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L1[00:00:39] <Cypher121> don
L2[00:01:45] <Cypher121> nvm, I'm not
finishing that thought
L3[00:06:21] ***
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L4[00:10:31] <Zaggy1024> k...
L5[00:17:00] <killjoy> Did anyone buy
notepad++ yesterday for 80% off?
L6[00:17:39] <MattDahEpic> notepad++ is
free?
L8[00:18:33] <Zaggy1024> I'll update for 80%
off...
L9[00:18:41] <Zaggy1024> that's a great
deal
L10[00:19:02] <killjoy> Remember, you
didn't save $0. You spent 0$.
L11[00:20:56] <Cypher121> reminds me of
101% sales on some steam stuff
L12[00:24:09] <killjoy> Remember Cards
against Humanity last year?
L13[00:24:14] <killjoy> -200% off
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L15[00:34:28] <MattDahEpic> night all
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L21[00:58:12] <Cypher121> anyone ever got
the feeling that whatever has to be done next will require a lot of
work AND will be most awful code ever? what's the best way to get a
kick in the ass to start it?
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L23[01:03:37] <SomeGuyInATree> Sleep on it
for several hours. Then dedicate the rest of your weekend to Pizza,
Java & Java.
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L28[01:53:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151128 mappings to Forge Maven.
L29[01:54:03] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151128-1.8.zip (mappings
= "snapshot_20151128" in build.gradle).
L30[01:54:13] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L62[03:14:13] <laci200270> how can I make a
"progress bar" to a GUI?
L63[03:18:22] <Cypher121> laci200270: make
a separate texture for the moving part and draw it with width
depending on progress
L64[03:18:36] <laci200270> thanks
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L67[03:23:24] <tterrag> "separate
texture" pls no
L68[03:23:30] <tterrag> just make it part
of the GUI texture...
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L71[03:27:08] <LexManos> doesnt matter if
its on the same texture or not
L72[03:27:13] <LexManos> point still
stands.
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L74[03:33:37] <anders> I tried to add a
stack of diamonds to the players inventory but it did not show
up...
L76[03:36:44] <anders> If I disconnect and
reconnect the diamonds are in the inventory however
L77[03:36:49] <anders> I maybe need to
update it
L78[03:40:52] <LexManos> !gm
func_82840_a
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L80[03:44:23] <tterrag> fact is binding and
rebinding textures is slower than just using different UVs
L81[03:44:44] <tterrag> anders:
player.inventoryContianer.detectAndSendChanges()
L82[03:44:46] <tterrag> always worked for
me :p
L83[03:44:52] <anders> Ah, ok
L84[03:46:04] <anders> Thats cool, the
stack of diamonds came in with an animation into the hotbar
L85[03:46:05] <anders> Thanks
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L90[03:47:02] <Wuppy> that is indeed a
badger pope
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L92[03:50:19] <Wuppy> dangit... I broke
windows, my chrome window is now hidden completely behind the
bottom task bar :P
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L94[03:50:34]
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L100[04:06:27] <anders> What is the proper
line for creating an itemstack of birch wood?
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L102[04:07:21] <anders> Hm, new
ItemStack(new Block(Material.wood), 64) maybe
L103[04:07:38] <Wuppy> check the metadata
for birch
L104[04:11:07] <LexManos> !gm
getTileEntitiesIn
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L106[04:11:47] <tterrag|ZZZzzz> anders:
that's not how blocks work
L107[04:12:07] <anders> It doesnt matter
if its not birch
L108[04:14:02] <anders> Wuppy: Where is
that?
L109[04:14:21] <Wuppy> the minecraft wiki
or the coe should be able to tell you anders
L110[04:14:45] <anders> Adding a stack of
wood using that line crashed the client :)
L111[04:15:37] <tterrag|ZZZzzz> yes
L112[04:15:41] <tterrag|ZZZzzz> because
you created a new block
L113[04:15:43] <tterrag|ZZZzzz> and that's
not how it works
L114[04:16:21] <tterrag|ZZZzzz> you want
Blocks.wood
L115[04:16:55] <anders> There is
Blocks.wool :)
L116[04:16:59] <anders> Almost right
L117[04:17:40] <tterrag|ZZZzzz> then it's
planks
L118[04:17:41] <tterrag|ZZZzzz> or
something
L119[04:17:43] <tterrag|ZZZzzz> idk
L120[04:17:50] <tterrag|ZZZzzz> I'm asleep
remember?
L121[04:18:22] <anders> :)
L122[04:19:55] <anders> Well, planks can
do, next to what I wanted :)
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L125[04:21:54] <anders> no diamond stairs,
what a pity :)
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L131[04:27:25] <LexManos> !gc
EntityPlayerMP
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L134[04:40:30] <OrionOnline> Are the
PlayerEvents (like PlayerLoggedInEvent) fired on both sides or only
on the server?
L135[04:41:29] <CrystalMare> OrionOnline,
you can write code to test that ;)
L136[04:41:33] <CrystalMare> Its simple
:3
L137[04:41:36] <OrionOnline> I know
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L139[04:42:00] <OrionOnline> Was just
asking if somebody knew, inparticular the loggedin and logged out
stuff
L140[04:42:24] <OrionOnline> But looking
at my own code i realise that is actually fired on both sides
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L142[04:44:42] <DrDisconsented> AFAIK
that's server only
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L154[05:26:02] <anders> Strange, cannot
place buttons where I want
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L157[05:31:35] <anders> Can I have
destroyed the place button function with my mod?
L158[05:36:34] <OrionOnline>
DrDisconsented, it would not really matter, i just added a Side
check around it that checks if it is running on the server side,
just to be sure.
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L168[06:26:18] <masa> does anyone know of
a mod that would be checking for the instanceof of the used
WorldChunkManager, and what that would be used for?
L169[06:26:45] <masa> I'm trying to do
biome replacement using my own WorldChunkManager wrapper
L170[06:27:08] <masa> but it was pointed
out that that might become a problem
L171[06:28:12] <masa> but I don't really
see another way to do it... currently I'm using the biome
GenLayers, but it mainly only works in the overworld, and only with
certain WorldTypes...
L172[06:28:39] <masa> I'm trying to add
support for defining the biome layout in an arbitrary
dimension
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L175[06:46:01] <Wuppy> damn, mailchimp is
really impressive
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L190[08:01:38] <Rallias> So... I can't get
gradle to run unless I remove ~/.gradle ... what am I doing
wrong?
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L192[08:07:03] <heldplayer> Is there a
reason the splash screen wouldn't work on 1.8 in dev?
L193[08:07:33] <heldplayer> Enabled is set
to true in splash.properties
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L197[08:24:12] <Wuppy> smash bross vs
pokemon gold/silver
L198[08:24:19] <Wuppy> how does one even
choose
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L201[08:26:51] <Wuppy> GTA V vs Bioshock
Infinite....
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L203[08:32:37] <ThePsionic> I'm addicted
to GTA Online lately
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L205[08:34:38] <Wuppy> that's a great game
:)
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L224[09:00:00] <ThePsionic> Wuppy: If
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L263[10:51:12] <anders> If I cannot place
a button on a stone wall, is the block in front of it
non-air?
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L265[10:51:31] <anders> I cannot do that
in the world where I have developed my mod
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L267[10:52:03] <gigaherz> what?
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L269[10:53:04] <gigaherz> anders: what
exactly areyou tryingto do
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L271[10:53:13] <gigaherz> and how exactly
does it fail to do so?
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L275[10:55:17] <anders> I try to place a
button on a piece of stone
L276[10:55:28] <anders> Nothing
happends
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L278[10:56:02] <anders> Seems to actually
be very few walls I can place a button on in this world
L279[10:56:30] <anders> The button is
wooden
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L282[10:58:27] <masa> well that sounds
rather strange
L283[10:59:12] <anders> Wonder if I have
destroyed something with my mod
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L297[11:19:32] <Sully> If I had an error
getting my mod to launch, would this be an alright place to poste a
pastebin of it?
L299[11:23:09] <gigaherz> why do people
keep mentioning his full nickname, when it's clearly the #1 rule of
the channel?
L300[11:24:20] <masa> habit of
autocomplete?
L301[11:25:03] <Lumien> It says unless
nessasary, and generally i don't get a response if i just write
lex
L302[11:25:42] <gigaherz> I'm sure lex
reads every single issue and PR eventually
L303[11:25:42] <gigaherz> ;P
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L305[11:25:54] <Lumien> yeah
L306[11:28:49] <Sully> This may seem like
a stupid question, but how do I move the code on my computer to my
code respository? (github)
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L310[11:31:41] <Darva> There's probably
10,000 different answers to that... What are you using to manage
git?
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L312[11:31:53] <gigaherz> Sully: commit,
then push
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L314[11:32:23] <Sully> oh. I think I
forgot the push part. Sorry, completely new to this modding
buisness.
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L316[11:32:30] <gigaherz> Darva: nah,
whatever frontend he may be using, it's commit, then push XD
L317[11:32:39] <gigaherz> Sully: git has
nothing to do with modding
L318[11:32:46] <gigaherz> it works the
same regardless of waht you use it for
L319[11:32:47] <gigaherz> XD
L320[11:32:59] <gigaherz> git has two sets
of commands
L321[11:33:06] <gigaherz> those that work
within the local copy of the repository
L322[11:33:11] <gigaherz> and those that
interact with a remote repository
L323[11:33:18] <Sully> oh
L324[11:33:29] <gigaherz> local commands
are like: checkout, add, commit, branch, ...
L325[11:33:50] <gigaherz> remote commands
are: clone, pull, fetch, push,
L326[11:33:55]
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L327[11:33:56] <gigaherz> there's
more
L328[11:34:00] <gigaherz> but those are
the most basic
L329[11:34:53] <gigaherz> if you have any
experience with like SVN or CVS, you'll notice that the commands
usually associated with a repository
L330[11:35:01] <gigaherz> are local in
git, and that's simply because the repository IS local
L331[11:35:14] <gigaherz> the remote
server is an extra feature which is completely optional
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L333[11:37:17] <Sully> Is there a way to
"unpush" or delete the commit?
L334[11:37:25] <MattDahEpic> revert
it
L335[11:37:43] <gigaherz> yes
L336[11:37:44] <gigaherz>
"reset"
L337[11:37:58] <gigaherz> reset
--hard
L338[11:38:23] <Sully> Is that on my IDE
or github?
L339[11:38:24] <gigaherz> will remove the
change from the history AND also revert the file content
L340[11:38:31] <gigaherz> on the git
frontend that you use
L341[11:38:36] <gigaherz> if you do git
from the IDE, then the IDE
L342[11:39:01] <gigaherz> the frontend may
call it "revert" instead of reset, but the actual command
is called reset ;P
L343[11:39:30] <gigaherz> in visual
frontends, you may have to show the log
L344[11:39:38] <gigaherz> then right-click
on the commit you want to reset to
L345[11:39:41] <gigaherz> and choose
"reset to this"
L346[11:39:43]
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L347[11:39:44] <gigaherz> or similar
L348[11:39:58] <Sully> Revert is grayed
out and unable to be clicked on :/
L349[11:40:14] <gigaherz> revert may refer
instead to the local changes
L350[11:40:19]
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L351[11:40:21] <gigaherz> but don't
worry
L352[11:40:25] <gigaherz> what is it that
you want to do?
L353[11:40:31] <gigaherz> if you just want
to "fix up" an existing commit
L354[11:40:41] <gigaherz> you can use the
"ammend last commit" option from the commit window
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L360[11:43:00] <gigaherz> note that if you
rewrite the history in any way
L361[11:43:15] <gigaherz> (such as
removing commits, or changing them)
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L363[11:43:28] <gigaherz> you will have to
manually choose to force-push
L364[11:43:33] <gigaherz> instead of doing
a standard push
L365[11:43:43] <Sully> I feel like such a
noob holy crap. 10000 things on Intellij I don't know about. Going
back to the situation, I "commited" several times, but
when I did"commit and push" I ended up having all of them
pushed.
L366[11:43:44] <gigaherz> since the server
does not allow you to rewrite the history by default
L367[11:44:05] <gigaherz> ah
L368[11:44:08] <gigaherz> how is that a
problem?
L369[11:44:14] <Sully> The comments are
weird
L370[11:44:24] <gigaherz> can't beworse
than some mod authors here
L371[11:44:25] <gigaherz> XD
L372[11:44:46] <Sully> Like, broken off.
Whatever. If I need help, should how should I go about it?
L373[11:44:46] <MattDahEpic> latest
message was "added stuff"
L374[11:45:11] <gigaherz> depends on the
frontend
L375[11:45:20] <Sully> I try to launch it,
it crashes :/
L376[11:45:21] <gigaherz> I never used
IDEA's git frontend
L377[11:45:25] <gigaherz> wait
L378[11:45:27] <gigaherz> you mean your
mod?
L379[11:45:31] <Sully> Yeah.
L380[11:45:33] <gigaherz> ah
L381[11:45:38] <Sully> I've been trying to
follow Pahimar's guide.
L382[11:45:45] <gigaherz> use
gist/pastebin to give us the complete crash log
L383[11:45:56] <MattDahEpic> pahimars
stuff is pre gradle, right?
L384[11:46:03] <Sully> It's gradle
L385[11:46:03] <gigaherz> nah he was doing
a new version
L386[11:46:17] <gigaherz> or is?
L387[11:46:21] <gigaherz> anyhow someone
mentioned it recently
L388[11:46:31] <Sully> So I should put the
crashlog from the IDE or the crash reports folder in a
pastebin?
L389[11:46:34] <gigaherz> Sully: so yeah
gist.github.com
L390[11:46:39] <tterrag|away> commit lines
have a char limit
L391[11:46:41] <gigaherz> copy the whole
debug log from the IDE
L392[11:46:44] <tterrag|away> It's not cut
off
L393[11:46:48] <MattDahEpic> intellij has
a make gist menu option
L394[11:46:48] <tterrag|away> Click on the
commit
L395[11:46:58] <tterrag|away> There's
multiple lines
L396[11:47:28] <gigaherz> oh yeah github
does that auto-title thing
L397[11:47:35] <gigaherz> where it cuts
off the beginning of the message
L398[11:47:39] <gigaherz> and puts that as
the title
L399[11:47:41] <tterrag|away> Not
github
L400[11:47:50] <tterrag|away> git
L401[11:48:06] <gigaherz> yeah but
frontends don't relaly indicate that
L402[11:48:12] <gigaherz> really*
L403[11:48:15] <tterrag|away> eclipse does
lol
L405[11:48:23] <gigaherz> there's usually
no mention that you should have the first line be shorter
L406[11:48:51] <gigaherz> [11:09:32]
[Client thread/ERROR] [FML]: Caught exception from
SullyPlayerMod
L407[11:48:51] <gigaherz>
cpw.mods.fml.common.LoaderException:
cpw.mods.fml.common.LoaderException: Attempted to load a proxy type
com.sullyplayer.sullyplayermod.proxy.ClientProxy into
com.sullyplayer.sullyplayermod.SullyPlayerMod.proxy, but the field
is not static
L408[11:49:01] <gigaherz> the message says
it all
L409[11:49:07] <gigaherz> your proxy field
needs to be static
L410[11:49:17] <gigaherz> and so should
most things in your mod class
L411[11:49:32] <Sully> I think it is
static?
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L413[11:49:47] <laci200270> gameregistry
how gets the mod's name what registers the element?
L414[11:49:52] <gigaherz> well fml says it
isn't so...
L415[11:49:56] <Sully> One sec
L416[11:50:07] <gigaherz> laci200270: from
the current context
L417[11:50:24] <gigaherz> since it called
mod1's preInit
L418[11:50:33] <gigaherz> it knows that
anything registered before that function returns belongs to
mod1
L419[11:50:39] <laci200270> oh
L420[11:51:03] <laci200270> thanks
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L422[11:54:19] <Sully> The methods don't
have to be static, do they?
L423[11:56:02] <gigaherz> the event
handles, no
L424[11:56:05] <gigaherz> but the fields
should
L425[11:56:12] <gigaherz> simply because
then you odn't need an instance
L426[11:56:30] <Sully> I don't know,
everything seems fine. is there a way I can show you my code?
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L428[11:56:51] <MattDahEpic>
gist.github.com
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L430[11:57:14] <gigaherz> Sully: did you
push?
L431[11:57:14] <MattDahEpic> and intellij
has a "Make Gist: option when rightclicking on files
L432[11:57:19] <gigaherz> if so, you can
link us to your repository
L433[11:57:37] <gigaherz> click on a line
number to make a link in the addressbar
L434[11:57:39] <gigaherz> to that
line
L435[11:58:07] <Sully> yes, I did push
it.
L436[11:58:30] <Pennyw95> I got temporarly
back on 1.7.10 for a small tweak and I noticed I'm missing a build
path entry for compiling the mod
(.gradle/caches/minecraft/net/minecraftforge/1.7.10...) Is there a
way to download that folder individually?
L438[11:59:15] <Sully> Maybe that?
L439[11:59:17] <gigaherz> just rerun
setupDecompWorkspace, Pennyw95
L440[11:59:26] <gigaherz> it will re-setup
anything that's missing
L441[12:33:47]
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L454[12:58:15] <shadekiller666> ...
L455[12:58:40] <shadekiller666> why is
that extending TAS, i thought forge had animation support...
L456[12:59:58] <shadekiller666> for
textures i mean
L457[13:00:40] <gigaherz> looks like it's
the interpolating part
L458[13:01:27] ***
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L461[13:04:24] <williewillus> I mean, did
they not interp in 1.7?
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L464[13:08:38] <williewillus> ah yeah
interpolation was added to support prismarine
L465[13:12:15] <shadekiller666> oh, is
that code for 1.7?
L466[13:12:23] <shadekiller666> taken from
1.8?
L467[13:12:25]
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L468[13:13:05] <williewillus> yeah,
figured I wouldn't need it anymore
L469[13:14:10]
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L470[13:15:52] <anders> I wan to create a
laptop item and use it, then a 2d screen should appear with colored
boxes, do I render that using opengl?
L471[13:16:12] <gigaherz> in-world
L472[13:16:14] <gigaherz> or GUI?
L473[13:16:29] <Ivorius> Fucking Haskell
man
L474[13:16:35] <gigaherz> if you want it
in the world
L475[13:16:39] <gigaherz> you want to use
a TESR
L476[13:16:45] <Ivorius> My code took 10
minutes to run
L477[13:16:53] <gigaherz> and yes you
probably need opengl for that
L478[13:16:54] <Ivorius> I changed a small
check around
L479[13:17:02] <williewillus> what
code?
L480[13:17:02] <Ivorius> Now lazy eval
magic works and it takes 1 second instead
L481[13:17:06] <williewillus> lol
L482[13:17:12] <gigaherz> XD
L483[13:17:52] <anders> The 2d screen
should be a gui that only one player can see
L484[13:18:02] <gigaherz> aha
L485[13:18:07] <gigaherz> then yeah you
want a GuiScreen
L486[13:18:10] <anders> The laptop has to
be mounted as a block before it can be used
L487[13:18:13] <anders> Cool
L488[13:18:15] <gigaherz> and inside the
guiScreen, you'll have to use opengl
L489[13:18:22] <Ivorius> The assignment
states
L490[13:18:30] <Ivorius> 'Your program
must complete in under an hour'
L491[13:18:45] <Ivorius> Fucking
plebs
L492[13:18:57] <gigaherz> Ivorius: we had
an assignment a bit like that at uni
L493[13:19:00] <anders> gigaherz: thx, now
I consider writing a test application for that gui screen then so I
can test run it outside scratch
L494[13:19:08] <gigaherz> where we had to
program a "generalized turing machine"
L495[13:19:18] <gigaherz> that could load
state machines from a file
L496[13:19:42] <gigaherz> and then using
this program, write a turing machine state table that would tell
you if a number in the input "tape" is a prime or
not
L497[13:19:46] <gigaherz> mine was...
faster.
L498[13:20:00] <gigaherz> not just the
turing machine "interpreter", but also the algorithm
itself
L499[13:20:01] <gigaherz> XD
L500[13:20:21] <anders> So I will also
need to create my first 3d model, for the mounted laptop...
L501[13:20:42] <Ivorius> Congrats :P
L502[13:20:45] <anders> thanks
L503[13:20:57] <Ivorius> I meant gigaherz
:P
L504[13:21:02] <Ivorius> But congrats to
you too
L505[13:21:02] <gigaherz> that was like 10
years ago
L506[13:21:05] <gigaherz> but thx
nonetheless
L507[13:21:05] <gigaherz> XD
L508[13:21:07] <anders> Ah, thanks on
behalf of him then :)
L509[13:21:19] <anders> or her
L510[13:21:24] <gigaherz> him ,P
L511[13:21:26] <gigaherz> ;P*
L512[13:21:36] <anders> :)
L513[13:21:51] <anders> Well, how many
girls are named gigaherz, true true
L514[13:23:28] <anders> Is there some
recommandable example mod for a mob? There I could see how opengl
is used
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L516[13:24:19] <gigaherz> well you'd want
some mod that draws custom stuff on a gui
L517[13:24:25] <gigaherz> I can't
currently think of any
L518[13:24:31] <gigaherz> but I'm sure
there's some ;P
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L520[13:24:46] <gigaherz> all the GUIs I
have made are container gui, not guiscreen
L521[13:25:28]
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L522[13:25:44] <anders> Is guiscreen used
if I want to create a 3d model as well?
L523[13:26:52] <gigaherz> what?
L524[13:26:57] <williewillus> 3d model for
the block?
L525[13:27:12] <gigaherz> 3D Models are
just 3d models
L526[13:27:15] <anders> Yeah, lets assume
I want to render a laptop, using two boxes that are connected in
one edge
L527[13:27:16] <gigaherz> you make them in
like, blender
L528[13:27:25] <gigaherz> then save as
.b3d or .obj
L529[13:27:38] <anders> I am used to the
.obj format
L530[13:27:49] <williewillus> yeah 1.8
forge hsa an obj loader so use that
L531[13:27:53] <anders> ok
L532[13:28:11] <anders> But I am terrible
in scratch, so I will probably create very simple object, using
boxes
L533[13:28:15] <anders> oops
L534[13:28:18] <anders> terrible in
blender
L535[13:28:51] <williewillus> well if it's
just a simple model I'd personally just ues the json format,
idk
L536[13:28:58] <anders> yeah
L537[13:28:59] <anders> nice
L538[13:29:04] <gigaherz> well
L539[13:29:12] <anders> Its a good thing
that models in minecraft uses to be boxy
L540[13:29:17] <gigaherz> json would do if
the boxes are perfectly axis-aligned
L541[13:29:30] <gigaherz> if you want the
laptop to have the lid anything other than 90 degrees (straight
up)
L542[13:29:31] <gigaherz> it won't
do
L543[13:30:21] <anders> hm, I draw the
parts separately tehn
L544[13:30:22] <anders> then
L545[13:30:31] <anders> So the lid can
move a little
L546[13:31:51] <bspkrs> last call for 1.8
mappings
L547[13:32:07] <anders> Creating models in
json seems promising
L548[13:32:17] <anders> I love json for
its simplicity
L549[13:32:38] <gigaherz> anders: the json
models are ONLY axis-aligned
L550[13:32:51] <gigaherz> it's a
limitation of the format
L551[13:34:15] <Ivorius> obj is okay for
static models
L552[13:34:31] <Ivorius> You can manually
rotate scale and translate for animation but that's shitty
L553[13:34:44] <Ivorius> Forge has support
for b3d now too
L554[13:34:55] <Ivorius> It's a shitty
format but it supports one animation per model at least
L555[13:35:14] <gigaherz> you can have as
many animations as you want, they are just baked
L556[13:35:17] <williewillus> what format
*is* good then if they're both shitty :p
L557[13:35:20] <Ivorius> So if you want
just lid opening that's fine
L558[13:35:23] <gigaherz> so you have to
know the start frame and the loop length
L559[13:35:39] <gigaherz> williewillus:
.fbx
L560[13:35:43] <gigaherz> but food luck
implementing that
L561[13:35:44] <gigaherz> XD
L562[13:35:47] <gigaherz> good luck*
L563[13:36:00] <gigaherz> it would be
overkill for minecraft purposes
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L566[13:36:11] <Ivorius> If I ever get off
my ass and update it to 1.8 :P
L568[13:37:29] <gigaherz> someone wrote a
fbx loader in java
L569[13:37:32] <gigaherz> maybe you can
make use of it
L570[13:37:33] <gigaherz> XD
L571[13:41:51] ***
mumfrey is now known as Mumfrey
L572[13:44:19] <jk-5> How would I flag my
mod for vanilla compat? The mod only listens for a few events and
pushes some stuff into a database. It does not add content, so it
is vanilla compatible. When i join the server with a vanilla client
it kicks me with a message that I need to install forge on the
client
L573[13:46:03] <__0x277F> I assume you set
it to not require clientside in your @Mod?
L574[13:46:22] <__0x277F> I'm assuming
that's where it is, I haven't done that in a year or so. :P
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L577[13:47:14] <jk-5> I have added
'serverSideOnly = true' in the @Mod annotation, yeah
L579[13:47:28] <McJty> Hi, I'm trying to
find where in the (1.7.10) code is handled that torches and
redstone break when water goes over them
L580[13:47:37] <McJty> I'd like to have
this for a block of my own as well
L581[13:47:43] <McJty> Anyone know?
L582[13:49:51] <MattDahEpic> McJty, its
the material
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L585[13:52:54] <McJty> aha ok thanks
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L590[13:59:28] <tterrag|away> jk-5: pretty
sure 1.7.10 didn't support vanilla clients on a forge server
L591[13:59:33] <tterrag|away> Only the
other way around
L592[14:02:33] <jk-5> Didn't mention the
version, sorry. Talking about 1.8
L593[14:05:43] <diesieben07> jk-5,
serverSideOnly means it will not LOAD on the client. to make it so
clients are not required to have the mod you need
acceptableRemoteVersions="*"
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L595[14:05:59] <jk-5> Ah awesome.
Thanks
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L597[14:07:51] <laci200270> it is poosible
onBlockActivated not called?
L598[14:08:38] <diesieben07> depends on
the context.
L599[14:08:45] <diesieben07> without any
additional info: yes it is possible.
L600[14:09:12]
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L602[14:11:38] <diesieben07> what the hell
is that GUI code...
L603[14:11:56] <MCPBot_Reborn>
MCPBot_Reborn is now in read-only mode. Commands that change
database data are currently disabled.
L604[14:12:00] <MCPBot_Reborn> ===
Mappings Commit ===
L605[14:12:02] <laci200270> I'm trying to
make a GUI registry
L606[14:12:03] <MCPBot_Reborn> Total: 14
method changes committed, 17 field changes committed, 53 method
parameter changes committed
L607[14:12:07] <MCPBot_Reborn> [STABLE
CSV] Pushing stable_18 mappings to Forge Maven.
L608[14:12:07] <jk-5> Yep, that fixed it.
Thanks diesieben07
L609[14:12:10] <MCPBot_Reborn> [STABLE
CSV] Maven upload successful for mcp_stable-18-1.8.zip (mappings =
"stable_18" in build.gradle).
L610[14:12:21] <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/
L611[14:12:23] <diesieben07> i can see
tht. it is pretty awful to be honest.
L612[14:12:24] <MCPBot_Reborn>
MCPBot_Reborn is no longer in read-only mode. All commands are now
available again.
L613[14:12:43] <MCPBot_Reborn>
MCPBot_Reborn is now in read-only mode. Commands that change
database data are currently disabled.
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L615[14:18:26] <laci200270> diesieben07,
any ideas why not called?
L616[14:18:51] <diesieben07> what makes
you think it is not called?
L617[14:18:55] <diesieben07> what did you
debug?
L618[14:19:35] <laci200270> i added a
System.out.println and thats not get printed
L619[14:19:47] <diesieben07> in
onBlockActivated?
L620[14:19:52] <diesieben07> and what did
you do to try and trigger it?
L621[14:19:53] <laci200270> yes
L622[14:20:01] <laci200270> right
click
L623[14:20:10] <diesieben07> with nothing
in had?
L624[14:20:12] <diesieben07> hand?
L625[14:20:17] <laci200270> yes
L626[14:20:51] <Ordinastie> make sure
you're right clicking the right block
L628[14:21:26] <laci200270> oh
L629[14:21:33] <Ordinastie> which
incidently is exactly what I meant
L630[14:21:40] <diesieben07> sure:P
L631[14:21:43] <laci200270> blame Ctrl+C
Ctrl +v
L632[14:21:53] <Ordinastie> diesieben07,
no, I'm serious
L633[14:21:59] <diesieben07> sure :D
L634[14:22:36] <Ordinastie> it's not like
there are thousands of possibilities why it's not called
L635[14:22:40]
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L636[14:23:05] <diesieben07> i am just
being silly
L637[14:23:31] <Ordinastie> sure :p
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L642[14:31:14] <diesieben07> MonaDoge_,
you need to use an actual IRC client. webchats are muted. i
recommend HexChat.
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L646[14:48:27] <Sully> What does it mean
if a class is colored red in Intellij?
L647[14:48:28] ***
AEnterprise is now known as AEnterpriseAFK
L648[14:49:03] <diesieben07> the class
name?
L649[14:49:22] <Sully> yeah
L650[14:49:24] <diesieben07> probably that
you are in a git repo and the class has not yet been added (using
git add)+
L651[14:49:37] <Sully> oh
L652[14:49:39] <diesieben07> if you had
done that, it would turn green to signify "new
file"
L653[14:49:43] <diesieben07> or blue for
"changed file"
L654[14:50:07] *
laci200270 happy because his GUI registry works
L655[14:50:47] <EwyBoy> I am rendering a
overlay to the screen in Minecraft using openGL. How can I
translate it to example always stick to the center of the screen or
the right side at any resoultuion. I can't figure it out? Any tips
/ tricks?
L656[14:50:47] <SkySom> GUI
registry?
L657[14:50:55] <laci200270> yes
L658[14:50:59] <laci200270> for my
mod
L659[14:51:10] <laci200270> no more
GuiHandler :D
L660[14:51:10] <SkySom> Why are you
registering guis ?
L661[14:51:29] <SkySom> My gui handler is
pretty simple
L662[14:51:35] <laci200270> I hate switch
in guihandlers
L663[14:51:44] <SkySom> Then use
interfaces?
L664[14:52:35] <SkySom> I just check if
the item/tile/entity is an instance of IOpenableGUI and then call
methods on the thing itself
L665[14:52:52] <SkySom> Got one for both
calls
L666[14:52:59] <SkySom> Got a method
L667[14:53:06] <laci200270> oh
L671[14:55:55] <SkySom> This is what I
use
L672[14:56:10] <SkySom> Though the entity
stuff is in another mod just need to merge it in
L675[14:57:25] <robert_> I seem to be
loading 1.7 forge mods; how can I figure out which ones aren't
1.8-ready yet?
L676[14:57:44] <robert_> (I'm trying to
see what mods are 1.8 and which aren't.)
L677[14:57:47] <laci200270> diesieben07,
so my implemntation is bad?
L678[14:57:58] <diesieben07> it could be
much better.
L679[14:58:17] <laci200270> it works
L680[14:58:19] <diesieben07> robert_, read
the thread for the mod you download. it usuaally tells you. if it
doesn't, you probably shouldn't use that mod.
L681[14:58:27] <diesieben07> it works !=
it's good+
L682[14:58:37] <laci200270> yes
L683[14:58:51] <Sully> What do I do if my
mod isn't working? I have the crash report.
L684[14:58:53] <diesieben07> Sully, your
@SidedProxy declaration is broken.
L685[14:58:55] <Sully> oh
L686[14:58:58] <Sully> How do you
know?
L687[14:59:02] <robert_> I figured that,
but I have a set of 90-some mods. I'mt rying to figure out which
ones we can use
L688[14:59:07] <diesieben07> i read the
crash report.
L689[14:59:12] <Sully> How do you find
that? :(
L690[14:59:17] <laci200270> but for what I
need it its good
L691[14:59:19] <diesieben07> Sully, you
just posted it ?!
L692[14:59:31] <Sully> I know, how did you
find the sided proxy error?
L693[14:59:33] <diesieben07> robert_, you
have to read the thread that you downloaded the mod from. there is
no (easy) well to tell jut from the file.
L694[14:59:43] <diesieben07> read the
error message...
L695[15:00:23] <Sully> It doesn't tell me
a whole lot of what was wrong with it /
L696[15:00:32] <robert_> the error I'm
getting is "java.lang.NoClassDefFoundError:
cpw/mods/fml/relauncher/IFMLLoadingPlugin"
L697[15:00:44] <diesieben07> robert_, that
means you installed a 1.7 or earlier mod on 1.8
L698[15:01:04] <diesieben07> Sully, you
told FML to put something in the @SidedProxy field that doesnt fit
there (analogy: you cannot put an Integer into a String
field)
L699[15:01:07] <robert_> yeah, so there's
no good way to tell which of my mods is oding it?
L700[15:01:11] <robert_> doing **
L701[15:01:16] ⇦
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L702[15:01:19] <diesieben07> read my last
message -.-
L703[15:01:21] <diesieben07> i already
told you.
L704[15:01:31] <robert_> yeah, I
figured.
L705[15:03:19] <Sully> It accepts 2
strings, a clientSide and serverSide. I gave it those? :/
L706[15:03:21]
⇨ Joins: Jezza (~Jezza@92.206.1.64)
L707[15:03:50] <EwyBoy> I am rendering a
overlay to the screen in Minecraft using openGL. How can I
translate it to example always stick to the center of the screen or
the right side at any resoultuion. I can't figure it out? Any tips
/ tricks?
L708[15:04:06] <diesieben07> Sully, yes,
but those represent classes. You told it "put class X
there" but class X doesn't fit into the field.
L709[15:04:30] <shadekiller666> ewyboy,
you can get the ScaledResolution of the screen
L710[15:05:04] <shadekiller666> if you
have that, you can do some math regarding where you want to draw
the widget
L711[15:05:51] <shadekiller666> so if you
wanted to draw a rectangle 20x20 px on the bottom right of the
screen, you would start drawing at (Scaled.x - 20, Scaled.y
-20)
L712[15:06:17] <EwyBoy> thanks!
L713[15:06:34] <shadekiller666> or if you
wanted to center the rectangle, you would divide the
ScaledResolution values by 2 then subtract half of the dimensions
of the rectangle
L714[15:06:49] <shadekiller666> you're
always drawing from top left corner
L715[15:07:24] <EwyBoy> Thanks that
answered my problem
L716[15:07:50] <shadekiller666> mhmm
L717[15:08:39] <shadekiller666> uhhh
L718[15:09:00] <shadekiller666> if i'm
trying to update my forge dev env, should i pull in the changes for
1.8.8?
L719[15:09:16] <shadekiller666> i suppose
i would have to considering they're in the main branch now...
L720[15:09:52] <Sully> I've double checked
it and everthing, I can't find an issue with the @SidedProxy.
L721[15:10:07] <diesieben07> post your
code then
L723[15:11:45] <diesieben07> so...
L724[15:12:07] <diesieben07> you told FML
to put your mod instance AND your proxy into the same field
L725[15:12:08] <diesieben07> that can
never work
L726[15:12:17] <Sully> I did?
L727[15:12:21] <diesieben07> yes.
L728[15:12:41] <shadekiller666> should i
make a separate branch for updating the objloader for 1.8.8?
L729[15:13:19] <Sully> I'm still confused.
:/
L730[15:13:47] <diesieben07> learn java
then.
L731[15:13:52] <Sully> I know java.
L732[15:13:55] <Sully> Just not very
well
L733[15:14:03] <williewillus> that
@Instance annotation has nothing to go on
L735[15:14:08] <williewillus> what is it
applying to?
L736[15:14:08] <diesieben07> yes it
has
L737[15:14:10] <diesieben07> the field
after it.
L738[15:14:35] <williewillus> well it's
not going on the right thing :p
L739[15:14:44] <diesieben07> which is
exactly what i said.
L740[15:15:38] <shadekiller666> fuck
L741[15:15:46] <shadekiller666> stupid
1.8.8
L742[15:17:51] <williewillus> what
lol
L743[15:18:06] <Sully> I took a java
class, but never learned about annotations. I'll just go learn
them, since they seem all so important :P
L744[15:20:54] <shadekiller666> aww
fuck
L745[15:21:08] <shadekiller666> just
borked my branch...
L746[15:21:22] <diesieben07> you cannot
"bork a branch"
L747[15:21:23] ⇦
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L748[15:21:25] <diesieben07> a branch is
just a pointer ;)
L749[15:21:43] <williewillus> yeah, unless
you maanged to rewrite all your history *and* push it back onto
your remote
L750[15:21:48] <williewillus> :p
L751[15:21:51] ***
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L752[15:22:22] <shadekiller666> i have
origin/master, upstream/master, and origin/OBJLoader all on
different commits...
L753[15:23:05] <williewillus> that's fine?
just sync your master branches then merge it into OBJLoader
L754[15:23:25] <laci200270> fmlmod
container equals instance of the mod?
L755[15:23:42] <shadekiller666> the
OBJLoader branch is supposed to be ontop of the masters
L756[15:23:44] <diesieben07> no, it equals
a ModContainer wrapper around your Mod
L757[15:23:54] <shadekiller666> so that it
can be PRed
L758[15:24:08] <williewillus> then rebase?
:p
L759[15:24:25] ***
TehNut|Sleep is now known as TehNut
L760[15:26:30] <shadekiller666> not sure
why my upstream/master is 2 commits ahead of my origin/master
L761[15:26:36] <shadekiller666> and i
don't know how to fix it :P
L762[15:26:54] <williewillus> maybe
because upstream was updated? lol
L763[15:27:09] <williewillus> checkout
master, pull in changes from upstream, push it to origin
L764[15:27:32] <shadekiller666> right now
its origin/master->upstream/master, and
origin/master->OBJLoader
L765[15:27:41] <williewillus> wat
L766[15:28:06] <shadekiller666> ya, no
idea
L767[15:28:14] <williewillus> if your
origin/master is behind upstream/master and the history is purely
linear (which it should) just do a fast forward pull and it should
be fine
L768[15:28:21] <williewillus> and after
that rebase OBJLoader onto master
L769[15:28:50] <shadekiller666> how does
one do that
L770[15:29:58] <diesieben07> git checkout
master; git pull upstream; git push origin;
L771[15:30:00] <diesieben07> then
rebase
L772[15:30:31] <diesieben07> git checkout
OBJLoader; git rebase -i master
L773[15:30:45] <shadekiller666> but git
bash is doing things relative to upstream/master
L774[15:30:52] <diesieben07> wat does that
even MEAN...
L775[15:30:58] <williewillus> lol
L776[15:31:32] <williewillus> do you mena
your default remote?
L778[15:32:50] <shadekiller666> when i
open the terminal, its operating on upstream/master, not
origin/master
L779[15:33:03] <diesieben07> git checkout
master; git pull upstream; git push origin;
L780[15:33:05] <williewillus> oh wait you
want to update your objloader to 1.8.8 right
L781[15:33:05] <diesieben07> do
that.
L782[15:33:09] <williewillus> isn't master
still on 1.8
L783[15:33:15] <diesieben07> yes
L784[15:33:39] <diesieben07> actually
thats reversed
L785[15:33:42] <gigaherz> shadekiller666:
remote-tracking lets you have a default "other", but you
can specify one manually
L786[15:33:43] <gigaherz> like
L787[15:34:00] <gigaherz> git pull will
normally use the remote-tracking branch, but if you do
L788[15:34:09] <gigaherz> git pull origin,
it will prefer the one from origin instead
L789[15:34:18] <shadekiller666> diesie,
that did nothing
L790[15:34:25] <diesieben07> yeah its
reversed
L791[15:34:36] <diesieben07> git checkout
master; git pull origin; git push upstream;
L792[15:35:33] <gigaherz> shadekiller666:
just to confirm
L793[15:35:38] <gigaherz>
origin=shadekille/MF
L794[15:35:43] <gigaherz> and
upstream=MF/MF ?
L795[15:36:05] <shadekiller666> nope
L796[15:36:26] <shadekiller666>
origin=MF/MF, upstream is shade/MF
L797[15:36:29] <gigaherz> okay then you
are doing it the opposite of what I normally assume
L798[15:36:31] <gigaherz> XD
L799[15:36:47] <diesieben07> yeah that is
a bit weird
L800[15:36:51] <gigaherz> which is that
origin=what you control, and upstream=the target you look up
to
L801[15:37:32] <gigaherz> so you want
something like
L802[15:37:33] <williewillus> huh does the
client not know what kind of potion effects other entities
have?
L803[15:37:38] <williewillus> how does it
choose particle colors then
L804[15:37:40] <gigaherz> git fetch
origin
L805[15:37:50] <diesieben07> the server
sends the color as an int
L806[15:37:53] <gigaherz> git rebase
origin/master
L807[15:37:58] <williewillus> oh duh
:p
L808[15:37:58] <gigaherz> git push
upstream
L809[15:38:07] ⇦
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L810[15:41:23] ⇦
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L811[15:41:46] <shadekiller666> git push
upstream/master throws an error saying that it can't read from the
remote directory
L812[15:42:14] <gigaherz> o_O
L813[15:42:42] <gigaherz> wait
L814[15:43:11] <williewillus> no slash in
that command
L815[15:43:41] <shadekiller666> ?
L816[15:44:12] <gigaherz> ah
L817[15:44:17] <shadekiller666> oh
L818[15:44:18] <gigaherz> it's "git
push <remote>"
L819[15:44:20] <shadekiller666> yay
L820[15:44:21] <diesieben07> just git push
upstream
L821[15:44:21] <diesieben07> it just wants
a remote, not a commit reference
L822[15:44:23] <gigaherz> with optionally
the branch mapping
L823[15:44:32] <gigaherz> so either just
"git push upstream"
L824[15:44:32] <gigaherz> or
L825[15:44:39] <gigaherz> "git push
upstream something:something"
L826[15:44:41] <shadekiller666> diesie,
upstream didn't work on its own
L827[15:44:55] <shadekiller666> it wanted
upstream master
L828[15:45:15] <diesieben07> hmm
L829[15:45:18] <gigaherz> probably because
your remote-tracking isn't setup correctly
L830[15:45:43] <williewillus> i like to
manually specify anyway just to be certain :p
L831[15:45:59] <gigaherz> I just use
tortoisegit
L832[15:46:01] <gigaherz> does it for me
;p
L833[15:46:06] <shadekiller666> i think
its back to normal now
L834[15:46:12] *
diesieben07 mumbelrs something about Sourcetree
L835[15:46:23] *
shadekiller666 uses it
L836[15:46:33] *
shadekiller666 likely the problem :P
L837[15:46:50] <diesieben07> nope:D
L838[15:47:05] <diesieben07> the problem
is that you don't seem to understand how git works.
L839[15:47:15] <shadekiller666> i'm
getting better
L840[15:47:47] <williewillus> sourcetree
is pretty nice. on linux i use mostly console now, sometimes gitg
to see the graph
L841[15:47:53] <williewillus> because I
never remember te console command for the graph
L842[15:48:14] <shadekiller666> the graph
is what helps the most :P
L843[15:48:21] <diesieben07> there is a
console command for a graph?
L844[15:48:23] <diesieben07> i need
that!
L845[15:48:29] <diesieben07> then i can
stop using SourceTree :D
L846[15:48:43] <diesieben07> i liek the
console more anyways
L847[15:49:01] <gigaherz> nah you can just
use gitk for that ;P
L848[15:49:17] <laci200270> where fml
injects the instances?
L849[15:49:32] <gigaherz> ?
L850[15:49:41] <williewillus> presumably
when it constructs your mod :p
L851[15:50:03] <laci200270> where fml
fills the fields which have annonation @instance
L852[15:50:07] <laci200270> which part f
code
L853[15:50:14] ⇦
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L855[15:50:22] <diesieben07>
FMLModContainer laci
L856[15:50:28] <diesieben07> yeah willie
already foudn that, thanks :)
L857[15:50:31] <laci200270> thanks
L858[15:51:08] <gigaherz>
processFieldAnnotations apparently
L859[15:51:24] <diesieben07> yep
L860[15:51:47] ⇦
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L862[15:55:12] <laci200270>
ModContainer.getMod is the instance of the mod?
L863[15:55:41] <diesieben07> You know,
javadocs have a reason.
L864[15:55:43] <diesieben07> "Get the
actual mod object"
L865[15:55:49] <laci200270> oh
L866[15:55:58] <laci200270> thx
L867[16:00:52]
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L870[16:02:35] <williewillus> woohoo
L871[16:05:23] ⇦
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L873[16:08:36] ***
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L874[16:12:00]
⇨ Joins: RudyV (~me@uc.humanocentric.com)
L876[16:13:19] <RudyV> Hi, so robert_ and
I are trying to get a Forge 1.8 server up and running but we get a
"java.lang.NoClassDefFoundError:
org/apache/logging/log4j/Level" error, how do we fix it?
L877[16:14:18] <diesieben07> how exactly
did you install the server? how exactly are you launching it?
L878[16:14:18] <tterrag|away> You need the
libraries
L879[16:14:28]
⇨ Joins: blood_
(unknown@ool-182e0a55.dyn.optonline.net)
L880[16:16:41] <williewillus> you need the
vanila jar in the folder iirc
L881[16:16:46] <williewillus> vanilla
server jar*
L882[16:16:59] <williewillus> though if
you used the installer it should already be there
L883[16:17:21] <gigaherz> RudyV: just get
the installer package, choose "server" there ;P
L884[16:17:24] <diesieben07> yep, its
really simple: run installer, then launch the forge universal jar
it creates.
L885[16:17:38] <robert_> yeah; I got
that.
L886[16:17:45] <gigaherz> made a bunch of
custom modpack servers
L887[16:17:51] <RudyV> We simply forgot
that part lol
L888[16:17:51] <gigaherz> that never
failed me ;P
L889[16:18:35] <tterrag|away> But the
Installer isn't headless
L890[16:18:39] <tterrag|away> Which
sucks
L891[16:18:49] <RudyV> IIRC it is
L892[16:18:50] <Mimiru> it can be..
L893[16:18:58] <tterrag|away> Since
when?
L894[16:19:02] <tterrag|away> and
how?
L895[16:19:08] <gigaherz> yeqah would be
nice to have some "java -jar forgeserver.jar
--setup"
L896[16:19:09] <gigaherz> ;p
L897[16:19:12] <Mimiru> since like
forever
L898[16:19:17] <gigaherz> -q
L899[16:19:23] <Mimiru>
--installServer
L900[16:19:47] <tterrag|away> on what
jar?
L901[16:19:51] <diesieben07> the installer
jar
L902[16:19:55] <Mimiru> The..
installer.
L903[16:20:50] <robert_> now I'm getting,
"Caused by: java.lang.ClassNotFoundException:
net.minecraft.block.state.BlockState$StateImplementation"
L904[16:20:54] <RudyV> apparently since
1.6.2
L905[16:21:01] <diesieben07> robert_,
logs.
L906[16:21:40] <tterrag|away> Someone gave
me misinformation then
L907[16:21:47] <tterrag|away> Not like
it's written down anywhere
L908[16:21:50] <tterrag|away> sigh
L910[16:22:33] <gigaherz> AH!
L911[16:22:36] <gigaherz> I just
remembered
L912[16:22:41] <gigaherz> someone was
around some months ago
L913[16:22:47] <gigaherz> asking if there
could be a --installClient
L914[16:22:47] <diesieben07> robert_, you
installed Optifine for 1.8.8 on a 1.8 server.
L915[16:22:52] <diesieben07> there are SO
many things wrong with that...
L916[16:22:53] <gigaherz> to go along with
the --installServer
L917[16:22:59] <gigaherz> and lex shrugged
them away
L918[16:23:02] <robert_> diesieben07:
blame RudyV.
L919[16:23:08] <robert_> diesieben07: he
copied the mods.
L920[16:23:22] <RudyV> I've removed
it
L921[16:23:29] <gigaherz> yea habout
client-side mods on the server, specially if they are for a
different version of mc
L922[16:23:30] <gigaherz> XD
L923[16:23:36] <gigaherz> yeah*
avoid*
L924[16:23:38] <gigaherz> wtf can't
type
L925[16:25:29] ***
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L926[16:26:42] ***
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L927[16:26:49] <robert_> is there a 1.8.8
forge?
L928[16:27:04] <diesieben07> yes, but its
still early-ish beta
L929[16:27:17] <diesieben07> probably not
many mods for it at all yet
L930[16:27:18] <gigaherz> many issues to
iron out still
L931[16:27:26] <robert_> aha, so we need
to downgrade our mods to 1.8.0?
L932[16:27:30] ⇦
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())
L933[16:27:36] <diesieben07> i doubt you
have 1.8.8 mods in there
L934[16:27:39] <diesieben07> except
optifine
L935[16:27:41] <gigaherz> it's like 4 days
old
L936[16:27:47] <MattDahEpic> my stuff is
1.8.8
L937[16:27:51] <gigaherz> I doubt there
are any real mods released for 1.8.8 still
L938[16:27:56] <MattDahEpic> hey
L939[16:27:59] <gigaherz> MattDahEpic:
officially released?
L940[16:28:02] <robert_> it says MultiMine
is the wrong version.
L941[16:28:07] <diesieben07> hear that
matt? your mods are not real! :D
L942[16:28:10] <gigaherz> in the
stable/supported category?
L943[16:28:11] <gigaherz> XD
L944[16:28:21] <shadekiller666> if i have
an enum entry called "NORMALIZE" and i call
NORMALIZE.name, it returns "NORMALIZE" as a string
right?
L945[16:28:24] <gigaherz> hey it wasn't a
definitive answer
L946[16:28:30] <diesieben07> yes
shade
L947[16:28:33] <shadekiller666> k
L948[16:28:42] <gigaherz> if MattDahEpic
released his mods for 1.8.8, and put them as the recommended
version for people so use
L949[16:28:47] <gigaherz> then I
congratulate him ;P
L950[16:28:56] <diesieben07> why do people
always ask these type questions?
L951[16:29:09] <diesieben07> shade you
could have easily found that out by looking at the javadocs.
L952[16:29:16] <gigaherz> diesieben07:
because programming has broken our intuition
L953[16:29:17] <gigaherz> ;P
L954[16:29:26] <MattDahEpic> gigaherz, the
mods ive released dont use anything thats going to change
mappingswise
L955[16:29:32] <Darva> Or just... trying
it? Heh.
L956[16:29:35] <diesieben07> how is
"read!" intuition? :D
L957[16:29:51] <gigaherz> diesieben07:
blem IDEA, it makes it hard to show javadocs ;P
L958[16:30:00] <diesieben07> how is
"ctrl-q" hard? :D
L959[16:30:07] <diesieben07> "omg i
need to move my pinky!"
L960[16:32:57] ⇦
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L961[16:33:38] <shadekiller666> is there a
way to make a map accept values of two different types without
defining it as Object
L962[16:34:11] <diesieben07> find a common
supertype for the two types. for Integer and Float it could be
Number
L963[16:34:23] <diesieben07> if Object is
the only possibility for that... thats what you need to do
L964[16:34:28] <diesieben07> Java has no
union types
L965[16:34:52] <diesieben07> (inb5 people
yell at me that this is not what union types are: shaddap)
L966[16:35:51] <MattDahEpic> !latest
L967[16:35:54] <heldplayer> Aren't you the
little trickster
L968[16:36:05] <heldplayer> Tricking those
poor JVMs
L969[16:36:25] <diesieben07> what?
:D
L970[16:38:00] <robert_> where's the 1.8.0
server? I can't find it.
L971[16:38:34] <diesieben07> you mean the
download for it?
L972[16:38:47] <diesieben07>
files.minecraftforge.net
L973[16:38:51] <diesieben07> download the
installer.
L974[16:39:06] <robert_> no, for
minecraft
L975[16:39:12] <gigaherz>
minecraft.net
L976[16:39:18] <robert_> it seems they
took it down, or it's not 1.8.0
L977[16:39:24] <gigaherz> uh
L978[16:39:24] <gigaherz> wait
L979[16:39:28] <gigaherz> the forge server
installer
L980[16:39:31] <gigaherz> downloads the
jar for you
L981[16:39:41] <diesieben07> you just give
the installer an empty folder.
L982[16:39:44] <diesieben07> it does
everyything for you
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L984[16:40:25] <auenfx4> server 1.8
exists, server 1.8.0 doesnt
L985[16:40:32] <diesieben07> that
too
L986[16:41:16]
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L988[16:42:49] <diesieben07> you installed
DamageIndicators on the server
L989[16:42:55] <diesieben07> please read
the instructions for the mods you use...
L990[16:43:32] *
robert_ thwaps RudyV for copying client mods to the server
again.
L991[16:44:02] <robert_> oh
L992[16:44:07] <robert_> herp
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L1001[16:59:17] <williewillus> is there a
1.8.8 mcp snapshot yet?
L1002[17:07:58] <shadekiller666> :/
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L1004[17:08:30] <shadekiller666> seems
that the model is parsed before the custom data is
processed...
L1005[17:08:36] <shadekiller666> which is
a problem
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L1013[17:22:33] <shadekiller666>
well...
L1014[17:22:55] <shadekiller666> its not
a problem if i don't throw the error in the model parsing
code...
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L1021[17:40:47] <williewillus> what's the
1.8 version of ItemRenderer.renderItemIn2D
L1022[17:40:48] <williewillus> ?
L1023[17:41:56]
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L1026[17:56:00] <williewillus> ah there
isn't one, renderItemIn2D took an IIcon and 3d-fied it in
code
L1027[17:56:19] <williewillus> is there
way in code where I can take an arbitrary TextureAtlasSprite, bake
it into the "3D item" look, and arbitrarily render
it?
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L1030[18:00:59] <laci200270> I made the
guiregistry for forge
L1031[18:01:37] <laci200270> the patches
are now generating
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L1047[18:18:19] <MonaDoge> Aha! I think
it is finally working!
L1048[18:19:36] <MonaDoge> So uh, if
anyone is listening, I'm trying to get into modding minecraft, but
I can't seem to figure out why there are always errors, even though
I (possibly) typed it in correctly?
L1049[18:20:11] <gigaherz> [00:56]
(williewillus): is there way in code where I can take an arbitrary
TextureAtlasSprite, bake it into the "3D item" look, and
arbitrarily render it?
L1050[18:20:23] <gigaherz> well mc does
that so there must be a way ;P
L1052[18:20:56] <gigaherz> what's
"minecraft"?
L1053[18:20:57] <williewillus> well the
more general question is if I can ask arbitrary models not tied to
blocks or items to be loaded and baked and rendered
L1054[18:21:07] <gigaherz> also you are
missing commas
L1055[18:21:18] <williewillus> I know the
answer is yes but idk what classes to look at
L1056[18:21:33] <MonaDoge> Thanks. Trying
to find the other errors here.
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L1058[18:22:09] <gigaherz> MonaDoge: do
you know any Java? or did you try to dive into modding without
previous knowledge?
L1059[18:22:38] <MonaDoge> Well, I have
worked a teensy bit with Java before. My dad has taught me a bit,
and he is a Java programmer by trade.
L1060[18:22:47] <MonaDoge> But nothing
major. Like basic adding and stuff.
L1061[18:22:53] <MonaDoge> Math and
things...
L1062[18:23:16] <MonaDoge> I assumed it
was not enough, but I'm trying anyways.
L1064[18:23:34] <gigaherz> this is a
recipe from my mod, for reference
L1065[18:24:06] <MonaDoge> So, the
boilerplate code to initialize everything works fine... it says a
message in the console, and it shows up in the modlist, although
not localized.
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L1067[18:24:25] <gigaherz> did you create
the language file?
L1068[18:24:47] <MonaDoge> Well, not yet,
but I figured I'd make the basic stuff first.
L1069[18:24:58] <MonaDoge> I want to at
least get a crafting recipe under my belt.
L1070[18:25:00] <gigaherz> wel lthat
explains why it's not localized then ;P
L1071[18:25:19] <MonaDoge> Yeah.
L1072[18:25:32] <gigaherz> are you using
1.8?
L1073[18:25:47] <MonaDoge> Nope. 1.7.10
forge.
L1074[18:25:59] <MonaDoge> Not the
latest, I dont think.
L1075[18:26:21] <MonaDoge> Oh wait.. I
made a mistake in that I thought I needed to have the same version
of forge on both client and dev sides
L1076[18:28:13] <gigaherz> well it's
generally a good idea
L1077[18:28:18] <gigaherz> but it's not
strictly required
L1079[18:28:48] <gigaherz> yo uare still
missing commas
L1080[18:28:52] <MonaDoge> Hm.
L1081[18:29:03] <MonaDoge> Oh I
see!
L1082[18:29:05] <gigaherz> also you have
an extra one at the end
L1083[18:29:18] <MonaDoge> I got rid of
that guy and I added some commas.
L1084[18:29:48] <gigaherz> then, another
issue oyu have is in the itemstack
L1085[18:29:56] <MonaDoge> Okay...
L1086[18:29:59] <gigaherz> there's a
rogue "(" in it, that should also be a comma
L1087[18:30:09] <MonaDoge> I was trying
to use metadata to get podzol.
L1088[18:30:32] <gigaherz> then you want
to look at the ItemStack constructors
L1089[18:30:42] <gigaherz> they look like
"new ItemStack(item, number, metadata)"
L1090[18:30:52] <MonaDoge> Ahhh ok.
L1091[18:31:05] <MonaDoge> My dad got me
a book covering this stuff and it didn't say that. Thanks.
L1092[18:31:32] <gigaherz> a book about
forge?
L1093[18:31:40] <MonaDoge> About modding
WITH forge.
L1094[18:31:52] <gigaherz> ah, nice
L1095[18:31:54] <MonaDoge> Every other
book used outdated things like Canary or ModLoader.
L1096[18:32:19] <gigaherz> there's plenty
of video tutorials around, also
L1097[18:32:29] <gigaherz> and text
ones
L1098[18:32:39] <gigaherz> most of them
assume you already know how to write java code, though ;P
L1099[18:32:48] <gigaherz> you have twice
the challenge
L1100[18:33:14] <MonaDoge> So this is my
itemstack thingy: GameRegistry.addRecipe(new ItemStack(Blocks.dirt,
2, 2) But when I add the paren at the end, it gives me an
error.
L1101[18:33:28] <MonaDoge> Its a syntax
error.
L1102[18:33:34] <MonaDoge> Invald
assignment operator?
L1103[18:33:45] <MonaDoge> Is that the
one I should replace w/ a comma?
L1104[18:34:19] <gigaherz> between any
two function parameters, there should be a comma
L1105[18:34:29] <gigaherz>
GameRegistry.addRecipe(a,b,c,...);
L1106[18:34:32] <MonaDoge> And at the
end, a paren.
L1107[18:34:44] <gigaherz> in this case
"a" is a class constructor
L1108[18:34:47] <gigaherz> "new
ItemStack(Blocks.dirt, 2, 2)"
L1109[18:35:00] <gigaherz>
GameRegistry.addRecipe(new ItemStack(Blocks.dirt, 2,
2),b,c,...);
L1110[18:35:02] <gigaherz> so it becomes
like that
L1111[18:35:15] <gigaherz> then the rest
of the data follows
L1112[18:35:19] <MonaDoge> Hm.
L1113[18:35:42] <MonaDoge> So in that
case, what are b and c outside the Blocks.dirt thing?
L1114[18:35:46] <gigaherz> "b"
would be the first row of the recipe
L1115[18:35:53] <gigaherz> "c"
the second row of the recipe
L1116[18:35:58] <MonaDoge> Ahhh...
L1117[18:36:05] <gigaherz> then the rest
goes in pairs
L1118[18:36:12] <gigaherz> the first of
the pair, is the letter you used
L1119[18:36:18] <gigaherz> the second of
the pair, what this letter represents
L1120[18:36:21] <MonaDoge> Hm. You did it
a lot different in this example you gave me...
L1121[18:36:33] <gigaherz> my recipe is a
3x3 recipe, for the crafting table
L1122[18:36:37] <MonaDoge> Ah.
L1123[18:36:46] <gigaherz> so it has 3
rows of 3 letters
L1124[18:36:51] <gigaherz> where blanks
are empty slots
L1125[18:36:55] <MonaDoge> Ohhhh!
L1126[18:37:01] <MonaDoge> Okay, I get
it.
L1127[18:37:35] <MonaDoge> So about the
invalidAssignmentOperator error, does that mean I have to add a
semicolon?
L1128[18:37:56] <gigaherz> I'm not sure
where that is
L1129[18:37:56] <MonaDoge> Or
colon?
L1130[18:38:11] <MonaDoge> After the
second two in the Blocks.dirt thing
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L1132[18:38:34] <MonaDoge> This is my
GameRegistry thing: GameRegistry.addRecipe(new
ItemStack(Blocks.dirt, 2, 2)
L1133[18:38:52] <MonaDoge> So, should I
get rid of the paren and add a comma there?
L1134[18:38:55] <gigaherz> no
L1135[18:39:00] <gigaherz> you need a
comma AFTER the paren
L1136[18:39:04] <MonaDoge> ohh..
L1137[18:39:31] <gigaherz> the
"new" operation looks like "new Something(args
here)"
L1138[18:39:36] <MonaDoge> It's still
saying it's an error?
L1139[18:39:42] <gigaherz> but it counts
as one separate thing, to the compiler
L1140[18:39:54] <MonaDoge> When I have
this: 2, it works, but when I have 2), its an error.
L1141[18:40:21] <MonaDoge> And then
there's a lot of stuff about Enum things.
L1142[18:40:23] <gigaherz>
GameRegistry.addRecipe(new ItemStack(Blocks.dirt, 2, 2),
"ab", "ba", "a", something,
"b", something);
L1143[18:40:29] <gigaherz> enters don't
matter
L1144[18:40:36] <gigaherz> it means the
same to the compiler
L1145[18:40:46] <gigaherz> (unless they
are inside a string)
L1146[18:40:58] <MonaDoge> But the de
facto standard is to use enter and make it look readable,
right?
L1147[18:41:06] <williewillus> but this
is basic java stuff that should probably be better spent in a
tutorial than modding though
L1148[18:41:10] <gigaherz> well that's
for your own benefit
L1149[18:41:13] <gigaherz> when you try
to read it later
L1150[18:41:47] <gigaherz> williewillus:
yeah, but the channel was idle so ;P
L1151[18:41:47] <MonaDoge> So, do I have
to remove ALL the errors for it to actually work?
L1152[18:41:51] <gigaherz> yes
L1153[18:42:10] <gigaherz> the compiler
will refuse to generate the output files if it can't read through
to the end without errors
L1154[18:42:12] <MonaDoge> Hrm.
L1155[18:42:21] <MonaDoge> It's like a
huge puzzle, then.
L1156[18:42:34] <gigaherz> only if you
don't know what the pieces mean ;P
L1157[18:42:39] <MonaDoge> So what is
EnumBody?
L1158[18:42:56] <gigaherz> I have no idea
what that refers to
L1159[18:43:14] <MonaDoge> It refers to
the end of the GameRegistry device.
L1160[18:43:25] <gigaherz> can you
pastebin the whole file?
L1161[18:43:32] <MonaDoge> Okay.
L1163[18:44:18] <gigaherz> well that
explains it
L1164[18:44:26] <MonaDoge> What
does?
L1165[18:44:38] <MonaDoge> OHHHH!
L1166[18:44:43] <gigaherz> you are
writing things outside the class
L1167[18:44:45] <MonaDoge> I dont think I
imported the right packages.
L1168[18:44:55] <gigaherz> not even just
outside a function, but outside the class it self
L1169[18:44:59] <MonaDoge> Hm.
L1170[18:45:00] <gigaherz> that's why the
compile is so badly confused
L1171[18:45:06] <gigaherz>
compiler*
L1172[18:45:29] <gigaherz> in Java, the
code goes inside a functions, and functions go inside classes
L1173[18:45:39] <MonaDoge> So where is
the thing thats wrong?
L1174[18:45:49] <MonaDoge> (sorry if I
may seem stupid, I just don't have THAT much experience)
L1175[18:46:17] <gigaherz> you see this
"init" function you have up there?
L1176[18:46:32] <MonaDoge> You mean the
import stuff?
L1177[18:46:37] <MonaDoge> Or the
init.Blocks?
L1178[18:46:40] <gigaherz> no
L1179[18:46:44] <gigaherz> I mean where
it says "code to show it works"
L1180[18:46:46] <williewillus> so anyone
know what classes I should look at if I want to load an arbitrary
model and bake it?
L1181[18:46:54] <williewillus> arbitrary
-> not tied to a block or item
L1182[18:47:07] <williewillus> and then I
can pass it to anything that takes an ibakedmodel to render
it
L1183[18:47:07] <gigaherz> no idea
XD
L1184[18:47:08] <MonaDoge> Okay, whats
wrong with that?
L1185[18:47:16] <gigaherz> MonaDoge: your
recipe should go inside there
L1186[18:47:20] <MonaDoge> Oh!
L1187[18:47:27] <MonaDoge> That was a
stupid mistake on my part.
L1188[18:47:37] <gigaherz> and I REALLY
recommend you find a beginner's tutorial/book on Java
L1189[18:47:38] <MonaDoge> I didn't even
notice :p
L1190[18:47:45] <gigaherz> so you can
learn the basics of how the code is structured ;P
L1191[18:47:52] <MonaDoge> Yeah my dad
and brother have some Java how-to books.
L1192[18:48:12] <williewillus> oh it's
literally just ModelLoader.getModel which loads it if not loaded
lol
L1193[18:48:16] <williewillus> I should
look before asking
L1194[18:48:20] <gigaherz> lol
L1195[18:57:31] <MonaDoge> Oh yeah! It
works! I made a recipe.
L1196[18:57:55] <gigaherz> yay ^_^
L1197[18:58:04] <MonaDoge> I'mma mess
with some other stuff now.
L1198[18:58:31] <gigaherz> have fun
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L1208[19:23:55] <MonaDoge> So where would
I find documentation for all this stuff?
L1209[19:24:39]
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L1210[19:26:48] <williewillus> what
stuff?
L1211[19:27:03] <MonaDoge> I mean, all
the functions and hooks and things that forge has to offer.
L1212[19:27:12] <williewillus> the
generally most helpfufl resource for modding is well-known open
source mods on github
L1213[19:27:13] <williewillus> or
here
L1214[19:27:29] <gigaherz> ideally
L1216[19:27:34] <gigaherz> everyone would
submit docs there
L1217[19:27:38] <gigaherz> and we'd all
be happied forf it
L1218[19:27:40] <gigaherz> for it*
L1219[19:28:02] <gigaherz> happier*
L1220[19:28:19] <gigaherz> but because
that's highly incomplete
L1221[19:28:27] <gigaherz> best approach
is to describe your idea here
L1222[19:28:40] <gigaherz> and we'll tell
you how to achieve what you want
L1223[19:28:43] <gigaherz> or if it's
even possible
L1224[19:28:56] <gigaherz> or in case
something too similar exists, warn you if we know about it
L1225[19:29:22] <MonaDoge> Hm.
L1226[19:29:24] <MonaDoge> Okay.
L1227[19:29:57] <MonaDoge> I was aiming
to make a mod that adds things in really no particular order, if
you know what I mean,
L1228[19:30:06] <MonaDoge> Like
OpenBlocks, maybe? I dunno.
L1229[19:30:17] <MonaDoge> Or Orespawn or
something.
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L1231[19:30:59] <killjoy> Has anyone seen
Spectre?
L1232[19:31:21] <gigaherz> not yet
L1233[19:31:22] <gigaherz> no
spoilers
L1234[19:31:23] <gigaherz> XD
L1235[19:31:36] <killjoy> What about the
intro that had nothing to do with the actual movie?
L1236[19:31:46] <killjoy> well, the
opening credits
L1237[19:31:48] <gigaherz> I don't think
so
L1238[19:31:53] <gigaherz> I have seen a
couple trailers
L1240[19:32:06] <killjoy> that
basically
L1241[19:32:46] <killjoy> they snuck a
music video into the opening
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L1244[19:33:07] <killjoy> My first
thoughts on it: "I've seen enough hentai to know where this is
going"
L1245[19:33:28] <killjoy> Wait.. that's
not the scene from the movie..
L1246[19:33:44] <killjoy> where are the
tentacles?
L1247[19:34:52] <gigaherz> I have heard
the song
L1248[19:35:21] <gigaherz> I probably
chose to only listen to it, in case the music video had any
spoilers
L1249[19:35:46] <killjoy> it did
L1250[19:35:57] <killjoy> but only if you
knew what they were
L1251[19:36:03] <killjoy> nothing
plot-wise
L1252[19:36:06] <gigaherz> ah
L1253[19:36:11] <gigaherz> yeah those
don't matter
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L1256[19:36:37] <gigaherz> it's like the
trailers, you watch them and you are like "ok, sounds
fun"
L1257[19:36:57] <gigaherz> but then you
watch the movie and it's like "oooh, such a spoiler, and I
didn't know!"
L1258[19:37:04] <gigaherz> (trailers in
general, i mean)
L1259[19:37:07] <williewillus> if I make
a custom minecart what kind of EnumMinecartType should I return?
0.o
L1261[19:37:11] <williewillus> rideable
doesn't sound right
L1262[19:37:28] <williewillus>
EntityMinecart.getMinecartType sepcifically
L1263[19:37:29] <killjoy> nsfw-ish
L1264[19:38:30] <killjoy> what a sexy
octopus
L1265[19:42:53] <MonaDoge> So I'm
creating an item, right, and it is telling me my functions are
undefined, and when I try to define it, no forge/minecraft
functions show up. What do I do then?
L1266[19:43:41] <killjoy> Which
methods?
L1267[19:43:47] <williewillus> and how so
"undefined"
L1268[19:43:55] <MonaDoge> setCreativeTab
and setUnlocalizedName
L1269[19:43:58] <MonaDoge> Oh wait
L1270[19:44:04] <killjoy> Server?
L1271[19:44:07] <MonaDoge> setCreativeTab
and Reference.MODID
L1272[19:44:12] <MonaDoge> It's client,
pretty sure.
L1273[19:44:14] <gigaherz> is your item
class inheriting from the Item class?
L1274[19:44:31] <gigaherz> also
"Reference.MODID" is supposed to be replaced with your
main mod class
L1275[19:44:39] <MonaDoge> Ah.
L1276[19:44:54] <gigaherz>
"NeatVocks.MODID" based on your previous paste
L1277[19:45:16] <MonaDoge> Wow, you know
my mod better than me lol
L1278[19:45:43] <gigaherz> I know the
structure, so I know where to look
L1279[19:46:10] <MonaDoge> Now both of
the functions are unlocalized for the type common.
L1280[19:46:38] <MonaDoge> I have the
option to create a method for it, or rename it in the files.
L1281[19:49:53] <gigaherz> neither of
which is the real issue
L1282[19:50:15] <MonaDoge> Hm.
L1283[19:50:29] <killjoy> Hm.. is this in
dev or prod?
L1284[19:50:30] <MonaDoge> Then the
solution is?
L1285[19:50:38] <MonaDoge> I think its in
dev?
L1286[19:51:14] <gigaherz> hard to say
without seeing the code ;P
L1287[19:52:16] <MonaDoge> I'll get a
pastebin link.
L1289[19:54:36] <killjoy> those methods
don't exist because they don't
L1290[19:54:49] <MonaDoge> They
dont?
L1291[19:54:55] <killjoy> The constructor
is for common
L1292[19:55:01] <gigaherz> I want you to
take a look at it
L1293[19:55:02] <killjoy> put it in
Kryolatium
L1294[19:55:15] <gigaherz> and notice
exactly where the constructor method is in relation to the item
class
L1295[19:55:16] <gigaherz> XD
L1296[19:55:22] <MonaDoge> I'mma take a
look at it to see if I can solve it.
L1297[19:55:47] <MonaDoge> Oh. Oh.
Ohhhhhhh.
L1298[19:55:49] <MonaDoge> I got
it.
L1299[19:58:42] <MonaDoge> Ugh, Forge
wiki is loading slowly.
L1300[19:59:01] <MonaDoge> So, texture
for item is done how?
L1301[20:00:14] <gigaherz> you put the
16x16 texture in the right folder inside resources
L1302[20:00:16] <williewillus> this is
1.8 right?
L1303[20:00:22] <MonaDoge> Nah, it's
1.7.10
L1304[20:00:22] <williewillus>
(pls)
L1305[20:00:24] <gigaherz> and then
reference it from the item
L1306[20:00:26] <williewillus>
dammit
L1307[20:00:41] <williewillus> unless
youre making an addon please mod on 1.8
L1308[20:01:07] <gigaherz>
src\main\resources\assets\<mod id in
lowercase>\textures\items\<item name>.png
L1309[20:01:07] <MonaDoge> Um, I planned
to make it cross-compatible with all kinds of mods. (when I learn
how)
L1310[20:01:09] <williewillus> anyways,
how do I get the java compiler to show me all compile errors, not
just the first 100?
L1311[20:01:29] <williewillus> yeah but
that won't be a while, you really should be on 1.8
L1312[20:01:50] <MonaDoge> eh, for my
first thing I'll stick on 1.7.10 I guess...
L1313[20:03:41] <williewillus>
>.<
L1314[20:07:19] <killjoy> It's better to
learn the latest than to update
L1315[20:07:38] <williewillus> ^^ and
doing that is also why we're stuck on 1.7 forever
L1316[20:08:07] <killjoy> but back then,
1.7 was the latest
L1317[20:08:13] <killjoy> and people were
still stuck on 1.6.4
L1318[20:09:27] <gigaherz> HAHAHAHA
L1319[20:09:37] <gigaherz> so the
yogscast finished blast off recently
L1320[20:09:45] <killjoy> all the old
guys died off, leaving only the 1.7 masterrace.
L1321[20:09:47] <gigaherz> and they are
going to replace it with "to the core"
L1322[20:09:54] <gigaherz> they almost
ragequit the other one
L1323[20:09:56] <killjoy> but now, 1.8
has become superior and the 1.7'ers refuse to adapt
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L1325[20:09:58] <gigaherz> can't wait to
see them play that.
L1326[20:10:34] <gigaherz> killjoy: well
everyone who said they were waiting for 1.8.8 has no excuse
anymore
L1327[20:10:35] <gigaherz> ;P
L1328[20:10:54] <gigaherz> and anyone who
says they are waiting for 1.9 is just lying
L1329[20:11:01] <gigaherz> because doing
1.8.8 is a perfectly valid stepping stone
L1330[20:11:01] <gigaherz> ;P
L1331[20:11:23] <killjoy> wait for
forge-1.8-recommended
L1332[20:11:25] <MonaDoge> yeah... I can
do 1.8.
L1333[20:11:26] <gigaherz> the model
system isn't going away, generics aren't going away, etc
L1334[20:11:36] <MonaDoge> I'mma port it,
even.
L1335[20:11:40] <gigaherz> MonaDoge:
almost everything you have done so far translates 1:1 to 1.8
;P
L1336[20:11:54] <MonaDoge> So, how easy
is porting?
L1337[20:11:59] <gigaherz> very
L1338[20:12:03] <MonaDoge> Hm.
L1339[20:12:05] <killjoy> ./gradlew
setupDecompWorkspace
L1340[20:12:06] <MonaDoge> Go on.
L1341[20:12:06] <gigaherz> all you have
to do is fixup the build.gradle file
L1342[20:12:08] <killjoy> that easy
L1343[20:12:11] <killjoy> Oh, and fixing
some imports
L1344[20:12:13] <gigaherz> andrerun
"gradlew setupDecompWorkspace"
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L1346[20:12:20] <gigaherz> then yeah fix
some imports
L1347[20:12:21] <killjoy> cpw.mods.fml
-> net.minecraftforge.fml
L1348[20:12:33] <MonaDoge> Wow, that
easy...
L1349[20:12:42] <gigaherz> it's easy
because you didn't do that much yet
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L1351[20:12:55] <gigaherz> block models
are a bit more annoying to port
L1352[20:13:01] <gigaherz> item textures
require a few more steps
L1353[20:13:06] <gigaherz> and other
stuff
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L1355[20:13:13] <MonaDoge> I'm making my
first item texture rn, so....
L1356[20:13:19] <gigaherz> the
textureworks
L1357[20:13:20] <MonaDoge> I will port
soon.
L1358[20:13:28] <gigaherz> it just takes
a tiny bit more code to make it show up
L1359[20:13:46] <gigaherz> basically: a
json file, and changing a couple lines in the mod
L1360[20:16:34] <MonaDoge> Okay, so: How
to port?
L1361[20:16:53] <killjoy> learn json
models
L1362[20:16:57] <gigaherz> okay from
files.minecraftforge.net,
L1363[20:16:57] <MonaDoge> Hrm.
L1364[20:17:04] <gigaherz> get the latest
1.8 "mdk" package
L1365[20:17:09] <gigaherz> which is
equivalent to the 1.7 "src" package
L1366[20:17:28] <gigaherz> you want to
replace your build.gradle with the 1.8 one
L1367[20:17:33] <gigaherz> and redo any
changes you had done to it
L1368[20:17:57] <gigaherz> then rerun
"gradlew setupDecompWorkspace" like how you did to setup
the initial environment
L1369[20:18:43] <gigaherz> are you using
eclipse to develop?
L1370[20:18:51] <gigaherz> I don't know
if you need to rerun "gradlew eclipse" after that
L1371[20:19:02] <MonaDoge> I'm using
Eclipse Mars 1, yes.
L1372[20:20:48] <MonaDoge> So the build
failed, and it's asking for another version of Gradle.
L1373[20:20:57] <MonaDoge> I'll replace
the gradlew file then?
L1374[20:21:02] <gigaherz> ah yes
L1375[20:21:10] <gigaherz> yo uened the
gradlew files and the gradle folder
L1376[20:21:24] <gigaherz> forgot about
that
L1377[20:23:25] <MonaDoge> Can't wait for
Yogscast's christmas streams.
L1378[20:23:31] <MonaDoge> I'mma watch em
ALLLLLLL this year.
L1379[20:23:34] <gigaherz> heh
L1380[20:23:37] <gigaherz> yeah i'll try
too
L1381[20:23:42] <MonaDoge> Das is
gut!
L1382[20:24:02] <gigaherz> I doubt i'll
be able to donate this year, though
L1383[20:24:09] <gigaherz> I don't have a
job currently :/
L1384[20:27:47] <MonaDoge> I think these
might be taking place during school time...
L1385[20:27:49] <MonaDoge> For me.
L1386[20:28:43] <MonaDoge> I'll be off.
Later.
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L1390[20:44:33] <killjoy> Free
advertizing much?
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L1394[21:00:28] <williewillus> is there
any documentation as to how to *actually* use extendedstates
:p
L1395[21:00:31] <williewillus> and
unlisted props
L1396[21:00:51] <williewillus> i imagine
they'd be the perfect thing alongside smart models to do "camo
blocks" in
L1397[21:00:51] <gigaherz> not
specifically, but I can explain what I know ;P
L1398[21:00:55] <williewillus> kk
sure
L1399[21:01:09] <gigaherz> ok so as you
probably know
L1400[21:01:16] <gigaherz> the basic
states are metadata-dependant
L1401[21:01:31] <gigaherz>
getExtendedState/getActualState (one calls the other, can't
remember which)
L1402[21:01:44] <gigaherz> allows you to
fine-tune the state based on context information
L1403[21:01:50] <gigaherz> such as
neighbours or a tileentity
L1404[21:01:59] <gigaherz> up until now,
this is all Vanilla
L1405[21:02:01] <williewillus>
ActualState is the vanilla ones that adds nonmeta but listed
props
L1406[21:02:08] <gigaherz> yes
L1407[21:02:16] <gigaherz> now comes the
Forge addition: unlisted states
L1408[21:03:02] <gigaherz> these states
can ONLY be returned from getExtendedState, and they are usedto add
extra information to the state
L1409[21:03:20] <gigaherz> that will be
passed over to the state mapper and/or the model loader
L1410[21:03:59] <gigaherz> the primary
use for unlisted states is to keep animation state data or
similar
L1411[21:04:26] <gigaherz> they don't get
included in the block table, so they don't actually count as
distinct states
L1412[21:04:37] <gigaherz> they are
client-side-only because they are designed for rendering
L1413[21:04:48] <gigaherz> and without a
custom state mapper
L1414[21:04:59] <gigaherz> they will not
cause the model itself to switch
L1415[21:05:08] <williewillus> so
theoretically would this work: I have a camo block that uses an
unlisted prop to store an IBlockState of what it's masquerading as,
then I register a smartblockmodel that takes this extended state
then queries the model store to get the model to camo as
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L1420[21:06:42] <gigaherz> yes that
should work
L1421[21:07:04] <williewillus>
awesome
L1422[21:07:06] <gigaherz> I'm not
certain if you need a custom state mapper for what you
describe
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L1425[21:08:48] <williewillus> wait how
do I make an extendedblockstate to return in getExtendedState, i
just construct my own subclass or?
L1426[21:08:48] <GhostfromTexas> bleh
Java... still getting used to it after being away for so, so
long
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L1428[21:09:51] <gigaherz> I believe so,
williewillus
L1429[21:11:11] <williewillus> well
theres a "ExtendedStateImplementation"
L1430[21:11:17] <williewillus> ill just
look at the forge examples lol
L1431[21:11:37] <williewillus> camo block
might make a good example to put on readthedocs showcasing the
power of extended states
L1432[21:15:01] <gigaherz> well you know
how to write markdown? ;P
L1434[21:15:19] <gigaherz> ;P
L1435[21:19:53] <shadekiller666>
lol
L1436[21:21:58] <gigaherz>
shadekiller666: and you know you could be writing a doc on how to
make use of .obj/.b3d models ;P
L1437[21:22:03] <gigaherz> and I could
probably be writing stuff too!
L1438[21:22:10] <shadekiller666> i
started one
L1439[21:22:13] <gigaherz> the only
reason readthedocs is so empty is that we don't write! ;P
L1440[21:22:26] <shadekiller666> then i
had to, you know, work on the actual loader :P
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L1443[21:30:54] <gigaherz>
shadekiller666: yeah I was referring to like, right now
L1444[21:31:07] <gigaherz> so that new
modders coming to try out 1.8.8's moding capabilities have
something to work from
L1445[21:31:29] <gigaherz> (including
existing pre-1.8 modders)
L1446[21:32:51] <gigaherz> best of all,
no need to mess with git!
L1447[21:33:01] <gigaherz> you can fork
the repo and edit from within github itself!
L1448[21:33:17] <shadekiller666>
lol
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L1450[21:33:52] <gigaherz> github's
preview panel is very helpful for editing markdown ;P
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L1456[21:40:12] <williewillus> gigaherz:
what is IExtendedProperty's valueToString used for and how would I
do that for an IBlockState :p
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L1458[21:42:14] <Rallias> How would I go
about downloading the javadoc for the latest 1.7.10 forge?
L1459[21:42:20]
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L1461[21:44:51] <gigaherz> williewillus:
no idea XD
L1462[21:46:27] <killjoy> I'm creating a
method that will be calling translation(key).end(). What should I
call it?
L1463[21:46:34] <killjoy> Right now, I'm
thinking quickTranslate
L1464[21:46:50] <killjoy> It's part of my
chat builder
L1465[21:47:59] <Horfius> So I have this
code
http://pastebin.com/rNwbi6Pe and whenever I use
GL11.glMatrixMode(); I get glErrors in console. Doesn't matter
which of the four modes I use (I've tested both MODELVIEW and
PROJECTIONVIEW)
L1466[21:48:03]
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(~Hink@146-115-152-96.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com)
L1467[21:48:13] <killjoy> What
version?
L1468[21:48:26] <Hink> What would be the
best way to javadoc a table of information?
L1469[21:48:32] <killjoy>
<table>
L1470[21:48:37]
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klingen und das T�ten angemessen wirkt. (George
Orwell))
L1471[21:48:38] <Hink> HTML <td>
tags or <ol>?
L1472[21:48:44] <Hink> Wiat.
L1473[21:48:46] <Hink> It's not a
list.
L1474[21:48:48] <Hink> Doi.
L1475[21:49:00] <killjoy>
<table><tr><td>
L1476[21:49:06] <Hink> Yup.
L1477[21:49:07] <gigaherz>
<table><tr><td></td></tr></table>
L1478[21:49:10] <Horfius> Can someone
tell me why I'm getting "1280: invalid enum" from my
code?
L1479[21:49:23] <killjoy> Horfius, what
version?
L1480[21:49:35] <Horfius> 1.8 with
1572
L1481[21:49:42] <killjoy> Use
GlStateManager instead of GL11
L1483[21:49:51] <Horfius> Okay
L1484[21:49:56] <killjoy> woo
L1485[21:50:07] <killjoy> Let me go into
the realms classes
L1486[21:51:09] <Horfius> Don't see how
that'd change the code since it's just wrapper methods
L1487[21:51:26] <Horfius> Other than the
fact that I'd be using the "official" wrapper and
whatever
L1488[21:51:47] <williewillus> er, how do
I register a smart block model lol
L1489[21:52:08] <gigaherz> williewillus:
either register a custom state mapper
L1490[21:52:10] <killjoy> GlStateManager
is not just wrappers
L1491[21:52:15] <gigaherz> and return the
model from the state mapper
L1492[21:52:16] <gigaherz> or
L1493[21:52:19] <Horfius> The matrixMode
method is
L1494[21:52:26] <gigaherz> subscribe to
ModelBakeEvent
L1495[21:52:38] <gigaherz> and bindthe
model to the resourcelocation
L1496[21:53:13] <Horfius> Unless I should
not be using matrixMode, which is what everything I've looked up
has pointed to (for rotating a texture around its center)
L1497[21:55:47] <killjoy> You should just
need to use GlStateManager.rotate
L1498[21:56:00] <killjoy> When drawing,
Minecraft is already in the right drawing mode
L1499[21:56:04] <Horfius> Doing that
would rotate it in screen space, not texture space
L1500[21:56:10] <killjoy> push and
pop
L1501[21:56:12] <Horfius> I want to
rotate the actual texture
L1502[21:56:46] <Horfius> And yes, I've
tried with just push and popping it
L1503[21:56:59] <killjoy> pushMatrix();
rotate(...); render();popMatrix();
L1504[21:57:17] <GhostfromTexas> weee my
delay event system is working.. weee
L1505[21:57:18] <Horfius> That rotate
moves it on screen space
L1506[21:57:24] <killjoy> No it
doesn't
L1507[21:57:27] <Horfius> I want to
rotate the texture, which isn't happening
L1508[21:57:29] <Horfius> I've done
that
L1510[21:57:42] <Kobata> You got the
wrong constants
L1511[21:57:43] <Horfius> I've read how
matrixMode works
L1512[21:57:49] <Horfius> Oh...
L1513[21:57:51] <Horfius> Fuck
L1515[21:58:03] <Horfius> Docs I was
reading said GL_MODELVIEW_MATRIX
L1516[21:58:23] <Horfius> Well now I feel
stupid >.>
L1517[21:58:33] <Kobata> The GL_*_MATRIX
are for glGet
L1518[21:58:33] <Horfius> Lets see if
that works
L1519[21:58:37] <Horfius> Ahhh
L1520[21:59:13] <Horfius> OH GOD
L1521[21:59:15] <Horfius> I GOOFED
L1522[21:59:53] <williewillus> wheres the
method to get a ibakedmodel from iblockstate
L1523[21:59:57] <Hink> Is pastebin PRO
worth it?
L1524[22:00:00] <Hink> I feel like it
is.
L1525[22:00:06] <Hink> And good to
support them.
L1526[22:00:09] <Horfius> I'm gonna take
a gif of this
L1528[22:01:10] <killjoy> Well that's
weird
L1529[22:01:12] <Horfius> Let's try
PROJECTION now..
L1530[22:01:17] <Horfius> I did
model
L1531[22:01:20] <Kobata> Hah, it even
messes with the post-processing
L1532[22:01:49] <Horfius> So...
L1533[22:02:47] <Horfius> Would help if I
finished the code and loaded the identity >.>
L1534[22:03:00] <killjoy> I don't suggest
loading identity
L1535[22:03:23] <Horfius> If I change the
matrixMode I'm pretty sure I have to
L1536[22:03:48] <killjoy> I'm still a bit
confused on what you want to do.
L1537[22:03:54] <killjoy> do you want to
just rotate the texture?
L1538[22:04:01] <killjoy> or rotate
around the texture's center?
L1539[22:04:03] <Horfius> I want to
rotate a texture, then render it on the screen
L1540[22:04:11] <Horfius> And I wanna
rotate the texture around its center
L1541[22:04:42] <killjoy> The way you're
doing it in the link you posted is right, but you don't need to set
the matrix mode.
L1542[22:04:47] <killjoy> also use
GlStateManager
L1543[22:04:57] <Horfius> I swapped my
code over to the manager
L1544[22:05:15] <killjoy> don't set mode,
don't load identity.
L1545[22:05:58] <Horfius> So let me see
what happens when I just remove those then
L1546[22:06:37] <killjoy> I also don't
think you need to scale the bounds when you draw. just an fyi
L1547[22:07:02] <Horfius> So It's
rotating the texture, but around the origin of the screen at the
radius of the screen
L1548[22:07:20] ***
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L1549[22:07:21] <Horfius> Which is not
what I want it to do
L1550[22:07:50] <killjoy> try translate(x
+ width/2, y + height /2, 0) then scaling, then translating
back
L1551[22:08:04] <killjoy> it scales
around 0,0, right?
L1552[22:08:07] <killjoy> I mean
rotates
L1554[22:08:11] <Horfius> Yes
L1555[22:08:18] <GhostfromTexas> i think
the hardest part on doing this mod is going to be the texturing..
oi
L1556[22:08:20] <GhostfromTexas> and
models
L1557[22:08:23] <Horfius> Or wherever
it's translated to, but still at the same radius
L1558[22:08:27]
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L1559[22:08:59] <gigaherz>
GhostfromTexas: there's always plenty of pixel artists around
desperate for some commision work
L1560[22:09:16] <Horfius> That just makes
it rotate around the center of the screen instead of the
corner
L1561[22:09:21] <gigaherz> (around I
mean, on the internet)
L1562[22:10:00] <killjoy> move to center,
rotate, move back
L1563[22:10:25] <gigaherz> Horfius: make
yourself a rotateAroundPivot function
L1564[22:10:44] <gigaherz>
translate(-pivot); rotate; translate(pivot)
L1565[22:10:44] <Horfius> What would I
put in there?
L1566[22:11:10] <Horfius> Wouldn't I
translate(pivot); rotate; translate(-pivot)?
L1567[22:11:10] <theFlaxbeard> Does there
exist any nice way to render just a set of armor? Right now I'm
using a zombie but I can't find a way to hide him, thinking I'll
have to make a custom invisible bipedal entity.
L1568[22:11:18] <gigaherz> no
L1569[22:11:23] <gigaherz> you want to
make pivot the new zero
L1570[22:11:27] <gigaherz> so you have to
translate(-pivot)
L1571[22:11:29] <Horfius> Ah
L1572[22:11:47] <GhostfromTexas> yeah
will have to see haha - hoping we can have a cool enough mod
somoene will want to be a part of the team, but prolly not, might
have to hire someone :P
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L1574[22:14:56] <killjoy> theFlaxbeard,
use an armor stand
L1575[22:15:04] <theFlaxbeard> killjoy:
1.7.10 :P
L1576[22:15:09] <killjoy> Not using 1.8?
Time to update
L1577[22:15:19] <theFlaxbeard>
Can't
L1578[22:15:24] <theFlaxbeard> addon for
1.7 mod
L1579[22:15:31] <Horfius> Lame :P
L1580[22:15:33] <killjoy> Create a dummy
player npc
L1581[22:15:42] <killjoy> *entity
L1582[22:15:44] <theFlaxbeard> Is there a
way I can do that without making my own entity
L1583[22:15:57] <Horfius> Not that I can
see
L1584[22:16:01] <killjoy> make the model
use ModelBiped
L1585[22:16:12] <Horfius> It's working
:D
L1586[22:16:16] <Horfius> Thanks killjoy
and gigaherz
L1587[22:16:25] <gigaherz> theFlaxbeard:
give the zombie invisibility effect
L1588[22:16:26] <gigaherz> ;P
L1589[22:16:28] <killjoy> I wonder if
there's a cleaner way to do it
L1590[22:16:35] <theFlaxbeard> gigaherz:
I tried, but for some reason it's not working
L1591[22:16:48] <theFlaxbeard> using
RenderManager.instance.renderEntityWithPosYaw, might not render
potion effects
L1592[22:16:49] <theFlaxbeard> idk
L1593[22:17:10] <gigaherz> oh if you
render stuff yourself, no idea
L1594[22:17:16] <gigaherz> never done
that
L1595[22:17:39] <killjoy> It's so easy in
1.8 with model layers
L1596[22:17:47] <theFlaxbeard> heh
L1597[22:17:51] <gigaherz> out of
curiosity
L1598[22:17:54] <gigaherz> what are you
adding to?
L1599[22:17:59] <theFlaxbeard> Botania
haha
L1600[22:18:04] <gigaherz> ah
L1601[22:18:10] <gigaherz> someone here
is doing an unofficial port to 1.8
L1602[22:18:33] <theFlaxbeard> convince
me 1.8 is better
L1603[22:18:39] <theFlaxbeard> from what
I can tell it's not worth moving
L1604[22:18:42] <Horfius> Is vaz refusing
to update to 1.8?
L1605[22:18:48] <williewillus> I'm doing
the botania
L1606[22:18:58] <theFlaxbeard> Horfius:
For the time being, yes. He said he'll do a total rewrite if he
does.
L1607[22:19:05] <theFlaxbeard> *she
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L1609[22:19:08] <GhostfromTexas> our mod
is gonna be in 1.7 until most of the other major mods update
L1610[22:19:17] <GhostfromTexas> since
it's really designed to work with the other tehc mods
L1611[22:19:19] <williewillus> hopefully
maybe I can get something playable by new years :)
L1612[22:19:29] <Horfius> I'm pretty sure
my code wouldn't change from 1.7 to 1.8
L1613[22:19:33] <killjoy> Ghost, stahp
it
L1614[22:19:38] <killjoy> No actual
deps?
L1615[22:19:41] <killjoy> go to 1.8
L1616[22:19:48] <GhostfromTexas>
haha
L1617[22:19:49] <theFlaxbeard> Why the
push for 1.8 round these parts? :P
L1618[22:19:53] <killjoy> Just DO
IT
L1619[22:20:04] <gigaherz> theFlaxbeard:
becasue it's annoying to ask everyone
L1620[22:20:04] <gigaherz> XD
L1621[22:20:05] <killjoy> Don't let your
dreams be dreams
L1622[22:20:08] <killjoy> DO IT
L1623[22:20:09] <gigaherz> it's
like
L1624[22:20:11] <gigaherz> you try to
help
L1625[22:20:16] <GhostfromTexas> by the
time everyone gets ported to 1.8, 1.9 will be a thing
L1626[22:20:20] <gigaherz> then
"wait, this is 1.7.10? shit I have been misinforming you the
whole time!"
L1627[22:20:22] <gigaherz> ;P
L1628[22:20:25] <gigaherz>
GhostfromTexas: yes
L1629[22:20:28] <gigaherz> but 1.9 forge
will take a while
L1630[22:20:32] <gigaherz> they don't
want to rush it this time
L1631[22:20:40] <gigaherz> so we'll be on
1.8.8 for the foreseeable future
L1633[22:20:56] <gigaherz> until Mojang
decide 1.9 is stable enough to stop pushing bugfixes
L1634[22:21:01] <GhostfromTexas> oh I am
sure it will, but a lot of the big tech mods aren't updating yet
afaik
L1635[22:21:08] <gigaherz> yeah but
others are
L1636[22:21:11] <gigaherz> Thaumcraft 5
:D
L1637[22:21:24] <gigaherz> also some
other modders were waiting for 1.8.8
L1638[22:21:24] <killjoy> Back when 1.6.4
was still popular when 1.7 was out, there was a saying about
it.
L1639[22:21:26] <killjoy> Let it go
L1640[22:21:28] <gigaherz> so they have
one lessexcuse
L1641[22:21:31] <GhostfromTexas> ones
with lots of pipes aren't updating
L1642[22:21:42] <williewillus> it's just
the grind that puts off most people and others are willing to do
it
L1643[22:21:45] <GhostfromTexas>
yet
L1644[22:21:50] <williewillus> (see: alex
for buildcraft, or me for botania)
L1645[22:21:53] <gigaherz>
GhostfromTexas: well you see
L1646[22:21:56] <gigaherz> this is
modding
L1647[22:21:59] <gigaherz> if they don't
update
L1648[22:22:00] <williewillus> I'm happy
to offer all my work back to upstream, I don't care about
attribution
L1649[22:22:01] <gigaherz> they will be
replaced
L1650[22:22:16] <theFlaxbeard> It's
really annoying to replace this zombie
L1651[22:22:17] <gigaherz> Progressive
Automation is already out
L1652[22:22:17] <theFlaxbeard> hm
L1653[22:22:19] <gigaherz> with RF API
included
L1654[22:22:25] <gigaherz> a variant on
the 1.7.10 by cofh
L1655[22:22:29] <Hink> What would the
regex of | and : be?
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L1657[22:22:35] <gigaherz> and there's
already a mod doing RF-ducts
L1658[22:22:43] <Hink> +[|\|;]
L1660[22:22:44] <gigaherz> specifically
for this mod
L1661[22:22:59] <gigaherz> Hink: I assume
[\|\;]
L1662[22:23:08] <gigaherz> eh :*
L1663[22:23:15] <bspkrs> this
L1664[22:23:16] <gigaherz> although
L1665[22:23:23] <gigaherz> [|-:] may
work?
L1666[22:23:31] <GhostfromTexas> Our mod
is going to be quite small for a bit while we flesh out a few
things.. so for us to update to 1.8 in the future won't be that
drastic compared to others.. and we have 2 programmers working on
it
L1667[22:23:31] <gigaherz> I never know
exactly what needs escaping insidea []
L1668[22:23:35] <gigaherz> eh
L1669[22:23:35] <Hink> no it needs to be
escaped I think
L1670[22:23:38] <williewillus> could all
pull asie's and just go around updating things to 1.8
L1671[22:23:40] <gigaherz> [|:] may work?
**
L1672[22:23:43] <williewillus> I've been
hinking of doing that lol
L1673[22:23:43] <Hink> So [\|;]+
L1674[22:23:45] <Hink> Idk.
L1675[22:23:48] <bspkrs> | is an or
operator in regex
L1676[22:23:49] <Hink> Let us
see...
L1677[22:24:02] <gigaherz> bspkrs: yeah
but is it parsed inside a [] block?
L1678[22:24:07] <bspkrs> yes
L1679[22:24:15] <Hink> Still needs to be
escaped though.
L1680[22:24:24] <gigaherz> yeah then
[\|\:]
L1681[22:24:36] <gigaherz> or at most
[\|:]
L1682[22:25:05] <gigaherz> or you
know
L1684[22:25:07] <gigaherz> try it
yourself
L1685[22:25:07] <gigaherz> ;p
L1686[22:25:29] <williewillus> wat my
tile entity isnt saving
L1687[22:25:39] <williewillus> the block
is getting wiped on load, I'm pretty sure I registered it lol
L1689[22:25:44] <Hink> I prefer.
L1690[22:26:18] <gigaherz> the site I
linked was top on google
L1691[22:26:22] <gigaherz> it has a
description on the right
L1692[22:26:28] <gigaherz> with what the
regex is saying
L1693[22:26:35] <gigaherz> the
explanation box
L1694[22:26:46] <Hink> search engine
metadata == more cool factor?
L1695[22:27:21] <gigaherz> no idea
L1696[22:27:29] <gigaherz> but it does
have a very helpful explanation box
L1697[22:27:34] <gigaherz> which is why I
deemed it interesting
L1698[22:27:52] <williewillus> okay Im
having a derp moment when loading my save mc says "Skipping
BlockEntity with id " (blank string) but I register my TE in
preinit and I have writeToNBT and readFromNBT..
L1699[22:27:54] <williewillus> OHHH
derp
L1700[22:27:56] <williewillus> nvm
lol
L1701[22:28:00] <williewillus> forgot to
call super's read/write
L1702[22:28:27] <gigaherz> anyhow basedo
n this site
L1703[22:28:30] <gigaherz> all 3 variants
are valid
L1704[22:28:43] <gigaherz> [|:] [\|:] and
[\|\:]
L1705[22:28:45] <gigaherz> they all
work
L1706[22:34:38] <williewillus> is there a
camo block mod for 1.8 yet? If not i mightve just hacked together
the first lol
L1708[22:35:16] <GhostfromTexas> so
bad
L1709[22:35:44] <dangranos> well
L1710[22:35:55] <dangranos> it's better
than The Texture
L1711[22:36:07] <dangranos> that
pink/black one
L1712[22:36:23] <williewillus> better
than anything I could do lol
L1713[22:36:30] <williewillus>
artistically challenged. even more so in digital art
L1714[22:36:46] *
dangranos hugs williewillus
L1715[22:37:01] <williewillus> wait what
does the boolean returned from onBlockActivated do again lol
L1716[22:37:08] <williewillus> I broke
the right click on my camo block
L1717[22:37:12] <GhostfromTexas> hehe..
yeah myself and the other guy that's working on the mod are
professional game devs.. do live-streaming for fun, so decided to
do a mod. he's done modding before (never released anything, but
done some heavy stuff)
L1718[22:37:20] <GhostfromTexas> but we
are artistically challenged
L1719[22:37:41] <GhostfromTexas> but we
got a really solid code foundation so far haha
L1720[22:41:22] <williewillus> i like how
getting right click work right is taking more time than I did to
figure out the state system lol
L1721[22:42:07] <GhostfromTexas> what's
not working?
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L1723[22:46:28] <williewillus> oh derp of
course wasn't syncing the TE over network
L1724[22:46:45] <williewillus> jk still
not working
L1725[22:47:04] <williewillus> nvm now
it's working haha
L1726[22:47:34] <williewillus> hrm but my
TE still isn't saving?
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L1739[23:11:06] <williewillus> yeah
anyone have any idea? my te's aren't saving for some reason and idk
why 0.o
L1740[23:11:10] <williewillus> code in a
moment
L1741[23:13:57]
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(Quit: Leaving)
L1742[23:14:20] ***
tterrag|away is now known as tterrag
L1744[23:20:29] <tterrag> williewillus:
did you register it?
L1745[23:20:37] <williewillus> yeah, in
preinit
L1746[23:20:57] <tterrag> then no, not
really
L1747[23:21:04] <tterrag> oh wait
L1748[23:21:07] <tterrag> don't save to
"id"
L1749[23:21:16] <tterrag> pretty sure
that's going to overwrite the vanilla stuff
L1750[23:21:27] <williewillus> ohhh yeah
since vanilla uses id field
L1751[23:21:28] <williewillus> oops
L1752[23:21:31] <tterrag>
compound.setString("id", s);
L1753[23:21:32] <tterrag> yep
L1754[23:21:42] <tterrag> it's ok
L1755[23:21:45] <tterrag> I've done that
a few times myself
L1756[23:22:51] <tterrag> Matthew: you
there?
L1757[23:23:05] <Matthew> yeah
L1758[23:23:12] <tterrag> see
#ForgeGradle, sorry
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L1760[23:29:20] <PitchBright> this
probably isn't the right place (or best place to ask)… but does
anybody know of a way to make the server show the in-game Time of
Day…. in the MOTD that shows up in the multiplayer server
menu?
L1761[23:30:03] <PitchBright> (useful for
people who dont' want to connect to the server when it's night
time)
L1762[23:30:49] <tterrag> no
L1763[23:30:51] <tterrag> it's a static
text
L1764[23:30:56] <killjoy> PitchBright,
hook the ServerStatusResponse
L1765[23:31:01] <tterrag> :o
L1766[23:31:09] <killjoy> Bukkit can do
it
L1767[23:31:13] <williewillus> how do you
capture it?
L1768[23:32:00] <williewillus> oh its a
private field in MinecraftServer
L1769[23:32:19] <williewillus> the
motd
L1770[23:32:47] <PitchBright> so I need
to make a serverside mod that will do that, and then it passes that
info to the MOTD constantly?
L1771[23:32:53] <williewillus> yeah
L1772[23:32:58] <PitchBright>
interesting
L1773[23:33:07] <PitchBright> thanks for
that killjoy
L1774[23:33:14] <williewillus> maybe not
everytick but something sensible like every 30secs/600ticks it does
it
L1775[23:33:40] ***
Morphan1 is now known as MorphFK
L1776[23:33:54] <PitchBright> would only
need to do every 20th tick, if i wanted it to be realtime to
in-game, correct?
L1777[23:34:43] <williewillus> a mc
minute is roughly every 16 ticks, so yeah every 20th should be
fine
L1778[23:34:44] <killjoy> sure.
L1779[23:34:57] <PitchBright> kew
thanks!
L1780[23:35:39] <tterrag> you know I'm
surprised that hasn't been done before
L1781[23:35:45] <tterrag> show a moon/sun
on the server depending on the time
L1782[23:35:50] <tterrag> would be a
relatively easy hook
L1783[23:36:00] <tterrag> assuming
there's a way to ping the server for the time of day
L1784[23:36:01] <PitchBright> ooooh very
cool idea
L1785[23:36:02]
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bend.)
L1786[23:36:09] <tterrag> if not, it
would require a serverside mod of course
L1787[23:36:48] <williewillus> i think
all you can get clientside is the version the server is running and
whatever motd the server gives you
L1788[23:36:54] <tterrag> right
L1789[23:36:59] <tterrag> so it'd require
a custom mod packet
L1790[23:37:23] <PitchBright> oh that's
way beyond my skillset
L1791[23:37:51] <PitchBright> maybe I'll
start with just trying to do the time thing
L1792[23:38:31] ***
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L1793[23:39:48] <tterrag> it wouldn't be
particularly hard
L1794[23:39:54] <tterrag> a simple
integer req/resp packet
L1795[23:40:02] <tterrag> the hard part
would be the GUI hacking :P
L1796[23:40:16] <killjoy> btw, the string
on the packet is a chatcomponent
L1797[23:40:26] <PitchBright> i have zero
experience with packet stuff…. I think i'd be better at the gui
hacking part funny enough
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L1800[23:40:58] <PitchBright> oh
thanks!
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