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L26[01:33:29] <SquareWheel> Hey, is it okay
to ask novice-level questions in here? Or is there a more
appropriate channel for that?
L27[01:34:16] <tterrag> if it's related to
minecraftforge, it's fine
L28[01:35:17] <SquareWheel> Okay, thanks.
I'm playing with the new universal bucket system and am not finding
much documentation. I'll fiddle around with it a bit more before
taking up anyone's time though.
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L34[01:59:25] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160807 mappings to Forge Maven.
L35[01:59:35] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160807-1.10.2.zip
(mappings = "snapshot_20160807" in build.gradle).
L36[01:59:46] <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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L39[02:06:55] <zrneely> What's the gradlew
command to run after adding a new dependency to the build.gradle
file? I'm using Intellij.
L40[02:07:11] <kenzierocks> ./gradlew
intellij ?
L41[02:07:13] <zrneely> gradlew
setupDecompWorkspace failed
L42[02:07:16] <kenzierocks> not
intellj
L43[02:07:17] <kenzierocks> idea
L44[02:07:23] <sham1> No don't
L45[02:07:30] <kenzierocks> also if
setupDecompWorkspace failed you have problems
L46[02:07:33] <zrneely> kenzierocks, it's
normally genIntellijRuns, but that fails too
L47[02:07:43] <kenzierocks> genIntellijRuns
is something else
L48[02:07:45] <sham1> One should not run
the idea task
L49[02:07:49] <kenzierocks> what
L50[02:07:57] <IoP> Does it give more log
than one line?
L51[02:07:58] <sham1> that what I just
said
L52[02:07:58] <kenzierocks> why wouldn't
you run the idea task
L53[02:08:04] <kenzierocks> ???
L54[02:08:12] <kenzierocks> oh right it's
total s***
L55[02:08:15] <kenzierocks> unlike the
eclipse task
L56[02:08:19] <kenzierocks> i
remember
L57[02:08:22] <sham1> Because you can
refresh the project from inside IDEA that pulls all the
dependencies
L58[02:08:31] <kashike> i've never needed
to run the `idea` task, it's useless 99% of the time
L59[02:08:56] <kenzierocks> anyways
L60[02:09:00] <zrneely> I'm getting 403's
from libraries.minecraft.net, which doesn't make sense - I didn't
think I was trying to pull from there
L61[02:09:01] <kenzierocks> zrneely:
pastebin your logs
L62[02:09:11] <kenzierocks> 403 from
libraries.minecraft.net is normal
L63[02:09:14] <sham1> And your
build.gradle
L64[02:09:19] <kenzierocks> if your
dependencies are missing
L65[02:09:21] <IoP> gradle's idea task
might support more featurews than idea itself but that's
rare.
L66[02:09:33] <kenzierocks> IoP: it
actually supports less, from when i use it
L67[02:09:40] <kenzierocks> doesn't mark
resources folders properly
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L71[02:14:20] <kenzierocks> mcjty must not
have stuff deployed to mavenCentral()
L72[02:14:25] <tterrag> zrneely: you are
missing a maven entry for top
L73[02:14:29] <tterrag> I happen to know
the maven it's hosted on
L74[02:14:32] <kenzierocks> you'll need to
add the correct repository
L75[02:14:33] <tterrag> *cough*
L77[02:14:45] <zrneely> Isn't it at the
top?
L78[02:14:57] <kenzierocks> nope
L79[02:14:59] <zrneely> And I'm honored to
speak to the man himself :)
L80[02:15:02] <tterrag> no
L81[02:15:02] <kenzierocks> that only
applies to the buildscript
L82[02:15:04] <tterrag> and I didn't make
TOP
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L84[02:15:13] <tterrag> you need a
repositories{} block
L85[02:15:17] <kenzierocks> you'll need to
add it to a repositories {} block in the script itself
L86[02:15:23] <kenzierocks> after
buildscript {}
L88[02:15:50] <zrneely> Oh, I see - it's
distinct from the buildscript and existing repositories block
L89[02:15:58] <kenzierocks> yes
L90[02:16:06] <tterrag> McJty made TOP, I
just host it for him
L91[02:16:09] <tterrag> btw
L92[02:16:32] <McJty> Thanks for that btw
:-)
L93[02:16:42] <tterrag> not a problem
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L95[02:16:49] <tterrag> means faster builds
for EIO >_>
L96[02:16:54] <kenzierocks> lol
L97[02:16:59] <sham1> What is TOP
L98[02:17:02] <sham1> Exactly
L99[02:17:21] <McJty> The One Probe
L100[02:17:32] <McJty> More immersive and
actively maintained variant of WAILA
L101[02:17:39] <zrneely> Well that's nice
of you :D
L102[02:17:44] <kenzierocks> huh
L103[02:17:45] <sham1> A better
WAILA
L104[02:17:47] <sham1> Sign me in
L105[02:17:53] <kenzierocks> McJty: how
good is the mod integration
L106[02:18:15] <McJty> Several mods
support it, like EnderIO (one of the major ones)
L107[02:18:34] <McJty> It has a flexible
but not too hard API
L108[02:18:37] <sham1> It looks
interesting
L109[02:19:07] <sham1> Although, one has
to craft the probe itself
L110[02:19:32] <McJty> yes but that can be
disabled in the config
L111[02:19:36] <McJty> So it acts like
WAILA
L112[02:19:43] <sham1> And how many
servers would do that?
L113[02:19:53] <McJty> No idea :-)
L114[02:20:03] *
kenzierocks would
L115[02:20:15] <kenzierocks> my inventory
space is precious
L116[02:20:30] <McJty> Well mods can add a
probe to their helmets
L117[02:20:36] <McJty> EnderIO has a probe
enabled helmet
L118[02:20:42] <zrneely> You can also hold
it in your off hand, right?
L119[02:20:47] <McJty> TOP itself also has
vanilla variants of probe enabled helmets
L120[02:20:50] <McJty> Yes that works
too
L121[02:20:56] <zrneely> Nobody actually
uses shields anyway
L122[02:21:00] <McJty> Well I do
L123[02:21:05] <kenzierocks> >beaing
able to use anything >1.7.10 for large modpacks
L124[02:21:08] <McJty> If you fight
skeletons they are REALLY essential :-)
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L126[02:21:11] <kenzierocks> being*
L127[02:21:39] <kenzierocks> kinda sad
that thermal foundation isn't updated yet, it's a primary part of
my setup
L128[02:21:58] <sham1> Well, there already
is FTB unstable 1.19
L129[02:22:01] <sham1> 1.10*
L130[02:22:14] <sham1> Seems that I
skipped a couple of versions there
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L136[02:29:38] <SirSpence> Hey can I get
some help setting up a basic 1.10 mod? I seem to be having
issues.
L137[02:30:27] <SirSpence> The problem I'm
having seems to be that there is no code after doing the gradlew
stuff.
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L139[02:30:44] <tterrag> why would there
be code?
L142[02:31:24] <kenzierocks> that looks
about righ SirSpence
L143[02:31:27] <tterrag> you seem to have
actually added forge as a project
L144[02:31:30] <tterrag> which
is...no
L145[02:31:38] <tterrag> SirSpence: please
read linked guide and follow it closely
L146[02:31:55] <SirSpence> I did also add
it as a build path
L147[02:32:20] <SirSpence> sorry in the
buildpath of my mod project
L148[02:32:35] <SirSpence> And that is
what I was working off of.
L149[02:33:04] <tterrag> why is your
project called "Forge" ?
L150[02:33:15] <tterrag> unless you
developing a mod called "Forge"
L151[02:33:36] <SirSpence> I have another
project with my mod stuff in it.
L152[02:34:07] <tterrag> ok...so why does
this "Forge" project exist?
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L154[02:35:02] <SirSpence> The forge
project is from me importing the stuff after running gradlew
setupDecompWorkspace and gradlew eclipse
L155[02:35:23] <Ordinastie_> you don't
need a forge project
L156[02:35:30] <tterrag> then I don't
think you actually followed the guide
L157[02:35:43] <Ordinastie_> you have your
mod project which has forge/mc jar in the classpath
L158[02:36:02] <SirSpence> Yes, I have
that.
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L160[02:36:47] <Ordinastie_> then delete
that forge project
L161[02:36:50] <Ordinastie_> it has no
use
L162[02:36:53] <SirSpence> The problem is
that something seems to be missing after running gradlew
setup...
L163[02:37:34] <SirSpence> That doesn't
solve my problem at all though.
L164[02:38:01] <Ordinastie_> well,
identify what's missing and then eventually ask here about it
instead of doing random stuff :)
L165[02:40:27] <zrneely> BTW thanks all,
moving my repositories block to the top level fixed my gradle
issues, just had to resync it from within intellij
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L167[02:42:59] <SirSpence> Alright so how
am I suuposed to import the forge source for my mod then?
L168[02:43:32] <kenzierocks> SirSpence:
did you run gradle setupDecompWorkspace ?
L169[02:43:41] <kenzierocks> that should
give you minecraft + forge sources
L170[02:43:42] <SirSpence> Yes.
L171[02:43:49] <SirSpence> I ran it with
no errors
L172[02:43:52] <kenzierocks> they are in
the Referenced Libraries
L173[02:44:04] <kenzierocks> in the
forgeSrc jar
L174[02:44:29] <SirSpence> And where does
the forgeSrc jar end up by default?
L175[02:44:40] <kenzierocks> ..what do you
mean?
L176[02:44:44] <kenzierocks> on the
filesystem?
L177[02:44:56] <SirSpence> after running
gradlew stuff
L178[02:44:58] <SirSpence> yes
L179[02:45:02] <kenzierocks> depends
L180[02:45:06]
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L181[02:45:14] <kenzierocks> either in
~/.gradle/caches/minecraft/<some path in there>
L182[02:45:30] <kenzierocks> or in
PROJECT_DIRECTORY/.gradle/caches/minecraft/<some path>
L183[02:45:37] <kenzierocks> i think those
are the two locations
L184[02:45:50] <SirSpence> there is no
caches folder under .gradle
L185[02:46:00] <kenzierocks> under which
.gradle
L186[02:46:05] <kenzierocks> the one in
your home folder
L187[02:46:08] <kenzierocks> or the one in
your project dir
L188[02:46:21] <SirSpence> home
folder
L189[02:46:27] <SirSpence> the one where I
run gradlew from
L190[02:46:30] <Ordinastie_> SirSpence,
the best way to locate the file would be from the jar in your
referenced libs
L191[02:46:36] <kenzierocks> that's not
your home folder???
L192[02:46:59] <kenzierocks> i hope you do
not build your mods in your home folder
L193[02:47:03] <kenzierocks> that would be
very messy
L194[02:47:12] <SirSpence> I'm not going
to...
L195[02:47:26] <kenzierocks> then you
shouldn't be running gradlew there
L196[02:47:27] <SirSpence> I'm looking and
finding no jar files at all
L198[02:48:10] <kenzierocks> ok
L199[02:48:16] <SirSpence> I ran gradlew
setupDecompWorkspace in that folder
L200[02:48:16] <kenzierocks> so go to your
user's home folder
L201[02:48:30] <kenzierocks> look in
.gradle/caches
L202[02:48:44] <SirSpence> that doesn't
exist
L203[02:48:52] <kenzierocks> that's very
unlikely
L204[02:48:56] <Ordinastie_> SirSpence, do
you use eclipse ?
L206[02:49:02] <SirSpence> yes
L207[02:49:11] <Ordinastie_> did you do
gradlew eclipse ?
L208[02:49:11] <SirSpence> that is what is
inside of .gradle
L209[02:49:19] <SirSpence> yes
L210[02:49:19] <kenzierocks> SirSpence: i
said your USER HOME
L211[02:49:26] <kenzierocks> this folder
IS NOT YOUR USER HOME
L212[02:49:28] <Ordinastie_> did you
refresh you project in eclipse ?
L213[02:49:36] <SirSpence> the hell is
user home then?
L214[02:49:48] <kenzierocks> where your
Documents folder is
L215[02:49:54] <kenzierocks> Downloads,
Music, Pictures
L216[02:49:55] <kenzierocks> all
that
L217[02:49:57] <SirSpence> The hell would
anything be put there
L218[02:50:02] <kenzierocks> because
that's how gradle works
L219[02:50:18] <kenzierocks> it stores
caches outside the project directory to reduce duplicated
files
L220[02:50:28] <SirSpence> there is no
.gradle in my user home
L221[02:50:37] <Ordinastie_> stop looking
manually
L222[02:50:42] <Ordinastie_>
<Ordinastie_> did you refresh you project in eclipse ?
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L224[02:51:08] <SirSpence> I don't think
I'm even at that point ordinastie
L225[02:51:14] <Ordinastie_> yes you
are
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L227[02:51:36] <killjoy> try
C:\Users\%username%\.gradle
L228[02:51:40] <SirSpence> mostly because
apparently I don't even have anything to refresh yet
L229[02:51:56] *
kenzierocks goes back to staring at C program
compiliation
L230[02:51:57] <SirSpence> there it
is.
L231[02:51:58] <Ordinastie_> make a
project in eclipse that point to that folder then
L232[02:51:59] <SirSpence> Thank you
L233[02:52:18] <Ordinastie_> the one where
you did setupDecompWorkspace
L234[02:52:39] <SirSpence> Alright now
that I know where the missing files went I can at least make some
progress.
L235[02:53:06] <Rushmead> If i want to
render another name tag above a player, can i use the
RenderLivingEvent.Specials.Post<EntityOtherPlayerMP> event
and just use the EntityRenderer?
L236[02:53:39] <Ordinastie_> SirSpence,
you shouldn't care about that
L237[02:54:11] <killjoy> Can't you add a
layer?
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L239[02:54:18] <killjoy> Rushmead ^
L240[02:54:55] <Rushmead> Hmm didnt see
that.
L241[02:55:09] <killjoy> playerrender
event was removed in 1.8 in favor of layers
L242[02:55:43] <zid> Rushmead, you just
solved a problem I had, thank you
L243[02:55:53] <Rushmead> No
problems...
L244[02:56:50] <SirSpence> Are you saying
to make a new project in the folder I ran decomp in? Or are you
saying import a project from there?
L245[02:57:04] <killjoy> import the gradle
project
L246[02:57:10] <SirSpence> ...
L247[02:57:23] <SirSpence> Mk I did that
and everyone was freaking out about it.
L248[02:57:26] <SirSpence> I called it
forge...
L249[02:57:45] <killjoy> freaking out
about importing the gradle project? That's not like
#minecraftforge
L250[02:57:52] <killjoy> they only freak
out if you use the idea task
L251[02:58:27] <Ordinastie_> when you
specify the folder in eclipse when making a java project, you will
see it find stuff automatically
L252[02:58:31] <SirSpence> Alright
L253[02:58:48] <SirSpence> Now that I'm
back to where I was when I came into this chat
L254[02:59:04] <killjoy> wait, so you have
sources not in src/main/java?
L255[02:59:12] <SirSpence> how do I
actually include the forge source in my mod?
L256[02:59:20] <killjoy> just apply the
forge plugin
L257[02:59:21] <Ordinastie_> it's
automatci
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L259[02:59:29] <SirSpence> so I can import
stuff without errors
L260[02:59:32] <Ordinastie_> it's a jar in
your Referenced Libraries
L261[02:59:47] <killjoy> gotta use a
gradle project for every one of your mods
L262[02:59:52] <zid> Rushmead, does forge
change something about player tags above their head or is that all
minecraft?
L263[03:00:03] <SirSpence> Am I supposed
to work directly out of that project?
L264[03:00:04] <Rushmead> i dont think
so
L266[03:00:07] <killjoy> zid, check the
patches
L267[03:00:11] <Ordinastie_> SirSpence,
yes
L268[03:00:17] <Ordinastie_> that project
is your mod
L269[03:00:19] <SirSpence> Oh.
L270[03:00:20] <SirSpence> :l
L271[03:00:27] <Ordinastie_> forge jar is
on the classPath
L272[03:00:27] <killjoy> it's not
mcp
L273[03:00:34] <killjoy> we haven't done
it like that since 1.6
L274[03:00:36] <SirSpence> Well that
explains things.
L275[03:00:40] <killjoy> perhaps
earlier
L276[03:00:45] <SirSpence> I last tried in
1.6
L277[03:00:50] <SirSpence> or
thereabouts
L278[03:01:03] <killjoy> all praise the
#gradle overlords
L279[03:01:20] <EpixZhang> quick question,
just encountered a weird crash, "IllegalArgumentException:
Invalid dimension id" w/ forge 2046. But only under linux,
same modpack under windows works fine. Any idea?
L280[03:01:24] <SirSpence> Seriously
though why put things into your user folder?
L281[03:01:40] <zid> a lot of programs do
that
L282[03:01:50] <SirSpence> That seems to
me like it would get cluttered very quickly.
L283[03:01:54] <SirSpence> Well
L284[03:01:55] <killjoy> ready access, no
admin creds needed
L285[03:02:02] <zid> that's why they
mostly make those folders hidden :)
L286[03:02:02] <SirSpence> I mean I
understand reg programs
L287[03:02:09] <killjoy> would you prefer
%appdata%?
L288[03:02:22] <Ordinastie_> if you have
another mod, it reuses the jars there
L289[03:02:27] <killjoy> Think of it like
this.
L290[03:02:29] <SirSpence> but things like
gradle I would think should stay relatively close to where you ran
it from
L291[03:02:54] <killjoy> new
File(System.env("user.home") +
"/.gradle")
L292[03:03:02] <SirSpence> I mean I get
the idea it just bugs me because I don't like to have a folder that
has everything in it.
L293[03:03:07] <killjoy> that's not how it
works, but my point stands
L294[03:03:18] <SirSpence> Yeah I know
what you mean.
L295[03:03:19] <killjoy> You can change
where it puts stuff
L296[03:03:36] <killjoy> see
project/gradle/gradle.properties
L297[03:03:40] <SirSpence> I must have
missed where I can change that then
L298[03:04:06] <killjoy> I mean
gradle/wrapper/gradle-wrapper.properties
L299[03:04:08] <SirSpence> I think I have
to make that file. :l
L300[03:04:13] <SirSpence> oh
L301[03:04:36] <SirSpence> And there it
is
L302[03:04:45] <killjoy> distributionBase
is where it downloads gradle.
L303[03:04:57] <killjoy> actually..
L304[03:05:04] <killjoy> that seems more
like the wrapper's work dir
L305[03:05:20] <SirSpence> part of the
problem is I cba to change it
L306[03:05:28] <SirSpence> thats why I
like to do things right the first time
L307[03:05:57] <killjoy> there's 2 ways
actually
L308[03:06:13] <killjoy> 3 really
L309[03:06:15] <SirSpence> Alright so I
just put a src/java source folder right into that package?
L310[03:06:24] <killjoy> environemnt
variable, system property, or commandline parameter
L311[03:06:25] <SirSpence> and work from
there for my mod?
L312[03:06:34] <killjoy>
src/main/java
L313[03:07:06] <EpixZhang> whops.. stupid
fault... just not keeping java update under linux. but still weird
:(
L315[03:09:01] <SirSpence> thanks
L316[03:09:26] <SirSpence> I gurantee I
won't use that until next time I set up this though. :p
L317[03:09:42] ⇦
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L318[03:09:54] <killjoy> the environment
variable seems like the best solution
L319[03:11:37] <killjoy> I doubt you want
to start gradle using -Dgradle.user.home=XXXX
L320[03:11:37] <SirSpence> so why
src/main/java and not src/java?
L321[03:11:44] <killjoy> main is a
sourceset
L322[03:11:59] <killjoy> there are 2 other
sourcesets. test and api
L323[03:12:10] <killjoy> test is for unit
tests
L324[03:12:20] <killjoy> api is for source
files you want to depend on, but not include in the jar
L325[03:12:26] <SirSpence> oh ok
L326[03:12:28] <SirSpence> got it
L327[03:12:39] <SirSpence> do I also need
a src/main/resources?
L328[03:12:49] <SirSpence> or did that
change too?
L329[03:13:03] <kenzierocks>
src/main/resources if you want any assets, yes
L330[03:13:07] <zid> say I want to render
a name tag above a block (any block), how would I go about doing
that? Put a tile entity there that renders the name tag?
L331[03:13:43] <killjoy> things like
mcmod.info or assets/{modid}/textures/blocks/thing.png
L332[03:13:43] <SirSpence> Yes I probably
want assets for my mod. :p
L333[03:13:56] <SirSpence> Thanks
killjoy
L334[03:14:12] <SirSpence> I guess my
problem was that I wanted to organise things my way. :(
L335[03:14:25]
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L336[03:14:34] <killjoy> zid, might be
simpler to spawn an entity with a name ontop of the block
L337[03:14:56] <killjoy> no need to create
a tileentity just for a special render
L338[03:15:27] <zid> I kind of want to
accomplish what the enderIO teleporter does where it shows some
kind of label on/above a block, but it should be usable on any
block
L339[03:16:02] <SirSpence> Could you do an
entity that renders over everything else?
L340[03:16:26] <killjoy> It'd be easier to
use a TE
L341[03:16:54] <zid> that's what I
thought, thanks
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L343[03:17:16] <killjoy> so.. any
block?
L344[03:17:22] <zid> the idea is
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L346[03:17:28] <killjoy> so you can put it
on a stone block and see it from a distance?
L347[03:17:34] <zid> pretty much
L348[03:17:41] <killjoy> use an
entity
L349[03:18:02] <killjoy> maybe use a
client-entity
L350[03:18:13] <killjoy> as in only the
client can see their entities
L351[03:18:28] <zid> allright, I'll have
to read up on how to do that then, thanks
L352[03:18:28] <killjoy> or will this be
for everyone?
L353[03:18:37] <zid> hmm, I'll try client
only first
L354[03:18:40] <zid> see how far I can
get
L355[03:19:25] <zid> the idea is to have a
"label maker" that replaces signs so you can name
machines/chests etc
L356[03:19:27] <killjoy> You could hook
the entity spawn event and check nbt for yourself
L357[03:19:36] <killjoy> if it's not
yours, cancel it
L358[03:19:51] <zid> okay!
L359[03:21:36] <SirSpence> Hmm if you plan
to have it stay for awhile you might need to be careful with entity
counts and such
L360[03:22:12] <zid> I'll look into the
minefactory code for the jailers net on how they're not letting
entities dissapear
L361[03:25:00] <killjoy> could just use
some custom packets and not use entities at all
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L363[03:25:16] <Subaraki> why is
setArmorModel deprected in the RenderPlayerEvent ? :s
L364[03:25:21] <SirSpence> mk so I've got
my Main.java inside of a a package inside of src/main/java and the
line import cpw.mods.fml.common.Mod; doesn't want to work at all
for me
L365[03:25:31] <killjoy> Mod is an
annotation
L366[03:25:42] <SirSpence> thats just an
example
L367[03:25:47] <killjoy> put @Mod above
the class declaration
L368[03:25:51] <SirSpence> none of my
import lines seem to recognise cpw
L369[03:25:52] <zid> To be fair, I'm just
starting out on modding and I have no clue how to work with packets
but a little bit with entities, I'll try it that way first, but
thanks for the advice
L370[03:26:24] <Subaraki> packets is
fariely easy really
L371[03:26:48] <killjoy> using the
packets, you would just need to use a render event
L372[03:26:50] <Subaraki> packets are
fairely easy *
L374[03:27:18] <SirSpence> I must have
missed a step
L375[03:27:24] <killjoy> using 1.10?
L376[03:27:34] <SirSpence> yes
L377[03:27:35] <Subaraki> ctrl shift
o
L378[03:27:39] <Subaraki> automatic
imports
L379[03:27:42] <killjoy> the package moved
to net.minecraftforge.fml
L380[03:27:51] <Subaraki> SirSpence, use
ctrl shift o
L381[03:27:52] <killjoy> since 1.8
L382[03:28:21] <zid> packets are between
the server and client, yes? So I have to send a packet to the
server with a location and a string of the label, and then the
client checks for that when looking at a block?
L383[03:28:25] <Subaraki> ctrl shift o
automaticly manages imports and finds the correct ones
L385[03:28:35] <SirSpence> thats my
project folder
L386[03:28:45] <Subaraki> zid something
like that yes
L387[03:28:46] <SirSpence> also ctrl shift
o did nothing. :l
L388[03:29:09] <zid> Subaraki, allright,
time to read some more I guess :)
L389[03:29:11] <Ordinastie_> Exapnd
Referenced Libraries
L390[03:29:14] <Ordinastie_> SirSpence,
^
L391[03:29:16] ⇦
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L392[03:29:26] <Ordinastie_> is there
forgeSrc in there ?
L395[03:29:51] <Subaraki> all you need to
know about networking ^
L396[03:30:03] <Subaraki> if you have any
questions, feel free to pm or ping me :)
L397[03:30:17] <Ordinastie_> then Organize
imports should work
L398[03:30:25] <zid> will do!
L399[03:30:44] <SirSpence> it says import
cpw cannot be resolved
L400[03:30:51] <Subaraki> SirSpence, go to
Source, and find 'organize imports'
L401[03:31:10] <Subaraki> click that, and
it should organize all imports for your project
L402[03:31:33] <SirSpence> Nope.
L403[03:31:35] <Subaraki> now, Ordinastie_
for example, do you know why half of the render player events are
deprecated ?
L404[03:31:44] <killjoy> just change it
manually.
L405[03:31:45] <Subaraki> delete all your
imports ?
L406[03:31:47] <Ordinastie_> nope
L407[03:31:51] <killjoy> cpw.mods ->
net.minecraftforge
L408[03:31:53] <Subaraki> then it should
give an error light bulb
L409[03:32:01] <Subaraki> click that, and
it should suggest an import
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L411[03:33:03] <SirSpence> nah that
imported correctly
L412[03:33:44] <SirSpence> Sweet
thanks
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L415[03:38:12] <killjoy> I want to know
whos idea it was to make annotations declared like an interface,
but with @
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L417[03:38:35] <killjoy> did they just not
want to ruin their perfect 50 keywords?
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L421[03:50:13] <Subaraki> killjoy, what
are you talking aut ?
L422[03:50:24] <Subaraki> because the
annotations can resolve a lot of compatibility problems
sometimes
L423[03:50:31] <killjoy> the way you
declare an annotation is @interface
L424[03:50:50] <Subaraki> oh
L425[03:50:57] <Subaraki> yeah, i knew
that, but i see what you mea
L426[03:50:59] <Subaraki> mean *
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L430[03:57:30] <Sandra> that's because
annotations are kinda interfaces. :P
L431[03:57:38] <killjoy> kinda
L432[03:57:40] <Sandra> kinda.
L433[03:58:40] <Sandra> and they sorta are
interfaces, i.e. they sorta represent people doing it.
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L438[04:05:55] <SirSpence> Anyone know of
a good open source mod I can learn off of?
L439[04:06:20] <SirSpence> for 1.10?
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L442[04:18:58] <zid> SirSpence, how I do
it (and I've just started as well) is I try to write something, and
once I'm stuck I look up a mod that does something similar-ish and
go from there
L443[04:19:06] <zid> but getting started I
just read some tutorials
L444[04:20:00] <zid> most mods source code
can be found when googling the name and putting "github"
or "source" behind it
L445[04:20:01] <SirSpence> I'm sick and
tired of tutorials. I learn 10x better when I have something I can
mess with and see how it changes things.
L446[04:20:55] <SirSpence> Plus I have yet
to run into a tutorial that when followed to the letter doesn't
completely mess things up.
L447[04:22:21] <zid> Subaraki, I have a
question, I'm trying to get started with the packets, and how would
I go about writing a string to the ByteBuf, I can find writeInt,
but nothing about a string
L448[04:22:53] <Subaraki>
bytebufutils
L449[04:23:00] <Subaraki> writeutf8 or
something in the genre
L450[04:23:07] <zid> allright
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L454[04:27:11] <BordListian> what the
fuck
L455[04:27:27] <BordListian> redstone
torches don't provide any signal to the side opposite of the
torch
L456[04:27:42] <BordListian> wait
L457[04:27:50] <BordListian> did i
opposite the facing
L458[04:30:03]
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L459[04:31:31] <BordListian> so i
did
L460[04:31:39] <BordListian>
getRedstonePower is a disgusting function
L461[04:32:43] <Ordinastie_> what are you
doing ?
L462[04:33:11] <BordListian> implementing
a lobotomized version of redstone wire
L463[04:33:38] <BordListian> had a bunch
of trouble getting input from repeaters and the like to connect
up
L464[04:34:36] <BordListian> it's very
nice and predictable now tho
L465[04:34:48] <BordListian> i just need
it to output weak signal now
L466[04:34:50] <BordListian> should be
easy
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L472[05:04:46] <ghz|afk> [11:06]
(SirSpence): Anyone know of a good open source mod I can learn off
of?
L473[05:04:46] <ghz|afk> [11:06]
(SirSpence): for 1.10?
L474[05:05:00] <ghz|afk> if you don't mind
my coding style, I have a few, and I like to think I program well
(if you don't mind my coding style.)
L475[05:05:36] <SirSpence> I'm open to
taking a look. I've been tinkering with progressive automation so
far.
L477[05:06:12] <ghz|afk> hmm the simplest
one in structure is actually
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L480[05:06:47] <ghz|afk> this one includes
a multiblock structure, and is generally a lot more complex and
messy
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L483[05:07:06] <SirSpence> Sweet, I'll
look into those when it isn't 3AM and if I make some cool tweaks
I'll show you.
L484[05:07:12] <SirSpence> Thanks.
L485[05:07:16]
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L486[05:07:16] <ghz|afk> heh
L488[05:07:53] <ghz|afk> (because it's
incomplete ;P)
L489[05:07:57] <SirSpence> :p
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L495[05:29:02] <BordListian> i almost
completed this but there's a persistent off-by-one error
L496[05:29:18] <BordListian> the
worst
L497[05:29:53] <gigaherz> nah if it's
persistent it's the easy kind
L498[05:30:02] <gigaherz> corner-case
off-by-one is horrible.
L499[05:32:42] <BordListian> it's an off
by one on redstone input
L500[05:32:43] <BordListian> wait
L501[05:33:09] <BordListian> got it
L502[05:33:10] <sham1> off-by-one
errors
L503[05:33:14] <sham1> That sounds
wonderful
L504[05:33:21] <flappy> BordListian:
redstone is a major pain on its own from what i've heard
L505[05:33:30] <BordListian> redstone is a
disgrace
L506[05:34:17] <BordListian> i think i got
it now though
L507[05:35:07] <BordListian>
world.getRedstonePower takes the blockpos of the emitter and the
opposite emitting face
L508[05:35:20] <BordListian> yes.
L509[05:35:35] <BordListian> the most
idiotic method i've ever seen
L510[05:36:50] <BordListian>
goddamnit
L511[05:36:53] <BordListian> i broke
redstone blocks
L512[05:36:58] *
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L514[05:40:51] <SirSpence> Wouldn't that
mean it takes the block at the face you are checking and the
recieving face?
L515[05:41:19] <BordListian> yes
L516[05:41:24] <BordListian> which is
stupid
L517[05:41:37] <SirSpence> It makes
perfect sense to me.
L518[05:41:46] <BordListian> it would make
more sense to have either the block that receives with the side
that receives
L519[05:41:48] <SirSpence> I mean it could
be better.
L520[05:41:57] <BordListian> or the block
that emits with the side that emits
L521[05:41:58] <SirSpence> But it does
make sense.
L522[05:42:05] <BordListian> not
really
L523[05:45:04] <flappy> BordListian: at
least you didn't break redstone completely
L524[05:45:17] <BordListian> did you do
that?
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L527[05:52:35] <BordListian> i hate it so
much
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L529[05:53:48] <BordListian> WHAT
L530[05:53:58] <BordListian> i inverted
the power on one of these wires
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L533[05:57:29] <SirSpence> Thats
impressively messed up.
L534[05:58:01] <BordListian> redstone
junctions output weird signals
L535[05:58:19] <BordListian> like anytime
you do canConnectRedstone, the redstone wire will face the block
but it will output a weird signal
L536[06:03:42] <BordListian> it's pretty
impressive how often you have to use getOpposite when dealing with
redstone
L537[06:04:18] <SirSpence>
this.dropApple((World)world, pos, state, chance); // Dammet
mojang
L538[06:04:22] <SirSpence> Them
comments
L539[06:05:09] ⇦
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L553[06:44:13] <geldorn> Can help me
understand why the current orientation in ActiveRenderInfo is
encoded as rotationX, rotationXZ, rotationZ, rotationYZ, rotationXY
instead of just X, Y, Z rotations?
L554[06:44:47] <geldorn> +someone
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L557[06:48:11] <SirSpence> Wild guess that
is likely wrong: With the extra rotations you can get the normal
for rendering.
L558[06:48:58] <SirSpence> I don't know
what ActiveRenderInfo does so take my guess with a large grain of
salt.
L559[06:50:11] <geldorn> As I understand
it it manages the current camera position (and these rotations are
the roations of the camera)
L560[06:52:09] <BordListian> clearly, the
camera is actually a 4D hypercamera
L561[06:52:09]
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L562[06:52:26] <BordListian> so it needs 5
axis instead of 3 to resolve
L563[06:52:41] <BordListian> (I'm not
serious)
L564[06:52:43] <SirSpence> Duh, silly
me.
L565[06:52:52] <SirSpence> I forgot about
that.
L566[06:53:10] <SirSpence> I should have
seen that right away.
L567[06:53:22] <BordListian> ikr
L568[06:54:05] <geldorn> And I was hoping
for a normal 5D camera ...
L569[06:54:40] <BordListian> personally, i
only ever work with 32D cameras
L570[06:55:16] <BordListian> It's much
easier to transform the ywh axis that way
L571[06:56:02] <SirSpence> Can you list
out the names of each axis? I can only get up to 26
L572[06:57:18] <BordListian> It's a secret
to everybody
L573[06:59:24] <BordListian>
god-diggity-damnit
L574[07:00:06] <SirSpence> Did you kill
the comparator this time?
L575[07:00:28] <geldorn> Seriously, can
anybody shed some light what ActiveRenderInfo.updateRenderInfo does
or why the camera orientation is encoded so odd (I have seen it
used in Praticle.renderParticle but doesn't help that much)
L576[07:00:28]
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L577[07:00:39] <BordListian> no
surprisingly literally everything works
L578[07:00:40] ⇦
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L579[07:00:47] <SirSpence> I call bs
L580[07:00:52] <BordListian> except one
error with redstone wire
L581[07:00:56] <BordListian> well, two
errors
L582[07:01:11] <BordListian> one is
related to direct connections giving one more strength than they
should
L583[07:01:24] <BordListian> the other is
indirect connections giving no strength
L584[07:01:39] <BordListian> this is
unreasonable
L585[07:01:52] <BordListian> especially as
i'm checking state.getValue(BlockRedstoneWire.POWER) directly
L586[07:02:13] <SirSpence> Hmm
L587[07:02:35] <BordListian> some other
bad thing must be happening for this to be a problem
L588[07:03:14]
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L589[07:03:14] <SirSpence> Anyone know how
you can get the actual block of something from progressive
automation (for example Block.GRASS)
L590[07:03:54] <SirSpence> cause I'm
messing around and want to make one of the blocks from it grow like
grass
L591[07:04:38] <SirSpence> So I need to
run worldIn.setBlockState()
L592[07:04:59] <SirSpence> but I can't
figure out what I would put in there for this mod\
L593[07:04:59] <BordListian>
ForgeRegistries.BLOCKS.getValue(new
ResourceLocation(modid,name))
L594[07:05:07] <BordListian> equivalent
for items
L595[07:05:12] <gigaherz> SirSpence: you
are editing the mod, right?
L596[07:05:15] <SirSpence> yes
L597[07:05:17] <gigaherz> check on the
main mod file
L598[07:05:20] <gigaherz> or in some
ModBlocks class
L599[07:05:25] <BordListian> oh i
see
L600[07:05:25] <gigaherz> that's usually
where it is
L601[07:05:28] <gigaherz> if it's not
there
L602[07:05:34] <BordListian> i thought you
were trying to do integration
L603[07:05:36] <SirSpence> I've been
looking and can't even find one
L604[07:05:42] <gigaherz> search for
usages for the block class
L605[07:05:54] <SirSpence> Well ok
L606[07:05:57] <SirSpence> I found
that
L607[07:06:03] <gigaherz> okay then
L608[07:06:04] <SirSpence> but no list
like Blocks
L609[07:06:12] <BordListian> ?
L610[07:06:12] <gigaherz> no ofc not
L611[07:06:19] <SirSpence> so I'm not sure
what the equivalent is
L612[07:06:28] <gigaherz>
Whateverclass.theBlock.getDefaultState()
L613[07:06:35] <SirSpence> mk\
L614[07:06:41] <gigaherz>
"Whateverclass" and "theBlock" depend on the
mod and block
L615[07:06:47] <gigaherz> we can't just
tell you stright out, since it's not our mod
L616[07:06:48] <SirSpence> yeah
L617[07:06:51] ⇦
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L618[07:06:52]
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L619[07:06:58] <gigaherz> I know that all
my mods
L620[07:07:03] <gigaherz> have the
instances in the main mod file
L621[07:07:08] <gigaherz> I know many
other mods use a Modblocks class
L622[07:07:19] <gigaherz> and I know some
that use singleton-style patterns
L623[07:07:20] <gigaherz> with like
L624[07:07:23] <gigaherz>
BlockWhatever.instance
L625[07:07:31] <BordListian> you wanna
know what messed up my redstone?
L626[07:07:33] <BordListian> state
instanceof BlockRedstoneWire
L627[07:07:35] <BordListian> there you
go
L628[07:07:36] <gigaherz> hence why I
said
L629[07:07:38] <gigaherz> look for
usages
L630[07:08:00] <gigaherz> find the block's
constructor and see where it's used
L631[07:08:05] <gigaherz> ans where the
value is saved to
L632[07:08:09] <gigaherz> and*
L633[07:12:54] <BordListian> well
then
L634[07:13:04] <BordListian> comparator
secondary input is like the only thing that doesn't work
L635[07:13:06] <BordListian> ;_;
L636[07:13:53] <Subaraki> can anyone tell
me why setArmorModel is deprecated ??
L637[07:14:46] <Subaraki> diesieben07 ?
sorry to bother :s but ^
L638[07:14:49] <Subaraki> i need an answer
on that
L639[07:15:34] <Naiten> Is there like no
standalone world editor for 1.10.2 yet? .__.
L640[07:15:51] <gigaherz> standalone? as
in like, mcedit?
L641[07:16:29] <Naiten> yep, mcedit is
outdated though
L642[07:16:56] <gigaherz> I thought the
program would still work, though
L643[07:17:07] <gigaherz> just showing the
new blocks as "future block"
L644[07:17:35] <Naiten> or a way to
somehow completely remove all my mod-added blocks from the
world
L645[07:17:44] <BordListian> okay so
comparators specifically need strong power on their sides to
trigger
L646[07:17:48] <BordListian>
>_>
L647[07:17:58] <gigaherz> Hmmmm
L648[07:18:16] <gigaherz> what things
would make sense to have pipes/conduits/cables for?
L649[07:18:27] <sham1> fluids
L650[07:18:27] <gigaherz> Items, Fluids
are the obvious
L651[07:18:35] <gigaherz> Energy too
L652[07:18:36] <Naiten> i was moving
variables around my TE's and now my old world won't open at all
.___.
L653[07:18:40] <BordListian> i'll just
send strong power to anything that isn't a full block
L654[07:18:42] <BordListian> ble
L655[07:18:43] <BordListian> h
L656[07:18:52] <Naiten> gigaherz,
steam?
L657[07:19:00] <sham1> steam is a
fluid
L658[07:19:02] <gigaherz> I'd consider
that a fluid
L659[07:19:08] <gigaherz> since it uses
the fluid registry and all
L660[07:19:12] <Naiten> gigaherz,
pneumatic post?
L661[07:19:27] <gigaherz> hmmm I suppose I
could have data
L662[07:19:42] <Naiten> hyperloop
transport tubes?
L663[07:19:47] <sham1> Make a better AE
:P
L664[07:19:55]
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L665[07:20:07] <BordListian> player
conduits
L666[07:20:21] <Naiten> BordListian,
^hyperloop
L667[07:20:55] <gigaherz> no I'm not going
to make a transport system ;P
L668[07:21:10] <Naiten> Also, atmospheric
railway by I. K. Brunel
L669[07:21:14] <Naiten> ah :C
L670[07:21:36] <BordListian> fine
then
L671[07:21:44] <BordListian> i'm gonna
make a transport system
L672[07:21:46] <BordListian> :V
L673[07:22:44] <geldorn> Particles work
with player facing quads, right?
L675[07:24:12] <BordListian> haha, i got
it
L676[07:25:48] <SirSpence> hey gigaherz
what all do you have in your elements of power project?
L677[07:25:55]
⇨ Joins: Coolway99 (~cway@66.212.212.2)
L678[07:26:05] <SirSpence> It's
complaining that I'm missing Jei for example
L680[07:26:15] <Naiten>
http://i.imgur.com/Dcd3mdE.jpg like, you got
colonialism all around, people still are afraid of regular railways
and throw stones at steam locomotives, and then whoa, you see
this
L681[07:26:40] <Naiten> a self-propelling
(actually not) cart goes around the pipe
L682[07:28:11] <Naiten> i guess it was
mind-blowing back in a time
L683[07:28:38] <BordListian> my 3 day
project thus concludes successfully
L684[07:29:14]
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L685[07:30:16] <gigaherz> SirSpence: it's
all in the build.gradle dependencies, so just running
setupDecompWorkspace should be enough to get it up and
running
L686[07:30:24] <SirSpence> mk
L687[07:30:38] <gigaherz> if you are in
IDEA, you may need to click the blue refresh icon in the gradle
panel
L688[07:30:49] <gigaherz> to get IDEA to
synchronize the project with the gradle info
L689[07:32:22] ⇦
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L690[07:36:05] <BordListian> the original
mod used stonebricks to make the pcbs
L691[07:36:23] <BordListian> might change
it to andesite, considering i use it in the texture >_>
L692[07:44:28] <Naiten> gigaherz, mcedit
lags and falls when i do anything with my modded blocks D: guess i
just gotta use another one
L693[07:44:40] <Naiten> another
world*
L694[07:46:26] <gigaherz> meh
L696[07:47:41] <SirSpence> Alright I'm not
figuring it out.
L697[07:49:02] <BordListian> can
onBlockActivated also trigger on sneaking or do I need
onBlockClicked or something
L698[07:49:02] <SirSpence> I'm not sure
what files are supposed to go where in order to run setdecomp... if
I add your mod into the mix gigaherz.
L699[07:50:31] <gigaherz> uh?
L700[07:50:43] <gigaherz> what do you mean
"add my mod to the mix"?
L701[07:50:49] <gigaherz> are you trying
to mash up two mods together?
L702[07:51:01] <SirSpence> I don't know
the steps to import your mod
L703[07:51:02] <SirSpence> at all
L704[07:51:06] <gigaherz> uh
L705[07:51:09] <gigaherz> IDEA or
eclipse?
L706[07:51:16] <SirSpence> eclipse
L707[07:51:42] <gigaherz> Ah well, I write
them in IDEA, so I have never used any of my mods from
eclipse
L708[07:51:44] <gigaherz> however
L709[07:51:50] <gigaherz> it should be
straightforward
L710[07:52:01] <gigaherz> just open some
console/terminal, cd to the mod's folder
L711[07:52:08] <gigaherz> run
"gradlew setupDecompWorkspace"
L712[07:52:14] <gigaherz> then if it
worked, run "gradlew eclipse"
L713[07:52:26] <SirSpence> There is no
gradlew in the folder I downloaded from your github
L714[07:52:27] <gigaherz> and add the
eclipse folder as a project into your workspace
L715[07:52:47] <gigaherz> oh I see
L716[07:52:49] <gigaherz> well
L717[07:52:55] <gigaherz> just get the
latest MDK from the forge site
L718[07:53:03] <SirSpence> I got
that
L719[07:53:04] <gigaherz> and use the
gradle folder and the gradlew script from it
L720[07:53:11] <SirSpence> Oh, ok
L721[07:54:16] <SirSpence> mk it's
running
L722[07:54:25] <Subaraki> what's the best
modeler out there ? i want to make a 3d model for an item
L723[07:54:34] <Subaraki> or can i use my
techne models ?
L724[07:54:38] <Subaraki> i doubt it
...
L725[07:55:40] <primetoxinz> chisels and
bits :3
L726[07:55:52] <primetoxinz> best 3d
modeler
L727[07:59:59] <BordListian> i wasn't
aware that you could export chisels and bits into json models
:P
L728[08:00:29] <primetoxinz> there is an
ingame command for it
L729[08:00:42] <BordListian> huh
L730[08:00:47] ⇦
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L731[08:00:50] <BordListian> does it
optimize the voxels?
L732[08:00:58]
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L733[08:00:58] <primetoxinz> pretty
sure
L734[08:01:10] <BordListian> that's so
sexy i don't even know where to start
L736[08:01:11] <Subaraki> ?
L737[08:01:16] <primetoxinz> yeah
L738[08:01:29] <primetoxinz> I used it for
the anvil model
L739[08:01:58] <BordListian> it has
like
L740[08:02:01] <BordListian> some
limitations
L741[08:02:06] <BordListian> but that's
pretty cool
L742[08:02:06] <primetoxinz> of
course
L743[08:02:17] <primetoxinz> it keeps it
minecrafty
L746[08:03:41] <BordListian> i made a vase
model in cray's model maker if you want that btw
L747[08:03:49] <BordListian> like if you
don't have one yet
L748[08:03:57] <primetoxinz> I don't,
should add that
L749[08:04:03] <primetoxinz> don't know
why it isn't in the original
L750[08:04:09] <BordListian>
*shrugs*
L751[08:04:28] <primetoxinz> I got
hardcore enderchests working perfectly yesterday
L752[08:04:34] <BordListian> :D
L753[08:04:45] <primetoxinz> and it will
work for any dimension
L754[08:06:37]
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L756[08:07:41] <primetoxinz> thanks
L757[08:07:47] <BordListian> np
L758[08:07:55] <primetoxinz> will get that
in after this
L759[08:09:14] ⇦
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L760[08:09:23] <Subaraki> how the hell do
shields work ?
L761[08:09:27] <primetoxinz> yes
L762[08:09:34] <Subaraki> there's nowhere
a texture path precised
L763[08:09:36] <Subaraki> nor a
model
L764[08:09:43] <Subaraki> just rotation
and translation
L765[08:09:51] <primetoxinz> pretty sure
their heavily hard coded
L766[08:09:54] <primetoxinz>
they're*
L767[08:10:30] <BordListian> they have an
entity model
L768[08:10:42] <BordListian> i made a
shield that has an item model
L769[08:10:55] <BordListian> if you want
the models
L770[08:11:10] <primetoxinz> cool, for
mossy stone from mob spawers working propertly
L771[08:11:13] <primetoxinz>
properly*
L772[08:11:36] <primetoxinz> bwm had it
really weirdly done
L773[08:11:59] <BordListian> how do you do
it?
L774[08:12:22] <primetoxinz> I do a sub
alias on mob spawners and add a check to the tileentity
L775[08:12:36] <BordListian> bleh
L776[08:12:40] <primetoxinz> bwm had an
event checking for mobs near a mob spawner and setting the block
under the mob to mossy stone
L777[08:12:57] <BordListian> aliases are
pretty bad tho aren't tey
L778[08:13:09] <primetoxinz> *shrug* this
is for me
L779[08:13:13] <primetoxinz> it
works
L780[08:13:13] <BordListian> like if
another person overrides the same block, you're gonna have a bad
time
L781[08:13:28] <primetoxinz> I doubt other
people will ever use sub alias
L782[08:13:34] ⇦
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L783[08:13:36] <Subaraki> stop pinging me
D:
L784[08:13:44] <Subaraki> say subalias or
sub_alias x_x
L786[08:13:50] <gigaherz> must be what I
did yesterday
L787[08:13:56] <gigaherz> I didn't get
around to testing the changes ;P
L788[08:13:59] <primetoxinz> haha, then
get rid of the sub as a nickname
L790[08:14:16] <SirSpence> it is really
odd
L791[08:14:39] <gigaherz> found the bug
;P
L792[08:14:41] <SirSpence> that one part
that is seems to be referring to basically just sets a number
L793[08:14:45] <SirSpence> *float
L794[08:14:55] ⇦
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L795[08:15:46] <LatvianModder> turns out I
can disable different unneded plugins in Idea.. shoudve thought of
sooner lol. Much better now
L797[08:16:11] <gigaherz> SirSpence: feel
free to pull the new commit ;P
L798[08:16:15] <BordListian> cause they're
pretty weird
L799[08:16:21] <SirSpence> :l
L800[08:16:22] <BordListian> but you can
probably figure stuff out from the model
L801[08:17:06] <LatvianModder> gigaherz:
is using interface in Capabilities a rule or just something thats
better than abstract class? Because I have this Cap that I only use
within my mod, and I dont want to re-implement every method from
interface, I want to use abstract class instead
L802[08:18:13] <LatvianModder> not even
abstract class. just a regular class
L803[08:18:48]
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L805[08:20:23] <SirSpence> ooh thats shiny
gigaherz
L806[08:20:24] <SirSpence> :p
L807[08:21:34] ***
TTFT|Away is now known as TTFTCUTS
L808[08:21:56] <SirSpence> Oh also
gigaherz for earth you could have the shape be an area of effect
that sticks to the ground
L809[08:23:42] <gigaherz> LatvianModder:
the "design contract" would be Interface, and working
IStorage and working default implementations
L810[08:23:50] <gigaherz> but my opinion
is, if you are doing an internal IEEP-like thing
L811[08:23:52] <gigaherz> who cares.
L812[08:24:09] <LatvianModder> right. I
was just thinking, if it would mess with Capability system
itself
L813[08:24:13] <gigaherz> no
L814[08:24:16] <gigaherz> it works just
fine
L815[08:24:17] <LatvianModder> seems like
it works fine
L816[08:24:18] <LatvianModder> ok
L817[08:24:32] <gigaherz> I use
Class-based capabilities for IEEP-like data storage
L818[08:24:42] <gigaherz> the system
doesn't care if it's an interface or not
L819[08:26:12] <LatvianModder> ok. I use
interfaces in apis, and implementation in another package
L820[08:27:07]
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L823[08:33:48] <Intektor> I need the
TextureAtlasSprite from my cusom texture
L824[08:34:01] <Intektor> how do I get
it?
L825[08:36:09] ⇦
Quits: Zesty (~Zesty@180.97.28.12) (Read error: Connection reset by
peer)
L826[08:37:14] <diesieben07>
TextureMap::getAtlasSprite
L827[08:37:57] <Subaraki> how do i add
something to the TileEntityItemStackRenderer ?
L828[08:38:14] <Subaraki> i'm making a
custom shield, and it uses that to render it's model
L829[08:38:18]
⇨ Joins: Zesty (~Zesty@180.97.28.12)
L830[08:38:21] <Subaraki> (and iitemrender
doesnt exist anymore)
L831[08:38:32] ⇦
Quits: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 186 seconds)
L832[08:39:23] <Intektor> where do I get
the instance of texture map, or is texure map my new Resource
location
L833[08:40:16] <Subaraki> ?
L834[08:40:27] <Subaraki> what texture map
?
L835[08:40:31] <Subaraki> from like one
item ?
L836[08:40:35] <Subaraki> or one entity
?
L837[08:40:42] ***
kroeser is now known as kroeser|away
L838[08:40:47] <LatvianModder> 16:37:53
D<diesieben07> TextureMap::getAtlasSprite
L839[08:40:50] <diesieben07> dude... use
your ide... seriously
L840[08:40:58] <diesieben07> open
TextureMap clas
L841[08:41:00] <diesieben07> search for
references
L842[08:41:04] <LatvianModder> like cmon.
Its double-shift to search in Idea
L843[08:41:05] <diesieben07> check where
it's returned by a method
L844[08:41:47] <LatvianModder> I only ask
where to find something when I have tried searching everything and
I gave up
L845[08:44:56] ⇦
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seconds)
L846[08:46:45]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L847[08:50:05] <geldorn> Everything I
checked so far didn't really work, is there any easy way to obtain
world space coordinates of the camera (after modifiers like third
person view, nausea, etc have applied)?
L848[08:50:35]
⇨ Joins: Snapples
(uid167569@id-167569.highgate.irccloud.com)
L849[08:51:12] <gigaherz> geldorn: uhm...
eh... hmm... I have no idea how to do that with the old-style
opengl mc uses.
L850[08:51:26] <gigaherz> thing is
L851[08:51:32] <gigaherz> to opengl using
the matrix stack
L852[08:51:35] <gigaherz> it works
backward
L853[08:51:41] <gigaherz> the camera
position in world space coords... is 0
L854[08:51:48] <gigaherz> everything else
is transformed in relation to that
L855[08:52:06] <gigaherz> so uh, you'd
have to obtain the modelview matrix
L856[08:52:08] <gigaherz> and invert
it
L857[08:52:30] <gigaherz> and thne input
0,0,0 into that matrix
L858[08:52:36] <gigaherz> to get the
world-space coords
L859[08:53:17] <geldorn> The problem I try
to solve is just to render a billboard, but if I only use the
render entity (players) pitch and yaw, it is just wrong in third
person mode
L860[08:53:36] <gigaherz> how does mc draw
the nameplates?
L861[08:53:42] <gigaherz> although I think
those ARE wrong, too
L862[08:53:43] <gigaherz> ;p
L863[08:53:45] <LatvianModder> 3d
L864[08:53:53] <gigaherz> at least when
you are in a bed ;p
L865[08:53:56] <LatvianModder> translates
2d image and rotates
L866[08:54:04] <gigaherz> yeah I
mean
L867[08:54:08] <gigaherz> those ARE
billboards
L868[08:54:11] <gigaherz> so whatever mc
does
L869[08:54:13] <gigaherz> you could
replicate
L871[08:54:42] <geldorn> you mean the
standard player nameplates?
L872[08:54:47]
⇨ Joins: Brokkoli
(~Brokkoli@p5B23CCE8.dip0.t-ipconnect.de)
L873[08:55:00] <gigaherz> Naiten: I don't
see anything that can't be done with json?
L874[08:55:14] <gigaherz> geldorn:
yes
L875[08:55:58] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Quit: Oh did I
leave? Opps.)
L876[08:56:11] <Naiten> gigaherz,
parametric length of tracks! random sleeper placement!
L877[08:56:14] <geldorn> gigaherz, any
idea how I can get something with a nameplate in the dev env (there
are no other players there) to debug the nameplates?
L878[08:56:25] <gigaherz> Naiten:
well
L879[08:56:29] <gigaherz> if you want
random
L880[08:56:35] <gigaherz> you'd have to
composite the models in code, yes
L881[08:56:38] <Naiten> **future stuff**
player-inputed radius curves!
L882[08:56:42] <gigaherz> but you can
still have model jsons for the different pieces!
L883[08:56:53] <gigaherz> geldorn: run a
second mc instance
L884[08:56:54] <gigaherz> and
connect
L885[08:56:58] <gigaherz> or give a mob a
name
L886[08:57:10] <gigaherz> or give an item
a name and put it on an item frame
L887[08:57:45] <Naiten> gigaherz, future
plans -- bezier curves tracks (as parametric as only it can be
possible), no json can handle that
L888[08:58:07] <gigaherz> well, not per
se
L889[08:58:22] <gigaherz> but you can
design the basic model in json, and put together short pieces of
track
L890[08:58:27] <gigaherz> into a curve
;P
L891[08:58:39] <gigaherz> I'm not saying
it's easy
L892[08:58:49] <gigaherz> or easier than
in code -- in fact, it woould be more annoying to program
L893[08:59:09] <gigaherz> but it would
still give the freedom to resourcepack authors to design different
models
L894[08:59:10] <gigaherz> ;P
L895[09:00:01] <Naiten> .obj is easier to
model, creates less unused quads, and allows not-just-box modelling
:Г
L896[09:00:09] <gigaherz> yep
L897[09:00:10] <Subaraki> i'm having a
hard time finding out how to render items in 3d like shields
L898[09:00:12] <gigaherz> and that's
ok
L899[09:00:16] <gigaherz> I'm not against
.obj
L900[09:00:20] <Subaraki> shields are
hardcoded in tileentity item stack renderer
L901[09:00:25] <gigaherz> just saying
counter-arguments to "can't be done with json" ;P
L902[09:00:33] <gigaherz> it's not that it
can't be done
L903[09:00:36] ***
Coolway99 is now known as Cway|Away
L904[09:00:37] <gigaherz> it's that json
is more practical
L905[09:00:40] <gigaherz> eh
L906[09:00:42] <gigaherz> obj is*
L907[09:01:08] <gigaherz> Subaraki: any
item can take a 3d model
L908[09:01:13] <gigaherz> question
is
L909[09:01:17] <Subaraki> how
L910[09:01:19] <Subaraki> and where
L911[09:01:25] <gigaherz> in your model
json
L912[09:01:29] <Subaraki> no
L913[09:01:29] <gigaherz> you can have a
3d model
L914[09:01:31] <Subaraki> its
Modelbase
L915[09:01:36] <gigaherz> uh fuck
modelbase
L916[09:01:43] <Subaraki> shields are
modelbase as well
L917[09:01:52] <gigaherz> that doesn't
mean you have to copy from it
L918[09:01:55] <Subaraki> any way i can
easely change modelbase to json ?
L919[09:02:08] <gigaherz>
"easily" is relative
L920[09:02:15] <gigaherz> but you can
convert the boxes defined in modelbase
L921[09:02:18] <gigaherz> into json
elements boxes
L922[09:02:20] <Subaraki> modelbase is
from minecraft itself. i've always used modelbase... for everything
:/
L923[09:02:33] <gigaherz> yes and it has
always been bad and discouraged
L924[09:02:37] <gigaherz> there just
wasn't an alternative before
L925[09:02:41] <Subaraki> *cries in a
corner*
L926[09:02:43] <gigaherz> now we have json
models, obj models
L927[09:02:49] <gigaherz> b3d models
L928[09:03:00] <Subaraki> my models have a
shitton of parts
L929[09:03:04] <Subaraki> i dont feel like
remaking all of them
L930[09:03:14] <Subaraki> and without a
proper editor, it's out of the question as well
L931[09:03:16] <gigaherz> so the
IItemRenderer was dumped into the trash
L932[09:03:28] <gigaherz> oh there ARE
proper editors
L933[09:03:32] <Subaraki> yeah, i noticed
it's gone
L934[09:03:35] <gigaherz> check
mrcrayfish's model editor
L935[09:03:42] <Subaraki> does it do items
as well ?
L936[09:03:48] <LatvianModder> sure
L937[09:03:52] <gigaherz> yep
L938[09:03:54] <LatvianModder> all models
work the same
L939[09:03:58] <gigaherz> item and block
jsons are the same format
L940[09:04:01] <Subaraki> k, fair
enough
L941[09:04:05] <LatvianModder> you can
render blocks as items aswell :P
L943[09:04:09] <Subaraki> i'll remake them
:(
L944[09:04:10] <LatvianModder> actually,
lemme try that lol
L945[09:04:33] <LatvianModder> last time I
checked, his model creator was the worst :P
L946[09:04:48]
⇨ Joins: Drullkus
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L947[09:04:52] <gigaherz> dunno I haven't
tried it
L948[09:04:54] <LatvianModder> constant
crashes, supa slow and weird controls. lets check it out now
L949[09:04:56] <gigaherz> my models are
.obj
L950[09:04:57] <gigaherz> ;P
L951[09:05:18] <LatvianModder> what you
use to make obj models?
L952[09:05:28] <gigaherz> I construct them
with Rhinoceros
L953[09:05:39] <gigaherz> but it's not a
free program
L954[09:05:44] <gigaherz> so I can't
recommend it to others
L955[09:05:49] <gigaherz> I have just used
it for a long time
L956[09:05:53] <gigaherz> so I know my way
aroudn it
L957[09:05:57] <LatvianModder> ive never
understood one thing. how do I get my UVs not to be some weird,
rotated stuff, a.k.a "compact"
L958[09:06:09] <gigaherz> and it lets me
build models up from lines and points
L959[09:06:22] <Abastro> What's animation
embedded in current model system?
L960[09:06:23] <gigaherz> dunno I setup
the UV mappings by hand, sortof
L961[09:06:42] <LatvianModder> I use
Wings3D and used to use Blender but B is super crowded with weird
buttons and its confusing
L962[09:07:00] <gigaherz> Abastro:
AnimationTESR + .b3d or .json models -- don't ask how it works, no
one but the author understands the system
L963[09:07:27] <Abastro> Wow, only author
knows how it works?
L964[09:07:30] <LatvianModder> a.k.a
someone who is in a vacation
L965[09:07:42] <gigaherz> I'm not aware of
anyone who has successfully used the animation api
L966[09:07:44] <Abastro> Anyway does it
need TESR?
L967[09:07:54] <gigaherz> I'm not
sure
L968[09:08:11] ⇦
Quits: Drullkus (~Dru11kus@2601:646:8301:ead3:74be:da0:eed7:bd9f)
(Ping timeout: 190 seconds)
L969[09:08:11] <gigaherz> for blocks,
probably
L970[09:08:18] <gigaherz> since otherwise
you'd be trashing the chunk rendering caches
L971[09:08:19] <Abastro> Hm.. =/
L972[09:08:33] <gigaherz> but for items, I
think it can work by way of Itemoverrides
L973[09:08:35] <LatvianModder> so what IS
FastTESR used for, if not GL stuff?
L974[09:08:37] <Subaraki> hey gigaherz
!
L975[09:08:44] <Subaraki> feel like making
me some models ? ._.
L976[09:08:56] <Subaraki> this program
sucks :(
L977[09:09:02] <gigaherz> LatvianModder:
FastTESR is a variant of TESR, that batches all the fastTESRs into
one draw call
L978[09:09:06] <Subaraki> i want to use my
modelbase :(
L979[09:09:07] <LatvianModder> I know I
know
L980[09:09:08] <Abastro> FastTESR does not
use GL?!
L981[09:09:09] <gigaherz> it doesn't
support gl state changes
L982[09:09:20] <Abastro> Why?
L983[09:09:22] <LatvianModder> but does it
support rotation / translation?
L984[09:09:32] <gigaherz> because it
buffers all the vertices into the tesellator
L985[09:09:35] <gigaherz> no
LatvianModder
L986[09:09:38] <gigaherz> you have to
rotate yourself
L987[09:09:44] <LatvianModder> Then I
can't think of any reason why its needed if you cant do GL
operations
L988[09:09:45] <gigaherz> on cpu
L989[09:09:53] <gigaherz> because it saves
DRAW CALLS
L990[09:10:04] <gigaherz> which are the #1
reason of games underusing the gpu and still saturating the
fps
L991[09:10:08] <LatvianModder> like.. how
do I rotate stuff then?
L992[09:10:12] <gigaherz> on cpu
L993[09:10:15] <gigaherz> editing the
vertex positions
L994[09:10:21] <Abastro> Rotation
access..
L995[09:10:23] <gigaherz> before sending
them over to the tesellator for buffering
L996[09:10:36] <Abastro> Continuous vs
Discrete..
L997[09:10:37] <LatvianModder> Isnt that
way slower than calling glRotate?
L998[09:10:47] <gigaherz> generally
speaking, yes
L999[09:11:01] <gigaherz> but the savings
from batching CAN be greater than the slowdown from cpu
transforms
L1000[09:11:10] <gigaherz> the idea
is
L1001[09:11:11] <Abastro> To save the
time of sending vertices data, if i remember correctly
L1002[09:11:14] <gigaherz> the more
transforms you need
L1003[09:11:18] <gigaherz> the less
FastTESR is useful
L1004[09:11:36] <gigaherz> if you have a
lot of little models each transformed differently
L1005[09:11:38] <gigaherz> FastTESR
sucks
L1007[09:11:48] <Abastro> Well then,
shaders would be necessary i think, but well.
L1008[09:11:54] <LatvianModder> probably
cant do something like this, then?
L1009[09:12:00] <gigaherz> Abastro: yes
but mc doesn't have a shader pipeline
L1010[09:12:03] <gigaherz> so we can't do
that
L1011[09:12:25] <gigaherz> LatvianModder:
the nameplates? no
L1012[09:12:27] <Abastro> Thats what I
think MC is missing
L1013[09:12:31] <gigaherz>
Abastro:yes
L1014[09:12:32] <gigaherz> but
L1015[09:12:41] <LatvianModder> how come
mc uses OpenGL and doesnt support shaders, when Half Life 1 (1998)
uses shaders and it works on all pcs? :P
L1016[09:12:41] <gigaherz> Mojang chose
to keep compatibility with opengl 1.4 or so
L1017[09:12:46] <Abastro>
Minecraft..
L1018[09:12:48] <gigaherz> adding shaders
bumps it to 2.0 or newer
L1019[09:12:55] <gigaherz> and Forge
refuses to do anything
L1020[09:13:06]
⇦ Quits: Necr0
(~Necr0@p200300700D6EAA704D74823D7C48F62F.dip0.t-ipconnect.de)
(Quit: Leaving)
L1021[09:13:06] <gigaherz> that will not
allow forge to run when vanilla does
L1022[09:13:25] <LatvianModder> yes,
because those 7 people with computer from 2002 will be disappointed
if Forge does that
L1023[09:13:29] <gigaherz> that's why
forge doesn't have shaders
L1024[09:13:32] <gigaherz> an why forge
uses java6
L1025[09:13:37] <Abastro> Wasn't it arb
feature?
L1026[09:13:49] <gigaherz> you CAN use
shaders, in your mod
L1027[09:13:52] <gigaherz> just like how
you can use opengl
L1028[09:13:58] <gigaherz> you just can't
go through the standard model pipeline
L1029[09:13:59] <Abastro> Remindes me
Windows 98.
L1030[09:14:05] <Abastro> Yes I
know.
L1031[09:14:11] <Abastro> I previously
used it.
L1032[09:14:33] <Abastro> Ah so extension
was still not the standard
L1033[09:15:30] <LatvianModder> actually
we had our first computer in 2004. what a good time that was. didnt
use it until 2010 because that was a nerd thing imo :D
L1034[09:16:47] <BordListian> you were a
jock?
L1035[09:17:24] <LatvianModder> a
what?
L1036[09:17:46] <LatvianModder>
"Signs of a jock: Rude, arrogant, stupid, beats up people,
dates only cheerleaders and hangs around other jocks"
L1037[09:17:58] <BordListian> basicly a
not nerd
L1038[09:18:05] <LatvianModder> check,
check, nope, nope, nope, check
L1039[09:18:08] ***
Cway|Away is now known as Coolway99
L1040[09:18:25] <BordListian> that 3rd
one in your opinion right
L1041[09:18:29] <LatvianModder> I was
someone who spent his life outside. with friends :P
L1042[09:18:30] <BordListian> :3
L1043[09:18:41] ***
unawayed is now known as unascribed
L1044[09:19:03] <BordListian>
>spending time outside
L1045[09:19:12] <BordListian>
whippersnappers
L1046[09:19:14] <iari> I'm still not
entirely sure which advantage I would have from loading the Sponge
API via forge
L1047[09:19:34] <BordListian> back in my
days we couldn't even leave the house because the outside was
radioactively contaminated
L1048[09:19:41] <LatvianModder> why would
you? there are Forge mods that pretty much replace all
plugins
L1049[09:20:03] <abab9579> I don't think
so
L1050[09:20:26] <iari> that's my thoughts
on that too. But many people seem to be pretty hyped about Sponge
and I can't figure out why
L1051[09:20:39] <LatvianModder> do you
live in chernobly, bord? :P
L1052[09:21:15]
⇨ Joins: BlueMonster
(uid82864@id-82864.tooting.irccloud.com)
L1053[09:21:16] <gigaherz> or somewhere
downwind from there ;P
L1054[09:21:16] <iari> It sounds like
Sponge is some kind of API for bukkit-like plugins
L1055[09:21:25] <BordListian> no
lol
L1056[09:21:28] <BordListian> i was
joking
L1057[09:21:29] <gigaherz> iari:
yep
L1058[09:21:39] <BordListian> but i was
referencing chernobyl
L1059[09:21:45] <iari> gigaherz, that's
all? just another plugin system?
L1060[09:21:48] <gigaherz> iari: and
spongeforge is a forge mod that implements it
L1061[09:21:56] <gigaherz> the difference
is
L1062[09:22:06] <gigaherz> the Sponge API
was designed to work well with forge
L1063[09:22:11] <gigaherz> rather than
sortof work against it
L1064[09:22:20] <abab9579> (Tried to say
that there are tons of plugins since it is easy enough for those
who don't know java)
L1065[09:22:21] <BordListian> chernobyl
is only 1kkm away from here
L1066[09:22:32] <iari> mh, so I could rum
a server with mixed content (fml mods + plugins)
L1067[09:22:37] <gigaherz> yep
L1068[09:23:00] <gigaherz> you'd run a
forge server, with the spongeforge mod installed allowing sponge
plugins in it
L1069[09:23:20] <LatvianModder> "rum
a server" heh
L1070[09:23:22]
⇦ Quits: VikeStep (~VikeStep@101.184.243.180) (Quit:
Leaving)
L1071[09:23:40] <iari> I never really
understood why some people seems to like plugins so much. only
advantage would be, that the client don't need them you be
installed too. but you can't add blocks or items or anything and
most of the time even hitboxes don't work propertly
L1072[09:24:04] <gigaherz> the idea about
plugins
L1073[09:24:06] <BordListian> forge mods
can be server-only too
L1074[09:24:09] <gigaherz> is that they
don't require client changes
L1075[09:24:15] <gigaherz> everything is
still vanilla
L1076[09:24:19] <gigaherz> just abused in
weird ways
L1077[09:24:29] <gigaherz> it's supposed
to be less invasive to the mechanics
L1078[09:24:37] <gigaherz> since even
just having forge installed, already changes things
L1079[09:24:41] <gigaherz> but in
practice, it isn't
L1080[09:24:47] <iari> yeah, once I saw a
rekinned head as a eggplant
L1081[09:24:53] <gigaherz> since thy also
have invasive changes in order to support plugins.
L1082[09:25:24] <gigaherz> it's also more
attractive to people who only have basic coding knowledge
L1083[09:25:28] <gigaherz> and don't want
to mess things up
L1084[09:25:36] <gigaherz> since the
abstraction layer will "protect" you against some
mistakes
L1085[09:25:51] <abab9579> Yes, it is
nearly thought as 'script'
L1086[09:25:52] <gigaherz> but it has the
huge flaw of not being able to define new blocks and items
L1087[09:26:18] <gigaherz> the best they
can do
L1088[09:26:18] <iari> an easy way for
people to change things without having to handle with
modpacks
L1089[09:26:20] <abab9579> In perspective
of forge, it has many flaws.
L1090[09:26:23] <gigaherz> is have
server-provided resourcepacks
L1091[09:26:30] <gigaherz> reskinning
things based on which area you are in
L1092[09:26:55] <gigaherz> which works,
but it's far from optimal.
L1093[09:28:08] <iari> and since we're
already talking: Did I understand it right, that Cauldron was
supposed to be a forge replacement? heared of it a while ago but
then suddenly nothing anymore
L1094[09:29:05] <sham1> I think it runs
ontop of forge
L1095[09:29:54] <gigaherz> iari: well it
lives on, in the for mof KCauldron
L1096[09:29:59]
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L1097[09:30:46] <iari> that why I can't
find anything atm
L1098[09:31:22] <gigaherz> but no
L1099[09:31:25] <gigaherz> it wasn't
supposed to replace forge
L1100[09:31:51] <gigaherz> it was
supposed to support both bukkit api plugins and forge mods in one
server jar
L1101[09:31:55]
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L1102[09:32:20] <iari> ah, a combination
of forge and bukkit
L1103[09:32:46] <gigaherz> well not
bukkit specifically
L1104[09:33:01] <gigaherz> just the API
from it, I think
L1105[09:33:17] <gigaherz> anyhow I could
be wrong
L1106[09:33:24] <gigaherz> my knowledge
is only circumstantial
L1107[09:33:29]
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L1108[09:35:58] <gigaherz> so, back to my
previous topic
L1109[09:36:04] <gigaherz> what do you
people think of the idea?
L1111[09:37:17]
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L1112[09:40:52] <abab9579> What is best
way to iterate on enumeration?
L1113[09:41:06] <iari> reminds me at the
conduits from enderio
L1114[09:43:53]
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L1116[09:48:06] <SirSpence> I think it is
a cool idea giga, though what would make it different from enderIO
pipes other than it (maybe) defaults to having the pipes.
L1117[09:48:10]
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L1118[09:48:47] <McJty> Is there some
kind of event or something to detect if a player has thrown
something in the water?
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L1120[09:49:22] <McJty> Ah
ItemTossEvent
L1121[09:49:26] <McJty> That's exactly
what I need :-)
L1122[09:49:42] <gigaherz> I assume
that's when the item leaves the hand, rather than when it enters
the water?
L1123[09:50:27] <McJty> true
L1124[09:50:28] <gigaherz> SirSpence:
well my idea is that the pipes are generic
L1125[09:50:42] <gigaherz> and you choose
what to transfer based on which "interfaces" you put on
the block
L1126[09:50:56] <McJty> Hmm
L1127[09:51:03] <SirSpence> Mk
L1128[09:51:29] <SirSpence> So it would
be closer to extra utils pipes? At least in that way?
L1129[09:51:40] <gigaherz> yeah
L1130[09:51:45] <gigaherz> with a bit of
AE2 in them
L1131[09:51:54] <McJty> gigaherz, so
anything that exists for finding out if an item enters water?
L1132[09:51:57] <gigaherz> you'd have to
manually configure the pairing
L1133[09:51:58] <McJty> AE2 does it
L1134[09:52:03] <gigaherz> McJty: sorry
I'm not aware of it
L1135[09:52:12] <McJty> ok np
L1136[09:53:52]
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L1137[09:55:20] <LatvianModder> McJty:
AE2 probably scans for item entities near those blocks
L1138[09:55:34] <SirSpence> So giga I've
managed to make a new block and it works well enough. The next
thing I'm trying to do is have it change it's texture based upon
it's type.
L1139[09:56:01] <gigaherz> SirSpence:
heh, see how the blockstate properties match up with the blockstate
json variants
L1140[09:56:02] <gigaherz> ;p
L1141[09:56:06] <SirSpence> I've pulled
from your GemstoneBlock and made it have 6 different types so
far
L1142[09:56:17] <SirSpence> but I can't
seem to get the texture to take
L1143[09:56:51] <gigaherz> check the
registerModels method inside ClientProxy
L1144[09:57:03] <gigaherz> you needto
apply for models when things are in item form
L1145[09:57:07] <gigaherz> and for block
form
L1146[09:57:22] <gigaherz> mc looks for a
blockstates json using the SAME name as the registry name of the
block
L1147[09:57:31] <SirSpence> I actually
got it to work with the first texture
L1148[09:57:40] <SirSpence> but all 6
variants share that tex
L1149[09:59:00] ***
kroeser|away is now known as kroeser
L1150[10:01:07] <SirSpence> Wow.
L1151[10:01:12] <SirSpence> That was
exactly it.
L1152[10:01:16] <SirSpence> Thanks
giga
L1153[10:01:30] <McJty> LatvianModder,
well it is just water
L1154[10:01:35] <McJty> LatvianModder, it
can hardly scan all water?
L1155[10:01:47] <McJty> i.e. in AE2 you
throw a seed in a pool of water and it grows
L1156[10:01:59] <McJty> hmm, maybe that's
coded in the seed itself
L1157[10:02:04] <McJty> But I need it for
a vanilla item
L1158[10:02:28] <LatvianModder> it has
item override in quartz item, most likely
L1159[10:02:31]
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L1160[10:02:51] <LatvianModder> no way
around it? like, craft a new item, from that vanilla item
L1161[10:03:06] <McJty> I could do that
maybe
L1162[10:03:28] <diesieben07> you could
replicate forge's custom items hook
L1163[10:03:34] <diesieben07> all it does
is check in EntityJoinWorldEvent
L1164[10:03:36] <diesieben07> you can do
that, too
L1165[10:04:05] <McJty> And do what
exactly? Not sure I understand that
L1166[10:04:22] <diesieben07> check if
the EntityItem has the item you want in it
L1167[10:04:24] <SirSpence> Now I just
need to figure out how to make it so that when I place them they
retain their type
L1168[10:04:27] <diesieben07> if so,
cancel the event
L1169[10:04:29] <diesieben07> spawn your
own entity
L1170[10:04:38] <diesieben07> that entity
can then do whatever "am I in water?" checks it
wants
L1171[10:04:45] <McJty> Well I don't
really want to cancel it. I want to detect when it falls in
water
L1172[10:05:04] <diesieben07> you would
cancel the spawning of the normal EntityItem
L1173[10:05:07] <diesieben07> and spanw
your own instead
L1174[10:05:07] <McJty> I could do that
perhaps
L1175[10:05:09] <diesieben07> which looks
the same
L1176[10:05:12] <diesieben07> but beahves
differently
L1177[10:05:26] <McJty> But when it
doesn't fall in water you have to be able to pick it up again and
it should return to the normal item
L1178[10:05:30] <McJty> Also possible I
guess
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L1180[10:05:40] <McJty> But I think I'll
just make my own item. In this case that actually makes sense
L1181[10:05:43] <diesieben07> extend
EntityItem
L1182[10:05:46] <diesieben07> override
onUpdate
L1183[10:05:47] <diesieben07> done
:D
L1184[10:06:19] <diesieben07> you have to
do the same thing if you make your own Item
L1185[10:06:33] <diesieben07> just the
way to get it to use your custom Entity is different
L1186[10:07:00] ***
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L1187[10:08:19] <McJty> Yes but after
thinking about it it actually makes sense to make it a custom item
in this case
L1188[10:08:40] <SquareWheel> Quick
question here (hopefully). If I'm making a placeable fluid, should
I be creating a new block that extends BlockFluidClassic?
L1189[10:08:51]
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L1190[10:09:29] <diesieben07> uh not sure
why you would need to extend it
L1191[10:09:40] <diesieben07> justr using
BlockFluidClassic itself should be fine unless you need special
behavior
L1192[10:10:17] <SquareWheel> Oh okay.
Not a Java programmer so might have my terms wrong. Creating an
object of it then.
L1193[10:10:36] <SquareWheel> Cheers,
just wasn't sure if that was the right class.
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L1196[10:12:57] <Lapiman> Dumb question:
once I've built my mod, I've got a release on Github all that fun
stuff - how do I get my mod out there?
L1197[10:13:16] <SquareWheel> As in,
promoting it?
L1198[10:13:40] <Lapiman> Yeah,
promoting, making it easy to find, yadda yadda.
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L1201[10:14:09] <diesieben07> usually
people make a post on the minecraft forums and put it on
curse
L1202[10:14:23] <Lapiman> That works,
thanks
L1203[10:14:41] <Lapiman> sieben is a
feminine noun? huh, til
L1204[10:14:51] <SquareWheel> Some images
and a useful description go a long way. The /r/FeedTheBeast
subreddit is also good for posting new mods.
L1205[10:14:58] <diesieben07> what?
:D
L1206[10:15:01] <diesieben07> i am a
dude
L1207[10:15:14] <diesieben07> oh
L1208[10:15:16] <diesieben07> yes, it
is
L1209[10:15:19] <diesieben07> german
language is stupid
L1211[10:16:05] <SquareWheel> Your sluice
is totally a boat.
L1212[10:16:31] <SquareWheel> But, you
know, with seats.
L1213[10:16:34] <Lapiman> I just
copy-and-pasted the flat panel into the center of the boat,
lol.
L1214[10:16:48] <Lapiman> But that's what
the smallest sluices kinda look like.
L1215[10:17:38] <Lapiman> diesieben07:
sprichst du Deutsch? or is it just your username
L1216[10:17:39] <Weareverylucky>
Lol
L1217[10:17:41] <SquareWheel> Not sure
what the standard is, but you might have more luck with the
introduction page in your readme, rather than in the wiki.
L1218[10:17:49] <diesieben07> I am 100%
German :D
L1219[10:18:20] <Weareverylucky> lol what
is How are You in German, diesieben07??
L1220[10:18:29] <Lapiman> :O
L1221[10:18:37] <diesieben07> "Wie
geht's?" I guess
L1222[10:18:42] <Weareverylucky> XD
L1223[10:18:42] <Lapiman> Weareverylucky:
how you say that depends on how well you know the person
L1224[10:18:46] <diesieben07> yeah
L1225[10:19:05] <Weareverylucky> What Do
You Mean Lapiman?
L1226[10:19:05] <Lapiman> There's also
Wie geht es Ihnen? which is if I met diesieben07 irl and wanted to
be polite
L1227[10:19:28] <diesieben07> in german
there is 2 words for "You"
L1228[10:19:36] <diesieben07> one for
people you know well and one for formal use
L1229[10:19:36] <Lapiman> There's three
you pronouns in German... du = informal, Sie = formal, ihr =
y'all
L1230[10:19:38] <Weareverylucky> Oh
L1231[10:19:53] <Weareverylucky> Im part
German
L1232[10:19:57] <diesieben07> Lapiman,
you speak german? :D
L1233[10:20:37] <Lapiman> nein, aber ich
habe seit ein paar Jahre Deutsch auf meine einige studieren // no,
but I've studied German for a while :)
L1234[10:20:43] <Lapiman> (Jahren?)
L1235[10:21:19] <diesieben07> "Nein,
aber ich studiere seit ein paar Jahren Deutsch" :P
L1236[10:21:24] <diesieben07> not sure
what you meant with that last part
L1237[10:22:09] <Lapiman> auf meine
einige = on my own, right...?
L1238[10:22:12] *
Lapiman heads to dict.cc
L1239[10:22:15] <Intektor> how do I stop
my sound from playing while already playing?
L1240[10:22:33] <Weareverylucky> Guys
this is not German Minecraft Forge server.....
L1241[10:22:34] <diesieben07> oh you
would say that differently
L1242[10:23:15] <SquareWheel> Ooh, think
I just got what you meant diesieben. So I don't actually create a
block class for the fluid. In my general "ModBlocks"
class, I just instantiate BlockFluidClassic instead.
L1243[10:23:26] <diesieben07> I'd say
that like "Nein, aber ich studiere (lerne would be better
here) seit ein paar Jahren privat Deutsch"
L1244[10:23:33] <diesieben07> anyways...
very OT :D
L1245[10:23:44] <diesieben07> yes
SquareWheel
L1246[10:23:45] <Lapiman> dangit, I
always forget studieren vs lernen
L1247[10:23:47] <BordListian> privat or
selbst
L1248[10:23:55] <SquareWheel> Gotchya.
Bit slow on the uptake.
L1249[10:27:42] <Lapiman> Intektor: What
kinda code triggers the sound?
L1250[10:27:54] <Intektor> a item right
click
L1251[10:28:06] <Intektor> and then a
message gets send to the server, and there it plays
L1252[10:28:14] <Lapiman> got code?
L1254[10:29:25] <Lapiman> It's been a
while since I have tinkered with sounds. But iirc you don't need to
do any server / client shenanigans, I just called the method
directly
L1255[10:29:35] <Lapiman> So that might
be why, if you hear it twice...
L1256[10:29:46] <Intektor> no I
dont
L1257[10:29:46] <Lapiman> could you be
more specific as to what causes the problem and what the unexpected
behavior is
L1258[10:30:00] <Intektor> I just want to
stop it when the player stops leftclicking
L1259[10:30:25] <diesieben07> you need a
custom ISound implementation for that afaik
L1260[10:37:49]
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L1261[10:38:17] <Intektor> how would I do
that?
L1262[10:38:36] <diesieben07> look at the
vanilla examples?
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L1266[10:49:37] <Intektor> ah ok, I
see
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L1269[10:52:24] <SquareWheel> It really
bugs me that it's /textures/blocks, but /models/block.
L1270[10:52:36]
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L1271[10:52:49] <Lapiman> Amen to
that
L1272[10:55:08] <gudenau> Blame
Mojang.
L1273[10:55:17] <gudenau> Why is that not
the topic? :-P
L1274[10:56:14] <Naiten> What's the best
way to implement multi-blocks? (in my specific case I have one main
block which keeps all the data and has rendering, while all other
blocks are gags used just for collision/interaction)
L1275[10:56:36] <Naiten> like, each gag
having non-ticking TE with parent location
L1276[10:57:08] <Naiten> or gags not
having any TE but the parent having a map with all child gags
positions
L1277[10:59:21] <Naiten> I guess having a
map of positions will require a ticking checker which will iterate
through all positions and check if the block changed, and the
overall performance will be lower than having a bunch of
non-ticking TE with only one of them having a renderer
L1278[10:59:41] <Naiten> or am i
understanding it wrong?
L1279[11:01:23] <gudenau> Why can't the
block just tell the TE that stuff changed by overriding
methods?
L1280[11:02:36] <Naiten> gudenau, which
kind of block do you mean (parent/child) and which of the
TEs?
L1281[11:02:59] <Naiten> erm, i don't get
your idea :(
L1282[11:03:40] <gudenau> Well, make all
the children tell the parent when they change, if it exists, then
the parent can update the children if it needs to.
L1283[11:05:55] <Naiten> Well, that's the
first variant i proposed (and that's how my old multiblocks worked
on 1.7.10 and before), but i wanted to know if there's a better
way
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L1285[11:07:01] <Naiten> But that will
require children to have a TE with parent position, and i'm
wondering if a TE can be made non-ticking and how much will it load
the CPU/GPU/RAM/whatever
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L1290[11:12:35] <gudenau> Yeah, no
idea.
L1291[11:13:04] <gudenau> The only
multiblock I have so far uses vinilla blocks, so I have to check
them. :-/
L1292[11:13:27] <gudenau> Should
probabbly make the check every 20 ticks or somthing.
L1293[11:14:49] ***
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L1300[11:32:40] <OrionOnline> >
L1301[11:32:44] <OrionOnline> >
L1302[11:32:59] <OrionOnline> Dang wrong
channel.....
L1303[11:33:02]
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L1304[11:35:10] <gudenau> Ok then
OrionOnline
L1305[11:35:21] <OrionOnline> gudenau,
???
L1306[11:35:35] <gudenau>
<OrionOnline> Dang wrong channel.....
L1307[11:35:57] <OrionOnline> Yes so what
is your point? I wanted to level up in ForgeGradle, yet
misclicked.....
L1308[11:36:23] <gudenau> I was just
attempting to be nice and acknolage that...
L1309[11:36:31] <OrionOnline> Ah
okey
L1310[11:36:34] <OrionOnline> Thank
you
L1311[11:36:46] <OrionOnline> That is
nice from you :D
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L1314[11:44:12] <masa> Naiten: a TE will
be a non-ticking one if you don't implement ITickable in it
L1315[11:44:52] <Naiten> masa, so you're
telling me every TE is non-ticking by default?
L1316[11:44:59] <diesieben07> yes.
L1317[11:45:10] <masa> and then it won't
really require any CPU normally, but of course teh TE object will
take some memory and needs to be synced to clients etc
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L1319[11:45:50] <masa> is this something
that would exist in large quantities in the world?
L1320[11:45:55] <diesieben07> Yeah
non-ticking TEs are better than TEs with just an empty
onUpdate
L1321[11:46:24] <LatvianModder>
update()*
L1322[11:46:49] <diesieben07>
shaddap
L1323[11:46:55] <LatvianModder> :P
L1324[11:47:16] <LatvianModder> I can
only fear what mapping name mojang has given it on their end
L1325[11:47:29] <diesieben07> probabyl
tick
L1326[11:47:31] <gudenau>
(.*[uU]date)
L1327[11:47:37] <LatvianModder> probably
something like
updateTileEntityOrEntityOrMaybeSomethingElseToo()
L1328[11:47:42]
⇨ Joins: PBlock96 (~PBlock96@64.53.13.215)
L1329[11:47:42] <diesieben07> well, first
of all
L1330[11:47:46] <diesieben07> they call
them BlockEntities now
L1331[11:47:47] <BordListian>
updateTileEntityOnTick
L1332[11:47:48] <masa> UUMatterdate
L1333[11:48:06] <diesieben07> also the
method is from ITickable
L1334[11:48:11] <diesieben07> so...
nothing to do with TEs.
L1335[11:48:16] <LatvianModder> I mean.
makes sense, no idea why its called TileEntity in MCP
L1336[11:48:17] <diesieben07> and i have
now run into the problem of glorious separate compilation... fuck
my life
L1337[11:48:31] <diesieben07> it used to
be called that in their code as wlel
L1338[11:48:37] <diesieben07> Blocks were
Tiles in notch code
L1339[11:48:47] <BordListian> bruh
L1340[11:48:47] <gudenau> They are still
called tiles.
L1341[11:48:51] <diesieben07>
really?
L1342[11:48:54] <LatvianModder> World was
Level in notch code
L1343[11:48:56] <gudenau>
tile.blablabla.name
L1344[11:48:58] <BordListian> BRUH
L1345[11:49:01] <diesieben07> well thats
the unlocalized name
L1346[11:49:10] <BordListian> this is why
swedish people should be trusted with nothing
L1347[11:49:20] <LatvianModder> I mean,
Blaze?
L1348[11:49:29] <LatvianModder> It sounds
so stupid when translated
L1349[11:49:34] <diesieben07> but they
have this: "Failed to create block entity"
L1350[11:49:56] <gudenau> This is what
happens when you hace multiple people working on the same code
base.
L1351[11:49:59] <BordListian> Blaze is
pretty accurate tho
L1352[11:50:02] <Naiten> masa, idk how
large quantities will be, but i cover my tracks with these
non-rendering non-ticking collision gag block, and users tend to
build hellameters of railways
L1353[11:50:09] <LatvianModder> it is
accurate. but its a funny name
L1354[11:50:19]
⇨ Joins: adox (~adoxes@87.69.240.9)
L1355[11:50:20] <BordListian> now,
Guardian
L1356[11:50:21]
⇨ Joins: agowa339
(~Thunderbi@p54919F33.dip0.t-ipconnect.de)
L1357[11:50:26]
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(Ping timeout: 202 seconds)
L1358[11:50:26] ***
agowa339 is now known as agowa338
L1359[11:50:28] <gudenau> Better than
"dude that can set your butt on fire"
L1360[11:50:49] <BordListian> pretty
surprised that Guardians aren't called Laserfish
L1361[11:50:51] <LatvianModder> Ghast.
misspelled ghost :P
L1362[11:50:56] <gudenau> I need to make
a language with stupid names for everything. :-D
L1363[11:50:56] <BordListian> and
Shulkers Levitationturrets
L1364[11:51:07] <gudenau> Ghast was a
thing before MC.
L1365[11:51:19] <BordListian> Ghast is
not a mispelling :V
L1367[11:51:21] <Naiten> gudenau, pirate
speak?
L1368[11:51:29] <gudenau> Naiten, not
quite.
L1369[11:51:48] <Naiten> gudenau, why
not, yarrr
L1370[11:52:06] <gudenau> Because long
and rediculuss names sounds like fun Naiten
L1371[11:52:06] <BordListian> Ghast is
from olden language gǣstan
L1372[11:52:06] <LatvianModder> I speak
pirate nativly
L1373[11:52:08] <BordListian> to
frighten
L1374[11:52:34] <gudenau> Ghost is
probably a mispelled ghast. :-D
L1375[11:53:18] <BordListian> it has the
same etymology so i would assume so
L1376[11:54:11] <Intektor> can I draw a
texture over a block, like the break texture?
L1377[11:54:32] <BordListian> there's
probably an event for that
L1378[11:55:22] <BordListian>
world.sendBlockBreakProgress
L1379[11:55:51] <BordListian> oh wait,
you want any texture
L1380[11:55:53] <BordListian> right
L1381[11:56:03] <BordListian> not
specifically the break texture
L1382[11:56:11] <Intektor> correct
L1383[11:57:17] <diesieben07>
RenderWorldLastEvent probably
L1384[11:58:15] <Intektor> I dont like
that, because when the player moves, the stuff I dro moves also a
bit, that looks ugly, only when the player stands still it looks
fine
L1385[11:58:22] <gudenau> How about this,
how could I render the break texture on things in sync with a block
being broken? :-D
L1386[11:58:33] <gudenau> Intektor,
deltas?
L1387[11:58:48] <Intektor> deltas?
L1388[11:58:54] <gigaherz> !gm
func_145891_a
L1391[11:59:51] <Intektor> If you mean
that, I calculate the difference between the world coord I want to
draw and the player pos, and at this differnece I draw
L1392[11:59:54] <gudenau> It is a
function of the amount of time that passes betwean frames, used to
create a more smooth looking game than 10 ticks per second, at the
cost of a one tick delay in showing the player thigs.
L1393[11:59:57] <Intektor> this would be
a delta, yes
L1394[12:00:34] <Intektor> how does this
work?
L1395[12:00:44] <LatvianModder> Naiten:
what happened in last picture's top?
L1396[12:01:02] <LatvianModder> looks
like giant explosion
L1397[12:01:26] ***
cpw is now known as cpw|out
L1398[12:01:28] <Naiten> LatvianModder,
idk. Possibly Worldpainter-made volcano or something
L1399[12:02:02] ***
MrKickkiller is now known as MrKick|Away
L1400[12:03:04] <gudenau> I have not
looked into the math exactly, but it basicly gives you the amount
of ticks to render as a float, you then render somthing like last +
new * ticks
L1401[12:03:15] <gudenau> Off the top of
my head.
L1402[12:03:43] <Intektor> where can I
find this method in the minecraft code
L1403[12:03:45] <gudenau> Errrr.
L1404[12:03:47] <diesieben07> you mean
partial ticks?
L1405[12:03:55] <diesieben07> thats what
that sounds like :D
L1406[12:04:01] <gudenau> That is a
delta.
L1408[12:04:03] <diesieben07> yeah i
know
L1409[12:04:05] <diesieben07> just
saying
L1410[12:04:34] <gudenau> I never
understood why it was not called delta.
L1411[12:04:46] ***
kroeser|away is now known as kroeser
L1412[12:05:08] <Intektor>
player.prevPosX + player.posX * partialTicks?
L1413[12:05:12] <gudenau> Or even
?!
L1414[12:05:19]
⇨ Joins: Nitrodev
(~Nitrodev@85-23-77-207.bb.dnainternet.fi)
L1415[12:05:21] <gudenau> Meh, somthing
like that.
L1416[12:05:49] <gudenau> You need to
calculate the diffrence betwean the two, then add that multiplied
by the delta.
L1417[12:05:58] <diesieben07> not
quite
L1418[12:06:01] <diesieben07> yeah
that
L1419[12:06:10] <diesieben07> prevPos +
(pos - prevPos) * partial
L1420[12:06:18] <gudenau> I swear I can
math.,
L1421[12:07:26] <gudenau> Oh yeah, IRC
does not Unicode well does it? .-.
L1422[12:07:37] <diesieben07> it does for
me
L1423[12:07:46] <diesieben07> ☃
L1424[12:07:49] <diesieben07>
SNOWMAN
L1425[12:07:54] <MalkContent> is it
possible to add structures to villages/custom villagers
again?
L1426[12:07:58] <BordListian> IRC is
unicode agnostic
L1427[12:08:07] <gudenau> Did you not get
a box with an invalid character a few messages ago?
L1428[12:08:11] <LatvianModder> ?
L1429[12:08:13] <diesieben07> Yes i
did
L1430[12:08:14] <BordListian> it's up to
the client to support it
L1431[12:08:18] <sham1> ^
L1432[12:08:20] <diesieben07> but that
would be your fault then maybe? :D
L1433[12:08:24] <gudenau> Screw hexchat
then.
L1434[12:08:29] <diesieben07> i have
hexchat too
L1435[12:08:33] <diesieben07> does the
snowman work for you?
L1436[12:08:38] <gudenau> It does.
L1437[12:08:38] <BordListian> hexchat
doesn't support unicode i think
L1438[12:08:43]
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seconds)
L1439[12:08:44] <sham1> We need a better
IRC client
L1440[12:08:44] <BordListian> it's never
worked for me
L1441[12:08:46] <sham1> Yes it does
L1442[12:08:46] <gudenau> 50/50 that they
work.
L1443[12:08:47] <LatvianModder> IRCCloud
masterrace
L1444[12:08:49] <sham1> ö
L1445[12:08:50] <diesieben07> snowman is
definitely unicode thoh
L1446[12:08:53] <sham1> That was me
posting unicode
L1447[12:08:57] <sham1> And it
works
L1448[12:09:04] <sham1> ä
L1449[12:09:05] <sham1> å
L1450[12:09:08] <sham1> ü
L1451[12:09:08] <BordListian> fair
L1452[12:09:13]
⇦ Quits: minot
(~minot@pool-100-1-168-123.nwrknj.fios.verizon.net) (Quit:
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L1453[12:09:13] <gudenau> Maybe it needs
to be in the first 0xFFFF code pages?
L1454[12:09:15] <LatvianModder>
āōŗķļņ
L1455[12:09:22] <sham1> €
L1456[12:09:28] <LatvianModder> §
L1457[12:09:33] <diesieben07> ok can we
stop?`:D
L1458[12:09:36] <sham1> Kay
L1459[12:09:37] <LatvianModder> ╧
L1460[12:09:38] <LatvianModder> ok
L1461[12:09:44] <gudenau> I love that I
made unicode spam.
L1462[12:09:54] <sham1> Unicode is a lot
more than just emojí
L1463[12:10:00] <LatvianModder> It's all
your fault!
L1464[12:10:12] <LatvianModder> I didnt
even know emoji are part of unicode until recently
L1465[12:10:19] <sham1> They are
L1466[12:10:20] <gudenau> I know
sham1
L1467[12:10:26] <sham1> It's stupid in my
mind
L1468[12:10:27] <LatvianModder> I always
thought that chat programs just replace text with images
L1469[12:10:27] <sham1> But they
are
L1470[12:10:36] <gudenau> That was
supposed to be a lowercase delta.
L1471[12:10:40]
⇦ Quits: Lapiman
(~tcmzeal@pool-108-31-94-45.washdc.fios.verizon.net) (Quit: lol
bye)
L1473[12:10:54] <gudenau> I love that
Unicode has Emoji!
L1474[12:10:56] <diesieben07> very funny
to watch :D
L1475[12:11:20] <sham1> Except the fact
that he did not make his emoji keyboard for linux
L1476[12:11:21] <sham1> FFS
L1477[12:11:32] <sham1> And his reason
was "no"
L1478[12:11:33] <diesieben07> lol did you
watch what he used? :D
L1479[12:11:47] <gudenau> Just use
ctrl+shift+u
L1480[12:12:05] <diesieben07> its a
hodge-podge of lua-macros, autohotkey and something else
L1481[12:12:07] <diesieben07> it is
horrible :D
L1482[12:12:27] ***
MrKick|Away is now known as MrKickkiller
L1483[12:12:36] <sham1> What does C-S-u
do
L1484[12:12:45]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.183.252)
L1485[12:12:47] <gudenau> It allows you
to enter any unicode point.
L1486[12:12:59] <sham1> No it
doesn't
L1487[12:13:17] <gudenau> Interesting,
works on arch and Ubuntu.
L1488[12:13:25] <sham1> What de and
stuff
L1489[12:13:36] <sham1> Because I just
use a bare bones xmonad
L1490[12:13:36] <gudenau> de?
L1491[12:13:43] <sham1> Desktop
Environment
L1492[12:13:58] <gudenau> Oh, whatever
Ubuntu uses and GTK I think.
L1493[12:14:07] <sham1> So Unity
L1494[12:14:21]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L1495[12:14:37] <gudenau> GNOME
L1496[12:14:57] <sham1> I'm pretty sure
Ubuntu nowadays uses Unity per default
L1497[12:15:10] <sham1> Well, that does
not matter to me, I am a Gentoo user'
L1498[12:15:10] <gudenau> GNOME on my
Arch box.
L1499[12:16:19] <sham1> And before
someone cries fowl, I use Gentoo because I actually like the
compilation process
L1500[12:16:37] <gudenau> Once I
attempted LFS.
L1501[12:16:47] <gigaherz> I looked at
LFS once
L1502[12:17:04] <gigaherz> "you will
need an existing linux installation to begin"
L1503[12:17:11] <gigaherz> and dropped
the doc onto the trash bin
L1504[12:17:15] <gudenau> I had
one.
L1505[12:17:25] <sham1> I should probably
do an LSF install to a virtual machine one of these days
L1506[12:17:38] <gigaherz> ubuntu at
least can bootstrap itself ;P
L1507[12:17:51] <sham1> So can every
distro
L1508[12:18:01]
⇨ Joins: Zireck
(~hackintos@99.red-79-153-184.dynamicip.rima-tde.net)
L1509[12:18:18] <sham1> Hell, I've used
ubuntu live cd to bootstrap my gentoo install
L1510[12:18:33] <sham1>
s/install/installs/
L1511[12:18:47] <Zireck> hi
L1512[12:18:56] <sham1> hello
L1513[12:19:15]
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L1514[12:19:21]
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L1515[12:22:17] <LatvianModder>
diesieben07: I watched it all lol
L1516[12:22:27] <LatvianModder> loved
it
L1517[12:23:02] <gudenau> I will have a
lot to do with my emoji thing. :-/
L1518[12:23:17] <LatvianModder> emojis in
minecraft
L1519[12:23:23] <gudenau> Bingo.
L1520[12:23:31] <gudenau> Emojis is wrong
by the way.
L1521[12:23:31] <sham1> Oh no
L1522[12:23:46] <LatvianModder> just
emoji?
L1523[12:23:49] <gudenau> Yep.
L1524[12:23:55] <gudenau> It is
Japanease.
L1525[12:23:58] <gudenau> No
plural.
L1526[12:23:59] <sham1> ???? will invade
MineCraft
L1527[12:24:09] <gudenau> Nice.
L1528[12:24:09] <sham1> Hide while you
can
L1529[12:24:17] <diesieben07>
LatvianModder, tom scott is great :D
L1530[12:24:55]
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(Ping timeout: 198 seconds)
L1531[12:25:34] <gudenau> It would be
great fun to make an emoji keyboard with pages and a propper
driver.
L1532[12:25:44] <sham1> And for
Linux
L1533[12:25:53] <gudenau> Oh
course.
L1534[12:25:58] <gudenau> Of*
L1535[12:26:08] <gudenau> I use that more
than I do Winderps at this point.
L1536[12:26:17]
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(~Benimatic@cblmdm72-241-108-184.buckeyecom.net) (Ping timeout: 186
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L1537[12:26:35] <shadowfacts> tom scott
is hilarious
L1538[12:26:56] <diesieben07> "and
nobody did care and then apple came along"
L1539[12:27:00] <diesieben07> is just...
best quote ever
L1540[12:27:00] <gudenau> I thouhgt that
was funny, but not hilarious.
L1541[12:27:25] <gudenau> Same thing
happened with Google Wallet.
L1542[12:29:39]
⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.183.252) (Killed
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L1543[12:29:46] <gudenau> Oooooh, stupid
idea.
L1544[12:30:13] <gudenau> How fast can I
push an image into the GPU's texture buffer?
L1545[12:30:26] <gigaherz> depends on how
big
L1546[12:30:32] <gigaherz> mc does that
for all animated textures
L1547[12:30:41] <gudenau> Let's say
1920x1080.
L1548[12:30:43] <gigaherz> which means,
it keeps re-uploading at least part of the atlas, if not all of
it
L1549[12:30:43] <gudenau> Max.
L1550[12:30:51] <sham1> "I have a
real bad feeling about this" -Every star wars character
ever
L1551[12:30:57] <gigaherz> well
L1552[12:30:59] <gudenau> Entire image,
up to 60hz.
L1553[12:31:08] <gudenau> I would
like.
L1554[12:31:21] <gigaherz> !!calc
1920*1080*4*60 / 1024 / 1024
L1555[12:31:22] <gigaherz> gigaherz:
Result(s): 474.609375
L1556[12:31:29] <gigaherz>
474mbytes/s
L1557[12:31:54] <gudenau> Why not times
3, no transparency is needed.
L1558[12:31:54] <sham1>
milibytes...
L1559[12:32:01]
⇨ Joins: psxlover
(psxlover@ppp-2-87-118-14.home.otenet.gr)
L1560[12:32:05] <gigaherz> !!calc
1920*1080*3*60 / 1024 / 1024
L1561[12:32:05] <gigaherz> gigaherz:
Result(s): 355.9570313
L1562[12:32:11] <gigaherz> thne it's
355
L1563[12:32:23] <gigaherz> which is not
much
L1564[12:32:25] <gigaherz> I mean
L1565[12:32:26] <sham1> actually
356
L1566[12:32:37] <gigaherz> not much given
the total bandwidth of a pci-express bus
L1567[12:32:41] <gudenau> So, for a
stupid "because I can" and never released mod,
feasable?
L1568[12:32:42] <gigaherz> but it's a lot
if you have more than one
L1569[12:33:03] <gigaherz> but really
think of it
L1570[12:33:11] <gigaherz> can your
computer actually PLAY a 1080p video stream? ;P
L1571[12:33:13] <gudenau> The main thing
is Java, right?
L1572[12:33:17] <gudenau> It can.
L1573[12:33:20] <gudenau> Most the
time.
L1574[12:33:29] <gudenau> New GPU soon.
:3
L1575[12:33:50] <gigaherz> well that
doesn't work if you include gpu decoding
L1576[12:33:51] <gigaherz> ;P
L1577[12:33:53] <gudenau> Plus I think
the compressed data is sent to the GPU.
L1578[12:34:06] <gigaherz> because in
that case it doesn't actually have to transfer t he whole
frame
L1579[12:34:16] <gigaherz> just a
semi-decoded bitstream
L1580[12:34:20] <sham1> what are you
trying to do
L1581[12:34:23] <gudenau> I <3
h.264
L1582[12:34:41] <gudenau> A
monitor.
L1583[12:35:20]
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L1584[12:35:43] <sham1> a monitor,
eh
L1585[12:35:55] <gigaherz> wat
L1586[12:36:16] <sham1> wat wat
L1587[12:36:29] <gudenau> Like I said,
stupid idea that I want to do.
L1588[12:36:30] <howtonotwin> Doesn't
OpenGL have a thing where you just render a texture and something
else can keep altering it
L1589[12:36:40] <gigaherz> i'm wondering
why 1080p for an ingame "monitor"
L1590[12:36:40] <gigaherz> ;p
L1591[12:36:46] <howtonotwin> Like
LookingGlass?
L1592[12:36:48] <gigaherz> howtonotwin:
uh?
L1593[12:36:53] <gudenau> So you can
stick your face in it and it looks fine.
L1594[12:36:57] <gigaherz> I have no idea
what you mean
L1595[12:37:16] <gudenau> howtonotwin, I
think so. Froget the term though.
L1596[12:39:04] <howtonotwin> Well if
XComp can do those renders interdimensionally, you can do it on a
computer screen :P
L1597[12:40:04] <gudenau> Now to figure
out how to steal the image from a diffrent application, API docs
HO!
L1598[12:40:59] <gudenau> Err.
L1599[12:41:03] <gudenau> School work
HO!
L1601[12:41:53] <gudenau> Nah, it will
not be on the screen.
L1602[12:42:05] <gudenau> But I do love
the Robot class.
L1603[12:42:34] <McJty> The comment with
ItemTossEvent is wrong
L1604[12:42:48] <McJty> It says that
canceling the event will not prevent the item from being removed
from the inventory
L1605[12:42:49] <McJty> But it does
L1606[12:43:09] <gudenau> PR ho?
L1607[12:43:31] <McJty> No time for that.
Modding trials deadline :-)
L1608[12:43:39] <McJty> Not going to
bother with forge which we are not allowed to update anyway
L1609[12:43:52] <gudenau> Just fix the
docs later I mean.
L1610[12:44:04] <McJty> But I would have
hoped the docs to be correct
L1611[12:44:10] <McJty> And the event
handling wrong
L1612[12:44:13] <McJty> Because that's
what I actually want
L1613[12:44:19] <McJty> So I can't use
this event
L1614[12:44:25] <gudenau> Just add the
item to the inventory after!
L1615[12:44:38] <McJty> How do I know
what 'after' is?
L1616[12:44:45] <McJty> I mean the
inventory can be full
L1617[12:44:49] <McJty> So I have no free
spot to put it in
L1618[12:44:58] <gudenau> Hmmm.
L1619[12:45:01] <gudenau> Good
luck!
L1620[12:45:03] <McJty> :-)
L1621[12:45:07] <gudenau> What are you up
to?
L1622[12:45:33] <McJty> Trying to make an
object that when you throw it in the water it spawns a mob
L1623[12:45:39] <McJty> Much harder then
I thought :-)
L1624[12:46:25] <gudenau> Should be, make
entity, add event handler.
L1625[12:47:07] <McJty> Yes but making
the entity is a bit hard
L1626[12:47:17] <McJty> If I cannot
properly detect when the item leaves the inventory
L1627[12:48:32] <gudenau> Why can you nut
use the custom EntityItem feature in forge?
L1628[12:48:51] <McJty> Perhaps because I
didn't know that existed?
L1629[12:48:57] <McJty> Where can I find
that?
L1630[12:49:02] <gudenau> Ah, yeah it is
a thing! Just a sec.
L1631[12:49:03] <gigaherz> there's a
custom EntityItem feature?
L1632[12:49:37] <gudenau> hasCustomEntity
and createEntity in the Item class.
L1633[12:49:47] <gudenau> Also
onEntityItemUpdate.
L1634[12:49:53] <gudenau> ;-)
L1635[12:50:00] <McJty> oh nice
thanks
L1636[12:50:15] <gudenau> Reading random
code snippits has it's perks.
L1637[12:50:18] <gudenau> its*
L1638[12:52:56] <Keridos> how can i
render a tooltip over a certain area in my gui?
L1639[12:53:13] <gudenau> forgroundLyaer
or somthing.
L1640[12:53:32] <Keridos> well I mean
when I mouseover it
L1641[12:53:53] <gudenau> Look at where
the mouse is, then render or do not render.
L1642[12:54:21] <gudenau> I would create
a function that renders it, then push translate render pop.
L1643[12:55:28] <McJty> Hmm it is
creating my entity but for some reason when I throw away the item
it is spawned exactly at my position and the player picks it up
immediatelly
L1644[12:55:49] <McJty> I am probably
missing something on my EntityItem subclass
L1645[12:55:51] <gudenau> Did you set the
pickup timer?
L1646[12:55:58] <McJty> What and
why?
L1647[12:56:00]
⇨ Joins: zrneely (~zrneely@205.175.98.119)
L1648[12:56:22] <McJty> I just want forge
to use my entity item instead of the default one
L1649[12:56:28] <McJty> With same
settings, pickup timer, whatever
L1650[12:56:29] <gudenau>
delayBeforeCanPickup
L1651[12:56:53] <McJty> But why is that
even needed?
L1652[12:56:58] <gudenau>
setDefaultPickupDelay
L1653[12:57:10] <williewillus> because
it's 0 by default
L1654[12:57:15] <williewillus> which
emans it can be picked up immediately
L1655[12:57:16] <gudenau> Because it can
be any entity, so it is not changed.
L1656[12:57:50] <McJty> ah ok
L1657[12:58:01] <williewillus> vanilla
calls setDefaultPickupDelay before spawning it which sets it to 10
ticks (.5s)
L1658[12:58:03] <McJty> So I could have
an item that becomes a zombie when you throw it away
L1659[12:58:05] <McJty> That's fun
L1660[12:58:09] <gudenau> Oh,
williewillus did I fix my whitespace?
L1661[12:58:31] <williewillus> yes looks
great
L1662[12:58:36] <McJty> Ok, thanks that
works
L1663[12:58:38] <gudenau> Try the
onEntityItemUpdate
L1664[12:58:41] <gudenau> Cool!
L1665[12:58:56] <williewillus> i
personally would be fine with the if being on a new line but it
doesnt matter
L1666[12:58:59] <HassanS6000> Any way to
get if the server a client is on is running in online mode?
L1667[12:59:23] <gudenau> Should be in
the Server object somewhere.
L1668[12:59:56] <HassanS6000> I am almost
90% sure MinecraftServer.getServer() will return null if on the
client thread
L1669[13:00:28] <gudenau> There has to be
a way to get the object, it exists, and should have a
refrence.
L1670[13:00:36] <williewillus> yes but
not on the client
L1671[13:00:55] <gudenau> Are there two
instances of MC when in single player?
L1672[13:01:02] <williewillus> there are
two threads
L1673[13:01:05] <williewillus>
(basically)
L1674[13:01:07] <HassanS6000> in sp you
can access the server and the client
L1675[13:01:09] <williewillus> logical
client and server
L1676[13:01:14] <williewillus> but you
should not
L1677[13:01:24] <gudenau> But you
can!
L1678[13:01:26] <HassanS6000> I am trying
to use a mod on the client to check the server for online
mode
L1679[13:01:31] <HassanS6000> anyway to
do that?
L1680[13:01:32] <williewillus> if your
mod has stuff specficially to integrated server it is doing it
comletely wrong
L1681[13:01:33] <diesieben07> that is not
possible
L1682[13:01:37] <diesieben07> the client
does not know
L1683[13:01:42] <HassanS6000> okay
thanks
L1684[13:01:47] <gudenau> Try to login
with bogus data I guess.
L1685[13:02:01] <gudenau> I thought you
meant a LAN game. Sorry.
L1686[13:02:27] <gudenau> Anyway, bye for
now!
L1687[13:02:44]
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(~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net) (Quit:
Leaving)
L1688[13:03:04] <williewillus> actually
you could detect if online mode is *off* by monitoring packets
:P
L1689[13:03:24] <HassanS6000> how to
do
L1690[13:03:34] <williewillus> probably
not possible
L1691[13:03:58] <HassanS6000> lol
L1692[13:04:18] <williewillus> if the
server is dedicated and has online mode it will send
SPacketEncryptionRequest and go to state KEY, otherwise it will
transition directly to the READY_TO_ACCEPT state
L1693[13:04:29] <Subaraki> for rendering
something to the player i need to add a layer right ?
L1694[13:04:30] <williewillus> so you
could theoretically see if you ever get a SPacketEncryptionRequest
but that's hacky and flaky
L1695[13:04:39] <williewillus> Subaraki:
yes or use one of the events
L1696[13:04:42] <williewillus> depending
on what you're rendering
L1697[13:07:28]
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L1703[13:13:44] <LexManos> You sir, are
wrong.
L1704[13:13:47] <williewillus>
wrong
L1705[13:14:15] <williewillus> events
available today can achieve that
L1706[13:14:54] <Koward> The best I could
achieve was the Items getting at surface, then sinking again in a
buggy way (at tick pace of course)
L1708[13:15:13] <williewillus> adox:
that's different
L1709[13:15:27] <williewillus> Koward:
then use the join world events and replace the entity with your
own
L1710[13:15:29] <williewillus> full
control :P
L1711[13:15:49] <adox> why?
L1712[13:16:07] <Koward> Then I should
replace every single god damn item. I feel this too often.
L1713[13:16:08] <williewillus> adox: nvm,
i didn't read the float on liquids part :P
L1714[13:17:30] <Koward> And btw, I
wonder why LivingEntityUpdateEvent exists and not EntityUpdate, but
does not matter that much.
L1715[13:17:30]
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L1716[13:18:38]
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L1717[13:20:42] <BordListian> same
tbh
L1718[13:20:55] <BordListian> all
entities have damage methods too
L1719[13:21:04] <BordListian> but only
living has a damage event
L1720[13:21:10] <BordListian>
*shrugs*
L1721[13:21:15] <williewillus> because
either no one wants them
L1722[13:21:20] <williewillus> or no one
wants to work to PR it
L1723[13:21:34] <BordListian> who
wouldn't want popcorn smelting?
L1724[13:22:30] <Koward> I think maybe
it's a legacy thing. Some features were handled at the living
level, and now all entities have it. But the events stayed the
same
L1725[13:22:43]
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L1726[13:24:25] <BordListian> there's
also a problem with performance, potentially
L1727[13:24:30]
⇨ Joins: Delaxarnyazer
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L1728[13:24:40] <BordListian> i don't
know how 'fast' events are
L1729[13:24:46] <Koward> RealisticDrops
did something very weird, they extended EntityItems to make their
custom one, but I wonder how they made it work, probably some
reflection somewhere but it's interesting
L1730[13:24:46] <williewillus> pretty
fast
L1731[13:24:52] <Koward> You have per
tick events
L1732[13:24:59] <Koward> Even per
rendering ticks events
L1733[13:25:09] <BordListian> yeah but
tick events happen once per tick
L1734[13:25:14] <BordListian>
(twice)
L1735[13:25:22] <BordListian> entity
ticks happen once per entity
L1736[13:25:30] <BordListian> so n times
per tick
L1737[13:25:32] <primetoxinz> hmm, how to
get water to not disappear when there is no source block...
L1738[13:25:38] <williewillus> they're
still fast
L1739[13:25:40] <howtonotwin>
BordListian: Event handlers get asm'd into full on classes at
runtime, so they're pretty fast after that happens.
L1740[13:25:49] <BordListian> hm
L1741[13:26:08] <williewillus> cpu wise
an event is only as expensive as its handlers
L1742[13:26:09] <BordListian> oh you mean
it literally asms the methodcall into a specific spot on the
vanilla class?
L1743[13:26:16] <williewillus> no
L1744[13:26:22] <williewillus> we patch
the posting in
L1745[13:26:33] <BordListian> hm
L1746[13:26:36] <williewillus> the
handling itself is done by taking all @SubscribeEvent methods, and
generating a class that calls taht method
L1747[13:27:02] <BordListian> kinda what
i meant but it's like one class off :P
L1748[13:27:06] <williewillus> when you
post to the bus all it does is loop through all handlers and invoke
them
L1749[13:27:13] <howtonotwin> Which means
no reflection after the registering is done.
L1750[13:27:16] <williewillus> so if an
event has no handlers then it costs nothing
L1751[13:27:22] <williewillus> (except
memory I guess)
L1752[13:28:27] <LexManos> if an event
has no handlers it's cost is ~3 noop function calls.
L1753[13:28:37] <LexManos> so,
nopthing
L1754[13:29:01]
⇨ Joins: Gil
(uid147942@2604:8300:100:200b:6667:5:2:41e6)
L1755[13:29:34] <BordListian>
noopthing?
L1756[13:36:43] <Koward> RD replace at
EntityJoinEvent EntityItem by its own version and the new one keep
a reference to the old one, overriding everything and calling the
methods of the old. Except what he edits of course.
L1757[13:36:51] <Koward> That's way
weirder than it should
L1758[13:37:04] <Koward> But I guess
yeah, I was a bit wrong.
L1759[13:38:41] <Weareverylucky> Does
anybody know a more advanced way to make a updater that is
efficent???
L1760[13:39:11] <KR> What's that IRC bot
command in here that converts from obfuscated names to readable
ones from MCP?
L1761[13:39:16] <KR> I seem to recall
something like that in here.
L1762[13:39:49] <Koward> Anyone tried the
substitution feature since 1.10 ? cpw work on it for years and it
still has always been buggy. But I saw a couple of issue tickets
fixed
L1763[13:39:50] <howtonotwin> message the
mcpbot with commands
L1764[13:40:02] <howtonotwin> give it
help first
L1765[13:40:32] <Weareverylucky> I cant
seem to do 'gradlew setupdecompworkspace' in 1.10.2 or in 1.10
forge
L1766[13:40:43] <KR> Cool, thanks.
L1767[13:40:45] <Weareverylucky> It comes
up with an error
L1768[13:40:48] <howtonotwin>
capitals?
L1769[13:40:48] <Koward> what error
?
L1770[13:41:02] <Weareverylucky> let me
paste it 1 sec
L1771[13:42:02] <Weareverylucky>
C:\Users\bubby\Desktop\forge-1.10-12.18.0.2000-1.10.0-mdk>gradlew
setupdecompworkwspace
L1772[13:42:02] <Weareverylucky>
org.gradle.api.internal.classpath.UnknownModuleException: Cannot
locate JAR for module 'ant' in distribution directory
'C:\Users\bubby\.gradle\wrapper\dists\gradle-2.7-bin\4s0fcuuppw3tjb1sxpzh16mne\gradle-2.7'.
L1773[13:42:03] <Weareverylucky> at
org.gradle.api.internal.classpath.DefaultModuleRegistry.getExternalModule(DefaultModuleRegistry.java:72)
L1774[13:42:03] <Weareverylucky> at
org.gradle.api.internal.DefaultClassPathProvider.findClassPath(DefaultClassPathProvider.java:49)
L1775[13:42:05] <Weareverylucky> at
org.gradle.api.internal.DefaultClassPathRegistry.getClassPath(DefaultClassPathRegistry.java:34)
L1776[13:42:08] <Weareverylucky> at
org.gradle.launcher.bootstrap.ProcessBootstrap.runNoExit(ProcessBootstrap.java:46)
L1777[13:42:10] <Weareverylucky> at
org.gradle.launcher.bootstrap.ProcessBootstrap.run(ProcessBootstrap.java:35)
L1778[13:42:12] <Weareverylucky> at
org.gradle.launcher.GradleMain.main(GradleMain.java:23)
L1779[13:42:14] <Weareverylucky> at
sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
L1780[13:42:16] <Weareverylucky> at
sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
L1781[13:42:18] <Weareverylucky> at
sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown
Source)
L1782[13:42:20] <Weareverylucky> at
java.lang.reflect.Method.invoke(Unknown Source)
L1783[13:42:22] <Weareverylucky> at
org.gradle.wrapper.BootstrapMainStarter.start(BootstrapMainStarter.java:30)
L1784[13:42:24] <Weareverylucky> at
org.gradle.wrapper.WrapperExecutor.execute(WrapperExecutor.java:127)
L1785[13:42:26] <Weareverylucky> at
org.gradle.wrapper.GradleWrapperMain.main(GradleWrapperMain.java:61)
L1786[13:42:28] <Weareverylucky>
C:\Users\bubby\Desktop\forge-1.10-12.18.0.2000-1.10.0-mdk>gradlew
setupDecompWorkspace
L1787[13:42:30] <Weareverylucky>
org.gradle.api.internal.classpath.UnknownModuleException: Cannot
locate JAR for module 'ant' in distribution directory
'C:\Users\bubby\.gradle\wrapper\dists\gradle-2.7-bin\4s0fcuuppw3tjb1sxpzh16mne\gradle-2.7'.
L1788[13:42:36] <Weareverylucky> at
org.gradle.api.internal.classpath.DefaultModuleRegistry.getExternalModule(DefaultModuleRegistry.java:72)
L1789[13:42:39] <Weareverylucky> at
org.gradle.api.internal.DefaultClassPathProvider.findClassPath(DefaultClassPathProvider.java:49)
L1790[13:42:42] <Weareverylucky> at
org.gradle.api.internal.DefaultClassPathRegistry.getClassPath(DefaultClassPathRegistry.java:34)
L1791[13:42:45] <Weareverylucky> at
org.gradle.launcher.bootstrap.ProcessBootstrap.runNoExit(ProcessBootstrap.java:46)
L1792[13:42:47] <Weareverylucky> at
org.gradle.launcher.bootstrap.ProcessBootstrap.run(ProcessBootstrap.java:35)
L1793[13:42:49] <Weareverylucky> at
org.gradle.launcher.GradleMain.main(GradleMain.java:23)
L1794[13:42:51] <Weareverylucky> at
sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
L1795[13:42:53] <Weareverylucky> at
sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
L1796[13:42:55] <Weareverylucky> at
sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown
Source)
L1797[13:42:57] <Weareverylucky> at
java.lang.reflect.Method.invoke(Unknown Source)
L1798[13:42:59] <Weareverylucky> at
org.gradle.wrapper.BootstrapMainStarter.start(BootstrapMainStarter.java:30)
L1799[13:43:01] <Weareverylucky> at
org.gradle.wrapper.WrapperExecutor.execute(WrapperExecutor.java:127)
L1800[13:43:04]
⇨ Joins: Dimitriye98
(~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
L1801[13:43:05] <Weareverylucky> at
org.gradle.wrapper.GradleWrapperMain.main(GradleWrapperMain.java:61)
L1802[13:43:07] <Weareverylucky>
C:\Users\bubby\Desktop\forge-1.10-12.18.0.2000-1.10.0-mdk>
L1803[13:43:09] <Weareverylucky> anyway
to fix this ?
L1804[13:43:18] <howtonotwin> Por favor,
use pastebin
L1805[13:43:29] <Weareverylucky>
.....
L1806[13:43:52] <Weareverylucky> Have a
solution for this error?
L1807[13:44:39] <Hunterz> use /topic -
#ForgeGradle for gradle questions
L1808[13:44:56] <Weareverylucky> ok thank
you
L1809[13:45:04] <McJty> Entity.onUpdate()
is that only called server-side?
L1810[13:45:11] <Weareverylucky> No
L1811[13:45:19] <McJty> ok
L1812[13:48:43] <BordListian> what do i
use to get which item the player is using to harvest a block?
L1813[13:48:51]
⇨ Joins: killjoy
(~killjoy@cpe-2606-A000-1118-C0C8-13D-169B-B2B-81C0.dyn6.twc.com)
L1814[13:48:53] <BordListian> in a
HarvestLevel event, that is
L1815[13:48:56] <BordListian>
getActiveItemStack()?
L1816[13:50:24]
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L1817[13:51:03]
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(Client Quit)
L1818[13:51:22] <StormyMode> Guys I think
I broke all the things XD
L1819[13:52:35] <gigaherz>
Weareverylucky: when pasting things, ALWAYS paste to pastebin
L1820[13:52:40] <gigaherz> (unless it's
1-2 lines)
L1821[13:52:41] ***
Coolway99 is now known as Cway|Away
L1823[13:54:51] <gigaherz> (doesn't have
to be specifically apstebin, can be gist or whatever)
L1824[13:54:54]
⇨ Joins: gudenau
(~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net)
L1825[13:55:03] <gigaherz>
Weareverylucky: well too late this time ;P
L1826[13:55:30] <Weareverylucky> xD
L1827[13:56:01] <Weareverylucky> have a
suggestion?
L1828[13:56:15] <gudenau> Two quick
questions, can I make an MDK work with my PR branch, and how long
would it take for a maintainer to aprove/disaprove?
L1829[13:57:09] <gigaherz> gudenau: forge
PR?
L1830[13:57:17] <gigaherz> no you can't
make MDKs for that
L1831[13:57:22] <gigaherz> since they use
maven to download forge itself
L1832[13:57:33] <gudenau> Drat.
L1833[13:57:47] <gudenau> Guess I'll
stick in some TODOs.
L1834[13:57:48] <gigaherz> you can,
however, build a jar from your mod
L1835[13:58:01] <gigaherz> or dump a demo
mod inside test/debug
L1836[13:58:12] ***
Cway|Away is now known as Coolway99
L1837[13:58:26] <Weareverylucky> So what
is my forge problem??
L1838[13:58:40] <gudenau> Maybe I should
add rainbow glass as a test. :3
L1840[13:59:47]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L1841[13:59:52] <gudenau> Delete C:
L1842[14:00:23] <Weareverylucky>
Anybody???
L1843[14:00:41] <gigaherz>
Weareverylucky: patience.
L1844[14:01:18] <Weareverylucky>
gigaherz, I need it quick and fast.
L1845[14:01:19] <gigaherz> I'm not seeing
any clear indication of the problem
L1846[14:01:21] <gudenau> How do I setup
the client in the forge dev workspace?
L1847[14:01:59] <gigaherz>
Weareverylucky: is your JAVA_HOME pointing to a JDK?
L1848[14:02:07]
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L1849[14:02:12] <gigaherz> do you have
the jdk\bin folder in PATH
L1850[14:02:25] <Weareverylucky>
gigaherz, would i set it as a system variable????
L1851[14:03:14] <gigaherz> try if it
works, first
L1852[14:03:15] <gigaherz> just
L1853[14:03:23] <Weareverylucky> ok
L1854[14:03:24] <gudenau> Humor us.
L1855[14:03:26] <gigaherz> set
JAVA_HOME="C:\Program Files....\jdk_xxx"
L1856[14:03:36] <gigaherz> set
PATH=%PATH%;"C:\Program Files....\jdk_xxx\bin"
L1857[14:03:42] <gigaherz> note that the
home does NOT have bin
L1858[14:03:44] <gigaherz> but the path
does
L1859[14:03:53] <gigaherz> if that works,
thenyou can make them permanent
L1860[14:03:58] <Weareverylucky> ok
L1861[14:06:22] <gigaherz> do you plan on
using IDEA by any chance?
L1862[14:06:40] <gigaherz> because if so,
you can just configure the JDK in IDEA, and do all the gradle tasks
from within
L1863[14:06:49] <gigaherz> without
worrying about paths and homes
L1864[14:06:59] <Weareverylucky> is IDEA
a download??
L1865[14:07:09] <gigaherz> IDEA is an
IDE, a code editor and compiler
L1866[14:07:23] <gigaherz> alternative to
eclipse
L1867[14:07:25] <Weareverylucky> IT still
comes with a error
L1868[14:07:26] <gigaherz> many of us
prefer it
L1869[14:07:26] <gudenau> It is
great.
L1870[14:07:38] <gigaherz> same error,
Weareverylucky?
L1871[14:07:47] <diesieben07> IDEA is not
a compiler :D
L1872[14:07:48] <gigaherz> or a different
one?
L1873[14:08:00] <gigaherz> diesieben07:
does it not have its own compile like eclipse does?
L1874[14:08:04] <diesieben07> nope
L1875[14:08:06] <gigaherz> ah nice
L1876[14:08:07] <diesieben07> it uses the
javac api
L1877[14:08:09] <gigaherz> code editor
and debugger, then
L1878[14:08:28]
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L1879[14:08:31] <diesieben07> the
debugger itself is also in the jvm :P
L1880[14:08:36] <diesieben07> they just
provide features on top :D
L1881[14:08:39] <diesieben07>
</nitpick>
L1882[14:08:54] <Weareverylucky> ok
:)
L1883[14:09:31] <gudenau> Interesting.
Achievment(Ljava.lang.String;Ljava.lang.String;IILnet.minecraft.item.ItemStack;Lnet.minecraft.stats.Achievement)
has the parent set to be not null?
L1884[14:10:13]
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L1886[14:13:43] <gigaherz> diesieben07:
ok... it's an awesome code editor with buttons for compiling and
debugging ;P
L1887[14:13:56] <diesieben07> :D
L1888[14:14:05] <diesieben07> well, the
debugging feature has more to it
L1889[14:14:12] <diesieben07> it has a
fully-fledged java interprester :D
L1890[14:14:14] <diesieben07>
*preter
L1891[14:15:25] ***
williewillus is now known as willieaway
L1892[14:18:09] ***
Coolway99 is now known as Cway|Away
L1893[14:19:31]
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L1897[14:24:15] <Zireck> I can't scale
down the image, someone help me out, please
L1898[14:24:31] <diesieben07> show your
code?
L1899[14:25:05] <gudenau>
BufferedImage?
L1901[14:25:32] <Zireck> yes, I'm using a
bufferedImage
L1902[14:25:41] <diesieben07> oh
god
L1903[14:25:48] <diesieben07> are you
really reading hte image from disk again EVERY FRAME?
L1904[14:25:53] <diesieben07> yes you
are...
L1905[14:26:00] <Zireck> lol
L1906[14:26:06] <gudenau> Uhm.
L1907[14:26:07] <diesieben07> actually
no
L1908[14:26:07]
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L1909[14:26:12] <diesieben07> nvm
me
L1910[14:26:27] <diesieben07> ok so
L1911[14:26:37] <diesieben07> for a
start: drawTexturedModalRect only works if your texture is
256x256
L1912[14:26:46] <gudenau> You could make
a new BufferedImage , get the graphics, and paint it.
L1913[14:26:56] <diesieben07> you need
drawModalRectWithCustomSizedTexture
L1914[14:27:37] <Zireck> ok, let's
see
L1915[14:28:08] <gudenau> That just
happens to contain some code I could use. :3
L1916[14:28:22]
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L1917[14:28:52] <LexMobile> 11:56
<gudenau> Two quick questions, can I make an MDK work with my
PR branch, and how long would it take for a maintainer to
aprove/disaprove?
L1918[14:29:06] <gudenau> Yes Lex?
L1919[14:29:07]
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L1920[14:29:22] <LexMobile> NEVER dev for
prs, aadly the most likely case is they will be rejected because
they are crap.
L1921[14:29:55] ***
Cway|Away is now known as Coolway99
L1922[14:30:17] <gudenau> If this gets
rejected, I will be a sad panda. Worked for a silly amount of time
for a +30 change. .-.
L1923[14:30:22] <Zireck> YES! Thank you,
diesieben07!!
L1924[14:30:30] <Zireck>
drawModalRectWithCustomSizedTexture did the trick
L1925[14:30:32] <gudenau> I suppose I
could just use a coremod then.
L1926[14:30:48] <MalkContent>
dundunduuuun
L1927[14:30:57] <diesieben07> and the ban
comes.
L1928[14:30:57]
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L1929[14:31:15] <diesieben07> "pull
my PR or I'll asm" is not a nice thing to say
L1930[14:31:28] <gudenau> I only have two
options though.
L1931[14:31:35] <BordListian> wut
L1932[14:31:36] <gudenau> Sorry if that
was mean.
L1933[14:31:46] <BordListian> he never
said anything of the like
L1934[14:31:59] <diesieben07> the proper
way to react to "your PR will not be pulled" is
"what can I do to make it get pulled"
L1935[14:32:00] <LexMobile> Youre so
lucky this client doesnt have my timeban command
L1936[14:32:06] <diesieben07> not "k
i'll make a coremod then"
L1937[14:32:16] <LexMobile> Seriously
your pr is fucked for that comment
L1938[14:32:24] <gudenau> Oh.
L1939[14:32:28] <gudenau> Welp.
L1940[14:32:40] <gudenau> How do I fix it
then?
L1941[14:33:06] <LexMobile> You OBVIOUSLY
are self serving and have no wish to help the community if your
response is a threat to break shit
L1942[14:33:07] <MalkContent> mentioning
coremod is black magic to summon help from angry demons. you either
get what you want or you get eaten ^^
L1943[14:33:58]
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(~Dragroth@dslc-082-083-115-072.pools.arcor-ip.net) ()
L1944[14:35:20] *
gigaherz sighs
L1945[14:35:22] <gudenau> Well. Bye I
suppose.
L1946[14:35:29]
⇦ Parts: gudenau
(~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net)
(Leaving))
L1947[14:35:36] <gigaherz> I don't
support the 1.9 blockstates thingy works with .obj models, does it?
;P
L1948[14:36:08]
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L1949[14:36:24] <howtonotwin> I think
they do, but don't quote me on it.
L1950[14:37:36] <gigaherz> ah nevermind,
I thought of a way to set this up so that I don't need them
L1951[14:37:58] <gigaherz> yeah this will
do.,
L1952[14:38:07]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1953[14:38:44] <Wuppy> hrmmm it's not
nice to know there's an awesome festival in my backyard but I'm not
there :V
L1954[14:38:53] <Wuppy> I mean the
Vengaboys even played :P
L1955[14:39:10] <Wuppy> well, performed I
guess :P
L1956[14:44:30]
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L1957[14:45:46]
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L1959[14:48:08] <LexMobile> Thats his
pr
L1960[14:48:14] <LexMobile> Oh fucking
fod its horrible
L1961[14:48:29]
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(~KnightMin@adsl-75-5-78-24.dsl.emhril.sbcglobal.net)
L1962[14:49:29] <LexMobile> Wait.. HE
FICKING HANDWROYE THE PATCHES
L1963[14:49:40] <LexMobile> Holy shit hea
a moron
L1964[14:49:41]
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L1965[14:51:23] ***
kroeser is now known as kroeser|away
L1966[14:53:34] <gigaherz> wat
L1967[14:53:41] <gigaherz> I knew he had
issues with setting things up
L1968[14:53:48] <gigaherz> didn't think
his solution was not to...
L1969[14:54:32] <gigaherz> gabizou: did
you really write your patches by hand without using
setupForge/genPatches?
L1970[14:54:58] <gigaherz> eh nevermind
wrong person
L1971[14:55:08] <diesieben07> yeah he
left
L1972[14:55:17] <diesieben07> he
basically just gave up i think
L1973[14:55:20] <gigaherz> yeah I just
confused the nicknames
L1974[14:55:30] <diesieben07> gab knows
what he's doing :P
L1975[14:57:24] <gabizou> gigaherz I know
hwo to write patches :P
L1976[14:57:38] <gigaherz> yes yes
L1977[14:58:00] <gigaherz> my issue is
"gudenau" and "gabizou" look similar enough for
my brain to ignore the differences and consider them equal
L1978[14:58:00] <gigaherz> ;P
L1979[14:59:23]
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L1980[14:59:33] <gabizou> wow
L1981[14:59:35] <gabizou> that
hurts
L1982[14:59:58] <gigaherz> hey I'm not
saying you ARE him, just that my brain sucks at noticing
details
L1983[15:00:00] <gigaherz> ;P
L1984[15:00:38] <LexMobile> Thats it its
official you are him
L1985[15:00:39] <gabizou> inb4 we have
gratimax, greatman and other g's
L1986[15:00:54] <LexMobile> Everyone make
fun of the dumb!
L1987[15:01:35] <gigaherz> it's not just
the g, both end with an u, and have a couple sticks going up --
that's all my brain was seeing
L1988[15:01:38] ***
howtonotwin is now known as gramanu
L1989[15:01:43] <gramanu> Hello
there
L1990[15:01:45] <gabizou> lawl
L1991[15:01:47] <gramanu> :P
L1992[15:01:48] <gigaherz> oh and
L1993[15:01:51] ***
BordListian is now known as Gord
L1994[15:01:51] <gigaherz> biggest of
all
L1995[15:01:53] <gabizou> not the same
name length
L1996[15:02:01]
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L1997[15:02:07] <gigaherz> my irc client
colors nicknames based on a hash of the nickname
L1998[15:02:08] <Koward> Oh the poor guy,
you are evil. It was just ignorance
L1999[15:02:13] <gigaherz> you both are
"green" to me
L2000[15:02:19] <gabizou> likewise
L2001[15:02:26] <Gord> yeah i feel bad
for him :C
L2002[15:02:29] ***
gramanu is now known as howtonotwin
L2003[15:02:31] ***
Gord is now known as BordListian
L2004[15:02:48] <gigaherz> meanwhile,
"gramanu" was orange, and "gord" was brown
;P
L2005[15:02:57] <BordListian> that's
disgusting
L2006[15:03:00] *
BordListian shudders
L2007[15:03:09] <howtonotwin> I have an
urge to find collisions in that hash now
L2008[15:03:15] <gigaherz> there's
plenty?
L2009[15:03:22] ***
Coolway99 is now known as Cway|Away
L2010[15:03:27] <gigaherz> There's 6
colors
L2011[15:03:35] <gigaherz> ;P
L2012[15:03:46] <gigaherz> it's like,
"hash(nickname)%6"
L2013[15:04:03] <howtonotwin> we have
~26^5 possible names, so it should be pretty easy :P
L2014[15:04:29] <gigaherz> you ahve a 1:6
chance of a random nickname being the same color as a chosen
one
L2015[15:04:50] <BordListian> ah but you
see, the important part is that you can predict it
L2016[15:05:12] <BordListian> so you
would be able to hava 1:1 chance of a random nickname being the
same color as the chosen one
L2017[15:05:20] <BordListian> well,
"random"
L2018[15:05:53] ***
Cway|Away is now known as Coolway99
L2020[15:06:16] <gigaherz> this is my
"pretty printer" for mirc
L2021[15:07:13] <BordListian> urgh
L2023[15:07:16] <gigaherz> this is how it
looks ;P
L2024[15:09:17]
⇨ Joins: Drullkus
(~Dru11kus@2601:646:8301:ead3:74be:da0:eed7:bd9f)
L2025[15:09:44] <Koward> Excuse my
ignorance, is any mod using ASM considered by definition a coremod
?
L2026[15:09:58] <gigaherz> no but
yes
L2027[15:10:08] <gigaherz> you could in
principle use the ASM library at any point
L2028[15:10:13] <gigaherz> but it's most
useful during classloading
L2029[15:10:21] <gigaherz> which requires
a coremod
L2030[15:10:36] <diesieben07> coremod =
modifying other people's classes
L2031[15:10:37] <diesieben07> that's
bad
L2032[15:10:40] <diesieben07> not the
library ASM per se
L2033[15:11:04] <gigaherz> the reason why
we dislike coremods is... what diesieben07 just said
L2034[15:11:55] <howtonotwin> How did Lex
differentiate the handwritten patch from what would have been
generated by the task?
L2035[15:12:14] <gigaherz> probably
because the line counts and indices don't match
L2036[15:12:24] <RANKSHANK> ^
L2037[15:12:29] <gigaherz> but I didn't
look closely
L2038[15:12:29] <howtonotwin> o_O
L2039[15:12:31]
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L2040[15:12:41]
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L2041[15:13:28] <Koward> I understand
coremods must be disliked, of course they are evil, but so many
mods have to use ASM to do what the API does not allow them to do
that discarding any discussion about them sounds a bit
extreme.
L2042[15:13:40]
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384 seconds)
L2043[15:13:44] <gigaherz> the idea
is
L2044[15:13:58] <gigaherz> if it can be
done by non-invasive means, do that
L2045[15:14:02] <RANKSHANK> yeah diff
says the line counts weren't touched :P
L2046[15:14:03] <gigaherz> if it can be
done with reflection, do that
L2047[15:14:03] <Koward> Obviously
L2048[15:14:13] <gigaherz> if it can be
done with using wrappers, do that
L2049[15:14:26] <gigaherz> if none of the
above,
L2050[15:14:29] <gigaherz> then you
should consider
L2051[15:14:37] <gigaherz> if it benefits
everyone, it belongs in forge
L2052[15:14:46] <gigaherz> if not, then
do you REALLY need to be that invasive?
L2053[15:15:27] <Koward> Yes, but then,
looking back at gudenau's messages I first understood "Well, I
should not dev based on my pr, so I'll use ASM in the mean time or
if it is rejected". Which does not sound that insane
L2054[15:15:36] <gigaherz> a coremod will
reduce compatibility, cause porting issues, but worst of all
L2055[15:15:39] <Koward> I do not know
what he was trying to do, however
L2056[15:15:46] <gigaherz> it causes
those two issues to be blamed on forge
L2057[15:15:52] <gigaherz> by users
L2058[15:15:52] <Koward> Yes yes, I know
it's really really bad
L2059[15:16:07] <diesieben07> the issue
with it is: it puts lex (and the other forge devs) in a bad
situation
L2060[15:16:11] <diesieben07> either they
accept a shit pr
L2061[15:16:15] <diesieben07> or they
have to deal wiht a shitty mod
L2062[15:16:35] <gigaherz> in both cases,
it ends up being extra work for the team
L2063[15:16:38] <Koward> There are shitty
mods every day
L2064[15:16:52] <diesieben07> that does
not make them better.
L2065[15:17:01] <gigaherz> yes, and
people can keep making shitty mods on their own
L2066[15:17:15] <gigaherz> not much we
can do against that
L2067[15:17:24] <gigaherz> besides be
strict against it when people ask here
L2068[15:17:37]
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L2069[15:18:38]
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L2070[15:19:11]
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())
L2071[15:19:20] <zrneely> What is a
Container? Is it just something that can hold items in it, and if
so, how is it different from an IInventory?
L2072[15:20:40] <diesieben07> a Container
has a list of Slots
L2073[15:20:47]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L2074[15:20:48] <diesieben07> A Slot is
inventory + index
L2075[15:20:55] <diesieben07> in the most
basic sense :D
L2076[15:21:08] <diesieben07> and those
Slots are automatically kept in sync between server & client
for GUIs
L2077[15:21:39]
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L2078[15:22:38] <gigaherz> Container is
an object that exists on both client and server, and helps
synchronize the GUI state
L2079[15:22:51] <gigaherz> by default it
will only sync the contents of the Slot objects that you
declare
L2080[15:23:18] <gigaherz> on the client,
it exists alongside a GuiContainer class
L2081[15:25:38] <gigaherz> \o/
L2082[15:25:47] <gigaherz> that worked
better than expected
L2083[15:25:49] <gigaherz> first time
;P
L2085[15:25:55] <gigaherz> I did reuse
code from another mod
L2086[15:26:08] <gigaherz> but I expected
the side connections to be in the wrong side ,p
L2087[15:26:39] <gigaherz> (I just need
textures XD)
L2088[15:28:38] <LatvianModder> that
looks.. bold..
L2089[15:29:02] <gigaherz> needs
textures
L2090[15:29:02] <gigaherz> ;p
L2091[15:29:20] <LatvianModder> a
Container contains items while a gui is open. I mean. Its pretty
descriptive on its own :P
L2093[15:29:33] <gigaherz> it will be
dark gray
L2094[15:29:36] <gigaherz> just with
texture ;P
L2095[15:30:01] <LatvianModder> Thats..
cool. A new mod you are working on?
L2096[15:30:07] <gigaherz> just getting
started
L2097[15:30:21] <gigaherz> my idea is
that the block that I showed will be the pipe
L2098[15:30:33] <LatvianModder> I
actually have no idea what mods you make. Ive only seen you being
#minecraftforge living wiki...
L2099[15:30:34] <gigaherz> and will be
relatively cheap (relatively)
L2101[15:31:13] <howtonotwin> ... whats
highend then? ...
L2102[15:31:24] <gigaherz> the
"plugs"
L2103[15:31:26] <LatvianModder> Oh,
Enderthing. I knew that one! :P
L2104[15:31:36] <gigaherz> in order to
send items
L2105[15:31:49] <gigaherz> you'd need
some sort of item packer panel
L2106[15:32:08] <LatvianModder> Or
hoppers :P
L2107[15:32:10] <gigaherz> and the
routing engine wouldn't accept items unless it has a place to send
them
L2108[15:32:21] <Naiten> Is entity
registering any different in 1.10.2 from what 1.7.10 had?
L2109[15:32:31] <LatvianModder> I wish it
was
L2110[15:32:37] <gigaherz> not really, at
least not much
L2111[15:32:51] <LatvianModder> I STILL
dont get why tileentities needs registry
L2113[15:33:07] <diesieben07> because
mojang designed i that way
L2114[15:33:07] <gigaherz> you decide how
different they are
L2115[15:33:09] <howtonotwin> Because you
also have to store what TE goes with each nbt tag
L2116[15:33:14] <gigaherz> LatvianModder:
because when the TE is loaded from the world
L2117[15:33:21] <gigaherz> mc doesn't yet
know which TE it will be
L2118[15:33:25] <MalkContent> is there a
hook for preventing the rendering of the enchantment effect?
L2119[15:33:25] <howtonotwin> If I have a
block, is it a chest TE or a hopper TE?
L2120[15:33:27] <gigaherz> so the class
name is saved alongside the data
L2121[15:33:32] <gigaherz> and then
reflection is used to instantiate it
L2122[15:33:37] <LatvianModder> yes, but
it *couldve* been loaded after block is placed in world
L2123[15:33:40] <gigaherz> yes
L2124[15:33:41] <gigaherz> they
could
L2125[15:33:44] <gigaherz> but it's done
that way.
L2126[15:33:51] <LatvianModder> what a
shitty way :P
L2127[15:33:58] <gigaherz> yeah so we
have to deal with it.
L2128[15:34:05] <LatvianModder> its not
that bad at least
L2129[15:34:38] <gigaherz> MalkContent:
there's a method in Item
L2130[15:35:02] <LatvianModder> is there?
I thought there was one for rendering it
L2131[15:35:05] <MalkContent> ik
L2132[15:35:10] <LatvianModder> not
preventing it. might need to recheck
L2133[15:35:13] <MalkContent> but that
doesn't help me with existing items
L2134[15:35:26] <gigaherz> oh
existing/external items, yeah no idea,
L2135[15:35:32] <gigaherz> LatvianModder:
I assumed if you override it
L2136[15:35:37] <gigaherz> then the
default behaviour wouldn't happen
L2137[15:35:40] <gigaherz> but I didn't
look too closely
L2138[15:35:54] <MalkContent> basically
want to make an enchantment
L2139[15:36:04] <MalkContent> that
prevents the rendering of the enchantment effect
L2140[15:36:08] <MalkContent> cause,
y'know
L2141[15:36:12] <gigaherz> lol why?
XD
L2142[15:36:15] <MalkContent> sometimes
you feel like not glowing
L2143[15:36:20] <gigaherz> to mislead
people in pvp?
L2144[15:36:25] <LatvianModder> oh, it
checks for item.isEnchanted(). yep, overriding it will remove the
effect
L2145[15:36:36] <howtonotwin> *Sword has
Sharpness CCLV* *Also has NoGlow V* *DOOM*
L2146[15:36:37] <MalkContent> well that
would be a practical application i guess
L2147[15:36:46]
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L2148[15:37:13] <MalkContent> but some of
the mod armors are really pretty
L2149[15:37:49] <MalkContent> and the
enchantment effect on them prevents you from enjoying the
pretty
L2150[15:40:19]
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L2151[15:42:00]
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L2152[15:44:35] <gigaherz> hmf, I NEED to
support multipart for this mod
L2153[15:44:44] <gigaherz> those pipes
need to be able to have covers
L2154[15:45:19] <BordListian> they're
almost full block
L2155[15:45:19] <howtonotwin> I am
slightly surprised that I have a JSON of >676 elements and my
(potato laptop) framerate is perfectly constant even when looking
at 1000 of those blocks. Go MC rendering engine!
L2156[15:45:26] <BordListian> you could
get away with being able to paint them lmao
L2157[15:45:34] <gigaherz> BordListian:
no, I mean
L2158[15:45:47] <gigaherz> they'd look
awesome showing up coming out of a wall
L2159[15:45:48] <gigaherz> and into
another
L2160[15:45:54] <BordListian> ah
L2161[15:47:08] <Keridos> if i want to
accelerate a plants growth, but not do it like bone meal does, how
would I do that?
L2162[15:47:58] <gigaherz> the watering
can calls randomTick on the plant
L2163[15:48:07] <gigaherz> the more calls
to randomTick, the faster it grows
L2164[15:48:39] <gigaherz> by default, mc
will select 3 blocks on each 16x16x16 region of the world
L2165[15:48:44] <gigaherz> and call their
randomTick
L2166[15:48:45] <Keridos> ah ok thanks
gigaherz
L2167[15:48:49] <gigaherz> so if you do
the same
L2168[15:48:54] <gigaherz> you'd double
the growth rate
L2169[15:49:05] <gigaherz> if you select
6, you'd triple it, etc
L2170[15:49:16] <BordListian> that's some
good info
L2171[15:49:23] <BordListian> also
16x256x16
L2172[15:49:29] <BordListian> right
L2173[15:49:36] <gigaherz> no, it splits
the world vertically, IIRC
L2174[15:49:40] <BordListian> huh
L2175[15:49:42] <Keridos> so if i want to
multiply it by 10 on a single block i'd have to do 27/(16*16*16)
calls on average per tick?
L2176[15:49:44] <BordListian>
strange
L2177[15:49:55] <gigaherz> I would have
to look at that code again
L2178[15:50:16] <gigaherz> Keridos: you'd
have to run the "random select" 9 more times * the
gamerule value
L2179[15:50:33] <gigaherz> see where the
vanilla code is, becuase I COULD be wrong
L2180[15:50:36] <Naiten> gigaherz, thanks
for the link
L2181[15:50:39] <gigaherz> check who
callsrandomTick
L2182[15:50:48] <gigaherz> Naiten:
np
L2183[15:51:21] <Naiten> Also. Is adding
new structured to vanilla villages possible? Erm, how hard is
that
L2184[15:51:31] <Naiten> As well as
adding NPC's
L2185[15:52:41] <gigaherz> I have no
idea
L2186[15:52:55] <gigaherz> as for new
villagers/villager professions, there's a registry, that's all I
know
L2187[15:53:37] <Naiten> i wish to add
normal human NPC's with human models, not those ugly villagers
:L
L2188[15:54:31]
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L2189[15:56:50] <gigaherz> oh well then
that's a custom entity and all
L2190[15:56:50]
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L2191[15:57:29] <Weareverylucky> im still
here :)
L2192[15:59:24] <Weareverylucky>
gigaherz: How do I get IDEA to work with my forge 1.10 mod??? The
error still appears
L2193[16:01:31] <gigaherz> hmmm
L2194[16:01:45] <Weareverylucky> I cant
get it to work ;(
L2195[16:01:45] <gigaherz> the first time
you use idea, you'll have to go to the project settings, and add a
JDK to the list
L2196[16:01:49] <gigaherz> if it couldn't
find it itself
L2197[16:01:56] <Weareverylucky> ok
L2198[16:02:10]
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L2199[16:02:10] <Weareverylucky> Would i
create a new project?
L2200[16:02:12] <gigaherz> if oyu are
stuck on the import window, that'd be the settings icon at the
bottom right -> project defaults -> project structure
L2201[16:02:24] <gigaherz> then after you
have added your JDK to the config
L2202[16:02:30] <gigaherz> you want to
opn/import
L2203[16:02:34] <gigaherz> select the
build.gradle file
L2204[16:02:35]
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L2205[16:02:39] <gigaherz> wait for the
IDE to open
L2206[16:02:43] <gigaherz> then open the
gradle panel
L2207[16:02:53] <gigaherz> if you don't
see a gradle tab on the right edge
L2208[16:03:06] <gigaherz> you can show
them from the little icon on the bottom left corner
L2209[16:03:21] <Weareverylucky> Whicht
ab would i choose under stettings?
L2210[16:03:28] <gigaherz> hm?
L2211[16:03:32]
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L2212[16:03:42] <Weareverylucky> Which
tab would i select under settings??
L2213[16:03:59] <gigaherz> yo udon't want
settings, you want Project Structure
L2214[16:04:05] <gigaherz> they are
separate windows
L2215[16:04:09] <Weareverylucky>
Ohh
L2216[16:04:28] <Weareverylucky> Ok now
whats after that...?
L2217[16:04:30] <gigaherz> inside Project
Structure, there's a SDKs item
L2218[16:04:43] <Weareverylucky> Ok
L2219[16:04:47]
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L2220[16:04:48] <gigaherz> if you don't
see an entry there with like 1.8 as the name
L2221[16:04:52] <gigaherz> click the
"+" icon
L2222[16:05:08] <gigaherz> and select the
JDK folder
L2223[16:05:22] <Weareverylucky> Ok so
would i go to my JDK bin??
L2224[16:05:29] <Weareverylucky> or just
jdk
L2225[16:05:31] <gigaherz> no just
jdk
L2226[16:05:39] <gigaherz> it will tell
you if it's invalid
L2227[16:05:42] <Weareverylucky> ok
L2228[16:05:54] <Weareverylucky> now what
do apply?
L2229[16:06:04] <gigaherz> press ok to
close the dialog
L2230[16:06:10] <Weareverylucky> Ok
closed the window
L2231[16:06:10] <gigaherz> no need to
apply first
L2232[16:06:35] <gigaherz> yeah then once
you are done closing the project structure window
L2233[16:06:41]
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L2234[16:06:43] <gigaherz> you'll have
the option to open or import -- doesn't matter which
L2235[16:06:44] <Weareverylucky> Ok
done
L2236[16:06:48] <gigaherz> navigate to
your mod
L2237[16:06:51] <gigaherz> and choose the
build.gradle file
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L2239[16:07:26] <gigaherz> when it asks
how to import
L2240[16:07:30] <gigaherz> the default
should be enough
L2241[16:07:58] <Weareverylucky>
build.gradle?
L2242[16:08:09] <gigaherz> yes? do you
not have a build.gradle in your mod folder?
L2243[16:08:28] <Weareverylucky> Whats
the difference if i dont have it?
L2244[16:08:35] <gigaherz> well if oyu
don't have it, you can't build
L2245[16:08:41] <gigaherz> or
import
L2246[16:08:43] <gigaherz> or work with
the mod
L2247[16:08:46] <Weareverylucky> well i
have it
L2248[16:09:30] <Weareverylucky> ok after
i open the build.gradle through IDEA, it comes with all these
settings and such
L2249[16:09:38] <gigaherz> yep
L2250[16:09:46] <Weareverylucky> Ok what
would i change?
L2251[16:09:48] <gigaherz> if none of
them are giving you a warning sign or error sign
L2252[16:09:52] <gigaherz> you don't need
to change anything
L2253[16:09:56]
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L2254[16:09:57] <gigaherz> you can just
go ahead with the import
L2255[16:10:01] <Weareverylucky> ok
L2256[16:10:14] <Weareverylucky> Its
buikding it
L2257[16:10:26] <gigaherz> yeah it's
running it's gradle process
L2258[16:10:32] <gigaherz> dunno why it
calls that "building" but yeah
L2259[16:10:58] <Koward> I would like to
divide my mods in nice smaller modules, is there a convention (for
example with the modid) for that (allowing the GUI to show them
nicely ?) ?
L2260[16:11:18] <Weareverylucky> Ok it
says, 'Unable to load class
"com.google.common.collect.ImmutableSet".'
L2261[16:12:09] <Weareverylucky> does
that trigger any errors you know to solve???
L2262[16:12:19]
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L2263[16:12:31] <Weareverylucky> Its
using, JAVA_HOME
L2264[16:12:42]
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L2265[16:12:49] <gigaherz> wait you
aren't done
L2266[16:12:54] <gigaherz> you have to
open the gradle panel
L2267[16:12:59] <Weareverylucky>
Ohh
L2268[16:13:02] <Weareverylucky>
How?
L2269[16:13:06] <gigaherz> and
doubleclick the setupDecompWrokspace inside forgegradle
L2270[16:13:12] <gigaherz> if oyu don't
see a gradle icon on the right edge
L2271[16:13:14] <howtonotwin> Koward:
There is a "parent" tag in mcmod.info that should do what
you want.
L2272[16:13:18] <gigaherz> click the
little icon on the bottom left
L2273[16:13:31]
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L2274[16:13:53] <Weareverylucky> I dont
see a setupDecompWorkspace in my forgegradle
L2275[16:14:12]
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L2276[16:15:51] <Weareverylucky> So what
do i do now??
L2278[16:18:20] <Koward> howtonotwin:
Thank you, I'll take a look.
L2279[16:18:32] <howtonotwin>
Weareverylucky: If you cant do it in the IDE, open up a cmd, go to
the mod folder, and run .\gradlew.bat setupDecompWorkspace
L2280[16:18:43] <howtonotwin> Koward: no
problem
L2281[16:19:00] <Weareverylucky>
howtonotwin: ok
L2282[16:19:55]
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L2283[16:21:16] <Weareverylucky> Nope
still doesnt work
L2284[16:21:37] <howtonotwin> What goes
wrong?
L2285[16:21:46] <Koward> For people
working on many mods in Eclipse at the same time, what is the
common way things are set ? Using one project for all mods, is that
a gradle constraint ? Sounds bad and messy.
L2286[16:22:07] <howtonotwin> You can
close a project in Eclipse so it isnt messy
L2287[16:22:20] <howtonotwin> And Gradle
allows for subprojects
L2289[16:24:30] <Weareverylucky> Thats
the error i am trying to solve
L2290[16:24:55]
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L2291[16:25:50] <LatvianModder> update
gradle script?
L2292[16:26:22] <LatvianModder> or wait..
ant? can't add that as dependency?
L2293[16:26:26] <Koward> Damn I hate some
"tutorials". They do not teach anything, it's merely a
set of instructions. No background, no explanation about the logic
behind.
L2294[16:27:00] <Weareverylucky>
LatvianModder: Would i have to update my gradle script??
L2295[16:27:10]
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L2296[16:27:39] <LatvianModder> No idea.
I thought you have the usual "I updated forge version in
script and nothing else" problem
L2297[16:28:01] <Weareverylucky> I have
the 1.10.2 Forge
L2298[16:28:30] <Weareverylucky> I just
dont understand
L2299[16:29:00]
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())
L2300[16:29:49] <Weareverylucky>
gigaherz: You there??
L2301[16:29:58]
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L2302[16:30:21] <gigaherz> sorry dinner
was ready
L2303[16:30:28] <Weareverylucky> oh
lol
L2304[16:30:38] <Weareverylucky> The
error still appears Sir.
L2305[16:30:44] <gigaherz> what
eror?
L2306[16:30:51] <gigaherz> error*
L2307[16:31:01] <Weareverylucky> 1
sec
L2308[16:31:04] <gigaherz> nothing of
what we have done so far could have just "fixed" any
error
L2310[16:31:14] <gigaherz> I was just
telling you how to properly import the project into IDEA
L2311[16:31:27] <Weareverylucky> i need
to fix the error before hand
L2312[16:31:51] <gigaherz> haveyou tried
to reinstall the JDK?
L2313[16:31:59] <Weareverylucky> no
L2314[16:31:59] <gigaherz> it may simply
be a corrupt installation
L2315[16:32:02] <Weareverylucky> Let me
do that
L2316[16:32:40] <Weareverylucky> I think
when i updated java today, it corrupted
L2317[16:43:18]
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L2323[16:54:55] <Keridos> how can i do
tooltips in my gui when mouseover?
L2324[16:55:06] <Weareverylucky>
Wdym
L2326[16:55:52] <gigaherz> that's how I
do it for my energy bar in my generator
L2327[16:55:57] <Keridos> gigaherz:
thanks
L2329[16:56:21] <Weareverylucky>
gigaherz: Ok i reinstalled JDK
L2330[16:56:29] <gigaherz> any
improvement?
L2331[16:56:44] <Weareverylucky> i have
to do the path and i will check
L2332[16:56:45] <Keridos>
drawGUiContainerForegroundLayer has i,j as mouse coordinates?
L2333[16:56:51]
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L2334[16:57:11] <gigaherz> Keridos: dunno
if they got renamed, but they mean the same
L2336[16:58:41] <Weareverylucky>
gigaherz: Still errors
L2337[16:58:57] <gigaherz> hmf
L2338[16:59:02] <gigaherz> then no idea,
sorry.
L2339[16:59:07] <Weareverylucky>
Something seems fishy with, cant find ant jar.....
L2340[16:59:20] <gigaherz> yeah, I have
never seen that error, though
L2341[16:59:24] <gigaherz> so no idea
what could cause it
L2342[16:59:34] <Weareverylucky>
something with gradle
L2343[16:59:53] <Weareverylucky> probably
so let me reinstall gradle and see whats going on
L2344[17:00:54] <howtonotwin> RANKSHANK:
Ingredients? Like potions?
L2345[17:01:58] <RANKSHANK> howtonotwin
nah more like raw materials :P Basically a more robust fluidstack
for resources
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L2348[17:02:18] <SatanicSanta> Because
words.
L2349[17:02:41]
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L2350[17:03:23] <howtonotwin> Like how
Mekanism turns diamond into hundreds of points and uses
those?
L2351[17:03:49] <Koward> With all the
meanings associated with the word "project", I just can't
find the right info on the web. I just want to have one Eclipse
Project = 1 mod, but I just can't. I think gradle could launch all
projects but librairies referenced by it are not accessible
outside
L2352[17:04:08] <Weareverylucky>
gigaherz: i am going to run gradlew setupDecompWorkspace and see if
it still comes with the same error or not
L2353[17:04:38]
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L2354[17:05:00] <BordListian>
SatanicSanta, aren't you supposed to put the base model inside of
the variant definitions
L2355[17:05:14] <SatanicSanta>
No...
L2356[17:05:38] <SatanicSanta> At least
not in 1.9/1.10. Could be the case in 1.8
L2357[17:06:04] <BordListian> it looks
like it's just using the default model at default orientation
tho
L2358[17:06:17] <SatanicSanta> It
is
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L2360[17:06:20] <howtonotwin> Is the
property actually getting applied?
L2361[17:06:21] <SatanicSanta> but only
with the up/down variants
L2362[17:06:25] <SatanicSanta>
howtonotwin: yes
L2363[17:06:30] <RANKSHANK> hownottowin
yeah basically. It allows things to communicate what sort of
materials they consist of. Like the current wrapper for vanilla
allows you to pull the stone and ore components from an ore
block
L2364[17:06:39] <BordListian> oh so your
x rotation isn't applied?
L2365[17:06:42] <SatanicSanta> yes
L2366[17:06:59] <BordListian> x is the
axis towards south right
L2367[17:07:06] <howtonotwin> no
L2368[17:07:13] <howtonotwin> x is west
-> east
L2369[17:07:13] <BordListian> ...
L2370[17:07:17] <BordListian> what
L2371[17:07:31] <BordListian> but ingame
it says that x is south -> north
L2372[17:07:31] <howtonotwin> lol
bord
L2373[17:07:44] <howtonotwin> no it is
west-east
L2374[17:07:46]
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L2375[17:08:00] <howtonotwin> My models
had way too many missing faces for me to get that wrong
L2376[17:08:06] *
howtonotwin has flashbacks
L2377[17:08:10] <SatanicSanta> WEST(4, 5,
1, "west", EnumFacing.AxisDirection.NEGATIVE,
EnumFacing.Axis.X, new Vec3i(-1, 0, 0))
L2378[17:08:13] <SatanicSanta> conflict
resolved :P
L2379[17:08:19] <Ordinastie_> that's
weird to see Alan from Two and a Half Men all serious in NCIS
><
L2380[17:09:07] <BordListian> so you're
rotating a default state that is facing east
L2381[17:09:13] <SatanicSanta> yes
L2382[17:09:18] <BordListian> around the
west-east axis
L2383[17:09:29] <BordListian> and you're
expecting that to do what exactly?
L2384[17:09:32] <SatanicSanta> hrm.
L2385[17:12:01] <Weareverylucky>
gigaherz: YES I GOT IT!!! IT WAS FREAKING JAVA ALL THIS
TIME!!!!
L2386[17:13:07] <Weareverylucky> I needed
to update xD
L2388[17:14:55] <Weareverylucky> what us
tgar??
L2389[17:14:58]
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client)
L2390[17:14:59] <Weareverylucky>
that*
L2391[17:15:30] <howtonotwin> A happy
dance :)
L2392[17:15:35] <Weareverylucky> oh lol
:)
L2393[17:15:51] <Weareverylucky> after
hours trying to solve this problem.... I NEED IT :d
L2394[17:15:56] <SatanicSanta>
BordListian: I'm not really sure how else I would achieve this
rotation aside from changing the model to face north, which I guess
I could do, just kind of a pain
L2395[17:16:07] <howtonotwin>
SatanicSanta z-axis?
L2396[17:16:12] <SatanicSanta> Not
possible
L2397[17:16:15] <howtonotwin> Why
not?
L2398[17:16:24] <BordListian> nani?
L2399[17:16:24] <SatanicSanta> Because
the blockstate json doesnt work that way
L2400[17:16:35] <BordListian> ...
L2401[17:16:36] <howtonotwin> Yes it
does?
L2402[17:16:36] <BordListian> what?
L2403[17:16:39]
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L2405[17:17:04] <howtonotwin> PAIN!
L2406[17:17:10] <BordListian> then rotate
around x and y at once
L2407[17:17:11] <howtonotwin> Mojang
why?
L2408[17:17:42] <BordListian>
x:90,y:90
L2409[17:17:52] <SatanicSanta> Yeah I
just did that
L2410[17:17:54] <BordListian> mess with
the vals until you get the desired rotation
L2411[17:18:30] <SatanicSanta> I'm not
really sure how to describe the rotation that it resulted in.
Basically, it's facing north, and one is upside down
L2412[17:18:32]
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L2413[17:18:33] <SatanicSanta> not facing
up/down
L2414[17:18:45] <SatanicSanta> So my
guess is that it did the x rotation first
L2415[17:19:55] <howtonotwin> I've
wondered for a while why most things use the south-west rule but
models default to north. Now I know
L2416[17:21:06] <BordListian>
*shrugs*
L2417[17:21:55] <SatanicSanta> Oh, I
think I may have misread the forge blockstate rotation spec
L2418[17:21:56] <SatanicSanta> Let's
see...
L2419[17:23:19] <SatanicSanta> Nope
L2420[17:27:13] <diesieben07> ok this was
a mistake
L2421[17:27:25] <diesieben07> told the
java compiler to print ALL classes
L2422[17:27:34] <diesieben07> now my IDE
is lagging like shit
L2424[17:27:58] <StormyMode> diesieben07,
how would you go about registering a custom torch?
L2425[17:28:01] <Koward> God damn it what
a retard I am. I added Forge to the build path but it still can't
see its external librairies.
L2426[17:28:15] <diesieben07> StormyMode,
uh, like any other block?
L2427[17:28:37] <StormyMode> Obviously.
Been trying for hours now to add my own custom torch..
L2428[17:28:41] ***
amadornes is now known as amadornes[OFF]
L2429[17:28:43] <StormyMode> Only I can't
get it to register.
L2430[17:29:01] <diesieben07> show what
you tried
L2431[17:29:01] <TehNut> Did you register
an ItemBlock for it? That's the only way for it to appear in the
inventory
L2432[17:29:19] <StormyMode> I registered
a BlockTorch for it.
L2433[17:29:29] <StormyMode> But
obviously java cannot extend ItemBlock too :/
L2434[17:29:30] <diesieben07> thats the
block
L2435[17:29:36] <diesieben07> blocks only
exist in world
L2436[17:29:42] <diesieben07> you need
new ItemBlock(myBlock)
L2437[17:29:44] <diesieben07> set the
registry name
L2438[17:29:45] <diesieben07> register
it
L2439[17:29:55] <SatanicSanta> What does
"But obviously java cannot extend ItemBlock" mean?
L2440[17:29:55] <StormyMode> But then
won't my torch get f'd?
L2441[17:30:10] <diesieben07> how would
it get "f'd"?
L2442[17:30:26] <StormyMode> Java cannot
extend more than one class SatanicSanta. That's what I was
saying.
L2443[17:30:30] <SatanicSanta> Oh
L2444[17:30:38] <TehNut> Items and Blocks
have nothing to do with each other
L2445[17:30:40] <diesieben07> well nobody
said to do that...
L2446[17:30:41] <SatanicSanta> ^
L2447[17:30:42] <StormyMode> Unless it's
like a class, that extends a class? :P
L2448[17:30:48] <TehNut> There is an Item
that exists in the inventory, and a Block that exists in
world
L2449[17:30:53]
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(~Cojo@cpe-2606-A000-4C46-8D00-20ED-19D-B762-3EF5.dyn6.twc.com)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L2450[17:31:14] <TehNut> An ItemBlock is
a "middleman" item that places the block in the world for
you
L2451[17:31:20] <howtonotwin> Item !=
Block
L2452[17:31:24] <StormyMode> Oh..
L2453[17:31:28] <howtonotwin> ItemBlock =
Item that contains a Block
L2454[17:31:38] <StormyMode> This 1.10
stuff is very different compared to 1.5.2 :/
L2455[17:31:52] <StormyMode> That's the
last time I coded a mod for MC*
L2456[17:31:55] <diesieben07> this has
been the case since minecraft came out ...
L2457[17:31:57] <TehNut> Every single
block you see in your inventory has an ItemBlock
L2458[17:32:00] <TehNut> ^
L2459[17:32:03] <diesieben07> like ...
alpha
L2460[17:32:07] <Weareverylucky>
lol
L2461[17:32:10] <TehNut> It's just that
as of the new GameRegistry stuff, ItemBlocks aren't created for
you
L2462[17:32:18] <TehNut> You must provide
them yourself
L2463[17:32:23] <StormyMode> Oh..
L2464[17:32:30] <howtonotwin> Well, I
think it can, but it's deprecated anyhow.
L2465[17:32:59] <StormyMode> So my custom
torch should extend ItemBlock instead of BlockTorch?
L2466[17:33:00] <TehNut> If you use the
deprecated ones, it will add them, yes
L2467[17:33:03] <howtonotwin> No
L2468[17:33:07] <howtonotwin> Extend
Block
L2469[17:33:12] <TehNut> But if you use
the deprecated ones, you're doing it wrong
L2470[17:33:18] <TehNut> StormyMode: You
need two classes
L2471[17:33:21] <gigaherz> Lex added a
method, out of pity, but it was deprecated from day 0
L2472[17:33:24] <howtonotwin> then
register the Block and the ItemBlock
L2473[17:33:27] <TehNut> One extending
Block, and one extending ItemBlock
L2474[17:33:27] <Keridos> huh, i get this
on loading my game with my mod when not in dev env:
java.lang.NullPointerException: Initializing game
L2476[17:33:48] <Keridos> what causes
that?
L2477[17:33:53] <StormyMode> Hmm. How
would I even go about that. The torch is an interdiction torch
TehNut.
L2478[17:33:59] <TehNut> Technically, you
can just do GameRegistry.register(new
ItemBlock(myTorchBlock).setRegistryName(myTorchBlock.getRegistryName()))
L2479[17:34:08] <StormyMode> really?
:o
L2480[17:34:09] <Koward> Importing the
MDK does not import its libraries. That's ploughing retarded
L2481[17:34:14] <TehNut> I don't see how
the kind of torch has literally anything to do with registering
it...
L2482[17:34:28] <howtonotwin> Wait until
you see blockstates :P
L2483[17:34:43] <howtonotwin> Don't worry
about the petabytes of JSON, I only got up to 1.5 MiB
L2484[17:35:02] <TehNut> Hell, here's me
registering a Torch and an ItemBlock for it
L2486[17:35:13] <TehNut> Looks EXACTLY
the same as every other block ever
L2487[17:35:30] <TehNut> But you seem to
be fixated on this "Torch" thing
L2488[17:35:47] <howtonotwin> torcherino?
As in the murdertorch of balancebreaking? :P
L2489[17:36:07] <TehNut> I used it for
debugging my other balancebreaking mod :D
L2490[17:37:22] <StormyMode> Awwh... Is
sci4me gone? He was a good friend to me. Even before he was a
mod-dev! :(
L2491[17:37:32] <TehNut> No he came
back
L2492[17:37:40] <TehNut> I ported to
1.8/1.9
L2493[17:37:44] <TehNut> He ported to
1.10
L2494[17:37:47] <StormyMode> Oh..
:o
L2495[17:37:49] <Weareverylucky> How do i
fixed this error, GC overhead limit exceeded???
L2496[17:37:59] <TehNut> You're running
out of RAM
L2497[17:38:23] <Weareverylucky> How do i
fix it???
L2498[17:38:35] <TehNut> Increase your
allocated RAM..?
L2499[17:38:45] <Weareverylucky> ok
and.... How?
L2502[17:39:07] <TehNut> I'm not sure,
you haven't even said what you're doing...
L2503[17:39:09] <StormyMode> That's what
I'm doing right now.. :L
L2504[17:39:17] <howtonotwin> Make block
class
L2505[17:39:21] <howtonotwin> instantiate
block class
L2506[17:39:25] <Weareverylucky> I am
building my Gradle ....
L2507[17:39:33] <howtonotwin> set
registry name and unlocalized name
L2508[17:39:38] <gigaherz>
Weareverylucky: you have to give gradle more ram
L2509[17:39:42] <howtonotwin> register it
with GameRegistry
L2510[17:39:56] <howtonotwin> Do `new
ItemBlock(block)`
L2511[17:39:57] <gigaherz> see
L2513[17:40:02] <howtonotwin> register
that itemblock too
L2515[17:40:16] <gigaherz> and the
message there
L2516[17:40:48] <gigaherz> create or edit
%userprofile%\.gradle\gradle.properties
L2517[17:40:59] <gigaherz> and add
"org.gradle.jvmargs=-Xmx2G" (without quotes) in it
L2518[17:41:02] <Weareverylucky>
gigaherz: Thank you for all the help :D
L2519[17:41:05] <Keridos> wtf my mod just
crashes on loading now
L2520[17:41:06] <kenzierocks> *3G
L2521[17:41:06] <gigaherz> I prefer 3G,
but 2 is supposed to be enough
L2523[17:41:42] <TehNut> why are you
listing the larger version first
L2524[17:41:52] <gigaherz> Keridos:
Caused by:
net.minecraftforge.fml.common.versioning.InvalidVersionSpecificationException:
Range defies version ordering: [1.10.2,1.9.4]
L2525[17:41:58] <gigaherz> the range
needs to be
L2526[17:41:59] <gigaherz> old,new
L2527[17:42:00]
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L2528[17:42:01] <gigaherz> not
new,old
L2529[17:42:02] <Keridos> ah
L2530[17:43:46] <Keridos> thanks
again
L2531[17:47:09] <StormyMode> TehNut, good
news. I registered it now.
L2532[17:47:55]
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L2533[17:48:27] <StormyMode> You're
right. I was too revolved around the torchblock.
L2534[17:49:19] <StormyMode> But it's not
doing it's pushing thing anymore :(
L2535[17:50:46] ***
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L2536[17:52:18] <StormyMode> Screw it I
give up.
L2537[17:52:20]
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L2538[17:52:21] <howtonotwin> pushing
thing?
L2539[17:52:42] <TehNut> registering an
ItemBlock has absolutely nothing to do with the Block
>.>
L2540[17:52:46] <TehNut> but
whatever
L2541[17:53:01] <zrneely> What's the
correct EnumBlockRenderType for a block with a TESR? INVISIBLE
makes nothing show up, and MODEL makes the model appear but none of
the other effects.
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L2543[17:53:16] <zrneely>
ENTITYBLOCK_ANIMATED is the same as INVISIBLE.
L2544[17:53:22] <TehNut> Do you register
the TESR?
L2545[17:53:57] <zrneely> Yep,
ClientRegistry.bind...Renderer(MyTileEntity.class, new
MyTESR());
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L2547[17:56:38] <zrneely> The
documentation on the methods says it should be "2" for
TESR's, but I guess at some point it became an enum instead of an
integer
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L2549[17:57:25] <TehNut> We use MODEL in
Blood Magic for the Altar
L2550[17:57:31] <howtonotwin> Does the
updateUrl in mcmod.info do anything yet?
L2551[17:57:35] <TehNut> Yes
L2552[17:58:06] <howtonotwin> What does
it do then?
L2554[17:58:38]
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L2555[17:58:47] <TehNut> Read the docs in
Mod
L2556[17:59:01] <gigaherz> no updateUrl
does not
L2557[17:59:04] <gigaherz> it's
updateJson that works
L2558[17:59:16] <TehNut> oh, in
mcmod.info
L2559[17:59:27] <TehNut> Doesn't it
provide a link in the GUI?
L2560[17:59:28] <gigaherz> updateJson in
the @Mod annotation, that is
L2561[17:59:54] <gigaherz> hmm dunno, but
I know it doesn't actually get used to check for versions
L2562[17:59:58] <gigaherz> since the
format was never established
L2563[18:00:13]
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thanks yall))
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L2566[18:02:29] <williewillus> i should
update the comment on that method
L2567[18:02:36] <williewillus> but not
sure if can now since it's been months
L2568[18:02:38] <howtonotwin> so
mcmod.info updateUrl does nothing but mcmod.info updateJSON does
something, and does mcmod.info updateJSON override
Mod.updateJson?
L2569[18:02:52] <williewillus> !gm
getRenderType
L2570[18:03:18] <williewillus> !gm
func_149645_b
L2571[18:03:55] <howtonotwin> seems like
it
L2572[18:04:19] <williewillus> !sm
func_149645_b getRenderType The type of render function called.
MODEL for mixed tesr and static model, MODELBLOCK_ANIMATED for
TESR-only, LIQUID for vanilla liquids, INVISIBLE to skip all
rendering
L2573[18:04:25] <Koward> Why exactly
would Mojang use "deprecated" as a way to mean something
must be overridden ? It does not make any sense
L2574[18:04:37] <williewillus> Koward:
you don't know taht they're using it that way
L2575[18:04:42] <williewillus> all we can
do is guess
L2576[18:04:56] <williewillus> what
method are you talking about specifically?
L2577[18:06:06] <Koward>
Block.getStateFromMeta(int meta) for example
L2578[18:06:14] <williewillus> yeah
that's not "override me"
L2579[18:06:18] <williewillus> that is
"meta is going away in the future"
L2580[18:06:18] <howtonotwin> deprecated
sometimes means "internal", not "override
this." You can ignore the warning by declaring the overriding
method deprecated too.
L2581[18:06:26] <williewillus> or just
ignore it :P
L2582[18:06:45] <Koward> That's what I
thought, what I heard was wrong as expected
L2583[18:07:11] <Koward> Why exactly are
they not private then ?
L2584[18:07:21] <williewillus> uhh
L2585[18:07:25] <williewillus> they would
be useless if they're private
L2586[18:07:30] <williewillus> they serve
a purpose
L2587[18:07:36] <Koward> *protected,
sorry
L2588[18:07:36] <howtonotwin> because
other things may use it and they still need to be
overridable?
L2589[18:07:42] <williewillus> same
thing
L2590[18:07:48] <williewillus> the chunk
saving system uses it to convert
L2591[18:07:52] <williewillus> so it
needs to be public :P
L2592[18:07:59] <Koward> Then it's not
internal.
L2593[18:08:09] <williewillus>
getStateFromMeta is not internal
L2594[18:08:15] <Koward> Exactly
L2595[18:08:18] <williewillus> well it
is, but internal to the block/chunk impl
L2596[18:08:25] <williewillus> i didn't
say it was 0.o
L2597[18:08:29] <howtonotwin> I did
L2598[18:08:37] <williewillus> but in
that case deprecated means "this will change in the
future"
L2599[18:09:01] <howtonotwin> and I stand
by it as meaning "think twice because internal use
only"
L2600[18:09:06] <williewillus> eh
L2601[18:09:36] <howtonotwin> but yes
it's complicated
L2602[18:09:58] <williewillus> more often
it's because there's something else to use (like the methods that
are now on IBlockState instead of block) or to denotate shifting
parts in the future.
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L2610[18:22:51] <howtonotwin> Are the
screenshots in mcmod.info used yet?
L2611[18:23:07] <gigaherz> I don't think
so, only the logo
L2612[18:23:59] <howtonotwin>
thanks
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L2618[18:36:47] <primetoxinz> !gm
func_146003_y
L2619[18:38:55] <primetoxinz> why does my
access transformer work in dev but not in game?!?!?
L2620[18:39:09] <williewillus> show
it
L2622[18:39:46] <primetoxinz> well, I
changed the last line
L2623[18:40:27] <diesieben07> a) don't
use ATs b) if you must (there is ONE reason: overriding private
methods) don't make EVERYTHING public
L2624[18:40:29] <williewillus> and
describe doesn't work
L2625[18:40:44] <williewillus> also
where's the source of the original?
L2626[18:40:47] ***
minecreatr is now known as Mine|away
L2627[18:41:10] <primetoxinz> source of
the original?
L2628[18:41:26] <williewillus> the thing
you're modifying
L2629[18:41:50] <diesieben07> why do
people still bother with ATs?
L2630[18:42:07] <primetoxinz> because
reflection is annoying
L2631[18:42:09] <Intektor> williewillus,
you are the sound master right?
L2632[18:42:12] <gigaherz> some people
have an irrational dislike for reflection
L2633[18:42:23] <williewillus> idk how
it's annoying
L2634[18:42:24] <diesieben07> so are
Ats..
L2636[18:42:30] <diesieben07> as you are
noticing RIGHT NOW:
L2637[18:42:34] <primetoxinz> yeah
L2638[18:42:38] <primetoxinz> I
know
L2639[18:42:40] <williewillus> Intektor:
uh sure
L2640[18:42:43] <primetoxinz> wait
L2641[18:42:44] <Intektor> ok
L2642[18:42:48] <Intektor> you know
L2643[18:42:49] <diesieben07> the thing
is
L2644[18:42:50] <primetoxinz> 56 not
57
L2645[18:42:57] <diesieben07> reflection
is annoing in the "ugh this is ugly" way
L2646[18:43:07] <diesieben07> ATs are
annoying in the "ugh why does this not work" way
L2647[18:43:07] <Intektor> I use this
playSound method in world
L2648[18:43:12] <diesieben07> i prefer
the working way :P
L2649[18:43:13] <Intektor> so everyon
ecan hear it
L2650[18:43:14] <primetoxinz> yeah, I
will probably just reflect it, screw the AT
L2651[18:43:29] <Intektor> but the sound
gets way to silent way too fast on distance
L2652[18:43:39] <diesieben07> plus ATs
are the absolute hackiest thing ever
L2653[18:43:43] <primetoxinz> yeah
L2654[18:43:52] <gabizou> even worse than
transformers, diesieben07 ?
L2655[18:43:58] <gabizou> :P
L2656[18:44:06] <diesieben07> ATs ARE
transformers :D
L2657[18:44:11] <diesieben07> so yes
:D
L2658[18:44:14] <gabizou> I know I know
:P
L2659[18:44:33] <diesieben07> they are
not even the least horrible of transformers :D
L2660[18:44:46] <gabizou> so there are
transformers that are worse than AT's :P
L2661[18:44:58] <Intektor> williewillus,
how can I make these sounds get less silent on distance
L2662[18:45:12] <diesieben07> yes
L2663[18:45:19] <diesieben07> but also
transformers that are less horrible
L2664[18:45:23] <kenzierocks> wait
diesieben07
L2665[18:45:31] <kenzierocks> "ATs
are annoying in the "ugh why does this not work"
way"
L2666[18:45:32] <kenzierocks> what?
L2667[18:45:46] <diesieben07> we
constantly have people in here where their ATs do not work
L2668[18:45:47] <kenzierocks> i've never
had an AT just "not work"
L2669[18:45:49] <gabizou> kenzierocks
there are times where AT's screw up magnificently because of how
they're used
L2670[18:46:00] <kenzierocks> what
L2671[18:46:01] <Ordinastie_>
diesieben07, you're confusing "ATs" with
"models"
L2672[18:46:02] <kenzierocks>
interesting
L2673[18:46:12] <diesieben07> lol
L2674[18:46:30] <primetoxinz> Idk why the
at isn't working, it works for other methods
L2675[18:46:31] <gabizou> It's almost why
we use mixins to add getters and such to bypass AT's when
necessary
L2676[18:46:32] <primetoxinz> just not
this one
L2677[18:47:06] <primetoxinz> could my
mapping be outdated?
L2678[18:47:12] <diesieben07> oh god
gabi... please :D
L2679[18:47:26] <gabizou> what's wrong
with that? :P
L2680[18:47:40] <diesieben07> just...
just don't ,D
L2681[18:47:45] <gabizou> it's not like
we don't use them gracefully when we need them
L2682[18:47:57] <diesieben07> but you in
your mixin world... do what you must :D
L2683[18:47:59] <kenzierocks> what the
hell is this * thing in the AT
L2684[18:48:08] <primetoxinz> all
L2685[18:48:13] <primetoxinz> which I got
rid of
L2686[18:48:21] <kenzierocks> that seems
like something you wouldn't want to do ever
L2687[18:48:22] <kenzierocks> lol
L2688[18:48:32] <gabizou> yeah, never
just * in AT
L2689[18:48:44] <primetoxinz> just wanted
it to work at that point in time
L2690[18:48:44]
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L2691[18:49:00] <primetoxinz> but it
still doesn't work in the actual game
L2692[18:49:07] <primetoxinz> which makes
no sense
L2693[18:49:24] <kenzierocks> aren't your
ATs supposed to go in a specific location
L2694[18:49:46] <kenzierocks> as well as
you need to tell FML that your mod has ATs
L2695[18:49:51] <kenzierocks> FMLAT or
whatever
L2696[18:49:51] <gabizou> ^
L2697[18:49:55] <primetoxinz> yep
L2698[18:49:56] <primetoxinz> have
that
L2699[18:50:27] <gabizou> primetoxinz I
don't see validateBeacon() in TileEntityBeacon
L2700[18:50:38] <primetoxinz> I meant the
method above it
L2701[18:50:43] <Intektor> williewillus,
how can I make these sounds get less silent on distance
L2702[18:50:47] <primetoxinz>
updateSegmentColor
L2703[18:51:08] <gabizou> !gm
updateSegmentColors
L2704[18:51:29] <kenzierocks>
primetoxinz: your at is in the wrong location
L2705[18:51:34] <kenzierocks> it's
META-INF/<at-file>
L2706[18:51:39] <kenzierocks> not
assets/<at-file>
L2707[18:51:43] <gabizou> and try using
public net.minecraft.tileentity.TileEntityBeacon func_146003_y()V #
updateSegmentColors
L2708[18:51:49] <gabizou> or just make it
protected
L2709[18:52:04] <gabizou>
s/public/protected/
L2710[18:52:40] <primetoxinz> the build
gradle moves it kenzierocks
L2711[18:52:47] <kenzierocks>
it..does?
L2712[18:52:52] <primetoxinz> mine
does
L2713[18:52:53] <kenzierocks> have you
verified this in the produced jar
L2714[18:52:56] <primetoxinz> yes
L2715[18:53:36] <kenzierocks> would you
mind pushing all your changes so I can build a copy on my
machine?
L2716[18:54:42] <primetoxinz> there
L2717[18:55:25] <howtonotwin> Is
mcversion required in the mcmod.info file?
L2718[18:59:34] <gigaherz> FINALLY,
converting the blockstates submodels to a custom IBakedModel took
WAY longer than it should have, due to a stupid silly bug
L2719[18:59:49] <gigaherz> now it's ready
for when I add the extras to it.
L2720[19:00:12] <gigaherz> but that's for
another day
L2721[19:00:16] <gigaherz> I should have
been sleeping 2 hours ago
L2722[19:00:18] <gigaherz> night!
L2723[19:00:24]
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L2725[19:04:15] <kenzierocks>
primetoxinz: your at doesn't work as-is right now
L2726[19:04:27] <primetoxinz> I
know
L2727[19:04:36] <primetoxinz> not in the
mood to fix it :/
L2728[19:04:39] <kenzierocks> so fix it,
then we can fix the in-game part
L2729[19:04:55] <primetoxinz> have other
things going on
L2730[19:05:03] <kenzierocks> just need
entries for isComplete, primaryEffect, secondaryEffect
L2731[19:05:25] <primetoxinz> shouldn't
need the last 2 anymore actually
L2732[19:06:10] <primetoxinz> can just
add my own isComplete
L2733[19:07:27] <primetoxinz> there, I
did it real quickly
L2734[19:09:51] <Weareverylucky>
gigaherz: where would i export the settings in IDEA?
L2735[19:10:23] <kashike> "23:49:10
gabizou | yeah, never just * in AT"
L2737[19:10:37] <gabizou> kashike that's
because we control those classes :P
L2738[19:10:46] <gabizou> well,
partially
L2739[19:10:48] <primetoxinz> lel
L2740[19:10:51] <kashike> we control MC
classes? :)
L2741[19:10:59] <kashike> :P
L2742[19:11:13] <Weareverylucky>
gigaherz: Yo7u there???
L2743[19:11:15] <gabizou> hey, take it up
with the fools who *'ed the ones
L2744[19:11:18] <primetoxinz> he left
Weareverylucky
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L2746[19:11:27] <Weareverylucky> Oh
ok
L2747[19:11:42] <LatvianModder> or did
he? dum dum duum
L2748[19:11:46] <Weareverylucky>
primetoxinz can you tell me where i can export my settings for
IDEA??
L2749[19:12:02] <primetoxinz> file ->
export settings
L2750[19:12:08] <Weareverylucky>
Where
L2751[19:12:11] <Weareverylucky> ik
how
L2752[19:12:23] <Weareverylucky> Just in
the mod folder??
L2753[19:12:26] <primetoxinz> what
L2754[19:12:34] <primetoxinz> why do you
need to export the settings?
L2755[19:12:42] <Weareverylucky> I know
how to export settings but
L2756[19:12:46] <primetoxinz> but
hyw?
L2757[19:12:47] <primetoxinz> why?
L2758[19:12:48] <gabizou> kashike I mean,
at the same time, things like making ItemStack non-final allows us
to do instanceof checks and whatnot :P
L2759[19:12:55] <Weareverylucky> i need
to do that for IDEA dont i?
L2760[19:13:00] <primetoxinz> no
L2761[19:13:06] <Weareverylucky> Oh
lol
L2762[19:13:08] <primetoxinz> what are
you trying to do?
L2763[19:13:16] <Weareverylucky> im so
dumb, thats what gigaherz said atleast....
L2764[19:13:46] <Weareverylucky> would i
open my build.gradle
L2765[19:13:57] <Weareverylucky>
???
L2766[19:13:58] <primetoxinz> with idea,
ues
L2767[19:14:09] <primetoxinz> yes*
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L2770[19:17:00] <Weareverylucky> ok
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L2772[19:20:43] <Intektor> williewillus,
you here?
L2773[19:22:12] <williewillus> Intektor:
yes, I was eating, sorry. you just have to make it louder or use a
custom sound taht doesn't attenuate
L2774[19:22:25] <Intektor> hm ok
L2775[19:24:27] <LatvianModder> Is there
a way to compare ram usage between two mods? like using a profiler
or smth (not familiar with those)
L2776[19:24:37] <williewillus> well what
are you even comparing? :P
L2777[19:24:42] <williewillus> two mods
-> two different workloads
L2778[19:24:45] <LatvianModder> because I
want to see how much I have improved my mod
L2779[19:25:06] <williewillus> well you
need to build a test case that completely isolates the primary
workload down to what you are testing
L2780[19:25:27] <williewillus> then just
use visualvm and eyeball it :P if you have access to a better
profiler like JMC or yourkit use that
L2781[19:25:27] <LatvianModder> ..that
sounds complicated.. someone pls update opis :D
L2782[19:25:35] <Weareverylucky>
primetoxinz: How do i open my source in IDEA???
L2783[19:25:40] <williewillus> I mean
that's standard profiling practice
L2784[19:25:42] <Intektor> williewillus,
what is the factor it gets more silent on range? or where can I
find it?
L2785[19:25:42] <williewillus> opis is
not perfect
L2786[19:26:33] <williewillus> Intektor:
it's linear attenuation that's implemented in the sound library,
not MC
L2787[19:26:58] <Intektor> how do I get
this factor?
L2788[19:27:16] <williewillus> I don't
know
L2789[19:27:37] <williewillus> if you're
wanting to change it you can't either way. mc let's you have linear
or on attenuation on a custom isound
L2790[19:27:44] <williewillus> *no
L2791[19:27:51] <williewillus>
*lets
L2792[19:29:34] <howtonotwin> I've
written a bit of documentation on mcmod.info for the readthedocs
page, but I'm not quite sure which file to put it in. Any
ideas?
L2793[19:29:43] <williewillus> it's
own
L2794[19:30:02] <williewillus> or
possible structuring your mod
L2795[19:30:19] <williewillus> category
wise either in Getting Started or Conventions
L2796[19:30:28] <howtonotwin> alright,
thanks
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L2798[19:32:29] <LexMobile> Dont want to
read the back log any more retarded shit?
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L2803[19:36:01] <diesieben07> ATs... the
usual :D
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L2805[19:42:15] <MalkContent> a drats...
a guicontainers background texture actually needs the slots drawn
on them?
L2806[19:42:26] <MalkContent> i thought
that would happen automatically :I
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L2809[19:45:36] <LexMobile> Wildcards are
bad dont do it
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L2813[19:50:54] <LatvianModder> Lex, I
know you would Love to merge PermissionAPI PR, but you could at
least say what's wrong with it.
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L2815[19:55:13] <LexMobile> Havent looked
at your latest attempt cuz i havent felt like dealing with the
frama. But does it allow for the examples i had in the last
clusterfuck of a pr?
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L2818[20:00:33] <LatvianModder> It
follows every rule that was discussed there. And there will be No
drama, me and ForgeEssentials devs already talked everything
out
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L2820[20:02:43] <LexMobile> Haha no
drama
L2821[20:02:53] <LexMobile> And you
havent answered my question
L2822[20:02:53] <LatvianModder> ok, less
than usual
L2823[20:04:08] <LatvianModder>
"does it allow for the examples i had" short answer is
yes. It has Context so you can put whatever you want there. The
implementation takes care of the rest. Default implementation is
also there
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L2826[20:05:09] <LexMobile> That
"short answer" part isnt convincing.
L2827[20:05:36] <LexMobile> Either way
ill look at it when i can. Currently driving home to unload guns
and then goong to the drive in.
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L2829[20:06:36] <RANKSHANK> I didn't have
anything pop out at me, looks good howtonotwin
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L2831[20:08:46] <williewillus> i just had
the stuff i commented
L2832[20:08:51] <williewillus> otherwsise
looks good
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L2834[20:11:16] <howtonotwin> does
"The m
L2835[20:11:17] <howtonotwin> inimum set
of properties you should define are `modid`, `name`, `description`,
`version`, `mcversion`, `url`, `authorList`." sound
good?
L2836[20:11:31] <howtonotwin> whoa there
buckaroo
L2837[20:13:56] <williewillus> I'd say at
the end of line 37, add "In addition to the required
properties, you are also recommended to define description,
version, mcversion, url, and authorList"
L2838[20:13:58] <williewillus> or
something like that
L2839[20:15:16] <RANKSHANK> Gotta say
it's odd reading about these since I've never actually used a
mc.modinfo :P
L2840[20:15:42] <howtonotwin> You know
you haven't used it if you call mcmod.info mc.modinfo :P
L2841[20:15:48] <shadowfacts> ^
L2842[20:16:34] <RANKSHANK> haha :P
L2843[20:16:47] <RANKSHANK>
autogenerated=false; master race ;)
L2844[20:18:15] <diesieben07> which no
launcher will understand
L2845[20:18:18] <diesieben07> or any
other tool :D
L2846[20:18:20] <LexManos> btw
L2847[20:19:37] *
LexManos awaits a PR to ForgeGradle that auto-generates the
mcmod.info file from the annotation
L2848[20:20:04] <shadowfacts> ooh,
tempting
L2849[20:20:18] <RANKSHANK> O.o
L2850[20:20:51] <LexManos> Wouldnt be
hard, just parse the classes after they are compiled with asm and
pull out the annotation data
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L2854[20:28:57] <howtonotwin> Think I
fixed it, I'll be heading off for a bit now
L2855[20:29:06] <RANKSHANK> cyas
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L2866[20:43:11] <kenzierocks> Panda_:
it's stored as if you did for (int x) { for (int z) { for (int y) {
}}} (... x ... z ... y ...) instead of ... x ... y ... z ...
L2867[20:43:28] <williewillus> you're not
sure how it does taht ordering or why it does it?
L2868[20:45:01] <kenzierocks> (actually
what I wrote is backwards, it's yzx, but same idea)
L2869[20:45:37] <Panda_> omg that makes
so much more sense. Thank you!
L2870[20:45:53] <kenzierocks> :)
L2871[20:46:18] <Panda_> for some reason
the book explanation wasn't working for me at all
L2872[20:47:05] <williewillus> yeah it's
a weird analogyt
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L2874[20:50:03] ***
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L2875[20:52:00] ***
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L2876[20:55:55] <howtonotwin> "they
3 do nothing" I am derp in human form
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⇦ Parts: howtonotwin
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(Adios! (Hopefully my PR isn't crap)))
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L2883[21:18:00] <vox> Anyone seen ghz
today?
L2884[21:20:48] <Weareverylucky> Does
anyone know where i would set the content root for 1.10.2 forge on
IDEA?
L2885[21:21:38]
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L2886[21:21:49] <Intektor> yes I
did
L2887[21:22:02] <Weareverylucky> Does
anyone know where i would set the content root for 1.10.2 forge on
IDEA?????
L2888[21:22:21] <Intektor> just setup
correctly
L2889[21:22:30] <vox> you really
don't
L2890[21:22:39] <vox> Just import the
Gradle project and it'll use the same path as always
L2891[21:22:45] <vox>
(resources/whatever..)
L2892[21:23:14]
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L2893[21:23:15] <vox> Are MC GUIs based
from top left or bottom left?
L2894[21:23:20] <Weareverylucky> so
~\Desktop\Bubblocraft\forge\.gradle???
L2896[21:23:42] <Weareverylucky> ~ =
(Main Dir.)
L2897[21:24:00] <vox> Quick question,
have you ever done any programming or anything before?
L2898[21:24:03] <kenzierocks> vox:
gigaherz?
L2899[21:24:04] <kenzierocks> yes
L2900[21:24:11] <vox> cool, thanks
dude
L2901[21:24:15] <Weareverylucky> Yes
vox
L2902[21:24:31] <Weareverylucky> This is
just the only issue i am havingt
L2903[21:24:33] <vox> So if you have your
mod project open in IDEA
L2904[21:24:36] <Weareverylucky>
having
L2905[21:25:20] <Weareverylucky> so
~\Desktop\Bubblocraft\forge\.gradle ??? Is it or not please tell
me
L2906[21:25:23] <vox> your content will
go in MyModName/src/main/resources/assets/mymodid/...
L2907[21:25:49] <vox> So
Bubblocraft/src/main/resources/assets/bubblocraft/...
L2908[21:26:34] <Weareverylucky> Ok so i
point the content root to .gradle??
L2909[21:27:59] <Weareverylucky> where do
i point the root to?
L2910[21:29:04] <vox> You don't need to
do any of that
L2911[21:29:15] <Weareverylucky> just
leave it to .idea?
L2912[21:29:45] <vox> Did you import the
forge template as a gradle project and then follow the
tutorial?
L2913[21:29:53] <Weareverylucky> No
L2914[21:30:03] <vox> do that
L2915[21:30:08] <Weareverylucky> I am
just having trouble on this topic
L2916[21:30:10] <vox> that's the only way
it'll work
L2917[21:32:23] <Weareverylucky> Ugh
ok
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L2941[23:17:29] <Aris> Hey, I got a
coding-related question for a mod I'm working on. Is this the right
place to ask?
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L2943[23:18:14] <kenzierocks> yea
L2944[23:19:16] <Aris> Alright. Is there
anyway I can override vanilla code without using a coremod?
L2945[23:19:40] <Aris> I'm working on a
mod that is designed to be used on its own, and not with other
ones, so I'm not worried about compatability.
L2946[23:21:47] <kenzierocks> what do you
mean by override vanilla code
L2947[23:22:15] <kenzierocks> the answer
depends on what you're doing
L2948[23:23:13] <Aris> I need to remove
the ability for players to jump, and I need to change the inventory
GUI graphic.
L2949[23:24:38] <Aris> Additionally, I
need to remove all of the inventory slots inside of players
inventories, except for their armor and hotbar.
L2950[23:26:11] <kenzierocks> jumping
might be do-able, inventory graphic is easy (just a texture)
L2951[23:26:24] <kenzierocks> not sure
about inventory slots
L2952[23:26:52] <Aris> Yeah... that's the
big one that I'm stumbling on. I need to get rid of the mini
crafting window, and the 4 spare rows of inventory slots.
L2953[23:26:57] <TehNut> Check what GUI
is being opened with the GUI events, if it's the inventory, change
it to your custom GUI
L2954[23:27:10] <kenzierocks> ohh, yea,
that'll work
L2955[23:27:11] <Aris> Oh, durp. Thanks
nut.
L2956[23:27:15] <kenzierocks> lol
L2957[23:27:19] <kenzierocks>
#smart
L2958[23:27:20] <Aris> <3
L2959[23:27:24] <TehNut> You don't always
need a complicated solution :P
L2960[23:28:13] <TehNut> As for jumping,
there's a keyboard event, IIRC
L2961[23:28:29] <TehNut> Check if the key
pressed matches the jump keybind
L2962[23:29:00] <TehNut> Or do the dumb
way of consantly checking the jump keybind and unbinding it if
needed :P
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L2964[23:29:26] <Aris> And, is there a
way for me to disable the new 'autojump' feature for anyone using
the mod?
L2965[23:29:39] <kenzierocks> TehNut: i'm
forgetting about all these events because I still mostly think in
the mindset of old Forge, when there was very little in terms of
features besides vanilla
L2966[23:30:00] <TehNut> It's a game
option, so just make sure it's disabled
L2967[23:30:19] <Aris> Alright.
L2968[23:30:22] <TehNut> Yeah I really
didn't start until events were a very common thing
L2969[23:30:39] <TehNut> There was a PR
for an autojump event, but I think it was rejected
L2971[23:32:11] <TehNut> But appears to
just be for the distance from the block required to cause the
jump
L2972[23:33:03] <Aris> Wait, can't I just
hook into LivingJumpEvent, check if its a player, and cancel
it?
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L2974[23:33:15] <TehNut> Oh, yeah that
would work
L2975[23:33:21] <TehNut> I didn't realize
there was that
L2976[23:33:32] <Aris> Well, that's
convenient.
L2977[23:33:43] <TehNut> I think I even
use it in one of my projects >.>
L2978[23:33:53] <TehNut>
2manyevents
L2979[23:34:19] <kenzierocks>
2event4me
L2981[23:41:34] <Aris> Welp, theres a
problem.
L2982[23:41:45] <Aris> That event
isn'
L2983[23:41:49] <Aris> Isn't
cancellable
L2984[23:43:22] <TehNut> The event is
fired *after* motion is set. Could you just reset motion?
L2985[23:43:57] <Aris> Huh, I'll give it
a try.
L2986[23:45:45] <Aris> Yay~!
L2987[23:45:58] <Aris> I have
successfully crippled a blockman!
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L2992[23:59:23] <Aris> Oh gosh, I should
not have taken on this big of a project ._.
L2993[23:59:46] <Aris> Anyone have any
tips of where to get started for an extremely simplistic alternate
worldgen?