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L8[00:10:35] <Mitchellbrine> I know, it's fun being special clienthax
L9[00:10:45] <Mitchellbrine> But I guess we're all special for causing impossible errors
L10[00:10:50] <clienthax> Lol
L11[00:10:59] <Mitchellbrine> "I'm different"
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L14[00:12:24] <Mitchellbrine> Anyway, I'm going to not go into too many portal references, because if I don't stop now, I will
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L18[00:17:28] <ErusPrime> How might I include a mod in my development environment?
L19[00:20:36] <VikeStep> you mean to test against someone elses mod ErusPrime?
L20[00:21:09] <ErusPrime> well mostly because I want to go poking around but yeah I'll still need to know how to do it for that as well.
L21[00:21:28] <VikeStep> if you include the mod in the mods folder along with this: https://github.com/immibis/bearded-octo-nemesis
L22[00:21:48] <VikeStep> that bearded octo nemesis will deobfuscate the mods in the mods folder
L23[00:21:53] <VikeStep> so you can use them in your dev environment
L24[00:22:34] <VikeStep> or maybe im thinking of codechickencore, anyways, i havent used BON before but I know it deobfuscates mods for you to use them
L25[00:23:30] <Mitchellbrine> it's CCC you're thinking of
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L27[00:23:42] <Mitchellbrine> BON is for deobfusicating mods
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L29[00:24:12] <VikeStep> ok, yeah i had them mixed up i think
L30[00:25:44] <ErusPrime> so I do want bon?
L31[00:27:10] <Mitchellbrine> you want CodeChickenCore
L32[00:27:18] <VikeStep> yes, use CodeChickenCore
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L34[00:31:22] <ErusPrime> Okay. How would I use that to view the source though?
L35[00:31:42] <VikeStep> if you want to view the source you use Bearded Octo Nemesis
L36[00:31:57] <VikeStep> i thought you just wanted to test the mod in the dev environment
L37[00:32:36] <ErusPrime> Oh. I'll need that later. so CCC seems to be the best for that. What I want to do is poke around and see how some things are done that I might emulate them.
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L39[00:34:43] <ErusPrime> In that case what is the equivalent of the mcp folder?
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L41[00:36:28] <VikeStep> mcp mappings are saved in your .gradle file
L42[00:36:30] <VikeStep> folder*
L43[00:36:38] <VikeStep> which is usually in your C:\Users directory
L44[00:37:23] <VikeStep> not sure about other OS, but just search for unpacked.conf in that folder and you will find it
L45[00:38:09] <VikeStep> unpacked\conf wow too many typos from me today
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L49[00:41:28] <ErusPrime> seems the lack of version.cfg is causing a crash
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L51[00:48:28] <ErusPrime> oh for balls sake. just download the source from git. derp.
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L76[02:03:41] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150130 mappings to Forge Maven.
L77[02:03:45] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150130-1.8.zip (mappings = "snapshot_20150130" in build.gradle).
L78[02:03:55] <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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L106[03:10:01] <ollieread> or you could use a deobf version of the mod
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L109[03:22:48] <Wuppy> o/
L110[03:22:53] *** OndraSter|off is now known as OndraSter
L111[03:23:02] <ollieread> Hai
L112[03:23:28] <Wuppy> how you doing ollie
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L115[03:25:32] <ollieread> Not bad thank you, just refactoring, cleaning up and writing javadocs for my mod
L116[03:25:36] <ollieread> Yourself?
L117[03:26:25] <Wuppy> recovering from an open night with free beer at the end of it :P
L118[03:26:30] <ollieread> Ahaha
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L120[03:27:27] <LexManos> https://www.youtube.com/watch?v=670if6Etx0o
L121[03:27:41] <Wuppy> we were at one point trying to stack beer as high as possible
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L123[03:28:12] <Wuppy> we got to 16 then they took them away :P
L124[03:28:21] *** Chimaine|off is now known as Chimaine
L125[03:29:16] ⇨ Joins: iceman11a (iceman11a@cpe-74-141-56-150.swo.res.rr.com)
L126[03:29:53] <ollieread> What is this Lex?
L127[03:30:22] <LexManos> https://www.youtube.com/watch?v=ltun92DfnPY
L128[03:30:26] <Wuppy> I also present to you all, the boss of our gaming education: https://scontent-a-ams.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/10941385_824899494244124_2815079542321126339_n.jpg?oh=82fb920ae6cc890f61b6c186e4a96792&oe=55218D45
L129[03:30:26] <iceman11a> I have a ati hd 5870 video card, and I have problems playing MC 1.7.10 because of the fps. Does any one know where I can find out how to change the fps on my video card.
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L131[03:32:28] <iceman11a> Oh and Wuppy, Are you there and can chat
L132[03:33:08] <Wuppy> sure
L133[03:33:09] <iceman11a> It's about your book
L134[03:33:38] ⇦ Quits: cpup (~cpup@32.218.113.33) (Ping timeout: 194 seconds)
L135[03:33:55] <iceman11a> Does your book have advance info for adding machines and cables, and how to relate slots to items and how to use other api's
L136[03:34:07] <Wuppy> nope
L137[03:34:23] <Wuppy> that's also kind of too specific
L138[03:34:36] <iceman11a> Now I'm glad I didn't spend the money.
L139[03:34:47] <iceman11a> Do you want to make a $100
L140[03:34:53] *** Ordi|Away is now known as Ordinastie
L141[03:34:55] <Wuppy> some things you just have to find out yourself, can't really explain everything
L142[03:35:02] <Wuppy> how iceman11a
L143[03:35:14] <iceman11a> I tried that and didn't under stand it.
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L145[03:36:11] <iceman11a> This guy from this irc chat, got me started building my mod. He left me hanging after 2 weeks. I offered a job on freelancer and the coder stolen my code.
L146[03:36:35] <iceman11a> if I don't get some thing done seen. All my time on this mod is gone.
L147[03:36:49] <iceman11a> I need some one to code this mod and get it working.
L148[03:37:02] <Wuppy> whats the mod?
L149[03:37:08] <iceman11a> most of the code is there
L150[03:37:16] <iceman11a> A resources mod
L151[03:37:18] ⇨ Joins: cpup (~cpup@32.218.113.33)
L152[03:37:43] <iceman11a> let me start a PM with you.
L153[03:37:55] *** esKaayY is now known as esKaayY|away
L154[03:37:59] <Wuppy> sure
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L156[03:38:02] <ollieread> Why pay somebody yo write it for you, why not finish it yourself?
L157[03:39:14] <iceman11a> becuase my skills are limited in Java.
L158[03:39:42] <iceman11a> Right now I don't have a choice. Or I have to give the mod to some one else
L159[03:40:15] <ollieread> Surely it'd be better to learn
L160[03:42:13] <iceman11a> Yes it would be. Your right. How ever the video I did learn from are limited on what the teach
L161[03:42:35] <iceman11a> and getting support or help from them is a joke
L162[03:43:32] *** sk89q is now known as sk89q|away
L163[03:43:34] <ollieread> There are hundreds of sources
L164[03:43:41] <ollieread> Books, videos, forum posts, articles, etc
L165[03:43:42] <iceman11a> I even went to udemy.com and ordered 2 java related classes and paid for them to find out they will teach me how to code in java. They WON'T teach me how to code for minecraft mods
L166[03:44:06] <Wuppy> also, check the apis
L167[03:44:10] <ollieread> You need to know Java
L168[03:44:16] <iceman11a> Like I said. I know all that. They don't teach me what I need to know.
L169[03:44:35] <LexManos> -.-
L170[03:44:49] <ollieread> Writing a mod for minecraft is simply taking Java knowledge and utilising a specific api/subset of code
L171[03:45:58] <iceman11a> I know that. Thats not the problem, The resources for what I want to do are not available. I tried all ready. I even asked for help and got no replies.
L172[03:46:13] <LexManos> why do you need resources?
L173[03:46:29] <LexManos> the number one thing you need to have to be a programmer is the ability to solve your own problems
L174[03:46:30] <iceman11a> That's why I was asking Wuppy, about his book
L175[03:46:45] <ollieread> iceman11a: cables and machines?
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L177[03:46:49] <Wuppy> sadly, I dont know every api and all of the parts of MC
L178[03:46:51] <LexManos> people and tutorials can only teach you so much you need to take what you know and apply it to minecraft
L179[03:46:54] <Wuppy> I wish though :P
L180[03:47:07] <iceman11a> LexManos: Your not under standing what I mean so lets change the subject
L181[03:47:08] <Wuppy> exactly what I said Lex :)
L182[03:47:15] <LexManos> machines are just blocks that do things
L183[03:47:27] <LexManos> cabels are just things that move data around
L184[03:47:28] <iceman11a> Ok, does any one want a mod.
L185[03:47:53] <ollieread> A machine would be a TE, which you could work out from Vanilla TEs, and a cable would just be a machine, essentially
L186[03:48:12] <ollieread> and you could work out the cable rendering from vanilla fences
L187[03:48:49] <iceman11a> ollieread, That info is fine and thank you. how ever it means nothing to me.
L188[03:49:00] <ollieread> There inlies the problem
L189[03:49:46] <iceman11a> Wuppy, do you plan on making a more advance book
L190[03:49:50] <ollieread> Once you have a better understand of Java, you'd find that you can navigate the vanilla source easier, and understand more of it.
L191[03:50:01] <Wuppy> iceman11a, I doubt it
L192[03:50:04] <ollieread> There's no harm in asking people for help, but expecting people to do everything for you, is different.
L193[03:50:07] <Wuppy> because time & what Lex said
L194[03:50:25] <Wuppy> also, the incredible speed at which it'll be outdated
L195[03:50:31] <iceman11a> Java is Java, not Java in Minecraft and you guys don't seem to under stand that. So lets drop the subject
L196[03:50:47] <iceman11a> ok
L197[03:50:52] <LexManos> No we understand what you're saying
L198[03:50:57] <ollieread> As a group of people that know Java and utilise it to write Minecraft mods, I don't think we're the ones missunderstanding
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L200[03:51:07] <Wuppy> exactly
L201[03:51:11] <LexManos> we're jsut saying that you're wrong and being lazy, you dont need your hand held for minecraft
L202[03:51:30] <ollieread> iceman11a: fyi, before you respond to lex, read the topic :P
L203[03:51:42] <iceman11a> No I guess you don't sense your telling me to learn java and java won't tell me how to code for mods. That's the part your not under standing
L204[03:51:49] <LexManos> do you know how to make/call classes/methods/fields?
L205[03:51:56] <LexManos> then you know everything you need to know to make a mod
L206[03:52:10] <Wuppy> iceman11a, learning java is exactly the same as learning how to make mods
L207[03:52:25] <ollieread> Minecraft is simply a specific configuration and collection of Java code
L208[03:52:36] <ChJees> Got nothing to lose to make a mod really.
L209[03:52:56] <iceman11a> Yes I can do all of that. Some of the classes I have are mine that I made. I just don't know what I'm doing. any way of no one wants this mod. I zip it up and post a link for it later
L210[03:53:31] <iceman11a> Wuppy, No it's not.
L211[03:53:32] <ChJees> Sometimes the journey is more fun than the destination...
L212[03:53:42] <iceman11a> That's what you guys don't under stand
L213[03:53:44] <ollieread> iceman11a: Yes it is
L214[03:53:49] <Wuppy> iceman11a, if you know java youc an easily figure out how Mc works
L215[03:53:58] <Ordinastie> iceman11a, thats what YOU don't understand, IT ABSOLUTELY IS
L216[03:54:03] <iceman11a> No it's not. and lets change the subject
L217[03:54:33] <ollieread> No wonder people were reluctant to help you, you are asking for help while refusing to accept it
L218[03:54:43] <Ordinastie> I guess, all of us that know java are wrong then, make perfect sense
L219[03:54:44] <iceman11a> You guys don't under stand. It's not the same. Java is the same. The code functions and procedures are not the same
L220[03:55:01] <iceman11a> No I didn't say that
L221[03:55:22] <ollieread> iceman11a: That suggests you don't understand programming, agnostic of the language
L222[03:55:28] <iceman11a> No one has offer any help of any kind.
L223[03:55:33] * ChJees brain malfunctions
L224[03:55:41] <ollieread> We're tying to help you to understand
L225[03:55:50] <iceman11a> I can program in C# and PHP and some in C++.
L226[03:56:04] <ollieread> Alright then
L227[03:56:13] <ollieread> Is writing a WordPress plugin different to writing PHP?
L228[03:56:20] <ChJees> Going from C++ to Java i would say it is quite a different experience.
L229[03:56:23] <LexManos> Nope.
L230[03:56:26] <iceman11a> Yes it is
L231[03:56:26] <LexManos> No it's not
L232[03:56:30] <ollieread> No it's not
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L234[03:56:40] <LexManos> You have a set of libraries that you have access to
L235[03:56:43] <ollieread> ^
L236[03:56:45] <iceman11a> It is guys. That's the part you don't under stand
L237[03:56:47] <LexManos> learn the libraries
L238[03:57:05] <iceman11a> Ok. I'll try and explain this one more time and then I'm done
L239[03:57:16] <Ordinastie> iceman11a, please don't
L240[03:57:18] <ollieread> iceman11a: I am a PHP developer, I've been writing it for almost 12 years.
L241[03:57:28] <Ordinastie> explaining again won't make it less wrong
L242[03:57:30] <iceman11a> good for you then.
L243[03:57:32] <ollieread> I promise you that they are one in the same
L244[03:57:40] <Lymia> Do resources still go in mod/modname/textures and such?
L245[03:57:51] <Lymia> Or has something changed in this respect since I last modded
L246[03:57:52] *** iceman11a was kicked by LexManos (why did that not kick you?))
L247[03:57:55] <ollieread> resources/assets/modid/textures I think?
L248[03:57:59] <LexManos> chanserv do better
L249[03:58:05] ⇨ Joins: Techno (~Administr@cpe-66-67-8-129.rochester.res.rr.com)
L250[03:58:07] ⇨ Joins: Johannes13 (~Johannes@141.70.98.52)
L251[03:58:12] <LexManos> >ChanServ< AKICK #minecraftforge ADD iceman11a !T 1h ya no, I understand what you are trying to say but your complaint and actions are just wrong. (1h)
L252[03:58:13] <LexManos> -ChanServ- AKICK on iceman11a was successfully added for #minecraftforge and will expire in 0 days, 1:00:00.
L253[03:58:16] <Lymia> ollieread, but same directroy structure, right?
L254[03:58:28] <ollieread> I think so
L255[03:58:29] <Lymia> kk
L256[03:58:32] <Wuppy> thank you :)
L257[03:58:35] <ChJees> The bot is grumpy.
L258[03:58:40] <Ordinastie> Lex, that took you some time, i feared you gone soft :)
L259[03:58:42] <ollieread> https://github.com/ollieread/TechnoMagi/tree/master/src/main/resources/assets/technomagi/textures
L260[03:58:46] <Lymia> Don't you need to do /cs SYNC?
L261[03:58:50] <LexManos> i've been yelled at that im to mean
L262[03:58:51] <Lymia> Or whatever it was.
L263[03:58:56] <LexManos> so ive given leway
L264[03:58:56] <Lymia> idk
L265[03:59:18] <ollieread> I've never understood people who go somewhere to ask for help, but refuse to aknowledge that they're wrong
L266[03:59:45] <ChJees> I think i has been there when i was a kid.
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L268[04:00:11] <ChJees> Buuut i am still do stupid stuff :P.
L269[04:00:14] <Ordinastie> I kinda liked the "I know how to code" and then "some of the classes are mine"
L270[04:00:16] <Lymia> What's the minimum OpenGL version Minecraft will run on?
L271[04:00:23] <Lymia> It's 2.x now, right?
L272[04:00:26] <fry> like 1.2?
L273[04:00:28] <ollieread> Heh, well, we tried to help, even Lex joined in and tried to help explain it
L274[04:00:29] <Lymia> ... really.
L275[04:00:31] <Lymia> They didn't change it?
L276[04:00:33] ⇨ Joins: Kokoro_Neko (~androirc@174-135-29-96.res.bhn.net)
L277[04:00:40] <ollieread> His loss
L278[04:00:49] * fry is dreaming of the 2.0 days
L279[04:00:50] <Lymia> So a mod using 2.x functionality is... well, not 100% supported. :X
L280[04:00:54] <ChJees> ollieread: I didn't understand at all what he was getting at.
L281[04:01:01] <Lymia> ollieread, what happened anyway?
L282[04:01:02] <Lymia> @.@
L283[04:01:03] <ChJees> Maybe my sleep deprivation speaking.
L284[04:01:09] <ollieread> That he can only find places to learn Java, not learn to code in Minecraft
L285[04:01:14] <fry> but like 95% of users support 2.0 :P
L286[04:01:20] ⇨ Joins: iceman11a (iceman11a@cpe-74-141-56-150.swo.res.rr.com)
L287[04:01:20] *** iceman11a was kicked by MineBot (Banned: ya no, I understand what you are trying to say but your complaint and actions are just wrong. (1h)))
L288[04:01:34] <ollieread> Was that delayed?
L289[04:01:38] <Wuppy> think so
L290[04:01:47] <LexManos> lllaaaaaggggg!!!!
L291[04:01:52] <ChJees> lawl
L292[04:02:06] <ollieread> I've never seen chanserv lag, being that it is on the actual server aha
L293[04:02:48] <Lymia> Where was the sniffer data or whatever for Minecraft?
L294[04:02:50] <ollieread> Lex, maybe it was setup by whoever said you were being too mean. A delay to give you chance to change your mind.
L295[04:03:00] <Lymia> I'd like to see what percent of people using Minecraft have gl>2.x
L296[04:03:22] <Lymia> The docs for /cs AKICK says "on join". :P
L297[04:04:06] <ollieread> Omg it's 10am and I haven't had a coffee
L298[04:04:34] <Wuppy> omg it's 11 am and I'm still not properly awake
L299[04:04:39] <fry> Lymia: http://pastebin.com/YzkT5jP4
L300[04:05:01] <fry> (perl ftw :P)
L301[04:05:13] <Lymia> 94?
L302[04:05:16] <ollieread> I've been awake since 6:30
L303[04:05:23] <fry> yup
L304[04:05:26] <Lymia> fry, can you rerun that sometime filtering on brand=="fml,forge"?
L305[04:05:38] <ollieread> I've gone from going to sleep at 7am and waking up at 5pm, to going to sleep at 3am and waking up at 6:30am
L306[04:05:41] <ollieread> It's weird
L307[04:05:47] <fry> (this is also about 3 years ago or smth like that)
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L309[04:06:05] <Lymia> 3.0 support, my god
L310[04:06:16] <fry> (mojang either stopped collecting snoop data, or stopped releasing it)
L311[04:06:33] <fry> Lymia: intel integrated is 2.x :P
L312[04:06:39] <Wuppy> actually, I'm not even sober for that matter :P
L313[04:06:42] <ollieread> Oh I looked further into what you suggested yesterday fry
L314[04:07:08] <Lymia> Intel needs to do better.
L315[04:07:10] <Lymia> :C
L316[04:07:30] <Lymia> fry, does your AsmStuff
L317[04:07:41] <Lymia> Support srg->forge and forge->srg both?
L318[04:07:45] <Lymia> Or, actually
L319[04:07:47] <ollieread> Now you simply register the research, which literally just says the progress amount, name and the knowlege it's for, then you're responsible for identifying when it should be called
L320[04:07:49] <Lymia> obfusicated->forge and forge->srg
L321[04:07:57] <fry> it supports whatever srg you pass to it :P
L322[04:08:02] <ollieread> Scrapped the whole experience thing :P
L323[04:08:12] <fry> (And it can use 1 srg to transform another srg, I think :P)
L324[04:08:34] <Lymia> I need to deobfusicate minecraft.jar to MCP names, and reobfusicate my mod to SRG names. :P
L325[04:08:38] ⇨ Joins: moonrise (~hehehe@58.239.217.152)
L326[04:08:52] <fry> (It doesn't try to pull those srgs for you from mcp/gradle though, you'll have to do that yourself)
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L329[04:11:12] <fry> random line from history: java -jar ../trussmod/project/tree_obfuscator.jar -s ../forge-1024/build/unpacked/conf/notch-mcp.srg -cf 1.7.2.jar -c:1.7.2.jar=1.7.2-mcp.jar
L330[04:11:20] *** Quetzi|off is now known as Quetzi
L331[04:11:30] <Lymia> forge-[...]-userdev.jar!conf any good?
L332[04:11:32] *** Chimaine|off is now known as Chimaine
L333[04:11:34] <fry> (converts 1.7.2 jar from obf to mcp)
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L336[04:12:34] <fry> Lymia: https://github.com/RainWarrior/TrussMod/blob/1.7/project/build.scala#L177
L337[04:12:37] ⇨ Joins: pixlepix (~localmaca@cpe-72-228-15-137.nycap.res.rr.com)
L338[04:13:03] <fry> (gradle has most srgs you'll need generated already)
L339[04:13:15] <Lymia> I don't want to involve gradle. :P
L340[04:13:21] <fry> at all? :P
L341[04:13:29] <Lymia> I want to pull 1.8.jar from the Minecraft directory, and forge-...-universal.jar
L342[04:13:33] <Lymia> Deobfusicate them, and link directly to that.
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L344[04:14:29] <fry> srg from userdev is the next best thing then, I think :P
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L346[04:16:13] <Lymia> I don't need to decompile, since all I need is binaries to link against. :P
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L348[04:17:05] <fry> Try looking at what gradle does for setupDevWorkspace, should give you a list of things you need to do :P
L349[04:17:20] <fry> (that's the non-decompiling setup task)
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L352[04:20:36] <Lymia> fry, how do you deal with lwjgl nativse?
L353[04:20:38] <Lymia> natives*
L354[04:21:10] <fry> horribly: https://github.com/RainWarrior/TrussMod/blob/1.7/project/build.scala#L53 :P
L355[04:21:23] <Lymia> ... ah :P
L356[04:21:26] <fry> (relying on gradle to extract them)
L357[04:21:36] <fry> There's lwjgl sbt plugin
L358[04:21:48] <fry> But I didn't look into it too much :P
L359[04:21:54] <Lymia> I looked into it
L360[04:21:55] <Lymia> It's outdated.
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L363[04:22:40] <fry> Might be worth updating it :P
L364[04:23:38] <Lymia> As in
L365[04:23:46] <Lymia> Update sbt-lwjgl-plugin to support the latest stuff? :P
L366[04:23:51] <Lymia> And make it stop being an abandoned project?
L367[04:24:53] <fry> Yup
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L371[04:31:17] <Lymia> Worth a shot.
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L382[04:46:53] ⇨ Joins: gegy1000 (~gegy1000@105.233.49.218)
L383[04:46:55] <gegy1000> Hi
L384[04:47:07] <gegy1000> Does anyone know how I could render another point in the world on a certain block?
L385[04:47:10] ⇨ Joins: cpup (~cpup@32.218.113.33)
L386[04:48:02] <MalkContent> clarify
L387[04:48:22] ⇨ Joins: pixlepix (~localmaca@cpe-72-228-15-137.nycap.res.rr.com)
L388[04:48:24] <gegy1000> Like in the portal gun mod where it used to show where you would end up if you walked through
L389[04:49:35] <MalkContent> haha https://31.media.tumblr.com/50681a805561cd8fd0e0391a9de24467/tumblr_inline_n0wh8w370K1rt6qr4.gif
L390[04:50:26] <gegy1000> www.beesbeesbees.com/
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L392[04:51:19] <MalkContent> i suppose you could up look how what the player sees is rendered in the first place and perform (mostly) the same stuff
L393[04:51:42] <fry> Basically, you'll have to know GL well, and reimplement half of EntityRenderer
L394[04:51:51] <gegy1000> :/
L395[04:51:59] <fry> (And it'll still be buggy)
L396[04:52:22] <fry> Why do you think not much mods do it? :P
L397[04:52:26] <MalkContent> aw, come on. doesn't have to be
L398[04:52:35] <MalkContent> anywho
L399[04:52:42] <MalkContent> im registereing stuff as oredict dyes
L400[04:52:53] <MalkContent> and it's only working for the black dye.
L401[04:52:58] <MalkContent> the hell is up with that
L402[04:53:31] <MalkContent> http://pastebin.com/JRBy1uwm
L403[04:53:38] <MalkContent> did i make some obvious mistake there?
L404[04:53:45] *** helinus is now known as helinus|off
L405[04:53:56] <fry> gegy1000: remove imports, and empty line change from your patch
L406[04:54:11] <MalkContent> o fuck me.
L407[04:54:20] <MalkContent> WHY do i always have to ask before i see the error
L408[04:56:47] <Ordinastie> because if you see the error before, you wouldn't ask :p
L409[04:58:54] <Lymia> fry, I'm gonna see how broken it is in 0.13 :P
L410[04:59:14] <LexManos> https://github.com/MinecraftForge/MinecraftForge/pull/1668/files fry do a good ol 'fuck thats stupid' but less assy
L411[04:59:25] <LexManos> im going to bed its fucking 3am
L412[04:59:29] <fry> lol
L413[04:59:37] <fry> He's here :P
L414[04:59:44] <fry> gegy1000: ^
L415[05:00:37] <MalkContent> Ordinastie: thank you for your tautological insight ;P
L416[05:00:41] <Lymia> ... what's this?
L417[05:00:49] <Ordinastie> that's why I'm here for :p
L418[05:00:51] <gegy1000> back
L419[05:00:58] ⇦ Parts: MajorPotato (webchat@HIND-229-46.plu.edu) ())
L420[05:01:04] <Lymia> An event... For when the player turns around?
L421[05:01:05] ⇨ Joins: MajorPotato (webchat@HIND-229-46.plu.edu)
L422[05:01:13] <Lymia> Can't you poll for that
L423[05:01:51] <fry> Yeah, there needs to be at least a description of how you'll use it
L424[05:01:59] <gegy1000> fry, you say remove imports.. Like from the patch file?
L425[05:02:07] <fry> (An example would be even better)
L426[05:02:31] <fry> Yes, but don't do it in the patch file directly - do it in patched code, and regenerate the patches
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L428[05:04:33] <gegy1000> So leave it with errors? D:
L429[05:05:17] <fry> Do you know about fully qualified names?
L430[05:05:39] <fry> (if not, hint: look at other forge patches doing simular things)
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L433[05:09:27] <xaero> (or the bottom of here: https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge )
L434[05:10:26] <fry> wow, this exists :P
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L439[05:15:12] <xaero> I know :P it wasn't until 9/11 last year for someone to condense all the PR no-nos into one page
L440[05:15:39] <xaero> s/all/lots of/
L441[05:15:42] <gegy1000> ok check now fry
L442[05:16:25] <fry> gegy1000: look at the patch with your eyes, and tell me what else you can reduce :P
L443[05:16:38] <gegy1000> idk
L444[05:16:50] <fry> (Ah, also - squish commits)
L445[05:16:59] <MalkContent> where do i get git, btw. im confused
L446[05:17:07] <fry> *squash
L447[05:17:17] <gegy1000> What do you mean by that?
L448[05:17:19] <fry> MalkContent: sudo apt-get install git :P
L449[05:17:35] <fry> gegy1000: make your PR be 1 commit
L450[05:17:35] <MalkContent> not on linux :|
L451[05:17:48] <MalkContent> but is it the git-scm git?
L452[05:18:19] <fry> scm is short for source control manager (otr smth like that), so yes
L453[05:18:20] <Lymia> fry, idek why
L454[05:18:24] <gegy1000> how do you squish
L455[05:18:26] <Lymia> It only needed an recompile for 1.13?
L456[05:18:28] <Lymia> 0.13*
L457[05:18:34] <MalkContent> alright then
L458[05:18:52] <fry> Lymia: test if it actually works :P
L459[05:18:54] <MalkContent> time to get this armor dyeing patch out ^^
L460[05:18:57] <Lymia> I tested.
L461[05:19:02] <Lymia> It works to the best of my knowledge
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L463[05:19:23] <fry> gegy1000: http://git-scm.com/docs/git-rebase
L464[05:19:33] <fry> Lymia: \o/ then :P
L465[05:21:10] ⇨ Joins: cpup (~cpup@32.218.113.33)
L466[05:21:14] <gegy1000> fry: I'm using GitHub for Windows app
L467[05:21:20] <gegy1000> is there a way to do that from inside that?
L468[05:21:36] <simon816> cmd line plz
L469[05:21:38] <fry> No idea, don't have windows :P
L470[05:22:23] <simon816> Remember, git != github, you will need the git client
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L472[05:22:37] <MalkContent> btw what are the feelings on a IDyeable interface
L473[05:24:07] ⇨ Joins: megamit (~megamit@94.14.48.228)
L474[05:24:31] <MalkContent> and making vanilla armor implement it
L475[05:25:18] <MalkContent> would that be overreaching?
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L478[05:35:03] <Lymia> fry, I'm
L479[05:35:08] <Lymia> Going to have to unbreak broken plugins though.
L480[05:35:13] <Lymia> The developer is still active, so.
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L482[05:35:27] <Lymia> I'm going to publish a fork for now, and try to PR it back to the original repo
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L485[05:38:23] <gegy1000> Squishing won't work
L486[05:40:03] <fry> why?
L487[05:41:07] <Lymia> fry, fun part.
L488[05:41:14] <Lymia> The JMonkey support is way outdated.
L489[05:41:14] <Lymia> :D
L490[05:41:23] <Lymia> It won't even run now because a linked it used rotted
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L494[05:41:50] <Lymia> link*
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L496[05:44:06] <gegy1000> I'm gonna try something else
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L500[05:48:04] <gegy1000> https://github.com/MinecraftForge/MinecraftForge/pull/1669
L501[05:48:37] <gegy1000> That better?
L502[05:48:49] <fry> first hunk of your patch
L503[05:49:17] <gegy1000> ?
L504[05:49:31] <fry> https://github.com/gegy1000/MinecraftForge/commit/ef8a17b23520bda3e766ce739ff8298a76b85d4b#diff-82a6737384ecd6461b670fbf80fd937aR56
L505[05:50:00] <gegy1000> What about that?
L506[05:50:28] <fry> You don't see? :P
L507[05:50:49] <fry> You replace an empty line with a line consisting of 8 spaces
L508[05:51:15] <gegy1000> oh
L509[05:51:16] <gegy1000> grr
L510[05:52:15] <gegy1000> Now i have to resetup the whole repo just so i can "squish it"
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L512[05:52:19] <gegy1000> :(
L513[05:52:27] <fry> no, you don't
L514[05:52:35] <fry> learn to use git
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L516[05:56:14] <ollieread> lol
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L519[05:58:43] <ollieread> Is it me or have people stopped writing mods and started patching forge?
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L521[05:59:05] <ntzrmtthihu777> ollieread: seems legit.
L522[05:59:11] <ollieread> Everyone and their dog seems to have a patch these days
L523[05:59:20] <ntzrmtthihu777> granted we need 1.8 to be perfected as soon as possible.
L524[05:59:28] <ntzrmtthihu777> tbh I'm about to submit some patches XD
L525[05:59:47] <ollieread> I guess it's good that people are contributing
L526[06:00:00] <ollieread> Though I do see a lot of PRs that don't require patches
L527[06:00:14] <gegy1000> Check now
L528[06:00:34] <ollieread> Someone should write a patch for ItemFluidContainer
L529[06:00:41] <ollieread> Well not patch
L530[06:00:41] <ollieread> pr
L531[06:00:54] <ollieread> Remove that god damn itemID argument
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L533[06:01:32] <gegy1000> Hmm, it merged the commits but not on the website??
L534[06:01:51] <ollieread> Did you push?
L535[06:02:57] <gegy1000> yes
L536[06:02:59] <gegy1000> but i will redo that
L537[06:03:04] <ollieread> Clearly you didn't
L538[06:03:17] <ollieread> If you try to push, and it works, you didn't push in the first place
L539[06:03:21] <gegy1000> now it's made 4 commits .-.
L540[06:03:36] <fry> not "it", you :P
L541[06:03:41] <ntzrmtthihu777> Lex: Hey, interested in an invite to keybase alpha?
L542[06:04:10] <fry> ntzrmtthihu777: I would assume he's sleeping, by his last message :P
L543[06:04:16] <ollieread> "Get a public key, safely, starting just with someone's social media username(s)."
L544[06:04:21] <ollieread> hmm
L545[06:04:30] <ntzrmtthihu777> I have two invites left
L546[06:04:42] <fry> What is this keybase thing?
L547[06:05:03] <ntzrmtthihu777> fry: gpg + social media, sort of
L548[06:05:07] <ollieread> That's an interesting idea
L549[06:05:12] <fry> keybase.io?
L550[06:05:16] <ntzrmtthihu777> yeah
L551[06:05:21] <ollieread> It's a way to retrieev peoples public keys
L552[06:05:36] <ollieread> So if you wanted to email someone, and encrypt using their pub key, you could
L553[06:05:38] <ntzrmtthihu777> so you can send crypted messages to them semply
L554[06:05:48] <ntzrmtthihu777> *simply
L555[06:05:58] <ollieread> or if you wanted to give ssh access/git access to someone specifically
L556[06:06:03] <ollieread> you could retrieve it from there
L557[06:06:05] <ollieread> Interesting idea
L558[06:06:09] <ntzrmtthihu777> very
L559[06:06:35] <fry> So, like gpg databases, but web page instead of email?
L560[06:07:02] <ntzrmtthihu777> fry: kinda, yeah
L561[06:07:03] <ollieread> web 2.0
L562[06:07:06] <ollieread> embrace it man
L563[06:07:27] <ntzrmtthihu777> and it has a nifty little command line tool in node.js you can use to do the lifting for you
L564[06:07:55] <ollieread> blargh
L565[06:08:04] <ollieread> Fucking node.js
L566[06:08:24] <ntzrmtthihu777> ollieread: their api is documented, so you can write your own client :)
L567[06:09:17] <ollieread> person1: "Javascript doesn't work on the frontend" person2: "I thought that too, so I wrote node.js, so now Javascript works on the backend" person1: "I think you misunderstood me"
L568[06:09:40] <ntzrmtthihu777> anywho, I'm gonna compile a new kernel and go to sleep, later o/
L569[06:09:40] * fry will use this opportunity to share his gpg: https://gist.github.com/RainWarrior/976dca687ef7dab435e6
L570[06:09:59] <ntzrmtthihu777> fry: just join keybase :)
L571[06:10:03] * fry will also need to start using it more :P
L572[06:10:26] <fry> ntzrmtthihu777: how will I know if it changes my public key? :P
L573[06:10:39] <ntzrmtthihu777> check it yourself
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L577[06:11:23] <fry> meh, IRC is web2.0 enough for me :P
L578[06:11:48] <ntzrmtthihu777> lol
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L580[06:14:22] <gegy1000> and now the repo won't clome
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L584[06:17:32] <gegy1000> lol
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L587[06:22:26] <gegy1000> Ok now FINALLY https://github.com/MinecraftForge/MinecraftForge/pull/1670
L588[06:23:24] <gegy1000> That good fry?
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L591[06:25:22] <fry> So, how would 2 different mods use this at the same time?
L592[06:26:31] <Lymia> Seems like you'd need an exclusive lock either way
L593[06:26:39] <Lymia> You can't have two camera positions
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L595[06:28:22] <Ivorius> fry: Something something state machine
L596[06:28:33] <Ivorius> If both roll, then the rolls will just be added up :P
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L598[06:28:51] <fry> Lymia, Ivorius: you're not the people making the PR :P
L599[06:29:13] <Ivorius> Oh, that explains a lot
L600[06:29:20] * Ivorius slips out of gegy1000's mind
L601[06:29:25] <fry> lol
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L603[06:32:26] <gegy1000> urm..
L604[06:32:27] <gegy1000> idk
L605[06:32:36] <gegy1000> It's kinda stupid i guess
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L609[06:37:21] <MalkContent> well I could use this for the birdseye view zombie slaughter game I always wanted to do
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L613[06:39:43] <RikSolo> Lymia, you said mc cant have 2 camera things, explain how ichuns PiP works.
L614[06:41:01] <fry> mulpitle render passes/reading framebuffer/e.t.c
L615[06:41:11] <Lymia> Corrections
L616[06:41:14] <Lymia> You can't have two cameras in one viewport.
L617[06:41:15] <Lymia> :P
L618[06:41:20] <Lymia> Not a techenical limitation
L619[06:41:24] <Lymia> A "wtf how would that work" limitation
L620[06:41:48] <RikSolo> ...
L621[06:41:51] <GrygrFlzr> by definition 1 viewport = 1 camera
L622[06:42:25] <RikSolo> Lymia, you could probably have 2, one on top of another with an opacity of 50%
L623[06:42:29] <RikSolo> :3
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L625[06:42:30] <Ivorius> LOL
L626[06:42:46] <GrygrFlzr> that's technically 2 viewports overlayed on top of each other no
L627[06:42:48] <Ivorius> wtf RikSolo
L628[06:42:59] <GrygrFlzr> and not very useful anyway
L629[06:43:04] <Ivorius> Yeah x)
L630[06:43:18] <gegy1000> as i said, it's kinda stupid
L631[06:43:19] <GrygrFlzr> unless you're doing diff comparisons of sorts, but there's better ways to show that
L632[06:43:20] <RikSolo> Ivorius, im not saying it's logical, im just trying to say its possible,but not logical
L633[06:43:27] <Ivorius> It's not possible
L634[06:43:41] <Ivorius> It's inherently not a question
L635[06:43:47] <RikSolo> depends on your definition of a viewport
L636[06:43:58] <Ivorius> This is not negotiable
L637[06:44:06] <Ivorius> This is not a question of definition
L638[06:44:11] <Ivorius> It's inherently the same.
L639[06:44:39] <RikSolo> Ivorius, would you call human sight as 2 viewports
L640[06:44:45] <fry> It's always fun when discussion detiriorates to semantics :P
L641[06:45:17] <Ivorius> Yes RikSolo
L642[06:45:23] <Ivorius> Close one eye
L643[06:45:31] <Ivorius> Then close that one and open the other
L644[06:45:39] <GrygrFlzr> This paste I made 2 years ago continues to be relevant http://pastebin.com/k604rjH2
L645[06:45:42] <Ivorius> Wait... those are two different images???
L646[06:45:46] <Ivorius> Holy shit RikSolo
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L648[06:46:16] <fry> what
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L650[06:47:02] <RikSolo> Ivorius, open both eyes, do you see 2 different images, or 1 3d image
L651[06:47:21] <fry> Perseption question!
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L653[06:47:32] <Ivorius> Your brain post-processes 2 images together
L654[06:47:38] <RikSolo> a human observes the combined images of the 2 retinas, not the 2 separate ones
L655[06:47:42] <fry> Is my red and your red the same thing? :P
L656[06:47:42] <Ivorius> Which you can force-deactivate by closing one eye
L657[06:47:53] <RikSolo> you only see it after post-processing, so you are seeing 2 images, as one image
L658[06:48:05] <Ivorius> > 2 images
L659[06:48:09] <Ivorius> aka two viewports
L660[06:48:11] <gegy1000> Um, why are you talking about this in #MinecraftForge lol :P
L661[06:48:13] <RikSolo> fry, vsauce did a video on that
L662[06:48:30] <GrygrFlzr> I imagine that's why it was mentioned
L663[06:48:45] <RikSolo> Ivorius, >2 starts at 3, soyou mean 3 images are two viewports?
L664[06:48:55] <Ivorius> lol
L665[06:48:57] <GrygrFlzr> but yeah there's probably like #philosophy in some server somewhere
L666[06:48:58] <fry> There's no viewports and images in GL really, only vertex buffers and frame buffers :P
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L668[06:49:38] <GrygrFlzr> there's none of that really, just electric currents and lights
L669[06:49:48] <RikSolo> but the point is: yes, you can have 2 camera angles at the same time in minecraft
L670[06:50:22] <RikSolo> GrygrFlzr, just energy, and things transfroming that energy into different energy
L671[06:50:26] <Ivorius> Yes, you can, but not in the context this was brought up
L672[06:50:31] <Ivorius> So you're arguing against a wall, RikSolo
L673[06:51:17] <RikSolo> Ivorius, "<Lymia> You can't have two camera positions" in a discussion about minecraft modding
L674[06:51:26] <Ivorius> No, in a discussion about an event
L675[06:52:12] <RikSolo> Ivorius, also, you are a really chatty wall...
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L681[07:04:53] <fry> whaaaa, newest sbt doesn't need blank lines
L682[07:05:04] <RikSolo> ?
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L694[07:12:58] <ImmJaqo> Hey guys!
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L697[07:23:50] <Lumien> Just wondering, about the parameter names in 1.8
L698[07:24:05] <Lumien> How is it determined whether they are for example "itemStackIn" or "stack" or whatever?
L699[07:24:13] <Lumien> or is the stack one just not automatically generated?
L700[07:24:51] <ImmJaqo> wait a minute. Is there 1.8 minecraft forge now.
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L702[07:25:09] <fry> Was been for months :P
L703[07:25:21] <ImmJaqo> Shit. Have I been living under a rock.
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L709[07:28:44] <Naiten> How do I scan a certain directory for files?
L710[07:29:01] <Naiten> -.-
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L712[07:29:32] <Lumien> File.mkdir or something i believe
L713[07:29:55] <heldplayer> Look at the methods for File, there should be one there (I don't know the exact name, but it's in File)
L714[07:29:58] <Lumien> or wait no xD
L715[07:30:03] <Lumien> that's to create a directory
L716[07:30:20] <Lumien> *listFiles
L717[07:30:40] <GrygrFlzr> Lumien, the <blah>In vars are named if it's only available inside function, I think
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L719[07:31:20] <Lumien> they are parameters, what do you mean with "only available inside function"
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L721[07:31:56] <GrygrFlzr> erm, as in you already have a class-wide world variable and need to pass a world to a function, it'd be called worldIn
L722[07:32:42] <GrygrFlzr> my brain is not coming up with proper terms right now
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L737[07:56:32] <ImmJaqo> Do any of you have a direct link to the MCP without forge?
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L740[07:59:32] <Naiten> I've tried scaning via File directory = new File(RoW.class.getResource("/assets/row/segments").getPath());
L741[07:59:32] <Naiten> String[] contents = directory.list(); but contents was set to null although I have files in my folder... What can be wrong?
L742[08:00:24] <Lumien> does Class.getResource even work with dictionarys?
L743[08:00:54] <Lumien> and if it does i doubt you can then use it as a file
L744[08:01:00] <Lumien> *File
L745[08:02:01] <nimODota> Naiten: I dont think you can directory.list() on directories inside of JAR files.
L746[08:02:29] <Naiten> What do I do then?
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L748[08:03:23] <Lumien> i'm not sure whether you even wanna do this but i guess you have to see how to list files in a jar / zip file
L749[08:03:28] <Lumien> *why
L750[08:05:56] <Naiten> I'm making my mod load data from text files
L751[08:06:31] <Naiten> That's more handy that editing classes when it comes to large volumes of data
L752[08:06:41] <Naiten> than editing*
L753[08:07:00] <Ordinastie> either it's files you provide yourself, so you know them, you don't have to parse a folder
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L755[08:07:15] <Ordinastie> either it's use provided files, but then it won't be inside the jar
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L757[08:07:31] <Ordinastie> for the first case, just hard code the file names
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L759[08:08:03] <Naiten> I want to parse the folder because hardcoding filenames is not the right wasy to do that
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L761[08:08:16] <Ordinastie> why not ?
L762[08:08:22] <Ordinastie> it's fixed
L763[08:08:47] <Naiten> API, content-packs, no?
L764[08:09:00] <Naiten> Okay, how do I scan outside the jar?
L765[08:10:05] <Ordinastie> you should have everything you need here either way : https://github.com/Ordinastie/DIYDecorativeBlocks/blob/master/src/net/malisis/ddb/BlockPack.java
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L771[08:17:09] <ImmJaqo> Does anyone have a link to regular MCP without FML?
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L773[08:19:31] <Quetzi> its in the topic on #mcp : http://mcp.ocean-labs.de/download.php?list.2
L774[08:20:21] <ImmJaqo> Thanks
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L786[08:40:13] <Lumien> Can i create a dev environment out of a custom build forge version like normal or not?
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L805[09:17:12] <killjoy> Is there a place that lists all the Annotations created by fml?
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L808[09:17:48] <diesieben07> like, the actual annotation classes? or what?
L809[09:18:43] <killjoy> Yes.
L810[09:19:52] <diesieben07> hrm, not that i know of. at least intellij has no function to display all annotations
L811[09:19:59] <diesieben07> why do you need to know?
L812[09:20:07] <killjoy> Annotation processor
L813[09:20:16] <diesieben07> huh?
L814[09:20:28] <killjoy> It makes sure the annotations are used correctly
L815[09:20:39] <killjoy> Such as putting @Instance on a private field
L816[09:20:44] <diesieben07> ehm... ok...?
L817[09:20:48] <diesieben07> that sounds weird.
L818[09:20:54] <diesieben07> you can put @Instance on a public field just fine
L819[09:21:06] <killjoy> I want it to not compile if it's private
L820[09:21:18] <diesieben07> why?
L821[09:21:33] <killjoy> Because it would crash if it did compile
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L823[09:22:27] <Unh0ly_Tigg> just going to say this: if all you are doing is determining if the use of an annotation is valid, yes you technically have an annotation processor, but the term annotation validator would be better.
L824[09:22:29] <diesieben07> no...?
L825[09:22:47] <diesieben07> FML calls setAccessible
L826[09:23:09] <killjoy> There's still other use-cases, such as invalid event methods
L827[09:23:37] <diesieben07> question is.. can an AnnotationProcessor actually mark that as invalid code?
L828[09:23:41] <diesieben07> i doubt it
L829[09:23:44] <killjoy> Yes.
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L831[09:24:18] <killjoy> Using this http://docs.oracle.com/javase/7/docs/api/javax/annotation/processing/Messager.html
L832[09:24:59] <diesieben07> i honestly think it's overkill, but ok :P
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L834[09:34:13] <killjoy> I forget. does @Mod support inner classes?
L835[09:35:31] <diesieben07> probably
L836[09:35:35] <diesieben07> as long as they are static
L837[09:35:50] <diesieben07> basically you need a no-args constructor
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L839[09:40:27] <killjoy> Hm. there's quite a few handler annotations
L840[09:41:39] <Lumien> I assume adding new code in patches in better than changing vanilla code?
L841[09:42:03] <killjoy> If you mean asm, then yes
L842[09:42:18] <Lumien> no, forge patches
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L844[09:42:47] <killjoy> Only forge/fml can use binary patches. You have to do bytecode manipulation
L845[09:44:21] <Lumien> yes exactly, and i'm making a pr so no, i'm talking about binary patches
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L847[09:44:40] <killjoy> Try to make the patch as small as possible
L848[09:44:56] <killjoy> If you don't need a patch, the patch size will be 0.
L849[09:46:30] <Lumien> that does not answer the question :P
L850[09:46:49] <diesieben07> adding is changing.
L851[09:46:53] <diesieben07> what are you adding? :D
L852[09:47:02] <diesieben07> new methods? put them in a forge class
L853[09:47:32] <TurnedSlayer> hola diesieben07 :)
L854[09:47:39] <diesieben07> hola
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L856[09:47:47] <TurnedSlayer> long time no see
L857[09:47:56] <Lumien> i'm adding an event for the lightmap entrys
L858[09:48:07] <TurnedSlayer> good to see you're still helping people ;P
L859[09:48:11] <diesieben07> :P
L860[09:48:14] <diesieben07> i do my best.
L861[09:48:44] <Lumien> in EntityRenderer there is access to the 3 rgb values so using the FogColors event as a model i'm also putting them in the event as rgb
L862[09:48:45] <killjoy> Is the SaveInspectionHandler implemented?
L863[09:48:57] <diesieben07> Lumien: put the event call in ForgeEventFactory and then make the patch just a static call
L864[09:49:08] <TurnedSlayer> haven't been able to work on any of my stuff for ages, college is too much :/
L865[09:49:18] <Lumien> and make the return type of the method an array for the rgb values?
L866[09:49:34] <diesieben07> doesn't seem like it killjoy
L867[09:49:53] <diesieben07> Lumien: oh, they are modifiable, no then return the event
L868[09:49:55] <killjoy> I guess I'll ignore it then
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L880[10:06:04] <Wuppy> o___0 who needs a supermarket, barbershop, clothes store and butcher at a festival
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L883[10:08:08] <MalkContent> huh?
L884[10:08:17] <Wuppy> that's a thing
L885[10:08:30] <MalkContent> welp
L886[10:08:49] <MalkContent> i can understand supermarket for long ones
L887[10:08:54] <MalkContent> and butcher
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L889[10:09:44] <MalkContent> in shapeless recipes, can i make input stacks with i.e. size 2 and it then requires two of that?
L890[10:09:53] <Wuppy> now, let's hope I can go to that festival :P
L891[10:10:01] <diesieben07> it would require a stack with 2
L892[10:10:10] <diesieben07> but two stacks with 1 would not work
L893[10:10:18] <MalkContent> excellent
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L895[10:10:35] <MalkContent> thx
L896[10:10:59] <TTFTCUTS> is there a way to interfere with item rendering by event? I think not, but just checking in case someone knows and I missed it...
L897[10:11:26] <TTFTCUTS> I'm aiming to add some stuff to an item icon based on the nbt
L898[10:11:33] <TTFTCUTS> and I don't control the item
L899[10:11:54] <TTFTCUTS> otherwise obviously it'd be simple :P
L900[10:12:14] <Wuppy> would anyone by chance know how to set textures in 1.8 based on sides?
L901[10:12:53] <MalkContent> TTFTCUTS: you can register a custom renderer for an item, no matter if it's yours or not
L902[10:13:07] <diesieben07> yeah but that only works if the item does not already have one
L903[10:13:25] <TTFTCUTS> but that doesn't take into account the already existing renderers on the item if it's nonstandard
L904[10:13:25] <Wuppy> or for that matter, any vanilla blocks which do that?
L905[10:13:41] <Wuppy> because then I'll be able to figure it out myself :D
L906[10:14:12] <MalkContent> Wuppy: crafting tables/logs/furnaces/bookshelves
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L908[10:14:18] <TTFTCUTS> the item in question is more or less totally arbitrary so it'd need to work on anything
L909[10:14:19] <Wuppy> nope nope and nope
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L911[10:14:32] <Wuppy> those don't work sadly
L912[10:14:34] <TurnedSlayer> furnace Wuppy
L913[10:14:36] <TurnedSlayer> ?
L914[10:14:37] <MalkContent> pistons?
L915[10:14:44] <TTFTCUTS> so I'm assuming it's not really possible
L916[10:15:05] <Wuppy> ah, found it
L917[10:15:10] <TurnedSlayer> furnace?
L918[10:15:12] <Wuppy> orientable.json helps
L919[10:15:17] <Wuppy> nope, furnaces don't work
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L921[10:15:23] <MalkContent> pistons? :3
L922[10:15:25] <TurnedSlayer> really?
L923[10:15:26] <Wuppy> they are orientable, my block isn't
L924[10:15:32] <TurnedSlayer> ah
L925[10:15:36] <TTFTCUTS> where does one register an item renderer? it's not something I've done before
L926[10:15:36] <TurnedSlayer> you mean a fixed side
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L928[10:15:42] <Wuppy> furnaces don't work for what I want I mean
L929[10:15:44] <Wuppy> but I found it
L930[10:15:48] <TurnedSlayer> just realised what you meant
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L933[10:16:47] <MalkContent> TTFTCUTS: well you'd basically have to inject an extra custom renderer, I suppose
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L935[10:17:14] <TTFTCUTS> yeah, I have a possible plan
L936[10:17:24] <MalkContent> doing an enchantment of sorts?
L937[10:17:26] <TTFTCUTS> need to see if it's possible
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L939[10:17:49] <TTFTCUTS> yeah, a socket system and I'd like to have some indication of the item status on the icon when it's in an inventory
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L941[10:18:09] <TTFTCUTS> the effects have cooldowns
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L943[10:18:43] <Wuppy> now lets hope this works :P
L944[10:18:54] <Wuppy> then just to update my sapling and the first big mod is updated :D
L945[10:19:21] <Wuppy> oh no, forgot the items :(
L946[10:19:47] <Wuppy> I do have approximately 100 tutorials to write for 1.8 now though...
L947[10:20:19] <MalkContent> :D
L948[10:20:38] <MalkContent> sounds like super fun
L949[10:21:02] <Wuppy> kinda, yeah
L950[10:21:28] <MalkContent> aw man. the dye recipe for vanilla magenta dye is completely oredicted
L951[10:23:02] <MalkContent> the 2 from red, red, blue, white that is
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L953[10:23:43] <MalkContent> wait, no.
L954[10:23:59] <MalkContent> diesieben07, you lied to me :o
L955[10:25:08] <MalkContent> i do need to make two item stacks of the same thing to make the recipe require two pieces of the thing
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L957[10:28:40] <TTFTCUTS> ok, so, the options are having an item renderer hashmap entry for every single item that might ever be socketed... or modify the getItemRenderer method in MinecraftForgeClient :p
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L959[10:29:16] <TTFTCUTS> because I could potentially just wrap the existing renderers and add extra stuff at the end when rendering in inventory
L960[10:29:52] <Wuppy> hmm... my tree generation is kind of broken...
L961[10:30:00] <Wuppy> it spawns a grand total of 1 piece of wood
L962[10:30:07] <TTFTCUTS> :o
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L965[10:30:26] <Wuppy> but the model & bonemeal works :D
L966[10:30:30] <Wuppy> progress
L967[10:31:49] <Wuppy> enough work for today :P
L968[10:32:24] <Wuppy> if one thing is bad for productivity it surely is drinking a lot :P
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L978[10:51:07] <killjoy> Will fml handle static event methods properly?
L979[10:51:51] <Ivorius> You could just try it out
L980[10:51:53] <Ivorius> But no :P
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L982[10:52:58] <Andrey96> Hi all. Does anybody know is it real (from server) to make client reconnect to other address without bungee cord? Maybe by modifying it?
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L984[10:55:11] <Ivorius> Ehm
L985[10:55:12] <Ivorius> wat
L986[10:55:39] <Ivorius> Is your question if the server can request of the client to connect to another server?
L987[10:56:09] <Andrey96> Yep
L988[10:56:29] <killjoy> Will it be a client mod, as well?
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L991[10:56:57] <Andrey96> If it should be, yep. I can do it. But it is unreal with only server?
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L993[10:57:06] <Andrey96> And without proxies
L994[10:57:25] <killjoy> What's wrong with bungeecord?
L995[10:58:04] <Andrey96> IDK, don't want. Does it works with forge servers?
L996[10:58:19] <killjoy> It should
L997[10:58:36] <killjoy> I know it works with forge clients
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L999[11:00:01] <Andrey96> I know that it works even with MCPC+ (Calduron), but I have forge without any bukkit api :D A bit optimized and with own bukkit-like commands
L1000[11:01:31] <Andrey96> Basically, what I want is GUI that allows to go into queue for mini-game from any of my modded servers and connect to it when enough players is ready.
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L1002[11:02:30] <Andrey96> So, seems that I have to write client-side feature for connecting to other server by special request.
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L1022[11:28:56] <terraflops> How do I intercept a player's item use on the client side? I've tried PlayerUseItemEvent.Start, but it doesn't call.
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L1024[11:33:03] <killjoy> Maybe useitem is a bit ambiguous
L1025[11:33:15] <killjoy> Maybe it doesn't do what you think it does
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L1030[11:35:43] <MalkContent> terraflops: on the client side? why is that necessary
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L1046[11:52:10] <TTFTCUTS> hmmmm
L1047[11:52:21] <TTFTCUTS> well, on the one hand, the item renderer thing sort of worked
L1048[11:52:28] <TTFTCUTS> on the other, it's very silly and wrong
L1049[11:52:29] <TTFTCUTS> :D
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L1051[11:52:35] <Ivorius> What item renderer thing :P
L1052[11:53:05] <TTFTCUTS> cooking up a way to modify how some items that I don't control render in the inventory to add extra information if specific nbt is there
L1053[11:53:31] <TTFTCUTS> it sort of works but I need a looooot more fixing up lol
L1054[11:53:53] <TTFTCUTS> also it revealed a big flaw in my logic for "could this item have sockets"
L1055[11:54:03] <TTFTCUTS> because apparently doors and buckets are valid
L1056[11:54:03] <TTFTCUTS> :P
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L1061[11:57:29] <TTFTCUTS> current main problem is that if an item doesn't have a custom renderer... it doesn't render at all :P
L1062[11:57:36] <TTFTCUTS> so I need to redo that part
L1063[11:57:54] <TTFTCUTS> also test things that do have custom renderers though, because they should technically work
L1064[11:57:57] <MalkContent> if it /doesn't/ ?
L1065[11:58:24] <TTFTCUTS> then I did something wrong and need to find where :D
L1066[11:58:24] <MalkContent> what did you do :D im interested
L1067[11:58:30] <TTFTCUTS> this whole thing might still be a dead end
L1068[11:58:46] <TTFTCUTS> wrapped the existing renderers on items that could have sockets, MalkContent
L1069[11:58:54] <MalkContent> *exploratory coding*
L1070[11:59:04] <TTFTCUTS> yeah, I have no idea if this is really viable
L1071[11:59:05] <TTFTCUTS> :D
L1072[11:59:19] <bspkrs> someone with a bitbucket account: can you view this? https://bitbucket.org/ProfMobius/mcpbot
L1073[12:00:24] <Ivorius> Nope
L1074[12:00:29] <bspkrs> hmm
L1075[12:00:44] <TTFTCUTS> bspkrs: "You do not have access to this repository."
L1076[12:01:18] <bspkrs> I'll ping prof again...
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L1098[12:35:42] <TTFTCUTS> https://www.dropbox.com/s/yj8deblqa5wmuik/itemrendertest.png?dl=0 <-- part way there
L1099[12:35:53] <TTFTCUTS> items with their own custom renderers seem to work as I had expected
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L1101[12:35:59] <TTFTCUTS> still need to make ones that don't actually render
L1102[12:36:00] <TTFTCUTS> :D
L1103[12:36:11] <TTFTCUTS> er, that don't have a renderer set that is
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L1109[12:43:10] <skyboy> LexManos: https://github.com/MinecraftForge/FML/pull/550 this is a trivial change, and given that you package ASM5 it's clear that running java8 doesn't cause untold bugs with forge. merging it won't negatively impact forge/fml; and would probably preemptively prevent crashes later since mojang is already testing packaging java8 with the launcher to make use of its features in the future
L1110[12:43:21] <killjoy> What should I say if someone does @Instance public static Object instance;?
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L1113[12:44:15] <skyboy> making it Object is kinda useless for their own instance, but that doesn't do anything bad
L1114[12:44:34] <killjoy> Which is why I'm going to throw a warning when that happens.
L1115[12:45:54] <skyboy> validating it when they do their own instance indirectly (@Instance(mymodid)) too?
L1116[12:46:20] <killjoy> Well this is done at compile time
L1117[12:46:27] <skyboy> right
L1118[12:46:49] <skyboy> and the string is required to be constant and non-null
L1119[12:47:06] <killjoy> Thanks for mentioning that.
L1120[12:47:09] <skyboy> since null isn't constant according to the compiler
L1121[12:47:24] <killjoy> Now I have to add code for that.
L1122[12:47:39] <killjoy> I'll only do it if it's null
L1123[12:47:50] <skyboy> it's never null
L1124[12:48:01] <skyboy> default is an empty string
L1125[12:48:06] <killjoy> *nullstring
L1126[12:49:17] <Lymia> fry|sleep, can you
L1127[12:49:21] <Lymia> Put AsmStuff into a proper package.
L1128[12:49:22] <Lymia> :[
L1129[12:49:50] <Lymia> Or, oh, only stackmap is weird
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L1132[12:51:53] <diesieben07> ok, non-minecraft question: I have an external hdd (usb powered). Before I unplug it I want it to "spindown" (e.g. turn off properly) because it can't do so when it's unplugged (obviously). The "safe-eject" doesn't do it in windows. Hints?
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L1134[12:53:07] <MalkContent> uh. why can't it turn off properly when you safe-eject?
L1135[12:53:22] <skyboy> safe-eject and wait a few minutes? most external HDDs will power down after a period of inactivity
L1136[12:53:34] <MalkContent> you could put it into sleep mode or something
L1137[12:53:46] <diesieben07> well, if i safe-eject it continues to spin
L1138[12:53:48] <matthewprenger> could use device manager/devcon to disable it
L1139[12:53:55] <diesieben07> i don't wanna unplug it while its spinning
L1140[12:53:58] <matthewprenger> devcon disable <ID>
L1141[12:54:04] <diesieben07> those are not really solutions :P
L1142[12:54:14] <matthewprenger> it would spin down
L1143[12:54:14] <diesieben07> because on my laptop if i safe-eject it DOES spin down
L1144[12:54:24] <diesieben07> but on my desktop it doesnt
L1145[12:54:30] <skyboy> both windows?
L1146[12:54:31] <MalkContent> sleep mode should shut it down more or less
L1147[12:54:35] <diesieben07> yes, both win 7
L1148[12:54:46] <diesieben07> sleep mode?
L1149[12:55:12] <skyboy> perhaps because the laptop's power settings allow HDDs to be turned off, but the desktop's doesn't
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L1151[12:55:18] <diesieben07> oh
L1152[12:55:19] <MalkContent> sleep mode. google :D
L1153[12:55:20] <diesieben07> that might be it
L1154[12:55:22] <diesieben07> i'll try.
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L1156[12:56:37] <ollieread> "Safe eject"
L1157[12:56:38] <ollieread> pfft
L1158[12:56:57] <diesieben07> i just want it to properly turn off
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L1160[12:57:03] <diesieben07> if it's a flash drive i dont care
L1161[12:57:06] <diesieben07> but this is a hdd
L1162[12:57:11] <MalkContent> http://www.wastedtalent.ca/node/1230 ^^
L1163[12:57:27] <diesieben07> lol
L1164[12:57:33] <diesieben07> my old hdd was externally powered
L1165[12:57:45] <diesieben07> i'd unplug the usb, it would turn off, i unplug the power
L1166[12:57:51] <diesieben07> but that doesn't work anymore :(
L1167[12:58:21] <diesieben07> and skyboy, there's no such option, it only has an option for how long it waits before turning harddrives off
L1168[12:58:28] <ollieread> Personally I'd just unplug it and shake it
L1169[12:58:31] <ollieread> For good measure
L1170[12:58:37] <diesieben07> :;(
L1171[12:59:05] <skyboy> change it to the highest value that's not never, then try safe-eject
L1172[12:59:49] <diesieben07> it's a textbox
L1173[12:59:58] <diesieben07> you can enter as many 9's as you want
L1174[13:00:23] <ollieread> and that'll turn off all hard drives after the amount of time you specify of inactivity
L1175[13:00:46] <diesieben07> yeah
L1176[13:01:12] <skyboy> yeah, and when it's not specified or 0 it never turns them off, even if they're not accessible, apparently
L1177[13:01:40] <diesieben07> it was on 20 minutes
L1178[13:01:42] <diesieben07> so that's not it.
L1179[13:02:10] <skyboy> compare the other power options, then
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L1182[13:02:17] <skyboy> it's the same OS; it's something in the settings
L1183[13:02:45] <MalkContent> maybe your laptop stops providing usb power aftre safely ejecting
L1184[13:03:26] <diesieben07> but it does not just cut it
L1185[13:03:35] <diesieben07> it properly turns the HDD off, it takes a while
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L1187[13:03:53] <MalkContent> residual power? ^^ idk
L1188[13:03:55] <skyboy> so it provides power, but stops polling
L1189[13:04:20] <diesieben07> no, it tells the hdd to shut off
L1190[13:04:35] <diesieben07> it might be something in the bios
L1191[13:04:39] <skyboy> if it told it to shut off the heads would park immediately
L1192[13:04:46] <diesieben07> exactly
L1193[13:04:49] <diesieben07> thats what happens.
L1194[13:04:53] <skyboy> you said it takes a while
L1195[13:05:00] <diesieben07> well, its not instant
L1196[13:05:09] <skyboy> it would be close to instant
L1197[13:05:10] <diesieben07> it takes like half a second for the motor to spindown
L1198[13:05:10] <ollieread> Isn't that what you want?
L1199[13:05:18] <diesieben07> yes it is exactly what i want
L1200[13:05:23] <diesieben07> but it only happens on my laptop
L1201[13:05:35] <skyboy> half a second is not a while
L1202[13:05:39] <MalkContent> or maybe check bios options
L1203[13:05:42] <diesieben07> yeah i have to do that
L1204[13:05:45] <ollieread> Half a second is dayys for a pc
L1205[13:05:48] <diesieben07> lol
L1206[13:05:53] <skyboy> he's not a pc
L1207[13:05:59] <ollieread> He's a bot
L1208[13:06:19] <MalkContent> he's not a phone!
L1209[13:06:26] <skyboy> he might be a phone
L1210[13:06:36] <MalkContent> careful there
L1211[13:06:37] <ollieread> diesieben07: You should get a mac, would totally solve your problems
L1212[13:06:43] <MalkContent> might throw you on the ground
L1213[13:06:51] <diesieben07> no.
L1214[13:06:58] <ollieread> providing that your problems are that doing things are too easy
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L1216[13:07:13] <diesieben07> ollieread: https://www.youtube.com/watch?v=sfrYOWlKJ_g
L1217[13:08:15] <diesieben07> i found this: http://support.microsoft.com/kb/2401954 ... but that can't be it, since i did not apply that on my laptop, where it works
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L1219[13:10:16] <ollieread> diesieben07: He makes some good points
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L1221[13:10:31] <diesieben07> i know.
L1222[13:10:44] <ollieread> Though mostly, a load of shit
L1223[13:11:12] <diesieben07> lol
L1224[13:11:22] <diesieben07> i don't really care
L1225[13:11:27] <diesieben07> i dont have the money anyways
L1226[13:11:54] <ollieread> I just mean, all devices do things differently, if apple devices did everything the same way then they would just be PCs
L1227[13:12:00] <ollieread> I don't either tbh, I have both lol
L1228[13:12:08] <ollieread> Though my macbooks are somewhere in my room
L1229[13:16:29] <diesieben07> ok what the fuck, now it doesn't work like it used to on my laptop eitehr
L1230[13:18:31] <MalkContent> :D dundundun
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L1232[13:23:05] <diesieben07> ok, i know what it is
L1233[13:23:11] <diesieben07> the usb3 driver does it properly
L1234[13:23:19] <diesieben07> because on an usb2 port it fails
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L1237[13:25:49] <skyboy> so the external HDD is designed against USB3 not USB2, and they didn't test well enough (at all?) on USB2 beyond 'does it not crash'. time for a lynching?
L1238[13:26:00] <diesieben07> it's not the HDDs fault.
L1239[13:26:25] <diesieben07> it's windows. but win 7 has no usb3 support by default, so thats a 3rd party driver.
L1240[13:28:08] <skyboy> the protocol is different, the firmware of the HDD is responding to an event sent on USB3 when it shuts down; but not responding to a similar event on USB2 (the kb article does mention windows sending the shutdown event)
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L1242[13:29:46] <diesieben07> I'll reboot one sec.
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L1244[13:30:18] <nekosune> Hi pixlepix!
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L1246[13:30:32] <parcel31u> omg pixlepix
L1247[13:30:38] <parcel31u> he's like really popular ;o
L1248[13:30:42] <Lymia> my god
L1249[13:30:52] <Lymia> sbt-lwjgl-plugin is a broken piece of shit. :X
L1250[13:30:52] <pixlepix> What did I break?
L1251[13:30:53] <pixlepix> :P
L1252[13:31:00] <parcel31u> MY fav modder!!!
L1253[13:31:03] <Lymia> It dumps the LWJGL natives in the resources directory
L1254[13:31:20] <Lymia> Meaning if you forget to clean or something, lwjgl binaries end up in your .jar
L1255[13:31:22] <Lymia> e.e
L1256[13:31:31] <MalkContent> i always read his name "pix. le pix." like with a james bondy touch
L1257[13:31:56] <skyboy> french james bond?
L1258[13:32:02] <ChJees> pixel-pix
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L1260[13:32:27] <MalkContent> idk. if he was, it would be secret, i suppose
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L1263[13:34:37] <diesieben07> ok, i fixed it.
L1264[13:35:05] <skyboy> did it at least involve a lynching?
L1265[13:35:12] <diesieben07> lol in my head, yes.
L1266[13:35:17] <diesieben07> i hate ms even more now
L1267[13:35:21] <diesieben07> and usb-powered hdds
L1268[13:35:43] <skyboy> what's the fix?
L1269[13:35:54] <killjoy> All I need to do now is do SidedProxy and I'll be done with annotations in Mod.class. http://i.imgur.com/vDr5QZE.png
L1270[13:36:01] <diesieben07> apply that registry thing that restores the win xp behavior
L1271[13:36:58] <diesieben07> killjoy: nice, it is actually pretty cool. can i haz source?
L1272[13:37:05] <killjoy> When I'm done
L1273[13:37:10] <diesieben07> yeah
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L1276[13:37:32] <tterrag|away> Yeah thats neat
L1277[13:37:43] <Andrey96> I'm very lazy, so can anybody help me finding how to port construction
L1278[13:37:43] <Andrey96> this.worldObj.getWorldVec3Pool().getVecFromPool(
L1279[13:37:43] <Andrey96> from 1.7.2 to 1.7.10? =)
L1280[13:37:45] <tterrag|away> I always forget dumb things like that
L1281[13:38:03] <diesieben07> Andrey96: vec3 is unpooled now, use the static factory in Vec3 class
L1282[13:38:05] <tterrag|away> You dont andrey
L1283[13:38:10] <tterrag|away> ^^
L1284[13:38:11] <Andrey96> diesieben07: ty
L1285[13:38:23] <diphtherial> anyone happen to know why they decided to unpool it, out of morbid curiosity?
L1286[13:38:33] <diesieben07> pooling doesn't help much with modern vms
L1287[13:38:43] <diphtherial> interesting
L1288[13:38:55] <diesieben07> and in many cases it can actually hurt
L1289[13:39:49] <diphtherial> i don't know a lot about garbage collection, but it seems intuitive to me that if you skip allocation/deallocation and just reuse the same objects that it'll be less work for the GC
L1290[13:39:58] <diesieben07> yes, true
L1291[13:40:08] <diesieben07> but the VM can optimize the objects away in a lot of cases.
L1292[13:40:14] <diphtherial> i suppose having the pool allocated in the first place can be an unnecessary expense, but i assume it's something else
L1293[13:40:17] <diesieben07> and the GC is often faster than the problems you have from "old" objects
L1294[13:40:17] <diphtherial> ah, neat
L1295[13:41:53] <diphtherial> hrm. in the case of vectors, they don't have references to any other objects, right? so it's not like a vector sitting in the pool is going to keep anything else live
L1296[13:42:07] <diesieben07> yes, true
L1297[13:42:10] <diesieben07> but Object != Object
L1298[13:42:10] <diphtherial> again, i'm probably missing something, but i'm curious
L1299[13:42:16] <diesieben07> there's old gen and all that stuff
L1300[13:42:36] <diesieben07> also we will soon (java 9/10) get value classes
L1301[13:42:50] <diphtherial> ah, that makes sense, that the pooled objects would compete with other objects for space in the generations...
L1302[13:43:10] <diesieben07> i don't know much about it either
L1303[13:43:48] <diphtherial> heh, but i will take your word for it. the less memory hacks you have to do, the better, in my opinion
L1304[13:43:57] <diphtherial> i consider using some alternate semantic like pooling a hack
L1305[13:44:03] <diphtherial> *alternate semantic for allocation
L1306[13:44:27] <diphtherial> GC is something i really should know more about in general...
L1307[13:44:37] <diesieben07> yeah
L1308[13:44:45] <diesieben07> basically don't try to "make it faster"
L1309[13:44:49] <diesieben07> leave that to the VM
L1310[13:45:18] <diesieben07> unless you actually have performance problems
L1311[13:45:22] * diphtherial nods
L1312[13:45:29] <diphtherial> premature optimization is the root of much evil, agreed
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L1320[13:52:38] <TTFTCUTS> https://www.dropbox.com/s/zib4eysg9eqc2od/enchantmentissues.png?dl=0 <-- getting closer
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L1326[13:57:50] <minecreatr> is there a special way to make my mod client side only? Or just only reference client side code
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L1329[13:58:52] <ProfMobius> Kaelten, hoy \o
L1330[13:59:03] <ProfMobius> Heard you were giving goodies for mod makers to try out :3
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L1333[13:59:36] <tterrag|away> You dont need to do anything special
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L1336[14:00:56] <TTFTCUTS> what about not requiring the server to have it, and such?
L1337[14:01:03] <diesieben07> that's by default
L1338[14:01:14] <TTFTCUTS> ah, neat
L1339[14:01:16] <diesieben07> the other way round requires something in your @Mod (only on server)
L1340[14:01:25] <diesieben07> as in: server only mod
L1341[14:01:54] <Ajloveslily> http://pastebin.com/MC1R7z81 am I doing something wrong? or is the game just crashing.
L1342[14:02:28] <diesieben07> you are using 1.6.4
L1343[14:03:11] <Ajloveslily> aand crashlanding is 1.7?
L1344[14:03:41] <diesieben07> i don't know.
L1345[14:03:45] <tterrag|away> No
L1346[14:03:50] <diesieben07> then report to crashlanding
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L1348[14:03:57] <diesieben07> there's no official support for pre 1.7 forge anymore.
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L1363[14:26:26] <TTFTCUTS> since these gems that are socketed into items have cooldowns on their effects, how do you think that the cooldowns should be represented on the item icon?
L1364[14:26:43] <TTFTCUTS> looking for options because I haven't thought up any particularly inspiring ones yet
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L1369[14:33:42] <ChJees> Gems?
L1370[14:33:51] <ChJees> Diablo style sockets?
L1371[14:35:07] <ChJees> TTFTCUTS, i would make their brightness show how ready they are.
L1372[14:35:17] <ChJees> If the gems are bright.
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L1374[14:35:46] <ChJees> Prettier than using item damage :P
L1375[14:36:45] <ChJees> Super bright gem = Ready to be used
L1376[14:36:59] <ChJees> Dark and dull gem = Just started the cooldown timer
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L1380[14:38:28] <ChJees> Alternatively you could combine that with a "pie" type of render to overlay the bright gem on the dark while the cooldown is in effect.
L1381[14:39:02] <ChJees> Welp, time to start making dinner. Hope that give you a few ideas at least.
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L1384[14:40:24] <TTFTCUTS> ChJees, the gems themselves don't show on the icon atm
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L1388[14:42:06] <TTFTCUTS> and the damage of the item is the item's own damage
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L1390[14:45:00] <clienthax> http://prntscr.com/5z2fru
L1391[14:45:02] <clienthax> i don't even
L1392[14:45:24] <diesieben07> lol
L1393[14:46:03] <clienthax> http://prntscr.com/5z2gcz
L1394[14:46:07] <clienthax> we don't even host a server
L1395[14:46:28] <diesieben07> haha
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L1398[14:51:00] <clienthax> http://prntscr.com/5z2ien
L1399[14:51:02] <clienthax> it gets worse..
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L1402[14:54:52] <TTFTCUTS> :|
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L1411[15:06:08] <bspkrs> https://twitter.com/bspkrs/status/561263825165770753 briefcase speakers (@bspkrs), 19m 57s ago: Minecraft Mod Translators: @Ĺüñäţŗíüš made this really cool little page to make it a lot easier: http://mc.lunatri.us/translate/
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L1413[15:09:08] <ollieread> bspkrs: I have something like that
L1414[15:09:15] <ollieread> Except it'll actually post a PR
L1415[15:09:37] <bspkrs> Lunatrius, ^ :p
L1416[15:09:39] <ollieread> and allows you to submit entries one by one
L1417[15:09:57] <Lunatrius> \o/
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L1419[15:10:30] <ollieread> As well as a few other things
L1420[15:10:35] <ollieread> I should really finish that project
L1421[15:10:38] <gigaherz> ooooh so that's what "bspkrs" means
L1422[15:10:48] <gigaherz> I wondered, but I never bothered to check
L1423[15:10:49] <gigaherz> ;P
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L1425[15:10:55] <bspkrs> I get that a lot
L1426[15:11:16] <gigaherz> XD
L1427[15:11:20] <ollieread> I still read it as b-spackers
L1428[15:11:24] <ollieread> I don't know why, but I like it
L1429[15:11:36] <bspkrs> burk spaghurkers
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L1431[15:11:48] <ollieread> bullshit parkers
L1432[15:11:59] <PaleoCrafter> ollieread, yeh, go ahead and finish modbin :P
L1433[15:12:30] <ollieread> I've had a load of free time lately, though I've dedicated it to my mod largely
L1434[15:14:14] <ollieread> I never did perfect the build.gradle parser
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L1440[15:23:45] <TTFTCUTS> https://twitter.com/TTFTCUTS/status/561273219303239680 <-- seem reasonable?
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L1442[15:25:49] <ChJees> Hmm, pluses.
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L1445[15:26:58] <TTFTCUTS> items... BUT MORE
L1446[15:27:36] <ChJees> Got that little extra.
L1447[15:27:49] <ChJees> Cinnamon flavored sword
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L1450[15:28:20] <ChJees> Guess it do its job :P.
L1451[15:30:05] <ChJees> Guess that mod would fit fine in my magic themed personal pack.
L1452[15:30:16] <ChJees> Make my Sword of Zephyr even more op :P
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L1458[15:41:07] <arisux> What are the conditions under which an entity will not tick its age server side, but it will tick its age on the client side?
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L1460[15:42:14] <diesieben07> huh, that's a weird question
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L1462[15:42:48] <arisux> Well, I'm asking it that way, because I've got an entity that's only ticking its age field client side
L1463[15:43:09] <diesieben07> that's weird. show your code.
L1464[15:43:32] <arisux> I tried ticking it manually in onUpdate, but the age would only increase to 1. onUpdate is called both sides. Grabbing the code.
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L1466[15:45:51] <arisux> https://gist.github.com/Ri5ux/af42657e524c71660840
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L1468[15:46:59] <arisux> EntityChestburster line 78 is where I was printing out the value of the entityAge field.
L1469[15:48:57] <diesieben07> arisux: entityAge only works if the entity uses the oldAi
L1470[15:49:00] <diesieben07> use ticksExisted
L1471[15:49:12] <arisux> Ah. Makes sense. Thanks
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L1475[15:55:47] <Starhero> Think fast, is there any reason why chunkloaders would, with no visable error, not longer, well..chunkload?
L1476[15:55:53] <Ivorius> arisux: Wait, you're Ri5ux?
L1477[15:56:00] <arisux> Yes.
L1478[15:56:10] <Ivorius> Don't confuse me by changing your name :P
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L1480[15:56:15] <arisux> Sorry
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L1482[15:56:37] <Ri5ux> Client was set to "arisux", didnt feel like changing it.
L1483[15:56:46] <Ivorius> Now performing person identity merge
L1484[15:56:53] <Ivorius> [/-----]
L1485[15:56:54] <Ri5ux> Lol
L1486[15:56:58] <Ivorius> [--/---]
L1487[15:57:02] <Ivorius> [---/--]
L1488[15:57:06] <Ivorius> [-----/]
L1489[15:57:09] <Ivorius> Complete.
L1490[15:57:45] <Ri5ux> Interesting...
L1491[15:57:50] * Starhero is begining smokeing process [/----]
L1492[15:59:29] <ChJees> lol
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L1499[16:03:54] <Kari> Ivorius, just for you!
L1500[16:03:54] <Kari> :D
L1501[16:04:27] <Ivorius> Wrong direction! Abort! x)
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L1507[16:21:23] <ChJees> Would it be fair to say that steel made for gunsmithing is quite different from steel used for rails and minecarts?
L1508[16:22:06] <ChJees> Debating with myself if i should ore dictionary the steel you can make in the alloy furnace for my gunsmithing mod.
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L1512[16:25:01] <gigaherz> IMO, if you have a special kind of steel, name it differently
L1513[16:25:03] <gigaherz> not just "steel"
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L1515[16:25:45] <ChJees> Hmm, guess that is a good solution.
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L1517[16:25:59] <ChJees> Make different grades for the barrels.
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L1519[16:26:28] <ChJees> It can use oreDictionaried steel but it would make the firearm more heavy.
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L1522[16:28:20] <ChJees> Would be fun that if a weapon is too heavy that every time you fire the weapon go down instead of up :P.
L1523[16:30:19] <gigaherz> iirc some mod adds "damascus steel" which once created /usually by mistake), is almost useless xcept for the specific mod, which people arep robably not using XD
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L1534[16:49:28] <ChJees> gigaherz: In Material Energy^4 it got a use among with Angmallen :P
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L1536[16:49:39] <ChJees> Making capacitors.
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L1538[16:52:04] <ChJees> Also Damascus Steel makes a decent enough armor at the Miners Delight drive.
L1539[16:52:28] <ChJees> At least until you get the Vulcanite from the Rotunda area.
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L1542[16:55:21] <MinecraftForgeBot> Starting build #67 for job ForgeInstaller (previous build: SUCCESS)
L1543[16:55:39] <MinecraftForgeBot> Project ForgeInstaller build #67: SUCCESS in 19 sec: http://ci.jenkins.minecraftforge.net/job/ForgeInstaller/67/
L1544[16:55:39] <MinecraftForgeBot> bartek.bok: Fix inconsistent libs checksums
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L1552[17:03:41] <LexManos> https://github.com/MinecraftForge/FML/pull/595#issuecomment-72285726 How can people not fucking get this?
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L1556[17:05:52] <killjoy> Is anyone excited for Soup Bowl Sunday?
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L1562[17:10:46] <O3Bubbles09> Does anyone see why this isn't working? http://pastebin.com/u9EV1zTW
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L1566[17:12:57] <minecreatr> is there any way to overide a vannila keybind without asm?
L1567[17:13:32] <ChJees> Why would you want to do that?
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L1569[17:17:01] <furyhunter> minecreatr: I replaced the instance of the binding with a supertype for my controller mod
L1570[17:17:27] <minecreatr> oh ok
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L1572[17:21:19] <robotbrain> when invoking a method with asm, are the args loaded in the normal order?
L1573[17:21:44] <furyhunter> if you do it right, it should be compatible with mods that do the same, but your binding will break if the user changes it in the main menu
L1574[17:21:52] <furyhunter> @minecratr
L1575[17:21:56] <diesieben07> yes robotbrain.
L1576[17:22:02] <robotbrain> thanks
L1577[17:22:22] <diesieben07> preceded possibly by an instance
L1578[17:22:37] <robotbrain> its a GL11 method
L1579[17:22:45] <diesieben07> yeah then not
L1580[17:23:20] <robotbrain> and how do I access an instance field?
L1581[17:23:24] <robotbrain> of this?
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L1584[17:23:57] <robotbrain> so this.blah
L1585[17:24:22] <diesieben07> load instance onto stack, then do getfield
L1586[17:24:37] <diesieben07> this is always first local variable so aload 0
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L1589[17:26:18] <LexManos> only on non-static methods -^
L1590[17:26:22] <robotbrain> so I need to do somehelpedMethod(this.mc.displayWidth, this.mc.displayheight, someIntConstant
L1591[17:26:39] <robotbrain> im transforming EntityRenderer.renderWorld(float,long) btw
L1592[17:26:43] <LexManos> why?
L1593[17:26:57] <robotbrain> replacing GL11.glColorMask with GL11.glViewPort calls
L1594[17:27:09] <diesieben07> no need to pass this.mc, call a static helper method which uses Minecraft.getMinecraft()
L1595[17:27:12] <robotbrain> should make anaglyph mode render side-by-side instead of overlay
L1596[17:27:16] <diesieben07> keep the ASM patches as small as possible
L1597[17:27:19] <robotbrain> diesieben07: derp
L1598[17:27:25] * robotbrain is a derp
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L1600[17:28:26] <LexManos> rule of thumb for editing anyone elses code
L1601[17:28:37] <LexManos> keep things as SMALL as possible
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L1605[17:29:25] <LexManos> In ASM terms, least number of ops. patches least number of lines.
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L1608[17:29:59] <robotbrain> alright
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L1611[17:32:30] <robotbrain> im loading 3 ints and then calling a helper method that is defined at compile time
L1612[17:33:38] <diesieben07> what are the 3 ints?
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L1614[17:34:03] <robotbrain> display width, display height, and which invocation it is
L1615[17:34:10] <robotbrain> wait...
L1616[17:34:20] <diesieben07> the first two you don't need
L1617[17:34:28] <robotbrain> can I just use MC classes if the injected code is in a seperate class?
L1618[17:34:54] <diesieben07> sure
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L1621[17:38:09] <ollieread> My girlfriend is playing Halo. It's the most painful thing I've ever witnessed.
L1622[17:38:36] <LexManos> ya, sitting in that position can be painful
L1623[17:38:58] <ollieread> I'm going to regret googling thids
L1624[17:39:03] <O3Bubbles09> Can anyone see the error here? http://pastebin.com/u9EV1zTW
L1625[17:39:19] <ollieread> Google says no
L1626[17:39:44] <ollieread> I assumed it was some deviant sexual act aha
L1627[17:40:06] <robotbrain> ok
L1628[17:40:15] <robotbrain> so im actually reducing line counts here
L1629[17:41:09] <robotbrain> and last, what are the manifest entries I need for a coremod?
L1630[17:41:45] <diesieben07> robotbrain: https://github.com/diesieben07/SevenCommons/blob/master/build.gradle#L40
L1631[17:41:50] <robotbrain> thanks diesieben07
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L1637[17:46:08] <Maxwolf> Hey guys, releasing a game today on Steam called SickBrick. If any of you want keys will give them out in PM just say something: http://store.steampowered.com/app/341860/
L1638[17:46:36] <furyhunter> grats
L1639[17:46:49] <Maxwolf> Thank you! Got greenlit :)
L1640[17:47:08] <Maxwolf> It a twitch FPS shooter like serious sam
L1641[17:47:50] <robotbrain> ok
L1642[17:47:55] <robotbrain> this didnt work
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L1649[17:50:25] <robotbrain> oh der
L1650[17:50:26] <robotbrain> p
L1651[17:50:48] <O3Bubbles09> -_- I had the package structure wrong I have assets/modid/models/blocks instead of block
L1652[17:51:30] <robotbrain> YES
L1653[17:51:32] <robotbrain> :D
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L1657[17:52:33] <robotbrain> I got to the point where it loads enough for me to find my mistakes
L1658[17:53:15] <robotbrain> ...making the helper static helps
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L1660[17:54:15] <robotbrain> ...and it did nothing
L1661[17:54:16] <robotbrain> :P
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L1663[17:57:46] <robotbrain> :(
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L1672[18:03:58] <clienthax> where is the code that makes snow layers when it snows?
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L1676[18:06:04] * robotbrain facedesks
L1677[18:06:08] * robotbrain is an idio
L1678[18:06:08] <robotbrain> t
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L1680[18:08:30] <minecreatr> is there a way to make it so my mod will only be loaded on client side?
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L1682[18:08:43] <Ri5ux> Yeah, only install it client side.
L1683[18:08:59] * clienthax smacks Ri5ux over the head
L1684[18:09:05] <robotbrain> how do I load parameters in ASM?
L1685[18:09:05] <Ri5ux> Lol it was a joke.
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L1687[18:09:33] <clienthax> minecreatr: check the side before you init
L1688[18:09:39] <clienthax> if its wrong, don't init
L1689[18:09:39] <clienthax> ;)
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L1692[18:11:48] <diesieben07> robotbrain: parameters are local vars. first one is 0 (or 1 in non-static method) and so on
L1693[18:11:57] <diesieben07> keep in mind that long and double take 2 slots
L1694[18:12:05] <minecreatr> clienthax, how do I check the side?, and how do I cancel the loading exactly?
L1695[18:12:14] <minecreatr> and do I still need a common proxy
L1696[18:12:21] <clienthax> yeah
L1697[18:12:24] <clienthax> still need common proxy
L1698[18:12:26] <diesieben07> no...
L1699[18:12:32] <clienthax> and don't cancel as such , just do nothing
L1700[18:12:34] <diesieben07> and the side is in all the FML events
L1701[18:12:50] <clienthax> just return if the side is wrong from the init event
L1702[18:12:55] <clienthax> before you do any of your mod init
L1703[18:12:56] <diesieben07> just tell people not to install on the server...
L1704[18:13:07] * clienthax smacks diesieben07 over the head
L1705[18:13:17] <clienthax> go sit in the corner with Ri5ux
L1706[18:13:18] <clienthax> ;)
L1707[18:13:21] <diesieben07> wat
L1708[18:13:33] <clienthax> that logic fucking pisses me off when it comes to running a pack
L1709[18:13:34] * Ri5ux looks out from behind his box.
L1710[18:13:54] <diesieben07> clienthax: read the installation instructions.
L1711[18:13:55] <diesieben07> period.
L1712[18:13:57] <clienthax> ever had to go through 100 mods to fidn out which fucking one is failing to load?
L1713[18:13:59] <diesieben07> if you don't do that YOU piss me off
L1714[18:14:11] <clienthax> because the developer was too much of a fucking idiot to check if his mod is meant to load or not?
L1715[18:14:30] <diesieben07> its just not his job
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L1717[18:14:36] <clienthax> yes it is
L1718[18:14:40] <diesieben07> if he tells you not to install on the server its not his fault
L1719[18:14:45] <robotbrain> ok
L1720[18:14:55] <clienthax> hes deving for a platform that has two sides, its 1 line of code to check that
L1721[18:15:01] <clienthax> and saves people a headache
L1722[18:15:09] <diesieben07> if you cant read its your fault.
L1723[18:15:14] <robotbrain> and lastly how do I do == in ASM?
L1724[18:15:21] <clienthax> diesieben07: have you ever run a premade pack?
L1725[18:15:23] <diesieben07> robotbrain: depends on the arguments
L1726[18:15:27] <robotbrain> two ints
L1727[18:15:36] <robotbrain> I need to pass the result into a method call
L1728[18:15:37] <diesieben07> IF_ICMPEQ
L1729[18:15:45] <diesieben07> that jumps if they are equal
L1730[18:15:50] <diesieben07> just pass both ints
L1731[18:15:53] <robotbrain> well I dont want to jump
L1732[18:15:56] <diesieben07> and do the check in java
L1733[18:15:58] <diesieben07> you need to
L1734[18:16:01] <robotbrain> darnit
L1735[18:16:12] <diesieben07> keep complex logic out of asm
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L1737[18:16:27] <diesieben07> actually
L1738[18:16:47] <diesieben07> yeah you need to jump
L1739[18:16:51] <robotbrain> I can just pass the int to the method anyway
L1740[18:16:56] <robotbrain> the method is a helper
L1741[18:17:03] <diesieben07> yeah
L1742[18:17:05] <diesieben07> do that then
L1743[18:17:24] <robotbrain> ...
L1744[18:17:33] <robotbrain> register 2 contains the wrong type
L1745[18:17:41] <robotbrain> oh
L1746[18:17:41] <robotbrain> derp
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L1748[18:19:06] <clienthax> !gm func_147456_g
L1749[18:19:42] <minecreatr> where does minecraft initialize its default key bindings?
L1750[18:20:00] <ntzrmtthihu777> Lex: you around?
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L1754[18:26:19] <Unh0ly_Tigg> minecreatr, the GameSettings constructor.
L1755[18:26:46] <minecreatr> oh ok, thanks :)
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L1760[18:34:14] <LexManos> ?
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L1765[18:39:47] <VikeStep> is there a way to get hold of the client on a ServerConnectionFromClientEvent?
L1766[18:40:14] <VikeStep> or to be more specific the player of the client that joined
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L1768[18:41:11] <diesieben07> why not use PlayerLoginEvent for that?
L1769[18:41:22] <VikeStep> Good idea
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L1774[18:48:05] <VikeStep> is PlayerLoggedInEvent only fired on the server?
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L1776[18:48:46] <robotbrain> night
L1777[18:49:48] <diesieben07> night
L1778[18:49:52] <diesieben07> and yes VikeStep
L1779[18:49:59] <VikeStep> ok thanks
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L1788[19:04:00] <clienthax> why isn't RenderPlayerEvent being fired ?
L1789[19:04:21] <diesieben07> 1.8?
L1790[19:04:52] <clienthax> 1.7.10, i think its because i was using the parent event
L1791[19:04:54] <clienthax> instead of the child
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L1793[19:05:01] <clienthax> (trying to make custom weather)
L1794[19:05:02] <diesieben07> ah yeah
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L1796[19:05:26] <clienthax> mhm strange, RenderPlayerEvent.Pre still not firing O_o
L1797[19:05:47] <diesieben07> right bus?
L1798[19:05:53] <clienthax> im registered to both
L1799[19:06:11] <diesieben07> don't do that
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L1801[19:06:44] <clienthax> RenderPlayerEvent is a subscribeevent right
L1802[19:07:20] <diesieben07> lol
L1803[19:07:21] <diesieben07> yes.
L1804[19:07:31] <diesieben07> still don't do that.
L1805[19:08:18] <clienthax> mhm, what event should i use for drawing snow/ash
L1806[19:08:33] <diesieben07> like weather?
L1807[19:08:37] <clienthax> yeah
L1808[19:08:43] <diesieben07> your own dimension?
L1809[19:08:43] <clienthax> im adding custom weather for a biome in our mod
L1810[19:08:46] <diesieben07> ah
L1811[19:08:52] <diesieben07> RenderWorldLastEvent probably
L1812[19:09:00] <clienthax> yeah but that looks shit because of the partialticks
L1813[19:09:27] <diesieben07> huh
L1814[19:09:40] <diesieben07> what do you mean
L1815[19:10:11] <clienthax> https://www.irccloud.com/pastebin/v5DRCuVu
L1816[19:10:14] <clienthax> give it a go and see
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L1818[19:10:44] <diesieben07> meh
L1819[19:10:48] <diesieben07> sec
L1820[19:11:07] <diesieben07> actually... no
L1821[19:11:10] <diesieben07> make a video or something :P
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L1823[19:12:13] <robotbrain> ok
L1824[19:12:19] <robotbrain> turns out I have some time
L1825[19:12:40] <diesieben07> welcome back :P
L1826[19:12:48] <robotbrain> apart from my derps, if this code works Ill have a basic side-by-side 3d render thingy for mc 1.7.10
L1827[19:13:04] <robotbrain> for use with cardboard/oculus/etc
L1828[19:13:04] <clienthax> diesieben07: http://i.imgur.com/CbqMHe4.gif
L1829[19:13:41] <diesieben07> that's nothing to do with partial ticks
L1830[19:13:43] <robotbrain> I believe lex was interested in one
L1831[19:13:43] <diesieben07> you just messed up
L1832[19:14:03] <robotbrain> my thingy just replaces anaglyph
L1833[19:14:06] <clienthax> well its the exact code from the snow renderer
L1834[19:14:09] <clienthax> so i don't see how..
L1835[19:14:58] <diesieben07> it's probably rendererUpdateCount
L1836[19:15:01] <diesieben07> you never update that
L1837[19:15:09] <diesieben07> it probably has to be incremented every tick
L1838[19:15:13] <diesieben07> (not frame)
L1839[19:15:23] <clienthax> doh
L1840[19:15:29] <clienthax> lemme go checky
L1841[19:15:46] <diesieben07> yeah, increment that every tick
L1842[19:16:22] <clienthax> :O pretty
L1843[19:16:23] <clienthax> thanks
L1844[19:16:43] <diesieben07> np
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L1855[19:43:50] <bspkrs> the bot repo is now public: https://bitbucket.org/ProfMobius/mcpbot
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L1863[19:59:22] <VikeStep> can an EntityPlayer be casted to EntityPlayerMP?
L1864[19:59:33] <VikeStep> just sending a packet to a player on a PlayerLoggedInEvent
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L1873[20:14:17] <ollieread> What is with Norwegians and their flag
L1874[20:15:16] <ollieread> They're a little over zealous
L1875[20:15:51] <VikeStep> is there a way to increase the allowed string size for packets sent?
L1876[20:16:11] <ollieread> The allowed string size?
L1877[20:16:17] <VikeStep> I'm getting this java.io.IOException: The received string length is longer than maximum allowed
L1878[20:16:22] <VikeStep> i'll grab whole log
L1879[20:16:32] <ollieread> There probably isn't
L1880[20:18:57] <VikeStep> http://pastebin.com/PqD6rGgY
L1881[20:19:11] <VikeStep> thats a client log after i sent a packet to client when they joined the server
L1882[20:19:50] <VikeStep> should i just try and split it into multiple bytes?
L1883[20:20:25] <ollieread> What's your channel?
L1884[20:20:51] <VikeStep> sprinkles_for_vanilla is the name of the channel
L1885[20:21:07] <VikeStep> well that makes a lot of sense now
L1886[20:21:11] <ollieread> :P
L1887[20:21:18] <ollieread> Which is 21 characters
L1888[20:21:31] <VikeStep> yeah xD
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L1890[20:26:28] <ollieread> You're welcome
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L1892[20:27:47] <VikeStep> thanks
L1893[20:28:14] <ntzrmtthihu777> Lex: was wondering if you're interested in a keybase.io alpha invite
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L1907[21:09:39] <calclavia> Anyone know reasons why Forge doesn't seem to have ASM 5 working?
L1908[21:09:47] <calclavia> or, FML, to be precise
L1909[21:09:58] <calclavia> cpw.mods.fml.common.LoaderException: java.lang.IllegalArgumentException: INVOKESPECIAL/STATIC on interfaces require ASM 5
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L1911[21:10:39] <gigaherz> I don't really know much, but I faintly recall a conversation about it some days/weeks ago
L1912[21:10:46] <gigaherz> I'll see if it's in the logs
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L1914[21:12:25] <calclavia> Seems like this fixes it in FML https://github.com/shieldbug1/FML/commit/81281175ea6bf04d73bcab783ffaff0adf193673
L1915[21:12:40] <matthewprenger> Yeah I get spammed with the same exceptions about INVOKESPECIAL/STATIC
L1916[21:13:25] <furyhunter> i believe this is reference in a PR that has been denied for the time being
L1917[21:13:37] <calclavia> furyhunter: Hmm. Why is it being denied if it fixes crash?
L1918[21:13:45] <furyhunter> it fixes crashes for JRE8 mods
L1919[21:14:04] <furyhunter> but i believe lex wants to maintain that people use jre7 for maximum compatibility with mods, until minecraft itself bumps up to jre8
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L1921[21:14:22] <calclavia> Hmm Ok. Though I think that should be up to the modder to decide
L1922[21:14:30] <matthewprenger> --^
L1923[21:14:32] <gigaherz> nah I thought there was more, but I can't find it based on just the "ASM5" keyword
L1924[21:14:34] <killjoy> Oh, we're using java 7 now?
L1925[21:14:38] <gigaherz> [19:43] <skyboy> Lex[CENSORED]: https://github.com/MinecraftForge/FML/pull/550 this is a trivial change, and given that you package ASM5 it's clear that running java8 doesn't cause untold bugs with forge. merging it won't negatively impact forge/fml; and would probably preemptively prevent crashes later since mojang is already testing packaging java8 with the launcher to make use of
L1926[21:14:39] <gigaherz> its features in the future
L1927[21:14:44] <gigaherz> this is the only relevant line in there
L1928[21:14:50] <gigaherz> without proper reading ;P
L1929[21:14:58] <furyhunter> what if a mod is insanely popular though, then you're talking about massively influencing mojang's development process, which is a headache for them. they might have concerns that prevent them from moving to java8
L1930[21:15:06] <furyhunter> at least for the time being
L1931[21:15:10] <furyhunter> it's a bit more complicated
L1932[21:15:13] <gigaherz> [04:14] (furyhunter): but i believe lex wants to maintain that people use jre7 for maximum compatibility with mods, until minecraft itself bumps up to jre8
L1933[21:15:27] <gigaherz> no lex told me that jre8 is fully supported and the wiki page that says jre7 is preferred is bullshit
L1934[21:15:32] <gigaherz> and needs updating
L1935[21:15:38] <calclavia> furyhunter: BuildCraft is going to be Java 8 soon
L1936[21:15:50] <calclavia> Just so you know :)
L1937[21:15:54] <calclavia> So I hope that PR comes in
L1938[21:16:11] <furyhunter> https://github.com/MinecraftForge/FML/pull/595#issuecomment-72285726
L1939[21:16:32] <gigaherz> *forcing* jre is bad, yes
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L1941[21:20:09] <gigaherz> but really, you can build with jre8, just specify language level 6/7 and be done with it?
L1942[21:20:45] <matthewprenger> except you get spammed with 'cpw.mods.fml.common.LoaderException: java.lang.IllegalArgumentException: INVOKESPECIAL/STATIC on interfaces require ASM 5'
L1943[21:20:51] <matthewprenger> even when you target java 7
L1944[21:21:23] <fry> How come I use JDK8 and don't get that?
L1945[21:21:34] <fry> Maybe I'm not using default methods in interfaces?
L1946[21:21:42] <matthewprenger> i'm not either
L1947[21:21:59] <calclavia> fry: I think it's using default interfaces that causes it
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L1949[21:22:17] <fry> default interfaces?
L1950[21:22:21] <calclavia> gigaherz: Hmm, you could do that? I don't think you can specify lang level of 7
L1951[21:22:28] <calclavia> default methods in interfaces*
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L1953[21:22:51] <gigaherz> calclavia: well I haven't actually used jre8 myself but IDEA has a nice dropdown with even java9 language level setting on it XD
L1954[21:22:54] <fry> Which you can't use at all, if you want to run on jre6/7
L1955[21:23:10] <matthewprenger> calclavia, http://puu.sh/fgjhN/0c3291a4af.png
L1956[21:23:55] <calclavia> gigaherz: That only works if you don't use lambda and stuff :P
L1957[21:23:58] <matthewprenger> but yeah fry, I don't use default methods and still get that error
L1958[21:24:07] <gigaherz> well of course
L1959[21:24:15] <fry> You didn't setup your build correctly then
L1960[21:24:16] <gigaherz> if you use lambdas, default methods, and other java8 stuff
L1961[21:24:24] <gigaherz> then you ARE using language level 8 ;P
L1962[21:24:39] <calclavia> Hmm and I think Forge isn't planning to update anytime soon?
L1963[21:24:51] <gigaherz> so it will require java8 stuffs, that will in turn require ASM5
L1964[21:24:58] <matthewprenger> fry, well both gradle and idea are targeting 1.7, not sure what else to setup
L1965[21:25:04] <fry> That error means that you're emitting java8 bytecode
L1966[21:25:13] <gigaherz> otherwise they wouldn't have needed to add the ASM5 version at all ;P
L1967[21:25:25] <calclavia> Forge only has to change few lines of code to support ASM 5 though
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L1969[21:26:32] <matthewprenger> oh fry, looks like FML is trying to parse javafx classes. and they are compiled at a jdk8 level
L1970[21:26:48] <fry> calclavia: and allow mods breaking compatibility with every user who doesn't have java8
L1971[21:27:13] <matthewprenger> its the moddevs choice to break compatibility though...
L1972[21:27:14] <calclavia> fry: Imo, it should be up to the mod choose what it supports though
L1973[21:27:34] <calclavia> If it breaks, the user complains to the modder, not Forge's responsibility.
L1974[21:27:45] <ollieread> Does java 8 introduce aliasing?
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L1976[21:27:54] <gigaherz> aliasing?
L1977[21:28:03] <matthewprenger> say if someone wanted to make a mod for their server and their server only. java 8 would be a good choice if thats what your server ran
L1978[21:28:06] <ollieread> import blah.blah as hmm;
L1979[21:28:07] <matthewprenger> assuming server-side mod
L1980[21:28:13] <gigaherz> oh
L1981[21:28:30] <gigaherz> well that doesn't sound like it would need VM changes
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L1983[21:28:53] <ollieread> I totally need a better name for this interface, instead of IEntity
L1984[21:29:03] <gigaherz> heh
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L1986[21:29:17] <gigaherz> "Nope, unfortunately no import aliasing have been added in Java8"
L1987[21:29:44] <gigaherz> ollieread: people seem to indicate that if the basic name isn't enough, you should just give up and use the fully qualified name
L1988[21:30:14] <jakimfett> Anyone else having issues building with gradle? Because all my builds are sticking at
L1989[21:30:14] <jakimfett> Building > :compileJava > Resolving dependencies ':compile'
L1990[21:30:24] <ollieread> https://github.com/ollieread/TechnoMagi/blob/dev/src/main/java/com/ollieread/technomagi/api/entity/IEntity.java
L1991[21:30:43] <ollieread> gigaherz: Problem with that, is that you'd imagine classes would be created like EntityZombie
L1992[21:30:47] <ollieread> Which conflicts
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L1994[21:31:46] <gigaherz> I'd call your interface "IEntityExtras"
L1995[21:31:47] <gigaherz> ;P
L1996[21:31:52] <gigaherz> or IEntityDetails
L1997[21:32:37] <ollieread> Yeah
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L1999[21:32:55] <ollieread> IEntityRegistration maybe, or IEntityDescriptor
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L2001[21:33:24] <gigaherz> what classes are expected to implement your IEntity?
L2002[21:33:39] <gigaherz> EntityLivings?
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L2004[21:33:42] <ollieread> No
L2005[21:33:58] <ollieread> A free standing class
L2006[21:34:01] <gigaherz> then
L2007[21:34:07] <gigaherz> why is it not an abstract class?
L2008[21:34:10] <ollieread> It is literally a description class
L2009[21:34:16] <gigaherz> EntityDescriptorBase
L2010[21:34:21] <ollieread> I will have an abstract
L2011[21:34:36] <ollieread> But there are a further 4 interfaces
L2012[21:34:50] <ollieread> Each to be implemented to allow for specific features
L2013[21:34:57] <gigaherz> it feels a bit like overengineering ;P
L2014[21:35:10] <ollieread> How so?
L2015[21:35:23] <gigaherz> unless I understand wrongly
L2016[21:35:27] <gigaherz> this is the "essential" class
L2017[21:35:40] <gigaherz> anything that registers with your mod should have at least this, and then some extras on otp
L2018[21:35:45] <gigaherz> top*
L2019[21:35:47] <gigaherz> am I right?
L2020[21:35:47] <ollieread> No
L2021[21:36:23] <gigaherz> so what else would the registration class implement?
L2022[21:36:40] <ollieread> This is just for adding some of mods features to an entity
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L2024[21:37:08] <ollieread> I figured a descriptive class implementing whichever interfaces it wants the features of, made more sense than a registration method with 20 parameters
L2025[21:37:41] <gigaherz> so there would be entities that also register with your mod
L2026[21:37:58] <gigaherz> but havea whole different set of features that does not include this?
L2027[21:38:18] <ollieread> No?
L2028[21:39:41] * gigaherz shrugs
L2029[21:40:06] <gigaherz> then I have no idea what your purpose is ;P
L2030[21:40:36] <ollieread> Say you have your own entity called, erm, EntityGigaherz
L2031[21:40:50] <ollieread> and you wanted some of the entity related features of my mod, to apply to yours
L2032[21:41:09] <gigaherz> yes
L2033[21:41:30] <ollieread> You would create a class implementing IEntity and then optionally any of the interfaces for the other features
L2034[21:42:31] *** Darkhax_AFK is now known as Darkhax
L2035[21:42:39] <ollieread> EntityHandler.registerEntity(EntityGigaherz.class, new EntityDescriptorGigzherz());
L2036[21:42:44] <gigaherz> yeah but you said the IEntity isn't the "base", but you also said that all entities would include this interface
L2037[21:43:08] <gigaherz> really I'm not saying you should change anything,
L2038[21:43:37] <ollieread> There will be an abstract version, though there will be certain cases where there may be need to do something extra
L2039[21:43:58] <gigaherz> I just feel that it would make more sense to have an EntityDescriptorBase<T extends EntityLivingBase>, that I could inherit, which can optionally have some extra interfaces
L2040[21:44:20] <ollieread> There will be, but that will implement this interface
L2041[21:44:39] <gigaherz> in which case the interface seems redundant to me, hence why I mentioned overengineering ;P
L2042[21:45:14] <gigaherz> if you don't foresee any situation in which an user of your api would want an entity descriptor WITHOUT the interface
L2043[21:45:58] <ollieread> Well the abstract will implement the interface
L2044[21:46:04] <gigaherz> but I don't know, maybe that's just how Java people code, and it's my C# experience telling me to use abstract ;P
L2045[21:46:05] <ollieread> The point is, there are sometime mitigating circumstances
L2046[21:46:43] <ollieread> Wait
L2047[21:46:54] <ollieread> the problem is gigaherz, without the interface, how do you know what to do?
L2048[21:47:00] <gigaherz> hm?
L2049[21:47:11] <gigaherz> your registration functions would just use EntityDescriptorBase as the arg type
L2050[21:47:30] <ollieread> Do you expect to do a new EntityDescriptorBase<EntityGigzherz.class>(true, false, false, false, true, true, 1.0F, 10, true, true, 8400, true, false, 2.0F, 3, true, false, false...etc etc
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L2052[21:47:39] <gigaherz> ...no?
L2053[21:47:53] <gigaherz> I expect to do
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L2055[21:48:09] <ollieread> There are 16 possible methods
L2056[21:48:19] <ollieread> How on earth would you know which to implement
L2057[21:48:21] <gigaherz> class EntityGigaherz.Descriptor extends EntityDescriptorBase {}
L2058[21:48:39] <gigaherz> (pseudocode for the inner class ;P)
L2059[21:48:55] <ollieread> Yeah, but there's no interface
L2060[21:49:03] <gigaherz> so?
L2061[21:49:06] <gigaherz> abstract methods
L2062[21:49:10] <gigaherz> in the Base class
L2063[21:49:28] <ollieread> What if you want to add the mob brain functionality?
L2064[21:49:45] <gigaherz> class EntityGigaherz.Descriptor extends EntityDescriptorBase implements IMobBrain {}
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L2067[21:50:34] <ollieread> I'm confused
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L2069[21:50:52] <ollieread> If you have an API part of a mod, creating an interface without an example abstract, would be stupid
L2070[21:50:58] <ollieread> So I fully intend to do that
L2071[21:51:09] <ollieread> Whether the interface gets used outside that is irrelevant.
L2072[21:51:20] ⇦ Parts: RANKSHANK (~Michael@CPE-121-218-193-48.lnse4.cht.bigpond.net.au) ())
L2073[21:51:23] <gigaherz> the difference is that you are doing it interface-centric
L2074[21:51:24] <ollieread> Interfaces aren't _always_ there to be used everywhere
L2075[21:51:32] <ollieread> Often, they provide a sort of documentation
L2076[21:51:49] <gigaherz> while my gut tells me an abstract class would be better in this specific case
L2077[21:51:55] <gigaherz> it's not really that my solution is better
L2078[21:52:02] <gigaherz> the interface works just fine
L2079[21:52:09] <ollieread> I don't think you understand the difference between an interface and an abstract class
L2080[21:52:13] <gigaherz> as you say, to you the base class is just an example
L2081[21:52:20] <ollieread> An interface defines the structure
L2082[21:52:33] <ollieread> An abstract class implements an interface but omits some methods
L2083[21:52:51] <gigaherz> I believe after nearly 15 years of programming experience, of which nearly 10 have been with OOP, I do ;P
L2084[21:52:55] <gigaherz> no
L2085[21:53:05] <gigaherz> an abstract class has absolutely no need to implement an interface at all
L2086[21:53:35] <gigaherz> it can just consist of a series of abstract methods, without an interface behind them
L2087[21:53:49] <ollieread> Did you look at the interface?
L2088[21:53:58] <gigaherz> the difference
L2089[21:54:01] <gigaherz> (without java8)
L2090[21:54:09] <gigaherz> is that you can only inherit one base class
L2091[21:54:15] <ollieread> IEntity has 5 methods
L2092[21:54:20] <gigaherz> but the base class can have existing implementations
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L2094[21:55:05] <gigaherz> (method implementations, that is)
L2095[21:55:23] <ollieread> The difference would be that you'd write 'extends EntityDescriptorBase' rather than 'implements IEntityDescriptor'
L2096[21:55:33] <gigaherz> yes.
L2097[21:55:46] <ollieread> But EntityDescriptorBase would be empty
L2098[21:55:52] <gigaherz> not necessarily
L2099[21:55:53] <ollieread> At most, I could add a single method
L2100[21:56:04] <gigaherz> it could have default return values
L2101[21:56:19] <ollieread> There's one method that simply returns the class, and 4 boolean methods
L2102[21:56:40] <gigaherz> yeh the booleans could presumably return false by default, but yeah
L2103[21:56:45] <gigaherz> this is purely a matter of semantics to me
L2104[21:56:53] <gigaherz> as I said a bit ago
L2105[21:56:58] <gigaherz> it's not better nor worse
L2106[21:57:14] <gigaherz> in fact
L2107[21:57:23] <gigaherz> I looked at my spell interface in my magic mod
L2108[21:57:31] <gigaherz> and I even did it the way you described
L2109[21:57:46] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/spells
L2110[21:58:13] <ollieread> I see what you're saying, but this doesn't provide functionality
L2111[21:58:23] <gigaherz> the registration code takes ISpellEffect, but my spells will be implemented through SpellBase
L2112[21:58:24] <ollieread> Every method is a simple return method, no arguments in any of them
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L2114[21:58:58] <ollieread> It's literally a description of your entity, so any default returns would be presumption
L2115[21:59:02] <ollieread> There's no logic in it
L2116[21:59:10] <ollieread> It's literally a "Can do you do this? What about this?"
L2117[21:59:23] <TTFTCUTS> question: total world time... does that persist between sessions? and because of the spawn area being loaded, is the overworld total time the server age in elapsed ticks?
L2118[22:00:07] <ollieread> gigaherz: I'll probably go with implementations rather than abstracts
L2119[22:00:26] <ollieread> (new EntityDescription(MyEntity.class)).setIsUndead().setIsMonster()..etc etc
L2120[22:00:28] <gigaherz> and it's perfectly fine
L2121[22:00:34] <gigaherz> the whole conversation could be reduced to
L2122[22:00:37] <ollieread> So you actually don't have to do anything
L2123[22:00:39] <gigaherz> "wouldn't abstract be better?"
L2124[22:00:58] <gigaherz> "it wouldn't provide any advantage, and I prefer interfaces"
L2125[22:00:59] <gigaherz> "okay"
L2126[22:01:07] <gigaherz> ;P
L2127[22:01:10] <ollieread> But that would have been boring
L2128[22:01:29] <ollieread> I like discussing ideas and opinions
L2129[22:01:34] <ollieread> Whether I agree or not, they're nice to hear
L2130[22:01:38] <gigaherz> heh
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L2133[22:02:11] <gigaherz> well the way I learned (partly self-taught, partly university),
L2134[22:02:48] <gigaherz> is that if I want to create a new "thing" (class hierarchy), I'd first create a base class with the essential structure there
L2135[22:03:04] <ollieread> There is actually 0 need for interface, but I've created them, as well as implementations to avoid having to create classes yourself, for most parts
L2136[22:03:07] <gigaherz> and then move any optional features to interfaces, leaving the essentials in the base class
L2137[22:03:10] <ollieread> If anything, they're a great documentation tool
L2138[22:03:29] <gigaherz> but it's not the only way to design things
L2139[22:03:42] <ollieread> Oh definitely not
L2140[22:03:48] <ollieread> I'm a web developer by profession
L2141[22:04:02] <ollieread> Though I see the use for interfaces, I almost never use them with my web development
L2142[22:04:08] <gigaherz> heh
L2143[22:04:22] <ollieread> largely because in those cases, there aren't others using it
L2144[22:04:26] <gigaherz> well the concept is completely foreign to JS
L2145[22:04:35] <gigaherz> no idea how server-side languages work though ;P
L2146[22:04:37] <ollieread> Not that sort of web development
L2147[22:04:38] <ollieread> PHP
L2148[22:04:47] <gigaherz> never used object-oriented php
L2149[22:04:56] <ollieread> It's actually not _that_ bad
L2150[22:04:56] <gigaherz> last time I wrote php, it didn't have objects or classes ;P
L2151[22:05:03] <gigaherz> it'sfunny
L2152[22:05:07] <gigaherz> everyone seems to agree php sucks
L2153[22:05:08] <TTFTCUTS> another question: how would one get the overworld world object on the client?
L2154[22:05:12] <ollieread> It's messy and different in quite a few respects
L2155[22:05:13] <gigaherz> but everyone seemsto agree it's the best choice
L2156[22:05:17] <gigaherz> XD
L2157[22:05:18] <ollieread> But it's getting better, improvements are being made
L2158[22:05:32] <gigaherz> I saw a comic strip about it some days ago
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L2160[22:05:44] <gigaherz> there were two dudes speaking about how bad php is
L2161[22:05:47] <ollieread> TTFTCUTS: Is the user in the overworld?
L2162[22:05:48] <gigaherz> and thne one goes
L2163[22:06:00] <TTFTCUTS> not necessarily, that's why I ask
L2164[22:06:04] <TTFTCUTS> otherwise it'd be really simple
L2165[22:06:13] <gigaherz> "hey a friend of mine wanted to learn web development, what's a good server-side languages for beginners that's easy to setup and get started?"
L2166[22:06:16] <ollieread> I'm not sure you can get other worlds on the client, from another world
L2167[22:06:18] <ollieread> If that makes sense
L2168[22:06:19] <gigaherz> "eh... I guess php."
L2169[22:06:26] <ollieread> Ahaha
L2170[22:06:27] <TTFTCUTS> yeah :/
L2171[22:06:51] <ollieread> Since learning Java, the way in which I write PHP has changed a fair bit
L2172[22:07:36] <gigaherz> I'm primarily a C# developer, but I know a bunch other languages (including C++ and JAva)
L2173[22:07:39] <ollieread> Aliasing is my personal favourite
L2174[22:07:48] <gigaherz> and it was funny somedays ago
L2175[22:07:52] <ollieread> use Ollieread\Project1\Models\User as UserModel;
L2176[22:07:53] <gigaherz> when I started a new project in C#
L2177[22:08:04] <gigaherz> and I kept writing "for(var a in b)"
L2178[22:08:06] <gigaherz> instead of foreach ;P
L2179[22:08:09] <ollieread> ahaha
L2180[22:08:25] <ollieread> Yeah, I tried to do a for loop in php as for(int i = 0; i < something.length; i++) {
L2181[22:08:29] <gigaherz> and I keep writing "for(a in b)" in java, and having to go bakc and change it to :
L2182[22:08:30] <ollieread> PHP had no idea wtf was going on
L2183[22:08:35] <gigaherz> XD
L2184[22:08:47] <gigaherz> no idea how php for loops worked XD
L2185[22:09:08] <ollieread> for($i = 0; $i < $something; $i++) {
L2186[22:09:16] <ollieread> foreach($array as $key => $value)
L2187[22:09:18] <gigaherz> oh right
L2188[22:09:19] <ollieread> quite simple really
L2189[22:09:22] <gigaherz> php used silly variable prefixes
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L2191[22:09:58] <gigaherz> uses* (it's in the past for me ;P)
L2192[22:10:11] <ollieread> Besides basic type casting between things like string, int and boolean, you can only really specify type when defining method paramaters
L2193[22:10:36] <ollieread> I think then you can only use actual classes and array
L2194[22:10:39] <ollieread> No string, int or boolean
L2195[22:10:47] <gigaherz> does php still have magic variables or did they ever add some strict mode where you must declare them?
L2196[22:11:01] <ollieread> Magic variables how?
L2197[22:11:07] <gigaherz> declare on first assignation
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L2199[22:11:14] <gigaherz> type 100% based on the assigned value
L2200[22:11:17] <ollieread> Yes
L2201[22:11:41] <ollieread> It does have some nice features
L2202[22:11:55] <gigaherz> I recall my VisualBasic days
L2203[22:11:57] <ollieread> like __call($method, $arguments) and __get($property)
L2204[22:12:10] <ollieread> __construct() and __destruct()
L2205[22:12:22] <gigaherz> the VB (classic VB, not the VB.net abomination ;P)
L2206[22:12:40] <gigaherz> syntax by default would declare variables on use
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L2208[22:12:53] <ollieread> __call(), __callStatic(), __get() and __getStatic() allow for some interesting classes that don't require you to define the structure
L2209[22:12:55] <gigaherz> all variables would be "variant" (adapt to anything you assigned to them) unless you used a SUFFIX
L2210[22:13:13] <gigaherz> string$ = "a" '(ewh -- and yes the ' was the comment)
L2211[22:13:26] <ollieread> ' comment
L2212[22:13:27] <ollieread> jesus
L2213[22:13:39] <gigaherz> and also
L2214[22:13:42] <gigaherz> arrays would start at 1
L2215[22:13:46] <gigaherz> by default.
L2216[22:13:51] <ollieread> :|
L2217[22:13:53] <gigaherz> it was almost obligatory to start your vb files with
L2218[22:13:56] <gigaherz> Option base 0
L2219[22:13:58] <gigaherz> Option Explicit
L2220[22:14:11] <gigaherz> the former would redefine the first array index to 0,
L2221[22:14:16] <ollieread> and people say php is bad
L2222[22:14:19] <gigaherz> the latter would make it mandatory to use declaration
L2223[22:14:23] <gigaherz> in the form of
L2224[22:14:30] <gigaherz> Dim Varname as Typename
L2225[22:14:33] <gigaherz> no initializers.
L2226[22:14:46] <ollieread> In php, arrays are pseudo baby objects
L2227[22:14:48] <gigaherz> they were added to .net, but "Dim Varname as Typename = 1" it still fugly
L2228[22:14:54] <fry> everything is relative :P
L2229[22:15:14] <gigaherz> Dim Arrayname (1 to 5) as Integer
L2230[22:15:31] <gigaherz> Dim Arrayname (10 to 15) as Integer ' YES THIS WAS VALID
L2231[22:15:32] <ollieread> [0=>1, 1=>2, 'something'=>'oooh', 'somethingElse' => 4]
L2232[22:15:53] <fry> "It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration."
L2233[22:16:02] <ollieread> Ahaha
L2234[22:16:07] <gigaherz> fry: lies, I learned just fine ;P
L2235[22:16:20] <gigaherz> it just takes a more ... flexible brain
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L2237[22:16:29] <fry> "practically impossible" :P
L2238[22:16:30] <gigaherz> if you learn one thing and stick to it, then yup you are worthless ;P
L2239[22:16:36] <ollieread> Say all you like about PHP, it taught me the basics of OOP quite well
L2240[22:16:54] <gigaherz> VB taught me the ... "suburbs" of OOP
L2241[22:17:03] <ollieread> The fact that it's loosely typed and not fully OOP gave me a decent amount of insight into it, the sort of baby steps
L2242[22:17:15] <gigaherz> it had slight object orientation
L2243[22:17:16] <fry> sadly, everyone has different definition of "basics of OOP" :P
L2244[22:17:21] <furyhunter> vb is awful
L2245[22:17:24] <gigaherz> of the form:
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L2247[22:17:40] <gigaherz> you had classes and modules
L2248[22:17:50] <gigaherz> classes could have instances
L2249[22:17:57] <gigaherz> modules were equivalent to modern static classes
L2250[22:18:06] <ollieread> fry: Yeah, best one I heard was that if a method returns something that isn't an object, even if it's the only method, it's not OOP
L2251[22:18:12] <gigaherz> classes could implement COM interfaces
L2252[22:18:26] <gigaherz> but it had NO concept of class inheritance
L2253[22:18:58] <gigaherz> as in, no implementation inheritance from another class
L2254[22:19:03] <gigaherz> no method overrides, etc
L2255[22:19:12] <gigaherz> so the very very basics of OOP,
L2256[22:19:17] <gigaherz> where you work with an object that has methods
L2257[22:19:23] <gigaherz> and oyu can create new instances of those objects
L2258[22:19:35] <gigaherz> and access fields, methods and properties
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L2261[22:20:27] <gigaherz> furyhunter: I loved VB6
L2262[22:20:38] <gigaherz> I wouldn't go back ,because I have grown fond of the C style syntax
L2263[22:21:01] <gigaherz> but for quick prototyping, which is basically all a hobbyist programmer ever does, it worked wonders
L2264[22:21:40] <gigaherz> and it taought me a LOT of the win32 API ;P
L2265[22:21:42] <gigaherz> taught*
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L2267[22:21:57] <gigaherz> because its runtime library was so limited and slow ;P
L2268[22:22:12] <gigaherz> some people believe they did that on purpose
L2269[22:22:21] <gigaherz> at the time VB was created
L2270[22:22:37] <gigaherz> microsoft still sold the dos/windows SDK for LARGE amounts of money
L2271[22:22:59] <gigaherz> which put it beyond reach of hobbyists and small developers
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L2273[22:23:14] <gigaherz> so they released VB, as an entry-level product, almost free
L2274[22:23:18] <gigaherz> (relatively)
L2275[22:23:49] <gigaherz> but in order to avoid compenting with their Visual C products, they made it slow and limited, so that you couldn't really do big projects with it
L2276[22:24:03] <gigaherz> xcept peopleworked around that and did big projects regardless
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L2278[22:24:52] <gigaherz> it was easy to distinguish VB6 applications
L2279[22:24:53] <gigaherz> http://www.visualbasic6class.com/images/vbform2.jpg
L2280[22:25:05] <gigaherz> almost every single one of them used colored backgrounds
L2281[22:25:12] <gigaherz> isntead of the system default colors
L2282[22:25:19] <ChJees> lol
L2283[22:25:34] <gigaherz> http://www.sourcecodester.com/sites/default/files/images/jakerpomperada/emp_ren.JPG
L2284[22:25:41] <gigaherz> yep, that's a professional interface.
L2285[22:26:02] <gigaherz> it had a nice database integration
L2286[22:26:12] <gigaherz> you could access data records in a semi-integrated way
L2287[22:26:13] <gigaherz> where
L2288[22:26:17] <gigaherz> object!Something
L2289[22:26:19] <gigaherz> translated into
L2290[22:26:28] <gigaherz> object.Field("Something")
L2291[22:26:48] <gigaherz> (VB6 array accessors used () instead of [])
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L2293[22:28:10] <gigaherz> anyhow by the time I switched from VB6 to C#, I was using InitCommonControls, and some other tricks to allow my VB6 code to render properly skinned in XP
L2294[22:28:52] <gigaherz> I used the vb6 wrappers for directx to draw "game" graphics using directdraw 7!
L2295[22:29:48] <gigaherz> and I had learned how to use CallWindowProc as a means to interact with function pointers
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L2298[22:30:50] <gigaherz> which I used (once only), together with x86 machine code (hex bytes written to a byte array)
L2299[22:31:41] <gigaherz> to generate thunks used to translate the CallWindowProc params into VB6 function parameters, so that I could call my code isntead of the parameters expected by a window proc
L2300[22:32:08] <gigaherz> so yeah C# was nicely high-level anddidn't require such trickery, whichwas nice ;P
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L2302[22:32:28] <gigaherz> (and sorry for the rant XD)
L2303[22:32:45] <gigaherz> I'd have gone further back
L2304[22:32:56] <gigaherz> to the days when I still knew how PASCAL looks like
L2305[22:32:58] <acegiak> Is there a villager trade event?
L2306[22:33:01] <gigaherz> but I don't remember XD
L2307[22:33:14] <gigaherz> acegiak: I have no idea, sorry ;P
L2308[22:34:01] <ollieread> acegiak: For what purpose?
L2309[22:34:45] <acegiak> I'm keeping track of player reputation with individual villagers and I wanted to increase it every time a player successfully trades with one
L2310[22:35:11] <ChJees> gigaherz, the wild west days are pretty much over :P
L2311[22:35:35] <gigaherz> oh, you'd think so
L2312[22:35:36] <ChJees> Computers has been tamed pretty much.
L2313[22:35:47] <gigaherz> it wasn't long until I learned about C#'s "unsafe" keyword ;P
L2314[22:35:51] <ChJees> Just like cars and airplanes.
L2315[22:36:12] <gigaherz> unlike Java, C# letsyou remove the seat belt, and take the head out the window
L2316[22:36:12] <gigaherz> ;P
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L2318[22:36:27] <gigaherz> at your own risk.
L2319[22:36:28] <ChJees> For what reasons?
L2320[22:36:37] <gigaherz> mostly interfacing with native code
L2321[22:36:49] <gigaherz> explicit memory management, pointer access, etc
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L2323[22:37:01] <ollieread> I can't find one acegiak
L2324[22:37:06] <ChJees> Pretty dirty to do in C#.
L2325[22:37:27] <ChJees> Its supposed to be a step up from C++ :P
L2326[22:37:36] <acegiak> ollieread: yeah. I've been searching the docs. might have to think of another way of approaching it
L2327[22:37:38] <gigaherz> it's disabled by default
L2328[22:37:39] <ollieread> C# is just Java.net lol
L2329[22:37:39] <gigaherz> as in
L2330[22:37:43] <fry> gigaherz: sun.misc.Unsafe :P
L2331[22:37:54] <gigaherz> you have to compile with /unsafe
L2332[22:38:00] <gigaherz> if you want to use the keyword XD
L2333[22:38:03] <ollieread> acegiak: Could always add your own hook
L2334[22:38:16] <fry> (Also, you're lucky to be able to forget pascal :P)
L2335[22:38:25] <ollieread> pascal?
L2336[22:38:27] <ollieread> How old are you guys?
L2337[22:38:31] <gigaherz> 30
L2338[22:38:35] <gigaherz> close to 31 ;P
L2339[22:38:48] <ChJees> I remember using Windows 3.11 as a kid.
L2340[22:38:50] <acegiak> ollieread: that's a thing? how do you do that?
L2341[22:39:03] <ollieread> ASM
L2342[22:39:12] <ollieread> Adding your own hooks is a relatively good use for it
L2343[22:39:13] <gigaherz> I got an old Amstrad CPC464 from my uncle, when I was 11 or so
L2344[22:39:18] <ollieread> Especially in situations like this
L2345[22:39:23] <gigaherz> it was programmed in AMSTRAD BASIC 1.1
L2346[22:39:31] <ChJees> My first interaction with game dev was with Klik & Play and The Games Factory.
L2347[22:39:49] <gigaherz> I later got my first actual pc, a Pentium 200 MMX
L2348[22:39:55] <gigaherz> in it, I discovered QBasic
L2349[22:39:57] <ChJees> Even bought Multimedia Fusion :P.
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L2351[22:40:32] <gigaherz> you could say, my first gamedev experience was messing with QBasic Nibbles.bas
L2352[22:40:38] <ChJees> That was back when TIG Source or what it was called wasn't filled with hipsters.
L2353[22:41:09] <gigaherz> you know the BEST THING EVER?!
L2354[22:41:10] <gigaherz> http://stevehanov.ca/blog/index.php?id=92
L2355[22:41:23] <gigaherz> YES IT HAS NIBBLES.BAS IN IT
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L2357[22:44:38] <gigaherz> I assume everyone is playing nibbles? ;P
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L2360[22:48:16] <ChJees> Nope.
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L2362[22:48:28] <ChJees> Did not see anything in Chrome.
L2363[22:49:26] <gigaherz> oh?
L2364[22:49:36] <gigaherz> works fine in Palemoon (firefox)
L2365[22:50:03] <gigaherz> hm
L2366[22:50:04] <gigaherz> it works here
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L2368[22:50:19] <gigaherz> in chrome
L2369[22:50:22] <gigaherz> and in IE
L2370[22:50:31] <gigaherz> (IE11)
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L2374[23:04:07] <ChJees> I got a silly idea for "bayonets" in my gunsmithing mod i am making. Instead of just crafting propertiary knives... Why not attach weapons and tools to it :P?
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L2379[23:05:36] <ChJees> It would simply replicate all the characteristics of the attached item for as long as its durability is above 1.
L2380[23:06:04] <ChJees> Use right-click to fire the weapon.
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L2386[23:15:00] <acegiak> does teh /win 2
L2387[23:15:04] <acegiak> opps sorry
L2388[23:15:20] <ChJees> derp?
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L2405[23:36:37] <acegiak> update: since there's no villager trade event I went with the xp pickup event and checked for distance to nearest villager
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L2416[23:56:06] <Giraffestock> I asked this a while ago and got some interesting results, so thought I'd ask again
L2417[23:56:27] <Giraffestock> Does anyone here have a suggestion to make planetminecraft more modder-friendly/a way to encourage modders to use it?
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