catch when it starts the jump and
when it lands
L504[08:57:25] <aaa801> any idea why so
many are spawning/
L505[08:57:39] <BatZorn> I, uh, took that
snippet of code from your mod a while ago, just never got around to
actually asking for it x3x;
L506[08:57:49] <BatZorn> aaaand there
should be something about spawn rules somewhere
L507[08:57:50] <BatZorn> uh
L508[08:59:00] ⇦
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L510[09:00:32] <BatZorn> 1.8?
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L514[09:01:46] <aaa801> ye
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L516[09:05:50] <BatZorn> how fast did
those entities appear?
L517[09:06:44]
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L518[09:07:41] <aaa801> instantly
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L520[09:08:58] <BatZorn> what does your
getCanSpawnHere look like
L521[09:09:05] <aaa801> i don't have
one
L522[09:09:34]
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L524[09:11:19] <woggy> Okay, something odd
has happened - I nuked and reinstalled my development folder (after
slightly messing it up trying to get Git working) and now the
Minecraft-specific stuff that used to be in a library is now all
appearing in the top-level view. There was an error message that I
(perhaps foolishly) clicked through and now can't get to
reappear.
L525[09:11:43] ⇦
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L526[09:11:45] <Cypher121> nuke it again
and read the message
L527[09:11:47] <Cypher121> duh
L528[09:11:57] <woggy> I can't get the
message to reappear.
L529[09:12:09] <woggy> even with nuking
again.
L530[09:12:22] <Cypher121> no idea
then
L531[09:12:32] ⇦
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L532[09:12:58] <BatZorn> aaa801: what are
you extending for the chocobo entity?
L533[09:13:15] <aaa801> BatZorn,
EntityTameable
L534[09:18:10]
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L536[09:30:10] <BatZorn> hmm, try changing
the 2 to a 10 in your add spawn. the only other thing I can suggest
to limit the spawning would be to do something with getCanSpawnHere
and make sure that method fires
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L541[09:57:13] <aaa801> =/
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L551[10:13:10] <BatZorn> aaa801: try
making it something other than ambient
L552[10:13:28] <BatZorn> it's technically
just a passive mob like a cow, so...
L553[10:13:37] <aaa801> ye i got it
figured now
L554[10:13:38] <aaa801> ;)
L555[10:13:41] <BatZorn> \o/
L556[10:14:22]
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L557[10:21:30] <aaa801> now to fix the
speed when flying
L558[10:22:57] <BatZorn> woo
L559[10:23:31] ***
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L569[10:49:36] <gigaherz> haha
L571[10:50:45] <Wuppy> heh, I love how
joining a student association is saving me money xD
L572[10:52:21] <sham1> end crystal
L573[10:52:31] <sham1> AFAIK those are not
mineable
L574[10:54:47] <alex_6611> ppl are saying
they drop from skeleton horses, but that seems a little silly to me
if it's true :D
L575[10:55:01] <gigaherz> yeah
L576[10:55:11] <gigaherz> should be
something to do with nether stars and ender pearls
L577[10:55:31] <gigaherz> like 4 pearls
and 4 glass around a nether star
L578[10:55:36] <alex_6611> yea
L579[10:55:43] <gigaherz> or maybe 4
nether stars around an eye
L580[10:55:50] <gigaherz> or 8 nether
stars around an eye
L581[10:56:09] <alex_6611> 4 nether stars
and 4 eyes around a diamond? :D
L582[10:56:11] <gigaherz> or nether stars
around the dragon egg, andgives 4 in return
L583[10:56:26] <gigaherz> although that'd
suck
L584[10:56:37] <alex_6611> @Dinnerbone
said that he didn't want to use the dragon egg for this because of
MP
L585[10:56:44] <gigaherz> yeah
L586[10:56:47] <gigaherz> that's why it
would suck
L587[10:57:11] <alex_6611> otherwise he'd
just made it so you spawn the dragon using the egg
L588[10:57:27] <gigaherz> bth best thing
IMO would be like
L589[10:57:45] <gigaherz> the end
buildings having a chance to spawn another different portal
L590[10:57:54] <gigaherz> that sends you
to another end island further away
L591[10:58:08] <alex_6611> hah
L592[10:58:10] <gigaherz> like at 10k-ish
blocks from the center, like the chaos guardians from draconic
evolution
L593[10:58:11] <alex_6611> yea maybe
L594[10:58:48] <gigaherz> and better yet:
those other islands could spawn harder dragons too :D
L595[10:59:31] ***
CrystalMare is now known as Crystal|AFK
L596[10:59:32] <gigaherz> dragon
difficulty level = <distance from 0,0> / 10000
L597[11:02:51] <tterrag> wow it's been so
long since I did tooltips manually
L598[11:02:57] <tterrag> do I need a
custom itemblock for block tooltips?
L599[11:03:28] <gigaherz> either that or
the tooltip event handler
L600[11:04:28] <tterrag> bleh
L601[11:04:31] <tterrag> dumb
L602[11:04:32] <tterrag> but ok
L603[11:12:03] <tterrag> fry: does new
forge have better item rendering?
L604[11:15:21] ⇦
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L606[11:16:49] <aaa801> tterrag,
aparantly
L607[11:17:07] <tterrag> in what
way?
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L616[11:32:11] <smbarbour> So... with 1.8
Forge, how does it relate to the Minecraft version? Is it forward
compatible to the later incremental versions (1.8.8), does it patch
in the bug fixes of those later releases, or is it simply at 1.8
until further notice?
L617[11:32:35] <sham1> 1.8 forge is not
forward compatible
L618[11:32:45] <sham1> You need 1.8.8
version whenever that comes out
L619[11:33:11] <gigaherz> forge is never
forward-compatible
L620[11:33:18] <gigaherz> each version of
forge maps to one and only one version of mc
L621[11:33:23] <sham1> Also this
L622[11:33:30] <gigaherz> mods however,
can be forward-compatible
L623[11:33:39] <blood|wrk> 1.8.8 clients
can connect to forge servers though if no mods required
L624[11:33:41] <sham1> If you want to mod
for other versions
L625[11:33:42] <fry> tterrag: yes, what do
you expect to improve though?
L626[11:33:44] <sham1> You could be insane
and mcp, but that is not supported
L627[11:33:53] <sham1> By anyone
L628[11:33:55] <gigaherz> if and only if,
the forge versions use the same mappings format
L629[11:34:05] <gigaherz> as in, the SRG
names stay the same
L630[11:34:33] <gigaherz> which is mostly
never true between major versions of mc
L631[11:34:50] <gigaherz> and often true
between minor patches
L632[11:35:04] <gigaherz> (mostly because
MC's methods themselves change)
L633[11:35:30] <smbarbour> I know all of
that. I was just wondering if something had changed from the MCP
perspective with a few of the MCP guys being Mojang employees
now.
L634[11:35:48] <gigaherz> nah
L635[11:35:53] <gigaherz> mcp is a
community effort
L636[11:35:56] <sham1> Propably it just is
that they get mapping early as MCP is not related to Forge
L637[11:36:14] <sham1> At least they could
get the mappings early
L638[11:36:33] <aaa801> mcp has some tool
that compares methods between versions, that gets a lot of the
grunt work done
L639[11:36:45] <smbarbour> sham1:
According to MCP's website - "We recommend Minecraft Forge API
to create compatible mods. Forge is built on top of
MCP."
L640[11:36:49] <gigaherz> yeah and the
rest is done by whoever happens to be active at the time, often lex
himself
L641[11:36:50] <gigaherz> ;P
L642[11:37:01] <aaa801> i wish they would
make it more public tbh
L643[11:37:08] <sham1> smbarbour, but that
does not mean they are related
L644[11:37:14] <aaa801> like they dont
release the newer mcp until all the base mappings are done
L645[11:37:15] <sham1> It just means that
forge is built ontop of it
L646[11:37:52] <gigaherz> smbarbour: the
mcp mapping could be used without mcp
L647[11:37:54] <gigaherz> eh
L648[11:37:56] <gigaherz> without
forge
L649[11:38:02] <sham1> Yeah
L650[11:38:03] <gigaherz> by
re-ofbuscating the names afterward
L651[11:38:08] <gigaherz> and dumping the
changed files in the jar
L652[11:38:17] <sham1> But again, no one
will support that
L653[11:38:17] <gigaherz> like we used to
do back in the 1.2.5 days
L654[11:38:20] <sham1> Yeh
L655[11:38:21] <smbarbour> But the inverse
doesn't hold true... using Forge without MCP.
L656[11:38:23] <gigaherz> but that's
clunky at best
L657[11:38:31] <gigaherz> forge without
mcp doesn't make sense
L658[11:38:39] <gigaherz> or more
accurately
L659[11:38:48] <gigaherz> mcp are tools
used to generate srg mappings
L660[11:38:55] <gigaherz> and forge
without srg mappings doesn't make sense
L661[11:39:04] <sham1> MCP is forge's
dependency
L662[11:39:05] <gigaherz> because it's
built on top of the translation provided by the srg files
L663[11:39:08] <gigaherz> so
L664[11:39:17] <gigaherz> forge requires
srg mappings which rely on mcp to get generated
L665[11:39:38] <gigaherz> if mcp didn't
exist
L666[11:39:42] <gigaherz> forge would
still need mappings
L667[11:39:49] <gigaherz> so something
akin to mcp would exist within forge
L668[11:39:55] <smbarbour> That's all I
really meant. If something fundamentally different happened with
MCP such that it became forward compatible, it would possibly
extend that to Forge as well.
L669[11:39:55] <gigaherz> but since mcp
exists, it just makes use of it.
L670[11:40:05]
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L671[11:40:07] <gigaherz> ...
L672[11:40:08] <gigaherz> well
L673[11:40:11] <gigaherz> there's no
fundamental changes
L674[11:40:14] <sham1> It's
complicated
L675[11:40:15] <gigaherz> mostly because
one simple reason:
L676[11:40:18] <gigaherz> the
codechanges.
L677[11:40:26] <sham1> Because MC's API
changes between changes
L678[11:40:27] <gigaherz> code
changes*
L679[11:40:28] <tterrag> fry: the ability
to rebind texture is what I'm looking for
L680[11:40:37] <gigaherz> the only way mcp
would become obsolete
L681[11:40:45] <gigaherz> would be if
Mojang themselves created a stable modding api
L682[11:41:11] <gigaherz> if/until that
happens
L683[11:41:30] <sham1> Yeah
L684[11:41:36] <gigaherz> we are stuck
with deobfuscated names, and community-contributed pretty
names
L685[11:41:39] <sham1> And then Forge
would just depend on that rather than MCP
L686[11:42:02] <smbarbour> I'm well aware.
I'm not a newbie to modding. I've been around for a long time. I
just hadn't really looked at 1.8 yet.
L687[11:42:14] <gigaherz> well then
L688[11:42:15] <gigaherz> tere you
go
L689[11:42:35] <gigaherz> as far as
mcp/srg is concerned, 1.8 changed nothing
L690[11:42:37] <gigaherz> 1.8.2 did.
L691[11:42:49] <sham1> except for
blockstates and stuff
L692[11:42:50] <gigaherz> 1.8.2 marked the
first release to contain extra metadata in the class
information
L693[11:42:53] <sham1> The API
changed
L694[11:42:58] <smbarbour> I was the crazy
guy that would port mods to MCPC from source, by hand.
L695[11:42:59] <sham1> But that is more
substantial
L696[11:43:22] <gigaherz> and so 1.8.2 was
the first release to require substantial changes to the mcp
toolkit
L697[11:43:28] <blood|wrk> smbarbour: I've
solved a ton of issues that MCPC/Cauldron had to do in the past
=)
L698[11:43:32] <gigaherz> including the
deobfuscator
L699[11:43:33] <sham1> And it would allow
stuff like generics
L700[11:43:38] <blood|wrk> Sponge now
fires block break events, no need for a mod to do it anymore
L701[11:43:42] <blood|wrk> i know what
causes what
L702[11:43:47] <gigaherz> and lex is
actively working on upgrading forge to 1.8.8
L703[11:43:51] <blood|wrk> same with
place/modify etc
L704[11:43:52] <smbarbour> I know blood...
I was one of the MCPC moderators.
L705[11:44:02] <blood|wrk> right but you
dont know about sponge
L706[11:44:15] <blood|wrk> redstone
tracking? sure =)
L707[11:44:17] <blood|wrk> all done
L708[11:44:32] <blood|wrk> fakeplayers are
pretty much useless now
L709[11:44:33] <sham1> And he should be
thanked for all the work he does for us. Sometimes it feels like we
just keep demanding from Lex while he works like crazy to enable us
this thing
L710[11:44:54] <sham1> And I can raise my
hat for that effort
L711[11:45:00] <blood|wrk> lex is a
machine :P
L712[11:45:34] <blood|wrk> going to be
nice once the next update comes out that includes generics
L713[11:45:43] <sham1> ye
L714[11:45:46] ⇦
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(~Artix@AClermont-Ferrand-552-1-196-87.w86-207.abo.wanadoo.fr)
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L715[11:45:46] ***
tterrag is now known as tterrag|away
L716[11:45:54] <tterrag|away> fry: ping me
with whatever, I'll get it
L717[11:47:43] <gigaherz> woah, just
booted ARK, and it made my whole machine crawl
L718[11:47:46] <gigaherz> I'll do a
reboot
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L720[11:48:00] <smbarbour> ARK does
that
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L725[11:50:59] <blood|wrk> yup i have Sli
980's and ARK runs like complete shit
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L728[11:51:56] <Wuppy> turn off lighting
and it'll fun perfectly
L729[11:51:59] <Wuppy> or so I've
heard
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L731[11:53:00] <Pennyw95> Is
1.8-11.14.3.1532 a valid forge build?
L732[11:53:18] <shadekiller666> is it
still on the website?
L733[11:53:46] <Pennyw95> well, yes, it's
the latest one...but I get a build failed in the prompt
L734[11:54:02] <Pennyw95> saying the file
does not exist
L735[11:54:10] <shadekiller666> AbrarSyed,
^
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L738[11:57:40] <AbrarSyed> hmmm'
L739[11:58:38] <AbrarSyed> working fine
for me...
L740[11:58:43] <AbrarSyed> shadekiller666,
Pennyw95 ^
L741[11:59:01] <Pennyw95> weird
L743[11:59:04] <shadekiller666> you're the
gradle expert :P
L744[11:59:27] <AbrarSyed> I blame your
internet, a firewall, antivirus.. something like that
L745[11:59:41] <AbrarSyed> try with
--refresh-depednencies
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L747[11:59:47] <Pennyw95> who knows...
genSrgs is where it fails
L748[11:59:48] <AbrarSyed> also, FG 2.0.2
is out, use it.
L749[11:59:58] <shadekiller666> penny,
make sure your jre is allowed to use the internet
L750[12:00:20] <AbrarSyed> ooohhhh...
Pennyw95, your issue is thatyou are trying to use FG 1.2 for a 1.8+
version of forge...
L751[12:00:28] *
AbrarSyed thaught he added yelling for that
L752[12:00:34] <AbrarSyed> hmm.. gues I
didnt..
L753[12:00:34] <Pennyw95> oh shit I forgot
about that
L754[12:01:07] <Pennyw95> is this ok?
'net.minecraftforge.gradle:ForgeGradle:2.0.2-SNAPSHOT'
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L760[12:06:47] <Pennyw95> just
kidding
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L762[12:08:52] <aaa801> o/ blood|wrk
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L769[12:31:04] <shadekiller666> abrar, to
update a dev env to using FG2.0.2, what needs to be done?
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L771[12:32:33] <Pennyw95> Now the build
fails because "ForgeGradle 2.0 requires Gradle 2.3 or
above". Is it some more gradlew.build stuff to tweak?
L772[12:32:55] <sham1> es
L773[12:33:06] <sham1> Get a local gradle
thing for yourself
L774[12:33:11] <sham1> Install it
L775[12:33:29] <sham1> And enjoy using
gradle without relying on wrappers so much
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L778[12:37:12] <diesieben07> no! bad
sham1, no cookie.
L779[12:37:21] <sham1> Why
L780[12:37:36] <sham1> Wrappers are bad,
mkay
L781[12:37:39] <diesieben07> no
L782[12:37:42] <diesieben07> local gradle
install is not encouraged
L783[12:37:50] <diesieben07> because you
can't have more than one side by side
L784[12:38:58] <sham1> Wellit would be
easier if Windows actually had packet management so you would not
have to worry about which gradle it hits as it would always hit the
most recently installed one, unless you are explicit
L785[12:39:23] <diesieben07> and then you
try to build some project that requires an older version of
gradle.
L786[12:39:51] <sham1> You can just not
have it in PATH and then refer to the older version that way
L787[12:40:16] <sham1> (And by that I mean
not have the old version in PATH)
L788[12:40:19] <diesieben07> and that is
less ugly than using the wrapper how? :D
L789[12:40:38] <diesieben07> and how do
you tell your IDE with gradle integration abotu that?
L790[12:40:39] <Pennyw95> so what do you
suggest diesieben?
L791[12:40:41] <diesieben07> its just all
ugly
L792[12:40:57] <sham1> IDEA can specify
the gradle install foldier at least in windows
L793[12:41:08] <diesieben07> task
wrapper(type: Wrapper) {gradleVersion = '2.X'}
L794[12:41:08] <sham1> In Linux it just
looks it up from PATH
L795[12:41:10] <diesieben07> gradlew
wrapper
L796[12:41:11] <diesieben07> done.
L797[12:41:18] <tterrag|away> nooo
L798[12:41:31] <tterrag|away> Just change
the gradle-wrapper.peoperties...
L799[12:41:41] <diesieben07> or that but
meh
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L801[12:41:59] <Pennyw95> where??
L803[12:42:19] <sham1> Like here are all
my local gradle installs, and there is no conflict
L804[12:42:27] <diesieben07> good for
you
L805[12:42:38] <diesieben07> I have never
had to bother with installing it...
L806[12:43:06] <sham1> How do you use
ForgeGradle with IDEA then if you do not install
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L808[12:43:14] <diesieben07> it just uses
the wrapper
L809[12:43:32] <sham1> Oh the bat-file
inside the main folder?
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L811[12:43:41] <sham1> Meh
L812[12:43:45] <mikebald> Why are there
conflicts in the first place between minor versions of gradle?
You'd think there would only be issues between major
versions.
L813[12:43:47] <diesieben07> idk WHAT it
does, but you can tell it to use the specified wrapper
L814[12:44:10] <diesieben07> usually there
aren't.
L815[12:44:30] <AbrarSyed> shadekiller666,
the 2.0.X releases do not break APi between them, only addition of
new API.
L816[12:44:34] <sham1> Lets just agree to
disagree, as we both seem to have conflicting opinions about this
stuff
L817[12:44:40] <Pennyw95> so what I should
do?
L819[12:44:57] <shadekiller666> ok
L820[12:45:06] <tterrag|away> sham1 there
is no opinion but yours. gradle docs say to use the wrapper
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L822[12:45:21] <tterrag|away> That's what
we are going off of
L823[12:45:30] <sham1> Source?
L825[12:46:31] <tterrag|away> Did I really
have to do that for you?
L826[12:46:45] <sham1> yes
L827[12:46:54] <sham1> Thank you BTW
L828[12:46:55] <AbrarSyed> sham1, FYI, the
gradle wrapper downloads its version of gradle to the
~/.gradle/wrapper folder. having multiple local install is
pointless and redundant. I just keep the latest gradle as my local,
and if I need an older one, that project had better have the
corresponding wrapper for said old version.
L829[12:47:01] <tterrag|away> I literally
Google "gradle wrapper"
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L871[13:44:15] <shadekiller666> fry, you
around?
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L891[14:17:02] <blood|wrk> any method to
determine if an ItemFrame is on a side of a block?
L892[14:17:19] <blood|wrk> besides
checking entities within area
L893[14:18:43] <diesieben07> see
BlockRedstoneComparator#findItemFrame, you have to just search
entities
L894[14:19:06] <blood|wrk> k thanks
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L925[15:15:32] <sham1> Hugging
L926[15:15:40] <sham1> Meh
L927[15:15:49] <Wuppy> hugging is
good
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L931[15:20:28] <sham1> >>=
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L935[15:26:20] <sham1> A bind operator
:P
L936[15:26:50] <Pennyw95> Hi, need a
little help...I was trying to update my forge version to match 1.8,
but I needed to update forgegradle as well...did that (in the
build.gradle file) and now the build fails once more telling me
that in order to update ForgeGradle I must update Gradle first. How
do I do that, using the wrapper? Here's my build.gradle:
http://pastebin.com/8bEryyKp
L937[15:27:28] <sham1> You use the
wrapper
L938[15:27:47] <tterrag|away> go to
/gradle/wrapper/
L939[15:27:56] <tterrag|away> edit
gradle-wrapper.properties
L940[15:28:07] ⇦
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L941[15:28:53]
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L942[15:28:54] <Pennyw95> should I edit
the distribution url?
L943[15:29:46]
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L944[15:29:51] <Pennyw95> And what version
would you advice?
L945[15:30:56] <tterrag|away> whatever
version it needs
L946[15:30:59] <tterrag|away> 2.3 should
work
L947[15:35:44] <Pennyw95> then the
build.gradle should be fine, right?
L948[15:37:11] ⇦
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L949[15:37:57] <tterrag|away> yes
L950[15:39:07] ***
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L951[15:41:08] <Cypher121> what fields
should I include in matching for a search bar (like AE2 or creative
ones)?
L952[15:41:53] <Pennyw95> uhm...
setupDecompWorkspace --refresh-dependencies fails...says "file
not found merged_at.cfg"...did I miss something?
L953[15:42:06] <Cypher121> Localized name,
oreDict, ID, what else could be useful?
L954[15:42:26] <tterrag|away>
shadekiller666: you around?
L955[15:42:38] ***
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L956[15:43:43] <tterrag> nvm
L957[15:44:15] ***
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L958[15:44:22] <tterrag> err no wait
L959[15:44:25] <tterrag> what is going
on
L960[15:44:31] <tterrag> I have
"model": "ctbmod:blocks/painting"
L961[15:44:44] <tterrag> oh it's
model/block/ -.-
L962[15:45:51] ⇦
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L963[15:47:08] <tterrag> ok, it's still
not working and I have no idea why
L964[15:47:19] <tterrag> doesn't help that
FML's logging is useless
L965[15:48:54] ***
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L966[15:49:55] <tterrag> ahh I see the
problem, vanilla doesn't actually deserialize the blockstate, it
just checks for that EXACT STRINGS
L967[15:50:00] <tterrag> so you better
have them in whatever order it wants
L968[15:50:16]
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L969[15:50:43] <alex_6611> man, being on
this channel all the time is very useful :D
L970[15:51:11] <alex_6611> once i get
around to starting a 1.8 mod i'll know *everythong* about its weird
gimmicks :D
L971[15:51:20] <alex_6611> also i still
can't type
L972[15:51:23] <Cypher121>
wa-wa-wait
L973[15:51:33] <Cypher121> so you're
saying that vanilla uses JSON
L974[15:51:46] <MattDahEpic> it does
L975[15:51:48] <alex_6611> didn't it
always?
L976[15:52:01] <MattDahEpic> it has since
1.8
L977[15:52:01] <Cypher121> but sometimes
just goes checking it directly, instead of using it as
intended?
L978[15:52:19] <Cypher121> and you people
can't wait till I'm done typing
L979[15:52:26] <tterrag> Cypher121: I'm
saying that I had the definition as facing=east,dummy=true
L980[15:52:30] <tterrag> but it wanted
dummy=true,facing=east
L981[15:53:00] <tterrag> Cypher121: it
would help if you didn't pointlessly line break your thoughts
:p
L982[15:53:05] <MattDahEpic> the yuse gson
so it shouldnt matter?
L983[15:53:13] <Cypher121> yeah, my
bad
L984[15:53:20] <tterrag> MattDahEpic: it
DOES matter
L985[15:53:24] <tterrag> I just changed it
and it works
L986[15:53:45] <Cypher121> if used
*properly* it shouldn't matter, I think
L987[15:53:53] <tterrag> -.-
L988[15:54:19] <MattDahEpic> the order of
fields shouldnt matter unless its like block= then facing=
L989[15:54:25] <tterrag> IT DOES
MATTER
L990[15:54:37] <tterrag> I can change it
back and it fails to find the model for the state
L991[15:54:44] <Cypher121> that's what
we're saying. mojang fucked up
L992[15:54:59] <MattDahEpic> im not saying
it DOES NOT just that it SHOULD NOT
L993[15:57:40] <MattDahEpic> i cant seem
to figure out what happens when the client is set to 12 chunks and
the server is only set to 10, anyone worked with that before?
L994[15:58:41] <Cypher121> I think it
forces client to 10, but I don't remember where I got that
L995[15:59:11] ⇦
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L996[16:03:20] ***
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L997[16:03:38] <shadekiller666> tterrag,
do you need something?
L998[16:03:49] <tterrag> shadekiller666: I
got it sorted
L999[16:03:56] <tterrag> vanilla is being
stupid as usual
L1000[16:04:02] <tterrag> why can't I
leave out properties in my model mappings?
L1001[16:04:04] *
fry is here now
L1002[16:04:06] <tterrag> I don't care
about the "dummy" state
L1003[16:04:14] <tterrag> I just want to
map 4 models for the "facing" state
L1004[16:04:18] <fry> tterrag: register
with custom state mapper
L1005[16:04:18] <shadekiller666> because
of vanilla
L1006[16:04:24] <tterrag> shadekiller666:
precisely
L1007[16:04:27] <tterrag> but I can get
over that
L1008[16:04:30] <fry> and remove
properties you don't want
L1009[16:04:40] <shadekiller666>
omg
L1010[16:04:40] <fry> there are examples
in vanilla
L1011[16:04:42] <tterrag> what is MORE
annoying is that vanilla matches the property string exactly
L1012[16:04:47] <shadekiller666>
wtf...
L1013[16:04:54] <tterrag> so
b=x,a=y
L1014[16:04:55] <tterrag> will fail
L1015[16:05:00] <tterrag> because it's
going to look for a=y,b=x
L1016[16:05:03] <shadekiller666> WHY IS
INTERNET EXPLORER STILL A THING?!
L1017[16:05:28] <tterrag> fry: ^^
L1018[16:05:28] <fry> tterrag: the flip
side of that is that you can have arbitrary variant strings
L1019[16:05:38] <fry> not tied to the
properties at all
L1020[16:06:02] <tterrag> in the vanilla
blockstate?
L1021[16:06:02] <MattDahEpic>
shadekiller666, it wont be a thing in windows 10 when its been by
the same if not worse edge
L1022[16:06:13] <tterrag> but then you'd
need a custom statemapper
L1023[16:06:21] <tterrag> without one, it
should match in any order....that seems like basic
functionality
L1024[16:06:37] <fry> tterrag:
BlockModelShapes, look for pumpkin_stem
L1025[16:07:04] <shadekiller666> matt, it
is a thing in windows 10...
L1026[16:07:06] <tterrag> uhh huh?
L1027[16:07:09]
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L1028[16:07:10] <tterrag> yeah it
registers a state mapper
L1029[16:07:20] <fry> it compares
strings, not magical key-value sequences
L1030[16:07:27] <shadekiller666> fry,
what kinds of stuff does your new lighting code handle?
L1031[16:07:27] <MattDahEpic>
shadekiller666, not as much of a thing though
L1032[16:07:31] <tterrag> great
L1033[16:07:34] <tterrag> but the DEFAULT
should
L1034[16:07:38] <fry> how?
L1035[16:07:55] <tterrag> deserialize
it?
L1036[16:07:59] <fry> at the point of
resource locations there are no properties left
L1037[16:08:04] <tterrag> by the time
models are loading the block already has its states loaded
L1038[16:08:07] <fry> deserialize using
what?
L1039[16:08:14] <tterrag> the block's
properties....
L1040[16:08:25] <fry> model loader
doesn't know about the blocks
L1041[16:08:32] <fry> it only knows
resource locations
L1042[16:08:51] <tterrag> the heck
L1043[16:08:53] <tterrag> it's a
BLOCKSTATE json
L1044[16:08:54] <fry> shadekiller666: can
you be even more vague? :P
L1045[16:08:57] <tterrag> how does it not
know about the BLOCK
L1046[16:09:37] <fry> tterrag: it's this
thing called abstraction
L1047[16:10:33] <fry> shadekiller666: how
is fixing the obj going btw? any more progress? :P
L1048[16:11:01] <shadekiller666> i'm
working on disabling the UV normalization to see if that is
actually a viable option
L1049[16:11:08] <fry> it is
L1050[16:11:20] <shadekiller666> the
reason i asked is because i'm not sure how to handle
diffuse/transparency
L1051[16:11:22] ***
Cojo|noms is now known as Cojo
L1052[16:11:34] <fry> what does that have
to do with uvs?
L1053[16:11:54] <fry> ah, lighting
L1054[16:12:12] <shadekiller666> and i
also don't know if its possible to say, use a diffuse map to make
different locations on a face different transparencies
L1055[16:12:15] <fry> well, diffuse
lighting is added to the model itself, since that's what vanilla
does
L1056[16:12:44]
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L1058[16:12:49] <shadekiller666> theres a
.mtl key called "Tf", for Texture filter
L1059[16:13:29] <shadekiller666> it says
"only <r> <g> <b> light can pass through
this block"
L1060[16:13:47] <shadekiller666> or
"only <r> <g> <b> light can bounce off of
it"
L1061[16:13:49] <fry> MattDahEpic: you're
accessing some property for the air block, which it obviously
doesn't have
L1062[16:14:14] <fry> check that the
block is the one you expect before getting the property value
L1063[16:14:22] <Drullkus> ty for the hug
MattDahEpic :)
L1064[16:14:24] <Drullkus> They
help
L1065[16:14:33] <MattDahEpic> why is it
accessing it in canSilkHarvest though? all i have in there is
return state.getValue(MOB) != EnumMob.WITHER;
L1066[16:14:48]
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L1067[16:14:49] <fry> that state is airs
state
L1068[16:14:53] <fry> not youus
L1069[16:14:56] <fry> *yours
L1070[16:15:14] <shadekiller666>
blockstates are EXTREMELY picky as to what properties they
have
L1071[16:15:15] *
fry is reasing the mtl specs
L1072[16:15:27] <MattDahEpic> but myys
block is not air
L1073[16:15:29] <shadekiller666> fry,
which one? link?
L1075[16:15:49] <fry> MattDahEpic: where
does that state come from?
L1076[16:16:40] <fry> the method
argument?
L1077[16:16:40] <MattDahEpic> fry,
canSilkHarvest (World, BlockPos, IBlockState, EntityPlayer) im
using the IBlockState
L1078[16:16:51] <fry> check
state.getBlock()
L1079[16:16:58] <fry> it probably will be
air
L1080[16:17:20] <fry> not sure why that
would happen, but apparently that's a possibility
L1081[16:17:22] <MattDahEpic> it is, the
real question is why it is giving me air
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L1083[16:18:12] <shadekiller666> the ones
i'm interested in are the "Kx" keys, the
"map_Kx" keys, as well as like "map_d" and
"d", "Tf"
L1084[16:18:43] <fry> shadekiller666: I
don't think Tf is applicable to MC lighting
L1085[16:18:49] <shadekiller666> whoa....
map_Kx has options for uv manipulations...
L1086[16:18:55] <shadekiller666> ok
L1087[16:19:08] <shadekiller666>
seriously... its a DynamicTexture...
L1088[16:19:14] <fry> and let's focus on
fixing the issues first, before adding new features :P
L1089[16:19:24] <shadekiller666> color
can't be that much of a problem
L1090[16:19:26] <fry> would be nice to
fix it all in a couple of days
L1091[16:20:01]
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L1092[16:21:02] <MattDahEpic> fry, the
state.getBlock is air AND my block
L1093[16:21:17] <fry> what?
L1094[16:21:59] <shadekiller666> have you
gotten a chance to look into ways to fix the item-coloring
issue?
L1095[16:22:24] <MattDahEpic> sout'ing
state.getBlock() prints my block:
com.mattdahepic.mobdropores.block.BlockMobOre@1bdbfdcd and air:
net.minecraft.block.BlockAir@716e431d on a new line
L1096[16:22:56] <fry> would need to add
another config option, and look into a good place for a patch
L1097[16:23:20] <fry> I've tried one
in-dev, didn't catch all the cased
L1098[16:23:22] <fry> *cases
L1099[16:23:51] <shadekiller666> ok
L1100[16:24:06] <shadekiller666> so, with
uv normalization disabled
L1101[16:24:39] <shadekiller666> the eye
has a bunch of item icons as well as the actual eye image as would
be expected
L1102[16:24:45]
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())
L1103[16:25:48] <shadekiller666> the
biggest issue i have with forcing 0-1 is that it makes it harder to
create the desired uv map and align the texture in your modeling
software
L1104[16:26:16] <LexManos> Aparently I
have to say Shade Fix yo shit.
L1105[16:26:17]
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L1106[16:26:33] <LexManos> I wanted to do
a RB today with OBJ stuff in but cant cuz of ya.
L1107[16:26:36]
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L1109[16:26:43] <MattDahEpic> how can my
block state be my block AND air?!?!
L1110[16:26:47] <AbrarSyed> oy LexManos,
pull FG 2.0.2 PR will ya
L1111[16:26:50] <Ivorius> obj is still
not done??
L1112[16:26:53] <Ivorius> Holy fuck
L1113[16:26:59] <LexManos> 2.0.2?
L1115[16:27:19]
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L1116[16:27:21] ***
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L1117[16:27:28] <LexManos> What does it
fix?
L1118[16:27:41]
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L1120[16:27:44] <LexManos> Also why didnt
you update the FG that forgedev uses?
L1121[16:27:56] <shadekiller666> fry, you
mentioned that normalizing the uvs would cause problems if the
model didn't "use the whole texture", could you explain
what you mean?
L1122[16:27:58] <AbrarSyed> IIRX fgdev
uses the snapshot.. always up to date...
L1124[16:28:30] *
AbrarSyed is rally sad a remnant bug has caused his magic version
checker not to work and tell people to update while spamming the
changelog
L1125[16:29:00] <AbrarSyed> it was
SUPPOSED to tell people to update, and giv ehtme the changelog..
but its not working :(
L1126[16:29:25] <LexManos> i saw
that
L1127[16:29:33] <LexManos> could always
just push a static .txt file ;)
L1128[16:29:42] <shadekiller666> fry,
from doing some math by hand with the normalization equation, i
found that the concept works
L1129[16:30:08] <fry|sleep>
shadekiller666: so: imagine I have a big fancy texture, but my
block only uses a little part of it in the middle
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L1133[16:30:25] <shadekiller666> k
L1134[16:30:28] <AbrarSyed> right.. I
should really stop pinging you :P
L1135[16:30:39] <fry> so, all my uvs will
be from, say, .4 to .6
L1136[16:30:53] <LexManos> also
abrar
L1137[16:30:55] <fry> normalization would
see that, and scale them to be 0-1
L1138[16:30:56] <LexManos> stop pinging
me
L1139[16:30:59] <AbrarSyed> lol
L1140[16:31:04] <fry> and would therefore
break the model
L1141[16:31:23] <shadekiller666> it would
scale them relative to the max/min
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L1143[16:31:43] <fry> which is what I've
said
L1144[16:31:49] <shadekiller666> and only
if it found uvs <0 and >1
L1145[16:31:52] <fry> max will be .6, min
will be .4
L1146[16:32:05] <fry> well, you didn't
say that before
L1147[16:32:08] <shadekiller666> right,
but that particular case wouldn't get normalized :P
L1148[16:32:38] <fry> so, another issue:
do you know of any model that would actually need
normalization?
L1149[16:33:05] <shadekiller666> now,
about your question on normalizing the uvs and having the texture
stay the same size, i think thats where the
sprite.getInterpolatedU/V() comes in
L1150[16:33:12]
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L1151[16:33:18] <shadekiller666> well,
the eye needs it
L1152[16:33:27] <fry> normalization
doesn't fix the eye
L1153[16:33:33] <shadekiller666> it
did
L1154[16:33:41] <shadekiller666> before
yesterday
L1155[16:33:44] <fry> only because it was
coded wrong
L1156[16:34:01] <fry> and didn't alter
the uvs inside in any way
L1157[16:34:16]
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L1159[16:34:33] <Zaggy1024> huh, so if
getActualState breaks a chunk just doesn't render 0.o
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L1161[16:35:03] <shadekiller666>
hmmm
L1162[16:35:27] <shadekiller666> ok,
another question, would wrapping be an option?
L1163[16:35:39] <fry> that won't fix the
eye either
L1164[16:35:41] <shadekiller666> if so
what would be a good means to do so
L1165[16:35:48] <fry> the pupil will
appear on both sides
L1166[16:36:25]
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L1167[16:36:45] <Zaggy1024> I feel like
the game should catch when the chunk renderer gets stuck in a loop
:P
L1168[16:36:56] <Zaggy1024> maybe have a
timeout on it
L1169[16:37:49] <MattDahEpic> maybe put
something like the server watchdog\
L1170[16:38:33] <fry> shadekiller666:
what you need to make the eye work is either: 1) clamp the uvs
(everything >1 becomes 1, everything <0 becomes 0, which is
what incidentally happens right now), or 2) modify the model
L1171[16:39:18] <fry> as for what should
happen by default - if something outside 0-1 is encountered, it
should show an error, telling the user about that
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L1173[16:39:40] <fry> and listing all the
options he can use to deal with that
L1174[16:40:13] <fry> like, specifying
"clamp": "true" or "normalize":
"true" in the json
L1175[16:40:20] <fry> but that second
part can wait
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L1179[16:40:59] <fry> so: normals, uvs
and whitespace handling need to be fixed asap, so that Lex can make
a recommended build
L1180[16:41:50] <fry> everything else can
wait, nobody is saying the loader is in it's final form and will
never improve :P
L1181[16:42:20]
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L1182[16:43:56] <MattDahEpic> on the docs
page we need a list of where things go in the resources folder such
as textures and jay sahns
L1183[16:44:22]
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MattDahEpic was kicked by LexManos (No.. Dont do
that))
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L1187[16:44:51] <fry> shadekiller666: so,
can you do that? or should I fix those issues, and you'll continue
future feature improvements? :P
L1188[16:45:23]
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L1191[16:46:24] <MattDahEpic> -_-
L1192[16:47:17] <AbrarSyed> im pretty
sure hea meant not to say jay sahns...
L1193[16:47:24]
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L1194[16:47:28] <shadekiller666> ok
L1195[16:47:39] <AbrarSyed> but I
actually agree.. having that documented would be nice
L1196[16:47:51] <shadekiller666>
whitespace has been fixed
L1197[16:48:01] <shadekiller666> as have
the normals as far as i can tell
L1198[16:48:32] <GraphicH> wtf am I
watching?
L1199[16:48:39] <fry> good, only 1 thing
left :P
L1200[16:48:44] <shadekiller666> fry,
about the specifying things in the blockstate json, we'll have to
talk about putting process() in a more convenient spot...
L1201[16:48:56] <shadekiller666> inside
the IModel is not that useful
L1202[16:49:02] <fry> why not?
L1203[16:49:07] <fry> where would you put
it?
L1204[16:49:21] <shadekiller666> given
the whole "only one IModel instance exists ever"
thing
L1205[16:50:00] <shadekiller666> makes it
difficult to pass those values from the IModel to the
IBakedModel
L1206[16:50:14] <Zaggy1024> I'm very
confused
L1207[16:50:30] <Zaggy1024> where did
this "only one IModel" thing come from?
L1208[16:50:43] <GraphicH> There can be
only one Zaggy
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L1210[16:51:01] <fry> shadekiller666:
and, looking at your process(), I see another issue: it modifies
the current IModel; what should happen is that the new IModel is
returned, with the changed state
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L1214[16:51:14] <fry> that's why it
returns IModel, and not void
L1215[16:51:22] <Zaggy1024> exactly
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*!*@darkdragon-nln.starlink.ru
L1217[16:51:32] <Zaggy1024> didn't you
see what the blockstates loader does with it
L1218[16:51:33] <Zaggy1024> ?
L1219[16:52:02] <Zaggy1024> it would do
really screwy things if it didn't copy it :P
L1220[16:52:02] <MattDahEpic> oh and also
in the docs, dependency format
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L1222[16:52:33] <shadekiller666> what
level of logging should i use for the "uvs too big!!!"
message?
L1223[16:52:39] <fry> error
L1224[16:52:43] <MattDahEpic> tterrag,
how do you add to the docs?
L1225[16:52:45]
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L1226[16:52:57] <tterrag> Make a
PRm
L1227[16:52:58]
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L1228[16:53:03] <tterrag> PR?*
L1229[16:53:12] <MattDahEpic> tterrag,
what repo?
L1230[16:53:25] <Gorzoid> Is there any
way to stop Forge from disabling my items when I join a server
without my mod?
L1231[16:53:33] <tterrag>
MinecraftForge/Documentation
L1232[16:54:12] <gigaherz> Gorzoid: that
makes no sense?
L1233[16:54:33] <LexManos> No, and why
would you?
L1234[16:54:43] <Gorzoid> gigaherz, when
I join a server, the items I made in my mod are disabled and no
longer available in creative menu
L1235[16:54:50] <gigaherz> of
course
L1236[16:54:54] <gigaherz> because the
server doesn't know about it
L1237[16:54:59] <MattDahEpic> the server
has to have the mod
L1238[16:55:05] <gigaherz> the server is
the master
L1239[16:55:08] <gigaherz> the client is
just a slave
L1240[16:55:17] <Gorzoid> the items I
made actually just redirect to vanilla items
L1241[16:55:23] <gigaherz> that doesn't
matter
L1242[16:55:24] <MattDahEpic> all hail
the almighty desync
L1243[16:55:30] <LexManos> Then just use
the fkin vanilla items!
L1244[16:55:34] <Gorzoid> they work fine
on servers without minecrat forge
L1245[16:55:46] <Gorzoid> I can't use
vanilla items if they have nbt on them
L1246[16:55:57] <LexManos> why not?
L1247[16:56:00] <gigaherz> uh?
L1248[16:56:06] <Gorzoid> It's basicly a
copy of BetterCreative mod by CrushedPixel
L1249[16:56:14] <gigaherz> also, that NBT
you mention, would be exclusive to the clients
L1250[16:56:19] <LexManos> And
L1251[16:56:21] <Gorzoid> im using void
getSubItems(Item itemIn, CreativeTabs tab, List subItems)
L1252[16:56:39] <gigaherz> you are
basically causing a purposeful desync by assigning NBT
client-side
L1253[16:56:45] <MattDahEpic> crushed
pixels mod add command blocks to the creative menu fyi
L1254[16:56:59] <gigaherz> the NBT was
never there to begin with, unless you tell the server to spawn that
item with that nbt
L1255[16:57:06] <MattDahEpic> and
spawners with mobs already set
L1256[16:57:06] <Gorzoid> it can also add
mob spawners (using nbt)
L1257[16:57:30] <gigaherz> the NBT
wouldn't really work though, if the server doesn't know that it's
there?
L1258[16:57:31] <Gorzoid> when a creative
player picks an item it send the itemstack which includes the
nbt
L1259[16:57:47] <Zaggy1024> is hte
creative menu a client sided container?
L1260[16:57:58] <gigaherz> you don't need
custom items for that, though?
L1261[16:58:07] <Zaggy1024> if it doesn't
send a message to the server telling it what NBT the item has, then
it's not going to work
L1262[16:58:15] <Gorzoid> Well, it is how
the mod did it, and im shit at java
L1263[16:58:23] <gigaherz> well I guess I
don't know if the creative menu has any hooks
L1264[16:58:39] <LexManos> Why duplicate
someone elses work then?
L1265[16:58:51] <LexManos> If you dont
know what you're doing i advise learning.
L1266[16:59:08] <Gorzoid> I'm not
releasing it, just doing it for myself, i dont release
anything
L1267[17:00:24] <GraphicH> hax
toolz
L1268[17:00:42] <gigaherz> well he did
say creative menu
L1269[17:00:57] <Gorzoid> This would only
work on creative mode, so not really hax
L1270[17:00:59] <gigaherz> so it would
just be a shorthand for using the command block syntax
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L1272[17:01:48] <Gorzoid> So, i already
tested on vanilla and it works, its just when forge is on a server
it says nope.
L1273[17:02:11] <GraphicH> Oh
L1274[17:02:13] <Zaggy1024> find hte code
that says nope then
L1275[17:02:18] <MattDahEpic> the mod
you're making is using a glitch that allowed people to gain OP
rights on server that they didnt own
L1276[17:02:26] <MattDahEpic> so it was
patched
L1277[17:02:46] <MattDahEpic> its the
reaso n1.8.8 exists
L1278[17:02:50] <GraphicH> "but I
want to hax"
L1279[17:02:51] <Gorzoid> no, the signs
were patched, creative mod nbt was not, cus its not a bug
L1280[17:03:03] <MattDahEpic> twas in deh
forges
L1281[17:03:50] <Gorzoid> lol the only
way to hack a server with this is to use social engineering and
tell an admin to click this text on a book
L1282[17:04:04] <GraphicH> That's
actually hacking
L1283[17:04:33] <GraphicH> Although the
not cool "movie" kind
L1284[17:04:33] <Gorzoid> meh
L1285[17:04:51] <Gorzoid> reroute the
mainframe?
L1286[17:04:58] <GraphicH> HACK ALL THE
IPS
L1288[17:06:39] <GraphicH> When getting
hacked, always aske the next closest person to double fist your
keyboard
L1289[17:06:39] <shadekiller666> fry,
testing error message printing, should have push up in a few
minutes
L1290[17:06:44] <shadekiller666> i'll
make a new PR
L1291[17:07:21] <fry> thankyou :P
L1293[17:08:06] <shadekiller666> ends up
spamming the fuck out of the console, but i supose thats the point
:P
L1294[17:08:18] <fry> only print it once
per model :P
L1295[17:08:26] <LexManos> Oh god.. I
dont remember that episode.
L1296[17:08:31] <shadekiller666>
lol
L1297[17:08:37] <Zaggy1024> that was so
bad lol
L1298[17:08:38] <LexManos> 'Hacking' in
tv is so retarded...
L1299[17:09:01] <Zaggy1024> "let's
both type on the same keyboard, that'll get things done
faster!"
L1300[17:09:02] <shadekiller666> fry,
should it print all on one line?
L1301[17:09:15] <GraphicH> illyohs: I
forgot how important the blank trench coat is
L1302[17:09:20] <Ivorius> s/in tv
//
L1303[17:09:20] <LexManos> Always find it
funny when its like 'Lets popup everything on screen to blatantly
show were being hacked!' Except thats fkin useless...
L1304[17:09:22] <GraphicH> black*
L1305[17:09:25] <Ivorius> There is no
hacking
L1306[17:09:31] <Ivorius> Just like there
is no magic+
L1307[17:09:42] <Zaggy1024> but...don't
hackers spam your screen with crap when you're getting
hacked?
L1308[17:09:47] <Zaggy1024> isn't that
how the world works?
L1309[17:10:00] <Zaggy1024> how else will
I know I'm being hacked? :'(
L1310[17:10:29] <fry> shadekiller666:
"model %modelname% has UVs outside 0-1 range, they will be
clamped! this is probably not what you want"
L1311[17:10:57] <GraphicH> Zaggy1024 Ill
sell you some software to tell you
L1312[17:11:07] <GraphicH> make sure you
install with admin priveldges
L1313[17:11:21] <GraphicH> you buy a lot
of things on amazon right? Im just curious
L1314[17:11:36] <Zaggy1024> dude ya, how
did you know??
L1315[17:11:44] <shadekiller666> you said
list ways to fix the problem :P
L1316[17:12:09] <shadekiller666> and you
do want it to not clamp by default correct
L1317[17:12:11] <GraphicH> Make sure to
use the credit cards with the highest limits after installing my
softwarez
L1318[17:15:17] <fry> shadekiller666:
wrapping is probably the best default option; and list of ways to
fix it right now is empty
L1319[17:15:45] <fry> when you do get the
uv handling property from the json, then this message can be
modified
L1320[17:16:56] <Zaggy1024> how do you
get wrapping to work on an atlas?
L1321[17:16:59] <shadekiller666> ok,
rephrasing the question, for the purpose of pushing a commit asap,
do you want me to just leave them be with no processing and just
the error?
L1322[17:17:12] <shadekiller666> zaggy,
we haven't thought that far ahead yet
L1323[17:17:26] <Zaggy1024> haha all
right
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L1326[17:17:43] <Zaggy1024> I'm just
wondering if there's a way to do that without separating hte
texture from the atlas
L1327[17:18:48] <shadekiller666> i was
thinking of slicing the uvs that overlap off, and offsetting them
to the opposite side
L1328[17:19:05] <shadekiller666> but i
also haven't thought much further into that idea either
L1329[17:19:16] <Zaggy1024> I wonder how
well that would work
L1330[17:19:47] <fry> shadekiller666:
wrap: u - Math.floor(u)
L1331[17:19:56] <Zaggy1024> might end up
with some nearly slight aliased seams
L1332[17:19:58] <fry> *u -=
Math.floor(u)
L1333[17:20:13] <shadekiller666> ok
L1334[17:20:13] <fry> for now it'll
do
L1335[17:20:37] <Zaggy1024> for
wrapping?
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L1337[17:20:48] <Zaggy1024> on the UVs it
wraps it'll look really weird :P
L1338[17:21:19] <shadekiller666> ya
L1339[17:21:24] <shadekiller666> but this
is a bandaid
L1340[17:21:28] <Zaggy1024> yeah
L1341[17:21:29] <fry> it's either that or
returning the missing model for this default case
L1342[17:21:47] <fry>
wrap/clamp/normalize can be added later
L1343[17:22:03] <Zaggy1024> I'd say if
it's out of bounds it should by default error, like you said
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L1347[17:22:20] <Zaggy1024> either htat
or just let it go and show the texture that was stitched next to
it, but that's a bit less clear
L1348[17:22:56] <fry> shadekiller666: if
you can return the missing model instead, it would be great
L1349[17:23:00] <shadekiller666> fry, and
do i apply that u -= Math.floor(u) to every uv on its own?
L1350[17:23:07] <fry> yup
L1351[17:23:14] <shadekiller666> ok
L1352[17:23:28] <shadekiller666>
returning the missing model shouldn't be a problem
L1353[17:23:29] <fry> you can throw the
exception at this point, and catch it inside your
ICustomModelLoader
L1354[17:23:42] <shadekiller666> i'll try
the wrapping first though
L1355[17:23:57] <shadekiller666> or i can
throw a boolean into Parser :P
L1356[17:24:20] <shadekiller666> then
print the error right before the return OBJModel is
initialized
L1357[17:24:29] <Zaggy1024> btw fry, it
would be kinda nice if a the forge blockstates loader could
differentiate between a variant having no base model and it having
a missing base model
L1358[17:24:30] <fry> missing model is
the better default option, since it'll be much more obvious that
there's a error
L1359[17:24:43] <MattDahEpic> what should
i put in the locations documentation im pushing besides mcmod.info,
blockstates, and textures
L1360[17:25:02] <Zaggy1024> at the time
wrote the loader I didn't want to spend the time to add a new
built-in model to differentiate them, but maybe you could when you
feel like it
L1361[17:25:39] <shadekiller666> fry, ok
missing model it is
L1362[17:26:07] <fry> Zaggy1024: you can
use builtin/generated now
L1363[17:26:32] <fry> added that
yesterday for items, and it's coincedentally an empty model if you
don't add any textures
L1364[17:26:36] <shadekiller666> how does
one throw an error without crashing the game?
L1365[17:26:40] <Zaggy1024> ah,
nice
L1366[17:26:45] <Zaggy1024> maybe I'll
make a PR
L1367[17:26:52] <fry> shadekiller666: by
catching it further up the stack :P
L1368[17:26:57] <GraphicH> lol
L1369[17:26:59] <GraphicH> ^
L1370[17:27:00] <shadekiller666>
loll
L1371[17:27:12] ***
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L1372[17:27:19] <Zaggy1024> stack of
pancakes plz
L1373[17:27:52] <fry> aaaaanyway, it's
very late, and I need to keep a sane schedule for the next couple
of days
L1374[17:27:54] <shadekiller666>
hmmm
L1375[17:28:04] <shadekiller666> what
exception to throw
L1376[17:28:04] <fry> I'll be back in ~9
hours :P
L1377[17:28:09] <GraphicH> try {
L1378[17:28:09] <GraphicH> throw
Exception("Your dumb");
L1379[17:28:09] <GraphicH> }
catch(Exception e) {
L1380[17:28:09] <GraphicH> //No
crash!
L1381[17:28:09] <GraphicH> }
L1382[17:28:42] <fry> shadekiller666:
either make a custom one, or smth like IOException
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L1384[17:28:56] <shadekiller666> ok
L1385[17:30:21] <fry|sleep>
shadekiller666: also, looking at ModelLoaderRegistry, it'll catch
an exception for you
L1386[17:30:26] <fry|sleep> and return
the missing model
L1387[17:30:38] <shadekiller666> ok
L1388[17:30:40] <fry|sleep> but make sure
it's not an IOException for that :P
L1389[17:30:44] <shadekiller666>
lol
L1390[17:30:54] <fry|sleep> make
something like UVOutOfRangeException
L1391[17:30:59] <shadekiller666> k
L1392[17:30:59] <fry|sleep> and put the
message there
L1393[17:31:16] <fry|sleep> should handle
everything nicely, I think
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L1398[17:38:08] <Zaggy1024> time to make
a thing do a thing
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L1403[17:53:15] <Pennyw95> Hi guys, a
quick question...I'm learning about the new metadata and I for now
don't really see a difference between PropertyEnum and
PropertyInt..I mean, could the Int one be used as the old
metadatas?
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L1406[17:55:08] <MattDahEpic> properties
are mapped to a metadata by the game so you may not get the int you
put in
L1407[17:55:45] <Pennyw95> Oh..I
see
L1408[17:55:58] <MattDahEpic> the enums
give you a way to make your states be more descriptive
L1409[17:56:05] <Pennyw95> used to be so
simple :\
L1410[17:56:10] <MattDahEpic> like my mob
blocks, i can refer to them by mob now
L1411[17:56:16] <MattDahEpic> rather than
by number
L1412[17:57:36] <MattDahEpic> theres more
things to go wrong now like currently i wrestling state.GetValue()
getting the state for my block AND air
L1413[17:57:48] <MattDahEpic> i can
type
L1414[17:59:10] <Gorzoid> Ugh, so im
guessing something is removing all invalid items from itemregistry,
but that could be any of the hundreds of class files ;-;
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L1416[17:59:40] <Gorzoid> any1 know path
for forge handling joinserver?
L1417[18:00:12] <MattDahEpic> gorzoid are
they ouside the mc namespace?
L1418[18:00:23] <MattDahEpic> do the
items begin with minecraft:
L1419[18:00:47] <Gorzoid> yes, and 1 is a
computercraft item
L1420[18:01:38] <MattDahEpic> if they are
not inside the "minecraft:" namespace and they are not on
a server, they get removed to prevent desync, no way to
prevent
L1421[18:03:07] <Gorzoid> but it won't
desync, cus there is actually no invalid items, forge just thinks
it is cus i registered it as a new item
L1422[18:04:08] <MattDahEpic> just use
the vanilla items if you dont want them to be removed
L1423[18:04:42] <Gorzoid> ye but I have
no idea how to manually add an item to creative otherwise
L1424[18:04:50] <Gorzoid> creative
menu*
L1425[18:05:47] <MattDahEpic> wel lyou
cant do it if you dont know how to do that
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L1428[18:08:29] <shadekiller666>
....
L1429[18:08:31] <shadekiller666> damn it
java
L1430[18:08:43] <shadekiller666> fine,
i'll handle the exception myself..
L1431[18:09:13] <Zaggy1024> yay I can
activate my portal now
L1432[18:14:19] <Gorzoid> welp i just
found it displayAllReleventItems(List p_78018_1_) hopefully this
will works
L1434[18:15:41] <MattDahEpic>
shadowfacts, when'd that start existing
L1435[18:16:00] <shadowfacts> not sure
when, but it's in the latest community EAP
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L1437[18:16:15] <MattDahEpic> its not
yelling at me to update yet doe
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L1452[19:09:00] <PrinceCat> o/
L1453[19:09:19] <gigaherz> o\
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L1458[19:48:08] <gigaherz> first game I
publish
L1459[19:50:32] <PrinceCat> The real
question is.. where's my iPhone port?
L1460[19:51:02] <PrinceCat> ;)
L1461[19:51:27] <gigaherz> I'd gladly
port it
L1462[19:51:37] <gigaherz> but apple
REQUIRES a mac to compile iOS apps
L1463[19:51:54] <gigaherz> and I can't
afford one atm
L1464[19:52:02]
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L1466[19:52:23] <gigaherz> as soon as I
can get hold of an OSX
L1467[19:52:38] <gigaherz> I'll
build&test an iOS version
L1468[19:52:42] <gigaherz> it shouldn't
take long
L1469[19:52:46] <gigaherz> I just can't
do it.
L1470[19:53:14] <MattDahEpic> gigaherz,
my jenkins unity can compile for mac if you want to try it
L1471[19:53:50] <MattDahEpic> first
question, are you using unity?
L1472[20:02:31] <shadowfacts>
MattDahEpic, EAP = Early Access Preview
L1473[20:02:43] <shadowfacts> IDEA won't
bug you to update b/c it's a pre-release
L1474[20:02:58] <MattDahEpic> ah
L1475[20:04:12] <gigaherz> MattDahEpic:
yeah it's Unity
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L1479[20:12:20] <tterrag> cpw: got a
second to talk about objectholder?
L1481[20:12:55] <tterrag> "is there
something wrong with the registry?" is a very scary
phrase
L1482[20:13:16] <tterrag> and since it
happens alongside corruption messages people point to us
L1483[20:16:27] <cpw> those are gone in
later versions?
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L1485[20:16:46] <cpw> so not sure what
you want me to do
L1486[20:16:51] <cpw> i can't rewind
time. sorry
L1487[20:17:44] <cpw> i'm thinking that
an RB for last 1.7.10 version should be incoming soon
L1488[20:17:52] <cpw> i'm working on a
couple of registry derps atm
L1489[20:17:56] <tterrag> cpw: they
are?
L1490[20:18:01] <tterrag> news to me, if
so that's great
L1491[20:18:03] <tterrag> in 1.7
though?
L1492[20:18:04] <cpw> should be
L1493[20:18:06] <cpw> test latest
L1494[20:18:13] <tterrag> latest 1.7? ok,
I will
L1495[20:18:19] <tterrag> good to
hear
L1496[20:18:20] <cpw> i downgraded all of
those to debug or finer
L1497[20:18:25] <tterrag> awesome
L1498[20:18:38] <cpw> i believe i done so
LAST time you complained to me about the same issue
L1499[20:19:20] <tterrag> maybe, I have a
lot of things on my plate, sorry if I've now brought this up twice
:P
L1500[20:20:11] <cpw> lol
L1501[20:20:21] <cpw> test later versions
than RB ;)
L1502[20:20:41] <tterrag> I'll be honest
I didn't test it at all, I had never heard of any changes so I
didn't bother
L1503[20:20:43] <tterrag> but I will now
:)
L1504[20:23:55]
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L1505[20:24:05] <tterrag> ok, this is a
bit of a unique issue
L1506[20:24:22] <tterrag> I have a
block/TESR combo, which renders a frame and then a TESR image
overtop of it, obviously a bit offset to avoid z-fighting
L1507[20:24:29] <tterrag> but I want the
breaking animation to be overtop of the TESR part
L1508[20:24:33] <tterrag> any way to make
that happen?
L1510[20:26:16] <tterrag> first line,
has->as
L1511[20:26:32] <tterrag> /src/resources
-> /src/main/resources
L1512[20:27:18] <tterrag> other than
that, seems fine
L1513[20:27:26] <shadekiller666> will a
"catch(Exception e)" catch an error that is a subclass of
RuntimeException?
L1514[20:27:33] <tterrag> you need to add
the page to the listings though
L1515[20:27:42] <tterrag> shadekiller666:
RuntimeException extends Exception...
L1516[20:28:11] <killjoy> shadekiller666,
if you're skeptical, Throwable catches everything
L1517[20:28:16] <killjoy> try not to use
it
L1518[20:28:47] <shadekiller666>
hmm
L1519[20:29:32] <tterrag> catch Throwable
is naughty
L1520[20:29:37] <tterrag> because you
catch things that are JVM errprs
L1521[20:29:49] <killjoy>
NoClassDefError
L1522[20:29:49] <MattDahEpic> oh no not
errps
L1523[20:29:58] <tterrag> errprs*
L1524[20:30:16] <MattDahEpic> ...
L1525[20:31:05] <shadekiller666> i'm
trying to patch in a bandaid for uvs, and fry wants me to check
when uvs are out of the 0.0-1.0 range, and then throw an error up
to the ModelLoaderRegistry to make it substitute the missing model,
but if i do so, it then crashes because theres "No base model
or submodel provided for this MultiModel.Baked"
L1526[20:31:17] <shadekiller666> which
i'm assuming is triggering on the missing model
L1527[20:31:19] <tterrag> any ideas for
my zfighting issue?
L1528[20:31:31] <shadekiller666>
zfighting issue?
L1529[20:31:41] <tterrag> read up
L1530[20:31:48] <tterrag> right after
ferdz left
L1531[20:32:15] <shadekiller666> you want
to make the breaking animation play above your TESR plane?
L1532[20:32:16] <tterrag> shadekiller666:
does the modelloaderregistry already have a trycatch?
L1534[20:32:31] <tterrag> essentially
yes
L1535[20:32:44] <tterrag> MattDahEpic:
could you make that one commit?
L1536[20:33:07] <MattDahEpic> im bad at
git, how?
L1537[20:33:19] <tterrag> git rebase -i
origin/master~3
L1538[20:33:26] <tterrag> change second
two commits from pick to squash
L1539[20:33:32] <tterrag> save, exit, git
push -f
L1540[20:33:55] <shadekiller666> ya, its
"try{ model = accepted.loadModel(location); } catch
(IOException e) { throw e; } catch (Exception e) { FMLLog.log(...);
model = getMissingModel(); }"
L1541[20:34:05] <tterrag> you can change
the name while you're in there, so it says "add location
docs"
L1542[20:34:35] <tterrag> shadekiller666:
so throw an IOException?
L1543[20:35:18] <shadekiller666> i don't
want the game to crash when this exception occurs
L1544[20:35:32] <tterrag> ...
L1545[20:35:34] <tterrag> it should
L1546[20:35:37] <tterrag> it's an invalid
model
L1547[20:35:53] <tterrag> is that not
what fry said?
L1548[20:36:07] <shadekiller666> i don't
think he wants it to crash either
L1549[20:36:23] <tterrag> why shouldn't
it?
L1550[20:36:55] <shadekiller666> the
point of throwing the exception is to 1. print the stack trace, and
2. substitute in the missing model
L1551[20:37:14] <tterrag> ok then you
need a more complex patch
L1552[20:37:18] <shadekiller666> because
this is an exception that doesn't "corrupt" the
model
L1553[20:37:23] <tterrag> there should be
something like CustomModelLoadingException
L1554[20:37:26] <tterrag> which is
explicitly caught
L1555[20:37:40] <shadekiller666> its
intended as a quick bandage so that Lex can make a new recommended
build
L1556[20:37:50] <tterrag> and loadModel
should throw that type of exception
L1557[20:37:53] <tterrag> it's the PROPER
way to do it
L1558[20:37:57] <tterrag> don't put more
bandaid crap in...
L1559[20:38:03] <tterrag> it won't take
long
L1561[20:38:58] <tterrag> how does it cut
through halfway?
L1562[20:39:25] <shadekiller666> uh
L1563[20:40:10] <shadekiller666> my guess
is: A. maybe its trying to face you, and you aren't looking
straight-on, or B. something to do with fry's new
normal-handling
L1564[20:40:22] <tterrag> I'm not on new
forge
L1565[20:40:39] <shadekiller666>
1.7?
L1566[20:41:03] <shadekiller666> my guess
is that its trying to face you somehow, it doesn't look parallel to
the image behind it
L1567[20:41:19] <tterrag> no this is
1.8
L1568[20:41:29] <tterrag> I could hack
around this easy in 1.78
L1569[20:41:31] <tterrag> 1.7*
L1570[20:41:43] <tterrag> why would the
break anim try to face me?
L1571[20:42:07] <shadekiller666> improper
GL transforms?
L1572[20:42:28] <shadekiller666>
idk
L1573[20:42:43] <MattDahEpic> y u take so
long rebase
L1574[20:43:03] <tterrag> for
vanilla?
L1575[20:43:23] <tterrag> it just renders
the block with the break anim texture....there is no GL here
L1576[20:43:26] <tterrag> it's normal
world rendering
L1577[20:43:38] <tterrag> I mean, yes
there's GL somewhere deep down, but it uses the same code that
block models do
L1578[20:46:25] <MattDahEpic> its not
normal to rebase this long
L1579[20:46:39] <tterrag> breaking anim
seems broken in general...it looks completely different on the X
axis than it does on the Z axis
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L1581[20:50:21] <shadekiller666> what
version of forge are you on
L1582[20:50:33] <tterrag> good
question
L1583[20:50:37] <tterrag> 1532
L1584[20:50:39] <shadekiller666>
...
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L1586[20:50:41] <shadekiller666> oh
ok
L1587[20:50:44] <shadekiller666>
hmm
L1588[20:50:45] <tterrag> no no
L1589[20:50:45] <tterrag> sorry
L1590[20:50:48] <tterrag> 1502
L1591[20:50:51] <shadekiller666> oh
L1592[20:50:57] *
tterrag was totally not reading the "new forge version
available" line
L1593[20:51:09] <shadekiller666> ya,
thats before fry's lighting/normal changes
L1594[20:51:10] <shadekiller666>
hmm
L1595[20:51:15] <tterrag> I know :P
L1596[20:51:26] <tterrag> I'm not ready
to into FG2 yet
L1597[20:51:37] <tterrag> when I tried a
while back it was still busted
L1598[20:51:47] <tterrag> haven't had the
motivation to try again
L1599[20:52:59] <Soni> so why are all the
NoteBlockEvent.Note/Octave/Instrument.fromId package-private?
L1600[20:53:21] <tterrag> they
aren't?
L1601[20:55:19] <Soni> they are
tho?
L1602[20:56:08] <cpw> hmmm
L1603[20:56:19] <cpw> i wonder how badly
mods will crash with this fix in place
L1605[20:56:58]
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L1606[20:57:36] <tterrag> Soni: no they
aren't, I'm looking right now
L1607[20:57:53] <MattDahEpic> version
mismatch?
L1609[20:58:08] <Soni> I think you have
an AT?
L1610[20:58:17] <tterrag> uhh
L1611[20:58:21] <tterrag> oh sorry
L1612[20:58:30] <tterrag> well why do you
need those methods?
L1613[20:58:37] <tterrag> you are given
the enum instance in the event
L1614[20:58:48] <tterrag> and not the
ID
L1615[20:58:50] <Soni> they're useful
when making custom note blocks and custom events for your note
blocks
L1616[20:59:05] <tterrag> how so? the
NoteBlockEvent does the conversion for you
L1617[20:59:28] <Soni> not
NoteBlockEvent-compatible
L1618[20:59:39] <Soni> even
NoteBlockEvent is package-private
L1619[21:00:35] <tterrag> the constructor
is because it's a base class
L1620[21:00:39] <shadekiller666> man...
for being the default error block when model loading goes wrong,
the code for defining/handling the missing model is all over the
place
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L1623[21:01:32] <Soni> tterrag, but that
means I can't do much noteblock-related
L1624[21:01:56] <tterrag> why?
L1625[21:02:04] <blood_> diesieben07: I
don't see why this CME fix was needed
L1626[21:02:05] <tterrag> you should be
posting the existing events
L1627[21:02:13] <tterrag> otherwise you
break mods responding to those events...
L1629[21:02:27] <Soni> I need a
NoteBetter play event
L1630[21:02:34] <Soni> it needs to take a
ResourceLocation
L1631[21:03:12] <tterrag> ok actually
that's a pretty major problem
L1632[21:03:18] <tterrag> it should be
protected...not default
L1633[21:03:34] <tterrag> cpw: might want
to change that ^
L1634[21:03:45] <tterrag> currently the
noteblock event is inextensible and this is contrary to almost all
other events
L1635[21:03:54] <blood_> if you want to
spawn entities during the event, then the event should of been
changed to accept it.
L1636[21:05:11] <Soni> also the way
NoteBlockEvent handles noteIds... yeah no it should be %25-ing them
but it isn't .-.
L1637[21:05:18] ***
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L1638[21:05:37] <MattDahEpic> tterrag, i
fixed the docs pull request
L1639[21:05:39] <Soni> (or at least
clamping it)
L1640[21:05:42] <tterrag> %25?
L1641[21:06:10] <Soni> tterrag,
this.noteId = note % 25; instead of this.noteId = note;
L1642[21:06:12] <MattDahEpic> thx
L1643[21:06:18] <tterrag> why?
L1644[21:06:43] <Soni> because of the way
vanilla handles it, and you don't want to break the event
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L1646[21:07:47] <tterrag> setNote() takes
Note and Octave
L1647[21:07:49] <tterrag> not a raw
ID
L1648[21:07:53] <Soni> if you
accidentally pass in any noteId not between 0 and 24 (inclusive),
it just won't work properly
L1649[21:08:00] <Soni> tterrag, when
constructing the event
L1650[21:08:10] <tterrag> so? if you are
constructing the event you should be careful to use valid
values
L1651[21:08:17] <tterrag> that's on
you
L1652[21:08:17] <LexManos> Except for the
fact that people may ADD MORE IDS *GASP*!
L1653[21:08:36] ***
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L1655[21:08:43] <Soni> but getNote and
getOctave won't handle it
L1656[21:08:44] <tterrag> ^ right there
is no actual limitation there
L1657[21:09:09] <Soni> and you'll get
very strange behaviour?
L1658[21:09:14] <tterrag> he's also right
there lex, look at Octave.fromId
L1659[21:09:22] <tterrag> if the id is
>24 it will return MID
L1660[21:09:38] <Soni> according to
diesieben07, the author of the events from what I recall, they were
designed for vanilla note blocks mainly
L1661[21:10:10] <LexManos> either
way
L1662[21:10:33] <BatZorn> I remember a
loooong time ago that I added more sounds to noteblocks by
extending the number of block materials that could be under the
noteblock
L1663[21:10:41] <BatZorn> like, 1.2
beta
L1664[21:10:44] <LexManos> you have
untill i get back to my computer to state something beyond a bitch
just to bitch or face ban
L1665[21:11:05] <cpw> fuck me this is so
screwy
L1667[21:11:12] <shadekiller666> tterrag,
think i figured out why this is throwing the "no base model or
submodel provided for this MultiModel.Baked" error
L1668[21:11:14] <cpw> i want the id of
the original object
L1669[21:11:21] <cpw> except when i Don't
want the id of the original object
L1670[21:11:31] <cpw> and it's never
clear which is which
L1671[21:11:32] <MattDahEpic> tterrag,
YAY
L1672[21:11:52] <Soni> I already did, a
few screens up
L1673[21:12:10] <shadekiller666> the
missing model is an IFlexibleBakedModel that doesn't have any of
its variables given values
L1674[21:12:14] <Soni> NoteBlockEvents
are a bit broken right now
L1675[21:12:24] <tterrag> Soni: so then
make a PR
L1676[21:13:07] <MattDahEpic> i still
cant, for the life of me, figure out why my block states are bing
checked aignst air AND my block
L1677[21:13:15] <shadekiller666> so when
MultiModel.Baked is constructed with what is essentially an empty
IFlexibleBakedModel, it tries to get the base of the model first,
which fails because its null, then it tries to iterate over the
list of "parts" in the model
L1678[21:13:21] <cpw> yueah lex
L1679[21:13:24] <cpw> looking at this
again
L1680[21:13:28] <cpw> this is a gap
problem
L1681[21:13:38] <shadekiller666> which
ends up returning false from iterator.hasNext(), which throws the
error
L1682[21:13:41] <cpw> the substituted
objects don't have an ID during recipe creation time
L1683[21:13:49] <cpw> they will receive
one later
L1684[21:13:53] <tterrag> shadekiller666:
you've lost me, as I know nothing about this system
L1685[21:13:58] <cpw> when the world
activates the substitution properly
L1686[21:14:03] <tterrag> it still seems
to me that the solution is an exception class that you catch
explicitly
L1687[21:14:22] <cpw> so really, the
oredict should use an alternative way of getting a unique
identifier for the ore
L1688[21:14:24] <Soni> tterrag, actually
I tried to a few times
L1689[21:14:31] <Soni> but diesieben07
makes better PRs :/
L1690[21:15:41] ***
Soni was kicked by MineBot (Banned: Havent seen anything beyond
just bitching. (1d)))
L1691[21:15:47] <LexManos> If there is a
issue present it right
L1692[21:16:01] <LexManos> cpw, Should be
able to just kick the rebake after IDs are remapped...?
L1693[21:16:16] <MattDahEpic> were time
ban expirations on minebot ever fixed, fro the record?
L1694[21:16:50] <tterrag> they work
fine
L1695[21:16:51] <tterrag> I should
know
L1696[21:17:10] <tterrag> lex: he does
have a point though, but a PR to fix that is a few line patch
-.-
L1697[21:17:17] <tterrag> I could do it
but I don't care about noteblocks :P
L1698[21:17:22] <MattDahEpic> they didnt
when lex banned me for an hour for saying json wrong
L1699[21:17:33] <tterrag> services
probably went down
L1700[21:17:36] <tterrag> esper is
stupid
L1701[21:18:03]
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L1702[21:18:49] ***
MattDahEpic was kicked by MineBot (Banned: Lets try it out, also
stop bitching about bans. (1h)))
L1703[21:19:30] <cpw> you lose the info
in register tho
L1704[21:19:57] <cpw> stackToId : hash
-> an idlist
L1705[21:20:00] <cpw> hash is the
problem
L1706[21:20:01] <cpw> it's -1
L1707[21:23:10] <LexManos> i know
L1708[21:23:17]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L1709[21:23:18] <LexManos> stackToId is a
transient map
L1710[21:23:30] <LexManos> which is
rebuilt after the registry is remapped
L1711[21:23:40] <LexManos> so those
temporary hashes are not used
L1712[21:33:46]
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timeout: 190 seconds)
L1713[21:39:08] <shadekiller666> why is
it that the missing model handling code is so spread out, and why
is it an empty instance of MultiModel...
L1714[21:41:07] ***
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L1716[21:48:33] <shadekiller666> gotta
love when little bandages uncover a bug thats existed for a long
time that no one ever noticed
L1717[21:50:46] <tterrag> sounds like
you're trying to put a bandaid on a missing limb
L1718[21:50:59] ***
mr208 is now known as mallrat208
L1719[21:51:39] <shadekiller666> all i'm
trying to do is get the ModelLoaderRegistry to subbstitute in the
missing model
L1720[21:52:01] <shadekiller666> but its
now having trouble building the missing model
L1721[21:56:36] <Cypher121> I'm clearly
going mad
L1722[21:57:50] <Cypher121> I'm passing a
Container to GUI constructor and then it is somehow null in
initComponents
L1723[21:58:45] <Cypher121> oh, wait,
makes sense
L1724[21:59:26] <PrinceCat> Make sure
you're checking side, GUI classes are client.
L1725[21:59:52] <Cypher121> yeah, I
called stuff in wrong order
L1726[22:00:08] <Cypher121> so called
container before assigning it. derp
L1727[22:00:16] <PrinceCat> Haha, good
one.
L1728[22:03:27]
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timeout: 195 seconds)
L1729[22:03:28] <tterrag> that's new,
youtube videos don't start playing if the tab is not active
L1730[22:03:43] <shadekiller666>
interesting
L1731[22:03:51] <Cypher121> chrome?
L1732[22:03:53] <PrinceCat> It's probably
for the best..
L1733[22:04:17] <shadekiller666> i wish
youtube had a setting that would tell videos to always play at a
certain resolution instead of Auto
L1734[22:04:29] <tterrag> chrome
yeah
L1735[22:04:38] <tterrag> I like it
because I typically ctrl+click from subscriptions
L1736[22:05:03] <Cypher121> I think
Chrome no longer loads tabs until you switch to them
L1737[22:05:06] <tterrag> shadekiller666:
magic actions for youtube
L1738[22:05:11] <Cypher121> which
includes youtube
L1739[22:05:11] <tterrag> plugin
L1740[22:05:18] <tterrag> maybe
L1741[22:05:21] <Kobata> Chrome loads
them, but won't autoplay things
L1742[22:06:13]
⇨ Joins: manmaed|AFK
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L1743[22:06:45] <shadekiller666> is there
any reason why the missing model can't have its own IModel
class?
L1744[22:06:48] <PrinceCat> It's not just
a Chrome feature.
L1745[22:07:04] <PrinceCat> I'm using
Safari and it's not loading until I switch tab as well.
L1746[22:07:06] ***
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L1747[22:15:31] <Mimiru> So, I'm having a
bit of an issue... I have an Item with a container, the GUI has a
text box that I'd like to sync to the server, I know I need a
packet but all the examples I can find are TE based.
L1748[22:16:58] <tterrag> why does it
matter?
L1749[22:17:04] <tterrag> packets aren't
any different
L1751[22:18:49] *** MineBot sets mode: -b
*!*@75-166-140-155.hlrn.qwest.net
L1752[22:19:12]
⇨ Joins: MattDahEpic
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L1753[22:21:53] <Mimiru> Well, I think
part of my issue is, I commented out the section of code that
registers my packet.
L1754[22:21:55] <Mimiru> ¬_¬
L1755[22:23:52] <tterrag> that wouldn't
help, no
L1756[22:24:56] <Mimiru> yay new set of
exceptions to debug
L1757[22:25:16]
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L1758[22:26:00] <tterrag> I suggest you
at least skim through that docs page
L1759[22:26:02] ***
TehNut|Gone is now known as TehNut
L1760[22:26:07] <tterrag> if this is your
first time doing packets
L1761[22:26:34] <Mimiru> I've played with
packets a bit
L1762[22:31:07] <tterrag> lex is there
any reason you don't have forge commits/builds post in here?
L1763[22:31:13] <tterrag> and maybe docs
too? :P
L1764[22:33:47]
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L1765[22:36:13] <TehNut> Okay, bot has
nothing. What are getField and setField for in IInventory?
(1.8)
L1766[22:37:19] <tterrag> stupid methods
that don't belong in that interface
L1767[22:37:24] <tterrag> you can ignore
them
L1768[22:37:28] <TehNut> Alrighty
L1769[22:37:32] <tterrag> vanilla only
uses it for its own TEs I believe
L1770[22:37:45] <tterrag> yeah
L1771[22:37:47] <tterrag> it's stupid
-.-
L1772[22:38:01] <tterrag> magic numbers
via a method which doesn't even belong in that interface
L1773[22:38:03] <tterrag> great
design
L1774[22:41:35] <Cypher121> GuiTextField
has an annoying tendency to draw itself over everything on the
screen, even things that are outside of the field
L1775[22:42:32] <tterrag> huh?
L1776[22:43:40] <Cypher121> 1 sec
L1777[22:43:47] <tterrag> it uses the
zLevel set in its instance
L1778[22:43:49] <tterrag> for
everything
L1780[22:44:47] <tterrag> Cypher121: it's
not clearing its color set, you should be explicitly setting color
to 0xFFFFFFFF before drawing your stuff
L1781[22:44:51] <tterrag> MC is horrible
about leaking state
L1782[22:45:10] <Cypher121> so,
glColor4f(1,1,1,1)?
L1783[22:45:30] <tterrag> 1.8?
L1784[22:45:31] <tterrag> or 1.7
L1785[22:45:48] <Cypher121> 1.7
L1786[22:45:54] <tterrag> yeah
L1787[22:46:01] <tterrag> alpha might be
unnecessary but meh, it doesn't matter
L1788[22:46:10] <Cypher121> thanks, that
fixed it
L1789[22:46:16] <Cypher121> love that hot
swap
L1790[22:46:27] <Cypher121> wish I
learned about it earlier
L1791[22:47:18] <blood_> is there a
reason why Item Frames delay to drop?
L1792[22:47:22] <blood_> vanilla
thing?
L1793[22:47:34] <blood_> after you break
a block i mean
L1794[22:48:29] <tterrag> they probably
check via polling
L1795[22:48:40] <tterrag> since vanilla
doesn't have block break events and entities don't get notified
about adjacent breaks
L1796[22:48:45] <blood_> i see they have
a onValidSurface event
L1797[22:48:47] <tterrag> so it's only
checking every X ticks
L1798[22:48:47] <blood_> err
L1799[22:48:48] <blood_> method
L1800[22:48:53] <blood_> so ill just make
it drop myself instantly
L1801[22:48:56] <blood_> as i handle
it
L1802[22:49:28] <Cypher121> why didn't
they make frames actual blocks?
L1803[22:49:30] <tterrag> but the
onValidSurface call is wrapped by if (this.tickCounter1++ == 100
&& !this.worldObj.isRemote)
L1804[22:49:35] <tterrag> so it checks
every 5 seconds
L1805[22:49:48] <tterrag> Cypher121:
because they already had the logic for paintings probably
L1806[22:50:09] <Cypher121> same question
stands for paintings, actually
L1807[22:50:17] <tterrag> paintings are
pretty old
L1808[22:50:26] <tterrag> blocks might
not have been able to do what paintings do when they were
added
L1810[22:50:33] <Cypher121> =\
L1811[22:50:33] <tterrag> it's definitely
possible now
L1813[22:50:56] <tterrag> that's a
block(s)
L1814[22:51:15] <Cypher121> cool
L1815[22:51:33] <tterrag> even supports
dynamic size
L1816[22:51:55] <TehNut> Probably a
stupid question, but where did update() go in
TileEntities...?
L1817[22:52:06] <TehNut> oh wait, you
need that IUpdatePlayerList whatever thing right?
L1818[22:52:08] <tterrag> TehNut:
IUpdateListBox or whatever
L1819[22:52:14] <TehNut> yeah
L1820[22:52:25] <TehNut>
IUpdatePlayerListBox
L1821[22:52:29] <tterrag> because mojang
thought "hey let's swap out a method call with an instanceof
check, that's better for sure!"
L1822[22:52:33] <TehNut> worst name NA
and EU
L1823[22:52:54] <MattDahEpic> because
mojang (tm)
L1824[22:52:58] <Cypher121> I'm done with
this shit, text boxes lose their contents on window resize
L1825[22:53:15] <tterrag> Cypher121:
no...you are clearing it in initGui
L1826[22:53:32] <tterrag> ehh I take that
back, mojang isn't that stupid
L1827[22:53:36] <tterrag> they cache the
tickable ones in a list
L1828[22:54:03] <tterrag> the real sin
here is the name, the interface is a decent idea
L1829[22:54:15] <tterrag> !ch
IUpdatePlayerListBox
L1830[22:54:18] <tterrag> no?
L1831[22:54:20] <TehNut> My only issue is
with the name >.>
L1832[22:54:22] <tterrag> !gc
IUpdatePlayerListBox
L1833[22:54:27] <Cypher121> so initGui is
called on resize too?
L1834[22:54:28] <Cypher121> cool
L1835[22:54:46] <tterrag> guess that was
set by MCP guys
L1836[22:54:47] <Mimiru> Hey.. that's
good to know, it explains a bug I've been trying to track down for
a while :P
L1837[22:54:50] <tterrag> Cypher121: of
course
L1838[22:54:52] ***
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L1839[22:54:53] <tterrag> it needs to
recalc all positions
L1840[22:55:12] <Cypher121> yeah, makes
sense
L1841[22:55:19] <tterrag> !mh
onResize
L1842[22:55:24] <tterrag> huh
L1843[22:55:27] <tterrag> there's a
method like that in 1.7
L1844[22:55:31] <tterrag>
updateWorldAndResolution I think
L1845[22:55:46] <tterrag> no
L1846[22:55:49] <tterrag>
setWorldAndResolution
L1847[22:56:08] <tterrag> whcih is a lie
of a name, because it sets the Minecraft instance and the
resolution
L1848[22:56:11] <tterrag> :p
L1849[22:56:42]
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L1850[22:57:36]
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L1851[22:57:44] <Mimiru> Ok, so I get my
packet on the server, it has my data.. now to figure out how to
apply that data to the Item's NBT that it came from.
L1852[22:58:50] <MattDahEpic> tterrag, do
you have any idea why my canSilkHarvest method blockstate is being
tested aignst air and my block?
L1853[22:58:58] <tterrag> I have no
clue
L1854[22:59:09] <tterrag> don't ask me
about 1.8 stuff I'll probably just be as lost as you are
L1855[22:59:28] <MattDahEpic> who knows
1.8 here then?
L1856[23:06:32]
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L1857[23:15:37] <MattDahEpic> dang i cant
figure this shit out
L1858[23:16:25] <Mimiru> heh... context
has the server handler, which has the player, and I can get the
currently held item...
L1859[23:16:28] <Mimiru> couldn't be
simpler.
L1860[23:17:33] <tterrag> you know the
docs page tells you that :p
L1861[23:19:57] <Mimiru> Which is where I
got that from. :P
L1862[23:24:13] <Cypher121> isn't there a
way to get all oreDict names for a stack?
L1863[23:24:50]
⇨ Joins: Giraffestock
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L1864[23:25:37] <tterrag> Cypher121: in
1.7 not directly
L1865[23:25:42] <tterrag> getIDs then
turn them into names
L1867[23:29:01] <tterrag> MattDahEpic:
omg
L1868[23:29:07] <tterrag> you are passed
the state to the method...
L1869[23:29:26] <MattDahEpic> it results
in the same thing
L1870[23:29:32] <tterrag> shouldn't
L1871[23:29:41] <tterrag> the block has
already been broken in the world when that method is called
L1872[23:29:46] <tterrag> that's WHY you
are given the state
L1873[23:29:56] <MattDahEpic> lets change
it and test
L1874[23:30:40] <MattDahEpic> nope,
litterally the exact same thing
L1875[23:31:56] <MattDahEpic> committed
the changes
L1876[23:33:15] <tterrag> MattDahEpic:
what's all this futuretask stuff in the log?
L1877[23:33:29] <MattDahEpic> no
idea
L1878[23:35:09] <tterrag> found it
L1879[23:35:10] <tterrag> this is a bug
yes
L1880[23:35:22] <MattDahEpic> yay its nto
my fault
L1881[23:35:37] <tterrag> if
(this.canSilkHarvest(worldIn, pos, worldIn.getBlockState(pos),
player) &&
EnchantmentHelper.getSilkTouchModifier(player))
L1882[23:35:45] <tterrag> that should
passthrough the state
L1883[23:35:49] <tterrag> not grab it
from the world
L1884[23:36:16]
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L1885[23:36:22] <tterrag> !gm
harvestBlock
L1886[23:36:48] <tterrag> yeah that's a
vanilla bug...wow
L1887[23:36:59] <tterrag> MattDahEpic:
I'd go ahead and report that
L1888[23:37:11] <tterrag> line 984 of
Block is the bug
L1889[23:37:28] <tterrag> better
description, 3rd line of harvestBlock
L1890[23:38:27] <tterrag> in fact the bug
trickles down to the HarvestDropsEvent
L1891[23:38:34] <tterrag> that's going to
get the post-set state as well
L1892[23:39:05] <tterrag> !gm
func_180653_a
L1893[23:39:22] <tterrag> MattDahEpic:
wait no
L1894[23:39:24] <tterrag> it's a forge
bug
L1897[23:39:36] <tterrag> both use the
world state
L1898[23:39:50] <MattDahEpic> then how
fix
L1899[23:40:34] <tterrag> make a
PR?
L1900[23:40:37] <tterrag> and explain the
issue?
L1901[23:40:55]
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L1902[23:40:59] <tterrag> and provide a
test case?
L1903[23:41:31] <tterrag> yeah looks like
lex committed the error in his initial 1.8 pass, probably just an
oversight, don't blame him
L1904[23:41:52] <MattDahEpic> ill make an
issue, i dont know how to make forge PRs
L1905[23:42:06] <tterrag> time to
learn
L1906[23:42:16] <tterrag> an issue will
not get far, no one else will do work for a bug that doesn't affect
them
L1907[23:42:19] <tterrag> sucks but
that's the way it is
L1908[23:42:38] <tterrag> if you're lucky
lex might do it for you, but a PR for such an obvious problem would
get pulled faster
L1909[23:42:47] <MattDahEpic> thing is i
dont know what to replace it with
L1910[23:42:52] <tterrag> just pass the
state
L1911[23:43:06] <tterrag> harvestBlock
has an IBlockState param
L1912[23:43:13] <tterrag> pass that
instead of getting it again from the world (which will always be
air)
L1913[23:43:21] <Zaggy1024> making
iterators is confusing
L1914[23:44:31] <Cypher121> streams are
oddly satisfying
L1915[23:44:47] <Cypher121> if
(IntStream.of(OreDictionary.getOreIDs(stack)).mapToObj(OreDictionary::getOreName).anyMatch(s
-> s.matches(pattern))) {
L1916[23:45:04]
⇦ Parts: Giraffestock
(uid90791@id-90791.highgate.irccloud.com) ())
L1917[23:45:16] <MattDahEpic> my question
is why lambda notation has no lambdas
L1918[23:46:20] <Cypher121> from wiki:
"The name derives from the Greek letter lambda (λ) used to
denote binding a variable in a function. The letter itself is
arbitrary and has no special meaning."
L1919[23:46:46] <MattDahEpic> i want to
have hlaf-life in my code
L1920[23:47:33] <Cypher121> doesn't java
support utf encoded variable names?
L1921[23:47:40] <tterrag> Cypher121: that
line should be the poster child for readability vs
compactness
L1922[23:47:45] <tterrag> I have no idea
what that does at first glance
L1923[23:48:19] <AbrarSyed> string
literals are in utf16 IIRC
L1924[23:48:33] <Cypher121> after a tiny
bit of practice it's really simple
L1925[23:48:35] <AbrarSyed> not that
thats relevant at all
L1926[23:48:44] <Cypher121> just read it
from left to right
L1927[23:49:10] <tterrag> also possible
without java 8 thanks to guava :P
L1928[23:49:19] <Cypher121>
"possible"
L1929[23:49:26] <tterrag> why
quotes?
L1930[23:49:26] <tterrag> it is
L1931[23:49:42] <Cypher121> syntactic
overhead
L1932[23:50:09] <Cypher121> guava doesn't
alter syntax, so you still have to explicitly implement all
functional interfaces
L1933[23:50:18]
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L1934[23:50:43] *
AbrarSyed chants groovy
L1935[23:51:56] <Cypher121> so
OreDictionary::getOreName would be new Function<Integer,
String> { @Override public String apply(Integer input) { return
OreDictionary.getOreName(input); } }
L1936[23:52:14] <Cypher121> which is so
long it's sort of against channel rules to type that directly
L1937[23:52:52]
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L1938[23:54:02] <unascribed> which event
are you supposed to register IEEPs in, again?
L1939[23:54:15] <unascribed> I put it in
EntityJoinWorld but I get duplicate key errors when entities get
loaded
L1940[23:55:04] <MattDahEpic> tterrag, im
assuming i just edit the minecraft classes in this forge
project?
L1942[23:55:48] <tterrag> SEE IT WORKS
FINE
L1943[23:55:49] <tterrag> *sobs*
L1944[23:56:15] <tterrag> MattDahEpic:
yeah then gradle genPatches
L1945[23:56:19] <tterrag> assuming that
hasn't changed
L1946[23:56:27] <Cypher121> lol
L1947[23:56:30] <tterrag> unascribed:
EntityConstructingEvent or some such
L1948[23:56:35] <unascribed> that sounds
right
L1949[23:56:37] <unascribed> thanks
L1950[23:56:39] <Cypher121> did you just
say my code wasn't readable?
L1951[23:56:47] <tterrag> it was an
example :p
L1952[23:57:00] <tterrag> more feasible
if I had pre-implemented versions of those functional
interfaces
L1953[23:57:03]
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L1954[23:57:06] <tterrag> or used line
breaks
L1955[23:57:07] <tterrag> lol
L1956[23:57:07] <unascribed> looks like
you need some lambdas in your life :P
L1957[23:57:19] <tterrag> unascribed: I'm
not ready to make my mods annoy 50% of users
L1958[23:57:24] <unascribed> you don't
have to
L1959[23:57:27] <unascribed> just use
Retrolambda
L1960[23:57:34] <MattDahEpic> is lambda
like pipe (|) on linux?
L1961[23:57:36] <unascribed> all you need
to do is add the Gradle plugin, no configuration
L1962[23:57:37] <Cypher121> actually mine
would be better if getOreIDs returned List<Integer> and not
int[]
L1963[23:57:44] <unascribed> I use it in
a bunch of Forge mods and it's amazing
L1964[23:57:47] <tterrag> how does
retrolambda work when people need to use your compiled code as a
lib?
L1966[23:57:52] <tterrag> if they extend
a "default" method it won't work
L1967[23:57:55] <Cypher121> MattDahEpic:
sort of but you can explicitly say where it goes
L1968[23:57:56] <tterrag> it has to exist
at compile time
L1969[23:58:05] <unascribed> if you need
to use it as a lib, you give them the non-retrolambda'd jar
L1970[23:58:13] <unascribed> and you need
Retrolambda and JDK8 to compile it
L1971[23:58:15] <tterrag> sooo devs need
j8
L1972[23:58:16] <unascribed> but it
compiles to JDK5-7
L1973[23:58:20] <tterrag> fair
L1974[23:58:23] <tterrag> will
consider
L1975[23:58:27] <tterrag> I've looked at
it before
L1976[23:58:28]
⇦ Quits: sinkillerj
(~sinkiller@nc-71-49-183-12.dhcp.embarqhsd.net) (Quit:
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L1977[23:58:46] <tterrag> how well does
it do with reobf?
L1978[23:59:02] <unascribed> it does it's
work before reobf, as an extra step in compileJava
L1979[23:59:05] <unascribed> so it's
seamless
L1980[23:59:15] <tterrag> mhm
L1981[23:59:16] <MattDahEpic> tterrag,
Task 'genPatches' not found in project ':Forge'.
L1982[23:59:21] <unascribed> I tested a
couple mods using it in JRE6 and it worked fine in an obfuscated
environment
L1983[23:59:22] <tterrag> idk ask
AbrarSyed
L1984[23:59:32] <unascribed> yeah, this
is becoming a #ForgeGradle problem
L1985[23:59:43] <AbrarSyed> gradle
tasks
L1986[23:59:55] <AbrarSyed> ^
@MattDahEpic