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L16[00:40:26] *
ollieread reads up
L17[00:41:24] <Naiten> read oll way
up
L18[00:41:33] <Lymia> fry, I'll refrain
from using your code too much. :P
L19[00:41:37] <Lymia> I won't spoil my MIT
license.
L20[00:42:14] <ollieread> Lymia: You'll
have a job, I'm fairly certain fry has a lot of code in forge
:P
L21[00:42:30] <Lymia> ollieread, ... code
not in Forge!
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L25[00:46:03] <ollieread> :P
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L32[01:01:24] <ollieread> Lymia: How goes
your research system?
L33[01:02:50] ⇦
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L34[01:03:24] <Lymia> ollieread, I'm
still
L35[01:03:26] <Lymia> Setting up
build.
L37[01:03:31] <Lymia> I'll get to work as
soon as I finish that
L38[01:03:50] <ollieread> You said you were
starting earlier :O
L39[01:04:09] <Lymia> Design work!
L40[01:04:14] <Lymia> Like, figuring out
how I'd use it
L41[01:04:19] <Lymia> I do a lot of that
before coding.
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L45[01:08:16] <Naiten> I've seen Class<?
extends XXX> in the method args declaration in PacketPipeline
code, is there a way to check if class implements another class?
I've tried Class<? implements XXX>, but that gave me an
error...
L46[01:09:34] ⇨
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L48[01:10:06] <Lymia> <? extends XXX>
I believe
L49[01:10:14] <Lymia> Still that
L50[01:10:33] <ollieread> Lymia: I'm
figuring out some stuff too
L51[01:10:38] <ollieread> Could call it
design too I guess
L52[01:10:58] <xaero> Naiten: do you have
an object isntance? use instanceof
L53[01:11:18] <Lymia> Yeah.
L54[01:11:29] <Naiten> xaero, i want to
pass a class, not an instance
L55[01:11:34] <Lymia> Class<? extends
XXX> would be an generics declaration, right?
L56[01:11:58] ⇨
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L57[01:12:21] <ollieread> I'm trying to
figure out the best way to do experiences on the top of forge
events
L58[01:13:18] <Lymia> fry, Class<?
extends XXX> is Class[T] forSome T <: XXX, right?
L59[01:13:53] <Lymia> Or, er
L60[01:14:09] <Lymia> forSome { type T
<: XXX }
L61[01:14:12] <Lymia> Forgot the syntax for
that
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L63[01:14:28] <Naiten> Ah, I'd better just
register renders like it was done before...
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L65[01:15:30] <Lymia> Naiten, Class<?
extends Runnable> is legal to write
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L69[01:19:26] <Naiten> xaero, Lymia,
thanks
L70[01:19:35] <fry> Lymia: yup
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L72[01:20:56] <Lymia> I haven't seen it in
Java before
L73[01:21:25] <CrystalMare> That is
valid
L74[01:22:32] <CrystalMare> even with
interfaces, the keyword is still extends
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L80[01:32:37] <Lymia> I'm most familiar
with Scala, so. :P
L81[01:32:52] <Lymia> I think
Class<?> is different from Class[T] forSome { type T }
though
L82[01:33:06] <Lymia> Scala doesn't even
let the T be an Object, right?
L83[01:33:48] <fry> sure it does
L84[01:33:55] <fry> Object == AnyRef
L85[01:34:13] <Lymia> I thought the T was
some weird variant of Any
L86[01:35:07] <Lymia> Yep
L87[01:35:11] <Lymia> It coerces to
Any
L88[01:35:13] <Lymia> Not AnyRef
L89[01:35:31] <fry> AnyRef <: Any
:P
L90[01:36:27] <Lymia> But not Any <:
AnyRef
L91[01:36:50] <Lymia> Which matters when
interfacing with Java code
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L93[01:37:50] * fry
isn't exactly sure if Class<?> is Class[_ <: Any] or
Class[_ <: AnyRef] :P
L94[01:38:01] <Lymia> In Java
L95[01:38:07] <Lymia> You can't write
Class<int> in the first place.
L96[01:38:32] <fry> but
Class<Integer> exists, and Scala integrates with boxing
L97[01:38:38] <Lymia> Does it?
L98[01:38:46] <fry> So, Class[Int] might
become Class<integer>
L99[01:38:47] <Lymia> I thought if a Java
thing returned Class<Integer>
L100[01:38:52] <Lymia> Scala would,
well...
L101[01:39:01] <fry> Other way around
might work better :P
L102[01:39:02] <Lymia> Treat that as a
Class[java.lang.Integer] instead of a Class[scala.Int]
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L107[01:45:24] <Lymia> fry, I had lots of
fun with some Forge classes
L108[01:45:27] <Lymia> That had
"Object..."
L109[01:45:34]
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L110[01:45:36] <Lymia> Since Scala refuses
to implicitly cast Ints or Floats into there.
L111[01:45:41] <Lymia> "It's an
AnyRef..., right?"
L112[01:45:49] <Lymia> I wish Scala
treated Object in Java code as Any
L113[01:45:59] <Lymia> And only allowed
AnyVal or AnyRef to be expressed in Scala code
L114[01:46:02] <Lymia> Instead of the
other way around
L115[01:46:50] <fry> Sadly, Object can be
null :P
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L117[01:50:18] <Lymia> Any can't be
null?
L118[01:50:19] <Lymia> urgh
L119[01:50:22] <Lymia> That explains
it
L120[01:50:31] <Lymia> Wait, what,
really?
L121[01:50:33] *
Lymia checks
L122[01:50:58] <Lymia> scala>
null.asInstanceOf[AnyRef].asInstanceOf[Any]
L123[01:50:58] <Lymia> res3: Any =
null
L124[01:50:58] <Lymia> lies
L125[01:54:06] <fry> Ah, AnyVal can't be
null :P
L126[01:54:15] <fry> And Any can be
AnyVal
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L134[02:00:37] <Lymia> fry,
L135[02:00:37] <Lymia> scala>
null.asInstanceOf[AnyRef].asInstanceOf[AnyVal]
L136[02:00:37] <Lymia> res4: AnyVal =
null
L137[02:00:38] <Lymia> Liees
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L139[02:00:52] <Lymia> Until it injects
instructions to throw an NullPointerException
L140[02:00:55] <Lymia> It can be
null
L141[02:01:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150129 mappings to Forge Maven.
L142[02:02:03] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150129-1.8.zip (mappings
= "snapshot_20150129" in build.gradle).
L143[02:02:13] <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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L146[02:04:04] <fry> Hmm, asInstanceOf is
clever
L147[02:04:15] <fry> It does autoboxing
:P
L148[02:05:33] <Lymia> scala>
null.asInstanceOf[AnyRef].asInstanceOf[AnyVal].getClass
L149[02:05:33] <Lymia>
java.lang.NullPointerException
L150[02:05:37] <Lymia> What
autoboxing
L151[02:05:37] <Lymia> :P
L152[02:05:51] <fry> val x: AnyRef = null;
val y: Any = x; val z: AnyVal = y
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L154[02:06:00] <fry> <console>:9:
error: type mismatch;
L155[02:06:10] <fry> found : Any required:
AnyVal
L156[02:06:19] <Lymia> I believe you need
an asInstanceOf to coerce null to Any
L157[02:06:26] <Lymia> AnyVal*
L158[02:06:28] <Lymia> But, still...
L159[02:06:28]
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L160[02:06:40] <fry> scala>
null.asInstanceOf[Int]
L161[02:06:44] <fry> res4: Int = 0
L162[02:06:58] <Lymia> ...
interesting
L163[02:07:02] <Lymia> That's not very
normal
L164[02:07:17] <fry> Something more than
just type coersion is happening here :P
L165[02:09:05] <Lymia> Yeah.
L166[02:09:10] <Lymia> Could that be a
bug, even?
L168[02:11:24] <Lymia> scala>
null.asInstanceOf[Any].asInstanceOf[Int]
L169[02:11:25] <Lymia> res10: Int =
0
L170[02:11:26] <Lymia>
Interestting...
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L174[02:12:39] <fry>
null.asInstanceOf[Any] is still null
L175[02:12:53] <fry> and asIsntanceOf is
just a normal object method
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L178[02:13:23] <fry> (at least at the
language level :P)
L179[02:14:23] <fry> Bottom types are
interesting :P
L181[02:17:09] <Lymia> Also
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L183[02:17:14] <Lymia> "Object"
from java is indeed Any
L184[02:17:17] <Lymia> But Object... was
broken
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L189[02:21:16] <ErusPrime> So I've decided
to go ahead and try to do that thing on my own. I've got everything
all set up but my common folder is showing as empty in eclipse.
might anyone be able to explain why?
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L219[03:21:47] <RikSolo> how would i go
about registering my block/itemblock combination?
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L222[03:25:50] <drazisil> gameregistry I
believe
L224[03:27:46] <drazisil> nope, not
gameregitry, that that explains how, very good :)
L225[03:27:52] <drazisil> but*
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L236[03:45:02] <RikSolo> oh, i thinkimight
have found it, let's test.
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L240[03:48:22] <MalkContent> Wuppy, you
don't happen to have a tutorial on IItemRenderer, do you?
L242[03:50:31] <Ivorius> :P
L243[03:50:38] ⇦
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L244[03:50:47] <Ivorius> Basically you
register for specific render types
L245[03:50:53] <Ivorius> And then go
apeshit drawing quads
L246[03:50:58] <Ivorius> No tutorials
required really
L247[03:51:05]
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(~Hanii@234.161.200.146.dyn.plus.net)
L248[03:51:25] <MalkContent> I know. I'd
basically just like to see a version that imitated regular
rendering
L249[03:51:28] <MalkContent> so i can
modify it
L251[03:51:52]
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L252[03:51:53] <MalkContent> keep second
guessing myself
L253[03:51:56] <Ivorius> This basically
does
L254[03:52:03] <Ivorius> Except that it
supports a bit more
L255[03:52:08] <Ivorius> Like,
transparency
L256[03:52:13] <Ivorius> Hence the name
:p
L257[03:52:31] <Mraof>
mRendererThatMakesF
L258[03:52:33] <MalkContent> *squints
eyes*
L259[03:52:35] <Mraof> That pinged
me
L260[03:52:49] <Mraof> Oh well
L261[03:52:57] <Ivorius> How did that ping
you o.0
L262[03:53:06] <Mraof> mr\w*f
L263[03:53:15] <MalkContent> well that
totally doesn't happen to be the thing I have been at war with for
the last two days or something.. *cough* :D
L264[03:53:20]
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L265[03:53:32] <Ivorius> lol
L266[03:53:41] <Mraof> Or technically I
made [Mm][rR]\w*[fF] ping me
L267[03:53:48] <Ivorius> MalkContent: If
you properly credit me and link the original in the class, you may
copy the code :P
L268[03:54:16] <MalkContent> was just
gonna ask that
L269[03:54:26] <MalkContent> will do
L270[03:55:29] <acegiak> does anyone know
what the correct way to remove gear from a mob is? cause
entityliving.setcurrentitemorarmour(0,null) seems to cause NPEs
occasionally with mob rendering
L271[03:55:36] <MalkContent> I'm crying a
little now, because all the hours feel wasted ^^
L272[03:55:44] <Ivorius> Heh
L273[03:55:52] <MalkContent> well maybe
the takeaway is a bit more opengl knowledge
L274[03:56:05] ***
Crystal|AFK is now known as CrystalMare
L275[03:56:17] <MalkContent> psa: opengl
can't easily do hsv adjustment
L277[03:56:46] <MalkContent> xD
L278[03:56:48] <MalkContent> o look
L279[03:56:48] ***
diesieben|away is now known as diesieben07
L280[03:56:53] <MalkContent> you are doing
an overlay, too
L281[03:57:06] <Ivorius> Bottle with
transparent liquid inside :P
L282[03:57:21] <MalkContent> xD
L283[03:57:26] <MalkContent> colored
base
L284[03:57:41] <MalkContent> and
not-to-be-colored on top, eh?
L285[03:57:52] <MalkContent> some alpha
channel in the top layer? ^^
L286[03:58:32] <Ivorius> For me, no, but
you can use it for that :P
L287[03:58:38] <Ivorius> For me both are
colored
L288[03:58:41] <Ivorius> But in different
colors
L289[03:59:14] ⇦
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L290[03:59:39] <MalkContent> the biggest
gain to what i already have is basically the regular rendering
code, so i don't have to piece it together from vanilla stuff
L291[04:00:00] <MalkContent> i think i can
manage to twist it into what i need if need be :D
L292[04:00:11] <fry> (btw, be prepared for
everything changing in 1.8 :P)
L293[04:00:25] <Ivorius> fry: Gonna rename
isRemote? :D
L294[04:00:40] *
fry kicks Ivorius
L295[04:01:11] <MalkContent> is that a
joke on how it was isClient at some point?
L296[04:01:20] *
Lymia sits in fry's lap -w-
L297[04:01:24] <Lymia> fry, what should I
be watching for?
L298[04:01:49] <fry> in 1.8? Or, just,
like, in general? :P
L299[04:01:57] <Quetzi> its probably the
most renamed mapping MalkContent ;)
L300[04:02:08] ⇦
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L301[04:02:08]
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L302[04:02:21] <MalkContent> huh. btw how
do you contribute the naming?
L303[04:02:38] <fry> /msg MCPBot_Reborn
!help
L304[04:02:38] <Quetzi> closely followed
by everything in CommandBase I think rofl
L305[04:03:21] <MalkContent> ty
L306[04:03:46] <fry> Lymia, ever worked
with shapeless?
L307[04:03:57] <Lymia> What's it do?
L308[04:04:05] <Lymia> It's the, uh
L309[04:04:09] *
fry is trying to find out :P
L310[04:04:15] <Lymia> Dependent typing
library for Scala, right/
L312[04:05:17] <fry> Basically: I want to
formalize case class + regex for extracting it from string
L313[04:05:55] <fry> And do nested
matching after that: str match { case A(B("1"), C) =>
}
L314[04:06:27] <fry> haskell's Read
typeclass looks like the closest thing to that
L315[04:07:14] <fry> (But I'm not
familliar with it enough :P)
L316[04:07:19] <PrinceCat> Does anyone
have a modular item rendering tutorial or source that I can look
at? I'm having a look at the source for mods like Tinkers'
Construct but I can't find how to overlay textures over each
other..
L317[04:07:47]
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L318[04:08:14] <PrinceCat> Of course you
use the Tessellator, but working out how to achieve the desired
effect is confusing me.
L319[04:09:57] <MalkContent> multiple
render passes, different icons for each render pass
L321[04:10:26] <PrinceCat> Essentially,
yes!
L322[04:10:33] <fry> You overlay multiple
partially transparent icons, and blend them together
L323[04:11:17] <fry> So, you get the
concept, and asking more about the implementation details?
L324[04:11:25] <PrinceCat> I have no idea
how to achieve that with the Tessellator, I'll google some
tutorials.
L325[04:11:42] <MalkContent> items even
got this nifty getIconFromDamageForRenderpass
L326[04:12:08] <MalkContent> unless you
wanna do something super special, you can use the existing
renderer
L327[04:12:09] <PrinceCat> How many passes
are there though?
L329[04:12:35] <MalkContent> uh. 2?
L330[04:12:47] <MalkContent> you set if it
requires multiple render passes
L331[04:12:53] <PrinceCat> Yeah, of
course.
L332[04:12:58] <fry> You don't need
multiple passes - just feed all icons at once
L333[04:13:01] <MalkContent> also in the
item
L334[04:13:10] <ollieread> My brain
hurts
L335[04:13:21] <fry> (you might need to
fiddle with depth testing and blend function to get the desired
result)
L336[04:13:55] <PrinceCat> So basically
what I want to do is get some information from the Item being
rendered (in this case it's the augments that are on it) and then
for each one draw the augmented gem over the top of the original
texture.
L337[04:14:00] <PrinceCat> If that
helps..
L339[04:14:45] <PrinceCat> So there are
'augment' slots in the original texture that need to be
programatically filled depending on what augments are
applied.
L340[04:14:51] ***
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L341[04:15:10] <PrinceCat> Essentially,
yes!
L342[04:15:19] ⇦
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L343[04:15:50] <ollieread> Do it the same
way TiC does it
L344[04:15:55] <ollieread> Have multiple
icons, each a piece
L345[04:16:03] <ollieread> Then just have
as many render passes as you need
L346[04:16:17] <PrinceCat> I'm trying to
sift through the TiC code though to find what I need, aha.
L347[04:16:21] <MalkContent> fry: i
thought you had to draw a texture and the draw anotherone above it
with blending enabled
L348[04:16:22] <ollieread> and return the
correct icon for the correct render pass
L349[04:17:03] <fry> MalkContent: you can
do that in 1 pass. At least in 1.7 :P
L352[04:17:51] <ollieread> down
L353[04:17:55] ⇦
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L355[04:18:00] <MalkContent> explain pass
:P
L356[04:18:07]
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L357[04:18:08] <MalkContent> isn't that
just a shoopdaloop
L358[04:18:15] <MalkContent> to the next
layer getting drawn?
L359[04:18:44] <PrinceCat> Essentially,
MalkContent.
L360[04:18:55] <MalkContent> or are you
telling me you only have to draw once
L361[04:19:45] <PrinceCat> I'll experiment
with drawing each one on a pass.
L362[04:19:58] <PrinceCat> When.. I figure
out how to do that.
L364[04:20:31] <PrinceCat> I was literally
just looking at that section in that class and it all went right
over my head.
L365[04:20:50] ⇦
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L366[04:22:21] <PrinceCat> I think the
easiest way for me to go about this at the moment though is render
passes
L367[04:22:32] <PrinceCat> Have a pass for
each augment and then check if it's applied.
L368[04:24:50] <RikSolo> i dropped
connection so i dont know if it came trough: does anyone know an
example of a mod using an ItemBlock
L369[04:26:08]
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L372[04:26:55] <ollieread> Does this sound
sensible/feasible? You create an Experience, say ExperienceDamage
which would cover experiences that involve taking damage, receiving
damage, attacking, being attacked etc. A piece of research is
registered against the ExperienceDamage type, so whenever that type
of experience happens, it passes it to the research for
confirmation as to whether the specific conditions match?
L373[04:28:20] <ollieread> The research
system cares not how the experience is generated, or what it
contains save a few base methods.
L374[04:28:33] <drazisil> having trouble
plinting to console, do i still use log4j, or us there an easier
way?
L375[04:28:50] <ollieread> The way the
implementing code is responsible for hooking into events and
identifying conditions.
L377[04:30:55] <MinecraftForgeBot>
rainwarrior: Added model loader registry
L378[04:31:25] <fry> No turning back now
:P
L379[04:32:39] ⇦
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L380[04:34:06] ⇦
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L381[04:34:54] <MalkContent> fry: read my
question? ^^
L382[04:35:14] <fry> abot passes?
L383[04:35:17] <fry> *about
L384[04:35:21] <MalkContent> yea
L385[04:35:31]
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L386[04:36:52] <fry> when I say
"pass" I usually mean vanilla render pass - big iteration
of render loop, going over some number of elements, and calling
render methods for them
L387[04:37:20] <fry> So, if your render
method is called multiple times - it's multiple passes
L388[04:37:37] <fry> But what you do
inside your render method has nothing to do with this notion of
pass
L389[04:38:13] <fry> And, you can do
multi-layer transparency blending inside 1 "vanilla render
pass"
L390[04:38:26] ⇦
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L391[04:39:17] <ollieread> What's the
general thought regarding child/sub interfaces?
L392[04:39:26] <MalkContent> alright,
ty
L393[04:39:31]
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L396[04:40:08] *
fry uses nested classes/interfaces all the time
L397[04:40:25] <ollieread> Ahh
excellent
L398[04:40:32] <ollieread> I didn't want a
directory full of interfaces
L399[04:40:33]
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L400[04:40:41] <fry> Exactly why I use
them :P
L401[04:40:43] <ollieread> I already have
IResearchTypehere blah like 6 times
L402[04:40:45] <MalkContent> it's just
interfaces. if it fits yer needs, go wild
L403[04:41:07] <fry> (It often makes sense
to group multiple classes/interfaces in 1 file)
L404[04:41:22] <ollieread> Though I
suppose subtypes of IResearch should be inside IResearch
L405[04:41:31] <ollieread> and things like
IExperience could be their own
L406[04:42:08] <ollieread> Rather than
child, child child in one class lol
L407[04:42:18]
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L410[04:47:45] <Wuppy> has anyone made
leaves for 1.8?
L411[04:47:58] <Wuppy> I'm getting this
error: Cannot get property PropertyBool{name=check_decay,
clazz=class java.lang.Boolean, values=[true, false]} as it does not
exist in BlockState{block=wuppy29_peacefulpack:blazeLeaves,
properties=[]}
L412[04:48:27] <Wuppy> but I do have the
property in there
L413[04:48:34] <Wuppy> is there soemwhere
I have to register them or somethign?
L414[04:49:17] <fry> properties=[] <--
apparently you don't
L415[04:49:26] <fry> show your
createBlockState
L416[04:49:27] <PrinceCat> Does anyone
else get ridiculously discouraged by attempting to texture?
L417[04:49:43] ⇦
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L418[04:49:44] <Wuppy> fry, do you have to
add those in there?
L419[04:50:24] <fry> Wuppy: you used it
before, didn't you stop to think what for? :P
L420[04:50:35] <Wuppy> true, but the
vanilla leaves don't have iot
L422[04:52:24] <PrinceCat> Wow, cpw.. an
inspiration to us all.
L423[04:52:51] <PrinceCat> That looks
better than the rubbish I created though.. aha
L424[04:53:06] <PrinceCat> How do I
geometrical shape?
L425[04:53:42] ⇦
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L426[04:53:48]
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L427[04:53:49] <fry> Wuppy: did you only
look at BlockLeaves?
L428[04:54:01] <Wuppy> I looked at
BlockLeavesBase as well
L429[04:54:04] <ollieread> PrinceCat: Yes,
I hate texturing
L430[04:54:37] <ollieread> I've gone
through so many iterations of textures and icons for my mod
L431[04:54:41] <fry> Wuppy: BlockLeaves is
abstract, it should be a hint :P
L432[04:54:47] <PrinceCat> It's hard to
ask someone else to help you as well because you know what you
want.. you can see it in your head, but you just can't achieve
it.
L433[04:55:08] <ollieread> If you stick to
it, you'll eventually end up with something awesome
L434[04:55:10] <Wuppy> oh yeah it is,
guess I've been in c++ too long for me to notice that abstract
keyword there :P
L435[04:55:58] <fry> PrinceCat: nobody can
get stuff from your head except you :P
L436[04:56:39] <PrinceCat> I know, it's
the worst..
L437[04:56:49] <PrinceCat> Can we just
advance in science already?
L438[04:57:07] <fry> That requires
scientists to get stuff out of their head too :P
L439[04:57:08] ⇦
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L440[04:57:10] <Wuppy> what the hell
o____0
L441[04:57:11]
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L442[04:57:18] <Wuppy> adding the states
breaks textures
L443[04:57:20] <Wuppy> wot?
L444[04:57:47] <fry> Wuppy: blockstate
json should change, if you changed properties
L445[04:57:52] <ollieread> PrinceCat: It
took me almost 8 months to get item icon/textures that I'm happy
with :P
L446[04:58:00] <ollieread> and 2 months
for GUI
L447[04:58:05] <ollieread> Blocks I'm
still not happy with
L448[04:58:09] <Wuppy> fry, isn't there
some way you can just set the same block state regardless of
properties?
L449[04:58:11] <MalkContent> textures are
a bitch ^^
L450[04:58:23] <PrinceCat> Oh god, GUI is
my next step..
L451[04:58:27] <PrinceCat> It's
overwhelming.
L452[04:58:34] <fry> Wuppy: IStateMapper
:P
L453[04:58:37] <PrinceCat> Trying to make
a scrollbar to work... don't even get me started, aha.
L455[04:59:04] <PrinceCat> They look
really good man!
L456[04:59:04] <Wuppy> fry ?
L457[04:59:04] <MalkContent> my advice on
textures: start with high res or even photos where aplicable
L458[04:59:07] <MalkContent>
downstacle
L459[04:59:10] <PrinceCat> Very pokemon
inspired.
L461[04:59:15] <MalkContent> then add hsv
noise
L462[04:59:24] <MalkContent>
downscale*
L463[04:59:24] <PrinceCat> I'm getting a
pokemon vibe, aha.
L464[04:59:40] <ollieread> Last Pokemon
game I played was Pokemon yellow
L465[04:59:48] <Wuppy> what is that and
how do I use it
L466[04:59:58] <PrinceCat> Are those icons
in your GUI from Creative Commons? Haha.
L467[05:00:13] <PrinceCat> The bottom gem
wand one at least?
L468[05:00:21] <ollieread> It's a free
icon pack yeah
L469[05:00:24] <ollieread> Same pack used
in Thaumcraft
L470[05:00:35] <PrinceCat> That's where
I've seen it before.. haha.
L471[05:01:05] <MalkContent> ollie, those
aren't 16x16 :D
L472[05:01:10] <ollieread> I also have the
same pack that Ars Magica used, somewhere
L473[05:01:12] <MalkContent> high res
heretic
L474[05:01:31] <ollieread> and I have the
Photoshop brushes that Ars Magica and Thaumcraft used, for the most
part
L475[05:01:47] <ollieread> These are all
things I've found that look cool, but after using, realised they
were the same
L476[05:02:43] <ollieread> Maps need a
keyOf(value) method, like indexOf() in lists
L477[05:03:18] <fry> Wuppy:
getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().registerBlockWithStateMapper(block,
iStateMapper)
L478[05:03:46] <Wuppy> and I should run
that after registering the Block with the item model mesher?
L479[05:03:49] <fry> (And look at
BlockModelShapes.registerAllBlocks() for one way of building
IStameMapper)
L480[05:03:57] <fry> Around the same
time
L481[05:04:16] <Wuppy> heh, I was actually
looking in registerAllBlock already :D
L482[05:04:42] <Wuppy> was just trying to
figure out how to get to the registerBlockwithstatemapper
method
L483[05:04:42] <ollieread> Do I create a
stringToClassMapping hashmap and then loop through it if I have the
class and not the string, or create a stringToClassMapping and a
classToStringMapping?
L484[05:05:59] ⇦
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L485[05:07:48] <ollieread> Both work, what
do you guys think though?
L486[05:08:17] <fry> Why do you need
reflected class at all?
L487[05:08:26] <fry> serialization?
L488[05:09:19] <ollieread> If I have
ExperienceDamage that implements IExperience, which extends
IResearchType, that's enough for me to know it's a research type,
and an experience
L489[05:09:26] <PrinceCat> MalkContent,
I'm curious on how you texture in high res and then downscale...
doesn't that destroy everything? Unless you vector it..
L490[05:09:40] <ollieread> But when
passing ExperienceDamage to the research, it'll need to be cast to
the correct class, as ExperienceDamage will have its own
methods
L491[05:09:49] <ollieread> for example
public DamageSource getDamageSouce()
L492[05:09:56] <ollieread> That is unique
to that specific experience
L493[05:10:00] <ollieread> fry: Does that
make sense?
L494[05:10:21] <fry> Why do you need to
know the explicit type?
L495[05:10:46] <ollieread> I intended to
case before passing to the research
L496[05:10:50] <ollieread> cast, not
case
L497[05:11:27] <fry> What's the
relationship between IResearchType and IExperience?
L498[05:12:23] <ollieread> IResearchType
just denotes that it's a research type, so it'll have basic methods
like getName(), and IExperience is an extends of the research type,
allowing me to identify that it's an experience research type, as
well as providing a few more methods specific to experience
research types
L499[05:13:13] <ollieread> Though the
actual implementing class of IExperience will be so different to
others
L500[05:13:30] ⇦
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L501[05:14:31] <fry> Does specific
research expects specific experience/set of experiences, or
arbitrary IExperience?
L502[05:14:42] <ollieread> Could be an
action without a subject (using portals), could be an action with
an item subject (using items/eating), could be an effect without a
subject (DamageSource), could be an effect with a subject
(DamageSource & EntityLiving), etc
L503[05:15:00] <ollieread> The research
would expect specific experience
L504[05:15:18] <ollieread> Allows a piece
of research to response to multiple experiences without lots of
instanceof and casting
L505[05:16:20] <fry> interface
IResearchType<E extends IExperience> { void
handleExperience(E e); }
L506[05:16:30] <ollieread> The possible
experiences are so different from each other, it's impossible for
me to identify a way to specify the exact conditions of each. The
best I can do, is make sure base bits of information are present,
and trust that the research knows how to handle that specific type
of experience
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L508[05:17:01] <ollieread> There isn't
only experience though
L509[05:17:08] <ollieread> IExperience,
IExperiment, etc
L510[05:17:30] <fry> extends IResearch
then
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L512[05:18:20] <fry> If you can narrow the
type down - you'll get type safety and no casts at all. If you
can't - you'll have to do casts anyway, even with your class-string
map
L513[05:18:54] <ollieread> Generics
removes the ability the respond to multiple experiences though,
with one piece of research
L514[05:19:38] <ollieread> Example would
be a piece of research that responds to the experience of firing an
arrow from a bow, and the experience of being hit with an arrow
from a Skeleton
L515[05:19:54] <fry> class R1 implements
IResearch<IResearch> will let you handle everything
L516[05:20:29] <theoriginalbit> Hello all.
I am attempting to make a mod for Minecraft 1.8 and I am getting an
issue with blocks that have a 2D texture in the inventory. I'm just
getting the pink 'missing texture' block, instead of the 2D
texture, and no errors in the console. Thoughts? Suggestions?
L517[05:20:35] <ollieread> You think
that's a better approach than casting before I pass to the
research?
L518[05:20:36] <fry> (But for the case of
arrows you'll probably be able to add some IArrowExperience)
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L520[05:21:07] <ollieread> It wouldn't be
IArrowExperience though
L521[05:21:21] <fry> If there's something
common between those 2 arrow events - formalize it in the
interface
L522[05:21:22] <ollieread> I'd have
ExperienceUseItem and ExperienceAttackedBy for example
L523[05:21:36] <ollieread> Which would
basically be payloads
L524[05:21:37] <fry> If there isn't -
you'll have to special case for them anyway
L525[05:22:15] <fry> theoriginalbit: what
does your item json look like? did you register your item with
ItemModelMesher?
L526[05:22:27] <ollieread> Currently I
have 113 experiences, identified by conditions within event
handlers
L527[05:23:09] <theoriginalbit> fry: wait,
I have to register blocks to that too?
L528[05:23:09] <ollieread> The idea would
be that in my event handler, I identify the specific type of
experience, populate it with the conditions and pass to the
research handler, which finds experience research expecting this
type of experience
L529[05:23:29] <fry> ollieread: let's say
Ar1 and Ar2 are 2 arrow events, R1 should handle them. What'll be
the signature of R1.handle?
L530[05:23:36] <fry> theoriginalbit:
yup
L531[05:23:52] <ollieread> It'd have two
handle()
L532[05:24:01] <theoriginalbit> fry:
that's stupid as hell, alright, I'll give that a go
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L534[05:24:12] <ollieread> Oh wait, you
can't do that with java can you
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L537[05:24:42] <ollieread> public void
handle(IExperience experience); and then implement with
handle(Something experience);
L538[05:25:16] <fry> 2nd method more
narrow than the 1st one
L539[05:25:26] <fry> you can't do that
anywhere
L540[05:25:38] <ollieread> PHP :P
L541[05:26:05] <fry> PHP doesn't have a
normal type system
L542[05:26:10] <ollieread> Well, you can
have two methods
L543[05:26:13] <theoriginalbit> ok fry,
that fixed it, thanks. Does the mesher+model.json replace the old
interface system, IItemRenderer or whatever it was...?
L544[05:26:20] <ollieread> but you can
implement an interface and type hint with an extending class
L545[05:26:24] <fry> theoriginalbit:
yup
L546[05:26:27] <ollieread> Yeah, I
realised that aha
L547[05:26:59] <theoriginalbit> fry: so it
still possible to have Java based models, or does it all have to be
in the JSON now?
L548[05:27:16] <fry> theoriginalbit: kinda
both :P
L549[05:27:42] <ollieread> I guess
instanceof checks and casting within the actual research is the
best way to do it if I wish to handle multiple instances of
it
L550[05:28:11] <theoriginalbit> fry: hmmm
okay. I'll cross that bridge if/when I need it I suppose. thanks
for the help
L551[05:28:14] <ollieread> no harm in
if(experience instanceof blah) { handleBlah(experience); } else
if(...
L552[05:28:22] <fry> ollieread: completely
independend - yes :P
L553[05:28:42] <ollieread> Can you default
a generic?
L554[05:28:55] <fry> Also, you might want
to concider restructuring your code a bit more
L555[05:29:04] <fry> what exactly happend
inside handleExperience?
L556[05:29:08] <fry> *happens
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L558[05:29:37] <fry> (default a
generic?)
L559[05:29:59] <ollieread> It checks the
conditions and identifies the amount of research to gain, for a
specific knowledge topics
L560[05:31:31] <fry> Can that logic be
moved to the other side? Do you actually need double dispatch for
both research and event?
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L562[05:32:15] <ollieread> Research is
rarely fired purely from research
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L565[05:32:45] <ollieread> So research
relating to attacking an entity will pick up on the correct event,
and then identify the conditions, passing the conditions onto a
loop of the research
L566[05:33:05] <ollieread> I figured that
made more sense than passing the event to the research and having
each piece of research identify the conditions
L567[05:33:43] <fry> loop of the
research?
L568[05:34:08] <ollieread> Yeah, something
that loops the specific research that matches that and passes in
the conditions
L569[05:35:01] <fry> loops in what
way?
L570[05:35:23] <ollieread> I have a
research registry, with a hashmap
L571[05:35:32] <ollieread>
HashMap<String, IResearch> for example
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L574[05:37:19] <ollieread> One specific
event could fire multiple experiences
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L576[05:37:48] <ollieread> Rather than
fire each research that matches that event, it would only fire the
research specific for that type of experience
L577[05:39:35] <ollieread> Though they
aren't always events, in the sense they aren't always fired from
forge events
L578[05:39:38] <fry> Can same experience
instance be used in different researches?
L579[05:40:00] <ollieread> yes
L580[05:40:05] <ollieread> The experience
would basically be a payload
L581[05:40:52] <ollieread> Similar to some
events, specifically PlayerInteractEvent
L582[05:41:52] <ollieread>
ExperienceDamaged for example, would specify whether you were
damaged by a block, an entity or a potion
L583[05:42:11] <ollieread> The amount, the
type etc
L584[05:42:42] <ollieread> Basically it's
a tidied up version of the event, that has been processed to
provide the specific conditions so a research item can simply check
if they match
L585[05:44:04] <ollieread> For example, I
hook into LivingSpawnEvent and do a few things to identify what's
actually happened
L586[05:44:17] <ollieread> Though instead
of experience, this would be an observation
L587[05:44:52] <fry> Well, traditional way
of doing double dispatch like that is visitor parrent
L588[05:44:54] <ollieread> so the
observation (IResearchObservation) would be passed in and simply
have things like spawn.entity, spawn.child, spawn.parent etc
L589[05:44:56] <fry> *pattern
L590[05:45:24] <ollieread> spawn.from
(egg, spawned, breeding, something else)
L591[05:46:02] <fry> You'll have
onSpawn(Egg egg, boolean spawned, ...) and 150 other methods in
your IResearch
L592[05:46:25] <ollieread> Oh no no
L593[05:46:42] <fry> Eliminates the need
for any casting
L594[05:47:29] <ollieread> public class
ObserveSpawn implements IObservation { public final EnumSpawnFrom
from; } etc
L595[05:47:51] <fry> what does
IObservation have?
L596[05:47:54] <ollieread> So from would
be a field in the spawn object, denoting how it was spawned
L597[05:48:14] <ollieread> IExperience,
IExperiment, IObservation are all relatively similar
L598[05:48:22] <ollieread> and at this
point, I'm not sure I need to distinguish between them
L599[05:48:43] <ollieread> So I'll
probably just stick with IResearchType
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L601[05:49:37] <ollieread> This is the
thing I spoke about last type, where I redoing the research
L602[05:49:42] <ollieread>
s/type/night/
L603[05:49:50] <ollieread> So most of this
stuff is stuff I've identified since then
L604[05:50:27] <ollieread> Trying to
figure out the most generic and the simplest method to get it
working, so it's easy to add things on in the future
L605[05:51:01] <fry> what you do:
r.handle(new Event1(args)); ... void handle(e){ if (e instanceof
Event1) onEvent1((Event1)e); if(e instanceof Event2)
onEvent2((Event2)e);}
L606[05:51:39] <fry> What traditional
visitor does: r.onEvent1(args); ... void onEvent1(...); coid
onEvent2(...);
L607[05:51:42] <fry> *void
L608[05:51:59] <ollieread> isn't that
going to involve reflection though?
L609[05:52:09] <fry> What? How? 0_o
L610[05:52:23] <ollieread> The experience
is as generic as the research
L611[05:52:41] <ollieread> There will be
no concrete defined research types
L612[05:52:54] <ollieread> just that there
are research types, and certain pieces of research respond to
certain types
L613[05:53:12] <fry> Is the set of
experiences closed?
L614[05:53:17] <ollieread> No
L615[05:53:33] <fry> How are new ones
added to the system?
L616[05:53:50] <ollieread> Create new
class, pass to registry
L617[05:53:57] <ollieread> Think of it
like the api part of the mod
L618[05:54:15] <ollieread> The research
system needs only know that there are types, that there is
research, and which research requires which types
L619[05:54:31] <ollieread> The specific
types, research and even when the types are fired would be up to
the implementatin
L620[05:54:42] <fry> How would the new
experience be emitted?
L621[05:54:58] <ollieread> The
implementing code decides that
L622[05:55:04] <ollieread> Some cases it'd
be a forge event
L623[05:55:22] <fry> So, why do you need
to know about them at all? :P
L624[05:55:57] <ollieread> If I have 250
pieces of research, I don't want to loop through every single one
and pass the experience to them
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L626[05:56:04] <ollieread> and have all
250 do an isntanceof check
L627[05:56:22] <fry> Why are you handling
the passing?
L628[05:56:35] <fry> And how?
L629[05:57:12] <fry> You said implementing
code decides the emitting, how do you come in?
L630[05:57:20] <ollieread> In my
implementing code, say an event handler, I identify what type of
research should be fired, I create an instance of w/e, providing
the conditions, and do something like
ResearchManager.fire(myType)
L631[05:57:28] <ollieread> which then
finds the research that needs to be fired
L632[05:58:35] <fry> How do you identify
the type, if its added later by other implementing code?
L633[05:58:45] <ollieread> Oh it';s not
added later
L634[05:59:00] <ollieread> In the init
you'd have something like
ResearchRegistry.addType(MyType.class)
L635[05:59:23] <ollieread> then
ResearchRegistry.addResearch(myResearch, MyType.class) for
example
L636[05:59:31] <fry> And how would you use
that?
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L638[06:00:01] <ollieread> later on when
ResearchRegistry receives an instanceof MyType it find the research
that requires it, and loops through those passing it to each
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L640[06:01:07] <ollieread> The registry
doesn't care where the instanceof MyType comes from
L641[06:01:36] <ollieread> It receives an
object, and somewhere it knows which other objects, require this
object
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L643[06:01:37] <fry> Why not delegate the
work of passing event to the research to the implementing
code?
L644[06:02:21] <ollieread> Because then
ResearchRegistry becomes entirely redundant
L645[06:02:23] <fry> instead of
ResearchRegistry.emit(myType),
handlerForMyType.tick(listOfResearches)
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L648[06:03:18] <ollieread> Also means the
implementing code needs to know which research needs it
L649[06:03:33] <fry> Which it does
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L651[06:03:43] <ollieread> Why would
it?
L652[06:03:44] <fry> (and ResearchRegistry
doesn't)
L653[06:04:11] <fry> inplementing code
provides researches and experiences
L655[06:04:40] <ollieread> But multiple
mods can provide experiences and research for other mods
experiences and research
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L658[06:05:25] <ollieread> Also means I
have to hardcode it
L659[06:05:28] <fry> Researches will have
to know about experiences, to be able to react to them in some
way
L660[06:05:38] <fry> hardcode what?
:P
L661[06:06:04] <ollieread> Well if I add
an experience, everytime I add a piece of research that uses that,
I have to go to the experience code and add that research
there
L662[06:06:56] <ollieread> Also means each
and every implementing mod needs to keep track of their own
progression, what has been done and what hasn't
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L664[06:07:15] <ollieread> Which then
makes having a generic API, entirely pointless
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L666[06:09:03] <fry> Only thing you need
to provide is a way to emit custom experience, and route it to
everyone needing to handle it
L667[06:09:16] <fry> Which sounds exactly
like what EventBus does :P
L668[06:09:27] <ollieread> Yeah, it's a
similar approach
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L670[06:09:53] <fry> Why don't you just
use the event bus directly then? :P
L671[06:09:56] <ollieread> though the idea
is that this allows you to interact with my mod
L672[06:10:10] <ollieread> Having to
manually do everything, would kind of defeat the purpose
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L674[06:12:31] <ollieread> child mods
having to fire their own events also seems kind of redundant
L675[06:12:49] <fry> event handler way:
bus.post(new Event1); class R1 { @SubscribeEvent onEvent1(Event1 e)
{...};) bus.register(new R1)
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L677[06:12:55] <ollieread> and at this
point, they may as well not use my mod at all as they've just
written themselves their own research system
L678[06:13:23] <fry> What exactly does
your research system offer then?
L679[06:13:39] <ollieread> The research
system is part of my mod
L680[06:13:59] <ollieread> It's not an
independant research system
L681[06:14:03] <fry> You can add your own
handlers for IExperience, and react to that in any way you
want
L682[06:14:41] <fry> I mean, what would be
the difference between using your system and posting events to the
bus?
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L684[06:15:38] <ollieread> No need to
manually do everything
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L686[06:15:52] <fry> manually do
what?
L687[06:16:05] <ollieread> Store that the
research has happened, against a player
L688[06:16:15] <ollieread> add the
research data to knowledge, for the player
L689[06:16:24] <ollieread> unlock recipes
and or abilities
L690[06:16:54] <fry> So, you have some
pieve of code that works for generic IExperience (storing it with
the player, for example)?
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L693[06:18:56] <fry> Or not? how would you
implement that? :P
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L696[06:21:26] <ollieread> I have
Knowledge, which is a knowledge topic providing unlocks
L697[06:21:51] <ollieread> each Knowledge
topic is made of research, which has a value
L698[06:22:06] <ollieread> 1 knowledge
topic could have 5 pieces of research
L699[06:22:29] <ollieread> each of those
pieces of research could be fired in several ways
L700[06:23:03] <ollieread> Right now, I
have more events (experiences) than I have research
L701[06:23:19] <ollieread> In that I have
identified several hundred different conditions
L702[06:23:35] <ollieread> and I don't
have research utilising every single one
L703[06:23:53] <ollieread> The idea was
that in the future, more research could be added that relies on the
already existing experiences
L704[06:24:06] <ollieread> A child mod
could even add a new piece of research to a knowledge topic
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L706[06:24:30] <ollieread> Think of it
like Thaumcraft. Child mods don't add all the aspects, or the code
of how to find the aspects
L707[06:24:47] <ollieread> They just say
"this, requires these"
L708[06:24:54] <ollieread> then Thaumcraft
internally does the rest
L709[06:25:16] <fry> Post your experiences
to the bus then, all mods will need to do to use them is to add a
method with @EventHandler :P
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L711[06:25:50] <fry> Adding researches to
knowledges is independent of that
L712[06:26:11] <fry> (though you might
want to implemnet it in the same way - post KnowledgeGainedEvent
:P)
L713[06:26:45] <fry> EventBus is very
powerful - leverage it :P
L714[06:26:54] <ollieread> But it doesn't
work for this
L715[06:27:00] <fry> for what?
L716[06:27:31] <ollieread> Every mod would
need to manually add data to knowledge
L717[06:27:36] <ollieread> and then
manually add it to my IEEP
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L719[06:27:59] <ollieread> and then
manually check for unlocks
L720[06:28:34] <ollieread> and implement
their own stuff, manually, which again comes down to it being
entirely redundant and they may as well have used their own
system
L721[06:29:32] <fry> Add a ganaric event
handler to store stuff in IEEP
L722[06:29:35] <fry> *generic
L723[06:29:52] <fry> (listen for IResearch
or whatever)
L724[06:30:14] <ollieread> Then that makes
my IEEP pointless
L725[06:30:25] <ollieread> as I'm simply
providing an API for people to add data to my IEEP
L726[06:30:28] <ollieread> Which they
could do themselves
L727[06:30:36] <fry> How is it not
pointless in the other case? :P
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L729[06:30:59] <ollieread> Because people
would be quite pissed off if they logged out and back in, to have
lost everything
L730[06:32:05] <fry> How is listening for
events different from a method call on ResearchRegistry?
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L732[06:32:29] <ollieread> Because if each
mod is independantly handling its own research, how would somebody
unlock something?
L733[06:32:42] <ollieread> Also means they
aren't bound to the rules of my mod
L734[06:32:45] <ollieread> and they could
just do whatever they pleased
L735[06:33:07] <fry> How would you make it
not independent in your system? What rules would you enforce?
L736[06:33:16] <ollieread> Also means they
need to write their own event handlers, and then fire a second
event within that
L737[06:33:18] <fry> (what rules could you
enforce?)
L738[06:34:20] <ollieread> Well I keep
track of what research has been performed
L739[06:34:29] <ollieread> Some research
can only happen once, others can happen x amount of times
L740[06:34:58] <fry> Why can't you do that
with event bus?
L741[06:35:17] <ollieread> Because event
bus doesn't have NBT
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L744[06:35:44] <fry> how does NBT come
into play?
L745[06:35:55] <ollieread> How else would
event bus keep track?
L746[06:36:00] <ollieread> Once it's
closed, the data is gone
L747[06:36:38] <fry> Again, you add your
listener for IResearch, and do appropriate storage there
L748[06:36:53] <fry> (by "you" I
mean you, and not implementers)
L749[06:38:00] <fry> You also check there
if research has been fired multiple times, and complain in the same
way as you would with the direct method call
L750[06:38:36] <ollieread> That doesn't
make sense
L751[06:38:54] <fry> in what way? :P
L752[06:39:14] <ollieread> Only my
instance of IResearch handling cheks and adding, means that other
mods IResearch will be ignored
L753[06:39:26] <ollieread> Also means I
have no way of knowing what research they have
L754[06:39:40] ⇦
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L755[06:40:22] <fry> 1) other mods emit
something implementing IResearch, if they want it to be a research,
so you'll catch it 2) why do you need to know the specific type in
this case?
L756[06:41:04] <ollieread> I mentioned
earlier, I don't _NEED_ the specific type, the idea was that it'd
only call the ones that it needs
L757[06:41:25] <fry> What would only call
what it needs?
L758[06:41:25] ⇦
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L759[06:41:39] <ollieread> Because if my
registry knows which bits of research respond to which types
L760[06:41:43] <ollieread> it only calls
those
L761[06:41:58] <fry> Leave that part to
the event bus
L762[06:42:22] <ollieread> So you think I
should 200 brand new events?
L763[06:42:33] <fry> Why do you need to be
between emitting and handling of the bits of the research?
L764[06:42:59] <ollieread> The research
has a boolean method which says whether or not it can be done
L765[06:43:03] <ollieread> and it also has
chance
L766[06:43:15] <fry> Making another bus
for them might be a good idea
L767[06:43:20] <ollieread> The system
needs to check if they already have this research
L768[06:43:41] <ollieread> None of this
makes sense
L769[06:43:56] <ollieread> To do it this
way would be to say "If you want to use my mod, create 80% of
your own research system"
L770[06:45:29] <fry> void post(IResearch
r) { if(!r.canBeDone()) complain; else bus.post(r) }
L771[06:45:47] <fry> expose this post
instead of raw one
L772[06:46:04] <ollieread> Then we're back
round in a circle
L773[06:46:11] <ollieread> Wait no
L774[06:46:16] <ollieread> IResearch is
the result
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L776[06:46:34] <fry> the result of
what?
L777[06:46:43] <ollieread> IExperience is
the event
L778[06:46:54] <ollieread> IResearch is
the result of the event
L779[06:47:20] <fry> result or
handler?
L780[06:47:23] <ollieread> result
L781[06:47:32] <fry> Who's the handler
then? :P
L782[06:47:40] <ollieread>
ResearchRegistry
L783[06:48:11] <fry> And in the case of
custom handlers?
L784[06:48:11] <ollieread> You don't write
a handler
L785[06:48:20] <ollieread> There's no need
whatsoever for a custom handler
L786[06:48:27] <ollieread> as it
completely defeates the purpose of the entire system
L787[06:49:01] <ollieread> So it goes like
this
L788[06:49:23] <ollieread> Conditions are
identified, conditions are sent to handler, handler matches
conditions to research and handles the research response to those
conditions
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L790[06:49:32] <ollieread> Handler adds
knowledge progress if required
L791[06:50:03] <ollieread> I absolutely
100% have to know what research exists
L792[06:50:06] <ollieread> what knowledge
exists
L793[06:50:19] <fry> "handler matches
conditions to research" - how?
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L795[06:50:22] <ollieread> Otherwise
things like my progress GUI would only be my stuff
L796[06:50:26] <ollieread> people would
need to add their own GUIs
L797[06:51:08] <ollieread> Experience
contains conditions, experiences are registered, research is
registered against experience
L798[06:51:20] <ollieread> Event happens,
experience is selected and conditions populated
L799[06:51:38] <ollieread> Handler passes
experience to research that requires it, research check the
conditions, responds
L800[06:51:42] <ollieread> handler does
the rest
L801[06:53:52] <ollieread> say 5 pieces of
research require ExperienceAttackedBy
L802[06:54:04] <ollieread> 2 of those may
required that the attacked be a Skeleton where the other 3 a
zombie
L803[06:54:15] <ollieread> The handler
would pass ExperienceAttackedBy to those 5 only
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L805[06:54:28] <ollieread> The other 5
that expect ExperienceAttack wouldn't be touched
L806[06:55:21] <fry> other 5?
L807[06:55:40] <ollieread> Pieces of
research
L808[06:56:16] <fry> so, 10 pieces of
research, 5 of them expect ExperienceAttackedBy, other 5 expect
ExperienceAttack?
L809[06:56:20]
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L810[06:56:50] <ollieread> Yes
L811[06:57:44] <ollieread> Except each
loop of the research needs to be entirely independant
L812[06:58:19] <ollieread> Because it
could be that each piece of research succeeds and does something
different
L813[06:59:20] <fry> So, eventbus
implementation: R1 { @Sub void onEvent(ExperienceAttackedBy e) {
if(e.type == skeleton) doResearchDone(); } } R2 { ... if(e.type ==
zombie) ...} R3 { onEvent(ExperienceAttack e) ...}
L814[06:59:37] <fry> R1 and R2 are first
5, R3 is other 5
L815[07:00:05] <wildex999> Are there
anyone with a 1.7.10 Forge server, with a lot of
Entities/TileEntities and strugling with low TPS, willing to alpha
test a new CoreMod? It's purpose is to keep the server running with
a steady 20 TPS. Send me a pm =)
L816[07:00:12] <ollieread> Which means I
need to rely on implementing mods to complete or add
L817[07:00:53] <fry> complete or add
what?
L818[07:00:58] <ollieread> Data
L819[07:01:14] <fry> what data?
where?
L820[07:01:33] <ollieread>
doResearchDone()
L821[07:01:41] <ollieread> Where on earth
would that come?
L822[07:01:58] <fry> make that
ResearchSystem.doResearchDome(this), for exaple
L823[07:02:02] <fry> *example
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L825[07:02:18] <ollieread> Which means I
rely on them calling it
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L827[07:03:02] <fry> In your direct
approach you rely on them returning something from the handle
method?
L828[07:03:09] <ollieread> no
L829[07:03:38] <ollieread> Simplem
boolean
L830[07:03:45] <fry> "research check
the conditions, responds" <- how does it respond?
L831[07:04:23] <fry> boolean what? return
value? field? method?
L832[07:05:15] <ollieread> for(research :
researchList) { if(research.canPerform(e) &&
researchChance(research.getChance())) {
addKnowledgeResearch(research.getKnowledge(), research.getData());
} }
L833[07:05:18] <ollieread> as an
expample
L834[07:05:49] <Szernex> wildex999 is it
open source?
L835[07:06:11] <wildex999> Not at the
moment. I will make it that eventually tho.
L836[07:07:31] <ollieread> fry: In the
example you provided, my system doesn't know about the
research
L837[07:07:36] <ollieread> Which is an
issue, I have to know about it
L838[07:08:44] <fry> call
ResearchSystem.tryPerform(this) from the onEvent, if research
accepts conditions
L839[07:09:38] <fry> inside tryPerform do
what you do inside the for loop, but only for that research
L840[07:09:56] <ollieread> That requires
them to call it
L841[07:10:27] <fry> Only slightly more
complex than returning boolean :P
L842[07:10:34] <ollieread> I also need to
know what is available, outside of the actual research loop
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L844[07:11:12] <fry> Store researches when
you add them to the bus, for example
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L846[07:13:33] <ollieread> I don't like
relying on them to do it
L847[07:13:40] <ollieread> and also having
to create their own handlers
L848[07:13:46] <ollieread> Completely
defeats the purpose
L849[07:13:54] <ollieread> It's not a
"Use my research system for your mod"
L850[07:14:02] <ollieread> it's a
"Add to the research system of my mod"
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L853[07:16:17] <fry> you'll have to choose
between event handlers, visitor and a bunch of instanceofs inside
the research
L854[07:17:08] <ollieread> instanceofs are
fine
L855[07:17:14] <ollieread> Because it
keeps them to using my system
L856[07:18:11] <fry> everything except the
experience-research dispatch is completely the same in all 3
choices
L857[07:18:42] <fry> using eventbus won't
let them not use your system in some magical way
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L860[07:21:21] <fry> not calling
ResearchSystem.tryPerform(this) is equivalent of returning false
from the canPerform
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L868[07:35:51] <MalkContent> if I have
many instances of an identical value in hard code, say lot's of
0.0F
L869[07:36:04] <MalkContent> would it help
to create a final field for that?
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L873[07:36:23] <MalkContent> or does it
make no difference
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L877[07:39:39] <MalkContent> the point
isn't the final
L878[07:40:03] <Skuli> Oh I see
L879[07:40:04] <MalkContent> more like
create reusable field to hold the value vs. hardcode every instance
of the value
L880[07:40:19] <Skuli> I have no
idea
L881[07:40:33] <MalkContent> ikr
L882[07:40:34] <Skuli> it would make it
easier to update later at least
L883[07:40:54] <Skuli> if you ever needed
to change that value globally
L884[07:41:10] <MalkContent> indeed. I'm
afraid that many accesses on the same field might slow stuff
down
L885[07:41:20] <Skuli> You'll have to wait
for actual developer to chime in
L886[07:43:00] <MalkContent> yerp
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L889[07:46:30] <asie> Is there going to be
a way to inject fake mod containers into the GUI mod list?
L890[07:47:47] <MalkContent> Ivorius: i
have complaints. yer Renderer isn't perfect :o
L891[07:48:42] <Ivorius> It doesn't
translate 100% correctly currently
L892[07:48:48] <Ivorius> Because I was too
lazy to figure out all the values
L893[07:48:53] <Ivorius> But the rendering
itself is perfect :P
L894[07:49:33] <MalkContent> inventory
rendering is always true for alpha
L895[07:50:24] <MalkContent> and entities
on the ground are tilted and also don't gain additional drawings
depending on stacksize
L896[07:51:48] <Ivorius> 'always true for
alpha'? :P
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L899[07:52:02] <Ivorius> The latter might
be, I only used it for single item stacks
L900[07:52:09] <Ivorius> I think
L901[07:54:05] <MalkContent> you use your
setColor function to do a glColor4f, if alpha is true it expects
item.getColorbla to return a whole 32bit set of values, otherwise
alpha channel is gonna be 0 and the thing's invisible
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L903[07:54:54] <Ivorius> Well yes
L904[07:55:09] <Ivorius> You just have to
overwrite getColor = super.getColor | 0xff000000
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L906[07:55:43] <Ivorius> That is
intentional :P
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L909[07:56:06] <Ivorius> See: My example
usage
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L911[07:56:25] <MalkContent> thing is, you
made it optional in the equipped part
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L919[08:06:00] <wildex999> Are there
anyone with a 1.7.10 Forge server, with a lot of
Entities/TileEntities and strugling with low TPS, willing to alpha
test a new CoreMod? It's purpose is to keep the server running with
a steady 20 TPS. Send me a pm =)
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L928[08:34:52] <cad435> anyone knows a
good tutorial where to start playing sounds with paulscode (in
forge)?
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L930[08:36:18] <MalkContent> you don't
touch paulscode
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L933[08:37:44] <MalkContent> or do you
wanna get into deeper sound stuffs?
L934[08:37:56] <asie> heh
L935[08:37:59] <asie> i had to touch
OpenAL once
L936[08:38:03] <asie> to go around a bug
in paulscode
L937[08:38:19] <asie> which was confirmed
by paul himself but never fixed
L938[08:38:59] <MalkContent> i tried to
get hall effect and speed of sound into the game
L939[08:39:12] <asie> you might want to
work with OpenAL directly then
L940[08:39:17] <MalkContent> a day or two
in i just said "you know wat, nop"
L941[08:39:17] <ollieread> fry|sleep: ahh
you've gone
L942[08:39:36] <cad435> well thx i'll look
into OpenAL
L943[08:40:07] <asie> cad435: no
L944[08:40:11] <asie> i was talking to
Malk
L945[08:40:12] <MalkContent> he said and
went down the rabbithole never to be seen again ^^
L946[08:40:13] <CrystalMare> the hall
effect only works on moving objects, if the client is lagging this
movement is interrupted
L947[08:40:25] <CrystalMare> Wich would
screw your sound up
L948[08:40:28] <asie> i actually wrote a
mod which adds live audio streaming over the minecraft protocol
with no pre-downloading
L949[08:40:32] <asie> that's what i needed
openal for
L950[08:40:39] <MalkContent> cad435: if
you just want to play sounds, use what minecraft offers
L951[08:40:41] <asie> paulscode has a bug
where raw audio streams refuse to configure their in-world position
right
L952[08:40:53] <cad435> asie: i actually
don't wanna do this with minecraft offers...
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L956[08:41:23] <MalkContent> CrystalMare:
you almost make it sound like you would have to compensate for bad
connection or anything
L957[08:41:34] <MalkContent> why that is
unheard of :D
L958[08:41:41] <cad435> well that's the
piont, goal is to have a class wich i give a sound-file and it
sends it directly to audio output...
L959[08:41:41] <MalkContent>
something*
L960[08:41:47] <CrystalMare> Yeah :P
L961[08:41:52] <CrystalMare> Good luck
though
L962[08:41:53] <CrystalMare> xD
L963[08:42:04] <MalkContent> cad435: use
mc :P don't go paulscode or openal
L964[08:42:47] <cad435> can i play sounds
there without having an ingame-position of a sound then?
L965[08:43:03] <MalkContent> yea
L966[08:43:11] <MalkContent> basically the
way music is played
L967[08:43:22] <Ivorius> Nah, impossible,
cad435
L968[08:43:27] <Ivorius> Menu buttons are
a hack
L969[08:43:35] <MalkContent> :D
L970[08:43:50] <cad435> Ivorius:... :D
:D
L971[08:44:46] <MalkContent> they never
retouched the menubuttons when they overhauled notch code, because
everything else fell apart when they tried
L972[08:45:44] <Ivorius> Literally Hitler
broke into their office and smashed their PCs with a hammer when
they tried to fix it
L973[08:46:53] <Ivorius> And thus you can
only still play positioned sounds... Menu buttons are just
ubiquitous
L974[08:47:10] <ollieread> I think Fry may
have been onto something with the eventbus thing
L975[08:47:15] <ollieread> Though I'd have
to write my own
L976[08:47:15] <ollieread> hmm
L977[08:47:32] <Ivorius> With what
ollieread
L978[08:48:20] <ollieread> My research
system, right now, you register a research experience (payload)
then you register a research item which specifies the type of
experience (the class) it requires
L979[08:48:55] <ollieread> he said to have
use the event bus and just have @SubscribeEvent in my research
classes
L980[08:49:12] <ollieread> Though there's
lots of other things I'd want to do and I wouldn't want to use
Events
L981[08:49:24] <ollieread> the principal
is great, though I'd have to write my own instance of
EventBus
L982[08:50:20] <ollieread> Which after
reading up, he did suggest lol
L983[08:50:48] <Ivorius> 'Write'?
L984[08:50:54] <Ivorius> You can just
instantiate your own bu
L985[08:50:55] <Ivorius> *bus
L986[08:51:03] <ollieread> I know
L987[08:51:05] <Ivorius> I did that for
some of my events :P
L988[08:51:08] <ollieread> But there's
other things that it needs to do
L989[08:51:17] <ollieread> It also
wouldn't even use the Event class
L990[08:51:45] <ollieread> and inside the
post loop, I'd need to do something before and after the call
L991[08:51:48] <Ivorius> Uh-hu
L992[08:51:50] <Ivorius> h
L993[08:51:58] <ollieread> as I need to
react to the result of each call
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L995[08:52:24] <ollieread> I can't work
out whether he meant the currently implemented event bus, or the
principal/pattern
L996[08:53:37] <ollieread> In round about
way, I do something similar, except I don't use lovely
annotations
L997[08:53:41] <ollieread> Though I could
switch to that
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L1014[09:27:07] <McJty> Time to go
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L1037[09:54:33] <Naiten> If I use new
FileReader("file.txt") where should file.txt be
placed?
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L1042[10:08:34] <tattyseal>
Nevermind.
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L1048[10:12:11] <Ivorius> Naiten:
C://file.txt
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L1050[10:12:14] <Ivorius> x)
L1051[10:12:48] <Ivorius> It depends on
the environment actually
L1052[10:13:10] <Ivorius> Whatever your
resources directory is. I recommend not reading your files like
that :P
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L1056[10:14:17] <Naiten> Okay, how do I
read them?
L1057[10:14:36] <Ivorius> You want to
read a plain text file?
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L1060[10:16:04] <Ivorius> And then just
feed that stream to your reader
L1061[10:16:48] <progwml6> fry|sleep
system.out.println in forge commits :(
L1062[10:18:08] <Naiten> Ivorius, yes,
plain text. Thanks.
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L1064[10:26:52] <Naiten> Ivorius, when I
try new
FileReader(UtilFile.inputStreamFromResourceLocation(location)), it
fires an error and suggests to wrap argument into String.valueof
... Will that work?
L1065[10:27:32] <Ivorius> String.valueOf
what?
L1066[10:27:52] <Ivorius> Oh
L1067[10:27:53] <Ivorius> No, lol
L1068[10:28:01] <Ivorius> FileReader is
for reading File objects
L1069[10:28:22] <Ivorius> Use
InputStreamReader
L1070[10:28:54] <Naiten> okay
L1071[10:29:06] <Naiten> i'm noob about
dat stuff
L1072[10:29:16] <Naiten> so don't laugh
at me
L1073[10:30:38] <Ivorius> InputStream =
some data source
L1074[10:30:43] <Ivorius> File = a file
on your computer
L1075[10:31:01] <Ivorius> new
FileReader(String) is the same as new FileReader(new
File(String))
L1076[10:31:24] <Ivorius> So if you did
String.valueOf(inputStream), you'd get new
File("InputStream@q9uejq0");
L1077[10:31:43] <Ivorius> Which is not a
valid file path. 'Files' inside the jar can't be represented by
File objects anyway
L1078[10:32:00] <Ivorius> Which is the
reason you can't use FileReader
L1079[10:33:16] <Naiten> Omg, okay.
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L1112[11:13:02] <AbrarSyed> Ivorius,
Naiten this is why you guys use the beutifl thing known as guava.
string blah = new String(ByteStreams.readFully(inputStream),
Charsets.UTF_8)
L1113[11:13:25] <AbrarSyed> also...
Files.toString(file, Charsets.UTF_8)
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L1115[11:13:38] <Naiten> Oh mein Gott,
ich just got things work
L1116[11:14:17] <AbrarSyed> ALLWAYS check
guava before dong something yourself
L1117[11:14:40] <AbrarSyed> most useful
classes are: Files ByteStreams CHharStreams and the collections
which I wont get into now
L1118[11:15:35] <Naiten> I won't touch a
line of code if it works and works fine -.-
L1119[11:15:50] <AbrarSyed> tsk tsk
ts
L1120[11:15:56] <AbrarSyed> what you do
is this Naiten
L1121[11:16:02] <AbrarSyed> you commit
and push when its working
L1122[11:16:03] <AbrarSyed> then break
it
L1123[11:16:13] <AbrarSyed> if it ever
stops working.. and you give up, just revert to the commit
L1124[11:16:16] <AbrarSyed> and everyones
happy
L1125[11:16:28] <AbrarSyed> ^ the true
power and use of git
L1126[11:17:12] <Naiten> Nope. It's a
principle of rational programming. Don't fix working things, fix
bugs. Otherwise it's just a waste of time.
L1127[11:17:38] <Naiten> I'm a
perfectionist by nature, but perfectionism is bad when
coding.
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L1130[11:21:51] <AbrarSyed> thats only
true when time = money in the business
L1131[11:21:59] <AbrarSyed> for
hobbyists, one should always strive for good code
L1132[11:22:05] <AbrarSyed> dont hack
stuff unless its absolutely necessayr
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L1134[11:24:11] <Naiten> Time is
significant to me although I'm a hobbyist. I can't spend my whole
day improving what is already working...
L1135[11:25:31] *
AbrarSyed shakes his head in disappointment
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L1138[11:28:55] *
Naiten sees word 'disappointment' can be translated into his
language with four different meanings and doesn't know how to
interpret that
L1139[11:30:45] <gigaherz> disappointment
is any situation when you expected something, and the outcome was
worse than your expectations
L1140[11:31:02] <gigaherz> if your
language has different words for different kinds of disappointment,
just choose the closest one ;P
L1141[11:31:41] <Naiten> gigaherz, four
kins of disappointment indeed
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L1150[11:41:08] <Lumien> If i have
certain "events" that can happen in the world on a
specific location should i just put a invisible entity there to
"sync" that to the client or use the ChunkWatchEvent to
sync it?
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L1152[11:44:40] <gigaherz> spawn an
entity when the event happens, IMO
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L1204[13:19:16] <killjoy> What sounds
better? Forge Annotation Processor, Forge AP, or FAP?
L1205[13:19:34] <darkdiplomat> FAP
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L1208[13:24:06] <killjoy> I guess it's
only a question of what things it would do.
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L1212[13:29:26] <PaleoCrafter>
MalkContent, FML generates classes for event handlers at runtime,
way better performance than a reflection based approach
L1213[13:29:48] <MalkContent> wah?
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L1215[13:30:05] <MalkContent> a.
L1216[13:31:45] <Unh0ly_Tigg> when you
register an object with an event bus, it creates a new class that
invokes the various event methods instead of doing it via
reflection. it uses less overhead, as calling a ton of methods via
reflection over and over would cause a lot of lag over time.
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L1218[13:36:33] <MalkContent> I don't
think I can comprehend either of those two statements, but I'll
take it as a "no".
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L1227[13:47:40] <LexManos> ...
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L1232[13:51:21] <ollieread> killjoy:
Probably shouldn't use forge in the name
L1233[13:51:35] <MalkContent> I apologize
that my stupidity hath offended thee so
L1234[13:52:10] <Unh0ly_Tigg>
"Annotation Processor for Forge-enabled Environments"
?
L1235[13:52:38] <Unh0ly_Tigg> or
"APFE"?
L1236[13:52:45] <MalkContent> I'd support
minecraft forge annotation processor, or MC FAP
L1237[13:53:27] <ollieread> As long as it
says "for forge" I don't think it matters
L1238[13:53:39] <ollieread> Simply adding
forge implies an official link
L1239[13:53:58] <ollieread> So you'd say
"Annotation Processor for Forge"
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L1241[13:54:28] <ollieread> Annotation
Process for Forge = An annotation processor for use with
forge
L1242[13:54:41] <ollieread> Forge
Annotation Processor = Forges annotation processor
L1243[13:54:42] <LexManos> ...
L1244[13:54:44] <Unh0ly_Tigg> I think how
you include forge in the title should be up to lex to decide.
L1245[13:54:45] <ollieread> Is how it'd
be seen
L1246[13:54:53] <LexManos> what trhe fuck
are you doing..
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L1249[13:55:22] <ollieread> No idea,
killjoy asked about a name, I was just saying to avoid implying
that it's an offical project
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L1253[13:59:12] <killjoy> I probably
won't release it.
L1254[13:59:22] <LexManos> what is
it
L1255[13:59:29] <killjoy> It's an
annotation processor
L1256[13:59:30] <LexManos> and dont use
the forge name
L1257[13:59:38] <LexManos> -.-
L1258[13:59:45] <LexManos> WHAT IS
IT
L1259[13:59:56] <LexManos> dont give me
the fucking nasme
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L1261[14:00:33] <killjoy> It's just
something for me to toy with while I learn about
javax.annotation.processing.Processor
L1262[14:00:47] <LexManos> then dont do
it with forge
L1263[14:01:16] <killjoy> I'm just doing
it because I like the name. Think of it like a codename
L1264[14:01:51] <LexManos> no
L1265[14:02:09] <LexManos> kappa
L1266[14:02:15] <LexManos> use that
L1267[14:02:38] <diphtherial> killjoy:
i'm kind of curious, too; what annotations are you processing,
exactly?
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L1269[14:03:21] <MalkContent> killjoy:
just don't. just because of the chance that something get's out and
some dude innocently takes it as official, has problems with it and
lex will suffer for it and then we all suffer
L1270[14:03:47] <killjoy> I'm going to
start off by seeing if I can add annotations to access transformed
members.
L1271[14:03:55] <diphtherial> so i guess
the take-home here is not to use "forge" in the name in
any capacity
L1272[14:04:03] <MalkContent> it's like a
shitcovered waterballon. poking it with a stick is super fun, but
there's a small chance of a rain of poop, so better not do it
L1273[14:04:11] <killjoy> Exactly.
Codename FAP
L1274[14:04:17] <diphtherial> hot
L1275[14:04:23] <LexManos> No
L1276[14:04:35] <LexManos> name it Kappa,
Killjow's Annotation Post Processing App
L1277[14:04:43] <Unh0ly_Tigg>
perfect
L1278[14:04:49] <LexManos> NOTHING with
the name Forge in it
L1279[14:04:59] <killjoy> So that's what
you meant
L1280[14:05:10] <Unh0ly_Tigg> that name
if freaking brilliant...
L1281[14:05:28] <diphtherial> out of
curiosity, is there an official policy on use of 'forge' as a
trademark or something..?
L1282[14:05:54] <diphtherial> the
unofficial policy seems to be not using 'forge' in the name of a
mod, which makes sense since it would imply endorsement
L1283[14:06:08] *
Unh0ly_Tigg looks at FMP...
L1284[14:06:21] <drazisil> That's sorta a
common rule, actually
L1285[14:06:30] <LexManos> I dont own any
trademark on forge no
L1286[14:06:35] <killjoy> Well
chickenbones intended for that to be put into forge, but was denied
because scala
L1287[14:06:35] <LexManos> But please,
just dont fucking do it
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L1289[14:07:46] <diphtherial>
understood
L1291[14:07:59] <diphtherial> kappa is
also a letter in the greek alphabet, fwiw
L1292[14:08:11] <killjoy> I know that
because fraternaties
L1293[14:08:12] <diphtherial> also a
river monster with a bowlful of water in an indentation in its
head
L1294[14:08:35] <killjoy> When lex said
it the first time, I thought it was something in japanese
L1295[14:08:56] <diphtherial> it is
:3
L1296[14:09:27] <Unh0ly_Tigg> google
"twitch kappa"
L1297[14:09:40] <killjoy> Hm. I should
tweak the name a bit so it's Nappa
L1298[14:09:42] <ollieread> Kappa is also
an old sportswear company
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L1301[14:11:16] <Unh0ly_Tigg> heh, the
fraternity: "Kappa Kappa Kappa"
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L1303[14:11:30] <killjoy> aka (KKK)
L1304[14:12:05] <killjoy> Every other
fraternity has the abbr, except that one
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L1331[14:32:48] <MalkContent> forge 1277
RenderItem line 323 creates an unused randomized float :|
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L1342[14:47:56] <cad435> is it possible
to have a different block-texture in inventory and as
"block-in-world"? Or can i only achieve this if i add
place-items?
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L1345[14:50:49] <tterrag|away> Use a
custom itemblock
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L1348[14:55:47] <Corosus> anyone have
links on how to setup a forge dev environment that lets you edit mc
source code as well?
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L1351[14:57:49] <ollieread> You can't
edit mc source code
L1352[14:57:52] <ollieread> You have to
use ASM
L1353[14:57:56] <ollieread> also,
don't
L1354[14:58:16] <ollieread> You'll get
shouted at
L1355[14:59:07] <Corosus> i need to just
so i can run dev without openAL crashing my game
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L1357[14:59:24] <Corosus> a problem
apparently few have
L1358[14:59:26] <ollieread> Surely that's
a problem on your end, rather than with MC
L1359[14:59:41] <Corosus> ive been unable
to fix it
L1360[14:59:57] <ollieread> Well afaik,
you can't setup an environment where mc code can be edited
L1361[15:00:07] <ollieread> Pretty sure
forge is created to prevent people from needing to do that
L1362[15:00:25] <Ordinastie> you can code
against Forge cloned repo
L1363[15:00:43] <Corosus> ah thought so
Ordinastie , i remember hearing about that but i never tested it
myself
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L1367[15:03:22] <clienthax> just how the
hell do i use onPlayerBlockPlace ?
L1368[15:03:25] <cad435> tterrag|away: i
try to overwrite in class extends ItemBlock the method:
"getIconFromDamage" (the parameter is meta, isn't it?)
but that did't gave me a different texture in inventory...
L1369[15:04:23] <Ordinastie> cad435, just
override both getIcon(int, int) and getIcon(world, int, int, int)
from block
L1370[15:04:58] <cad435> and in ItemBlock
i assign the textures for the inventory?
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L1372[15:07:15] <PaleoCrafter> cad435,
no, the inventory icons go in getIcon(int, int)
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L1375[15:09:39] <cad435> ok but i want to
have a different texture if the block is placed in the world(not
the same the block has in inventory)... is that possible than?
because "getIcon" assignes the texture to both, the
inventory-block and the block that is placed in the world
L1376[15:11:00] <PaleoCrafter> did you
even read what Ordinastie wrote, cad435?
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L1379[15:11:49] <cad435> yes i have....
but that arent only two constructors that'*ll do the same? or is
that a missthinking by me?
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L1381[15:12:21] <PaleoCrafter> they
aren't constructors but normal functions and one is for the
inventory, the other one for in-world (guess which is which)
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L1383[15:13:46] <cad435> ok, than sry i
was stupid...
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L1386[15:17:07] <cad435> ah yes it's
working... and why the hell did i mess up constructors and
funktions -.- sry for that...
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L1393[15:32:15] <MalkContent> o fuck
me
L1394[15:32:24] <MalkContent> was
wondering how that renderer always did the same thing
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L1396[15:32:30] <MalkContent>
this.random.setSeed(187L)...
L1397[15:33:25] <tterrag> yeah that trick
is nice :p
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L1399[15:34:38] <MalkContent> isn't that
wasteful to put that into a renderer
L1400[15:34:53] <tterrag> no?
L1401[15:35:04] <tterrag> how else do you
do consistent randomness?
L1402[15:35:09] <MalkContent> i always
thought random stuff took up extra calculation
L1403[15:35:17] <tterrag> of course it
does
L1404[15:35:21] <MalkContent> its used
for the item spacing
L1405[15:35:22] <tterrag> but it's the
only way to achieve a certain goal
L1406[15:35:30] <MalkContent> of 3d
item's entities on the ground...
L1407[15:35:36] <tterrag> yes, and?
L1408[15:35:36] <Ordinastie> you could
cache the values
L1409[15:35:47] <tterrag> not if the
value is different between different renderings
L1410[15:35:57] <MalkContent> it's
not
L1411[15:36:07] <MalkContent> if it was
that would spazz out
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L1413[15:36:16] <MalkContent> like my
custom rendered ones right now xD
L1414[15:36:18] <MalkContent> good
fun
L1415[15:37:26] <MalkContent> Ordinastie:
splendid idea
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L1421[15:44:52] <clienthax> so, how can i
fire a placement event ?
L1422[15:45:00] <clienthax> so crap like
worldguard can pick up
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L1425[15:48:31] <cad435>
MinecraftForge.EVENT_BUS.post(new BlockPlaceEvent)?
L1426[15:48:38] <cad435> @clienthax
L1427[15:49:26]
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L1429[15:50:24] <killjoy> I just found a
starwars reference in java
L1430[15:50:46] <Unh0ly_Tigg> ?
L1431[15:50:53]
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L1433[15:52:40] <MalkContent> hah
^^
L1434[15:52:56] <MalkContent> I just
found that grim fandango remastered is cheaper in the humble store
than on steam
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L1436[15:54:30] <clienthax> gah
L1437[15:54:36] <clienthax> our build
system pisses me off -.-
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L1446[16:04:06] <MalkContent> uh. in a
for loop, does it matter if i increment if ++i or i++?
L1447[16:04:08] <AbrarSyed> ?+?
L1448[16:04:27] <MalkContent> just seeing
the former one for the first time...
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L1450[16:04:43] <Ivorius> AbrarSyed: I
have no idea what he wants to do
L1451[16:04:49] <Ivorius> For some things
a reader is beneficial
L1452[16:04:55] <Ivorius> Don't tell me
about Guava man :P
L1453[16:05:28] <AbrarSyed> wrong channel
was all....
L1454[16:05:38] <AbrarSyed> MalkContent,
dont matter...
L1455[16:05:51] <AbrarSyed> Ivorius,
hmm?
L1456[16:06:00] <Ivorius> Scroll up, you
pinged me :P
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L1458[16:06:07] <MalkContent> k, thx. i
suspected it, but kept second guessing
L1459[16:06:44] <Lymia> ++i and i++ are
basically the same for a loop, in Java.
L1460[16:06:51] <Lymia> And C, for
everything but archaic compilers.
L1461[16:07:01] <Lymia> ++i is the habit
of older C programmers and those who learned from them.
L1462[16:07:10] <Lymia> And i++ seems to
be more "native" in Java
L1463[16:07:28] <killjoy> heaven forbid
you type c++
L1464[16:07:42] <Lymia> What's C++?
L1465[16:07:54] <Lymia> I don't think any
such language exists.
L1466[16:07:57] <killjoy> increment
variable c by 1
L1467[16:07:58] <Lymia> ... please...
;-;
L1468[16:08:20] <killjoy> c = c + 1
L1469[16:08:58]
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L1470[16:09:06] <Lymia> But... c = c + 1
is an infinite loop. :(
L1471[16:09:14] <MalkContent> i know what
++i and i++ do, just never saw em in a loop
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L1473[16:09:25] <Lymia> MalkContent, why
not?
L1474[16:09:25] <MalkContent> the
++i
L1475[16:09:27] <Lymia> That's,
like...
L1476[16:09:32] <MalkContent> dunno
L1477[16:09:32] <clienthax> before or
after use add
L1478[16:09:42] <Lymia> i++ is just habit
because most Java code uses it.
L1479[16:09:49] <clienthax> 10:09 PM
<clienthax> before or after use add
L1480[16:09:50] <Lymia> ++i is the habit
that lots of C programmers have.
L1481[16:09:53] <Lymia> It's as simple as
that.
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L1483[16:10:07] <clienthax> sk89q: i see
you
L1484[16:10:08] <MalkContent>
*shrugs*
L1485[16:10:29] <sk89q> hi
L1487[16:10:39] <tterrag> no technically
++i is faster
L1488[16:10:41] <sk89q> well
L1489[16:10:45] <sk89q> I was typing my
respond there but
L1490[16:10:48] <sk89q> response*
L1491[16:10:50] <tterrag> as ++i returns
i+1
L1492[16:10:51] <clienthax> aha
L1493[16:10:54] <sk89q> let me
finish
L1494[16:10:57] <tterrag> where as i++
returns i and then does i+1
L1495[16:10:58] <Lymia> tterrag, what
ancient compiler from the 20th century are you using?
L1496[16:11:03] <tterrag> which is an
extra instruction
L1497[16:11:05] <tterrag> it is
L1498[16:11:06] <tterrag> look it
up
L1499[16:11:11] <Lymia> tterrag, what
ancient compiler from the 20th century are you using?
L1500[16:11:13] <MalkContent> sweet
L1501[16:11:14] <MalkContent> til
L1502[16:11:42] <MalkContent> or
not(?)
L1503[16:11:51] <Lymia> Any modern
compiler, hopefully, doesn't return anything when used in the
context for(;;expression)
L1504[16:12:00] <Lymia> And directly
compiles something like inc ptr [...]
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L1507[16:13:32] <sk89q> clienthax, is
pixelmon open source?
L1508[16:13:38] <clienthax> nope, but i
have repo access
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L1510[16:13:59] <sk89q> I figured that
item use would have been picked up and this wouldn't be a
problem
L1511[16:14:01] <sk89q> but apparently
not
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L1513[16:14:12] <clienthax> sk89q: threw
you a paste
L1514[16:14:13] <clienthax> in pm
L1515[16:14:30] <clienthax> attempting to
fix it atm
L1516[16:14:45] <tterrag> someone told me
that once
L1517[16:14:52] <tterrag> but now
googling it I can't find any evidence of the fact
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L1519[16:16:03] <clienthax> aha sk89q the
code i just sent you seems to work
L1520[16:16:12] <clienthax> look good to
you ?
L1521[16:16:14] <Lymia> sk89q?
Uncomfortable aiming decompilers at things? :P
L1522[16:16:24] <Lymia> Maybe I'm the
only evil one here.
L1523[16:16:34] <sk89q> no
L1524[16:16:35] <clienthax> mhm, the
multiblock one still places
L1525[16:16:37] <clienthax> when it
shouldnt
L1526[16:16:38] <sk89q> but I don't have
a copy of pixelmon
L1527[16:16:51] <sk89q> did you add
canPlayerEdit?
L1528[16:17:01] <Lymia> Multiblocks
sounds like a huge nightmare.
L1529[16:17:15] <clienthax> don't think
so sk89q
L1530[16:17:21] <sk89q> craftbook
cauldrons were multiblocks :P
L1531[16:17:21] <Lymia> Is canPlayerEdit
an event you can see from Forge?
L1532[16:17:39] <sk89q> clienthax, what
did you change?
L1533[16:17:39] <Lymia> sk89q, for
checking player permissions :P
L1534[16:17:41] <sk89q> or what do you
mean by work
L1535[16:17:52] <sk89q> well
L1536[16:17:54] <Lymia> You'd need to,
like, fire off block change events for every block at once, then
only create if every passes, no?
L1537[16:17:57] <sk89q> mc has that spawn
protection thing
L1538[16:18:19] <sk89q> well
L1539[16:18:37] <sk89q> that's really a
limitation of forge adn bukkit events
L1540[16:18:42] <sk89q> but that's fixed
in sponge...
L1542[16:22:08] <MinecraftForgeBot>
jadran.kotnik: Don't skip the first line when rendering (debug)
text.
L1543[16:25:35] <Lymia> Forge and
Bukkit
L1544[16:25:42] <Lymia> Don't sound like
they'd work together well :/
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L1546[16:29:25] <cad435> Bukkit is almost
dead... Sponge's coming^^ and sponge is developed on top of
forge... so, yes that'll definately will work ;)
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L1552[16:32:09] <MinecraftForgeBot>
techStackLp: Closes #1552
L1553[16:32:25] <Lymia> Yaayyyyy
L1554[16:32:26] <Lymia> :D
L1555[16:33:39] <Genuine> I don't
even...
L1556[16:33:56] <Genuine> How is
BlockState not an implementation of the IBlockState?
L1557[16:34:05] <Genuine> :P
L1558[16:34:08] <Genuine> I'm so
confused.
L1559[16:34:23] <tterrag> because it's
probably a bad name for the class
L1560[16:34:43] <LexManos> Because impl
is the implementation
L1561[16:34:44] <Genuine> I assume
so.
L1562[16:35:48] <Genuine>
blockstate.getBaseState()
L1563[16:35:55] <Genuine> I need to study
this more.
L1564[16:36:39] <Genuine> So many layers
of abstraction, I need to not pull my hair out.
L1565[16:37:02] <Genuine> "It'll get
easier", I tell myself.
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L1567[16:39:04] <belak> Is there an event
a mod can get on shutdown?
L1568[16:39:16] <belak> Like, the
opposite of preinit
L1569[16:39:40] <Genuine> I usually use
World save event.
L1570[16:39:55] <Genuine> There was
something that could be used in the sound engine back int he day
too.
L1571[16:40:00] <Genuine> It was on
shutdown.
L1572[16:40:04] <tterrag> BlockState
might be BlockStateFactory or somethign similar in the actual
src
L1573[16:40:11] <belak> But that can
happen outside of shutdown... the world save at least
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L1575[16:41:34] <Genuine> tterrag, it
kind of is. It has many internal IBlockStates based on the
IProperties it looks like.
L1576[16:41:43] <Genuine> But I can only
access the base state.
L1577[16:42:18] <Genuine> belak, There is
FMLServerStoppedEvent and FMLServerStoppingEvent
L1578[16:42:24] <Genuine> That's a little
closer.
L1579[16:42:33] <belak> Ah, that should
work... thanks
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L1585[16:46:33] <sk89q> Genuine,
getValidStates?
L1586[16:47:41] <Genuine> Oh I just
needed to figure out how to set a block in 1.8 :P
L1587[16:47:49] <Genuine> Hopefully I did
it right with world.setBlockState(pos, new
BlockState(Blocks.netherrack).getBaseState());
L1588[16:49:16] <LexManos> not in the
slightest
L1589[16:49:44] <LexManos>
Blocks.netherrack.getDefaultState()
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L1591[16:49:55] <Genuine> Good to
know.
L1592[16:49:57] <LexManos> you never init
BlockState the block does
L1593[16:50:03] <Genuine> Nice.
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L1595[16:53:08] <matthewprenger> Oh Lex,
I think I got the patch on #1652 as small as possible. any other
concerns?
L1596[16:57:04] <Genuine> The use of
Predicates and other functional interfaces in Minecraft makes me
want Java 8 as the standard THAT much more.
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L1605[17:06:01] <MalkContent> ooftz. can
the custom renderers based on IItemRenderer also used for block
itemstacks?
L1606[17:06:36] <MalkContent> am
wondering if i have to handle that case, too
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L1610[17:07:54] <tterrag> MalkContent:
sure it can be
L1611[17:07:58] <tterrag>
Item.getItemFromBlock
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L1614[17:08:54] <acegiak> does anyone
know what the correct way to remove gear from a mob is? cause
entityliving.setcurrentitemorarmour(0,null) seems to cause NPEs
occasionally with mob rendering
L1615[17:09:22] <Jake_Evans> acegiak,
check if it has armour first, then remove it
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L1617[17:09:56] <acegiak> Jake_Evans: I
do check that there is something in the slot there first.
L1618[17:10:03] <MalkContent> a
shit
L1619[17:10:07] <acegiak> but that should
work?
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L1629[17:21:39] <Genuine> How do I get
metadata from the block state.
L1630[17:21:49] <Genuine> I assume it's
an IProperty
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L1633[17:23:03] <LexManos> nope
L1634[17:23:11] <LexManos> why do you
want meta?
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L1638[17:24:32] <Genuine> Well, just to
get which sub block it is.
L1639[17:24:41] <Genuine> Like a wool or
something like that.
L1640[17:25:01] <LexManos> Look at the
differnt properties
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L1642[17:25:12] <LexManos> metadata
doesnt exist anymore, or well you shouldnt ever use it
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L1644[17:27:32] <Genuine> Sure, I'm just
calling it metadata because I'm not familiar with the new
idioms.
L1645[17:27:58] <Genuine> Is there a nice
helper method to create an ItemStack from a IBlockState?
L1646[17:28:20] <LexManos> you dont
L1647[17:28:35] <LexManos> There are no
1:1 from BlockStates to Items
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L1650[17:31:33] <Genuine> It was already
a little troublesome to get a list of ItemStacks from OreDictionary
and check them against the block to see if they were a match to
that ore dict names.
L1651[17:31:50] <Genuine> Now there is
even more layers.
L1652[17:31:57] <Genuine> Stay
calm.
L1653[17:31:59] <LexManos> What are you
doing...
L1654[17:32:09] <LexManos> and the thing
is items are not blocks and blocks are not items
L1655[17:32:10] <gigaherz> Iwas going to
answer, but I'm not certain that it's worth it ;P
L1656[17:32:15] <LexManos> there is no
way to do a 1:1 map
L1657[17:33:02] <gigaherz> I think your
"special needs" would require a special item counterpart,
that exposes the custom item representations of your blocks, and
place the actual blocks when used
L1658[17:33:13] <gigaherz> this is how
Minecraft handles the Sign block, for example
L1659[17:35:35]
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L1660[17:35:36] <Genuine> Well
OreDictionary.getOres("oreCopper") for instance returns a
list of ItemStack, I have to create an ItemStack from that block
(with metadata or whatever you'd call it now) it's the only way I
can think of to check if the block in the world is an oreCopper in
this example.
L1661[17:35:53] <Genuine> Unless there's
an easier way to do it, I've not been using it nor found it.
L1662[17:36:04] <LexManos> ...
L1663[17:36:35] <LexManos> feasibly, you
can't check if the block in world is a item
L1664[17:37:34] <gigaherz> there's no
reason to believe that the meta stored in a block will ever match
the damage value of an item
L1665[17:38:04] <gigaherz> even if you
could match the Block to the Item/ItemBlock that would represent
it, which you can't do reliably
L1666[17:38:45] <gigaherz> the world
doesn't store "blocks"
L1667[17:38:55] <gigaherz> it stores
IBlockStates
L1668[17:39:05] <gigaherz> and as lex
already said, block states do NOT translate into items
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L1670[17:39:27] <gigaherz> by default an
item loses the state when broken, and turns into a generic
ItemBlock
L1671[17:39:34] <gigaherz> but this
behaviour is often overriden
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L1673[17:40:14] <gigaherz> consider the
possibility that the idea is flawed
L1674[17:40:30] <gigaherz> (or at least
your approach to realizing it)
L1675[17:40:53] <Genuine> If this is the
case is there any way to check if a Block in the world has an
associated ore dictionary name?
L1676[17:41:14] <Genuine> I submit I
don't know how to do it without all this garbage in between.
L1677[17:41:15] <LexManos> Let me state
this
L1678[17:41:21] <LexManos> Without any
confusion
L1679[17:41:26] <LexManos> The answer is
NO
L1680[17:41:26] <gigaherz> no, because
when you break the block, it may drop ANYTHING
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L1682[17:43:02] <Genuine> Assuming it's
just a standard block that only drops itself.
L1683[17:43:25] <Genuine> I don't need a
general abstract method for doing this with everything, just normal
blocks.
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L1685[17:44:56] <gigaherz> there isn o
such thing as a normal block
L1686[17:45:10] <gigaherz> an iron ore
block, drops an iron ore ItemBlock
L1687[17:45:14] <gigaherz> but coal drops
coal items
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L1689[17:45:19] <gigaherz> lapis drops
MULTIPLE items
L1690[17:45:46] <gigaherz> signs don't
exist as an ItemBlock at all, they have a special ItemSign
object
L1691[17:45:50] <Genuine> Right, I'm only
working with blocks that drop the ItemBlock of itself.
L1692[17:45:55] <gigaherz> chests lose
their contents,
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L1694[17:46:09] <gigaherz> some blocks
can be obtainedas an ItemBlock using silk touch
L1695[17:46:10] <gigaherz> others
can't
L1696[17:46:33] <gigaherz> there's no
easy, straightforward to do it
L1697[17:46:52] <gigaherz> +way
L1698[17:47:19] <gigaherz> you could add
a messy hacky way that triesto use Item.fromBlock, and tests if the
item can be silktouched, or any other kludge
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L1701[17:48:46] <Genuine> These are cases
I don't need to deal with tbh, all the blocks I'm checking are only
blocks that drop themselves, and if they weren't then I wouldn't
need to do anything.
L1703[17:49:59] <gigaherz> then kludge
your way around by using either Item.fromBlock or querying the
blocks drop list
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L1711[17:57:20] <Genuine> gigaherz,
Thanks for the help.
L1712[17:57:33] <Genuine> It's a mod I
don't really feel like updating to 1.8 anyway tbh.
L1713[17:58:02] <Genuine> And Lex,
concise as always.
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L1718[18:03:21] <MalkContent> anybody got
a clue what the int and boolean parameter of Item.onUpdate
are?
L1719[18:03:32] <tterrag> MalkContent:
slot, held
L1720[18:03:38] <tterrag> !!gm
Item.onUpdate
L1721[18:03:40] <MCPBot_Reborn> === MC
1.8: net/minecraft/item/Item.onUpdate (alq.a) UNLOCKED ===
L1722[18:03:40] <MCPBot_Reborn> Name : a
=> func_77663_a => onUpdate
L1723[18:03:41] <MCPBot_Reborn>
Descriptor : (Lamj;Laqu;Lwv;IZ)V =>
(Lnet/minecraft/item/ItemStack;Lnet/minecraft/world/World;Lnet/minecraft/entity/Entity;IZ)V
L1724[18:03:42] <MCPBot_Reborn> Comment :
Called each tick as long the item is on a player inventory. Uses by
maps to check if is on a player hand and update it's
contents.
L1725[18:03:42] <MCPBot_Reborn> SRG
Params : ItemStack p_77663_1_, World p_77663_2_, Entity p_77663_3_,
I p_77663_4_, Z p_77663_5_
L1726[18:03:43] <MCPBot_Reborn> MCP
Params : ItemStack stack, World worldIn, Entity entityIn, int
itemSlot, boolean isSelected
L1727[18:03:44] <MCPBot_Reborn> Last
Change: 2014-09-25 17:01:42.972590-04:00 (_bot_update_)
L1728[18:03:51] <tterrag> yep
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L1732[18:05:41] <MalkContent> wat
L1733[18:05:51] <MalkContent> same thing
with 1.7.10 didnt hold that info ^^
L1734[18:05:52] <MalkContent> ty
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L1740[18:15:15] <Genuine> Nice, well at
least my client mods still 'just work'.
L1741[18:15:47] <Genuine> Change the
package names of fml, change a couple or method calls, BAM!
magic.
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L1748[18:22:16] <MinecraftForgeBot>
rainwarrior: Removed leftover debug messages
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L1751[18:24:53] <Genuine>
GuiScreen.mouseClicked throws IOException now eh?
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L1760[18:37:56] <MalkContent> when I
modified a slot of a container is there a way to just send a single
update instead of running detect and send changes?
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L1791[19:25:27] <VikeStep> I got a
comment on a modding tutorial video of mine on how to use ASM
Bytecode Manipulation with only MCP (No Forge/FML). I didn't
realise people modded with only MCP
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L1793[19:30:00] <LexManos> they do, but
its silly
L1794[19:30:06] <LexManos> esp if they
wanna patch in
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L1797[19:31:49] <MalkContent> do they
willfully not use forge? or are they just unaware
L1798[19:32:19] <LexManos> bit of
both
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L1800[19:33:54] <MalkContent> *shrugs*
welp. as for the former ones: to each their own i guess
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L1807[19:38:20] <MalkContent> hrm. need a
new oredict entry "dyeable" or even an interface
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L1809[19:40:39] <MalkContent> nvm. was
just stupid.
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L1817[19:59:36] <ollieread> VikeStep:
some people don't even use forge or mcp
L1818[20:00:09] <fry> Some people don't
even mod minecraft! :P
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L1822[20:03:40] *
Illyohs Slaps fry
L1823[20:03:47] <Illyohs> Dont you ever
say that
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L1852[20:47:46] <acegiak> how do I get a
list of all the tileentities in a world? getentities doesn't seem
to return tileentities
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L1855[20:52:07] <LexManos> the helll
would you do that for?
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L1857[20:53:57] <acegiak> LexManos: I'm
making skulls act like mobspawners?
L1858[20:54:15] <LexManos> Don't ping
me
L1859[20:54:28] <LexManos> and doing it
in the way you're doing it seems like a horrible idea
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L1862[20:55:33] <acegiak> excuse you, I
was responding to your question. is there a better way to do make
mobs occasionally spawn around a block?
L1863[20:56:10] <tterrag> acegiak: don't
take that tone when you didn't read the topic
L1864[20:56:51] ***
acegiak was kicked by LexManos (No, Excuse you. Read the rules and
don't be a dick. Making mobs spawn randomly around tile entites is
easy, just replace the tile entity or do any of the plethora of
other options.))
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L1886[21:37:19] <Rallias> How can I make
my gradle depend on a file not in maven for jenkins?
L1887[21:41:26] <Mitchellbrine> I really
don't like to work with entities, but do you know how to make
entities that extend EntityAnimal have AI
L1888[21:41:29] <matthewprenger> Rallias,
make a directory called 'libs' in the root of your project. all
jars in there will be on the classpath
L1889[21:41:38] <Mitchellbrine> I added
the AI in the constructor, made AI enabled
L1890[21:41:42] <Mitchellbrine> But
nothing is happening
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L1892[21:42:07] <Rallias> matthewprenger,
Yeah, I get that part, but I'm trying to build from jenkins and I
don't want to distribute the libs/ folder on github.
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L1894[21:42:44] <matthewprenger> ahh,
could keep it on the jenkins server somewhere. then have a script
that copies it to /libs at build time
L1895[21:43:11] <Illyohs> is was going to
say ivy pattern but that works to :P
L1896[21:43:47] <AbrarSyed> Rallias, what
file is this that only exists on jenkins?
L1897[21:44:28] <Rallias> AbrarSyed, At
the moment, I'm depping on Thaumcraft and Redstone Arsenal.
L1898[21:44:47] <AbrarSyed> RA can be
grabbed via an ivy trick...
L1899[21:44:54] <AbrarSyed> ask mathew
about that...
L1900[21:45:17] <AbrarSyed>
thaumcraft.... there has been pressure on azanor...... id say just
ship it in your repo
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L1902[21:45:40] <progwml6> AbrarSyed
there is a way to add stuff from curse as maven now
L1903[21:45:52] <Illyohs> you could do a
scrpit in jenkens as well
L1904[21:46:06] <Rallias> progwml6, You
know I've been looking for information on how to do that for the
last fucking 3 months, right?
L1905[21:46:07] <AbrarSyed> progwml6, so
they have said... I havent gotten details on how though
L1906[21:46:27] <progwml6> its only been
around a few weeks
L1907[21:46:31] <matthewprenger>
progwml6, problem is it requires your CF api token for access
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L1909[21:46:34] <matthewprenger> so its
annoying
L1910[21:46:36] <progwml6> it does
yes
L1911[21:46:41] <progwml6> idk why they
did that
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L1913[21:46:44] <matthewprenger> my way
doesn't :P
L1915[21:47:08] <matthewprenger> Rallias,
^
L1916[21:48:34] <Rallias> hmm.
L1917[21:50:14] <Rallias> So...
maven...
L1918[21:52:07] <Rallias> How do I go
about it with maven?
L1919[21:52:57] <matthewprenger> uhh
Zeldo showed me a few weeks ago but I forget. I know they're
working on a documentation site for all this stuff
L1920[21:53:03] <matthewprenger> prolly
have to poke him about it
L1921[21:55:56] <Rallias> :/ And of
course with the ivy trick I can't put + as the version.
L1922[21:57:24] <tterrag> shouldn't do
that anyhow
L1923[21:57:31] <matthewprenger> ^
L1924[21:58:43] <AbrarSyed> yeah
apperantly its "deprecated"
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L1926[21:59:23] <Rallias> "shouldn't
do this, shouldn't do that" God damn it... sometimes I'm going
to do whatever the fuck I feel like and deal with conformation
later.
L1927[22:00:51] <Genuine> Can someone
link me to a project that has gradle building the dev and src jars
as well?
L1928[22:01:06] <Genuine> Or just name
one.
L1929[22:01:17] <Rallias> buildcraft
probably
L1930[22:01:21] <Genuine> Thanks.
L1932[22:01:55] <Genuine> That looks
super easy.
L1933[22:01:58] <Genuine> THanks.
L1935[22:02:13] <AbrarSyed> awww
L1936[22:02:16] <matthewprenger> :P
L1937[22:02:23] <AbrarSyed> you beat me
becuase I had to make a quick commit to drop the copyCHicken
task
L1939[22:02:39] <AbrarSyed> ^ less than a
minute ago...
L1940[22:02:41] <matthewprenger> be
warned though, deobf jars can break with mcp snapshot versions
being different
L1941[22:03:04] <AbrarSyed> ^
L1942[22:03:09] *
AbrarSyed needs to get on that...
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L1944[22:05:07] <Genuine> matthewprenger,
For sure.
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L1947[22:09:42] <Genuine> Nice, works
like a charm.
L1948[22:09:54] <Genuine> I guess I
should probably document my code now :/
L1949[22:10:06] <Genuine> Or I don't have
any excuse not to at least.
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L1969[22:45:25] <Unh0ly_Tigg> chrome's
flash player plugin, why you suddenly crash? :/
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L1974[22:55:05] <mallrat208> That's been
giving me no small amount of grief lately
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L1982[23:05:32] <tterrag> I can tell this
might be a bit of an old web page :D
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L1985[23:09:23] <xaero> it's a testament
to either that the course is very good foundational/theoretical
course that hasn't changed much/passed the test time, or the
contents are just /slightly/ behind the times ;)
L1986[23:10:13] <clienthax> how many
points do i get for this :P, [05:09:26 ERROR]: Unable to determine
registrant mod for
uk.co.haxyshideout.noflyzone.events.EventListener@1da57ba1.
Thi
L1987[23:10:13] <clienthax> s is a
critical error and should be impossible
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L2001[23:32:57] <tterrag> xaero: it's
microcomputing, so no, not much has changed
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L2003[23:33:06] <tterrag> no one has
revolutionized boolean logic in the last 50 years or so
L2004[23:33:25] <tterrag> clienthax:
none, it's not impossible and happens quite often
L2005[23:33:33] <tterrag> I see it almost
every launch
L2006[23:33:41] <clienthax> wha?
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