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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.
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/
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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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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] ***
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L125[03:29:16]
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L126[03:29:53] <ollieread> What is this
Lex?
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
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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
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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]
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L152[03:37:43] <iceman11a> let me start a
PM with you.
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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
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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
L233[03:56:35]
⇨ Joins: cpup (~cpup@32.218.113.33)
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]
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L250[03:58:07]
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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 :)
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.
L267[04:00:04] ⇦
Quits: Kokoro_Neko (~androirc@174-135-29-96.res.bhn.net) (Ping
timeout: 194 seconds)
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]
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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]
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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
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
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)
L308[04:05:56] ⇦
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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]
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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)
L327[04:09:01] ***
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L328[04:11:12]
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(webchat@HIND-229-46.plu.edu)
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] ***
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L331[04:11:30] <Lymia>
forge-[...]-userdev.jar!conf any good?
L332[04:11:32] ***
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L333[04:11:34] <fry> (converts 1.7.2 jar
from obf to mcp)
L334[04:11:50] ***
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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.
L343[04:14:08] ⇦
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L344[04:14:29] <fry> srg from userdev is
the next best thing then, I think :P
L345[04:14:39]
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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
L347[04:16:49] ⇦
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closed)
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)
L350[04:18:19] ***
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L352[04:20:36] <Lymia> fry, how do you
deal with lwjgl nativse?
L353[04:20:38] <Lymia> natives*
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.
L361[04:22:13]
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L362[04:22:34] ***
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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?
L368[04:25:00] ⇦
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L371[04:31:17] <Lymia> Worth a shot.
L372[04:32:35] ⇦
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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]
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L386[04:48:02] <MalkContent> clarify
L387[04:48:22]
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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
L390[04:50:26] <gegy1000>
www.beesbeesbees.com/
L391[04:50:41] ⇦
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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
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
L411[04:59:25] <LexManos> im going to bed
its fucking 3am
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]
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(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
L427[05:03:46] ⇦
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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)
L431[05:06:48] ⇦
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L432[05:07:11]
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L434[05:10:26] <fry> wow, this exists
:P
L435[05:10:44]
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L437[05:11:11] ***
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L438[05:12:31]
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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
L462[05:19:16] ⇦
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L464[05:19:33] <fry> Lymia: \o/ then
:P
L465[05:21:10]
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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
L471[05:22:23]
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L472[05:22:37] <MalkContent> btw what are
the feelings on a IDyeable interface
L473[05:24:07]
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L474[05:24:31] <MalkContent> and making
vanilla armor implement it
L475[05:25:18] <MalkContent> would that be
overreaching?
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L477[05:32:23] ***
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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.
L481[05:35:19] ⇦
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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
L483[05:35:49]
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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
L491[05:41:35]
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L494[05:41:50] <Lymia> link*
L495[05:43:11]
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L496[05:44:06] <gegy1000> I'm gonna try
something else
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L501[05:48:37] <gegy1000> That
better?
L502[05:48:49] <fry> first hunk of your
patch
L503[05:49:17] <gegy1000> ?
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"
L511[05:52:17] ⇦
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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
L515[05:54:29]
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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?
L520[05:59:05] ⇦
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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
L532[06:01:17] ⇦
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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/
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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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
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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
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> -.-
L711[07:29:12]
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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?
L738[07:56:47]
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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?
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L771[08:17:09] <ImmJaqo> Does anyone have
a link to regular MCP without FML?
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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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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
L1050[11:52:35]
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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
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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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
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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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
L1235[13:24:11]
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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
L1259[13:32:05]
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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?
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
L1274[13:37:12]
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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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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
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
L1347[14:03:56] ***
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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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L1391[14:45:02] <clienthax> i don't
even
L1392[14:45:24] <diesieben07> lol
L1394[14:46:07] <clienthax> we don't even
host a server
L1395[14:46:28] <diesieben07> haha
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L1399[14:51:02] <clienthax> it gets
worse..
L1401[14:54:03] ***
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L1402[14:54:52] <TTFTCUTS> :|
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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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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.
L1467[15:46:34]
⇨ Joins: cpup (~cpup@32.218.113.33)
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
L1472[15:50:10]
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(~wiktorek1@46.205.244.55.dsl.dynamic.t-mobile.pl) (Quit:
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(Starhero@24-113-5-226.wavecable.com)
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
L1479[15:56:12]
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(null))
L1480[15:56:15] <arisux> Sorry
L1481[15:56:16] ***
arisux is now known as Ri5ux
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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⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
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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(uid27214@id-27214.highgate.irccloud.com)
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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(~maria@BMTNON3746W-LP130-01-1177624808.dsl.bell.ca)
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)
L1544[16:55:39] <MinecraftForgeBot>
bartek.bok: Fix inconsistent libs checksums
L1545[16:55:45]
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L1556[17:05:52] <killjoy> Is anyone
excited for Soup Bowl Sunday?
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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?
L1568[17:14:49]
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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
L1571[17:19:29]
⇨ Joins: PrinceCat
(~PrinceCat@124-170-156-26.dyn.iinet.net.au)
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?
L1582[17:23:35]
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(~PrinceCat@124-170-156-26.dyn.iinet.net.au) (Client
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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
L1599[17:27:29]
⇨ Joins: cpup (~cpup@32.218.113.33)
L1600[17:28:26] <LexManos> rule of thumb
for editing anyone elses code
L1601[17:28:37] <LexManos> keep things as
SMALL as possible
L1602[17:28:37]
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L1603[17:28:53]
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L1604[17:29:20] ***
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L1605[17:29:25] <LexManos> In ASM terms,
least number of ops. patches least number of lines.
L1606[17:29:40]
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L1608[17:29:59] <robotbrain>
alright
L1609[17:30:33]
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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?
L1613[17:33:55] ***
heldplayer is now known as heldplayer|off
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
L1619[17:37:21]
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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
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?
L1631[17:41:50] <robotbrain> thanks
diesieben07
L1632[17:42:03] ***
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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
L1654[17:51:36]
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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
L1659[17:54:00]
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L1660[17:54:15] <robotbrain> ...and it
did nothing
L1661[17:54:16] <robotbrain> :P
L1662[17:57:32]
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L1663[17:57:46] <robotbrain> :(
L1664[17:58:09] ***
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L1667[17:59:11]
MineBot sets mode: +o on fry|sleep
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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
L1679[18:06:54]
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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?
L1681[18:08:38]
⇨ Joins: cpup (~cpup@32.218.113.33)
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.
L1686[18:09:26]
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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> ;)
L1690[18:10:33] ***
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diesieben|away is now known as diesieben07
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
L1716[18:14:32]
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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
L1736[18:16:23]
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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?
L1751[18:22:42]
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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> ?
L1761[18:36:31]
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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
L1767[18:40:16]
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L1768[18:41:11] <diesieben07> why not use
PlayerLoginEvent for that?
L1769[18:41:22] <VikeStep> Good
idea
L1770[18:42:49]
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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
L1780[18:50:20]
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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
L1800[19:06:18]
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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
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
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
L1845[19:16:45]
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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
L1865[20:00:26]
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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
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
L1889[20:25:17]
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L1890[20:26:28] <ollieread> You're
welcome
L1891[20:27:09]
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(~Korlus@host86-135-219-126.range86-135.btcentralplus.com) (Quit:
Night all.)
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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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
L1939[21:16:32] <gigaherz> *forcing* jre
is bad, yes
L1940[21:16:59]
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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*
L1952[21:22:40]
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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
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
L1968[21:26:09]
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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?
L1975[21:27:53]
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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
L1982[21:28:43]
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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
L1985[21:29:10]
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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'
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
L1998[21:32:49]
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L1999[21:32:55] <ollieread>
IEntityRegistration maybe, or IEntityDescriptor
L2000[21:33:04]
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L2001[21:33:24] <gigaherz> what classes
are expected to implement your IEntity?
L2002[21:33:39] <gigaherz>
EntityLivings?
L2003[21:33:40]
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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
L2023[21:36:56]
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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
L2054[21:48:02]
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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
L2068[21:50:47]
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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.
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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
L2093[21:54:27]
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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
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
L2113[21:58:58]
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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
L2131[22:01:49]
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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
L2159[22:05:34]
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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 => $value)
L2187[22:09:18] <gigaherz> oh right
L2188[22:09:19] <ollieread> quite simple
really
L2189[22:09:22] <gigaherz> php used silly
variable prefixes
L2190[22:09:46]
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L2191[22:09:58] <gigaherz> uses* (it's in
the past for me ;P)
L2192[22:10:11] <ollieread> Besides basic
type casting between things like string, int and boolean, you can
only really specify type when defining method paramaters
L2193[22:10:36] <ollieread> I think then
you can only use actual classes and array
L2194[22:10:39] <ollieread> No string,
int or boolean
L2195[22:10:47] <gigaherz> does php still
have magic variables or did they ever add some strict mode where
you must declare them?
L2196[22:11:01] <ollieread> Magic
variables how?
L2197[22:11:07] <gigaherz> declare on
first assignation
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L2199[22:11:14] <gigaherz> type 100%
based on the assigned value
L2200[22:11:17] <ollieread> Yes
L2201[22:11:41] <ollieread> It does have
some nice features
L2202[22:11:55] <gigaherz> I recall my
VisualBasic days
L2203[22:11:57] <ollieread> like
__call($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
L2207[22:12:44]
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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
L2236[22:16:22]
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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:
L2246[22:17:36]
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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
L2277[22:24:32]
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L2278[22:24:52] <gigaherz> it was easy to
distinguish VB6 applications
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
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
L2317[22:36:14]
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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?!
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?