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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?
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
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?
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
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?
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
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
L170[03:27:16] <shartte> data binding for
configs?
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.
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
L186[03:32:02]
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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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L219[05:10:48] <sham1> Wait a second
L220[05:10:57] <sham1> Forge has an energy
API?
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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] ***
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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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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
L285[06:37:08]
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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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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
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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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
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?
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] ***
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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
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
L400[09:03:49] ⇦
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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
L426[09:11:19] <Ordinastie_> who is making
the textures and models ?
L427[09:11:19] ⇦
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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
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
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
L471[09:35:32] ⇦
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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*
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
L492[09:57:16] ⇦
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L494[09:58:30] <ScottehBoeh> xD nice
Subaraki
L495[10:02:24] ⇦
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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
L528[10:13:15] ⇦
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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 >_>
L531[10:22:02]
⇨ Joins: cpup (~cpup@32.218.116.128)
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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L538[10:44:33] <Ordinastie_> can you
rephrase that ?
L539[10:44:48]
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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
L544[10:46:45]
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L545[10:47:28] ***
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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?
L567[11:11:44]
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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 :/
L570[11:18:31]
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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
L592[11:25:01]
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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
L599[11:25:44]
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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
L603[11:26:33] ⇦
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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
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
L621[11:33:21]
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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?
L629[11:44:36] <LexManos> yes/no?
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
L641[11:47:07]
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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
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
L652[11:49:16] ⇦
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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
L677[12:00:02] ***
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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
L688[12:05:52]
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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
^^
L703[12:22:34]
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L704[12:22:38] <LatvianModder> how do I
update outdated fork branch?
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>
L713[12:24:24] ***
Bottersnike is now known as Botter|afk
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
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
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?
L730[12:43:31] ⇦
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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
L732[12:45:30] ⇦
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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.
L738[12:56:00] ⇦
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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
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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