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L1[00:01:16] ⇦
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L2[00:06:30] <MoxieGrrl> Dark: I have
homemade peanut butter oatmeal chocolate chip blondies. I'm good,
thanks. :P
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L26[01:16:44] <BaronNox> i think im getting
crazy… Can every json model file have a „display“: tag for
rendering in e.g. inventories?
L27[01:17:08] <BaronNox> im trying to
register my ItemBlock with a techne generated json
L28[01:17:55] <BaronNox> or should I just
add parent: builtin/generated at the top?
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L30[01:21:10] <BaronNox> ohhhh
L31[01:21:14] <BaronNox> i think I got
it
L32[01:24:40] ⇨
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L33[01:27:46] <BaronNox> those json *******
are driving me crazy
L34[01:51:45] ⇨
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L35[01:53:28] <BaronNox> ok, fuck that
shit
L36[01:55:04] <BaronNox> Can i actually
provide an ItemBlock with a custom model?
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L38[01:57:50] <BaronNox> 6h later and still
no custom 3D model for my ItemBlock....
L39[01:58:16] <Ordinastie_> there is a lib
that allows to dismiss all JSONs if you're interested :)
L40[01:58:25] <rakosmanjr> Is the ItemBlock
when the "block" is in your hand?
L41[01:59:38] <Ordinastie_> it's the item
form for a block
L42[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160602 mappings to Forge Maven.
L44[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160602-1.9.4.zip
(mappings = "snapshot_20160602" in build.gradle).
L45[02:00:15] <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/
L46[02:00:17] <BaronNox> IT WORKED!
L47[02:00:18] <BaronNox> kinda
L48[02:00:33] <BaronNox> my model is all
fucked up and the texture is not mapped correctly
L49[02:00:43] <BaronNox> looking at
greyfishes json generator
L50[02:01:29] <BaronNox> im not sure what
do do now
L51[02:01:37] <BaronNox> afk smoking
acig
L52[02:01:40] <BaronNox> a cig*
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L58[02:14:29] <BaronNox> Do uv coords in my
model.json refer to pixels?
L59[02:14:47] <Ordinastie_> 0-16
L60[02:15:08] <BaronNox> 0-16 for the file
width and height?
L61[02:15:28] <BaronNox> so if the file is
128x128 it’s 16x16 in uv?
L62[02:15:32] <Ordinastie_> value between 0
and 16, no matter the texture res
L63[02:15:50] <BaronNox> OMG This stupid
grayfish modeler
L64[02:16:18] <thecodewarrior> The
minecraft texture stitcher doesn't appear to like textures that are
taller than they are wide...
L65[02:16:41] <BaronNox> its power of 2 and
width == height
L66[02:17:21] <Ordinastie_> thecodewarrior,
like I said, it assumes width == height
L67[02:17:42] <Ordinastie_> if the width is
greater, you'll just end up with blank spaces, with just defeats
the whole purpose
L68[02:18:03] <thecodewarrior> ugh.
L69[02:18:03] <Ordinastie_> and if it's
smaller, yes, it will most likely overlap the bottom of the texture
for the next row
L70[02:18:46] <thecodewarrior> I mean, I
feel like this would be a simple problem to solve.
L71[02:18:48] <BaronNox> but its
128x128
L72[02:18:54] <thecodewarrior> Texture
stitching I mean.
L73[02:18:55] <BaronNox> its the same width
and height
L74[02:19:10] <Ordinastie_> BaronNox, not
related to your problem
L75[02:19:21] <BaronNox> and why is
grayfish’s modeler exporting wrong uv coords?!
L76[02:19:40] <BaronNox> Ordinastie_: ah ok
sry
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L78[02:20:45] <BaronNox> oh i know what
happened… brb fixing stuff
L79[02:24:37] <BaronNox> it’s working
\o/
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L82[02:37:41] *
gigaherz|work sighs
L83[02:37:47] <gigaherz|work> I really
don't feel like working today
L84[02:37:49] <gigaherz|work> XD
L85[02:38:11] <gigaherz|work> I need to get
a bicycle, so that it doesn't take so much effort getting to
work
L86[02:38:45] <Ordinastie_> you spend your
days on IRC, doesn't look like you're doing much work anyway
:p
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L89[02:39:00] <gigaherz|work> we are on QA
phase
L90[02:39:15] <gigaherz|work> which in here
means *everyone* is doing QA
L91[02:40:15] <gigaherz|work> but because
my office is in a different country, and the QA servers are on the
intranet, the only way we can do testing, is through VPN
L92[02:40:30] <gigaherz|work> and they have
some sort of issue where only one of us can be on the VPN at
once
L93[02:40:39] <BaronNox> lol
L94[02:40:46] <gigaherz|work> so yeah
L95[02:41:06] <gigaherz|work> one of my
coworkers is usually the one doing the test runs
L96[02:41:17] <gigaherz|work> while we
generally only do fixes
L97[02:41:20] <gigaherz|work> but it's
still boring
L98[02:41:27] <gigaherz|work> "this
little thing here is one pixel out of place"
L99[02:42:27] <gigaherz|work> assign issue
-> find code to edit -> create work branch -> commit &
push -> decide who you assign as reviewers to your pull request
-> wait -> merge
L100[02:43:34] <BaronNox> that’s more work
than the fix itself
L101[02:43:41] <gigaherz|work> yup.
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L105[02:47:18] <BaronNox> well still
better than trying to render a TESR as itemblock in your hand; just
to find out that i dont even need it and a simple json model will
do the same job. Welp 7h wasted
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L107[02:48:02] <BaronNox> but I found out
why my Tesselator didnt work yesterday. I forgot to close the
vertices….
L108[02:49:30] <BaronNox> but now my first
ever TESR block with 3d modeled itemblock is working like a
charm
L109[02:49:48] <BaronNox> it even has a
gui (using capabilities)
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L111[02:49:58] <BaronNox> fancy fancy
:D
L112[02:50:33] <BaronNox> *gui with
inventory
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L116[03:08:37] <luacs1998> !gm
ItemInWorldManager.activateBlockOrUseItem 1.8.9
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L119[03:16:41] <gigaherz|work> BaronNox:
:)
L120[03:17:01] <luacs1998> !gf
EntityTracker.trackedEntityHashTable 1.8.9
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L132[03:55:12] <masa> I don't really know
what to think, my portal forming code is currently workin although
it's not complete and is missing one type of check...
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L134[03:56:45] <masa> well at least adding
that check should allow it to work a bit better if the max block
count is increased to allow for huge portals, then it doesn't have
to check for up to that block count in the wrong places
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L146[04:23:21] <tterrag> errr oops
:P
L147[04:23:59] <tterrag> fixed :D
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L152[04:38:48] <tterrag> there, all
old/obsolte docs PRs taken care of
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L154[04:39:29] <tterrag> new pages:
L157[04:40:29] <tterrag> nothing crazy,
but I just wanted the PRs gone :P
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L164[05:08:55] <Wuppy> heh, time to google
the exact same thing for the 30th time this week
L165[05:09:00] <Wuppy> I really want to
know what weather it'll be....
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L169[05:38:42] *
AKTheKnight googles "weather near Wuppy"
L170[05:39:46] <Wuppy> nah I want to
specifically know the weather hour by hour over the weekend in
Oisterwijk, The Netherlands
L171[05:40:30] <rakosmanjr> There are
sites that will do that
L172[05:40:51] <Wuppy> I know, that's why
I've googled it 30 times this week already
L173[05:40:57] <Wuppy> but it changes
every hour or so
L174[05:41:33] <rakosmanjr> No, I mean
there are ones that will show a "live" radar for a
region
L175[05:41:54] <Wuppy> rakosmanjr, I need
to know beforehand
L176[05:42:19] <Wuppy> because I'll be
either in a tent our standing outside, it'll be nice to know what
the weather will be like
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L178[05:49:03] <gigaherz|work> Wuppy: the
further away the less accurate it gets
L179[05:49:09] <gigaherz|work> there's no
way to truly predict the weather
L180[05:49:13] <gigaherz|work> just the
tendency of it
L181[05:49:27] <gigaherz|work> so... keep
checking ;P
L183[05:50:08] <gigaherz|work> this shows
hour by hour XD
L184[05:50:11] <Wuppy> the difference this
time is impressive though
L185[05:50:19] <gigaherz|work> but only
the next 7 days
L186[05:50:21] <Wuppy> from nothing but
rain & thunder to great weather in an hour
L187[05:50:48] <Wuppy> I found one where
they also say the amount of rain and sun an hour
L188[05:50:57] <rakosmanjr> Hmm, sounds
like the weather around where I live
L189[05:51:25] <Wuppy> rakosmanjr, the
netherlands?
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L192[06:01:44] <Wuppy> perhaps an odd
question, but does anybody know if there's somethign you can get to
put over a fluorecent tube to make the light a bit less
bright
L193[06:01:53] <Wuppy> and maybe in
different colors etc.
L194[06:02:16] <rakosmanjr> Color paper if
you space it slightly from the bulb
L195[06:02:48] <gigaherz|work> fluorescent
lamps are known for emitting light in a very narrow spectrum, so
anything that deviates from their natural color would quickly make
it "black"
L196[06:02:48] <rakosmanjr> Or tissue
paper if you don't want it that dark
L197[06:03:32] <Wuppy> gigaherz|work, a
bit darker would also be perfectly fine :P
L198[06:03:55] <gigaherz|work> is it
"naked" or do you have a cover for it?
L199[06:04:07] <Wuppy> there's already a
plastic cover around them
L200[06:04:25] <gigaherz|work> aha then
get some thin paper sheets
L201[06:04:43] <gigaherz|work> you may be
able to cut them to size
L202[06:04:48] <gigaherz|work> and put
them on the inside of the cover
L203[06:04:56] <Wuppy> guess so,
yeah
L205[06:05:53] <gigaherz|work> found this
on the internets
L206[06:06:10] <Wuppy> holy hell how old
is that website
L208[06:06:17] <gigaherz|work> a bit older
thna this one
L209[06:07:30] <Wuppy> found them on dutch
websites as well now
L210[06:07:33] <Wuppy> damn those are
expensive
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L212[06:16:44] <AKTheKnight> Wuppy, use
"world tweaker" to make an easy recipe for them :P maybe
some glass with food colouring in the oven P
L213[06:17:02] <gigaherz|work> lol
L214[06:17:32] <Wuppy> hahaha
L215[06:17:44] <rakosmanjr> I don't know
about that, those covers are made with plastic
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L222[06:59:25] <Wuppy> hmm, so I have 2
classes which both extend the same base class
L223[06:59:37] <Wuppy> and I call a
function on that base class for both of them
L224[06:59:43] <Wuppy> on 1 of the classes
it does run
L225[06:59:45] <Wuppy> on the other it
doesnt
L226[06:59:48] <Wuppy> what could cause
that?
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L235[07:31:34] <gigaherz|work> Wuppy: in
C#, that could happen if one of the methods is
"override", and the other is "new", but I don't
think Java can do that at all
L236[07:31:35] <gigaherz|work> ;P
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L238[07:31:52] <Wuppy> it was c++
L239[07:32:00] <Wuppy> but after rewriting
the class the problem somehow went away
L240[07:32:06] <gigaherz|work> oh in C#
you also have virtual
L241[07:32:09] <gigaherz|work> C++*
L242[07:32:17] <Wuppy> yeah I was using a
pure virtaul function
L243[07:32:22] <Wuppy> but for some reason
that wasn't called at all
L244[07:32:30] <gigaherz|work> and the
overrides were both virtual?
L245[07:32:50] <rakosmanjr> You can
sometimes get that issue if your overrides don't have the correct
signature
L246[07:32:58] <Wuppy> it did
L247[07:33:04] <Wuppy> that's why I was so
confused
L248[07:33:06] <gigaherz|work> yeh that's
why C++11 added "override" as a keyword
L249[07:33:17] <gigaherz|work> virtual
void X() override {}
L250[07:33:18] <Wuppy> even with the
override keyword it didn't do anything
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L252[07:33:31] <gigaherz|work> if you
aren't overriding, that is supposed to error ;p
L253[07:33:42] <Wuppy> again, that's why I
was so confused
L254[07:34:26] <gigaherz|work> maybe there
was some compile glitch and one of the .o/.obj contained old
code
L255[07:34:58] <Wuppy> something like that
probably
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L266[07:45:08] <robedpixel> hello
L267[07:46:49] <rakosmanjr> Hello
L268[07:47:19] <robedpixel> i need help, i
don't know what event to use/what method to use to detect if my
player is equiping a specific equipment
L269[07:51:35] <rakosmanjr> Off hand, you
could try checking getArmorInventoryList()
L270[07:52:01] <rakosmanjr> Though I
haven't looked much at the player stuff, maybe someone else on
could point to an event if there is one
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L275[08:14:25] <rakosmanjr> Finally 3 days
later, my have built multiblock api and first multiblock structure
comes to life :D
L276[08:14:38] <rakosmanjr> half
built*
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L280[08:24:24] <rakosmanjr> Does anyone
know if a tile entity is notified that it is getting removed, or do
I need to propagate that from the block?
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L285[08:52:13] <masa> yay I got my portal
algorithms now figured out
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L289[08:53:21] <rakosmanjr> masa, what
exactly are the emerald blocks representing?
L290[08:53:50] <gigaherz|work>
akready-scanned blocks, if it's lke yesterday's video
L291[08:53:51] <gigaherz|work> ;P
L292[08:53:54] <gigaherz|work>
already*
L293[08:56:19] <rakosmanjr> It's in the
description -_-
L294[08:56:58] <rakosmanjr> Those
portals...
L295[08:58:16] <masa> yes?
L296[08:58:42] <masa> ugly but work pretty
nicely imo :p
L297[08:59:46] <rakosmanjr> No question,
just a trailing remark
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L300[09:11:08] <AKTheKnight> Mr fancy
pants over here with his algorithm :P
L301[09:11:12] <AKTheKnight> Is it
public?
L302[09:12:51] <masa> yes
L303[09:13:06] <masa> I haven't not pushed
the final cleaned version yet though
L304[09:13:16] <masa> -not
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L314[09:26:17] <Tris> An of you developing
cool mods need an artist?
L315[09:26:26] <Tris> Any* -.-
L316[09:33:08] <masa> haha, yes if you
look at my portal frame textures for example ;D
L317[09:33:24] <masa> but I don't know if
my mod is cool though...
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L319[09:34:13] <Tris> i mean i kinda need
a description to judge cruely and harshly with seven other
judgers
L320[09:34:51] <masa> exactly :p
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L332[10:09:36] <Temportalist> Tris:
yaaaassss
L333[10:09:57] <Tris> gib mod
description
L335[10:10:44] <rakosmanjr> That moment
when you realize your block just created hundreds of tile
entities...
L336[10:10:49] <Temportalist> And thats
just the start. There are other facets which have not been started
yet such as augmentation, enchanting, reincarnation, and
others
L337[10:11:57] <Temportalist> rakosmanjr:
ewwww
L338[10:12:24] <rakosmanjr> That's what I
thought as well
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L340[10:14:03] <Temportalist> Tris: there
isnt much of a description yet because the mod is still in its
birth
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L342[10:15:42] <ProbablePrime> Is there an
appropriate/convenient event for "User changed
Dimension"?
L343[10:17:15] <Tris> Temportalist,
doesn't.. exactly look like my cup of tea >.<
L344[10:17:22] <Temportalist> no
worries
L346[10:19:56] <masa> ProbablePrime: yes,
and funnily enough it's called PlayerChangedDimensionEvent
L347[10:20:08] <ProbablePrime> Wow,
OK
L348[10:20:17] <ProbablePrime> Thats
obvious thank you masa
L350[10:20:26] <ProbablePrime> *drinks
more coffee*
L351[10:20:30] <ProbablePrime> that'll
help
L352[10:20:51] <rakosmanjr> Turns out you
can't ask the world for a TE at your position if your in the TE's
activate method
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L354[10:24:37] <masa> why would you even
want to do that?
L355[10:25:00] <masa> ask the world for
basically what is "this" you mean?
L356[10:25:05] <rakosmanjr> It was buried
in code checking for a multiblock structure
L357[10:25:09] <rakosmanjr> YEs
L358[10:26:50] <rakosmanjr> My guess is
that it tried to call activate on the TE, which then queried for
"itself" again, over and over
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L360[10:30:32] <masa> recursion,l ovely
:p
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L365[10:44:45] <ghz|afk> WAIT WHAT
L366[10:44:54] <ghz|afk> 1.10-pre1?
L368[10:45:07] <ghz|afk> o_O
L369[10:45:10] <ghz|afk> already?!
L370[10:45:29] <rakosmanjr> Nooo!!!!
L371[10:46:30] <McJty> Oh my that's
fast...
L372[10:46:50] <McJty> A bit too fast to
be comfortable. I really wish modding can stabilize for a
while
L373[10:47:13] <rakosmanjr> Hopefully
there won't be many if any breaking changes
L374[10:47:56] <ghz|afk> enough that we'll
haveto recompile all the mods again
L375[10:47:56] <ghz|afk> ;P
L376[10:48:35] <McJty> Well we had to
recompile from 1.9 to 1.9.4
L377[10:48:46] <McJty> It would be
extremely surprising if we didn't have to at least recompile
now
L378[10:50:52] <ghz|afk> well we'll have
to recompile anyway, even if just to change the "supported
version" of forge
L379[10:51:09] <masa> "[Bug
MC-102378] - Signs, banners, end rods and anvils mirrored
incorrectly"
L380[10:51:12] ***
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L381[10:51:15] <ghz|afk> at least I don't
have "forge@[1.9,)" on the dependencies
L382[10:51:15] <ghz|afk> ,po
L383[10:51:17] <ghz|afk> ;P*
L384[10:51:25] <masa> heh I actually came
across that yesterday in my test world for my builder's wand
:p
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L388[10:59:22] <McJty> I strongly agree
with Searge's tweet
L390[11:01:01] <ghz|afk> me too ;P
L391[11:02:03] <rakosmanjr> Sounds pretty
much like the update from 1.7.10 to 1.9.4
L392[11:02:13] <ghz|afk> wat
L393[11:02:29] <ghz|afk> oh you mean
"skip a few versions"
L394[11:02:35] <rakosmanjr> Yeah
L395[11:02:41] <ghz|afk> nah that refers
to how 1.9 took 1.5 years
L396[11:02:46] <ghz|afk> (or more)
L397[11:02:51] <ghz|afk> after 1.8
released
L398[11:03:03] <ghz|afk> lots of people
complained Minecraft had got stale from no updates
L399[11:03:20] <ghz|afk> now 1.10 comes
sooner, and people are "wtf why, too soon, add more content
first!"
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L402[11:06:37] <thecodewarrior> Can
anybody help me figure out why minecraft's texture stitcher rotates
textures that're taller than they are wide. It seems to work fine
without it, and not work with it.
L403[11:07:14] <rakosmanjr> Apparently
BlockPos{x=223, y=67, z=232} != BlockPos{x=223, y=67, z=232}
L404[11:07:21] <ghz|afk> uh textures are
meant to be square, thecodewarrior
L405[11:07:52] <ghz|afk> iirc, it's not
even supposed to stitch non-square textures at all
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L407[11:08:11] <thecodewarrior> I know.
I'm adding support to something that is supposedly in vanilla but
isn't actually implemented. Specifying animation aspect
ratios.
L409[11:08:31] <thecodewarrior> It works
though.
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L412[11:09:34] <thecodewarrior> Just not
without the tall textures. It also treats width and height
separately, which leads me to believe that it's designed to work
that way.
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L415[11:13:06] <ghz|afk> that may actually
be a side,effect of the stitching algorithm
L416[11:13:10] <ghz|afk> side-effect
L417[11:13:14] <ghz|afk> chances are they
took some existing code
L418[11:13:40] <ghz|afk> and chances are
this existing code was designed to rotate UVs and they just chose
to only allow square as a way to avoid the "issue"
L419[11:14:36] <thecodewarrior> Ok. If
that's so than it probably was designed to rotate tall things to
fit them better, but because MC doesn't rotate it when putting it
on the texture sheet it overlaps.
L420[11:14:57] <ghz|afk> yeh
L421[11:15:01] <ghz|afk> that's my
guess
L422[11:15:08] <thecodewarrior> So you
think it's safe to disable the rotation?
L423[11:15:13] <thecodewarrior> Or
not.
L424[11:15:19] <ghz|afk> or more
accurately
L425[11:15:26] <ghz|afk> the rotation may
depend on the LOCATION within the atlas
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L427[11:16:23] <ghz|afk> I wrote some code
for container packing at an old job
L428[11:16:38] <ghz|afk> it was a 3D
version of bin packing, which is basically what texture stitching
does
L429[11:16:54] <ghz|afk> and yeah, it
would rotate things to fit more stuff
L430[11:16:58] <ghz|afk> it wouldn't
really be a problem
L431[11:17:07] <ghz|afk> if the
TextureAtlasSprite objects KNEW about this
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L434[11:19:28] <ghz|afk> wel lthe api for
them would have to be different
L435[11:19:41] <ghz|afk> you couldn't have
separate "getInterpolatedU"/V
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L437[11:20:01] <ghz|afk> you'd need
"getInterpolated(u,v):Vec2f"
L438[11:20:28] <ghz|afk> it the only
reason they didn't do that, is because they don't need it
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L442[11:28:24] <ghz|afk> woah
L444[11:28:30] <ghz|afk> I didn't realize
there were THAT MANY non-java mc players
L445[11:29:06] <fry> everyone owns a
smartphone, not everyone owns a pc
L446[11:29:29] <ghz|afk> true
L447[11:29:35] <rakosmanjr> 22.8% PC
players global
L448[11:29:44] <ghz|afk> pc sales
L449[11:29:46] ⇦
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L450[11:29:47] <ghz|afk> not quite the
same ;P
L451[11:30:03] <rakosmanjr> Missed
that
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L453[11:31:34] <ghz|afk> that means pc
sold 22.8 million copies, while console+PE sold the other 77.2%
(around half of that each)
L454[11:31:47] <ghz|afk> however, the
prices are different
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L458[11:39:46] <rakosmanjr> This BlockPos
oddity is driving me nuts
L460[11:42:31] <masa> how are you
comparing them?
L461[11:42:40] <rakosmanjr> With a !=
sign
L462[11:42:42] <masa> I hope not with ==
:p
L463[11:42:48] <masa> youned
.equals()
L464[11:42:51] <masa> *need
L465[11:43:00] <rakosmanjr> == doesn't
call that?
L466[11:43:05] <masa> otherwise you are
just checking if it's the same object
L467[11:44:04] <rakosmanjr> Well that
explains a lot, but I guess that's what I get for not knowing Java
that well
L468[11:44:37] <masa> well now you knwo
one more thing about it
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L470[11:46:04] <rakosmanjr> Tahnks
L471[11:46:07] <rakosmanjr> Thanks*
L472[11:47:10] <Necr0> rakosmanjr: only
primitives can be properly compared using == and !=
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L478[12:13:36] <theFlaxbeard> Is there a
way to allow items with different NBT data to stack? I know the
data from one stack will be lost and I don't care
L479[12:16:21] ***
MrKick|Away is now known as MrKickkiller
L480[12:16:49] <McJty> theFlaxbeard, no,
not really
L481[12:17:01] <theFlaxbeard> Ah
darn
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L483[12:17:15] <masa> where?
L484[12:17:25] <masa> if it's you
inventory, you can of course do that
L485[12:17:28] <masa> *your
L486[12:19:27] <theFlaxbeard>
Anywhere
L487[12:19:36] <theFlaxbeard> It's mainly
for a cosmetic feature
L488[12:19:52] <theFlaxbeard> My
"dust" equivalent borrows part of the name of the ore
that's turned into it
L489[12:20:06] <theFlaxbeard> so that
shiny ore makes Crushed Shiny Ore instead of Crushed Platinum
Ore
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L491[12:22:37] <masa> mmkay
L492[12:23:19] <masa> yeah you can't force
them to stack in general because they are essentially different
items
L493[12:25:09] <theFlaxbeard> Right
L494[12:25:22] <theFlaxbeard> Was just
wondering if I could override that somehow but after poking around
in the ItemStack methods it looks like I can't
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L498[12:41:54] <thecodewarrior> I really
wish minecraft's inventory code was less hardcoded. Like the stack
limit, completely arbitrary. It would be great if there were
methods in the stack that would check if it can stack with another
item and a way to have a custom ItemStack class for an item.
L499[12:42:22] <ghz|afk> stack limit is on
the item, though
L500[12:42:37] <ghz|afk> the only issue is
that mc uses a signed byte for the stackSize on disk and
network
L501[12:42:50] <ghz|afk> so you can't have
stack sizes > 127 anyhow
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L503[12:43:11] <ghz|afk> otherwise I'd
have liked to make a mod that makes building resources be more
"continuous"
L504[12:43:21] <ghz|afk> like one stone
block = 1000 "Stone" resource
L505[12:43:31] <ghz|afk> a bit like mB,
but for solids ;P
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L507[12:52:34] <BaronNox> using
ItemStackHandler instead of IInventory helps a lot
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L509[12:55:38] <BaronNox> you extend it
and override ItemStackHandler#getStackLimit to return your custom
stackSize
L510[12:57:13] <thecodewarrior> How
important is a small number of lines in a minecraft patch? which
one should I use, one is more than one line, the other is
absolutely unreadable.
http://pastebin.com/SNbKS5ki
L511[12:57:37] <BaronNox> you can then
override NBTserialize to use an integer to save the stacksoze
L512[12:58:20] <BaronNox> you need your
custom ItemStack though to do so
L513[12:59:12] <BaronNox> or look at
ChiselAndBits
L514[12:59:20] <BaronNox> i think it has a
max stacksize of 512
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L516[13:00:58] <BaronNox> why do number of
lines matter?
L517[13:01:54] <thecodewarrior> I don't
know, it just says in the Contributing to Forge page to avoid
having a lot of lines in patches.
L518[13:03:14] <BaronNox> maybe it means
large patches? I never dived into how JVM works but i can’t imagine
that using java convention for your code is a bad thing when
feeding patches to MC
L519[13:04:01] <Reika> Am I understanding
this log line correctly (i.e. Forge is not understanding my
dependency info)?
L520[13:04:02] <Reika> [00:33:52] [Client
thread/TRACE] [DragonAPI/]: Parsed dependency info :
[Forge@[10.13.0.1558,)] [Forge@[10.13.0.1558,), BuildCraft|Energy,
IC2, ThermalExpansion, Thaumcraft, powersuits, GalacticCraft,
Mystcraft, UniversalElectricity, Forestry, MagicBees, BinnieCore,
Natura, TConstruct, ProjRed|Core, bluepower, Waila,
funkylocomotion, chisel, ComputerCraft, ThermalFoundation,
CarpentersBlocks] []
L521[13:04:04] <Reika> the empty [] at the
end implies it gets nothing out of it
L522[13:04:05] <Reika> also, the
double-forge is a copy-paste error
L523[13:04:36] <diesieben07>
thecodewarrior, BaronNox the point is that updating the patches
between minecraft versions is a pain in the rear. the less patches
the better.
L524[13:04:40] ***
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L525[13:05:36] <BaronNox> so an easily
readable patch is better than a smaller patch that you have to
invest lots of time to figure out what it actually does?
L526[13:06:05] <ghz|afk> no, the less
lines of code the quicker the job ;P
L527[13:06:07] <diesieben07> Reika, there
are 3 lists here: first one is requirements (i.e. mods that MUST be
present), 2nd one is mods that have to be loaded before you (if
they are there), 3rd one is mods that must be loaded after you (if
tehy are there)
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L529[13:06:40] <diesieben07> each list is
[a, b, c]
L530[13:07:36] <ghz|afk> (one mod can be
in more than one list)
L532[13:11:43] <diesieben07> good
question.
L533[13:12:55] <diesieben07> wait
minecraft 1.10? o.O
L534[13:13:09] <ghz|afk> 1.10 pre 1
L535[13:13:09] <Temportalist> ????
L536[13:13:17] <BaronNox> dafuq?
L537[13:13:18] <diesieben07> that was
unexpected
L538[13:13:26] <Reika> His logs say
1.7.10: [02/6/2016 18:42:02 PM] FML{7.10.141.1403} [Forge Mod
Loader] (forge-1.7.10-10.13.3.1403-1.7.10-universal.jar)
L539[13:13:49] <Reika> Also, if he were on
anything else, he would crash seconds into launch with an
OOB:6
L540[13:13:49] <diesieben07> and you are
100% positive that the mod version that he has of your mod has
those deps?
L541[13:14:07] <Reika> I added it back in
v10, and yet neither v13 or v14 have it
L542[13:14:12] <Reika> as in taking
effect
L544[13:16:41] <diesieben07> strange
indeed, it does not work for you either?
L545[13:16:45] <diesieben07> or just for
that one guy
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L550[13:31:07] <Reika> Will try
L552[13:38:59] <diesieben07> can you send
me your mod? :D
L553[13:39:04] <diesieben07> or link
it?
L554[13:44:21] <Reika> To source or a
download of compiled?
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L556[13:45:24] <Ratys> Could somebody
point me towards docs on entity rendering, please? Or better yet,
tutorials/examples
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L558[13:45:29] <diesieben07> Reika,
compiled
L560[13:46:42] <Ratys> (in 1.9.4 that
is)
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L562[13:53:13] <diesieben07> Reika, i am
investigating, need to set up a 1.7 decomp workspace...
L564[14:00:21] <McJty> Reika, I have
some
L565[14:00:35] <McJty> Ah entities. No not
those. Or do you mean tile entities?
L566[14:00:42] <McJty> I have some
tutorials for block models and TESR
L567[14:00:52] <diesieben07> you pinged
the wrong guy :P
L568[14:01:01] <McJty> Ah sorry
L570[14:03:16] <Ratys> Cheers McJty,
useful stuff regardless
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L572[14:11:55] <Flaeme> Hmm. Trying to set
up a 1.9.4 workspace, launching Minecraft from inside IDEA isn't
working but gradle runClient is. Is here the place for that or
#ForgeGradle?
L573[14:12:15] <diesieben07> Reika, you
are specifying you must run after 10.13.0.1558, but the forge
version with build number 1558 is 10.13.4.1558
L574[14:12:38] <diesieben07> since
versions are compared element by elemnet it considers 10.13.0.1558
(your min) lower than 10.13.3.1400
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L578[14:20:59] <Reika> That would do
it
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L597[14:52:41] <Pennyw95> Hi..given that
this block is split into 4 smaller squares, each for a slot, how
can I calculate which exact point (then, slot) the player is
clicking inside onBlockActivated? I've already tried using the hitX
hitY hitZ arguments, but they only work on a full block...
L599[14:53:26] <diesieben07> uh hitXYZ
should work
L600[14:53:35] <ghz|afk> what do you mean
"they only work on a full block"?
L601[14:53:50] <ghz|afk> the x,y,z
shoudlbe the exact point at which the mouse raycast intercepted the
bounding box
L602[14:54:00] <Pennyw95> well, that block
has a facing property so its boudning box is not 1x1x1
L603[14:54:15] <ghz|afk> how does that
matter?
L604[14:54:33] <Pennyw95> oh, they should?
maybe I did some mistake while trying...let me try again
L605[14:55:02] <ghz|afk> the thing
is
L606[14:55:10] <ghz|afk> whatever
"front" is, will change depending on the facing
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L608[14:55:23] <ghz|afk> so you'd need to
either un-rotate the x,y,z
L609[14:55:30] <GunnerWolf> Why do some
mods (such as IC2 and Mekanism) register their own crafting type
instead of just using Shaped Crafting?
L610[14:55:31] <Pennyw95> oh, right
L611[14:55:33] <ghz|afk> or have 4
separate cases for deciding what's what
L613[14:56:07] <ghz|afk> GunnerWolf: the
#1 reason is when you need the NBT of the output item to depend on
the inputs
L614[14:56:39] <GunnerWolf> you can't do
that with vanilla crafting?
L615[14:58:30] <ghz|afk> nope
L616[14:58:36] <ghz|afk> well you
"can"
L617[14:58:39] <ghz|afk> sorta
L618[14:58:49] <diesieben07> not
sorty.
L619[14:58:51] <diesieben07> sorta
L620[14:58:52] <diesieben07> you
can.
L621[14:59:06] <diesieben07> but the
implementation "ShapedRecipe" does not support it
L622[14:59:08] <diesieben07> you need to
write your own
L623[14:59:21] <Pennyw95> ghz|afk: your
multiplying x and z by 16 is not related to the aiming, is
it?
L624[14:59:37] <ghz|afk> no
L625[14:59:41] <Pennyw95> ok
L626[14:59:44] <ghz|afk> it's just to make
the numbers match "pixel coordinates"
L627[14:59:57] <ghz|afk> so that I could
line them up with the textureç
L628[14:59:59] <ghz|afk> -ç
L629[15:00:19] <ghz|afk> rather than /16
the texture coords, I chose to *16 the hit coords
L630[15:01:13] <Pennyw95> I see
L631[15:01:38] ***
big_Xplo|AFK is now known as big_Xplosion
L632[15:01:40] <Pennyw95> so, in my
situation, I should: 1) make sure the player's orientation is
FACING.getOpposite
L633[15:02:08] <Pennyw95> then split if (y
> .5F)
L634[15:02:44] <Pennyw95> and then I need
to do different cases for x and z depending on the facing
L635[15:02:50] <diesieben07> i don't think
you need to check the orientaton
L636[15:03:05] <diesieben07> check the
side that was hit
L637[15:03:09] <diesieben07> it gives you
the EnumFacing
L638[15:03:17] <Pennyw95> right
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L640[15:05:04] <Pennyw95> then... if(hitY
> .5G) choose between TopRight and TopLeft else choose between
BottomLeft and BottomRight
L641[15:05:21] ***
AEnterprise is now known as AEnterpriseAFK
L642[15:05:33] <diesieben07> yep
L643[15:06:06] <GunnerWolf> So if I wanted
4 different recipes that each provided the same block, but with
different NBT data, I'd need to write my own recipe
implementation?
L644[15:06:12]
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L645[15:06:22] <Anarchy> is the forge .mdk
the new modding forge package?
L646[15:06:29] <ghz|afk>
"new"
L647[15:06:33] <ghz|afk> but yes ;p
L648[15:06:43] <ghz|afk> MDK = Mod
Development Kit
L649[15:06:51] <ghz|afk> or more
accurately "basic getting-started skeleton"
L650[15:06:54] <Anarchy> (havent updated
since 1.7), thanks
L651[15:06:57] <diesieben07> GunnerWolf,
no. the output can have NBT, just not the inputs
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L653[15:07:20] <ghz|afk> GunnerWolf: the
output can have NBT just fine
L654[15:07:26] <GunnerWolf> ooh okay so
it's for when the output's NBT depends on the input's NBT? Got
it
L655[15:07:35] <ghz|afk> what you can't do
with the vanilla recipe implementation, is have the output's NBT
vary based in the specific choice of inputs
L656[15:07:46] <ghz|afk> such as an
"upgrade" recipe, that keeps the energy/items
L657[15:07:48] <diesieben07> you can't
check the inputs NBT at all
L658[15:07:50] <diesieben07> it is always
ignored
L660[15:08:33] <Anarchy> Thanks
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L662[15:09:48] <GunnerWolf> So how do some
mods do things like transfering power stored from an input to the
output (for example Simply Jetpacks) without having a "Jetpack
Crafting" recipe type in NEI?
L663[15:10:17] <Wuppy> oh lol, I was
drinking with one of the developers of Action Henk today :o
L664[15:10:20] <diesieben07> they
don
L665[15:10:22] <tterrag> extend
ShapedRecipe or ShapelessRecipe
L666[15:10:22] <diesieben07> don't
L667[15:10:27] <tterrag> yes they do
diesieben07 :P
L668[15:10:31] <diesieben07> really?
L669[15:10:35] <diesieben07> oh god that
is so stupidly hacky
L670[15:10:39] <Anarchy> Need to find a
good guide on going 1.7-1.8 and wuppys is just shy of what i need
XD(i have meta data blocks XD)
L671[15:10:40] <Wuppy> action henk is a
pretty damn cool game :)
L672[15:10:45] <ghz|afk> Wuppy: it
is
L674[15:10:53] <ghz|afk> but damn the
bonus levels at the end are IMPOSSIBLE
L675[15:11:04] <Wuppy> ghz|afk, made by
people from my school :)
L676[15:11:55] <ghz|afk> tell them to make
some competitions for "Community's Picks", and put them
on the menu for people to play -- can't be arsed to browse the
workshop myself ;P
L677[15:13:13] ⇦
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())
L678[15:13:48] ⇦
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L679[15:14:13] <ghz|afk> tterrag: so NEI
can show a recipe that's extending the vanilla shaped?
L680[15:14:16] <ghz|afk> how about
JEI?
L681[15:14:20] <tterrag> of course
L682[15:14:28] <tterrag> I believe JEI can
as well
L683[15:14:50] <mezz> it would be kinda
broken if it didn't
L684[15:15:01] <TechnicianLP> ist
basically just an instance of shpedrecipe....
L685[15:16:40]
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L686[15:16:49] <Diddi> So I'm currently
porting my mod to MC 1.9.4 and I was wondering how I can get a
player by an uuid
L687[15:17:36] <diesieben07>
MinecraftServer#getPlayerList().getPlayerByUUID
L688[15:18:36] <tterrag> make up your mind
on scope operator :P
L689[15:19:01] <diesieben07> i do.
L690[15:19:14] <diesieben07>
MinecraftServer is a class, but getPlayerList is an instance
method, hence i use #
L691[15:19:19] <ghz|afk>
FMLCommonHandler.getServer()
L692[15:19:23] <diesieben07> getPlayerList
returns an instance so i use .
L693[15:19:25] <ghz|afk>
.instance().getServer*
L694[15:19:32] <ghz|afk> note that
L695[15:19:40] <ghz|afk> this is only
valid on the server thread, if you are on the client jar
L696[15:20:10] <Diddi> Thanks! I'm not
getting an error anymore, I will test if it's working as soon as
everything else is fixed
L697[15:21:10] <Pennyw95> ghz|afk:
unfortunately onBlockActivated is definitely thinking of my shelve
as a full block.. although i set the bounding box
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L701[15:25:21] <Pennyw95> and I'm
overriding getCollisionBoundingBox, getSelectedBounds and
addCollisionBoxesToList...am I missing one?
L702[15:26:10] <tterrag> pretty sure all
you need is getBoundingBox
L703[15:26:30] <Pennyw95> you mean
getCollisionBoundingBox?
L704[15:26:33] <tterrag> unless your
selection bounds are really special
L705[15:26:34] <tterrag> no
L706[15:27:20] <tterrag> !gm
getBoundingBox
L707[15:27:24] <tterrag> there it is
L708[15:27:41] <tterrag> there's too many
lol
L709[15:27:41] <Pennyw95> 1.8.9?
L710[15:27:51] <Pennyw95> !gm
getBoundingBox
L711[15:27:51] <tterrag> no, why would you
be on 1.8
L712[15:28:04] <Pennyw95> I'm on
1.8.9
L713[15:28:07] <tterrag> why
L714[15:28:13] <Pennyw95> damn this thing
doesn't stop
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L717[15:28:27] <GunnerWolf> 1.9 is has
already been out for like 3 months bruh, why you still on
1.8?
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L719[15:28:45] <Pennyw95> heh, not my
call, I do a thaumcraft addon :)
L720[15:28:57] <GunnerWolf> ah that's
fair
L721[15:29:31] <GunnerWolf> I was joking
anyway, I'm fairly sure that's the point tterr was making though.
Personally I've spoken to quite a few modders who want to iron out
most of their bugs in 1.8 before updating
L722[15:29:53] <tterrag>
addCollisionBoxesToList is only necessary if you have multiple
collision boxes
L723[15:30:08] <tterrag> if you override
that I'm pretty sure you don't need getCollisionBoundingBox
L724[15:30:11] <Pennyw95> I remember
gigaherz telling that boundign boxes in 1.8.9 is clunkier than in
1.9...so he overrides all three methods and adviced me to do the
same
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L726[15:31:41] <tterrag> what exactly is
the problem you're having?
L727[15:32:35] <Pennyw95> there's this
shelve class BlockShelve(uName: String, mat: Material =
Material.wood, hardness: Float = 2.0f, resistance: Float = 2.0f)
extends {
L728[15:32:36] <Pennyw95>
L729[15:32:36] <Pennyw95> final val FACING
= PropertyDirection create ("facing",
EnumFacing.Plane.HORIZONTAL) // God I hate bit logic
L730[15:32:36] <Pennyw95> final val TYPE =
PropertyEnum create ("type",
classOf[EnumProperty.EnumShelveType])
L731[15:32:36] <Pennyw95> final val LEFT =
PropertyBool create ("left")
L732[15:32:38] <Pennyw95> final val RIGHT
= PropertyBool create ("right")
L733[15:32:40] <Pennyw95> final val TOP =
PropertyBool create ("top")
L734[15:32:42] <Pennyw95>
L735[15:32:43] <Ordinastie_> dude
-_-
L736[15:32:44] <Pennyw95> } with
BaseBlock(uName, mat, hardness, resistance) with traits.WithTE with
traits.RedstoneComparable {
L737[15:32:44] <tterrag> that was
unnecessary
L738[15:32:47] <Pennyw95>
L739[15:32:51] <Pennyw95> setDefaultState
(
L740[15:32:53] <Pennyw95>
this.getBlockState.getBaseState.
L741[15:32:54] <tterrag> leave the channel
please
L742[15:32:54] <TechnicianLP> stop
it
L743[15:32:55] <Pennyw95> withProperty
(TYPE, EnumProperty.EnumShelveType.GREATWOOD).
L744[15:32:55] <tterrag> NOW
L745[15:32:57] <Pennyw95> withProperty
(FACING, EnumFacing.NORTH).
L746[15:32:57] <Flaeme> Oh no.
L747[15:32:58] <tterrag> LEAVE
L748[15:32:59] <Pennyw95> withProperty
(LEFT, Boolean box true).
L749[15:32:59] *
mikebald looks at the channel rules regarding pasting
code.
L750[15:33:01] <Pennyw95> withProperty
(RIGHT, Boolean box true).
L751[15:33:03] <Pennyw95> withProperty
(TOP, Boolean box true)
L752[15:33:05] <Pennyw95> )
L753[15:33:06] <tterrag> /part
L754[15:33:07] <Pennyw95>
L755[15:33:08] ***
Pennyw95 was kicked by fry (Pennyw95))
L756[15:33:09] <tterrag> /quit
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L758[15:33:12] <tterrag> thanks -_-
L759[15:33:52] <TechnicianLP> her speed
was not bad though
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L761[15:35:48] <Flaeme> So, say I wanted
to use Groovy for a mod instead of Java. How hard would it be to
get that working?
L762[15:36:26] <TechnicianLP> dpends on
how it integrates ...
L763[15:38:02] <Ordinastie_> lol, he won't
come back
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L769[15:40:09] <Anarchy> So question, are
metadata blocks now impossible? cant figure out how to update block
now with them since i used metadata to define everything
L770[15:40:30] <TechnicianLP> use
blockstates
L772[15:42:49] <Anarchy> k thanks
L773[15:43:48] <ghz|afk> Anarchy: you use
blockstates for the blocks themselves
L774[15:43:52] <ghz|afk> and if you need
corresponding subitems
L775[15:43:59] <ghz|afk> you'll need to
extend ItemBlock
L776[15:44:12] <ghz|afk> and override the
getMetadata that has an int param
L777[15:44:25] <ghz|afk> so that you can
translate the item meta into block meta during placing
L778[15:44:36] <tterrag> taht part hasn't
changed :P
L779[15:45:09] <ghz|afk> Ididn't think you
needed to override getMetadata on 1.7.10
L780[15:45:47] <GunnerWolf> I think he
meant it still being metadata underneath
L781[15:45:52] <diesieben07> yeah you
did
L782[15:46:07] <tterrag> you absolutely
did. how did you think it knew what meta to place?
L783[15:46:18] <Anarchy> o.O
L784[15:46:26] <ghz|afk> dunno never
considered it
L785[15:46:26] <ghz|afk> ;P
L786[15:46:41] <ghz|afk> I just hadn't
heard of "overriding Itemblock" until 1.8+
L787[15:47:10] <Anarchy> half tempted to
just recode it from scratch, started with 830 errors, at 518 cause
i remember 4 files for now to update them later xD
L788[15:47:12] <tterrag> really?!
L789[15:47:56] <ghz|afk> not fully
"starting from scratch"
L790[15:48:00] <ghz|afk> but stating from
a new environment
L791[15:48:08] <ghz|afk> and copying in
one block at a time is a good way to see progress
L792[15:48:09] <Anarchy> enough for me to
call it scratch
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L795[15:54:01] <masa> I get "masa_
moved too quickly" messages in the server console with my
portal, but I assume that is just vanilla derps because I got that
on a vanilla server with nether portals too in 1.9?
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L798[15:57:37] <masa> wtf... this still
doesn't work
L799[15:57:56] <masa> "masa_ moved
wrongly!" and it puts me back where I was
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L801[15:58:14] <masa> why the hell... this
should use the exact same teleport code that all my items use
L802[15:58:37] <masa> and it works just
fine in single player and on a local server launched from
eclipse
L803[15:58:47] <masa> but not on a remote
dedicated server
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L806[16:00:41] <masa> can I not directly
teleport the player from onEntityCollidedWithBlock()?
L807[16:00:57] <masa> what difference
would that even make...
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L810[16:04:48] <masa> oh wait a second...
did I maybe mess up something with the block bounds
L811[16:05:15] <masa> if the server thinks
I can't enter the block space and tries to bounce me back and
that's why the teleport fails
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L847[16:58:06] <Temportalist> willieaway:
do babules/sashes in botania not work right now?
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L857[17:06:36] <OscarXcore> Hello.
L858[17:08:07] *
Anarchy conceedes defeat to the updates and wont update
mod
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L861[17:12:15] <OscarXcore> I have a
question for everyone, if anyone wants to participate. Would the
ability to "on the fly" offload dimensions to a server or
servers seperate from the main server that has the overworld on it.
Such that you can create a RFTools dimension and have the
transmitter/reciever send you to a whole different server than the
one that sent you to that
L862[17:12:15] <OscarXcore>
dimension.
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L864[17:13:07] <BaronNox> qCraft
@OscarXcore
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L868[17:15:21] <Thutmose> so
net.minecraft.util.text.translation.LanguageMap.getInstance() isn't
public, and net.minecraft.util.text.translation.I18n is marked as
deprecated, what is the suggested way to go about translating
strings?
L869[17:15:58] <OscarXcore> I dont mean
quantum physics. My idea has nothing in relation to qCraft. This
idea is not a mod, it is like BungeeCord for bukkit but allows
multiple servers to be coordinated to handle different dimensions.
So it is easier to have multiple dimensions other than tanking one
server to a stop.
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L871[17:16:14] <BaronNox> qCraft
L872[17:16:24] <thecodewarrior> You should
never translate on the server, Thutmose
L873[17:16:37] <thecodewarrior> You should
use the client I18n
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L875[17:16:47] <thecodewarrior> And just
not translate on the server
L876[17:16:53] <Thutmose> ahh ok, will go
look for that one then
L877[17:17:37] <BaronNox> In qCraft you
can create a portal and on another server (with pref. same mods
installed) create another one. Link them by IPv4 and you can step
into one portal and connect to the other server. You even keep your
inventory
L878[17:17:42] <tterrag> The other
I18n
L879[17:17:46] <tterrag> q craft had that
feature
L880[17:17:53] <Thutmose> will also go see
about updating stuff to properly handle translations on the client
side, the stuff for messages in this mod was writing in 2011 or so,
it probably needs updating lol
L881[17:17:54] <BaronNox> that’s what i
say
L882[17:18:26] <OscarXcore> So it *had*
that feature, or is it still a feature.
L883[17:18:34] <BaronNox> mod is
1.7.10
L884[17:18:41] <BaronNox> still has that
feature
L885[17:18:46] <OscarXcore> Ahh ok.
L886[17:19:08] <OscarXcore> I am guessing
it works with forge, since it is being recommended.
L887[17:19:31] <BaronNox> why shouldn’t it
work with forge?
L888[17:19:38] <tterrag> I say had because
the mod hasn't been updated in forever
L889[17:19:50] <BaronNox> yeah qCraft is
pretty much dead
L890[17:19:52] <OscarXcore> Then that will
be a no go for usage.
L891[17:20:01] <BaronNox> why not update
it urself?
L892[17:20:05] <BaronNox> or extract that
feature?
L893[17:20:42] <OscarXcore> I could. I
might just extract the feature. I am wanting to make a BungeeCord
type of server that is used for Forge servers.
L894[17:21:16] ⇦
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L895[17:21:24] <OscarXcore> So you can do
all the fancy server connectability with bukkit but on forge
without having to use Thermos and what not.
L896[17:22:15] <OscarXcore> But the whole
thing will be made for forge. It wont have any abilities to use
bukkit or interact with bukkit in any way.
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L898[17:22:20] <LexManos> its not hard to
write a forge mod that switches your server when you do shit
L899[17:22:33] <LexManos> its also not
hard to write a proxy server, which is what bungeecord is
L900[17:23:37] <OscarXcore> I talked to
cricket about it and he mentioned the moving/transferring of player
data
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L902[17:24:44] <OscarXcore> How would the
players inventory be connected to each server?
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L904[17:25:48] <OscarXcore> I was thinking
of having player data on the proxy and have it sit there. When the
player logs in it would be sent to the server that they are
connecting to and when they switch it would be sent to the proxy to
be dealt with.
L905[17:26:22] <thecodewarrior> There
would also be incompatibilities if a mod keeps track of data
outside the player's data file.
L906[17:26:33] <OscarXcore> Ahh ok.
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L908[17:27:13] <OscarXcore> I am wanting
to figure out all of these different things before I get started on
it, as this idea will be my first ever mod.
L909[17:27:25] <thecodewarrior> There
isn't much you can do about that except add compatibility for
specific mods.
L910[17:27:33] <OscarXcore> Ahh ok.
L911[17:27:36] <thecodewarrior> o.O First
mod?
L912[17:27:40] <OscarXcore> That wouldnt
be too hard.
L913[17:27:42] <OscarXcore> Yea.
L914[17:28:01] ⇦
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L915[17:28:07] <OscarXcore> Am I digging
myself a grave of never modding again?
L916[17:28:23] <thecodewarrior> No.
L917[17:28:26] <BaronNox> not the best mod
to start with i would say.
L918[17:28:30] <BaronNox> but doable
L919[17:28:30] <thecodewarrior> ^
L920[17:28:48] <KnightMiner> What is the
idea? I just logged on
L921[17:29:01] ***
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L922[17:29:13] <BaronNox> qCraft
cross-server teleportation
L923[17:29:19] <BaronNox> or bugeecord
(whatever that is)
L925[17:29:31] <ghz|afk> that took them a
while
L926[17:29:31] <ghz|afk> XD
L927[17:29:54] <OscarXcore> Yea cross
server teleportation to access different dimensions.
L928[17:29:57] <thecodewarrior> I would
start slow, maybe making a mod for transferring data between two
players first. That's pretty advanced but shouldn't be too hard.
Then you can use that and expand it. Just get something simple
working because you can get burnt out if you shoot for the moon, go
for low earth orbit first, then you can try for the moon.
L929[17:29:58] <Flaeme> Huzzah, I think I
have a tiny mod written in Groovy working!
L930[17:30:17] *
thecodewarrior does his happy dance
L931[17:30:34] <OscarXcore> Ahh ok.
Awesome, thanks for the advice, CodeWarrior.
L932[17:30:36] <BaronNox> gz :)
L933[17:30:53] <OscarXcore> I will be back
to the discussion in a moment.
L934[17:31:17] <Flaeme> Also, I like that
the class that reportedly printed out this line:
[net.minecraftforge.fml.common.TracingPrintStream$println:call:-1]:
Cobble >> tile.stonebrick
L935[17:31:31] <KnightMiner> Yeah, with my
second mod my main concept was making an end portal that acted like
a vanilla nether portal. I ended up putting it off and never having
anything working, then later decided to make a TConstruct tool
first instead
L936[17:31:47] <BaronNox> Forge is awesome
and has lots of features but ofc it takes time to learn how to use
them :P
L937[17:31:49] <KnightMiner> So starting
with something easier is always a good idea
L938[17:32:07] <KnightMiner> Yeah, as part
of that I learned how to use (and abuse) the ore dictionary
L939[17:32:25] <OscarXcore> Nice!
Kinda?
L940[17:32:49] <Flaeme> It looks like
forge does some trickery to track where println's come from and
groovy messes it up I guess so it "comes" from somewhere
internal.
L941[17:32:59] <AnrDaemon> a
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L943[17:33:49] <Flaeme> I suppose the
proper way to fix that is to actually use a logger instead of just
println.
L944[17:34:33] <AnrDaemon> Normally it is.
println is good for dirty debugging, but…
L945[17:36:14] <Flaeme> Yeah, I was mostly
copying/converting the example mod to groovy, so that's why it was
just println.
L946[17:42:03] ⇦
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L950[17:46:42] <LexManos> Yes use a
fucking logger
L951[17:48:08] <capitalthree> oh my god no
writing mods in groovy >_<
L952[17:51:48] <BaronNox> i once wanted to
fix a bug in a mod until I saw it’s written in scala. Then I just
informed the author about the bug. This will most likely happen to
you too when you write an open-source mod in groovy ;)
L953[17:57:18] <capitalthree> hey I could
fix the mod that's in scala :D
L954[17:57:22] <capitalthree> no way in
hell am I touching groovy though
L955[17:57:37] <capitalthree> if you write
dynamically typed code in minecraft, you deserve the bugs you get,
and also a public shaming
L956[17:58:00] <capitalthree> though there
are always elements of dynamic typing, eg, anything with NBT
tags
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L966[18:33:54] <BaronNox> that moment when
minecraft runs at 200fps+ on my macbook (2012 model)
L967[18:34:35] <diesieben07> lol the
macbooks and their great gpus /s
L968[18:35:08] <BaronNox> :D
L969[18:35:35] <BaronNox> intelHD4000 too
stronk Kappa
L970[18:36:06] <diesieben07> hahaha
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L972[18:41:15] <masa> wow, it took some
time to write the changelog for the 0.6.0 release :o
L973[18:42:41] <tterrag> mc is all
cpu
L974[18:42:49] <tterrag> Unless you use
shaders or something
L975[18:42:58] <tterrag> and mac books
have decent cpus
L976[18:43:01] <diesieben07> i thought
they improved that somewhat
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L980[18:55:48] <tterrag> somewhat. it uses
VBOs now
L981[18:55:57] <tterrag> But its still
very much cpu bound
L982[18:56:24] <BaronNox> What does VBO
stand for so I can look it up in wikipedia?
L983[18:56:35] <diesieben07>
VertexBufferObject
L984[18:56:42] <BaronNox> Thank you
L985[18:56:52] <TehNut>
VeryBigOcelot
L986[18:57:00] <diesieben07> that's
better. :D
L987[18:57:27] <BaronNox> :D So it stores
the vertics in VRAM insead on RAM?
L988[18:57:47] <tterrag> vram
L989[18:57:58] <BaronNox> nice
L990[18:58:02] <tterrag> This only works
in GL 2.x iirc
L991[18:58:50] <diesieben07> basically
instead of saying "this is vertex A, this is vertex b",
etc every frame you upload it once
L992[18:58:53] <diesieben07> and then just
say "render plz"
L993[18:59:49] <BaronNox> Yeah sounds
faster. like a lot
L994[19:02:59] <BaronNox> talking about
openGL. I made this TESR for fun/exp. And I noticed those
„flickering“ lines/points (best description ever) on the corners of
the model. 90% of the time they are at the bottom of the model
though. Did I mess up my ModelRender objects or is it openGL
related? Screenshot:
http://i.imgur.com/FQQTOuq.png
L995[19:03:30] <diesieben07> rounding
errors
L996[19:03:51] <diesieben07> don't make it
a TESR, fry fixed that for normal models
L997[19:04:51] <BaronNox> Do .obj models
have the same issue? (haven’t done one yet)
L998[19:05:03] <diesieben07> > fry
fixed that for normal models
L999[19:05:17] <BaronNox> :D
L1000[19:06:33] <BaronNox> yeah I
actually like the new model system for blocky shaped blocks
L1001[19:06:46] <diesieben07> you can use
it for any model :D
L1002[19:07:58] <BaronNox> wait what? Can
I make models like those impossible objects from extrautilities? I
thought I can only make models based on cubes.
L1003[19:08:38] <diesieben07> the loader
will load pretty much any obj you throw at it.
L1004[19:08:41] <diesieben07> afaik
L1005[19:08:55] <diesieben07> as long as
the model is not animated, you do not need a TESR.
L1006[19:09:23] <BaronNox> ohhh this is
fancy.
L1007[19:10:04] <BaronNox> I guess we’re
talking about this loader: OBJLoader.INSTANCE.addDomain(MODID);
?
L1008[19:10:20] <diesieben07> Yes
L1009[19:10:47] <BaronNox> Ok, thank you
a lot :P
L1010[19:11:06] <BaronNox> Now I have to
learn how to use blender
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L1018[19:17:21] <Spacebuilder> Hmn, I
hope my chat is working now.
L1019[19:17:30] <Spacebuilder> Ok, so it
was just my name was too long... lol
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L1021[19:32:31] <luacs1998> wat 1.10 pre
releases are out
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L1024[19:37:52] <KnightMiner> Yep
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L1027[19:51:49] <tterrag> my god it's
actually happening
L1028[19:52:00] <tterrag> A BUGFIX
RELEASE
L1029[19:53:33] <harmony> :OO
L1031[19:58:15] <masa> oh 1.10?
L1032[19:58:29] <masa> hmm, did they even
properly fix the minecarts yet
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L1036[20:08:29] <wiresegal> it's really
unpolished from what i've seen
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L1041[20:21:38] <LexManos> So far 1.10
doesnt look bad
L1042[20:21:47] <LexManos> few broken
methods here and there but mainly a content update.
L1043[20:23:05] <harmony> well, that
sounds good ....
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L1063[21:48:56] <williewillus> where do I
set that an item can be put into the head slot?
L1064[21:49:01] <williewillus> like the
pumpkin
L1065[21:49:18] <williewillus> the item
isn't inherently armor but can be worn on the head
L1066[21:51:44] <williewillus> found it,
Item.isValidArmor
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L1068[21:55:34] <wiresegal> williewillus:
my build of Botania is failing on baubles, claiming that
InventoryBaubles doesn't have any functions. Any ideas?
L1069[21:56:12] <wiresegal> (I want to
build a latest build so I can use the lexicon mappings :3)
L1070[21:56:30] <wiresegal> with
32767
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L1072[22:02:47] <williewillus> no
idea
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⇦ Quits: PrinceCat (~PrinceCat@124.148.26.181) (Ping timeout:
192 seconds)
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Connection reset by peer)
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L1100[23:56:38] ***
kroeser|away is now known as kroeser
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cpw is now known as cpw|out