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L13[01:22:49] <killjoy> Ooh,
ResourceLocation has a serializer now
L14[01:24:19] <killjoy> Used in
advancements
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L20[01:45:35] <killjoy> I just realized the
inspiration for the illusionist
L22[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170610 mappings to Forge Maven.
L23[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170610-1.11.zip
(mappings = "snapshot_20170610" in build.gradle).
L24[02:00:17] <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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L86[03:14:46] <Subaraki> why do custom
arrows jiggle so much ?
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L116[03:19:44] *** anarchy.esper.net sets mode:
+oo Abrar|gone LexMobile
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L118[03:21:41] <ghz|afk> Subaraki: what's
your entity registration like?
L119[03:21:49] <ghz|afk> forge provides an
updateFrequency parameter
L120[03:22:02] <Subaraki> 256, 20
L121[03:22:08] <Subaraki> range,
frequency
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L124[03:24:43] <ghz|afk> hmmm vanilla
arrows also use 20
L125[03:24:50] <ghz|afk> so that shouldn't
be the reason
L126[03:25:14] <ghz|afk> and by jiggle
what do you mean exactly?
L127[03:28:26] <Subaraki> the back flaps
about
L128[03:28:41] <Subaraki> and hte arrow
returns towards the shooter
L129[03:28:47] <Subaraki> it corrects
itself though
L130[03:29:02] <Subaraki> once it landed
it updates and its placed in the ground
L131[03:29:07] <Subaraki> let me try and
get a gif for you
L132[03:29:12] <ghz|afk> wat
L133[03:29:21] <ghz|afk> it changes the
movement direction mid-flight?
L134[03:29:25] <Subaraki> yeah
L135[03:29:33] <Subaraki> on initial
flight really
L136[03:29:47] <ghz|afk> that sounds like
your entity is very wrong
L137[03:30:03] <ghz|afk> maybe you tried
to copy too much from vanilla code and something is overwriting
numbers
L138[03:30:05] <Subaraki> i got the
problem with one of my bows, where i should straight forward, but
the arrow flies to the right. once landed, it pops back in the
correct position
L139[03:30:11] <Subaraki> i doubt it, i
extend entityarrow
L140[03:30:19] <ghz|afk> that's exactly
what I mean
L141[03:30:25] <ghz|afk> maybe extending
entityarrow won't work ;p
L142[03:30:36] <ghz|afk> I'm not saying
you should rewrite that
L143[03:30:39] <ghz|afk> just MAYBE it's
the case
L144[03:30:42] <ghz|afk> it would need
investigation
L146[03:37:05] <killjoy> I remember that
bug being in vanilla
L147[03:37:45] <ghz|afk> hmm that has two
explanations, I think
L148[03:38:10] <Subaraki> and this bow
shoots off to the right
L150[03:38:24] <Subaraki> but when fully
charged only (flame particles) maybe somethign with the flight
speed ...
L151[03:38:30] <ghz|afk> either 1. the
client thinks the facing is different (you may not call
setPositionAndAngles or whichever name it has correctly, and rely
on later calls to fix the value)
L152[03:38:55] <ghz|afk> or 2. the
client-side update code is messed up
L153[03:39:38] <Subaraki> maybe i need to
call this somewhere
L154[03:39:39] <Subaraki>
registerFixesArrow(fixer, "Arrow");
L155[03:39:41] <ghz|afk> how do you spawn
the EntityArrow? do you have the code for that?
L156[03:39:46] <Subaraki> its in the arrow
class itself
L157[03:40:01] <ghz|afk> no datafixers are
for updating old mc info
L158[03:40:07] <Subaraki> ah okay
L159[03:40:35] <ghz|afk> uhm
L160[03:40:38] <ghz|afk> where in
EntityArrow?
L161[03:40:38] <Subaraki> the arrow is
spawned the same way the bow does it, and the code is copied from
ItemArrow.createArrow (minus the status effect stuff)
L162[03:40:43] <ghz|afk> I don't see any
call to spawnEntity in it
L163[03:41:02] <ghz|afk> oh
ItemArrow
L164[03:41:05] <Subaraki> yeah
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L167[03:42:11] <ghz|afk> which html
element?
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L169[03:43:59] <PaleoCrafter> the root
<html> one :P
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L171[03:45:13] <Subaraki> as i extend
entityarrow, all vanilla stuff should be called on it too
right?
L172[03:45:23] <Subaraki> if they check
for entity instanceof entityarrow
L173[03:46:09] <ghz|afk> hmmm I prefer the
smaller font size... with bigger zoom level XD
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L178[03:48:40] <ghz|afk> (the scrollbar
appeared after zooming in, and didn't go away on zoomout)
L179[03:49:24] <PaleoCrafter> yeah, that's
the scrollbar plugin not properly updating after a resize
L180[03:50:23] <PaleoCrafter> but you
basically want a full-width design with larger fonts? :P
L181[03:52:42] <PaleoCrafter> also, your
browser doesn't seem to properly apply the change to every element.
Technically, everything should get larger, not just the fonts
Oo
L182[03:52:57] <ghz|afk> hm?
L183[03:53:17] <ghz|afk> oh
L184[03:53:20] <ghz|afk> I applied it to
the body oops
L185[03:53:26] <PaleoCrafter> ah :P
L186[03:53:33] <PaleoCrafter> that's
completely different xD
L187[03:53:43] <PaleoCrafter> all hail
rem
L188[03:53:58] <ghz|afk> I had no idea
font-size in the html hag would effectively apply a full-page
scaling
L189[03:54:03] <ghz|afk> that seems stupid
XD
L191[03:54:32] <PaleoCrafter> I know what
it looks like :P
L192[03:54:34] <ghz|afk> yeah I can get
behind that
L193[03:55:04] <ghz|afk> yes but if I
hadn't taken the screenshot, i'd still think it looks weird and
wrong
L194[03:55:04] <ghz|afk> ;P
L195[03:55:12] <ghz|afk> because it was
applied to the wrong thing
L196[03:55:38] <PaleoCrafter> the point of
the whole site scaling is people changing the font size in their
browser size, keeping the rest as-is would look incredibly
weird
L197[03:56:08] <ghz|afk> ah
L198[03:59:40] <ghz|afk> [10:40]
(Subaraki): the arrow is spawned the same way the bow does it, and
the code is copied from ItemArrow.createArrow (minus the status
effect stuff)
L199[03:59:50] <ghz|afk> and you call
setAim right afterward? before spawning on the world?
L200[03:59:57] <PaleoCrafter> the only
problem is that if we go for the larger size, the header height
won't match the forums xD
L201[04:00:22] <Subaraki> yes
L202[04:00:23] <ghz|afk> can't you just
increase the size/margins on the content part, leaving the header
alone?
L203[04:00:24] <Subaraki> hmm
L204[04:00:28] <Subaraki> maybe not client
side though
L205[04:00:35] <ghz|afk> yo udon't have
to
L206[04:00:41] <ghz|afk> you don't spawn
the entity client-side
L207[04:00:43] <ghz|afk> the server
does
L208[04:00:52] <ghz|afk> (sends packets
and stuff)
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L215[05:00:53] <ghz|afk> I wish mc would
get a fast leaf decay "gamerule"
L216[05:01:06] <ghz|afk> like instead of
randomTickSpeed have separate random rates for crops and
leaves
L217[05:10:44] <Subaraki> onUsingTick >
add some nbt data > release mouse > doesn't trigger
onPlayerStoppedUsing
L218[05:10:54] <Subaraki> is it because
the itemstacks aren't the same anymore ?
L219[05:12:01] <ghz|afk> yup mc considers
it a new stack
L220[05:12:31] <ghz|afk> you could try to
use shouldCauseReequipAnimation to make it think the item didn't
change
L221[05:12:43] <ghz|afk> but I think even
then the use tracker will have reset
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L223[05:22:29] <Subaraki> ten mybe i have
to pass trough player data o.O
L224[05:22:45] <Subaraki> because loading
a gun, stop on loading, then reclick to fire, is going to be
impossible this way
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L226[05:25:12] <Subaraki> no wait
L227[05:25:14] <Subaraki> no need for
that
L228[05:25:16] <Subaraki> i think i fixed
it
L229[05:25:28] <Tahg> doesn't seem like it
should be that hard
L230[05:25:45] <Subaraki> its ugly
though
L231[05:26:14] <Subaraki> unloaded
crossbow : hold to load. changes nbt to loaded : changes model and
restarts bow animation (because its concidered a new stack)
L232[05:26:15] <Tahg> I mean, lots of mods
store NBT on their tools, so there's gotta be some halfway decent
way to do it
L233[05:26:42] <Subaraki> release and set
nbt to ended loading. lcick again to fire
L234[05:29:28] <Tahg> so
shouldCauseReequipAnimation didn't work for you then?
L235[05:34:01] <ghz|afk> the method works
for some things
L236[05:34:03] <ghz|afk> but not
others
L237[05:35:29] <ghz|afk> HMMM
L238[05:35:37] <ghz|afk> does 1.12 not
play the break sound anymore?
L239[05:35:49] <ghz|afk> I didn't even see
particles
L240[05:35:55] <ghz|afk> seems like it
doesn't "detect" an item breaking
L241[05:35:59] <ghz|afk> bug, I
guess
L242[05:36:08] <ghz|afk> (vanulla 1.12,
that is)
L243[05:38:40]
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L244[05:51:31] ***
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L245[05:51:45] <illy[Work]> morning
o/
L246[05:52:01] <ghz|afk> o/
L248[05:52:51] <PaleoCrafter> nothing
happens after that :P
L249[05:53:31] <illy[Work]> well thats
new
L250[05:53:52] <PaleoCrafter> tried it
with Java installed and without, same output for both
L251[05:54:41] <illy[Work]> I wonder what
changed... because it works on windows and linux...
L252[05:56:40] <illy[Work]> I could have
broken the runpath
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L254[05:57:03] <illy[Work]> I was playing
with that before the macissue
L255[05:57:36] *
illy[Work] still needs to change the JRE locaion... ill just bake
it into the fix
L256[05:57:51] <illy[Work]> vim .
L257[05:58:01] <PaleoCrafter> ffs :P
L258[05:58:26] <illy[Work]> bah im sleepy
ive been up sense 3 :P
L259[05:58:29] <ghz|afk> illy[Work]: you
need a camera eye-tracking where you look
L260[05:58:58] <illy[Work]> I need to stop
moving the mouse on my track pad while I type :P
L261[06:02:17] <illy[Work]> hmm I wonder
if it broke on windows to...
L262[06:02:25] *
illy[Work] powers up vm
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L274[07:10:02] <diesieben07> with the
forge energy system (IEnergyStorage) are you supposed to push
energy in or expect the energy to be pulled out from you (i.e. does
the generator call receiveEnergy on the battery or does the battery
call extractEnergy on the generator)?
L275[07:10:32] <ghz|afk> that would depend
on the cables, but I think push is expected
L276[07:10:44] <ghz|afk> and no the
battery will never call extract
L277[07:10:50] <diesieben07> well, it's
kinda bad if it depends on the cable
L278[07:10:56] <diesieben07> because that
destroys mod interop...
L279[07:10:58] <ghz|afk> the only thing
that MAY extract manually would be some cables
L280[07:11:22] <ghz|afk> like some energy
retrieval node
L281[07:11:39] <ghz|afk> would call
extract itself, instead of exposing a received and passively
allowing generators to push
L282[07:11:39] <diesieben07> so the
generator calls receiveEnergy
L283[07:11:51] <ghz|afk> yes
L284[07:11:57] <ghz|afk> the generator is
expected to actively push
L285[07:11:58] <diesieben07> ok cool.
thx
L286[07:12:11] <ghz|afk> to any receiver
around itself
L287[07:12:23] <ghz|afk> (at least on the
configured output sides, if it has config)
L288[07:13:18] <ghz|afk> this is how I
implemented it
L290[07:13:24] <ghz|afk> it's probably not
the best approach
L291[07:13:25] <ghz|afk> but it
works
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L293[07:13:52] <ghz|afk> (transferPower
method)
L294[07:14:00] <diesieben07> cool will
check it out
L295[07:14:29] <PaleoCrafter> are you
actually working on a mod? D:
L296[07:18:52]
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L298[07:27:45] <diesieben07> planning
to
L299[08:09:56] <maxanier> Does anybody
have an idea why the EntityVillagers use
((PathNavigateGround)this.getNavigator()).setBreakDoors(true);
instead of
((PathNavigateGround)this.getNavigator()).setEntersDoors(true);
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L303[08:10:28] <maxanier> eventhough task
like EntityAIDoorInteract require EnterDoors to be set?
L304[08:11:46] <maxanier> nevermind, looks
like this is set indirectly in
PathNavigateGround#getPathFinder
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L316[09:52:53] <ghz|afk> ugh stupid bug
where animals can phase through fences (when they are in lazy
chunks or whatever causes this)
L317[09:55:34] ***
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L322[10:14:38] <halvors1> Hi. I'm
experiencing a strange problem when trying to duhn my 1.7.10 mod in
a obfuscated enviroment. From my crash log
https://pastebin.com/TvwVJkji it is obvious that the
getWorld method is being obfuscated, but the unobfuscated method is
still called, how can i prevent this?
L323[10:14:51] <halvors1> run*
L324[10:15:25] <PaleoCrafter> you probably
won't get any support with 1.7.10 on here anymore :P
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L326[10:17:37] <PaleoCrafter> but
generally speaking for obfuscation problems: you probably ran the
wrong build task
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L328[10:18:36] <ghz|afk> yep sounds like a
build vs jar issue
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L331[10:30:37] <halvors1> Ok, thanks. How
coult i run the wrong build task? Did "gradle build" on
standard ForgeGradle setup.
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L334[10:36:30] <ghz|afk> no idea -- I only
know how that works in 1.8+
L335[10:36:56] <PaleoCrafter> why are you
writing a mod for 1.7.10 in the first place? q.q
L336[10:39:07] <ghz|afk> it's funny how we
have got a few 1.7.10 requests more than usual NOW that 1.12 is out
;P
L337[10:39:21] <ghz|afk> I wonder if
people are backporting the new blocks and stuff to 1.7.10 or
something ;P
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L343[11:03:09] <halvors1> Been porting my
old 1.6.4 mod. Taking it slowly, gonna make it work for 1.7.10
before moving on to 1.10.2
L344[11:05:05] <PaleoCrafter> 1.6.4 to
1.7.10 are relatively small changes and they're void as soon as you
update to 1.10.2 anyways, since the registries have changed quite a
bit since then
L345[11:05:57] <halvors1> Yeah, but then i
maybe should get the issues with 1.7.10 resolved first or?
L346[11:06:00]
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L347[11:06:42] <PaleoCrafter> iirc, all
there was to 1.6.4 to 1.7.10 is ID stuff and like I said,
registries changed *again* anyway, so no point in doing that work
twice :P
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L350[11:30:44] <halvors1> Yeah ok.
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L356[12:32:59] <primetoxinz> having an
annoying issue where people are calling getStateFromMeta with
ItemStack meta when they aren't related and I'm not sure what to
do
L357[12:33:38] <McJty> primetoxinz,
'people'?
L358[12:33:57] <primetoxinz> currently the
Biomes O Plenty Achievement handler it seems
L360[12:34:27] <primetoxinz> breaks
things
L361[12:34:54] <McJty> Define 'things'?
What are you trying to do?
L362[12:35:14] <primetoxinz> well, my
block has two int properties
L363[12:35:22] <primetoxinz> one for
orientation, one for type.
L364[12:35:45] <primetoxinz> the type is
saved in the ItemStack meta and in the TileEntity, but the
orientation is saved in the block meta
L365[12:35:57] <primetoxinz> so when that
calls getStateFromMeta with the itemstack, it gets the wrong
values
L366[12:36:08] <McJty> That code should
use getPickBlock()
L367[12:36:13] <primetoxinz> yeah
L368[12:36:21] <primetoxinz> should I
report that to them?
L369[12:36:26] <McJty> I think so
yes
L370[12:36:37] <PaleoCrafter> not really
getPickBlock, since it has to go from item to block
L371[12:36:53] <McJty> yes I know... the
other way around. What was that again
L372[12:37:02] <PaleoCrafter> there isn't
a really good way for it, that's the thing xD
L373[12:37:20] <PaleoCrafter> they should
be doing some preliminary checks for ItemBlock first, anyway
L374[12:42:21] <PaleoCrafter> heck, the
proper solution would be some sort of "PickupAchievement"
interface to slap on their (Item)Blocks and only special casing
Vanilla
L375[12:47:51] <primetoxinz> is it not
possible to save all the properties to a tile and use only
getExtendedState?
L376[12:50:35] <PaleoCrafter> you mean
getActualState? getExtendedState has a slightly different
scope
L377[12:50:50] <primetoxinz>
getActualState is client only, I thought?
L378[12:52:17] <PaleoCrafter> not really,
no
L379[12:52:24] <primetoxinz> oh, ok
L380[12:52:44] <primetoxinz> and extended
states are for the unlisted properties then?
L381[12:52:48] <PaleoCrafter> yep
L382[12:53:47] <PaleoCrafter> it's correct
however that both are basically only useful on the client or more
specifically for rendering and *some* other stuff
L383[12:54:49] <primetoxinz> I'm using it
for bounding box and model state, should be fine I think
L384[12:55:24] <PaleoCrafter> so while you
technically can store all your property values in a TE, you can't
use them in a lot of places
L385[12:55:38] <primetoxinz> right
L386[12:56:00] <primetoxinz> more or less
decorative blocks, so not a big deal
L387[12:56:12] <PaleoCrafter> that's why
I'd personally put orientation into TEs and type into meta
L388[12:56:29] <PaleoCrafter> at least for
machine-type stuff
L389[12:56:45] <primetoxinz> right, but
for this there are limtied orientations but I want to have as many
types as I want
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L391[13:09:25] <primetoxinz> Gil, just a
warning. I had to change Siding/etc internally and any blocks might
have disappeard
L392[13:09:29] <primetoxinz> not the
items, though
L393[13:10:17] <primetoxinz> oh, wrong irc
lol
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L397[13:12:58] <LexMobile> PaleoCrafter:
How close are you to having the new download page done?
L398[13:13:44] <PaleoCrafter> depends on
what you still want changed, then I can get it done within the hour
^^
L399[13:15:17] <LexMobile> well the old
layout was rejected AGAIN and im fucking pissed
L400[13:15:22] <LexMobile> so we can try a
radical shift.
L401[13:15:45] <halvors1> PaleoCrafter:
Seems like the issue was caused by my custom interface with a
getWorld() method, and since my TileEntity is impelemnting this and
the base getWorld() method in TileEntity is obfuscated that causes
the error.
L402[13:16:00] <LexMobile> Do whatever you
think it would take to make them fucking accept that shit -.-
L403[13:16:16] <halvors1> PaleoCrafter:
There is not good way to workaround this other than renaming my
impemented method right?
L404[13:16:27] <PaleoCrafter> don't think
so, no
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L406[13:17:25]
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L407[13:18:40] <PaleoCrafter> Lex, I
suppose they could have a problem with the collapsible downloads
section. The "real" content is obscured behind a button
while the ads are rather prominent
L408[13:19:30] <PaleoCrafter> not too
experienced with AdSense myself, but in the new layout I tried to
all the rules they outline in their documents
L409[13:19:55] <barteks2x> I somwhow don't
see any actual ads even if I disable adblocker...
L410[13:20:02] <barteks2x> (at least on
the current page)
L411[13:20:30] <ghz|afk> well they are
talking about the site being rejected so...
L412[13:20:58] <barteks2x> I just went to
the curent sidte to check if there are any ads at all
L413[13:21:04] <barteks2x> I don't see any
workign ads
L414[13:21:19] <kashike> PaleoCrafter: who
is "they"? :P
L415[13:21:29] <PaleoCrafter> Google
:P
L416[13:21:31] <ghz|afk> I do
L417[13:21:33] <ghz|afk> I see 3
banners
L418[13:21:42] <kashike> ah
L419[13:21:43] <barteks2x> I see banners
but they are empty
L420[13:21:50] <ghz|afk> mine show
ads
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L424[13:22:36] <PaleoCrafter> somebody
actually changing their cursor Oo
L426[13:23:00] <Subaraki> i used to have a
chnaged cursor
L427[13:23:04] <Subaraki> then i got sick
of it
L428[13:23:05] <ghz|afk> PaleoCrafter:
It's my own cursor ;P
L430[13:24:23] <barteks2x> I like my black
with white outline cursor - visible no matter what background you
have
L431[13:24:29] <ghz|afk> it's based on the
same shape as the stock one but in black and with a glow around it
so that it's visible against black background
L432[13:25:06] <MiniDigger> why do the
icons on that page have alt text popups and dropdowns? you can't
read the dropdown because of the alt text :D
L434[13:25:52] <ghz|afk> MiniDigger: why
does your browser show alt text as tooltips?
L435[13:25:53] <barteks2x> IDEA has
exactly the same issue in many places, but much worse
L436[13:26:02] <MiniDigger> its chrome on
windows
L437[13:26:05] <ghz|afk> oh wait mine does
too
L438[13:26:10] <ghz|afk> but it takes a
few seconds ;P
L439[13:26:15] <barteks2x> all broesers I
know do it
L440[13:26:45] <ghz|afk> yeah nevermind
;P
L441[13:26:46] <PaleoCrafter> MiniDigger,
that's a consequence of multiple people changing stuff about that
design :P
L442[13:27:02] <ghz|afk> so lol
L443[13:27:08] <ghz|afk> there's a label
below the icon
L444[13:27:11] <ghz|afk> the menu
popup
L445[13:27:13] <ghz|afk> and the alt
text
L446[13:27:15] <PaleoCrafter> yeah
xD
L447[13:27:16] <ghz|afk> all showing the
same thing
L448[13:27:27] <ghz|afk> tlak about
redundancy ;P
L449[13:27:29] <ghz|afk> talk*
L450[13:29:09] <barteks2x> whatever, I'm
not going to worry that someone else's ads don't show on my
computer
L451[13:29:10] <PaleoCrafter> is that info
icon popup still the best option for displaying the hashes or would
you guys prefer something else? :P
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L454[13:29:45] <LexMobile> fuck you
client
L455[13:29:55] ***
barteks2x was kicked by LexMobile (barteks2x))
L456[13:30:08] *** LexMobile sets mode: -bbb
not!*@* in!*@* the!*@*
L457[13:30:47] <LexMobile> Basically,
google is being a ass about ads. And it is the SOLE way I get paid,
and thus the SOLE way I can pay my rent, and the REDICULIOUS amount
it costs to actually RUN forge.
L458[13:31:01] <LexMobile> Simple equation
no ads = no forge.
L459[13:31:13] <LexMobile> They have been
jerking me around for a week, and im getting pissed off
L460[13:32:57] <kashike> what was the
reason for that ban? it was lost because of your irc client
:P
L461[13:33:23] <PaleoCrafter> I personally
would leave out the collapsible part of the list of all downloads
anyways, btw. I could change the background color of the promotion
header such that they're more prominent, but I think they're
noticeable enough
L462[13:33:30] <ghz|afk> I guess blatantly
admitting to block forge's ads
L464[13:34:36] <PaleoCrafter> the
promotion's width being the same as the ad's is coincidental, btw
xD
L465[13:35:03] <LexMobile> We could do
that but the idea was to keep the site simple for mobile
users
L466[13:35:24] <LexMobile> they shouldnt
need to see the list of all the downloads
L467[13:36:00] <LexMobile> But maybe dont
hide the list, but add a big paragraph saying 'Dont download any of
these unless you need an EXACT version, use one of the above
first'
L468[13:36:14] <PaleoCrafter> only the
promotions should be above the "fold" on most mobile
screens, but I can add some explanatory text
L469[13:37:21] <LexMobile> The other thing
is your top middle ad would be the same situation we're in
now
L470[13:37:25] <LexMobile> to close to
download links
L471[13:42:25] <PaleoCrafter> I suppose
you want to keep 3 ads on the site?
L472[13:42:45] <LexMobile> Thats the
number we're allowed to have thats what we're having.
L473[13:43:05] <LexMobile> i'd LIKE to
keep the sizes we have now because WAS tried and tested.
L474[13:48:25] ⇦
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L475[13:57:21] <ghz|afk> so... e3 EA
conference starting in 4 minutes... not that there's anything to be
hyped about.
L476[14:02:25] <MiniDigger> potential
starwars game(s)
L477[14:02:32]
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L478[14:03:28] <ghz|afk> oh sure they are
announcing battlefront II and whatever -- it's just not things I
care about ;p
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L480[14:05:54] <MiniDigger> they have 2
more star wars games in planning ;)
L481[14:06:27] <ghz|afk> well that's...
sortof interesting
L482[14:06:42] <ghz|afk> the dude said
they have games in there for people to playtest and give their
opinions
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L484[14:28:31] <ghz|afk> "I can
assure you, this plays as well as it looks" ... so I guess if
it looked a bit silly to me, the gameplay will feel just as
silly
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L486[14:31:50] <ghz|afk> Hmm coop prison
escape adventure game... interesting...
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L518[17:23:25] <risux> Can someone help me
out with this resource loading problem. Minecraft (in a non dev
environment) says that this resource is missing, when it's clearly
right there. I'd like to point out that in a dev environment, the
resource is found and loads perfectly.
http://i.imgur.com/rMfDeYK.png
L519[17:24:43] <risux> There's no case
sensitive characters or symbols, and yet it's still unable to find
the resource. I have even tried 3 different versions of Forge for
1.10.2. (all the way up to the latest)
L520[17:25:29] <ghz|afk> hmmm
L521[17:25:33] <ghz|afk> those \
L522[17:25:35] <ghz|afk> I don't like
them
L523[17:25:41] <ghz|afk> are you typing \
in the actual resource location?
L524[17:25:44] <ghz|afk> that won't work
in the jar
L525[17:25:53] <ghz|afk> but it will work
in windows in a folder (such as in dev)
L526[17:25:57] <ghz|afk> change them to
/
L527[17:26:00] <ghz|afk> which works
everywhere
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L529[17:26:27] <risux> Lemme check
L530[17:26:53] <risux> I'm typing
"\\" in order to escape the second backslash
L531[17:26:58] <ghz|afk> yeah
L532[17:26:59] <ghz|afk> don't
L533[17:27:01] <ghz|afk> use /
instead
L534[17:27:05] <kashike> ^
L535[17:27:05] <ghz|afk> no \s
L536[17:27:08] <risux> Oh okay. Will try
it
L537[17:27:27] <kashike> java/windows
translates them to the proper one for your filesystem
L538[17:27:34] <ghz|afk> basically: \
works in windows folder paths, but doesn't work on jars, or linux,
or mac
L539[17:27:39] <kashike> yeah
L540[17:27:39] <ghz|afk> meanwhile
L541[17:27:44] <ghz|afk> the / works
everywhere
L542[17:27:46] <ghz|afk> even
windows
L543[17:27:53] <kashike> (thank
goodness)
L544[17:28:02] <risux> Definitely good
info to know
L545[17:30:12] <risux> Yep, it fixed it.
Thanks a ton :)
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L557[19:09:40] <Flashfire> How can I
substitute modelfluid with my own?
L558[19:12:08]
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L559[19:13:19] <Flashfire> For a custom
fluid of course, not default ones
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L563[19:24:38] <Flashfire> I'm not seeing
my breakpoints on ModelFluid fire so maybe it's not that rendering
it
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L565[19:32:52] <Flashfire> Ok so it fires
when I place the liquid, so that is what I need to substitute
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L574[19:53:28] <Flashfire> Dang,
ModelFluid is a final class D:
L575[19:54:01] <Flashfire> Is there any
particular reason for that?
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L580[20:09:45] <Ferrettomato> Is it
possible to remove a layer from an entity?
L581[20:09:51] <Flashfire> Yes
L582[20:09:56] <Ferrettomato> How?
L583[20:11:04] <Flashfire> You might need
reflection
L584[20:11:26] <Flashfire>
RenderLivingBase.layerRenderers
L585[20:11:34] <Flashfire>
field_177097_h
L586[20:12:23] <Flashfire> It's a
List<LayerRenderer> so you can remove stuff from that
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L589[20:14:15] <Ferrettomato> Oh man, I've
never even HEARD of reflection- let me take a look.
L590[20:14:26] <Ferrettomato> (also,
thanks for your promptness!)
L591[20:14:38] <Flashfire> It's a way to
access private/protected fields
L592[20:14:41] <Flashfire> And
methods
L593[20:14:42] <Ferrettomato> Aha
L594[20:14:46] <Ferrettomato> Very
cool
L595[20:14:46] <Flashfire> And
members
L596[20:14:54] <Flashfire> I'll show you
where I did it
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L599[20:28:03] <Flashfire> I figured out
making my own fluid model, though I had to practically duplicate
all the ModelFluid code
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L609[21:47:13] <killjoy> !version
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L620[22:36:34] <killjoy> This would've
been useful long ago
L621[22:36:52] <killjoy> I found that
intellij can convert int literals to different notations.
L622[22:36:58] <killjoy> oct, dec, hex,
bin
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