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L17[02:00:00] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161115 mappings to Forge Maven.
L18[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161115-1.10.2.zip
(mappings = "snapshot_20161115" in build.gradle).
L19[02:00:14] <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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L27[02:34:20] <Akkarin> So uhm. Does
anybody know a way of using the json model format for entity
rendering specifically?
L28[02:34:55] <LatvianModder> Rendering a
block?
L29[02:35:26] <LatvianModder> Because you
dont use json for entities
L30[02:35:31] <Akkarin> Nah. I figured that
part out. Just an arbitrary model.
L31[02:35:37] <Akkarin> Well I know the
game does not use the format for that.
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L34[02:43:20] <killjoy> 1.12
L35[02:43:26] <killjoy> *fingers
crossed*
L36[02:43:52] <killjoy> I don't know why I
want json entity models
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L49[03:23:55] <Akkarin> Sooo ... I guess
there is at the moment no sane way of rendering any sort of model
file for an entity? :o
L50[03:31:35] <AshIndigo> Why does this guy
want to decompile indev
L51[03:31:53] <AshIndigo> (And get mappings
for.it)
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L66[05:38:25] <TheresaJayne> ok is it
possible to change gravity? I know we have blocks that fall up etc,
but I would like to see a mod where you can lterally rotate your
view so you are walking on walls or cielings by placing Gravity
generators, If there is such a mod can someone please link me
L67[05:39:18] <AshIndigo> There was a mod
that did that
L68[05:39:29] <AshIndigo> But it was on
some weird Chinese site
L69[05:39:34] <AshIndigo> But it mostly
worked
L70[05:40:02] <gigaherz|work> TheresaJayne:
this is a combination of two things
L71[05:40:18] <gigaherz|work> 1. changing
the code that applies the gravity to use a different direction,
and
L72[05:40:31] <gigaherz|work> 2. rotating
the camera view so "down" is transformed into the new
direction
L73[05:40:41] <gigaherz|work> I'm not aware
of anything like that
L74[05:41:03] <AshIndigo> If I can remember
it ill ping you TheresaJayne
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L76[05:41:32] <gigaherz|work> although I
have considered making an "inverted" dimension, where air
is ground, ground is air, and caves are solid tubes
L77[05:41:45] <gigaherz|work> with bedrock
at the top, and the void below
L78[05:44:42] <TheresaJayne> i was thinking
like the Episode in SG1 with the gouauld who manipulated
gravity
L79[05:45:54] <gigaherz|work> I can't
remember that episode, but I can picture what you mean
L80[05:46:05] <gigaherz|work> I wanted to
make a puzzle game like that, a while ago
L81[05:46:21] <AshIndigo> TheresaJayne: its
called starmine
L82[05:46:28] <TheresaJayne> thanks,
L83[05:46:32] <gigaherz|work> where you can
jump around, and in midair, change what "down" is
L84[05:46:47] <gigaherz|work> but with a
cooldown, so you can't just keep changing over and over
L85[05:47:10] <TheresaJayne> the SG1
episode Jack is captured by Baal and he is led into an open room
but then they change the gravity to be on the bottom
L86[05:47:53] <TheresaJayne>
"Abyss" is the sixth episode of the sixth season of
Stargate SG-1.
L87[05:48:39] <gigaherz|work> long time ago
;P
L89[06:15:36] <Ordinastie> Ivorius made a
mod like that IIRC
L90[06:16:11] <Ordinastie> it was quite
impressive, but most likely supported by massive mad hacks
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L92[06:28:48] <ScottehBoeh> how could I go
about getting a players live movement speed?
L93[06:28:59] <ScottehBoeh> I'm trying to
detect if the player is moving or not( checkinf if their speed is
more than 0)
L94[06:29:28] <gigaherz|work> there was a
motionX/Y/Z iirc?
L95[06:29:33] <gigaherz|work> in the
entity
L96[06:29:45] <gigaherz|work> may have been
renamed, but they should still be here
L97[06:29:46] <ScottehBoeh> When trying
motion, it only detected jumps for some reason
L98[06:29:57] <ScottehBoeh> Hm let me try
again
L99[06:30:05] <gigaherz|work> keep in mind,
though, that the movements are done on the client
L100[06:30:17] <gigaherz|work> so it MAY
be that you need the client to do it, and send the info to the
server
L101[06:30:29] <ScottehBoeh> Ah. I'll send
a sound packet
L102[06:30:40] <ScottehBoeh> (Its a
Tin-can Trap, makes a rustle sound when you move through it)
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L105[06:46:44] <wundrweapon> My doggo
won't stop doing borks
L106[06:48:36] <ScottehBoeh> Is there an
event when the player uses number-keys to move items in their
inventory?
L107[06:50:12] <wundrweapon> Not that I
know of. There might be one for inventory modification, though. If
so, you might be able to tie it to a keybind catcher, if that makes
any sense
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L110[06:59:44] <AshIndigo> Gotta love how
my workspace becomes a mini mod pack after a while
L111[07:00:10] <wundrweapon> Tch
L112[07:00:41] <wundrweapon> My mod's
package count is so high I can't view all of them without
scrolling
L113[07:02:13] <AshIndigo> Mine is in one
package
L114[07:06:33] <wundrweapon> O
L115[07:11:22] <ScottehBoeh> Most of my
mods ARE in modpacks. Can barely keep update count when i use
curseforge
L116[07:11:53] <AshIndigo> Bragging now
;)
L118[07:11:58] <ScottehBoeh> Got it
working :D
L119[07:12:29] <ScottehBoeh> Just added in
motion detection to it a few mins ago, so now it only makes a sound
when you stand in it
L120[07:13:09] <Ordinastie> you know there
is method in block to detect when the block is collided with
?
L121[07:17:17] <wundrweapon> But does that
method account for blocks that don't have BBs?
L122[07:19:18] <Ordinastie> yes
L123[07:19:49] <wundrweapon> Oh
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L126[07:29:49] <gigaherz|work> meh.
L127[07:30:11] <gigaherz|work> Note to
self: give ALL of my mods update jsons
L128[07:30:31] <Ordinastie> hum ?
L129[07:30:48] <gigaherz|work> I want
people to be able to know when my mods update ;P
L130[07:31:22] <wundrweapon> That reminds
me
L131[07:31:46] <wundrweapon> How do I give
my mod an automated update checker? More specifically, what's the
best method?
L132[07:31:54] <gigaherz|work> use
forge's
L133[07:32:00] <gigaherz|work> in your
@Mod annotaion
L134[07:32:05] <gigaherz|work> set the
updateJson value
L136[07:32:45] <wundrweapon> Could that
also be implemented in modinfo via useDependencyInformation?
L137[07:33:31] <gigaherz|work> the
"promos" are "<mcversion>-latest", which
point to a "<mcversion>": { "<version
number>" entry
L138[07:33:49] <gigaherz|work> I don't
know, I just use the @Mod annotation
L139[07:34:26] <wundrweapon> Alright
L140[07:34:28] <wundrweapon> Thanks
L141[07:34:28] <gigaherz|work> note that
the updateUrl in the mcmod.info is NOT the same
L142[07:35:14] <gigaherz|work> also, put
newer versions at the bottom, in the update.json
L143[07:35:24] <gigaherz|work> becuase
they show up in reverse order in the mod list in forge
L144[07:35:56] <wundrweapon> Why does it
do that?
L146[07:37:30] <gigaherz|work> that's all
I know about it ;P
L147[07:37:56] <gigaherz|work> apparently
it's recommended entries that show up in the update, rather than
latest
L148[07:39:03] <wundrweapon> Ah, ok
L149[07:39:10] <wundrweapon> But that
leaves one last question
L150[07:39:35] <wundrweapon> How does
forge automagically grab the latest version from an arbitrary
homepage?
L151[07:39:41] <gigaherz|work> wat?
L152[07:39:47] <AshIndigo>
Automagically
L153[07:39:54] <ScottehBoeh> is there a
Minecraft Event for key pressing?
L154[07:39:58] <wundrweapon> Yeah
L155[07:40:00] <gigaherz|work> your @Mod
annotation has updateJson="URL HERE"
L156[07:40:07] <gigaherz|work> during
startup, forge loads an update-check thread
L157[07:40:16] <gigaherz|work> that scans
the mods' updateJson values
L158[07:40:34] <gigaherz|work> and fetches
the URL over http, and reads the contents
L159[07:40:45] <wundrweapon> Do I point
the URL to a file or just the base page
L160[07:40:55] <gigaherz|work> then it
compares the current mod version against that value, and anything
between current and recommended, show up as an update
L161[07:41:07] <gigaherz|work> if
non-zero, it will cause the updates-available icon to show on the
main menu
L162[07:41:14] <gigaherz|work> to the
file
L164[07:41:45] <gigaherz|work> like
such
L165[07:41:49] <wundrweapon> Alright
L166[07:41:50] <wundrweapon> Gtg
L167[07:42:01] <AshIndigo> See ya
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L173[08:01:20] <ScottehBoeh> Added
movement detection :D
L174[08:01:35] <ScottehBoeh> It didn't
work in the first place because I didn't have it checking for
negative motion aswell as posotive
L175[08:02:28] <Ordinastie> can you show
code ?
L177[08:03:01] <ScottehBoeh> Sends a sound
packet to the server
L178[08:03:12] <ScottehBoeh> (The Random
Boolean is just to water down the sound spamming)
L179[08:03:20] <ScottehBoeh> I'll probably
use a 25% chance instead of a 1/2 chance
L180[08:04:18] <Ordinastie> wtf ?
L181[08:04:26] <Ordinastie> why are you
adding SideOnly ?
L182[08:04:56] <Ordinastie> why are you
using Minecraft class ?
L183[08:05:02] <Ordinastie> you're given
the Entity
L184[08:05:53] <gigaherz|work> and if you
want only the client to work, you'd use world.isRemote (the entity
knows the world)
L185[08:05:54] <Ordinastie> if some entity
is sitting inside the block, every client that moves around will
send packets
L186[08:07:08] <ScottehBoeh> I know I was
given the entity :P That player isn't even casted to anything
L187[08:07:10] <ScottehBoeh> (or
used)
L188[08:07:18] <ScottehBoeh> I should've
removed that in the first place I guess
L189[08:07:33] <ScottehBoeh> I'll remove
the Sideonly too
L190[08:07:47] <Ordinastie> and remove
your packet too
L191[08:07:53] <Ordinastie> do it on the
server directly
L192[08:08:41] <Ordinastie> because you
don't want every clients around your block to send packets
L193[08:09:05] <ScottehBoeh> Ah okhe :D
I'll play sound at entity instead
L194[08:09:15] <ScottehBoeh> (And I'll use
the given entity)
L195[08:11:35] <Ordinastie> actually,
right, don't do it on the server, just play the sound
directly
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L197[08:13:25] <ScottehBoeh> I'll just
playSoundAtEntity
L198[08:15:07] <gigaherz|work> uhm wasn't
the reason you did it on the client
L199[08:15:15] <gigaherz|work> that you
didn't have motionXYZ for remote players?
L200[08:15:41] <gigaherz|work> or was that
wrong? ;P
L201[08:19:54] <AshIndigo> Java i swear to
god
L202[08:20:07] <AshIndigo> Just let me
compile
L203[08:21:07] <ScottehBoeh> I was using
the motionXYZ of the entity caught in the block
L204[08:21:10] <ScottehBoeh> (aka, the
entity provided)
L205[08:21:42] <maxanier> Is there a way
to reduce the players visibility to mobs? All I have found are
vanilla checks for #isInvisibile and checking skulls, nothing that
could be modified by Forge. I would like to decrease the
"recognition" distance when a player uses a special
skill
L207[08:22:16] <ScottehBoeh> I've decided
to skip motionX, its somewhat buggy when I don't have side.only. No
idea
L208[08:22:26] <ScottehBoeh> Just doesn't
like X/Z, only Y movement
L209[08:22:31] <gigaherz|work> maxanier:
you can consider adding a hook or something that allows tweaking
it, and make a PR to forge
L210[08:22:33] <gigaherz|work>
however
L211[08:22:45] <gigaherz|work> keep in
mind 1.11 is around the corner (vanilla 1.11 is out andforge is on
the way)
L212[08:22:59] <gigaherz|work> so it will
be preferred that such a PR is applied to the 1.11 branch
L213[08:23:04] <gigaherz|work> for future
use in 1.11 mods
L214[08:23:36] <ScottehBoeh> Changed the
code again
L215[08:23:44] <ScottehBoeh> Leme finalise
this code real quick :D
L216[08:25:33] <maxanier> should not be
too much work, so might do this. But I'm not sure if performance is
of concern here. Since that event would be posted quite often. I
don't think this matters, but I've not that much experience with
something like this
L217[08:25:51] <gigaherz|work> performance
is always of concern
L218[08:26:02] <gigaherz|work> the
question is if the code you add has a reasonably low impact
L219[08:26:03] <gigaherz|work> ;P
L220[08:26:15] <gigaherz|work> that
depends on the situation -- I haven't seen the code.
L221[08:27:55] <maxanier> of course :D, on
Forge side it would be a simple event thrown somewhere in
World#getNearestAttackablePlayer which gathers a double that is
multiplied with the mobs see distance
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L223[08:30:52] <maxanier> it would be
called for each survival player in should Execute of any
EntityAINearestAttackableTarget that targets players, but I just
noticed that it will only be called every
EntityAINearestAttackableTarget#targetChance tick (usually every
10), so it should not hurt too much
L224[08:31:53] <maxanier> Unless there is
a more elegant way than events, I will just create the PR now and
see what happens :D
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L230[08:48:08] <hasunwoo> Why my item
render as block in 1.10?
L231[08:48:45] <gigaherz|work> show your
item
L233[08:53:23] ⇦
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L234[08:56:01] <gigaherz|work> I meant the
model ;P
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L237[08:58:15] <gigaherz|work> that looks
correct
L238[08:58:25] <gigaherz|work> what do you
mean with "render as a block"?
L239[08:58:33] <gigaherz|work> do you mean
the black-and-purple placeholder?
L240[08:59:04]
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L241[08:59:26] <gigaherz|work> if so, do
the logs complain about anything?
L242[08:59:48] <gigaherz|work> does the
registerModels get called? (having the client stuff right there in
the block is ugly, by the way)
L243[09:00:08] <gigaherz|work> what
registry name are you using for this item?
L244[09:00:18] <gigaherz|work> what is the
path string for the model json?
L245[09:00:55] <hasunwoo> modid:name
L246[09:01:07] <hasunwoo> wait
L247[09:01:21] <hasunwoo>
models/item
L248[09:02:17] <gigaherz|work> this would
be easier if you used the exact names for things, not just giving
breadcrumbs
L249[09:02:36] <gigaherz|work> is there
any uppercase letter in either?
L250[09:02:51] <hasunwoo> no
L251[09:02:54] <gigaherz|work> is
registerModels called from PRE-init?
L252[09:03:03] <gigaherz|work> or from
ModelRegistryEvent?
L253[09:04:18] <hasunwoo> Called from
clientproxy in postinit
L254[09:04:26] <gigaherz|work> that wont
work
L255[09:04:37] <gigaherz|work> the model
list is processed in between preinit and init
L256[09:05:04] <gigaherz|work> if you
register models anywhere after preinit, it will appear to be
there
L257[09:05:07] <gigaherz|work> but it
won't be loaded
L258[09:05:16] <hasunwoo> Do i have to
call it from modelregisterevent?
L259[09:05:17] <gigaherz|work> because it
wasn't in the list at the right time
L260[09:05:20] <gigaherz|work> no
L261[09:05:22] <gigaherz|work> yo ucan
choose
L262[09:05:25] <gigaherz|work> either
preinit
L263[09:05:30] <gigaherz|work> or
modelregistry event
L264[09:05:42] <hasunwoo> I will try
L265[09:05:48] <gigaherz|work>
ModelREgistryEvent is 100% sure to happen at the right time,
always, forever
L266[09:05:56] <gigaherz|work> while
preinit is how it works now ;P
L267[09:06:04] <gigaherz|work> (and for
the foreseeable future)
L268[09:06:44] <gigaherz|work> you can use
ModelRegistryEvent by making a *static* event handler for it
L269[09:06:56] <gigaherz|work> and then
annotating the class itself with @Mod.EventBusSubscriber
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L271[09:07:28] <gigaherz|work> (or
alternatively, using a normal non-static event handler and
registering the clientproxy to the bus in the clientproxy
constructor)
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L273[09:08:47] <hasunwoo> Thanks it
work
L274[09:08:53] <hasunwoo> I put it in
preinit
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L278[09:21:59] ***
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L279[09:24:04] <Ordinastie> gotta love
when you spend half an hour debugging for nothing :x
L280[09:24:26] ***
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L281[09:29:05] <TechnicianLP> why does the
channeltopci still state the art contest? isnt the contest
over?
L282[09:29:17] <gigaherz|work> no one
changed it
L283[09:29:25] <gigaherz|work> and yes it
has been over for a while ;P
L284[09:33:27] <AshIndigo> Lesson of the
day
L285[09:33:34] <AshIndigo> Never update
Java
L286[09:33:53] <TechnicianLP> ?
L287[09:33:59] <AshIndigo> Because you
fuck up eclipse afterwards
L288[09:34:19] <gigaherz|work> lesson for
the day: don't use eclipse, because it breaks when you update
java
L289[09:36:08] <AshIndigo> Fuck yeah
L290[09:36:09] <AshIndigo> Fixed it
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L300[10:02:33] <AshIndigo> So I need help
with licenses
L301[10:04:01] <AshIndigo> I don't know
how I should distribute a file
L303[10:04:35] <AshIndigo> The file isn't
my own though
L304[10:04:36] <TechnicianLP> gives some
basic ones
L305[10:04:48] <AshIndigo> Its under
gpl2.0
L306[10:05:23] <AshIndigo> But the
download is in a tar/zip and to make it ueasier for users I was
going to host a mirror for the unzipped version
L307[10:08:14]
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L308[10:14:47] <AshIndigo> Nevermind
guys
L309[10:17:51]
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L312[10:35:07] <gigaherz> nice
L313[10:35:16]
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L314[10:35:24] <TechnicianLP>
malisisadvert?
L315[10:35:27] <thor12022> Is that the
door sound from Doom?
L316[10:35:40] <Ordinastie> TechnicianLP,
the name is in the title *_*
L317[10:35:59] <Ordinastie> thor12022,
Duke3D actually
L318[10:36:10] <Ordinastie> it's been
reused everywhere
L319[10:36:28] <Ordinastie> even sci-fi
movie/show use it too
L320[10:36:28] <thor12022> Ah, it was
tickling DOS games memory
L321[10:38:54] <Ordinastie> if someone is
bored and wanna make some Switches textures... :p
L322[10:43:34] <LatvianModder> Ordinastie:
ETA?
L323[10:43:46] <Ordinastie> for the relay
?
L324[10:44:09] <LatvianModder> those doors
n stuff
L325[10:44:19] <Ordinastie> the doors are
already in MalisisDoors
L326[10:44:26] <Ordinastie> the Switch is
already in MalisisSwitches
L327[10:44:40] <LatvianModder> oh cool.
gotta check out malasisdoors
L328[10:44:44] <Ordinastie> the relay the
(the block with the green X) is coming soon
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L348[11:43:57] ***
Hexeption was kicked by MineBot (Banned: (24H) PMing without cause
and making hacked clients.))
L349[11:44:20] <Ordinastie> lol
L350[11:44:26]
⇨ Joins: KnightMiner
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L351[11:46:57] <TechnicianLP> dont mess
with the operators ...
L352[11:47:54] <Ordinastie> hum, if I plan
to have several skins for different switches, how should I handle
the recipes ?
L353[11:49:17] <gigaherz> basic switch +
some random material/dye
L355[11:50:28] <AshIndigo> Ouch
L356[11:50:55] <TechnicianLP> will it be
more than 16?
L357[11:51:23] <Ordinastie> dunno, but in
what is it relevant ?
L358[11:51:36]
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L359[11:51:39] <TechnicianLP> well i
thought rendering ... until i read recipes (again)
L360[11:52:35] <Ordinastie> I wonder if
it's worth it to have a machine to build them where I allow the
player to chose the skin
L361[11:53:25] <TechnicianLP> or do
something like chisel
L362[11:57:48] <TangentDelta> Yay, setting
up a forge gralde environment for a new mod :D
L363[11:58:00] <TangentDelta>
*gradle
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L366[12:11:03] <ScottehBoeh> So this is a
somewhat confusing question:
L367[12:11:23] <ScottehBoeh> I have a
Backpack, and it has a Backpack Gui (GuiBackpack). I'm wanting to
cancel the user from pressing any NUMBER keys (Such as 1, 2, 5 etc)
whilst the GUi is open
L368[12:11:42] <ScottehBoeh> How would I
go around canceling the player from pressing any keys whilst the
Backpack GUI is present?
L369[12:12:11] <Ordinastie> you should
prevent itemStack pickup from the slot instead
L370[12:13:31] <ScottehBoeh> Ah ok. How
would I go around that? Want me to paste my Backpack Slot
class?
L372[12:13:52] <ScottehBoeh> Thats my Slot
class for the backpack
L373[12:14:16] <gigaherz> have you look at
the Slot class?
L374[12:14:18] <Ordinastie> find what slot
the backpack is in, use a special slot for that one
L375[12:14:22] <gigaherz> seen the method
list
L377[12:15:15] <Ordinastie> looks like
it
L378[12:15:29] <ScottehBoeh> I found
"onPickupFromSlot"
L379[12:15:43] <ScottehBoeh> Could I
potentially override that method and have it return?
L380[12:16:17] <gigaherz> no
L381[12:16:19] <gigaherz> keep
looking
L382[12:16:46] <ScottehBoeh>
canBeHovered?
L383[12:16:58] <gigaherz> too far
L384[12:17:01] <gigaherz> right above
it?
L385[12:17:20] <ScottehBoeh>
canTakeStack?
L386[12:17:22] ⇦
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Leaving)
L387[12:17:27] <gigaherz> what does it
say?
L388[12:17:27] <Ordinastie> bingo?
:D
L389[12:17:35] <Ordinastie> he left
L390[12:17:52] <gigaherz> he facepalmed
the IRC client closed?
L391[12:17:58]
⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.252)
L392[12:18:00] <ScottehBoeh> There
L393[12:18:05] <ScottehBoeh> emm sorry I
crashed on irc
L394[12:18:09] <ScottehBoeh> Is that the
right one?
L395[12:18:12] <gigaherz> did you just
faceplant into the alt-f4 key?
L396[12:18:27] <gigaherz> well if it's not
the right one
L397[12:18:30] <ScottehBoeh> no clue what
happened O.o
L398[12:18:30] <gigaherz> it surely sounds
like it
L399[12:19:04] <gigaherz> anyhow, work
dinner
L400[12:19:05] <gigaherz> bbl
L401[12:19:06]
⇨ Joins: copygirl (~koppeh@copy.mcft.net)
L402[12:19:07] ***
gigaherz is now known as ghz|afk
L403[12:19:11] <ScottehBoeh> Cya later
:)
L404[12:21:23] <ScottehBoeh> Now that I
found the correct method, how shall I make it cancel just numbers
from the keyboard?
L405[12:21:33] <ScottehBoeh> I want the
player to still be able to click and drag it out, but not use
hotkeys like Numbers.
L407[12:22:51] <copygirl> (Works as
intended for the inventory one.)
L408[12:23:04] <ScottehBoeh> Oh cool,
you're doing a Backpack too
L409[12:23:16] <ScottehBoeh> Mine has item
duplication glitches, however ;-
L410[12:23:30] <copygirl> The backpack to
rule them all~
L411[12:24:21] <Ordinastie> ScottehBoeh,
you shouldn't allow clicks on the backpack while open either
L412[12:24:41]
⇨ Joins: AshIndigo
(~AshIndigo@188.29.164.110.threembb.co.uk)
L413[12:24:43] <ScottehBoeh> Ordinastie,
They move items around in the backpack whilst its in hand,
tho./
L414[12:24:55] <Ordinastie> and ?
L415[12:25:02] <copygirl> (In-inventory
backpack?)
L416[12:25:13] <ScottehBoeh> I want them
to be able to move items around in their backpack but not with
hotkeys
L417[12:25:23] <Ordinastie> the slot for
the backpack should be completely locked
L418[12:25:27] <copygirl> ^
L419[12:25:41] <ScottehBoeh> oh!
L420[12:25:47] <ScottehBoeh> There's a
good point o.o
L421[12:26:08] <ScottehBoeh> so instead of
making it so they can't move the item over the backpack, I should
make it so they can't move the backpack in the inventory at
all
L422[12:26:22] <ScottehBoeh> Well.
Actually I've already set it so they can't do that.
L423[12:27:39] <masa> heh, I went the hard
ruote and made my bags freely movable in the inventory while they
are open, and they still work properly :p
L424[12:27:43] <masa> *route
L425[12:27:52] <copygirl> All you need I
believe is a Slot that has isItemValid overridden to always return
false..?
L426[12:28:11] <Ordinastie> masa and you
handle the item being put inside itself ?
L427[12:28:14] <ScottehBoeh> copygirl, if
I do that, they can't move around items with their mouse
L428[12:28:24] <masa> Ordinastie: well
obviously it doesn' tallow that :D
L430[12:28:33] <copygirl> ScottehBoeh:
Only for the slot the backpack is in.
L431[12:28:40] <masa> and the bag
inventory becomes unavailable while the bag is in the cursor
L432[12:28:48] <Ordinastie> masa, if the
gui isn't close when you pick the item from the slot, when it close
?
L433[12:28:50] <Ordinastie> d
L434[12:28:57] <ScottehBoeh> copygirl, Ah
I see.. do you know how I can make it for that specific slot?
L435[12:29:09] <masa> Ordinastie: when the
user closes it, duh :p
L436[12:29:28] <Ordinastie> if the
itemStack is dumped on the floor, do you close it ?
L438[12:29:43] <ScottehBoeh> :o
L439[12:29:50] <Ordinastie> so if someone
else picks it up, it's still open ?
L440[12:29:52] <masa> you simply can't so
anything with the slots in the bag if the bag isn't in the player
inventory
L441[12:29:54] <ScottehBoeh> xD
L442[12:30:05] <masa> this isn't black
magic
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L444[12:30:15] <ScottehBoeh> Surely
preventing it from being moved would be a more simple way around
that?
L445[12:30:18] <masa> I simply always
query for the bag from the player inventory
L446[12:30:23] <ScottehBoeh> Ah ok
L447[12:30:46] <copygirl> That's a nice
way to do it, but somehow that screams "buuugs".
L448[12:30:57] <masa> gimme a sec, I'll
try if gfycat is doable for my level of derpiness :p
L449[12:31:02] <Ordinastie> possible a
dupplication glitch somewhere :p
L450[12:31:19] <masa> it did take some
time to fiddle around to get everything working :D
L451[12:31:31] <masa> please gice it a go
and try to find bugs so I can fix them :p
L452[12:31:32]
⇨ Joins: cpup (~cpup@32.218.114.147)
L453[12:31:47] <copygirl> I'm going a
different route (aka the same I did for BetterStorage), backpack is
placed on the ground, works like a chest, is equipped to you player
instead of going in your inventory.
L454[12:32:00] <ScottehBoeh> Ordinastie
Any way you could help me with making every slot moveable appart
from the backpack one?
L455[12:32:11] <ScottehBoeh> I've got a
video of it, too. Incase anyone has an idea on fixing it.
L456[12:32:20] <Ordinastie>
<Ordinastie> find what slot the backpack is in, use a special
slot for that one
L458[12:32:31] <ScottehBoeh> Ah ok
L459[12:32:35] <copygirl> ScottehBoeh: You
gotta find the slot the backpack is in and replace it with your
own.
L460[12:33:06]
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L461[12:33:23] <Ordinastie> video is
private
L462[12:33:39]
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L463[12:33:44] <ScottehBoeh> There
L464[12:33:49] <masa> uh, well, isn't it
better to have all the player inventory slots as custom and in the
slot check if that slot is the one holding the open bag?
L465[12:34:05] <CsokiCraft> So I have a
couple of @Optional.Method annotations in my code. Can I somehow
check if ANY mod provides a certain API in a similar manner?
L466[12:34:16] <masa> and if so,
isItemValid() returns false
L468[12:35:04] <ScottehBoeh> The thing is,
you can't move the backpack when its in the inventory
L469[12:35:05] <copygirl> So ... it's
probably not all that helpful ^^"
L470[12:35:08] <barteks2x> uh... why java
doesn't have simple 2-dimensional arrays (instead of arrays of
arrays...)
L471[12:35:10] <ScottehBoeh> SO surely
that means its already checking the slot its in?
L472[12:35:14] <Ordinastie> why replace
and not using the right one from the start ?
L473[12:35:42] <barteks2x> It would make
things much easier
L474[12:35:47] <copygirl> Ordinastie:
Because it can be any of the 9 hotbar slots and replacing is easier
than rewriting the hotbar slots creation code.
L475[12:36:11] <copygirl> (Or worse, the
entire slots creation code. DRY!)
L476[12:36:34] <Ordinastie> meh, I recode
the whole inventory system :D
L477[12:36:36] <copygirl> CsokiCraft:
Don't know unfortunately, sorry.
L478[12:37:44] <barteks2x> The possibility
of 0-length multidimensional array is awful
L480[12:37:50] ***
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L481[12:38:07] ⇦
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L482[12:39:18] <copygirl> barteks2x:
Multidimension arrays are just a fancy way of accessing things
using [x + y * xSize] for example, so I guess they figured it
wasn't needed. On the uphand, you can do optimizations for powers
of 2.
L483[12:40:06] <barteks2x> then i want to
create 3-dimensional array that stores block-related data and end
up doing this hack that breaks in weirder cases: BlockPos end =
start.add(data.length, data[0].length, data[0][0].length);
L484[12:40:42] <copygirl> I'd suggest
considering using a one-dimensional array.
L485[12:41:03] <barteks2x> this is unit
test, I want nice syntax for my array
L486[12:41:20] <barteks2x> because it's
created manually, by specifying each element
L487[12:41:21] <copygirl> Wrap it in a
class?
L488[12:41:42] <barteks2x> Writing *yet
another* util class for unit tests?
L489[12:42:10] <masa> copygirl: I forget
how exactly those work, but are the {[]} supposed to be like that
and not {}?
L490[12:42:14] <copygirl> I suppose.
Either that or store the dimensions in some extra variables.
L491[12:42:45] <barteks2x> For now I will
just use that little hack and fix it when I break something
L492[12:42:49]
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L494[12:43:08] <copygirl> masa: I'll go
check. I guess that might be it? Though unsure why the inventory
one works then.
L495[12:43:20] <ScottehBoeh> Hey, does
anyone want to try out my mod?
L496[12:43:30] <ScottehBoeh> I've posted
quite a few cool features, but I've never actually shown my mod
off
L497[12:43:36] <barteks2x> for now my
arrays are nice cubes
L498[12:43:43] <ScottehBoeh> (or is there
somewhere I can showcase my mod instead of irc?)
L499[12:43:49] <killjoy> curse
L500[12:44:27] <AshIndigo> Then have no
shame for advertising
L501[12:44:39] <ScottehBoeh> can I share a
few screenshots instead? :D
L502[12:44:45] <copygirl> masa: I see
purple and black, so it didn't like that.
L503[12:44:47] <killjoy> sure thing
L504[12:44:47] <masa> Ordinastie: well I
did just notice and fix a visual shortcoming in my inventory stuff
:p
L505[12:44:55] ⇦
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L506[12:44:57]
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L507[12:44:58] <AshIndigo> In an imgur
album preferably
L508[12:45:02] <masa> hopefully this fix
doesn't break other things though... >_>
L509[12:45:09] <Ordinastie> question is,
when use picks up the bag again, do you upadte the slots ?
L510[12:45:18] <Ordinastie> *user
L511[12:46:08] <copygirl> Ordinastie: Pick
it up again? You create a custom container when you open the bag,
right? You only have that protected slot for that container.
Doesn't affect player or any other inventory.
L512[12:46:33] <Ordinastie> use case : I
open the bag, I drop the bag on the floor, someone picks it up,
empties it, throws it back to me, can I emtpy it again ?
L513[12:46:53] <Ordinastie> copygirl, I'm
talking in masa's case, where he doesn't lock the slot
L514[12:47:18] <copygirl> Oh. Well I guess
when the back is out of the inventory completely, the container
should close.
L515[12:47:29] <copygirl> (Like when being
sucked out by a machine, too.)
L516[12:47:54] <copygirl> backpack*
L518[12:48:46] <masa> aww shit it doesn't
update properly when I pick it up
L519[12:48:53] <masa> whyyyy
L520[12:49:03] <masa> ... did I start
talkinng to you guys :D
L521[12:49:06] <copygirl> I don't suppose
anyone knows an open source mod that has blocks made up of multiple
submodels..? Not sure why anyone would know, but I'm gonna
ask!
L522[12:49:27] <masa> so I take it that
didn't work?
L523[12:49:31] <killjoy> like
multiparts?
L524[12:49:39] <Ordinastie> masa usually
there are 2 solutions to item containers : either close when slot
is emtpied, or completely lock out the slot
L525[12:49:51] <killjoy> I think vanilla
has that
L527[12:49:59] <killjoy> End portal
frame
L528[12:50:14] <copygirl> masa: I read
them to no avail :I
L529[12:50:25] ⇦
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L531[12:50:47] <killjoy> so tiny
L532[12:50:50] <killjoy> is it
functional?
L533[12:50:56] <copygirl> Tried hving the
submodel in the "defaults" section but got yelled at:
"defaults variant cannot contain a simple submodel
definition."
L534[12:51:06] <Ordinastie> sure, same a
the other swith, wireless interaction
L535[12:51:37] <copygirl> Ordinastie: More
3D!
L536[12:51:48] <killjoy> ^^
L537[12:51:58] <Ordinastie> copygirl, go
make me the model :p
L538[12:52:12] <Ordinastie> (and not with
that JSON shit :p)
L539[12:52:26] <copygirl> What then?
L540[12:52:26] <killjoy> what are you on,
1.7?
L541[12:52:48] <Ordinastie> nope
L542[12:53:02] <killjoy> want .obj?
L543[12:53:03] <Ordinastie> OBJ
L544[12:53:21] <copygirl> Can those be
used with resource packs?
L545[12:53:29] <Ordinastie> yes
L546[12:53:30] <masa> how is obj different
with variant-based submodels?
L547[12:53:45] <TechnicianLP> sure .. it
just means the resourcepack guys have to learn obj
L548[12:53:55] <killjoy> or use
blender
L549[12:54:26] <Ordinastie> well, I
currently don't have anything built in to map a state with
different OBJ state
L550[12:54:39] <Ordinastie> shouldn't be
too hard though, I have it for animations
L551[12:55:53] <barteks2x> This is weird.
I have algorithm with unit tests, no matter how I test it - it
works fine. I use it in game and things fail in ways I can't
explain
L552[12:55:57] ***
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L556[13:00:17] ***
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L557[13:00:18] <masa> copygirl: actually I
think the inventory variant needs to be [{}], but the normal
variant is not used if you have a facing property, right?
L558[13:01:02] <copygirl> Ahh..
L559[13:01:46] <copygirl> So... that
means?
L560[13:02:02] <masa> hmm ntot sure, if
the defaults can't contain it
L561[13:02:30] <masa> actually, why is the
straps then part of the model if it's in every variant?
L562[13:02:33] <copygirl> I'll try getting
rid of the [] in normal and then moving the straps into
facing.
L563[13:02:38] <masa> *not
L564[13:02:55] <copygirl> Because it
shouldn't be rendered if it's equipped.
L565[13:03:10] <copygirl> The top part,
too, isn't rendered because the tile entity adds that and animates
it.
L566[13:03:19] ⇦
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L567[13:03:22] <masa> oh, hmm
L568[13:03:29]
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L569[13:03:57] <masa> but that emans that
every variant of the block, plus the inventory model do thave it
though?
L570[13:04:49] <copygirl> Yes. I'll render
the models separately later.
L571[13:05:01] ⇦
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L572[13:05:18] <Ordinastie> is there a
command to speed up daylight passing ?
L573[13:05:59] <copygirl> "/time add
X" in a repeater commandclock?
L574[13:06:06] <copygirl> block*
L575[13:06:12] <TechnicianLP> repater
commandblock wit /time add 1
L576[13:06:17] *
TechnicianLP was too slow
L577[13:06:49] ***
Mine|dreamland is now known as minecreatr
L578[13:07:30] <Ordinastie> how do I make
it repeat ?
L579[13:07:33] ⇦
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L580[13:07:35] <Ordinastie> (never use
command blocks ><)
L581[13:08:04] <TechnicianLP> place on and
set the leftmost button
L582[13:08:07] <copygirl> You can change
the mode of the new command blocks to be executed every game tick
and not require redstone I believe.
L583[13:08:13] <TechnicianLP> until the
block turns blue
L584[13:08:15] <Ordinastie> ah thx
L585[13:08:28] <copygirl> If it's too fast
you might need a regular command block with a redstone clock.
L586[13:09:09] <copygirl> Placing the
submodel into "facing" didn't do it either :I
L587[13:09:36] <Ordinastie> I thought it'd
be smoother :(
L588[13:09:36]
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L590[13:13:20] <masa> copygirl: each of
the facings, right?
L591[13:16:32] <copygirl> Well.. trying to
avoid that.
L592[13:17:57] <barteks2x> this is just
stupid... I'm occasionally getting a CME in
ClassInheritanceMultiMap, I'm wondering why it doesn't happen in
vanilla. It's obvious that what they are doing here isn't
thread-safe
L593[13:18:06] <barteks2x>
*ClassInheritanceMultiMap constructor
L594[13:19:31] <masa> copygirl: well how
else would you add it to facing?
L595[13:20:00] <copygirl> There's gotta be
a way to have multiple block (sub)models in the default state,
no?
L596[13:20:12] <masa> if facing is your
only blockstate property, and the submodel is not allowed into
defaults, then you need to have it inside each facing I
think?
L598[13:20:29] <barteks2x> any idea why
obvious threading issue wouldn't crash in vanilla, but it does
crash when it's done more frequently in my mod?
L599[13:20:51] <copygirl> I guess
alternatively I could just have a single block model and just use
the tile entity renderer for the rotation.
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L601[13:21:02] <masa> no idea, but it
seems strange for it to not allow submodels in the defaults
state... although you can't remove those I guess, so then they
should just be part of the base modellike I said?
L602[13:21:09] <copygirl> Gets rid of
using 4 block states for no good reason, either.
L603[13:21:42] <masa> facing is not a good
reason? :D
L604[13:21:57] <barteks2x> it crashed when
creating a chunk, and what is even worse THE GAME CONTINUES AS IF
NOTHING HAPPENED
L605[13:21:58] <copygirl> Yes, because I
have a tile entity and a renderer for it anyway.
L606[13:23:06] <masa> but rendering less
with the TESR whould be a good thing for performance
L607[13:23:12] <masa> *should
L608[13:23:43] <Ordinastie> copygirl, why
the TESR ?
L609[13:23:46]
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L610[13:23:53] <copygirl> Ordinastie: Lid
needs to open, like a chest.
L611[13:24:00] <Ordinastie> ah
L612[13:24:25] <Ordinastie> any idea on my
recipes ?
L613[13:25:25] <copygirl> Ordinastie: Get
rid of the space-only strings. I believe that'll cause the recipe
to be only craftable in the top row of the crafting grid.
L614[13:25:35] <Ordinastie> that's
intended
L615[13:25:51] <copygirl> It's confusing
as a player though.
L616[13:26:15] <Ordinastie> if I plan to
have more switches, the place of the dusts will matter
L617[13:26:26] <copygirl> (Also any reason
you're using ABC instead of .. LGR ?
L618[13:26:34] <Ordinastie> habbits
L619[13:26:36] *
copygirl shudders.
L620[13:26:41] ⇦
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L621[13:26:42] <Ordinastie> :p
L622[13:26:55] <copygirl> But why make it
position dependant in the crafting grid?
L623[13:27:20] <copygirl> I can understand
having something on the right instead of the left of the lever
resulting in a different thing.
L624[13:27:28] <Ordinastie> want to have
the lever always on top left
L625[13:27:33] <copygirl> But whether you
place the same 3 items in the top or the bottom row shouldn't
matter.
L626[13:27:56] *
TechnicianLP sneaky little habbitses
L627[13:28:02] <copygirl> Have you thought
of making a base lever and using items to upgrade it instead?
L628[13:28:25] <Ordinastie> and I found
out why ><
L629[13:28:33] <Ordinastie> (thanks to you
:p)
L630[13:28:43] <Ordinastie> I had only 2
spaces for the other rows
L631[13:28:51] <copygirl> Heh.
L632[13:29:19] <copygirl> Did it not throw
an error?
L633[13:29:24] <Ordinastie> no
L634[13:29:50]
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L636[13:33:27] <Ordinastie> nice :)
L637[13:33:28] <Ordinastie> thx
L638[13:34:12] <Ordinastie> theWorld and
worldObj \o/
L639[13:34:20] <kashike> yup :)
L640[13:35:28] <Ordinastie> kashike, what
about a column with the classname ? :p
L641[13:35:47] <kashike> sure
L642[13:36:43]
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L643[13:36:52] <TechnicianLP> why were the
cacuts_aabb swapped?
L644[13:37:22] <barteks2x> 1.11 is going
to be hard... lots of changes to MathHelper
L646[13:38:21] <thor12022> Watch
progress
L647[13:38:28] <Ordinastie> nvm, googled
it :p
L648[13:38:54] <Ordinastie> it's not
really reliable
L649[13:39:15] <Ordinastie> and one could
wonder why the fuck it keeps recommanding videos I've already
watched :s
L650[13:39:27] <TechnicianLP> they only
thing google does reliably is collect your data
L651[13:39:52] <CsokiCraft> So I updated
my dev env to the latest Forge (.2125), and now IC2 is
crashing
L652[13:39:53] <CsokiCraft> Caused by:
java.lang.NoSuchMethodError:
net.minecraft.world.biome.BiomeProvider.getBiomeGenerator(Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/world/biome/Biome;)Lnet/minecraft/world/biome/Biome;
L653[13:40:10] ⇦
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L654[13:40:18] <CsokiCraft> Which is the
last Forge that doesn't have this issue?
L655[13:40:39] <kashike> Ordinastie:
done
L656[13:40:41] ***
Kolatra|away is now known as Kolatra
L657[13:40:57] <Ordinastie> hehe
L658[13:41:12] <Ordinastie> too bad github
cuts it :s
L660[13:41:25] <kashike> it does?
L661[13:41:33] <Ordinastie> width
wise
L663[13:41:53] <copygirl> Does this
help?
L664[13:42:19] <kashike> ah, I use github
wide so I didnt notice
L666[13:43:00] <kashike> Class Name isn't
too important, so scrolling isn't a huge issue I guess
L667[13:43:04] <copygirl> Hmm.. maybe not.
Did the mappings update?
L669[13:44:10] <kashike> yes
L670[13:44:15] <kashike> getBiomeGenerator
getBiome func_180300_a
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L672[13:44:48] <McJty> LatvianModder,
here?
L673[13:45:09] <LatvianModder> Aye
L674[13:45:22] <Ordinastie> you'd think
with a name like "userstyles", the site would be bit more
"stylish"
L675[13:45:30] <kashike> hehe
L676[13:45:36] <McJty> LatvianModder, I
can't seem to claim chunks with ftb utilities in the end. Is that
normal?
L677[13:45:50] <McJty> Works fine in the
overworld and nether (at least for nether last time I tried)
L678[13:45:52] <McJty> But not in the
end
L679[13:46:56]
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L680[13:47:03] <LatvianModder> Yes that is
normal. End is disabled by default for non-ops
L681[13:47:28] <McJty> oh. Well this is
single player. Can I enable that>?
L682[13:47:34] <LatvianModder> Because its
so small, that one person can basically occupy whole end
L683[13:47:43] <McJty> Well I need to
chunkload a chunk :-)
L684[13:47:50] <McJty> Which requires me
to claim it
L685[13:48:10] <LatvianModder> There will
be a config in next version
L686[13:48:27] <McJty> Ah, but for now it
cannot be done? That's unfortunate
L687[13:48:30] <CsokiCraft> So its mapping
changed, as kashike pointed out, but do you know in which
Forge?
L688[13:48:45] <LatvianModder> Yeah,
sorry
L689[13:48:57] <LatvianModder> But next
version be out tomorrow probably
L690[13:49:21] <TechnicianLP> you should
be able to just drop the obfuscated ic2 into your mods folder (youd
have to exclude the unobfuscated one from buildpath)
L691[13:49:50] <McJty> ok
L692[13:50:11] ***
diesieben|away is now known as diesieben07
L693[13:50:15] <Ordinastie> kashike, do
you know if it's possible to establish priorities for styles with
Stylish
L694[13:50:17] <barteks2x> when I decide
to update to newer mappings, is there some automated way to do
that?
L695[13:50:22] <CsokiCraft> Will I be able
to access IC2 API though? (if I add the obfuscated one to my
classpath ofc)
L696[13:50:57] <TechnicianLP> why wouldnt
you be able?
L697[13:50:59] <kashike> Ordinastie: not
sure
L698[13:51:05] <kashike> barteks2x: not
really, no
L699[13:51:12] <Ordinastie> actually, nvm,
I can disable manually
L700[13:51:24] <CsokiCraft> Oh wow, IC2
just updated :P
L701[13:51:32] <Ordinastie> ah wait no, it
disable for all the sites
L702[13:51:38] <CsokiCraft> I'll try with
the new version
L703[13:51:52] <barteks2x> It seems like
it would be possible. srg names don't change, so it would be
possibel to create a tool that takes each name, converts it to srg
name with old mappings and then converts it back to normal with new
mappings
L704[13:52:21] <barteks2x> Seems like
something MInecraftDev plugin for idea could do
L705[13:52:26] <kashike> I mean yes, but
no one has done it yet :P
L706[13:52:36] ***
mumfrey is now known as Mumfrey
L707[13:52:39] <kashike> feel free to open
an issue for that
L708[13:54:18] <Ordinastie> github wide is
unsetteling
L709[13:55:01] <kashike> it takes a while
to get used to, and is great once you are used to it
L710[13:55:02] <kashike> imo
L711[13:55:21] <CsokiCraft> Can I tell
ForgeGradle to set up a JRE 7 workspace when I use "gradlew
eclipse"? I already added "targetCompatibility =
1.7" to my build.gradle
L712[14:03:08] ***
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L713[14:03:10] ***
Keridos|away is now known as Keridos
L714[14:06:29] <killjoy1> With a
modelrenderer, how would I make a 0-depth shape with the texture
the same on both sides?
L715[14:06:46] <Ivorius> Has someone
managed to get visualvm to work with mc?
L716[14:06:57] <killjoy1> I have
L717[14:06:58] <Ivorius> Specifically, to
profile from IDEA
L718[14:07:22] <killjoy1> Not with IDEA,
but I did it with mission control
L719[14:07:32] <killjoy1> just launch it
with some jvm args
L720[14:07:41] <Ivorius> Oh, it works
now
L721[14:07:50] <Ivorius> Just needs to
load for 5 minutes apparently .-.
L722[14:07:59] <killjoy1> I used it to
find a memory leak
L723[14:12:19] <barteks2x> You are lucky
vusialvm works for you, ffor me ti causes some bad issues with
classloading :(
L724[14:12:58] <barteks2x> and crashes the
game
L725[14:13:51] ***
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L727[14:21:08] <killjoy1> don't use it
when starting. It's supposed to do stuff so it can measure variable
usages
L728[14:21:42] ***
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L735[14:33:26] <barteks2x> and how to use
it...?
L736[14:33:45] <kashike> it's a gui
L737[14:34:21] <barteks2x> oh, I need to
download the fatjar?
L738[14:34:34] <kashike> would assume so
:P
L739[14:35:37] <barteks2x> the gui is a
bit... broken
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L741[14:38:33] <barteks2x> Why such things
are so hard to find?
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L745[14:52:52] <copygirl> Hmm.. any idea
how to find out if a player is the current SP player without
accessing clientside classes or so?
L746[14:53:07] <copygirl> That is, the
code also runs on the server.
L747[14:53:35] ***
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L748[14:53:35] <copygirl> I think this
would cause an error: if (!player.worldObj.isRemote || (player !=
Minecraft.getMinecraft().thePlayer)) return false;
L749[14:53:45] <copygirl> So would
instanceof EntityPlayerSP..?
L750[14:54:05] <kashike> !(instanceof
EntityPlayerMP) or something? don't see this often :P
L751[14:54:34] <copygirl> OtherPlayerSP is
not EntityPlayerMP, is it?
L752[14:55:56] <boni> copygirl: world
type
L753[14:55:59] <boni> probably
L754[14:56:31] <copygirl> I... suppose
checking isRemote is enough, since the method wouldn't be called
for other players.
L755[14:57:22] <copygirl> Aaand sorry for
messing up my question. I meant local player, not SP player.
L756[14:57:33] ⇦
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L758[15:03:01] <masa> what is this
for?
L759[15:03:43] <masa> you mean you have to
know on the server side, if the game is single player?
L760[15:07:50] <tterrag|away> copygirl,
your question is flawed. the server has no concept of "the
current" SP player
L761[15:08:16] <copygirl> Yes, but this
code is executed on both.
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L763[15:08:43] <masa> what are you doing
exactly?
L764[15:08:54] <copygirl> And referencing
sideonly classes would cause a crash.
L765[15:09:05] <masa> proxies are for
that
L766[15:09:21] <tterrag|away> yes, use a
proxy
L767[15:09:29] <copygirl> I suppose ...
but adding a proxy method just for seeing if a player is a the
client player?
L768[15:09:41] <tterrag|away> it doesn't
even need to be a proxy
L769[15:09:42] <Ordinastie> what do you
need exactly ?
L770[15:09:45] <tterrag|away> just SOME
other method
L771[15:09:54] <tterrag|away> as long as
the server-unsafe code is behind a method invocation it should be
fine
L772[15:10:12] <copygirl> I'm porting some
old code, and need to know if the local player stopped sneaking
since the last tick.
L773[15:10:19] <copygirl> Yeah, that's
what I did before.
L774[15:10:33] <masa> huh?
L775[15:10:45] <tterrag|away> why is that
logic anywhere near the server then?
L776[15:10:48] <masa> why are other
players then different?
L777[15:11:06] <copygirl> Needed in
getPlayerRelativeBlockHardness
L778[15:11:31] <copygirl> It was a
workaround for something, might not even be relevant anymore
11
L779[15:11:54] <masa> still smells like an
xy-problem
L780[15:13:51] <copygirl> What it comes
down to is, I have a block that can be equipped by breaking
it.
L781[15:14:12] <copygirl> Sneaking and
breaking it will do that. Not sneaking causes the block to take
longer to break.
L782[15:14:30] <copygirl> If the players
is sneaking and can't equip it, it should be unbreakable.
L783[15:15:16] <copygirl> I think what I
wanted to do is reset the block breaking progress if the player
happens to be sneak or stop sneaking.
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L785[15:16:41] <masa> can't you just query
for the capability on the player to see if they can equip it, in
the getPlayerRelativeBlockHardness() method and just return the
relevant value based on if the player is sneaking and can equip it
or not?
L786[15:18:07] <masa> or is the only issue
that if they stop sneaking the breaking progress doesn't
reset?
L787[15:18:40] <copygirl> Yeah.
L788[15:18:56] <masa> I would almost just
make it so that in onBlockActivated() if sneaking, then equip
L789[15:19:07] <copygirl> No!
L790[15:19:31] <masa> well, _I_ would, you
maybe not
L791[15:19:35] <copygirl> The sneak break
to equip just feels right.
L792[15:20:12] <copygirl> (Have you tried
out BetterStorage backpacks yet? *shameless advertising*)
L793[15:20:35] <masa> not to me. I would
expect a block broken to drop as an ite. And if I want to equip it,
then I would "use" the block as in strap it onmy back, by
sneak + right clicking on it. but yeah whatever
L794[15:20:42] <masa> nope..
L795[15:21:14] <masa> I haven't even
played any modded (except for abou two weeks in this May) in 21
months or so
L796[15:21:22] <copygirl> It feels more
natural, instantly equipping a backpack that's a block on the
ground is weird.
L797[15:21:29] <copygirl> It also has
gameplay implications.
L798[15:21:53] <masa> hmm well. back to
the break reset problem
L799[15:22:52] <masa> can't you manually
reset the progress? how does that even work, is it synced from the
server, or does the client control it?
L800[15:24:13] <copygirl> I believe the
server resets the progress, and the client doesn't..?
L801[15:24:22] <copygirl> I ... really
have to test this beforehand!
L802[15:24:44] <masa> but there are events
for block breaking though, right? so in there if
(player.worldObj.isRemote) stuff(); ?
L804[15:26:11] <killjoy> I guess I'm
already following everyone I should follow
L805[15:26:33] ⇦
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L806[15:26:43] <Ordinastie> or you just
don't like anybody
L807[15:27:02] <killjoy> *grump*
L808[15:31:50] *
TechnicianLP got his cursor stuck in capture when hitting a
breakpoint ....
L809[15:32:01] <TechnicianLP> does someone
know i can get my mouse back?
L810[15:32:05] ⇦
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L811[15:32:09] <TechnicianLP> how*
L812[15:32:36] <copygirl> Try
cheese?
L813[15:32:59] <copygirl> (No, but really,
what do you mean?)
L814[15:33:14] ⇦
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L815[15:33:26] <TechnicianLP> my mouse i
still hiden by minecraft, which is suspended by intellij, which
needs mouse to unsuspend
L816[15:34:14] <barteks2x> it's
dooable
L817[15:34:28] <barteks2x> TechnicianLP,
you need to press alt+u
L818[15:34:34] <barteks2x> and select
"evaluate expression"
L819[15:34:50] <barteks2x> and then
evaluate Mouse.setGrabbed(false); (alt+v to evaluate)
L820[15:35:21] <TechnicianLP> thanks
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L823[15:40:41] *
TechnicianLP needs a macro for that
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L830[16:11:28] <Lord_Ralex> db said this
morning it had a few issues
L831[16:13:58] <quadraxis> JIRA is
currently being reindexed. Depending on how large the database is,
this may take a few minutes. JIRA will automatically become
available as soon as this task is complete.
L832[16:14:16] <barteks2x> I was getting
"service temporarily unavailable" right after I clicked
something
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L835[16:19:19] <quadraxis> An error
occurred whilst rendering this message. Please contact the
administrators, and inform them of this bug. Details: -------
org.apache.velocity.exception.MethodInvocationException: Invocation
of method 'getIssueCountByFixForVersion' in class
com.atlassian.jira.plugin.projectpanel.impl.VersionDrillDownRenderer$RoadMapGraphingBean
threw exception
com.atlassian.jira.issue.index.SearchUnavailabl
L836[16:19:20] <quadraxis> eException:
com.atlassian.util.concurrent.LazyReference$InitializationException:
com.atlassian.util.concurrent.LazyReference$InitializationException:
com.atlassian.jira.util.RuntimeIOException:
java.io.FileNotFoundException:
/data/jira-home/caches/indexes/issues/_pg.cfs (No such file or
directory) at
templates/plugins/jira/projectpanels/roadmap-panel.vm[line 94,
column 37] at org.apache.velocity.r
L837[16:19:22] <quadraxis>
untime.parser.node.ASTMethod.handleInvocationException(ASTMethod.java:337)
at
org.apache.velocity.runtime.parser.node.ASTMethod.execute(ASTMethod.java:284)
at
L838[16:19:26] <quadraxis> well then
L840[16:26:52] <kashike> barteks2x: it's
up now
L841[16:28:27] <barteks2x> I don't need to
access it right now, I can wait until it's fixed. And it's still
broken.
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L856[17:43:42] <ScottehBoeh> best event to
use to check if the player is right clicking water?
L857[17:43:49] <ScottehBoeh> I was hoping
for a BlockRightCLick event or something
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L863[17:47:12] <copygirl> ScottehBoeh:
Probably a general right click event + raytrace?
L864[17:47:19] <ScottehBoeh> Ah ok
L865[17:51:18] <ScottehBoeh> ok I've got
the block instance, now how do I check that its water?
L866[17:51:19] <ghz|afk> check how the
water bucket does it?
L867[17:51:25] <ScottehBoeh> (Currently
it's instance of BlockFluidBase)
L868[17:51:31] <ScottehBoeh> O..h good
point
L869[17:51:38] <ghz|afk> don't use
instanceof for that
L870[17:51:42] <ScottehBoeh> Ya see, this
is why I need you smart people ;-;
L871[17:51:48] <ghz|afk> you can just
check the IBlockState
L872[17:52:34] <ghz|afk> well, the
material, against Material.WATER, or something
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L874[17:55:48] <ScottehBoeh> awesome :D
Think I got it
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L878[17:58:34] <gruetzkopf> hmm, is there
any premade way to check for clear line of sight between two blocks
in world?
L879[17:59:29] <ghz|afk> sortof
L880[17:59:39] <ghz|afk>
world.rayTraceBlocks
L881[17:59:54] <ghz|afk> if you hit the
target block, there's line of sight
L882[18:00:00] <ghz|afk> if you hit
anything else, there isn't
L883[18:00:16] <ghz|afk> it's not a fast
operation
L884[18:00:23] <ghz|afk> but if you don't
have to do it often, it works
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L887[18:04:01] <TheLonely> Is it just me
or does NBTTagCompound just not save with itemInteractionForEntity?
(Sorry, started with modding not too long ago :P)
L888[18:06:26] <ScottehBoeh> Do you
initialise the NBT save method in the itemInteractForEntity?
L889[18:06:57] <ScottehBoeh> jks, idk what
I'm talking about
L890[18:07:28] <gruetzkopf> yeah i'm not
doing it too often
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L900[18:24:44] <echeese> hello
L901[18:31:14] <Shambling> weird that I
have a bug that no one else seems to have with chisel and bits, and
I don't use optifine. chiseled blocks are invisible on one side
:o
L902[18:31:30] <Shambling> wonder if
windows 10 updated my graphics card without telling me again
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L905[18:36:06] <Shambling> weird it seems
to only be diaganol wood from xtra utilities 2 :o
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L937[20:42:09] ⇦
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(Ping timeout: 206 seconds)
L938[20:42:56] ***
Vigaro is now known as V
L939[20:43:01]
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(~Doty1154@2601:648:8000:134f:283d:8c83:8946:3fde)
L940[20:45:25] ⇦
Quits: edr (~edr@d-65-175-180-73.cpe.metrocast.net) (Read error:
Connection reset by peer)
L941[20:52:18] ⇦
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L945[21:01:31] ***
Keridos is now known as Keridos|away
L946[21:03:54] ⇦
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L949[21:09:14] ***
Mumfrey is now known as mumfrey
L950[21:09:42] ⇦
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L951[21:10:35] ⇦
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L953[21:11:30]
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L955[21:16:17] ***
Keridos|away is now known as Keridos
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L957[21:22:40] ***
cpw is now known as cpw|out
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L959[21:24:59] ⇦
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seconds)
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L963[21:36:41] ⇦
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L964[21:47:24] ⇦
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L967[22:09:28] ⇦
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(Quit: またね)
L970[22:16:19] ⇦
Quits: mallrat208 (~mallrat20@107-145-175-135.res.bhn.net) (Quit:
Leaving)
L971[22:26:17] ⇦
Quits: gr8pefish (~gr8pefish@24.121.241.166) (Quit: I'm
gone)
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L973[22:27:58] ***
Mine|away is now known as minecreatr
L974[22:31:50] ⇦
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(Quit: Leaving)
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L977[22:47:52] ***
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L978[22:51:50] ⇦
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L979[22:54:31] ⇦
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(Quit: I'm gone)
L980[22:56:41] ⇦
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L983[23:05:08] ⇦
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L985[23:19:46]
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L986[23:21:46] ⇦
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Leaving)
L987[23:22:25] ⇦
Quits: Brokkoli (~Brokkoli@p5B23C21C.dip0.t-ipconnect.de) (Quit:
Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L988[23:29:59] ***
Keridos is now known as Keridos|away
L989[23:44:05] ***
Darkevilmac is now known as DarkevilAway
L990[23:46:39]
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L991[23:46:47] <williewillus>
!latest
L992[23:54:42] <tterrag> williewillus:
nope
L993[23:55:11]
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(Girafi@0x555178eb.adsl.cybercity.dk)