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L21[01:48:29] <luacs1998> blood_, what async sponge build
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L26[01:59:51] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160913 mappings to Forge Maven.
L27[01:59:54] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160913-1.10.2.zip (mappings = "snapshot_20160913" in build.gradle).
L28[02:00:05] <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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L42[02:56:49] <LexManos> So far the best submitions for the new logo stuff was from PitchBright The others are really 'THIS IS MINECRAFT!'
L43[02:58:35] <luacs1998> PitchBright does it for a living after all iirc
L44[02:58:49] <luacs1998> he once worked with us for new FE branding that i kinda forgot about >.>
L45[02:58:59] <kashike> where is PitchBright's submission?
L46[02:59:07] <PitchBright> o/
L47[02:59:16] <PitchBright> I still hadn't done a biz card
L48[02:59:27] <PitchBright> but here's what I'm working on
L49[02:59:51] <LexManos> He hasnt officially submitted, but it looks good. The only complaint i've heard so far was that the tshirt guy looks to much like football.
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L51[03:00:31] <luacs1998> btw lex, congrats on the energy api
L52[03:00:39] <luacs1998> got through without much drama so far
L53[03:00:43] <Ordinastie_> Lex, I was wondering, is there any chance you would manually lift the ban on my bouncer ?
L54[03:00:46] <LexManos> Speaking of tshirts, if anyone comes across a website that does tsirts up to 5xlt, {or 6xl if they dont do Tall} let me know...
L55[03:00:51] <PitchBright> his the "Artsy" version
L56[03:00:51] <LexManos> what bouncer?
L57[03:00:56] <PitchBright> http://imgur.com/a/SM9UI
L58[03:01:01] <Ordinastie_> bronyville.me
L59[03:01:02] <PitchBright> here's* the
L60[03:01:15] <Ordinastie_> PitchBright, nice
L61[03:01:21] <kashike> that's nice :o
L62[03:01:22] <LexManos> why was it banned? Also, bronyville... really....
L63[03:01:32] <luacs1998> PitchBright, kewl
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L65[03:01:39] <PitchBright> thanks :)
L66[03:01:43] <Ordinastie_> bouncer access if kindly offered by someone else
L67[03:01:49] <PitchBright> here's the Alternate version for splash use
L68[03:02:06] <luacs1998> and since you're here lex, i hate to mouthbreathe, but permissions?
L69[03:02:19] *** LexManos sets mode: -b *!*@bronyville.me
L70[03:02:28] <Ordinastie_> thanks :)
L71[03:02:28] <PitchBright> webpage splash or the like, I mean
L72[03:02:29] <PitchBright> http://imgur.com/a/YDOwl
L73[03:02:39] <LexManos> Link me the permissions api
L74[03:02:39] <LatvianModder> didnt we agree that I need to add more stuff to PermissionAPI luacs1998?
L75[03:02:42] <PitchBright> primary version... most common use http://imgur.com/a/yVKFm
L76[03:02:58] <LatvianModder> https://github.com/MinecraftForge/MinecraftForge/pull/3155
L77[03:03:05] <Ordinastie_> (I don't really like the "Modding API" font
L78[03:03:05] <luacs1998> i can't remember on more stuff haha
L79[03:03:31] <luacs1998> i'd like to hear what everyone else has to say first
L80[03:03:47] <PitchBright> it's getting mixed reviews... Imma take another lap on that part, and see if I can find something that's less organic, and more 18th century.
L81[03:04:03] <LexManos> alright ive left the tab open, i'll look it over tomarrow {its 1am}
L82[03:04:06] <luacs1998> i was thinking mc font
L83[03:04:09] <luacs1998> thanks lex
L84[03:04:14] <LexManos> can it do all of the context based stuff that I wanted?
L85[03:04:18] <LatvianModder> yes
L86[03:04:25] <LexManos> ok
L87[03:04:37] <LatvianModder> by default context already has World and EntityPlayer but you can add anything to it
L88[03:04:44] <Ordinastie_> PitchBright, how do all the details on the anvil look for the icon ?
L89[03:04:45] <LatvianModder> one question
L90[03:04:51] <kashike> PitchBright: Modding API font is... interesting
L91[03:04:59] <LatvianModder> Should context use ContextKey<Type> or String?
L92[03:05:28] <LatvianModder> Blame diesieben07 if you think ContextKey is not needed. I personally like String more
L93[03:05:42] <LexManos> String, the generic allows for strong type casting
L94[03:05:55] <LexManos> but the problem with that is having multiple of the same type
L95[03:06:05] <LatvianModder> alright. Then im gonna do few edits before you check it out tomorrow
L96[03:06:25] <PitchBright> Nasty... I need to go in and clean that stuff up... that anvil element is still comp/fpo... I'll get in there and smooth the lines out. It should hold up pretty good at flavicon size. We'd lose some detail there of course, but it'd still be recognizable as the forge icon/symbol
L97[03:06:33] <LexManos> Example a canHurt call has two contexts of the same type, entity attacker, entity target.
L98[03:06:59] <PitchBright> kash... yeah... I like that font myself, but I still want to explore other typefaces in that genre before committing
L99[03:07:10] <LatvianModder> https://github.com/LatvianModder/MinecraftForge/blob/2b5e7aa35b5e8f7546ff562fe9edb09b02a060dd/src/main/java/net/minecraftforge/server/permission/context/IContext.java
L100[03:07:10] <LatvianModder> Is this basically what you wanted from context/
L101[03:07:19] <LatvianModder> except, replace ContextKeys with Strings
L102[03:07:46] <LexManos> world is optional
L103[03:07:58] <LatvianModder> But you dont check permissions without server or world
L104[03:08:03] <LexManos> could in theory have a permission check on login for whitelist.
L105[03:08:21] <LatvianModder> Still world is there on server side. Nothing is checked on client side btw
L106[03:08:35] <luacs1998> and one more thing: registries for default-values or pass in with checkPerm() call?
L107[03:08:56] <LexManos> Passing it in would be more efficient
L108[03:08:57] <LexManos> but
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L110[03:09:09] <LexManos> I like the registry as it forces the modder to document all of their keys
L111[03:09:22] <LexManos> and we could dump a example config file
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L113[03:09:52] <LatvianModder> add registry. gotcha
L114[03:10:13] <luacs1998> but who should maintain the registry, the API or the implementation?
L115[03:11:05] <LexManos> we have to have a default implementation of everything as is
L116[03:11:23] <LatvianModder> this was my initial idea of IContext - capabilities-like. was it better?
L117[03:11:23] <LatvianModder> https://github.com/LatvianModder/MinecraftForge/blob/2e24087865f64bfe072468633e80c41f95dd9d85/src/main/java/net/minecraftforge/server/permission/context/IContext.java
L118[03:11:31] <LatvianModder> World and Player being context keys/objects
L119[03:12:01] <LexManos> Humm
L120[03:12:09] <LatvianModder> I was just thinking about performance. World and Player is pretty much always there and almost always needed
L121[03:12:12] <LexManos> if context key has a string name identifier
L122[03:12:17] <LexManos> and proper usage of .equals
L123[03:12:20] <LexManos> then that would work
L124[03:13:18] <LatvianModder> I think getWorld() and getPlayer() should stay, and the rest (entities, blockpos, blockstate, chunkpos and whatnot) should be obtained using get(key) set(key, value)
L125[03:14:05] <LatvianModder> I guess I could make getWorld() @Nullable, but I dont think there is any case anyone could ask permission before world is created
L126[03:14:27] <LexManos> theres a difference between before a world is created
L127[03:14:31] <LexManos> and not caring about the world.
L128[03:14:52] <LexManos> checking if a player can chat probably doesnt need a world context
L129[03:15:53] <luacs1998> probably might lol - i have seen cases where players are teleported to custom "prison" dims, and while inside the prison dim they're muted and all
L130[03:16:00] <LatvianModder> true but without those, its gonna be real pain in ass for modder to add/use world context :P
L131[03:16:11] <LexManos> I may cut the logo contest short by 3 days.. to let me order busniess cards for minecon, but ill think about it.. anyways sleep time.
L132[03:16:35] <PitchBright> I was actually gonna ask you about doing that, Lex... for that very reason
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L134[03:16:55] <LexManos> Actually ya, let me edit the post.
L135[03:16:57] <PitchBright> it occured to me you might want those for the 'Con
L136[03:17:04] <PitchBright> where you printing?
L137[03:17:14] <LexManos> Vistaprint probably, its what i used last time.
L138[03:17:25] <PitchBright> they can turn that around that quick?
L139[03:17:49] <illy|laptop> cant remember does Actuarius allow for assigning people to issues?
L140[03:18:39] <LexManos> they say 3 day shipping :/
L141[03:18:43] <PitchBright> 3 day turnaround, if I'm on the right site
L142[03:18:44] <PitchBright> http://www.vistaprint.ca/customer-care/customer-care-center-subject.aspx?SubjectId=144
L143[03:18:45] <PitchBright> ya
L144[03:18:54] <LexManos> and its jsut a small batch of cards.
L145[03:18:57] <PitchBright> so... that's assuming probably a 10am pre-flight time...
L146[03:19:34] <PitchBright> how far are you from Minecon?
L147[03:19:52] <PitchBright> hours or days?
L148[03:19:57] <LexManos> I was just gunna order it to the minecon house. So it'll show up sometime that weekend.
L149[03:20:03] <LexManos> And hours, Its in cali, im in Oregon
L150[03:20:25] <LatvianModder> Lex, final question - there should only be One permission handler, right?
L151[03:20:28] <PitchBright> kk good stuff
L152[03:21:12] <PitchBright> my 2¢ is get something to them by morning of the 20th
L153[03:21:21] <PitchBright> sorry 19th
L154[03:21:44] <LexManos> yes the handler should only have one, but it should be configurable of which one to use.
L155[03:22:18] <luacs1998> personally i don't think so - if you want to "configure" it you choose what handler to use and remove the rest
L156[03:22:25] <shartte> So I've seen some talk regarding the new energy capability and 32-bit vs. 64-bit values for i.e. energy stored. Has there been any actual discussion on that?
L157[03:22:48] <shartte> I didn't see anything in the comment stream on the actual commit, but I might just be missing something
L158[03:23:07] <LexManos> well luacs, that assuems you can remove the rest in mods that ONLY add permissions shit.
L159[03:23:22] <LexManos> No there hasnt been talk about 32 vs 64 because it doesnt really matter.
L160[03:23:24] * luacs1998 looks at his own mod
L161[03:23:26] <luacs1998> quack
L162[03:23:30] <LexManos> If it is a issue we could expand to that later.
L163[03:23:39] <shartte> Ok, sounds reasonable
L164[03:24:18] <shartte> I guess a mod could always just return Integer.MAX_VALUE and use long internally for its storage
L165[03:24:41] <illy|laptop> ahh the majestic irc duck :P
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L168[03:26:36] <LexManos> btw guys if you want a hint of what i will be eventually pushing for forge
L169[03:26:37] <LexManos> https://github.com/MinecraftForge/Mercurius/blob/master/1.9.4/src/main/java/net/minecraftforge/mercurius/binding/CommonBinding.java#L85
L170[03:27:16] <shartte> data binding for configs?
L171[03:27:25] <LexManos> My config -> https://github.com/MinecraftForge/Mercurius/blob/master/src/main/java/net/minecraftforge/mercurius/Config.java
L172[03:27:40] <Subaraki> oooh, that looks interesting ! :o so every mod has its mod file ?
L173[03:27:44] <Subaraki> i mean .. config file
L174[03:28:03] <LexManos> No, just automatic serialization of classes
L175[03:28:20] <Subaraki> aaaah ! but that's great alos :o
L176[03:28:24] <LexManos> REALLY wanted to get it working with JSON but that doesnt seem like its going to happen because there are no json printers that support comments
L177[03:28:54] <Subaraki> yeah, figured that out a few days as well... i wish we could have a json printer with comments u_u
L178[03:29:40] <Subaraki> anyways, i was here for a question about written books.
L179[03:29:42] <Subaraki> http://pastebin.com/MEyniQCF
L180[03:29:50] <shartte> ah well, there's Jacksons JsonGenerator, which would not be fully automatic serialization
L181[03:29:53] <Subaraki> this is how i set the book's tag, but it only shows the first word
L182[03:30:00] <shartte> but it does support writeRaw
L183[03:30:08] <illy|laptop> Lex, if not JSON something like hocon then?
L184[03:30:11] <shartte> and could be used for yaml for example
L185[03:31:01] <LexManos> i should really shutup and go to bed.. i need to wake up early tomarrow
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L187[03:32:05] <Subaraki> then go to bed :o sleep's important :)
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L192[03:47:45] <Subaraki> hey, its lord stone ^^
L193[03:47:48] <Subaraki> hi Kaiyouka o/
L194[03:47:50] <Subaraki> sup ?
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L197[04:02:30] <Subaraki> found it ! the pages need to be encircled in \" quote controls <_<
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L200[04:07:07] MineBot sets mode: +v on Actuarius
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L203[04:29:18] <luacs1998> ehehehehehehehehe https://github.com/MinecraftForge/MinecraftForge/issues/3249
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L219[05:10:48] <sham1> Wait a second
L220[05:10:57] <sham1> Forge has an energy API?
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L223[05:14:19] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/commit/45097fed0c054407dedcf4cb9bab0e54b977d7e7
L224[05:14:56] <LatvianModder> yes, it does now
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L226[05:23:55] <illy> I wonder how long it will take people will start bitching about something there not forced to use :P
L227[05:25:31] *** amadornes[OFF] is now known as amadornes
L228[05:25:32] <LatvianModder> they're
L229[05:26:39] <illy> damn you and your grammaring abilities
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L235[05:47:20] <Subaraki> what is this b*******t ? "Invalid rotation 35.0 found, only -45/-22.5/0/22.5/45 allowed"
L236[05:47:28] <Subaraki> how am i supposed to make detailed models of stuff ?
L237[05:47:51] <Ordinastie_> are you using forge models ?
L238[05:48:27] <Subaraki> if you mean by that that i use the forge registry and json models, yes
L239[05:48:43] <Ordinastie_> I mean the model JSON
L240[05:48:58] <Subaraki> what's with the json ?
L241[05:49:06] <Ordinastie_> check the docs
L242[05:49:53] <Subaraki> (where do i find those) ._.
L243[05:50:00] <Ordinastie_> in the topic ?
L244[05:50:43] <quadraxis> the docs talk about the blockstate jsons, not so much the model jsons
L245[05:51:09] <Subaraki> I'm using it for an item, but the same rules must apply
L246[05:52:39] <howtonotwin> the elements can only rotate in multiples of 22.5
L247[05:53:03] <Subaraki> that's sad :/
L248[05:53:28] <howtonotwin> you might be able to a) force it by using transforms in a blockstate, or more certainly b) use another format
L249[05:53:36] <Subaraki> i'm making a 3d model for a bow, and pulling back the string i need just like vanilla 3 states of pulling it back
L250[05:56:03] <Subaraki> another format ?
L251[05:56:16] <Subaraki> like what ? json is the easiest way to put models onto items :/
L252[05:56:28] <howtonotwin> OBJ + B3D do not have the restriction
L253[05:56:52] <Ordinastie_> pretty sure forge JSON allow any transformations you want
L254[05:57:41] <Subaraki> given the error it spews at me, i beg to differ :/
L255[05:57:43] <quadraxis> ^-- a) force it by using transforms in a blockstate
L256[05:57:54] <Subaraki> how would i force it ?
L257[05:58:10] <quadraxis> have a model without rotation
L258[05:58:44] <Subaraki> okay, that's not that hard
L259[05:58:51] <Subaraki> (deletes line in json where part is rotated)
L260[05:58:53] <quadraxis> and add a transform over the top of it in the blockstate
L261[05:59:06] <Subaraki> now that's chinese to me :s
L262[05:59:35] <quadraxis> i bad explain >_>
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L264[05:59:53] <Subaraki> nah, i just dont grasp the concept of adding a transform
L265[05:59:57] <Subaraki> never done it
L266[06:00:03] <Subaraki> i'll google it, maybe i find something
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L268[06:00:31] <quadraxis> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
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L270[06:02:22] <howtonotwin> this is a model for a bow, will it still be able to do property overrides?
L271[06:02:49] <howtonotwin> *THE bow
L272[06:04:18] <Subaraki> the thing is, i only rotate one part of the model
L273[06:04:20] <Subaraki> not the entire model
L274[06:04:38] <Subaraki> if i understood that code correctly, it is for rotating models ?
L275[06:06:03] <quadraxis> think you could make the part to be rotated a submodel
L276[06:06:17] <Subaraki> this goes above my hat
L277[06:06:21] <Subaraki> i'll just edit my model
L278[06:06:26] <Subaraki> and make it ugly x)
L279[06:08:22] <Subaraki> this is getting to complicated for a simple model !
L280[06:11:01] <quadraxis> anyone around who knows about rendering?
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L283[06:21:42] <Subaraki> quadraxis, what kind of rendering ?
L284[06:24:33] <quadraxis> working on an IBakedModel, want to transform existing models
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L286[06:41:08] <ScottehBoeh> Has anyone ever considered making/producing a mod based around Starship Troopers? I recall seeing multiple mods mimicking the infamous Arachnids, but nothing to the far extreme (such as a whole Minecraft TC)
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L288[06:45:17] <Corosus> do eeeeeet
L289[06:45:32] <Subaraki> use the glmanager quadraxis in the tile entity
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L291[06:46:35] <Subaraki> how many models can one add to an item by using the addPropertyOverride ?
L292[06:46:47] <Subaraki> i used this ^ but it wont change model
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L298[07:25:16] <LatvianModder> cpw: help :P http://ss.latmod.com/pc/2016-09-13_15.24.13.mp4 The gradle dialog doesnt come up AND this new window opens that didnt before
L299[07:25:56] <cpw> Yes
L300[07:25:58] <cpw> is the answer
L301[07:26:22] <cpw> where's the gradle?!
L302[07:26:54] <MalkContent> what are these ss.x.com links anyways? seen that a couple of times now
L303[07:26:55] <LatvianModder> thats what I wonder about. It worked fine before
L304[07:27:21] <LatvianModder> Oh you know what, maybe its because I recently reinstalled Idea, to update to 2016.4
L305[07:27:35] <LatvianModder> err, 2.4
L306[07:27:36] <cpw> yeah i see that
L307[07:27:41] <cpw> 2016.2.4
L308[07:27:58] <LatvianModder> I will see if I can install gradle plugin or smth
L309[07:28:40] <ScottehBoeh> oi
L310[07:28:56] <ScottehBoeh> Any good tutorials for Sprite Tiling? (like, reading from a tilesheet) http://i.imgur.com/ecO6yu9.png
L311[07:29:17] <LatvianModder> yep, that must be it, it sees build.gradle as a simple text file
L312[07:29:34] <LatvianModder> thats easy, just use UVs
L313[07:30:08] <ScottehBoeh> UV coords?
L314[07:30:10] <cpw> just done the setup for 2.4 myself
L315[07:30:17] <cpw> i see gradle in there as before
L316[07:30:59] <LatvianModder> say, your texture starts at 8, 16 and is 32x32 large. Your texture file is 128x128. U0 = 8F / 128F; V0 = 16F / 128F; U1 = (8F + 32F) / 128F; V1 = (16F + 32F) / 128F;
L317[07:31:18] <ScottehBoeh> Ah. Gotcha
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L321[07:44:14] <LatvianModder> yup, that was it http://ss.latmod.com/pc/2016-09-13_15.44.11.png
L322[07:44:39] <ScottehBoeh> lol
L323[07:48:26] <Subaraki> ugh, a can't turn my item in my gui the way i want it !
L324[07:48:44] <Subaraki> my 3d item is a bow, but seen from up front it's flat
L325[07:48:55] <Subaraki> / a stick
L326[07:49:08] <Subaraki> so to turn it, i have to turn the y axis 90 degrees
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L329[07:49:30] <Ordinastie_> do you have "forge_marker": 1 in your model ?
L330[07:49:39] <Subaraki> after that, all the stuff is borked up, because turning either x or z results in the same thing : it rotates from front to back :/
L331[07:49:42] <Subaraki> forge_marker ?
L332[07:49:47] <Subaraki> where would i put that ? :o
L333[07:49:51] <ScottehBoeh> Surely you can check how they did it with the original Bow?
L334[07:49:59] <ScottehBoeh> (And I'm sure I saw a Forums post about this)
L335[07:50:01] <Subaraki> the original bow is a flat texture x)
L336[07:50:16] <Subaraki> ive only got trouble with the bow really :/
L337[07:50:30] <Ordinastie_> that's what makes it a forge model
L338[07:50:31] <ScottehBoeh> What MC version are you modding?
L339[07:50:35] <Subaraki> even the pullback doesnt work. only shows the first state.
L340[07:50:46] <Subaraki> 1.10.2 1079 iirc
L341[07:50:54] <Ordinastie_> http://pastebin.com/SvNAvSwF
L342[07:51:31] <Subaraki> what does that make it do ? :o
L343[07:51:41] <Subaraki> seems interesting, never seen any tutorial mention that
L344[07:52:42] <Subaraki> doesn't change anything though
L345[07:54:37] <ScottehBoeh> Do you have a ModelResourceLocation?
L346[07:54:49] <Subaraki> http://pastebin.com/t7kq1kmz
L347[07:54:53] <Subaraki> yeah, i do have that
L348[07:55:01] <Subaraki> the model is working, the drawback isn't
L349[07:55:08] <Subaraki> the drawbacks are parented from the bow
L350[07:55:24] <Subaraki> and as the bow, i have the addPropertyOverride
L351[07:55:24] <ScottehBoeh> oooh
L352[07:55:50] <ScottehBoeh> So, as a normal bow, its rendering like a bow
L353[07:55:55] <ScottehBoeh> but pulling it back, it renders like a defaul item?
L354[07:56:17] <Subaraki> no, it only shows the first drawback (3d model as well) the other 3 are never shown
L355[07:56:52] <Subaraki> "gui": {
L356[07:56:52] <Subaraki> "rotation": [ 0, 90, 45 ], and this thing is driving me bonkers as well
L357[07:57:06] <Subaraki> to my knowledge, it should rotate the bow sideways, and then 45 degrees clockwise
L358[07:57:18] <Subaraki> but it turns it from front to back.
L359[07:57:30] <Subaraki> changing the z with x axis doesnt change a thing
L360[08:01:05] <Subaraki> but the draw back must be a technical problem
L361[08:01:22] <Subaraki> i'm wondering if our own models can't have more then one extra state
L362[08:01:39] <Subaraki> ive done a shield as well, adn that works fine, but that's because it's got only one extra state
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L364[08:14:18] *** TTFT|Away is now known as TTFTCUTS
L365[08:20:10] <LatvianModder> OH im the 3000th viewer \o/ http://ss.latmod.com/pc/2016-09-13_16.20.05.png
L366[08:21:16] <sham1> Welcome to the 3000 viewer club
L367[08:21:20] <sham1> How tough are ya?
L368[08:23:34] <LatvianModder> Finally, Forge setup done. Back to PermissionsAPI finally :P
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L379[08:51:55] <Naiten> Finally released the mod @ Several critical bugs found right in next 24 hours
L380[08:52:07] <Naiten> ^ modding at it's best
L381[08:54:24] <ScottehBoeh> Which mod? :D
L382[08:54:47] <Naiten> ScottehBoeh, https://minecraft.curseforge.com/projects/rails-of-war
L383[08:54:56] <Naiten> *obvious self-advertising*
L384[08:58:02] <ScottehBoeh> Oh my. You work on RoW! I remember using that a while back. Really awesome work
L385[08:58:43] <Ordinastie_> " possibly one of most beautiful Minecraft mods existing. "
L386[08:58:47] <Ordinastie_> yeah, not pretentious at all
L387[08:59:07] <ScottehBoeh> xD Let the man take pride in his work
L388[08:59:16] <ScottehBoeh> The models are OG, anyways
L389[08:59:56] <Naiten> Ordinastie_, tell me another mod with that level of models hold in MC style and that level of animations :P
L390[09:00:17] <Ordinastie_> doesn't matter if its true or not
L391[09:00:42] <Ordinastie_> you usually don't say that about yourself or stuff you do
L392[09:00:57] <ScottehBoeh> I really do like mods that base themselves around old-styled vehicles. (Such as old-fashioned trains). Me and Diesieben are working on a secret ww2 project that (hopefully) will blow minds
L393[09:01:48] <ScottehBoeh> Mind if I show a few weapons here? (Just an imgur link).
L394[09:01:55] <Naiten> Ordinastie_, every project positions itself as the best out there, doesn't it? And yet i'm not saying my mod is most beautiful, i say it's _one of_
L395[09:02:11] <Naiten> *possibly one of*
L396[09:02:51] <Naiten> Everybody decides himself how to interpret that 'possibly' :P
L397[09:03:02] <ScottehBoeh> Your models are really well Shaded, dude
L398[09:03:26] <Naiten> I guess nobody will mind [00:02:00] <ScottehBoeh> Mind if I show a few weapons here?
L399[09:03:30] <ScottehBoeh> Especially with Shaders :o looks epic
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L402[09:04:45] <ScottehBoeh> I've been working aside PrototypeTheta on Flansmod (Seeing as JamioFlan is working with a Games Dev company now)
L403[09:05:30] <Subaraki> does anyone know how the "addPropertyOverride" in Item works exactly ?
L404[09:05:32] <Naiten> ScottehBoeh, which company? Are they making MC mods?
L405[09:05:51] <Subaraki> does anyone know how the "addPropertyOverride" in Item exactly works ? *
L406[09:06:03] <ScottehBoeh> Not sure what the Company's name is. But Flansmod development was slow for ages (Since he was at College, and now Work)
L407[09:06:10] <ScottehBoeh> Subaraki, not sure :S I'll have to do some research
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L409[09:06:52] <Subaraki> i did some
L410[09:06:56] <Subaraki> i can't figure shit out
L411[09:07:12] <Subaraki> the bow uses it to reflect 3 different texture models
L412[09:07:17] <Subaraki> though mine doesnt work
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L414[09:07:48] <Subaraki> I was wondering if we could only have 1 extra model / submodel as modders
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L416[09:08:32] <ScottehBoeh> Aw damn.
L417[09:08:39] <ScottehBoeh> That always reminds me of the Boundbox nightmare.
L418[09:08:55] <Subaraki> what's wrong with bounding boxes ?
L419[09:08:55] <ScottehBoeh> Can only have like.. 1 proper block up, can't go x/z properly.
L420[09:09:14] <Subaraki> yeah, x and z are proportional
L421[09:09:19] <ScottehBoeh> Boundboxes get super-glichy if you go anymore than 1 block x/z
L422[09:09:21] <ScottehBoeh> Yeah ;-;
L423[09:09:51] <Ordinastie_> ScottehBoeh, because the collision is checked against the actual block spaces the entity occupies
L424[09:10:06] <Ordinastie_> I have a system for custom bb size
L425[09:10:55] <ScottehBoeh> Naiten, this is what we've been working on http://imgur.com/a/I4wb3 :) it's almost like a Game in itself.
L426[09:11:19] <Ordinastie_> who is making the textures and models ?
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L428[09:11:22] <ScottehBoeh> (There's possibly 50+ models more than the 4 I've shown)
L429[09:11:31] <ScottehBoeh> war_monger (Main modeler for Flansmod)
L430[09:11:36] <ScottehBoeh> He got really excited about this project, so decided to join
L431[09:12:42] <Naiten> ScottehBoeh, oh my
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L433[09:13:20] <ScottehBoeh> It's less of a Mod and more of a whole game (but it runs off of Forge, seeing as Forge is highly stable)
L434[09:13:49] <ScottehBoeh> Now I'm spending my time learning about sprite tile sheets
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L437[09:20:21] <Naiten> ScottehBoeh, are those rifles actually shooting?
L438[09:21:00] <Ordinastie_> you realise that MC is really not made for FPS still interactions, right ? :)
L439[09:22:12] <ScottehBoeh> Still-interactions?
L440[09:22:13] <MalkContent> yea. i mean it still has death shield :P
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L443[09:27:08] <Naiten> MalkContent, are you and Ordinastie_ same person? O_o
L444[09:27:24] <Ordinastie_> no, why?
L445[09:29:02] <MalkContent> what makes you think that
L446[09:30:20] <Naiten> MalkContent, you were silent for a while and then continued Ordi's thought and used "I" o_O http://i.imgur.com/kAP2YV7.png
L447[09:30:39] <Naiten> wut
L448[09:30:59] <ScottehBoeh> Oh. He thought Malk was Ordinastie's reply to me asking "Still-interactions?"
L449[09:31:19] <MalkContent> i don't know what still-interactions are
L450[09:31:20] <ScottehBoeh> I'm still confused on what you mean by Still-interactions. Do you mean trying to hit a player with a moving object whilst they're also moving?
L451[09:31:35] <Ordinastie_> and I don't know why that word "still" is doing is that sentence... :x
L452[09:31:36] <ScottehBoeh> Flansmod 1.8+ uses tracers instead of a moving entity
L453[09:32:00] <ScottehBoeh> Kinda like how F3rullo's gunmod acts.
L454[09:32:12] <Naiten> ScottehBoeh, but bullets have ballistics too :O
L455[09:32:35] <ScottehBoeh> (Although F3rullo has spent his time making a ridiculous re-creation of Counterstrike
L456[09:32:55] <MalkContent> (pls let it be called countersteve)
L457[09:33:09] <ScottehBoeh> Countercraft xD
L458[09:33:28] <ScottehBoeh> This is what I mean by tracers: http://i.imgur.com/M4Ti7I1.png
L459[09:33:39] <MalkContent> all i was saying is that there is death shield in minecraft, which makes for a crappy fps experience
L460[09:33:40] <ScottehBoeh> Instead of "throwing" the bullet (like an arrow entity)
L461[09:33:56] <Subaraki> i use(d) tracers too for my rpg inventory mod
L462[09:34:00] <Naiten> ScottehBoeh, is the trajectory straight or ballisitc?
L463[09:34:02] <Subaraki> for aiming at far away entities
L464[09:34:13] <ScottehBoeh> Straight. (Although we can configure the recoil/accuracy)
L465[09:34:14] <Subaraki> stuff that had to be done instantly
L466[09:34:17] <MalkContent> death shield: dead entity will have hitbox of living entity and get hit by arrows and such. also swords.
L467[09:34:45] <ScottehBoeh> The most useful difference is that the tracers are client-to-server. Meaning that it registers on the client-side and sends the hit to the server.
L468[09:34:54] <ScottehBoeh> (So the player hits what they see)
L469[09:35:07] <ScottehBoeh> What was a pain is stopping this from being exploited by a modified client.
L470[09:35:09] <Ordinastie_> not really hack proof
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L472[09:35:57] <ScottehBoeh> We had to change it to Server-side from Client-side because of that. (We were going to make it compare Server/Client but that would be hungry)
L473[09:38:47] <ScottehBoeh> what IM waiting for, is someone to make a Mod that lets you play a Keyboard with a Midi input
L474[09:43:32] <Subaraki> god why aren't these sub-models working D: !
L475[09:45:18] <Subaraki> and what does "predicate" mean anyway ?
L476[09:47:53] <Ordinastie_> Prédicat
L477[09:48:26] <Subaraki> ?
L478[09:48:50] <Ordinastie_> that's the translation
L479[09:48:57] <thor12022> I suppose you don't mean the part of a sentence or clause containing a verb and stating something about the subject
L480[09:48:59] <Ivorius> Prädikat*
L481[09:49:54] <Subaraki> http://pastebin.com/a0g2Lwpr
L482[09:52:07] <Subaraki> anyway ...
L483[09:53:18] <Subaraki> oh wait whut
L484[09:53:21] <Subaraki> i might have solved it
L485[09:53:38] <Subaraki> *waits untill f3 t has done reloading*
L486[09:53:48] *** tterrag|ZZZzzz is now known as tterrag
L487[09:54:38] <Subaraki> I've tried placing them in oposite order, from last to first
L488[09:54:49] <Subaraki> AND IT WORKS
L489[09:54:56] <Subaraki> well f* you minecraft <_<
L490[09:56:34] <sham1> Predicate
L491[09:56:48] <sham1> IN these parts it means a function that takes one parameter and returns a boolean
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L494[09:58:30] <ScottehBoeh> xD nice Subaraki
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L497[10:07:19] <LatvianModder> is there an annotation form of preInit?
L498[10:07:43] <LatvianModder> Something like @InitAfterModIsLoaded
L499[10:08:25] <Subaraki> yeah
L500[10:08:28] <Subaraki> there is actually
L501[10:08:48] <Subaraki> oh hey look, i forgot to add it to my child mod :D
L502[10:09:00] <Subaraki> requiredafter:"modID"
L503[10:09:05] <Subaraki> or something like that ^
L504[10:09:23] <Subaraki> dependencies = "required-after:rpginventorymod"
L505[10:09:28] <LatvianModder> no, not that
L506[10:09:42] <LatvianModder> From withing my own mod
L507[10:09:46] <Subaraki> hu ?
L508[10:10:03] <tterrag> what
L509[10:10:03] <LatvianModder> Like..
L510[10:10:03] <kashike> why can't you use the event?
L511[10:10:03] <Subaraki> how about post-init ?
L512[10:10:23] <Subaraki> or actualyl execute the code after a certain part has done loading ?
L513[10:10:26] <LatvianModder> I *think* I have seen pahimar using it on ModItems & ModBlocks classes but not sure
L514[10:10:28] <Subaraki> even better, whats the problem ? :o
L515[10:10:43] <LatvianModder> @Init(myModID) public class SomeClass {}
L516[10:11:15] <LatvianModder> I want to add a class without adding direct reference of it
L517[10:11:25] <LatvianModder> Or at least, know if its possible
L518[10:11:28] <Ordinastie_> LatvianModder, there isn't
L519[10:11:32] <tterrag> that does not exist
L520[10:11:34] <Ordinastie_> I added something like that
L521[10:11:39] <kashike> probably custom to that mod
L522[10:11:40] <tterrag> lifecycle events can only be received in the @Mod
L523[10:11:43] <LatvianModder> oke
L524[10:12:00] <tterrag> Ordinastie_: last I checked there was no general solution to that since fml's event handler doesn't work with superclasses
L525[10:12:05] <LatvianModder> Ok, but I have to make some ASM map, if I want to create something similar to JEI's plugin loader, right?
L526[10:12:18] <tterrag> LatvianModder: no? just use the ASMData forge passes you
L527[10:12:35] <Ordinastie_> tterrag, I know, and for some reason, the bus is not available, but you know me, I made my own system :p
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L530[10:21:52] <quadraxis> well after spending some time not understanding a problem, I found that I'd already read the explanation >_>
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L532[10:22:10] <quadraxis> just it didn't apply to me at the time so I forgot all about ti
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L537[10:43:53] <IoP> Does this look like player is not fiddling with inventory? http://pastebin.com/FiqmE0UA
L538[10:44:33] <Ordinastie_> can you rephrase that ?
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L541[10:45:35] <IoP> Any idea what player was doing when that thing happened?
L542[10:45:55] <Ordinastie_> filtering in creative inventory
L543[10:46:21] <Ordinastie_> !gm func_146274_d
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L546[10:47:29] <Ordinastie_> or rather, clicking on an item in the creative inventory
L547[10:47:35] <IoP> k. That's what I thought. Hmmm where was the browser plugin which mangles functions names automatically?
L548[10:49:38] *** Abrar|gone is now known as AbrarSyed
L549[10:49:49] <Subaraki> trying to make an arrow entity that dies after 10 ticks, and spawns randomly 1-3 new arrows that continue its path.
L550[10:49:54] <Subaraki> testing now
L551[10:49:57] <Subaraki> hope it works !
L552[10:58:27] <ScottehBoeh> Any luck? :)
L553[11:01:48] <Subaraki> uuuhm
L554[11:01:49] <Subaraki> yeah
L555[11:01:55] <Subaraki> it seems to work very nicely
L556[11:01:56] <Subaraki> i uhm
L557[11:02:07] <Subaraki> just shouldnt have set it to spawn a new one every 2 ticks ._.
L558[11:02:24] <gigaherz> forkbomb in minecraft
L559[11:02:25] <gigaherz> ;P
L560[11:03:05] <Subaraki> yup x)
L561[11:03:17] <Subaraki> just tried updating the code with this.setDead
L562[11:03:17] <Tazz> lol
L563[11:03:22] <Subaraki> but it doesnt seem to do anything
L564[11:03:28] <Subaraki> so i tried quiting the world
L565[11:03:36] <Subaraki> but i think it's stuck trying to save all the entities x)
L566[11:03:40] <Tazz> well maybe it just wasnt his time to go then?
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L568[11:17:46] <Subaraki> what's the tracking range for arrows ?
L569[11:18:27] <Subaraki> apperantly 250 isnt enough :/
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L573[11:20:55] * Bottersnike is saddened by the silence
L574[11:21:18] <gigaherz> there was people talking right until you joined
L575[11:21:19] <gigaherz> ;P
L576[11:21:27] <IoP> hmph why mcp srg mapper does not work? :/
L577[11:21:33] <Bottersnike> I scared them off :'(
L578[11:22:14] * Bottersnike gives up with life
L579[11:22:42] <Subaraki> Bottersnike, search for me something then :)
L580[11:22:48] <Subaraki> might make you feel less useless ^^
L581[11:22:57] <Subaraki> i'm looking for the tracking range of an arrow :)
L582[11:23:15] <gigaherz> Bottersnike
L583[11:23:17] <gigaherz> R.I.P
L584[11:23:21] <gigaherz> "He kept waiting for others to talk first"
L585[11:23:28] <Subaraki> x)
L586[11:23:33] <Bottersnike> Tracking range?
L587[11:23:33] <Subaraki> what ? its only 64 ???
L588[11:23:37] <Subaraki> just found it
L589[11:24:03] <Subaraki> i set my entitythrowable to tracking range 250 and it stops tracking after a couple of blocks D:
L590[11:24:21] <Bottersnike> "You can actually increase the max value to something higher. I don't really recommend it though - I can't guarantee that the client will render that far."
L591[11:24:38] <gigaherz> > 127 seems unsafe
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L593[11:25:03] <Bottersnike> What is tracking range?
L594[11:25:22] *** V is now known as Vigaro
L595[11:25:27] <Subaraki> the distance entities are tracked
L596[11:25:28] <Ordinastie_> the range at which the client start receiving the entity
L597[11:25:34] <Subaraki> ^
L598[11:25:35] <Bottersnike> Ahh
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L600[11:25:47] <Subaraki> or above, stops recieveing the entity
L601[11:25:56] <Bottersnike> Could you not write some custom code that manually tracked the arrow past the range?
L602[11:26:31] <Subaraki> i can increase the range
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L604[11:26:34] <Subaraki> to like 256
L605[11:26:42] <Subaraki> but that doesnt work as it should
L606[11:26:54] <Bottersnike> What does it do?
L607[11:27:08] <Subaraki> the arrow i shoot seem to disapear after a couple of ticks
L608[11:27:15] <Subaraki> then again, i set them dead after 10 ticks
L609[11:27:24] <Subaraki> but they should spawn 3 new ones before they die
L610[11:27:29] <Subaraki> so increasing
L611[11:27:33] <Subaraki> but there's no new ones
L612[11:27:38] <Bottersnike> They might be dying before spawning new ones?
L613[11:27:42] <Subaraki> i wonder if it really is the tracking ...
L614[11:27:46] <Subaraki> i doubt it
L615[11:27:51] <Subaraki> i kill them after i spawn the arrows
L616[11:28:24] <Subaraki> http://pastebin.com/U27d28ET
L617[11:28:35] <Bottersnike> BTW, could I have feedback on my submision for the logo please (http://www.minecraftforge.net/forum/index.php?topic=42067.msg224076)
L618[11:29:05] <Bottersnike> and are you sure that arrows is 3?
L619[11:29:56] <Bottersnike> Oh, one idea that might be compleatly useless, do you need to register the "new EntityHellArrow" somewhere after creation?
L620[11:30:20] <Bottersnike> Oh wait.. I didn't read the next two lines :D
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L622[11:41:25] <LexManos> fry ping
L623[11:41:45] <fry> pong
L624[11:44:11] <Subaraki> arrow = 1-3
L625[11:44:15] <LexManos> theres a pr in github about baking models and saving ram
L626[11:44:21] <Subaraki> rand.nextInt(3)+1;
L627[11:44:24] <LexManos> seen it?
L628[11:44:27] <fry> yup
L629[11:44:36] <LexManos> yes/no?
L630[11:45:09] <fry> https://github.com/MinecraftForge/MinecraftForge/issues/3246 ?
L631[11:45:40] <LexManos> ya that one, worth the pull or is the way its done now slightly better?
L632[11:45:48] <fry> not a PR
L633[11:45:57] <LexManos> oh well crap nvm then
L634[11:46:01] <Bottersnike> :D
L635[11:46:11] <LexManos> smack williewillus for being a moron and not making a pr
L636[11:46:35] <Bottersnike> Well it is in "issues" not "pull requests". #ReadTheURLBeforePostingItOnIRC
L637[11:46:39] <LexManos> point is, if the way it is now, saves load time in favor of temporary memory then honstly I prefer that
L638[11:46:41] <fry> it's a cpu/mem tradeoff, only applies to the block models, item models would benefit from not baking to float[] as of now indeed
L639[11:46:47] <LexManos> Spread the baking to when its needed
L640[11:47:07] <LexManos> as long as when it DOES bake it frees the memory thats no longer needed
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L642[11:47:24] <fry> need to look into making it a weak ref probably
L643[11:47:50] <LexManos> either that or just nuking the float[] once baked?
L644[11:48:04] <fry> again, float[] speeds up block rendering a lot
L645[11:48:10] <LexManos> err no
L646[11:48:12] <LexManos> the unpacked data
L647[11:48:18] <fry> yes
L648[11:48:29] <fry> since the lighting is done on the cpu
L649[11:48:37] <fry> data needs to be unpacked
L650[11:48:43] <LexManos> 0.o
L651[11:48:59] <fry> which is why float[] is stored
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L653[11:49:24] <LexManos> Oh right cpu not gpu
L654[11:49:31] <LexManos> no way to move the lighting to the gpu?
L655[11:49:52] <fry> been working on that for more than a year now I think :D
L656[11:49:58] <LexManos> well shit
L657[11:50:12] <LexManos> so the whole thread is stupid?
L658[11:50:18] <LexManos> as the lighting has to be done dynamically
L659[11:50:26] <LexManos> you cant ever kill off the unpacked
L660[11:50:29] <fry> not really, items don't need float[] right now
L661[11:50:35] <fry> so it's not all stupid
L662[11:51:16] <fry> would probably save hundreds of megs still on a big pack
L663[11:51:26] <LexManos> well items need floats because they could be in world right? Is there a way to determine pure items vs shit that COULD be in world?
L664[11:51:36] <LexManos> what about item frames?
L665[11:51:55] <fry> only forge stuff cares about float[]
L666[11:52:00] <fry> (well, and mods)
L667[11:52:31] <fry> can generate float[] from int[] on demand though, and cache it in a weak ref or smth
L668[11:52:57] <fry> or a normal ref, since if anyone asked for it, they probably will need it again
L669[11:53:26] <LexManos> If it is legitimatly in the GB range for large packs
L670[11:53:29] <LexManos> then we need to do somethinjg
L671[11:53:36] <LexManos> because that IS imporant.
L672[11:58:12] <fry> float[][][] is 4 * 5 * 4 * sizeof(float) + pointers and stuff, int[] is 24 * sizeof(int), so ~3.5 more memory
L673[11:58:20] <fry> (3.5 times more)
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L675[11:59:50] <fry> best solution would really be moving it to the gpu, but I may indeed have to look into making it eat less memory right now first :P
L676[11:59:51] <LexManos> ouch that IS significant
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L679[12:02:35] <Subaraki> are there any particular circumstances needed to spawn a particle ?
L680[12:02:41] <Subaraki> apart from world client ?
L681[12:03:13] <Subaraki> my particles arent spawning :/ i'm using onUsingTick to set the particles to the player's position
L682[12:03:44] <Subaraki> nevermind ...
L683[12:03:49] <Subaraki> the y was badly offset
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L686[12:04:58] <IoP> Is there mod which adds stink lines to players ?
L687[12:05:34] <heldplayer> It's called the hunger status effect
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L698[12:16:04] <Subaraki> IoP, not that i know xD but there's a mod called the poopmod
L699[12:16:17] <Subaraki> that's a start ! you should check if they didnt do it
L700[12:19:43] <Subaraki> would be fun if they start popping of from you if you havent stood in water for more then a day
L701[12:22:06] <IoP> Subaraki: well that's was my idea
L702[12:22:27] <Subaraki> i approve ^^
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L704[12:22:38] <LatvianModder> how do I update outdated fork branch?
L705[12:22:56] <LatvianModder> this one https://github.com/LatvianModder/MinecraftForge/tree/1.10.x
L706[12:23:18] <kenzierocks> git pull MinecraftForge 1.10.x ?
L707[12:23:21] ⇨ Joins: JustRamon (~JustRamon@168.235.88.38)
L708[12:23:33] <LatvianModder> no way to do it from GitHub?
L709[12:23:36] <kenzierocks> where MinecraftForge is a remote pointing to the MinecraftForge/MinecraftForge repo
L710[12:23:38] <kenzierocks> i don't know
L711[12:23:41] <Bottersnike> Click download zip?
L712[12:23:41] <IoP> git pull <real origin> && git push <your origin>
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L714[12:24:37] <JustRamon> Hello. So my dependencies aren't importing into eclipse. I put the dep in my build.gradle, and ran a sync via the builtin dep sync in eclipse-gradle, but eclipse isn't giving me autocomplete etc.
L715[12:25:26] <LatvianModder> nvm, figured out
L716[12:25:36] <LatvianModder> you CAN do that from GitHub. IN YOUR FACE git.exe!
L717[12:25:54] <IoP> tell us, please, how?
L718[12:27:31] <Lord_Ralex> he did a pr it seems
L719[12:27:45] <IoP> o_O
L720[12:27:54] <Lord_Ralex> which makes it worse really, heh
L721[12:28:10] <kenzierocks> ooh
L722[12:28:10] <kenzierocks> yea
L723[12:28:18] <kenzierocks> i highly recommend against that XD
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L725[12:30:16] <IoP> :P
L726[12:30:25] <IoP> luckily --force fixes that
L727[12:32:17] <sham1> aNOPE
L728[12:32:20] <sham1> NOPE NOPE NOPE
L729[12:33:08] <IoP> Why we said that bad thing. It would have been hilarious to wait lex's comment after next PR to forge?
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L731[12:45:23] <JustRamon> Hmm.. So I tried it with a bigger library like selenium, and I see eclipse download it's dependencies. So basically it is downloading the libraries, but eclipse isn't giving me error correction on it
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L736[12:55:27] <ScottehBoeh> I'm in love with URI's
L737[12:55:36] <ScottehBoeh> Especially in the use of them with Images.
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L739[12:56:02] <ScottehBoeh> (Dynamic images can be fun, especially for editing assets without actually having to provide a new download update)
L740[13:00:20] <gigaherz> that's until you want people to be able to see those images without an internet connection ;P
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L745[13:10:51] <ScottehBoeh> That's where you put an exception :D
L746[13:11:10] <ScottehBoeh> In other news, Well done 1.8 for not actually TURNING OFF the music when its volume is set to 0
L747[13:11:55] * kashike mumbles something about people using old minecraft versions
L748[13:13:17] <LatvianModder> so wait, it keeps playing, but with volume 0?
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L751[13:18:52] <Bottersnike> @LatvianModder yep :D
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L753[13:27:02] <nekosune> I get the feeling I am doing something dumb here, but I can't get this getActualState thing to work
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L760[13:32:13] <LatvianModder> what do you want to do?
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L762[13:32:37] <nekosune> someone pointed out I was missing "textures": in part of my json -_- is sorted now
L763[13:32:50] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/java/com/latmod/silicio/block/BlockSocketBlock.java#L78-L98
L764[13:32:54] <LatvianModder> ah ok
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L786[14:38:58] <MaelstromPhx> is there a way to let player use commands from a clientside mod on a multiplayer server?
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L793[14:53:27] <LexManos> client side command handler
L794[14:56:10] <MaelstromPhx> how would i register that with forge. all the ones ive seen register it with the server
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L796[14:57:46] <LexManos> Why dont you try looking... You register with the command manager for the server
L797[14:57:51] <LexManos> perhaps there is one for the client....
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L801[15:04:27] <LatvianModder> MaelstromPhx: you mean server-side commands to be executed on server side but from client?
L802[15:04:44] <LatvianModder> like when you type in chat /gamemode 1 or smth
L803[15:04:53] <MaelstromPhx> no for a clientside mod
L804[15:04:59] <LatvianModder> or register commands that only appear on client side?
L805[15:05:05] <MaelstromPhx> like say inventory tweaks had commands
L806[15:05:41] <LatvianModder> easy. register them in ClientCommandHandler.instance from proxy, preInit
L807[15:08:01] <MaelstromPhx> ah okey
L808[15:08:04] <MaelstromPhx> ty
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L829[16:33:05] <ScottehBoeh> Anyone else here using Windows 10?
L830[16:33:25] <ScottehBoeh> If so, have you noticed Gradle batch commands not executing? At times, I keep having to press Enter to get it to do the next stage.
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L832[16:40:41] <LexManos> works just fine here
L833[16:44:32] <ScottehBoeh> Mysterious.. Must be something my-side running.
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L858[18:04:42] <secknv> so I made like an "advanced compass" modItem and I'm having trouble with the textures
L859[18:05:05] <secknv> I have 32 textures like the compass but the property override is failing to get them
L860[18:05:24] <secknv> do I have to put a reference to the modID in the resourse location or something
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L863[18:06:18] <secknv> so basically my property override doesnt find the textures
L864[18:06:37] <TehNut> "reference to the modid", you mean the domain?
L865[18:06:56] <secknv> my hunch is I left "new ResourceLocation("angle")" like that
L866[18:07:13] <secknv> should I add something like mymodID:angle?
L867[18:07:19] <TehNut> That will use "minecraft:angle"
L868[18:07:26] <TehNut> You have to specify your own domain
L869[18:07:38] <TehNut> new ResourceLocation("domain", "path")
L870[18:08:13] <secknv> domain being net.notminecraft.whatever?
L871[18:08:19] <TehNut> no, usually it's your modid
L872[18:08:23] <nekosune> the modid
L873[18:08:27] <TehNut> But it can really be anything
L874[18:09:15] <secknv> so inside the json model I have the "overrides" thing with "predicate": { "angle": 0.171875 }
L875[18:09:36] <secknv> is new ResourceLocation("modID", "angle") correct?
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L880[18:19:48] <nekosune> Does anyone know of a way to get current world from an IBlockAccess
L881[18:21:31] <howtonotwin> instanceof World?
L882[18:21:42] <howtonotwin> and a cast
L883[18:21:45] <howtonotwin> but why?
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L885[18:23:06] <nekosune> It doesnt return World though, but ChunkCache
L886[18:23:19] <nekosune> may have to use reflection to get the protected variable out of it
L887[18:23:32] <nekosune> as I need to know things like what dimension the block is in
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L891[18:25:56] <nekosune> !help
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L893[18:26:38] <nekosune> !gf ChuckCache.worldObj
L894[18:27:58] <howtonotwin> Well that's an issue right there, you aren't guaranteed a World.
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L896[18:28:44] <howtonotwin> E.g Botania's platforms will give you a FakeBlockAccess and that will break heavily.
L897[18:30:42] <nekosune> going to check if it is a world or a ChunkCache, it can deal with either of them now
L898[18:30:49] <nekosune> if it is neither, it will fail gracefully
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L914[19:07:11] <howtonotwin> Are there any docs for the animation api yet?
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L922[19:54:54] <ScottehBoeh> G'day g'day
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