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L4[00:16:16] <_Seymore> Does anyone know any
competent website dev's?
L5[00:16:20] <_Seymore> like, non
enjin?
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L13[00:24:42] <ollieread> lol
L14[00:24:50] <ollieread> You're the guy
who pm'd me yesterday aren't you
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L19[00:44:35] <Dagarath> Can anyone point
me towards information on how I can change gradle to build with
-source 7
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L23[00:46:20] <Dagarath> really thats all?
lol I was adding apply plugin: java and a whole mess... wow
thanks
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L26[00:50:43] <Unh0ly_Tigg> hola!
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L51[02:02:06] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150209 mappings to Forge Maven.
L52[02:02:10] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150209-1.8.zip (mappings
= "snapshot_20150209" in build.gradle).
L53[02:02:20] <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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L56[02:10:32] <Dagarath> I am looking to
run a piece of code only once when a world is joined for the first
time, any tips?
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L61[02:14:26] <Dagarath> Would
InitMapGenEvent.EventType work?
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L64[02:20:45] <Dagarath> YUP
InitMapGenEvent worked thanks lol
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L68[02:41:08] <ollieread> Woop free
day!
L69[02:42:28] <ollieread> Dagarath: Joined
for the first time?
L70[02:42:44] <ollieread> As in, when a
player joins a world for the first time, relative to that player,
or the first time the world is loaded?
L71[02:43:05] <Dagarath> Oh it isnt even
for the player, its a worldwide thing using InitMapGenEvent worked
perfectly
L72[02:44:10] <Dagarath> But if I wanted to
run code when a player joined for the first time, how would I go
about that? sounds good to know
L73[02:44:32] <McJty> Dagarath,
FMLNetworkEvent.ClientDisconnectionFromServerEvent
L74[02:44:34] <McJty> And similar
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L76[02:44:43] <McJty> There are a few
events in that class. Both client and server side.
L77[02:44:51] <Dagarath> cool ty
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L105[04:52:30] <McJty> I have a few items
in my mod. When the player is holding them some of them they appear
in the hand. But for a few others they don't appear.
L106[04:52:39] <McJty> I have not been
able to spot what's different in code.
L107[04:52:51] <McJty> I know have an item
that I want to be visible in hand. But unfortunatelly it
isn't.
L108[04:52:53] <McJty> Any clues?
L109[04:53:09] <McJty> I already tried
setFull3D() but that doesn't help
L110[04:53:38] <code_> don't take me too
seriously as I'm not very fluent in modding,
L111[04:53:53] <code_> but are you using
another renderer?
L112[04:54:00] <Toofifty> 1.7 or
1.8?
L113[04:54:18] <McJty> 1.7.10
L114[04:54:24] <McJty> But I think I found
the problem already.
L115[04:54:40] <McJty> Seems that the
items for which nothing is shown don't have setTextureName() called
on them.
L116[04:54:54] <McJty> As they override
getIconIndex()
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L127[05:19:41] <Lumien> the
ModelResourceLocation for
ModelLoader.setCustomModelResourceLocation does not have any
parameters that have something to do with the block / item it will
be associated with right?
L128[05:19:48] <Lumien> except the variant
as the second parameter
L129[05:21:52] <fry> Well, there's a
complex intertwined relationship :P
L130[05:22:00] <fry> But mostly yes
:P
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L133[05:34:47] <Lumien> whatever i do with
ModelLoader.setCustomModelResourceLocation it keeps searching for
the default inventory variant
L134[05:36:47] <Lumien> i feel like i'm
making an obvious mistake here
L135[05:42:29] <Lumien> ok
L136[05:42:35] <Lumien>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.stainedBrick),
0, new
ModelResourceLocation("randomthings:stainedBrick","inventory"));
L137[05:42:36] <Lumien> works
L138[05:42:39] <Lumien>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.stainedBrick),
0, new
ModelResourceLocation("randomthings:white","inventory"));
L139[05:42:41] <Lumien> does not
work
L140[05:42:46] <Lumien> even if it's the
same file o_O
L141[05:44:16] <Lumien> fry does the name
of the model has to somehow be connected to the block /
itemblock?
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L143[05:47:00] <fry> Yup. Use
ModelBakrty.addVariantName to ser custom item->model
relationships
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L145[05:51:39] <Lumien> ?
L146[05:51:55] <Lumien> so what exactly
would i have to add there if i want my model file to be called
"white" ?
L147[05:52:09] <fry>
"randomthings:white" :P
L148[05:52:13] <fry> (I think)
L149[05:52:27] <fry> It may get
"item/" prepended to it though
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L151[05:53:06] <Lumien> so like that?
ModelBakery.addVariantName(Item.getItemFromBlock(ModBlocks.stainedBrick),
"randomthings:item/white");
L152[05:53:32] <fry> No, "item/"
will be added
L153[05:53:55] <fry> So, use item/white in
ModelLoader.setCustomModelResourceLocation
L154[05:54:02] <fry> And just white in
there :P
L155[05:54:46] <Lumien> kk
L156[05:54:48] <Lumien> thx
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L200[07:49:30] <Lumien> if the model files
are in assets/randomthings/models/item/stainedBrick and are named
after the colors
L201[07:50:09] <fry> Yup, looks ok
L202[07:51:16] <Lumien> it doesn't work
:(
L203[07:51:24] <Lumien> the blocks are
purple and theres nothing in the console
L204[07:51:55] <Lumien> is the
ModelBakery.addVariantName fine in pre init?
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L207[07:53:04] <fry> Are you sure it's a
model problem, and not a texture one?
L208[07:54:00] <Lumien> well the item
models are just children of the block ones
L209[07:54:03] <Lumien> and the block ones
work fine
L210[07:55:57] <fry>
"getUnlocalizedName()" - are you sure you want
that?
L211[07:57:36] <Lumien> yes, the only
difference is whether it's light_blue or lightBlue
L212[07:57:38] <Lumien> and i prefer
lightBlue
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L215[08:03:47] <Lumien> ok it seems to
work fine when i only register 1 model
L216[08:03:55] <Lumien> when i register a
second one the first one goes purple
L217[08:05:58] <fry> Whoops, that's my
bug
L218[08:06:29] <fry> Have
Map<RegistryDelegate<Item>, Pair<Integer,
ModelResourceLocation>>, need
Map<Pair<RegistryDelegate<Item>, Integer>,
ModelResourceLocation>>
L219[08:07:42] <Lumien> sooooo, wait for
forge update? or can i work around that?
L221[08:12:31] <MinecraftForgeBot>
rainwarrior: fix ModelLoader.setCustomModelResourceLocation not
storing same item with different metadata values
L222[08:12:48] <Lumien> horray
L223[08:12:52] <Lumien> ohh wait :(
L224[08:12:59] <fry> God damn it
L225[08:13:08] <fry> Maven, fix yo
shit!
L226[08:13:29] <fry> Lumien: use
setCustomMeshDefinition for now then :P
L227[08:14:17] <Lumien> ohh
L228[08:14:21] <Lumien> that might
actually be more convenient
L229[08:18:59] <Lumien> so do i only need
the ModelLoader.setCustomMeshDefinition then?
L230[08:19:12] <fry> ModelBakery call is
still needed
L231[08:22:18] <Lumien> my
getModelLocation does not seem to get called
L232[08:22:23] <Lumien> oh wait
L233[08:22:29] <Lumien> forgot to actually
call the method xD
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L235[08:23:30] <Lumien> ok it works
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L240[08:30:51] <Lumien> now, how do i get
different block textures for different render passes in 1.8?
L241[08:32:46] <fry> Block.canRenderInPass
and MinecraftForgeClient.getRenderLayer
L242[08:32:57] <fry> But do you actually
need that? :P
L243[08:33:31] <Lumien> idk, i assume
thats how i would make parts of a block ignore brightness aka make
them glow in the dark
L244[08:34:43] <fry> Ah, that's a bit
different
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L246[08:37:14] <Lumien> do i have to use a
smart model for that?
L247[08:37:39] <Lumien> or rather a
IFlexibleBakedModel
L248[08:38:29] <fry> Hmm,
Block.getMixedBrightnessForBlock still gets called
L249[08:39:13] <fry> Yup, render in
multiple layers, return different brightness value in there based
on the pass
L250[08:39:17] <fry> *layer
L251[08:40:00] <Lumien> using
MinecraftForgeClient.getRenderLayer() i assume?
L252[08:40:28] <fry> (And return different
UV stuff in getGeneralQuads of your model)
L253[08:40:34] <fry> Yup, that
L254[08:40:53] <fry> (Will need to
register a custom model via ModelBakeEvent for that)
L255[08:44:02] <Lumien> so should i handle
the render pass in ISmartBlockModel and have 2 different models or
in IFlexibleBakedModel and change uvs there?
L256[08:44:33] <fry> Smart is for when you
need different stuff for different blockstated
L257[08:44:46] <fry> So, yes,
IFlexible
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L259[08:49:10] <Lumien> instead of
different uvs i could also just override getTexture right?
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L263[08:52:20] <fry> getTexture is the
particle texture
L264[08:53:00] <fry> use
SimpleBakedModel.Builder :P
L265[08:53:47] <fry> (Task of replacing an
icon is strangely common - TheTemportalist needed that just
yesterday :P)
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L271[08:58:44] <gigaherz> hey random
cross-mod question, in case anyone knows it. I started playing on a
modpack, using a biomes o plenty worldtype, but I can't find even a
single rubber tree in it. did I not look hard enough or should I
assume the custom biomes are never going to spawn rubber at all?
I'm 5 minutes away from spawning a sapling and planting it ;P
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L273[08:59:55] <Lumien> So i should just
build myself my "normal" block model using
SimpleBakedModel.Builder.makeBakedModel and "wrap" that
model in my IFlexibleBakedModel and just return something different
in getGeneralQuads
L275[09:02:28] <Lumien> do i also have to
change getFaceQuads or what is that for?
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L277[09:03:34] <fry> getFaceQuads returns
faces that are not rendered when there's a neighbor block present
at that side
L278[09:03:35] <gigaherz> facequads are
the quads that hide if a face is connected to a solid block
L279[09:03:43] <gigaherz> general quads
the ones that are always visible
L280[09:04:08] <gigaherz> so like,
L281[09:04:11] <gigaherz> in a stairs
block
L282[09:04:17] <gigaherz> the solid faces
would use facequads
L283[09:04:23] <gigaherz> and the actual
stairs bit would be general
L284[09:04:32] <fhjds> hey. I want to
change the drop when I use a spefic tool. what is the name of the
method I should to use? I cant find it.
L285[09:04:41] <gigaherz> onItemUse?
L286[09:04:42] <gigaherz> ;P
L287[09:04:54] <gigaherz> I guess you want
to do it from the block side though
L288[09:04:58] <diesieben07> is it your
Block?
L289[09:05:04] <fhjds> no
L290[09:05:09] <diesieben07> then
HarvestDropsEvent
L291[09:05:11] <fhjds> vanilla block
L292[09:05:19] <gigaherz> is it your
tool?
L293[09:05:20] <gigaherz> ;P
L294[09:05:26] <fhjds> in the tool class
right?
L295[09:05:28] <fhjds> yes
L296[09:05:30] <fhjds> my tool
L297[09:05:40] <diesieben07> you can't
really change it from the tool i think
L298[09:05:40] <gigaherz>
YourTool.onItemUse
L299[09:05:54] <gigaherz> hmm unless you
want break animation and such
L300[09:06:02] <diesieben07> just use the
event...
L301[09:06:21] <gigaherz> does the even
tell which item was in hand?
L302[09:06:27] <gigaherz> event*
L303[09:06:44] <diesieben07> well, you get
the player.
L304[09:06:45] <Lumien> is there a vanilla
method to get a ModelBlock out of a model file or do i have to load
the json file myself?
L305[09:07:17] <gigaherz> of course there
is a method, how do you think minecraft loads the models ;P
L306[09:07:47] <gigaherz> sec checking the
name
L307[09:07:48] <gigaherz> I used it
;P
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L309[09:08:02] <Lumien> think i found
it
L310[09:08:13] <Lumien>
ModelLoader.VanillaLoader i assume
L311[09:08:38] <Lumien> oh wait that'S not
available
L312[09:08:44] <gigaherz> here
L314[09:08:50] <gigaherz> that's what I
did
L315[09:09:00] <gigaherz> to load the
model json for my custom .obj model loader
L316[09:09:11] <gigaherz> that I wrote
before fry's model system was finished ;P
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L318[09:09:30] <Lumien> :P
L319[09:09:38] <Lumien> that's what i
meant with "load the json file myself"
L320[09:10:30] <gigaherz> feel free to
copypaste mine ;P
L321[09:11:11] <fry> Lumien:
ModelLoaderRegistry.getModel(resourcelocation)
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L332[09:28:13] <Temportalist> test
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L335[09:30:41] <Temportalist> this is a
test. fry, can you see me?
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L338[09:31:30] <fry> yes, I can :P
L339[09:31:33] <Temportalist>
awesome
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L394[11:46:42] <pixlepix> Anyone know
where nameplate rendering is handled?
L395[11:48:18] <Ivorius> Somewhere around
RenderLiving
L396[11:48:39] <pixlepix> Ah yeah. Forgot
that non-players can have it aswell
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L423[12:44:27] <Coolway99> Is it worth it
to make a mod in 1.8 or better stay on 1.7.10?
L424[12:44:41] <Lumien> define "worth
it"
L425[12:44:48] <fry> It's worth it
:P
L426[12:45:02] <Coolway99> Well, by
"worth it" I mean I see lots of mods sticking with
1.7.10
L427[12:45:34] <diphtherial> i believe the
official stance is that you should use the latest version of forge,
so that's probably the answer you're going to get here fwiw
L428[12:45:44] <diphtherial> (latest
stable, not necessarily the latest)
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L430[12:48:43] <Ivorius> Coolway99: 1.7.10
mods are sooner or later gonna get outdated, and Forge is already
starting to deprecate 1.7.10
L431[12:49:03] <Coolway99> Well, the
download site gave me my answer
L432[12:49:11] <Ivorius> But if you
actually want people playing it, you can still do it for
1.7.10
L433[12:49:21] <Ivorius> For small mods,
the update isn't half dramatic anyway
L434[12:49:28] <Coolway99> 10.13.2.1291 is
the "recommended" version, which is for 1.7.10
L435[12:49:33] <diphtherial> ah
L436[12:49:37] <diphtherial> i eat my
words, heh
L437[12:49:48] <Ivorius> Uhm, no
L438[12:49:55] <Ivorius> 1.8 and 1.7 both
have a 'recommended' build
L439[12:50:10] <Ivorius> Hell, even 1.5
still has a recommended build
L440[12:50:23] <Coolway99> Yes, but you
also have just "latest" and "recommended" at
the bottom
L441[12:50:27] *
diphtherial un-eats words
L442[12:50:56] <Ivorius> That's because
technically, 1.8 is beta :P
L443[12:51:05]
⇨ Joins: SamRaven2
(~SamRaven2@cpe-174-111-244-046.triad.res.rr.com)
L444[12:51:07] <Ivorius> But eh, I'd make
it for 1.7 anyway
L445[12:51:09] <Ivorius> Or ideally just
both
L446[12:51:15] <fry> If you're starting to
make a mod - use the latest possible version, cause when you finish
it won't be that :P
L447[12:51:31] <Ivorius> Perhaps :P
L448[12:51:51] <Coolway99> Eh, I probably
wont finish anyways. Have the motivation to work on anything except
minecraft mods because who needs logic
L449[12:52:12] <Coolway99> Which is ironic
considering I learned java for modding MC XD
L450[12:52:16]
⇨ Joins: cad435
(~quassel@2a02:6d40:100:13be:394b:e5d6:8486:8652)
L451[12:52:28] <diphtherial> knowing java
will serve you well elsewhere
L452[12:52:45] <Coolway99> I've made
several applications in java already
L453[12:52:46] <Ivorius> It's the most
requested language on the job market currently
L454[12:52:47] <Coolway99> :D
L455[12:52:53] <Ivorius> I read in a
random statistic anyway
L456[12:53:03] <Wuppy> o/
L457[12:53:06] <Ivorius> \o
L458[12:53:07] <clienthax> so, creating
env on 1.8 fails with latest mappings..
L461[12:53:18] <Ivorius> Wuppy o/ * \o
Ivorius - 1st time
L462[12:53:24] <Wuppy> lol
L463[12:53:48] <Wuppy> I almost believed
that
L464[12:54:40] *
clienthax stares at wuppy
L465[12:54:46] <Ivorius> run.
L466[12:55:09] <Wuppy> clienthax ?
L467[12:55:42] <clienthax> Wuppy: where is
1.8 tutorials mhm ;P?
L468[12:56:03] <Wuppy> buried under 1.8
book update writing
L469[12:56:06] <Wuppy> and a
helicopter
L470[12:56:08] <clienthax> lol
L471[12:56:11] <Wuppy> and the traveling
salesman problem
L472[12:57:07]
⇨ Joins: pixlepix
(~localmaca@cpe-72-228-15-137.nycap.res.rr.com)
L474[12:57:28] <Wuppy> good song, but this
version is superior
L475[12:57:57] <fry> That’s just like,
your opinion, man
L476[12:58:05] <Wuppy> true :P
L477[12:58:26] <clienthax> btw wuppy, i
hear you made a json converter or something?
L479[12:59:27] <clienthax> ta
L480[12:59:38] <clienthax> does it handle
metadata rotations>
L481[12:59:43] <Wuppy> nope\
L482[12:59:47] <Wuppy> just basic items
and blocks
L483[12:59:49] *
clienthax crys
L484[12:59:50] <clienthax> oky
L485[13:00:34] <Coolway99> Oh yeah,
question; is there any way to store rotation data anywhere else but
metadata?
L486[13:00:46] <fry> in TE
L487[13:00:59] <fry> in chunk's NBT
L488[13:01:04] <fry> in player's NBT
L489[13:01:10] <fry> in json files
L490[13:01:16] <fry> Literally everywhere
:P
L491[13:01:24] <diesieben07> upload it to
a file on dropbox.
L492[13:01:26]
⇨ Joins: SamHH
(~SamHH@cpc3-enfi19-2-0-cust347.20-2.cable.virginm.net)
L493[13:01:53] <Coolway99> fry: TE?
L494[13:01:53] <fry> Use it as a narrative
to your EDM cover of a classic rock song :P
L495[13:02:02] <fry> TileEntity :P
L496[13:02:05] <Coolway99> oh, derp
L497[13:02:47] <Coolway99> Anyways, the
chunk's NBT doesn't sound that bad concidering it's already storing
the block data :P
L498[13:03:06] <diesieben07> it won't
offer you much improvement over a TE.
L499[13:03:24] <Coolway99> Oh :/
L500[13:03:37] <diesieben07> because you
will basically need to replicate the TE behavior.
L501[13:03:56] <fry> And it'll need more
machinery to correctly sync/save most likely :P
L502[13:04:01] <diesieben07> yeah
L503[13:04:13] <diesieben07> You could
maybe get away with slightly less memory usage, but its not worth
it.
L504[13:05:25] ⇦
Quits: SamHH
(~SamHH@cpc3-enfi19-2-0-cust347.20-2.cable.virginm.net) (Client
Quit)
L505[13:07:47] <pixlepix> Where are player
death messages handled?
L506[13:08:20] <nekosune> pixlepix: any
news about forum?
L507[13:08:22] <diesieben07>
EntityPlayerMP#onDeath
L508[13:08:40] <pixlepix> nekosune: Did
you see the screenshot I sent you?
L509[13:08:42] <pixlepix> Thanks
diesieben07
L510[13:08:51] ⇦
Quits: Wastl2 (~Wastl2@e178187112.adsl.alicedsl.de) (Quit: Hi, I'm
a quit message virus. Please replace your old line with this line
and help me take over the world of IRC.)
L512[13:09:16] <nekosune> no I didnt
L513[13:11:19] ***
big_Xplosion is now known as big_Xplo|AFK
L514[13:11:59] <nekosune> but they did it
before ....
L515[13:12:07] <nekosune> didnt they
pixlepix ..... sounds like dosnt know what saying
L516[13:12:19] <nekosune> preghapse if we
speak to the person Vazkii suggested? :)
L517[13:12:25] <pixlepix> Yeah, I think so
:P
L518[13:15:22] <cad435> can anyone give me
a not outdated tutorial/example for a Gui that is opened by using
an item and is not bind to a TileEntity?
L519[13:15:44] <cad435> i got something
working here, but there are some strange behaviors...
L520[13:18:13] ⇦
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I'M LEAVING BAI)
L521[13:18:35]
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(~maria@bas1-brampton37-2925340128.dsl.bell.ca)
L522[13:19:17] <diesieben07> does
"gui" mean inventory?=
L523[13:20:04] <cad435> yes..
L524[13:20:18] <cad435> no, not an
inventory to store sth...
L525[13:20:29] <diesieben07> what
then?
L526[13:20:30] <cad435> but a screen like
an Inventory, yes...
L527[13:20:39] <diesieben07> does it store
items?
L528[13:20:57] <cad435> no, it won't have
to "remember" anything...
L529[13:21:24] <diesieben07> Then just
call a method in your @SidedProxy in onItemRightClick that opens
the GuiScreen in the CLientProxy
L530[13:22:32] <cad435> I actually can
open the gui, but for example if i try to add the Slot with Slot-ID
40 i'll crash...
L531[13:22:47] <diesieben07> so it DOES
have items -.-
L532[13:22:52] <cad435> there are Items
handled, but on closing i'll drop
L533[13:23:06] <diesieben07> then you need
a Container, you need an IInventory and you need a GUiHandler
L534[13:23:17] <diesieben07> then you open
the gui just like you would open a block-bound GUi
L535[13:23:28] <cad435> have all, can make
a Pastebin...
L536[13:23:40] <diesieben07> Go
ahead.
L537[13:27:01] <Katielyn> Mrrrow
L538[13:27:39] <clienthax> whats
getHeightValue in 1.8 ?
L539[13:27:54] <Ivorius>
getHeightValue
L540[13:27:59] <Ivorius> At least with the
newest mappings
L541[13:28:08]
⇨ Joins: minecreatr (~minecreat@50.254.148.9)
L542[13:28:18] <Ivorius> Or getHeight, not
100% sure
L543[13:28:18] <minecreatr> !gm
addEnchantmentBooksToList
L544[13:28:37] *
Katielyn bites clienthax
L545[13:28:54] <Ivorius> WHAT A
TWIIIIST
L550[13:30:05] <minecreatr> is there any
way I can add a book with a custom enchantment to the creativetabs
menu?
L551[13:30:22] <diesieben07> cad435:
passing the player position to the GuiHandler is useless, why does
everyone do that?! and only call openGui on the server.
L552[13:31:16] ***
Ordi|Away is now known as Ordinastie
L553[13:31:50] <diesieben07> cad435: and
then... InventoryPlayer is the player's inventory. it has 40 slots
(36 normal + 4 armor). that means indices 0-39. you cannot use 40
or more.
L554[13:33:23] <cad435> diesieben07: ah
ok, but how does it do the chest than? there are more than 40
slots?
L555[13:34:26] <cad435> and i have to pass
the positions, because otherwise i can't @Override the function,
can I?
L556[13:35:19]
⇨ Joins: zenith
(~zenith@c-76-18-167-201.hsd1.ky.comcast.net)
L557[13:36:18] <diesieben07> the chest is
a separate IInventory
L558[13:36:28] <minecreatr> diesieben07,
do you know how I can make my custom enchantment show up as a book
in the creative tab?
L559[13:36:53] <diesieben07> you know...
this is kinda rude, but ok.
L560[13:36:54] <diesieben07> sec.
L561[13:37:18] <minecreatr> sorry
L562[13:37:53] <cad435> ok, thanks
diesieben07, i'll try^^
L563[13:38:02] *
clienthax bites Katielyn
L564[13:38:04] <diesieben07> if i
understand the code correctly, you need to add your enchantment to
Enchantment.enchantmentsBookList
L565[13:38:08] *
Katielyn bites clienthax
L566[13:38:42] <Katielyn> Are we like just
biting each other or are we eating chunks of each other? O.o
L567[13:39:39] <Ordinastie> unconventional
way to loose weight
L568[13:40:05] <Katielyn> ^This is true
however people can be tasty.
L569[13:40:06] <Ivorius> Modders HATE
him
L570[13:40:26] <Ivorius> Lose weight with
this one weird trick
L571[13:40:53] <minecreatr> thanks
L572[13:41:42] <Emile> Hey. I have been
trying to render schematics in the world
L573[13:41:49] <Emile> But in 1.8
rendering blocks completely changed
L574[13:42:05] <Emile> Has anyone figured
out how to do blocks rendering outside actual physical blocks
yet?
L575[13:42:26] <Emile> Furthermore,
RenderWorldEvent is disabled right now, which makes it even more
difficult
L576[13:42:26] <Ivorius> Emile: Do you
want to provide the model state yourself, or do you want it to
adjust to possible surroundings
L577[13:42:40] <Ivorius> I have code for
both :P
L578[13:43:09] <Emile> I think model state
itself?
L579[13:43:12] <Emile> That would be great
:p
L580[13:43:26] <Emile> I have yet to
figure out how this whole compiling process works to be
honest
L582[13:43:45] <Ivorius> Be sure to
attribute me with a small comment if you use this :P
L583[13:43:55] <pixlepix> Skins aren’t
loading properties in my dev environment
L584[13:44:01] <pixlepix> Is there any way
to fix that?
L585[13:44:05] <pixlepix> *loading
properly
L586[13:44:07] ⇦
Quits: Cojo (~Cojosan@ncsu-nat1-3.ncstate.net) (Quit: Beds explode
goodnight)
L587[13:44:36] <Ivorius> (hmmm... I wonder
why he's trying to render schematics :P)
L588[13:45:14] <fry> Emile: also, as
always, pistons do that :P
L589[13:45:24] <Ivorius> That would be the
other way
L590[13:45:30] <Ivorius> <Not providing
the model state yourself>
L591[13:45:36] ⇦
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error: Connection reset by peer)
L592[13:46:07]
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(~Thunderbi@208.92.78.142)
L593[13:46:15] <Emile> Okay hehe let me
try to understand this code, thanks a lot!
L594[13:47:50] ***
Xaw4|Work is now known as Xaw4
L595[13:48:07] <Emile> Did IModelState get
added in a new version of Forge?
L596[13:48:18] <Emile> I do not see it in
the one I have setup, may be on an old version though.
L597[13:49:45] <fry> Yup, relatively new
:P
L598[13:50:57]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L599[13:51:54] <Emile> Alright cool
L600[13:53:20] ***
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L601[13:55:47]
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(~Vtec234@095160039171.warszawa.vectranet.pl)
L602[13:59:03] ***
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L603[14:03:02]
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L604[14:04:53] ⇦
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L605[14:05:54] ⇦
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seconds)
L606[14:06:25] <clienthax> anyone got info
on how to do armour in 1.8
L607[14:07:30]
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(~universal@CPE18593396c1ce-CM18593396c1cb.cpe.net.cable.rogers.com)
L608[14:08:02] <diesieben07> shouldn't be
different than in 1.7
L609[14:08:16] <clienthax> enum needs a
texture type
L610[14:08:25] <clienthax> but before that
i had a seperate tex for each armour item
L611[14:08:29] <clienthax> so idk what it
wants as it
L612[14:08:34] <clienthax> texture
name*
L613[14:09:22] <diesieben07> huh... why is
that there
L614[14:09:27] <diesieben07> that's not in
the Enum definition
L615[14:10:15] <clienthax> public static
ArmorMaterial addArmorMaterial(String name, String textureName, int
durability, int[] reductionAmounts, int enchantability)
L616[14:10:17] *
clienthax crys
L617[14:12:06] ⇦
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(Remote host closed the connection)
L618[14:15:13] ***
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(~quassel@2a02:6d40:100:13be:394b:e5d6:8486:8652)
L623[14:21:31] <clienthax> whats
updateEntity from tileentity in 1.8
L624[14:22:11] <diesieben07> you need to
implement IUpdatePlayerListBox, otherwise your TE doesn't get tick
updates
L625[14:22:23] <clienthax> >_<
L626[14:22:31] <diesieben07> it's a good
thing.
L627[14:22:37] <diesieben07> just the MCP
name sucks
L628[14:22:51] ***
tterrag|phone is now known as tterrag
L629[14:23:10] <Ordinastie> why hasn't it
been renamed yet ?
L630[14:23:53] <clienthax> a mix of
lazyness and lex using month old mappings
L631[14:23:56] <clienthax> :P
L632[14:24:12] <diesieben07> class
renaming is not as easy iirc.
L633[14:27:14] ⇦
Quits: Genuine (GenuineSou@71-92-110-206.dhcp.knwc.wa.charter.com)
(Read error: Connection reset by peer)
L634[14:28:07]
⇨ Joins: Genuine
(GenuineSou@71-92-110-206.dhcp.knwc.wa.charter.com)
L635[14:28:18] <Kobata> Classes usually
don't get renamed unless they're extremely horrible
L636[14:29:46] <Ordinastie> that feels a
bit like extremely horrible
L637[14:31:16] <simon816> How did it even
get that name?
L638[14:32:07] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150209 mappings to Forge Maven.
L639[14:32:10] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150209-1.8.zip (mappings
= "snapshot_20150209" in build.gradle).
L640[14:32:21] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~15:30 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L641[14:32:30] <diesieben07> the name is
very old
L642[14:32:38] <diesieben07> but before it
was not really used
L643[14:32:41] <diesieben07> so nobody
cared
L644[14:33:00] ***
prassel|off is now known as prasselpikachu
L645[14:33:10] <simon816> Should be
IUpdateable I guess
L646[14:33:27] <diesieben07>
ITickable
L647[14:33:42] ⇦
Quits: r4wk-work
(~r4wk@mtprnf0110w-142166253246.dhcp-dynamic.FibreOP.nl.bellaliant.net)
(Quit: home time o/)
L648[14:39:18] <fry> ILoop :P
L649[14:39:32] <diesieben07> wat
L650[14:39:34] <diesieben07> :D
L651[14:39:47] <diesieben07>
IGetCalledEveryTick
L652[14:39:53] <diesieben07> See what I
did there?
L653[14:39:54] <diesieben07> :D
L654[14:40:00] <fry> ILoop is shorter
:P
L655[14:40:14] <diesieben07> it doesn't
loop though...
L656[14:40:16] <Ordinastie> and it's
horrible too
L657[14:40:46] <diesieben07> Stupid I
prefixes are the worst anyways :D
L658[14:40:57] ⇦
Quits: minecreatr (~minecreat@50.254.148.9) (Quit:
Leaving)
L659[14:41:07] <tterrag> EnderIO has my
favorite interface, 'IHaveExperience'
L660[14:41:14] *
fry loves stupid I prefixes :P
L661[14:41:23] <Ordinastie> I like I
prefixes
L662[14:41:27] <diesieben07> they provide
no use whatsoever
L663[14:41:37] <tterrag> yeah it's the one
C# convention I like :p
L664[14:41:38] <diesieben07> and they
always make my eyes go hickup
L665[14:41:42] <tterrag> capital package
names though ;_;
L666[14:41:52] <Ordinastie> it tells me
the instance I have is only showing parts of its intimicy
L667[14:42:01] <diesieben07> wat! :D
L668[14:42:10] <tterrag> you mean
intricacy?
L669[14:42:14] <tterrag> intimacy
is...different lol
L670[14:42:29] <fry> I tells me that I
don't have to worry about silly stuff like fields or single
inheritance :P
L671[14:42:34] ***
kroeser is now known as kroeser|away
L672[14:42:36] <diesieben07> ...
L673[14:42:36] ***
heldplayer is now known as heldplayer|off
L674[14:42:57] <diesieben07> you don't
need to worry about those at all...
L675[14:42:59] ***
heldplayer|off is now known as heldplayer
L676[14:43:11] <diesieben07> unless you
are implementing or extending a Class/Interface
L677[14:43:19] <diesieben07> and then you
know what you have already, even without an I prefic
L678[14:44:34] <fry> Whe I see something
expecting IThingy, I know I can easily supply my own. If I see
something expecting Thingy, I have no idea what to expect :P
L679[14:45:18] <diesieben07> you know.. I
don't accept that as a valid argument.
L680[14:45:21] ⇦
Quits: MCPBot_Reborn (~MCPBot_Re@mcpbot.bspk.rs) (Remote host
closed the connection)
L681[14:45:32] <diesieben07> especially
with you being a scala guy. do you name your traits
"ISomethign" as well?
L682[14:45:41]
⇨ Joins: MCPBot_Reborn
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L683[14:45:51]
⇨ Joins: tattyseal (~tattyseal@95.144.48.36)
L684[14:46:17] <fry> In Scala I can extend
everyting reasonably easily, unlike Java :P
L685[14:46:29] <diesieben07> what is
different in java?
L686[14:46:43] <diesieben07> you can
extend a class just as easy as implement an interface
L687[14:47:32] <bspkrs> IBlockAccess
L688[14:48:57] <fry> I can attach some
existing code to an existing class in much more natural ways
:P
L689[14:49:30] <diesieben07> ehm...
WAT?
L690[14:53:31] <pixlepix> I’m having
problems getting a skin to show up in my dev workspace
L691[14:53:41] <pixlepix> I can get the
correct username, but no skin appears
L692[14:53:48] <pixlepix> Need to have a
skin to test a feature I’m working on
L694[14:55:21] <cad435> think modifiying
"SlotClick" can help, but there are much unmapped fields
and functions -.-
L695[14:55:25] <diesieben07> show your
code cad
L696[14:55:25] <pixlepix> cad435: Can we
see code?
L697[14:55:34] <cad435> yeah sure^^
L698[14:55:36] ⇦
Quits: mrdeadlocked (~mrdeadloc@199.204.185.12) (Ping timeout: 378
seconds)
L700[14:56:54] <cad435> and i htink you
need the container too... second please...
L701[14:57:10] <fry> diesieben07: I may
not be expressing myself clear enough, I have a fever :P
L702[14:57:27] <diesieben07> oh dear.
well, hope you feel better soon. :)
L703[14:57:34] ***
Chimaine|off is now known as Chimaine
L704[14:57:36] <diesieben07> cad435:
decrStackSize and getStackinSlotOnClosing are broken.
L706[14:57:59] <diesieben07> your
getStackInSlotOnClosing should be doing what decrStackSize does
now
L707[14:58:06] <diesieben07> and
decrStackSize... look at vanilla examples.
L708[14:58:18] <fry> Now that I think
about it, it's been 4 days, why do I still have it? :/
L709[14:58:28] <cad435> diesieben07: hmm
they work as intendet... notice that this only happens if i store a
Item in a slot that has a negative position on screen
L710[14:58:38] <diesieben07> no, they do
not.
L711[14:58:57] <diesieben07>
getStackInSlotOnClosing needs to set the slot to null
L712[14:59:12] <diesieben07> and
decrStackSize needs to ... decrese the stack size,not set the slot
to null
L713[14:59:32] <diesieben07> and negative
position?! what the hell are you doing
L714[14:59:33] <cad435> the max stack of
the inventory is 1, so i just set them to 0...
L715[14:59:40] <diesieben07> meh
L716[14:59:50] <diesieben07>
getStackInSlotOnClosing is still broken
L717[15:00:02] <diesieben07> and negative
position is bad.
L718[15:00:30] <cad435> look at the
picture... the red bounds marks the vanilla position... and i think
clickin on a slot outside of that bound Minecraft notices it an
drops the item away...
L719[15:00:45] <pixlepix> Possible
related: GuiContainer has an xSize and a ySize which seem to be
different from GuiScreen’s width and height
L720[15:00:55] <diesieben07> what
picture?!
L721[15:01:11] ⇦
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L723[15:01:25] <cad435> posted that as
opener for my question...
L724[15:01:28] <pixlepix> cad435: Do xSize
and ySize have proper values?
L725[15:01:35] <diesieben07> ^^
L726[15:01:45] <diesieben07> 0 should
always be the top and left of your gui.
L727[15:01:49] <cad435> pixlepix:
negatives, asnd i thougt thats the problem
L728[15:01:51] <diesieben07> negative is
outside.
L729[15:02:01] <diesieben07> set them
properly then
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L732[15:02:28] <diesieben07> otherwise
minecraft will think you clicked outside the gui and drop the
items
L733[15:03:07] <pixlepix> Nothing worse
than the shame of a git reset —hard
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L735[15:03:51] <cad435> diesieben07: jep,
i know this, but i hopend i can solve this without changing the
BG-picture (:
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L737[15:03:55] <cad435> *:(
L738[15:04:35] <cad435> or do you know a
method to align the origin of the Slot-Koordinates?
L739[15:04:52] <diesieben07> you do not
need to change the picture...
L740[15:05:04] <diesieben07> just set
xSize and ySize properly.
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L742[15:06:42] <cad435> ah ok... i thought
xSize and ySize are only for rendering and as i'm always drawing
the quads with OGL directly i don't touch them...
L743[15:06:51] <diesieben07> no
L744[15:07:00] <diesieben07> MC uses them
to detect what is "outside" the GUi
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L746[15:08:18] <cad435> ok, and the
"getStackInSlotOnClosing"; are you sure it ever gets
called? i set a debugger-entry, but whatever i'm doing it never
halted...
L747[15:08:45] <diesieben07> No, it's not
getting called, but you still implemented it incorrectly.
L748[15:09:02] <cad435> ok...
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L750[15:09:23] <diesieben07> a proper name
for it would be "getAndRemove"
L751[15:10:50] <cad435> so the code should
clear the itemstack and returns it?
L752[15:11:08] <diesieben07> Yep.
L753[15:11:37] <gr8pefish> So I am trying
to alter an item's NBT data via a gui. However, as the gui is only
run client side, would I have to send an Imessage to the server to
update the NBT? Is a message the best way to do that, or is there
some other easier way?
L754[15:11:39] <cad435> k, done...
L755[15:12:10] <diesieben07> is it a
GuiContainer?
L756[15:12:19] <gr8pefish> Yes, an
extension of one
L757[15:13:20] <diesieben07> then you can
use Minecraft#playerController.sendEnchantPacket(windowId,
buttonId) on the client, it will then call Container#enchantItem
with that buttonid on the server.
L758[15:13:30] <diesieben07> if you need
more than an ID, you need your own packet
L759[15:13:43] <diesieben07> (but you
shouldn't really, don't let the client decide the actual
data)
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L761[15:20:02] <gr8pefish> diesieben07:
thanks, I am trying to figure out how to use that. If I had to send
over an ItemStack would I have to use a custom packet?
L762[15:20:08] <cad435> diesieben07: the
xSize from the GuiContainer, right?
L763[15:20:34] <diesieben07> gr8pefish:
don't send an entire ItemStack, as I said, don't let the client
decide.
L764[15:20:52] <diesieben07> yes cad
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L766[15:22:53] <gr8pefish> diesieben07:
Sorry, I guess I am confused. If someone clicked an itemstack
stackX in a slot and then I had to tell the server that stackX
needs to be saved in NBT, how else could it be done except by
sending over the stack to save?
L767[15:23:15] <diesieben07> send the ID
of the slot being clicked.
L768[15:23:51] <diesieben07> and... why do
you even need to do that? sounds like you are doing something
overly complicated
L769[15:24:43] <pixlepix> Keep in mind,
the container is synced by vanilla
L770[15:24:50] <diesieben07> yep.
L771[15:25:28] <pixlepix> You don’t need
any sort of custom packet methods, just a
container/iinventory
L772[15:26:46] <gr8pefish> Yeah, my issue
is the result of me trying to do something overly complicated. I
wanted to see how feasable it would be to have a row of 9 slots act
like 18 slots with arrows on either end to scroll through the
slots.
L773[15:27:26] <gr8pefish> pixelpix: I do
have a container/IInventory, but perhaps I made an error in their
implementation. I will double check it.
L774[15:27:27] <diesieben07> do that
entirely client side
L775[15:27:29] <diesieben07> make 18
slots
L776[15:27:31] <diesieben07> and move them
around
L777[15:28:02] <diesieben07> well, nto
entirely client side. you'll have to sned packets to also move them
on the server.
L778[15:28:09] <diesieben07> but
basically, just make normal slots and move them around.
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L780[15:28:44] <gr8pefish> I have it
mostly client side. My plan was to have 9 slots in the inventory,
and then have an int startPosition so I know what slot to start
from (1-18).
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L782[15:29:09] <diesieben07> yeah
no...
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L784[15:29:18] <diesieben07> if you have
18 accessible slots, you need 18 slots in the inv.
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L786[15:29:25] <diesieben07> and 18 Slot
objects
L787[15:29:28] <pixlepix> Uh, I had
something like that gr8pefish
L788[15:29:31] <pixlepix> A scrollable
inventory
L789[15:29:36] <pixlepix> I’ll dig up my
code
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L791[15:29:57] <gr8pefish> Yeah, sorry, I
was just experimenting over my head
L792[15:30:00] <Kruptein> is there some
sort of list with differences between 1.7.10 and 1.8 ?
L793[15:30:05] <gr8pefish> pixlepix: thank
you
L794[15:30:11] <Kruptein> im looking at
the forge 11.14.0 message
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L796[15:30:26] <Kruptein> and there are
some mentions about a new model system and BlockPos
L797[15:30:35] <pixlepix> Hmm
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L799[15:30:44] <pixlepix> Don’t think this
will be helpful, on second though
L800[15:31:00] <pixlepix> I use another
level of abstraction instead of the normal container code, which
you wouldn’t need
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L803[15:35:20] <gr8pefish> pixlepix:
Thanks. Does the slotCoordinator do anything special?
L804[15:35:30] <pixlepix> Yep,
plenty
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L806[15:35:37] <pixlepix> As I said, this
is barely going to be useful
L807[15:35:44] <pixlepix> I don’t store
actual itemstacks
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L810[15:37:01] <gr8pefish> Yeah I am not
getting a ton from it. Thanks anyway though.
L811[15:38:13] <diesieben07> what you
wanna do: first assume everything is visible.
L812[15:38:25] <diesieben07> then move the
Slots up and down and hide them as necessary
L813[15:38:43] <diesieben07> with
xDisplayPosition and yDisplayPosition
L814[15:38:55] <diesieben07> if you set
those to like... -999 the slot is invisible
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L816[15:39:22] <gr8pefish> oh, thanks, I
did not know that and I didn't see a hideSlot method so I didn't
think that was possible.
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L818[15:39:47] <diesieben07> its not
really gonna be invisible, just off screen :D
L819[15:40:41] <gr8pefish> Haha true. So
the overall way of going about it would be just display the slots
you want and then "move" the slots around to show the
correct ones when the player scrolls?
L820[15:41:04] <diesieben07>
exactly.
L821[15:41:46] <gr8pefish> Alright, thanks
for your help! I was going about it in a completely different way,
but this method makes a lot more sense now.
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L840[16:06:19] <AbrarSyed> Ordinastie,
arround?
L841[16:06:26] <Ordinastie> yep
L842[16:06:32] <AbrarSyed> you got my PM
yesterday?
L843[16:07:23] <Ordinastie> yep, but
remind me
L847[16:11:55] <Ordinastie> I'm tryin to
underderstand how it could overflow for the issue 169 first
L848[16:12:22] <Ordinastie> oh, in case
you make a loop with the blocks ?
L849[16:12:48] <AbrarSyed> im guessing
that reis minimap uses some kind of fake IBlockAccess that makes
stuff 2d and ignores Y value or something
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L851[16:12:55] <tterrag> Ordinastie: at
some point today I'm going to attempt to implement something akin
to your DDBIcon...don't go anywhere
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L854[16:14:20] <Ordinastie> I always had
problem with reis minimap, always get issue with icons because of
it :/
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L856[16:15:04] <Ordinastie> but tweaking
with the icon should not affect the light
L857[16:15:39] <AbrarSyed> yeah I have no
idea why there is a lighting bug.. also when you kouse over, waila
gives a different icon for both of them... idk why
L858[16:15:48] <AbrarSyed> (both the top
and bottom that is)
L859[16:16:47] <Ordinastie> breakpoints
should give it away for that
L860[16:17:23] <Ordinastie> or maybe no,
getIcon is called each frame anyway because of TE :/
L861[16:17:33] ⇦
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L862[16:17:35] <AbrarSyed> exactly.. im
stumped..
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L864[16:19:34] <Ordinastie> I would need
to debug myself I think
L865[16:20:35] <Mraof> The first step in
debugging yourself is searchign for ticks if you've been
camping
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L871[16:24:59] *
AbrarSyed politely requests that Ordinastie clone SRM and
debug
L872[16:25:42] <Ordinastie> I'll do that,
as soon as my episode is finished ^^
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L880[16:43:23] <Black_Ace21> if I wanted
to pull from a PlayerEvent.ItemPickupEvent in 1.7.10 forge, the
amount of the items being picked up, how might I go about doing so?
I attempted to convert it to ItemStack but it seems to simply
construct an ItemStack object instead of making a direct conversion
because when I try to pull the ItemStack amount it says its 0,
thanks in advance
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L883[16:50:06] <fry> AbrarSyed: What the
fuck:
cw.visitInnerClass("net/minecraft/command/CommandResultStats$Type",
"net/minecraft/command/CommandResultStats",
"Type", ACC_PUBLIC + ACC_STATIC + ACC_SYNCHRONIZED +
ACC_ENUM);
L884[16:50:12] <fry>
ACC_SYNCHRONIZED
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L886[16:50:38] <AbrarSyed> wat?
L887[16:50:43] <diesieben07> should be
ACC_SUPER
L888[16:50:45] <diesieben07> it's the same
value
L889[16:50:58] <diesieben07> but ASM adds
that automatically iirc
L890[16:51:05] <fry> diesieben07: neither
is allowed here
L891[16:51:16] <diesieben07> ACC_SUPER is
allowed on classes
L892[16:51:20] <fry> nothing with value
0032 is allowed here
L893[16:51:26] <diesieben07> it changes on
super.() calls work
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L895[16:51:37] <diesieben07> yes, it
is...
L896[16:51:41] <diesieben07> ACC_SUPER is
for classes.
L897[16:51:46] <fry> JVMS 4.7.6-A
L898[16:51:52] <Lex_> what?
L899[16:52:01] <Lex_> Fuck you breaking
now?
L900[16:52:04] <fry> "Nested class
access and property flags"
L901[16:52:10] <killjoy> Shouldn't you |
modifiers together?
L902[16:52:16] <diesieben07> comes down to
the same thing
L903[16:52:17] <Lex_> also dnt do +
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L905[16:52:34] *
fry is trying to debug weird compilation bug
L906[16:52:46] <Lex_> which one and why
are you using asm?
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L909[16:53:29] <fry> ASMifier to inspect
"strange" forge/vanilla bytecode and one generated by
javac for the same class hierarchy
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L912[16:53:58] <fry> And I notice bizarre
flag in inner class attribute
L913[16:54:12] <diesieben07> huh i wonder
why thats not ok on inner classes
L914[16:54:19] <diesieben07> oh.
L915[16:54:24] *
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L921[16:57:23] <fry> (ignore the leftover
constructor code, I'm alomst sure that's not the cause of the
issue)
L922[16:57:27] <Ordinastie> question, how
do I update a forked repo ?
L923[16:57:36] <fry> git pull
L924[16:57:36] <Ordinastie> I mean pull
the latest from the original
L925[16:58:10] <fry> git add upstream
https://asdasd; git fetch upstream; git checkout
master; git merger upstream/master
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L927[16:58:15] <fry> or smth like that
:P
L928[16:58:21] <AbrarSyed> yeah.. set an
upstream and ull from there
L929[16:58:27] <AbrarSyed> actyually I do
it like this
L930[16:58:30] <Ordinastie> ok, I'll just
delete it a reforke
L931[16:58:38] <AbrarSyed> git remote add
upstream pathToOtherGit
L932[16:58:42] <AbrarSyed> git pull
upstream
L933[16:58:45] <AbrarSyed> git push origin
mater
L934[16:59:00] <AbrarSyed> and with my
way.. its really easy to contunally pull from the upstream
L935[16:59:02] <Lex_> what is the issue
itself
L937[17:00:06] <fry> (scala compiler
expects broken type)
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L939[17:01:10] <Lex_> ...
L940[17:01:35] <Lex_> and what generates
that code its linking against?
L941[17:02:09] <fry> FG I assume
L942[17:02:21] <Lex_> on our end
L943[17:02:48] <fry> What inserts inner
class signatures?
L944[17:03:58] <Lex_> this isnt a inner
class it's a concatinated class...
L945[17:04:51] <fry> nested static class,
whatever
L946[17:05:12] <fry> attribute is called
InnerClasses in bytecode :P
L947[17:05:15]
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L950[17:05:32] ***
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L951[17:05:34] <Lex_>
net.minecraft.client.renderer.block.model.net.minecraft.client.renderer.block.model.
L952[17:05:34] <Lex_>
itemRenderer.renderItem(Minecraft.getMinecraft.thePlayer, stack,
ItemCameraTransforms.TransformType.NONE)
L953[17:05:46] <Lex_> some reason it's
adding the vanilla class name
L954[17:06:12] <Lex_> do you have the
bytecode for that function its trying to call?
L955[17:06:20]
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L956[17:06:24] <Drullkus> Uh
L957[17:06:28] <Drullkus> Sorry to ask,
have you checked imports?
L958[17:06:30] <Drullkus> :S
L959[17:06:33] *
Drullkus braces for kick
L960[17:06:43] <orthoplex64> What would be
the best way to find the org.bukkit.entity.Player that corresponds
to a given net.minecraft.entity.player.EntityPlayerMP?
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L962[17:07:00] <fry> Lex: I.foo in the
gist
L963[17:07:11] <fry> (A, E and I in my
gist are actually stripped down and renamed
net/minecraft/command/CommandResultStats,
net/minecraft/command/CommandResultStats$Type and
net/minecraft/command/ICommandSender)
L964[17:07:14] <diesieben07> orthoplex64:
use the bukkit methods? why do you care about the bukkit player at
all?
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L966[17:07:27] <fry> (the error happens
with them too)
L967[17:07:39] <Lex_> oh wait
L968[17:07:41] <Lex_> this is cala
L969[17:07:46] <Lex_> i remember running
into this crap before
L970[17:07:52] <orthoplex64> use which
bukkit methods and pass what to them? diesieben07: I need it to
check for grief with bukkit plugins
L971[17:07:53] <Lex_> scala is
retarded
L972[17:08:00] <Ordinastie> AbrarSyed,
could change something in your build.gradle so it doesn't crash
when not finding the property ?
L973[17:08:10] <Ordinastie> forgeMavenPass
property
L974[17:08:18] *
fry thought you'd say that
L975[17:08:31] <diesieben07> orthoplex64:
basically, if you want to use bukkit, make a bukkit plugin. if you
want to make a forge mod use the forge methods. don't mix and
match
L976[17:08:41] <orthoplex64> but I have
to, in this case
L977[17:08:42] <fry> But nobody else is
running into this problem, so I assume out bytecode is somehow
unique
L978[17:08:53] <Lex_> trying to remember
what i had to do ti fix it
L979[17:08:53] <fry> And so far I'm not
wrong :P
L980[17:09:05] <Lex_> no our bytecode isnt
unique
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L983[17:09:15] <Lex_> its one of the
accessors IIRC
L984[17:09:38] <fry> So, why the hell does
it have ACC_SYNCHRONIZED in the inner class attribute?
L985[17:10:06] <diesieben07> orthoplex64:
what do you mean "check for grief"? anyways, use the
normal Bukkit API to get a Player by UUID or something like that.
the direct conversion would be interacting with non-public API from
bukkit, which will break
L986[17:10:11] <AbrarSyed> Ordinastie,
pushed.
L987[17:10:13] <Lex_> as stated above its
not sync when on the class
L988[17:10:19] <Lex_> its the same number
but means something else
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L990[17:10:33] <diesieben07> its not the
class though.
L991[17:10:39] <diesieben07> its the
innerClass attribute on the containing class
L992[17:10:39] <fry> JVM spec doesn't
allow anything with value 32 in there
L994[17:10:54] <Drullkus> Lol
L995[17:10:56] <Drullkus> Scala
L996[17:11:02] <Lex_> ya, something
odd
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L999[17:11:11] <Drullkus> It's like java
except the instruction manual is written in gibberish
L1000[17:11:14] <Drullkus> What fry
D:
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L1002[17:11:51] <AbrarSyed> Ordinastie,
uh.. force pull.. made a typo and force-pushed to fix it
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L1004[17:12:13] <Ordinastie> already
commented locally and setup so it's for the next time mostly
:p
L1005[17:12:15] *
fry will now check if that flag is actually what's causing the
error
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L1007[17:14:56] <Ordinastie> ok, setup
all done, need to afk a while and then time to debug :p
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L1010[17:15:33] <diesieben07> "need
to afk"... now thats a new one :D
L1011[17:15:51] <orthoplex64>
diesieben07: when I tried to look for a uuid in EntityPlayerMP, all
I could find was the uuid for entities in general, not the mojang
uuid
L1012[17:16:10] <diesieben07> those are
identical for players.
L1013[17:16:13] <nekosune> orthoplex64:
look at the constructor for EntityPlayer
L1014[17:16:20] <nekosune> it sets the
entity UUID to the nojang UUID
L1015[17:16:27] <nekosune> though be
careful of offline mode, it isnt the same then
L1016[17:16:34] <orthoplex64> ohh that
explains so much
L1018[17:16:57] <orthoplex64> so even
though the uuid is declared in Entity, for players it's the mojang
uuid?
L1019[17:17:06] <diesieben07> if you want
to be safe, use getGameProfile().
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L1021[17:17:08] <nekosune> yeah
L1022[17:17:15] <Lex_> 'Hey lets tell
minecraft im rendering shit, but SYKE IM NOT
LOLOLOLOLOLOLOLOLOL'
L1023[17:17:17] <nekosune> diesieben07:
that still shows the wrong offline UUID
L1024[17:17:22] <Lex_> what I imagine the
modders are doing ---^
L1025[17:17:30] <diesieben07> idk about
offline
L1026[17:17:32] <diesieben07> offline is
weird
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L1028[17:17:48] <nekosune> yeah
>.>
L1029[17:18:07] *
fry was trying to read it, but fever interfeared :/
L1031[17:18:18]
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L1032[17:18:27] <fry> Digging through
bytecode is somehow easier on the head :P
L1033[17:18:49] <nekosune> under 90-95%
of circumstances, it returns online UUID
L1034[17:19:03] <Lex_> hehe
L1035[17:19:33] <Lex_> seems you have a
simple test, should be easy to isolate if its a access error
L1036[17:19:53] <orthoplex64> nekosune:
would the other 10-5 percent be when the server is in offline mode?
or are there circumstances under which the server can be online but
the uuid can not be mojang's?
L1037[17:20:13] <fry> And it looks like
it's not
L1038[17:20:18] <nekosune> no
L1039[17:20:22] <diesieben07> if the
server is offline... there's nothing with Mojang going on
L1040[17:20:27] <fry> Narrowing it down
further :/
L1041[17:20:30] <nekosune> orthoplex64:
the other 10-5 will be if the plater has only ever logged in in
offline mode
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L1043[17:20:40] <diesieben07> offline
means singleplayer offline
L1044[17:20:45] <fry> (At least not
simply removing ACC_SYNCHRONIZED)
L1045[17:20:49] <orthoplex64> oh ok. yeah
I'm talking about players who are currently on the server
L1046[17:20:52] <nekosune> this will
though return online uuid, if the player is usually online, then is
later in offline mode
L1047[17:21:11] <diesieben07> if the
player was never online.. something fishy is going on
L1048[17:21:16] <diesieben07> because the
launcher doesn't let you do that.
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L1050[17:21:33] <nekosune> yeah I know,
though i suppose could stop minecraft modload
L1051[17:21:38] <nekosune> before the
UsernameCache has chance to savr
L1052[17:21:40] <nekosune> save*
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L1054[17:21:50] <nekosune> also you COULD
have never gone to that paticular server before
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L1056[17:21:51] <nekosune>
serverside
L1057[17:21:58] <diesieben07> server is
always online
L1058[17:22:01] <nekosune> no
L1059[17:22:02] <diesieben07> if it's
not... thats also bad
L1060[17:22:04] <nekosune> you can turn
it offline mode
L1061[17:22:07] <nekosune> and there is a
LOT of them
L1062[17:22:07] <diesieben07>
offline-mode is bad
L1063[17:22:15] <nekosune> dosnt mean we
shouldnt support it when can
L1064[17:22:20] <diesieben07> those are
usually for cracked, and cracked can go diaf
L1065[17:22:46] <nekosune> if that was
the case why is mojang still having it in configs?
L1066[17:22:57] <nekosune> It is also v
usefull when auth servers down
L1067[17:23:00] <nekosune> as has been a
few times
L1068[17:23:09] <diesieben07> true, but
thats temporary
L1069[17:23:14] <nekosune> yeah
L1070[17:23:22] <nekosune> but people
talk about the mods that break during that temporary
L1071[17:23:26] <diesieben07> and it's
still bad
L1072[17:23:35] <diesieben07> because
then there's no UUID consitency
L1073[17:23:46] <nekosune> it does have a
UUID linked to name
L1074[17:24:00] <nekosune> made from the
string "OfflinePlayer: username"
L1075[17:24:15] <diesieben07> yes
L1076[17:24:17] <nekosune> though mojang
couldnt even implment that right
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L1078[17:24:25] <nekosune> in vanilla
minecraft? the server sets the UUID to that
L1079[17:24:27] <nekosune> the client
doesnt
L1080[17:24:32] <diesieben07> but will
that UUID be replaced propelry when things are online again?
L1081[17:24:44] <nekosune> replaced
properly where? in the cache, from what I can see yes
L1082[17:24:53] <nekosune> in fileS? no
but then thats why this code exists
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L1084[17:25:00] <nekosune> it grabs the
online UUID in offline modr
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L1086[17:25:04] <nekosune> apart from the
rare cases
L1087[17:25:06] <diesieben07> i mean...
minecraft uses the UUId all over the place
L1088[17:25:12] <diesieben07> for
tracking owners of entities, etc.
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L1090[17:25:23] <nekosune> yeah it does
seem to handle offline mode well
L1091[17:25:31] <diesieben07> thats what
i mean... its bad when the UUID changes.
L1092[17:25:31] <nekosune> mostly because
it has its own cache of name to online UUID
L1093[17:25:40] <nekosune> minecraft has
its own cache of name to online UUID
L1094[17:25:47] <diesieben07> because...
well it should be unique
L1095[17:25:47] <nekosune> but it is
serverside only
L1096[17:26:06] <nekosune> yes it should,
but thanks to mojang, it is not
L1097[17:26:25] <nekosune> we can either
complain its not unique so ignore it, or use the available
workaround that catches most circumstances
L1098[17:26:40] <nekosune> I do agree it
should be inuque, and it not being is a problem
L1099[17:26:55] <nekosune> I just dont
see the reason to hence ignore the problem,
L1100[17:26:58] <diesieben07> well, you
can avoid it by staying on online mode
L1101[17:27:25] <nekosune> so basically
deciding as the moddrr how the servers using the mod should
act
L1102[17:27:36] <nekosune> even during
times when it is either, go in offline mode or not go at all
L1103[17:28:07] <nekosune> and again,
what about players singleplayer who temprarily dont have access to
internet
L1104[17:28:15] <nekosune> a much more
common scenario then auth servers doen
L1105[17:28:17] <nekosune> down
L1106[17:28:25] <nekosune> again that
response is, "oh they hysr cant use this mod during that
time"
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L1108[17:28:31] <nekosune> just*
L1109[17:28:40] <nekosune> stupid fingers
rested on wrong keys a second :)
L1110[17:28:42] <diesieben07> temporarily
is ok... isn't it? as long as the session in the launcher is valid
you will have the correct UUID... right?
L1111[17:28:47] <nekosune> nope
L1112[17:28:51] <diesieben07> wat
L1113[17:28:55] <nekosune> offline mode
it is OfflinePlayer: playername
L1114[17:28:55] <diesieben07> why on
earth not
L1115[17:28:57] <nekosune> no matter
what
L1116[17:28:58] <nekosune> I know
L1117[17:29:02] <nekosune> thats the
problem I am talking about
L1118[17:29:07] <nekosune> and why
workarounds like this are needed
L1119[17:29:09] <diesieben07> like... how
does that even work properly
L1120[17:29:23] <diesieben07> like... dog
ownership must break with that
L1121[17:29:26] <diesieben07> it uses
UUID...
L1122[17:29:26] <nekosune> because for
singleplayer worlds everything assumes the single player
still
L1123[17:29:41] <nekosune> lemem load my
ide to check :)
L1124[17:29:45] <nekosune> how theu
deal
L1125[17:29:50] <nekosune> but I can show
you the revelent code :D
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L1128[17:31:36] <diesieben07> yeah,
wolves definitely use UUID
L1129[17:31:51] <diesieben07> so ... if
you tame a wolf online, then go offline, it's no longer
yours?!
L1130[17:31:56] <diesieben07> what the
actual fuck.
L1131[17:32:00] <fry> And the issue is
the lack of innerclass attribute in I. WTF
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L1134[17:32:57] <nekosune> I know, just
checking if they use any of the cache stuff
L1135[17:33:12] <diesieben07> nope, they
just store the UUID as a string in NBT
L1136[17:33:21] <nekosune> and when they
check it?
L1137[17:33:30] <nekosune> do they just
use .getId bare?
L1138[17:34:10] <diesieben07> Yep
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L1141[17:34:40] <diesieben07> did that
get through? i got d/c'd
L1142[17:36:41] <nekosune> wow
L1143[17:36:52] <nekosune> got to check
this in launchr now just to double check
L1144[17:37:15] <nekosune> but from what
I remember at least, from when I was playing with ownership and
using UUIDs
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L1147[17:38:13] <nekosune> Any idea how
to force offline mode on launcher without disconnecting me?
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L1150[17:39:42] <diesieben07> disconnect
your internet :P
L1151[17:39:47] <diesieben07> or run it
in a sandbox
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L1154[17:41:14] <fry> Lex: "Every
CONSTANT_Class_info entry in the constant_pool table which
represents a class or interface C that is not a package member must
have exactly one corresponding entry in the classes array."
"The members of a package are its subpackages and all the top
level class types (§7.6, §8 (Classes)) and top level interface
types (§9 (Interfaces)) declared in all the compilation units
L1155[17:41:16] <fry> (§7.3) of the
package."
L1156[17:41:20] <nekosune> testing on 1.8
to be fair
L1157[17:41:27] <diesieben07> yeah
L1158[17:41:46] <fry> The issue is caused
by not all classes providing this required innerclass
attribute
L1159[17:41:57] <Kruptein> im updating a
mod to 1.8, and I cant seem to find ItemBlockWithMetaData
L1160[17:42:07] <fry> (So, It's a forge
issue, and not a scalac one)
L1161[17:42:11] <diesieben07> from
digging through the code, what happens is: the client sends it's
Name + UUID, then the server contacts mojang's servers with the
name only to get the actual UUID
L1162[17:42:13] <Kruptein> it used to be
in net.minecraft.item
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L1167[17:45:12] <fry> So, where's the
code that generates inner class info, so I can try to fix it?
:P
L1168[17:45:57] <nekosune> and in offline
mode, the server dosnt care and uses a Function in
EntityPlayer
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L1170[17:46:50] <orthoplex64> but even on
offline mode, is it safe to assume that the entityplayermp's uuid
is the same as that of the corresponding bukkit player?
L1171[17:47:00] <diesieben07> yes,
probably
L1172[17:47:03] <nekosune> I dont think
it is explicitly said
L1173[17:47:06] <diesieben07> the bukkit
player is just a wrapper
L1174[17:47:15] <diesieben07> that whole
system is a mess
L1175[17:47:25] <diesieben07> because it
should never ever ever assign two UUIDs to the same player
L1176[17:47:28] <nekosune> diesieben07:
lookup function func_146094_a
L1177[17:47:31] <orthoplex64> I hope
sponge won't be a mess
L1178[17:47:33] <Cazzar> bukkit is a mess
really...
L1179[17:47:36] <diesieben07> !gm
func_146094_a
L1180[17:47:40]
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L1182[17:47:48] <diesieben07> yes, i
looked at that nekosune
L1183[17:47:50] <diesieben07> its
horrible
L1184[17:47:51] <Lex_> fry explain?
L1185[17:48:53] <fry> It works fine if
there's no innerclass attributes, it works fine if all 3 classes
have them
L1186[17:49:11] <Lex_> and why are we not
adding all of them?
L1187[17:49:20] <fry> I have no
idea
L1188[17:49:23] <Lex_> this is compiled
code we dont inject anything
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L1190[17:49:35] <fry> I guess cause I has
nothing to do with A or E
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L1193[17:50:15] <nekosune> diesieben07:
its better thrn vanilla >.> it was only called server side in
vanilla
L1194[17:50:19] <shadekiller666>
hello
L1195[17:50:22] <Lex_> what classes are
missing in forge?
L1196[17:50:24] <nekosune> so vanilla,
server would get an offline UUID, client? null
L1197[17:50:27] <Lex_> in the lists
L1198[17:50:31] <fry> This bytecode is
from setupDevWorkspace, which doesn't come from compiling
afaik
L1199[17:50:35] <diesieben07> its not
better at all
L1200[17:50:37] <shadekiller666> fry,
sorry ive been gone, school started up again :p
L1201[17:50:43] <fry> what lists?
:P
L1202[17:50:49] <Lex_> dev works
fine
L1203[17:50:53] <Lex_> it injects
everything
L1204[17:50:58] <Lex_> which inner
classes are missing
L1205[17:51:00] <nekosune> diesieben07:
its consistant through server/client, then it used to be, even if
it is stupid still
L1206[17:51:04] <diesieben07> I'd
honestly rather have no uuid so i KNOW we are offline instaed of
some random thing that gives me nothing because its not actually
unique or related to the player.
L1207[17:51:06] <nekosune> it is
consistantly stupid
L1208[17:51:14] <fry> not inner classes,
inner class attributes in some other classes
L1209[17:51:18]
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L1211[17:51:18] <nekosune> can do an
offline check still
L1212[17:51:23] <Lex_> yes
L1213[17:51:24] <diesieben07> yeah its
still bs
L1214[17:51:24] <Lex_> thats
L1215[17:51:25] <Lex_> what
L1216[17:51:25] <Lex_> im
L1217[17:51:26] <Lex_> fucking
L1218[17:51:28] <Lex_> asking
L1219[17:51:31] <Lex_> WHICH ONES ARE
MISSING
L1220[17:51:36] <fry> 1 sec
L1221[17:51:40] <Lex_> IF THEY ARE ONES
IN CLASSSES WE COMPILE THEN THER IS A ISSUE
L1222[17:52:39] <fry>
"net/minecraft/command/CommandResultStats$Type is inner in
net/minecraft/command/CommandResultStats" is not present in
net/minecraft/command/ICommandSender
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L1225[17:53:18] <Lex_> of corse it
wouldnt be present in ICommandSender
L1226[17:53:23] <Lex_> its not a subclass
of ICommandSender
L1227[17:53:28]
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L1228[17:53:31] <fry> It should be,
according to JVMS
L1229[17:53:46] <Lex_> um no hte jvms is
wrong
L1230[17:53:51] <fry> wat
L1231[17:53:53] <Lex_> or you're
misinterpreting it
L1232[17:53:57] <fry> javac generates
it
L1233[17:54:00] <portablejim> What is the
proper way to have an entity/mob with a spawn egg? Is it to use
registerModEntity and then extend ItemMonsterPlacer?
L1234[17:54:04] <Lex_> that would require
recompiling every class in a library
L1235[17:54:08] <Lex_> when you link
against it
L1236[17:54:09] <AbrarSyed> so we didnt
correctly rebuild the inner class map?
L1237[17:54:23]
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L1238[17:54:36] <fry> If you refactor A$E
to A.E - I assume it should
L1239[17:54:38] <diesieben07>
portablejim: you don't need to extend it really. but yes, making
your own item is a good idea, as global IDs are limited.
L1240[17:54:47] <Ordinastie> back, time
to debug :)
L1241[17:55:01] <fry> AbrarSyed: that's
my view of the situation
L1242[17:55:03] <Lex_> let me get this
straight
L1243[17:55:07] <Lex_> you are
saying
L1245[17:55:29] <Lex_> that we need to
add CommandResultStats$Type as a innerclass attribute to
ICommandSender...
L1246[17:55:36] <AbrarSyed> Ordinastie,
yes exactly
L1247[17:55:40] <Ordinastie> ok
L1248[17:55:40] <fry> Yes
L1249[17:55:44]
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L1250[17:55:48] <Lex_> That is
insane
L1251[17:56:00] <fry> That's what javac
does
L1252[17:56:09] <portablejim>
diesieben07, what is needed then? (I am fixing a mod using
registerGlobalEntityID and crashing with ids > 128)
L1253[17:56:15] <fry> and that's what
JVMS says there should be
L1254[17:56:18] <Lex_> no it doesnt let
me pull up the class
L1255[17:56:28] <Lex_> iuf what you say
is true
L1256[17:56:35] <Lex_> every time I have
a inner class
L1257[17:56:40] <diesieben07>
portablejim: make an Item that spawns the entity (like any other
Item) and use registerModEntity
L1258[17:56:43] <Lex_> I would have to
edit Object.class
L1259[17:56:59] <orthoplex64> lol
L1260[17:57:06] <fry> Object.class
doesn't refer to YourInnerClass in it's constant pool
L1261[17:57:22] <fry> ICommandSender does
refer to CommandResultStats$Type though
L1262[17:57:41]
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L1263[17:57:46] <AbrarSyed> honestly.. im
trying to figure out why the scalac cares about soem classes inner
class....
L1264[17:58:42] <fry> One part of the
compiler interprets A$E and A.E, other as A$E
L1267[17:59:31] <Lex_> i see nothing
there
L1268[18:01:14] <AbrarSyed> I think thats
the point lex... it seems that they want us to rebuild the inner
class map for the dev workspace as we do for the
DecompWorkspace..
L1269[18:01:21] <AbrarSyed> because scala
is a derp
L1270[18:01:36] <Lex_> humm nvm
L1271[18:01:42] <Lex_> it is there
L1272[18:01:45] <Lex_> whgat the
fuck...
L1273[18:01:55] <Lex_> {was looking at
the wrong class}
L1274[18:02:01] <fry> Lex: it's also
there for me in my eclipse :P
L1275[18:02:07] *
fry was double-checking :P
L1276[18:02:27] <AbrarSyed> except scalac
cant see it?? even though its there?? wth
L1277[18:02:28] <Kobata> The spec does
say that you need an InnerClasses atrribute for any class the
refers to an inner class, not just the enclosing class
L1278[18:02:30] <Lex_> so
L1279[18:02:35] <Lex_> whast classes are
we missing
L1280[18:02:40] <Lex_> thats causing the
scala issues
L1281[18:03:14] <fry> not classes,
innerclass attributes
L1282[18:03:24] <Lex_> sonsidering we are
not asming anything we are patching and that includes all
attributes
L1283[18:04:10] <fry> Maybe
ICommandSender isn't patched, and CommandResultStats is?
L1284[18:04:27] <fry> And innerclass data
is included in CommandResultStats's binary patch
L1285[18:05:09] <Lex_> nope
L1286[18:05:15] <Lex_> we dont touch
either acording to my workspace
L1287[18:05:31] <fry> Something must be
adding innerclass attribute
L1288[18:05:44] <fry> cause it's not
there in obf jar, as far as I can see
L1289[18:06:19] <Lex_> the exceptor adds
internal classes for parent<->child relationships
L1290[18:06:47] <fry> That's probably
what's causing the issue then
L1292[18:07:18] <Lex_> stupid shit is
stupid
L1293[18:07:23] <fry> If you add
"A$B is inner" anywhere, you have to add it everywhere
A$B is referneced
L1294[18:07:29] <Lex_> i like how scala
is the one to bitch
L1295[18:07:31] <Lex_> java isnt
L1296[18:07:32] <Genuine> If I read the
word compound one more time I might have a stroke.
L1297[18:07:46] <Lex_> basiclaly we need
to add a second pass to the inner class adding
L1298[18:07:54] <fry> Nothing is stopping
java or any IDE out there from randomly breaking because of this at
some point :P
L1299[18:07:56] <Lex_> that just reads
ALL bytecode
L1300[18:08:01] <Lex_> and adds in any
references
L1301[18:08:16] <fry> Yup, should be a
simple fix
L1302[18:08:48] <AbrarSyed> can we cheat
and remove all the inner class attributes from the CI and dev
workspace jars?
L1303[18:08:59] <AbrarSyed> instead of
trying to find and add them?
L1304[18:09:10] <fry> Then you'll
probably have the code that imports A.E break
L1305[18:09:17] <fry> (Cause it'll be
A$E)
L1306[18:09:32] <AbrarSyed> hmm
L1307[18:09:36] <shadekiller666> what is
going on? something borked with dev environments or
something?
L1308[18:09:46] <fry> yes :P
L1309[18:09:56] <AbrarSyed> its not the
dev environment.. its the CI environment
L1310[18:09:59] <fry> (With scala only it
seems though)
L1311[18:10:05] *
AbrarSyed thinks a gradne total of 2 people use the dev
environment
L1312[18:10:07] <fry> AbrarSyed: dev too,
I think
L1313[18:10:23] <fry> Well, yeah, doesn't
mean it's not broken :P
L1314[18:10:31] <Kobata> Dev is just CI +
resources anyway
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L1316[18:12:36] <Lex_> we shouldnt break
anything
L1317[18:12:48] <Lex_> because in
bytecode A.E IS A$E
L1318[18:12:57] ***
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L1319[18:12:59] <Lex_> A.E should never
exist in bytecode
L1320[18:13:37] <fry> But the source code
that tries to compile agains that bytecode relies on innerclass
attribute to use A.E in it's source
L1321[18:13:54] <fry> (Which also
explains why the attribute is needed in every referencing
class)
L1323[18:14:21] <Lex_> that doesnt make
sense
L1324[18:14:25] <fry> You compile D.java
against A$E.class
L1325[18:14:40] <fry> and do "import
A.E" in D.java
L1326[18:14:52] <fry> You can't do that
if there's no innerclass attribute
L1327[18:14:57] <fry> (from what I
know)
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L1329[18:15:13] <Lex_> yes
L1330[18:15:16] <Lex_> but at the
bytecode level
L1331[18:15:20] <Lex_> that means
absolutly nothing
L1332[18:15:29] <fry> yes
L1333[18:15:34] <Lex_> it needs A$E in
the attribute
L1334[18:15:46] <fry> but the problem is
not running the bytecode, it's compiling against it
L1335[18:15:55] <Lex_> I KNOW
L1336[18:16:01] <Lex_> running and
compiling means nothing
L1337[18:16:07] <Lex_> they are the same
thing bytecode is bytecode
L1338[18:16:13] <Lex_> thats the entire
point of java
L1339[18:16:26] <Lex_> so we need to add
a second pass to MCinjectort
L1340[18:16:39] <Lex_> that ascans the
constant pool and adds a innercass atribute for everything
L1341[18:16:41] <fry> yes
L1342[18:16:47] <AbrarSyed> oh
fun..
L1343[18:17:05] <fry> Abrar was
suggesting stripping inner class info completely in setupDev
L1344[18:17:05] <Genuine> Heh.
L1345[18:17:36] <fry> Which, I think,
will break the compilation of "import A.E"
L1346[18:17:40] <Lex_> stripping doesnt
solve anything
L1347[18:17:47] <Lex_> as lo and behold
its still error!
L1348[18:18:23] <Lex_> still no fucking
idea who thought that was a good idea in the spec
L1349[18:18:29] <Lex_> there is no reson
for it to require this
L1350[18:19:08]
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L1351[18:19:12] <fry> (Again, if you have
I.class, but don't have A$E.class or A.class (other library), you
still have to be able to compile "import A.E" to use
I)
L1352[18:19:57] <Lex_> yes but you DO
have enough information to do that
L1353[18:20:09] <fry> Where from?
L1354[18:20:23] <Lex_> because imports
mean nothing
L1355[18:20:45] <fry> Even if you use
fully qualified name
L1356[18:20:51] <Lex_> but you can easily
map void m(A.E) to void m(A$E) in the bytecode
L1357[18:21:08] <fry> How will javac know
that A.E exists?
L1358[18:21:19] <Lex_> because its
referenced in I
L1359[18:21:26] <fry> (And it's not just
A$E)
L1360[18:21:38] <fry> A$E is a valid
top-level class too
L1361[18:21:55] <Lex_> shouldnt be
L1362[18:21:59] <fry> But it is
L1363[18:22:10] <gigaherz> how does the
compiler know that "A.E" exists when all you have is a
.jar in your libraries?
L1364[18:22:14] <Lex_> $ is
reserved
L1365[18:22:23] <Lex_> unless you hack
shit, its not allowed in the class
L1366[18:22:48] <gigaherz> either the
classes have metadata with the proper full name in it, or $ is
equivalent to .
L1367[18:23:12] ***
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L1368[18:23:15] <gigaherz> either way I
fail to understand the problem you are discussing ;P
L1369[18:23:18] <fry> "public class
A$E {}" compiles
L1370[18:23:26] ***
gigaherz was kicked by Lex_ (Then dont fucking jump
in))
L1371[18:23:30] <fry> $ is valid
identifier character
L1372[18:23:36] <Genuine> Heh.
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L1374[18:23:59] <fry> $ is simply not
recommended by the spec to be used in normal code
L1375[18:24:13] <Lex_> anyways the
solution is simple
L1376[18:24:22] <Lex_> fucking retarded
beyond all sense
L1377[18:24:23] <Lex_> but simple
L1378[18:24:39] <fry> But JVMS isn't
wrong in requiring this attribute :P
L1379[18:24:57] <Lex_> the fact that it
allows reserved characters in classnames
L1380[18:25:01] <Lex_> yes, yes iut is
wrong
L1381[18:27:03] <fry> "The
"Java letters" include [...] and, for historical reasons,
the ASCII underscore ( _ , or \u005f ) and dollar sign ( $ , or
\u0024 ). The $ sign should be used only in mechanically generated
source code or, rarely, to access pre-existing names on legacy
systems."
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L1386[18:32:02] <Ordinastie> ok, it's
fixed
L1387[18:32:13] <Ordinastie> 2nd issue
was the waila icon, right ?
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L1393[18:43:26] <Ordinastie> AbrarSyed,
I'm not sure, but I think the icon is a Waila issue
L1395[18:44:15]
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L1396[18:44:40] <Ordinastie>
RayTracing.class#158
L1397[18:46:59]
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L1398[18:47:10] <Giraffestock> anyone
know what happened to isPlayerOpped()?
L1399[18:49:07]
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L1400[18:51:19] <Giraffestock> also,
vec3.fakePool alternative?
L1401[18:53:54]
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L1402[18:55:09] <Geforce> Hey, was there
ever a EntityMountedEvent? I swear I saw one when I was modding a
few weeks ago, but I looked today, and there doesn't seem to be any
sort of event like that. Maybe I'm just blind. :/
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L1405[18:57:58] <AbrarSyed> Ordinastie,
It cant be waila.. it goes off f pickBlock...
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L1407[18:58:11] <AbrarSyed> gues il just
write a pick block for our thing thien...
L1408[18:58:14] <Ordinastie> not if there
is no TE for the location
L1409[18:58:31] <Ordinastie> look at the
line I said
L1410[18:59:33] <Ordinastie> that's why
it works for the bottom block, because the TE is there
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L1412[18:59:58] <Ordinastie> for the top
block, there is no TE so it does new ItemStack(block); I don't know
why
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L1414[19:00:01] <AbrarSyed> well,
overriding pickblock should still work shoudlnt it?
L1415[19:00:16] <AbrarSyed> or.. well
then.. thats lame..
L1416[19:00:53] <AbrarSyed> I cant
exactly add a waila overrider on my side if I cant verify that the
block exists...
L1417[19:00:58] <AbrarSyed> hmm
L1418[19:01:53] <Ordinastie> I don't know
the waila api but it checks for
ModuleRegistrar.instance().hasStackProviders(mouseoverBlock)
first
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L1420[19:02:04] <Ordinastie> maybe you
can manually set an itemStack for the block
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L1424[19:11:29] <Giraffestock> w/ 1.8,
are keybinds different?
L1425[19:11:40] <Giraffestock> or opening
GUIs?
L1426[19:11:42] <Giraffestock>
FMLClientHandler.instance().displayGuiScreen
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L1429[19:20:17] <lunchington> having a
little trouble with Dimensional Anchors and limiting the amount per
player. It shows ##/25 and you can go BEYOND that (they are loaded
confirmed via OPIS)
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L1466[20:27:28] <TTFTCUTS> ok, so, does
anyone know a way to get the itemstacks of the saddle and armour on
a horse?
L1467[20:28:06] <TTFTCUTS> entities are
something I haven't done much
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L1469[20:28:48] <tterrag> TTFTCUTS:
probably some random field in the datawatcher
L1470[20:28:55] <TTFTCUTS>
bleeeergh
L1471[20:29:02] <tterrag> check how the
inventory for the horse grabs the items
L1472[20:30:37] <TTFTCUTS> trying to see
if I need to exclude the saddles and armour from socketing, or
whether I can convey the effects to horses when equipped :P
L1473[20:30:50] <TTFTCUTS> the fun
discoverey for the day was that the jukebox preserves record
NBT
L1474[20:30:55] <TTFTCUTS> so I can have
socketed records for some reason
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L1476[20:31:31] <TTFTCUTS> then I had the
thought of making the socketed item affect everyone near the
jukebox
L1477[20:31:36] <TTFTCUTS> =
autobard
L1478[20:32:49]
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L1479[20:33:31] <ChJees> wat
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L1482[20:40:04] <TTFTCUTS> seems the
armour and saddle are slots 0 and 1 of the AnimalChest in the
horse, but it's private
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L1486[20:42:21] <ChJees> Should you be
surprised?
L1487[20:42:27] <TTFTCUTS> no
L1488[20:42:36] <TTFTCUTS> and honestly
I'm not
L1489[20:42:40] <TTFTCUTS> but it's still
annoying
L1490[20:42:57] <ChJees> Mojang code
:D
L1491[20:43:23] <chbachman> Says every
person who has ever looked at Mojang's Code.
L1493[20:43:47] <ChJees> An evolution of
Notch code.
L1494[20:44:05] <Genuine> Lines 113 -
132.
L1495[20:44:28] <Genuine> Of course it
SHOULD work, but it's pretty nuts.
L1496[20:45:27] <gigaherz> TTFTCUTS:
reflect on it ;P
L1497[20:45:40] <TTFTCUTS> yeah... but
it'd be every tick
L1498[20:45:47] <gigaherz>
AccessTransform it
L1499[20:45:53] <gigaherz> also one time
per tick is nothing
L1500[20:45:54] <gigaherz> ;P
L1501[20:45:59] <TTFTCUTS> making sure
there's not a better way first
L1502[20:46:00] <Genuine> Reflection
isn't that slow.
L1503[20:46:23] <gigaherz> even if you
checked EVERY single horse loaded into the world
L1504[20:46:30] <gigaherz> it wouldstill
be a negligible slowdown
L1505[20:46:36] <gigaherz> when people
say reflection is slow
L1506[20:46:40] <Genuine> Any single
reflection done 'every tick' is basically harmless.
L1507[20:46:42] <gigaherz> they mean 100
opcodes vs 10
L1508[20:46:51] <TTFTCUTS> fair
enough
L1509[20:46:57] <gigaherz> means you can
do a few million per second instead of just a few billion ;P
L1510[20:47:20]
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L1511[20:47:20] <TTFTCUTS> guess I'll do
that then
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L1513[20:47:43] <gigaherz> just make sure
to be sensible about it
L1514[20:47:56] <gigaherz> and keep the
Field reflection object cached
L1515[20:47:58] <Genuine> Just make sure
you save your Method/Field/Class as a field that way you're not
looking that up every call.
L1516[20:48:00] <gigaherz> instead of
querying it every time
L1517[20:48:01] <TTFTCUTS> can't really
cache anything about it except the field
L1518[20:48:09] <gigaherz> just the Field
instance
L1519[20:48:12] <gigaherz> that's all you
need
L1520[20:48:18] <TTFTCUTS> cool.
L1521[20:48:27] <TTFTCUTS>
HorseReflectionHelper.java here I come
L1522[20:48:29] <TTFTCUTS> :U
L1523[20:48:35] <Genuine> :3
L1524[20:48:40] <gigaherz> something like
theField.getValue(theHorse)
L1525[20:48:53] <gigaherz> I can't
remember the exact name of the method ;P
L1526[20:49:06] <Genuine> It's just
get
L1527[20:49:09] <TTFTCUTS> yeah, I've
done a bit before for modifying the height of trees
L1528[20:49:12] <gigaherz> oh ;P
L1529[20:49:19] <TTFTCUTS> made all the
trees in forests one block taller
L1530[20:49:25] <TTFTCUTS> you wouldn't
believe what a difference that makes
L1531[20:49:39] <TTFTCUTS> suddenly you
can walk through them instead of face-planting leaves all the
time
L1532[20:49:47] <Genuine> That's
nice.
L1533[20:50:17] <TTFTCUTS> I told the BoP
guys about it, and that's why all the stuff like autumn forests
have slightly taller trees :P
L1534[20:50:26] <TTFTCUTS> seasonal
even
L1535[20:50:26] <gigaherz> heh
L1536[20:50:38] <gigaherz> I started my
own tree "improvement" mod
L1537[20:50:50] <gigaherz> it's just too
annoying to get nice big trees to look right ;P
L1538[20:51:05] <gigaherz> althoguh mine
had a layer of complexity due to using a custom "branch"
block
L1540[20:51:38] <gigaherz> I had
"working" birches and oaks
L1541[20:52:17] <gigaherz> and I put it
in quotes because when the generator was meant to generate smaller
trees, it would fuck up badly XD
L1542[20:52:22] <ollieread> Bitches and
hoes
L1543[20:52:24] <gigaherz> as you can see
with the two blobs in the front
L1544[20:52:31] <ollieread> I actually
meant to write birches, but w/e
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L1546[20:53:39] <gigaherz> took me a
while to get the generation to be decent
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L1549[20:54:37] <gigaherz> the next step
would have been to add spruce, jungle, acacia, and dark oak
L1550[20:54:50] <gigaherz> but the dark
oak specially, adds challenges
L1551[20:55:26] <gigaherz> mybranch block
is only designed for widths between 1/8th and 8/8ths of a block,
can't handle trunks > 1 block ;P
L1552[20:56:49] <Genuine> Yeah, so this
pattern of decoupling is pretty sweet. It allows the API interface
to serialize to NBT then get deserialized using the exact same
class it was created with on the library side; allowing the users
of the API to never need access to the library and the library
doesn't need access to the custom implementations directly.
L1553[20:56:54] <Genuine> Sexy
sexy.
L1554[20:56:59] <Genuine> Never done that
before.
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L1556[20:57:21] <gigaherz> hm?
L1557[20:58:07] <Genuine> That pastebin I
posted a couple minutes ago.
L1558[20:58:27] <Genuine> Obviously a
stipped down test version.
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L1560[21:00:45] <ChJees> ollieread:
Breeches and hoes work too, but it is kinda fishy.
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L1562[21:03:04] <ollieread> Branches and
hoes
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L1566[21:07:51] <Lex_> grr fuck you
maven!
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L1570[21:09:55] <MinecraftForgeBot>
LexManos: Inject inner class atributes for any references in fields
or methods. Should fix scala linking issues. TODO if needed: Scan
all libraries not just Minecraft.
L1571[21:10:05] <gigaherz> ChJees: grumpy
cat approves.
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L1574[21:11:12] <ChJees> lol
L1575[21:11:20] <ChJees> Gonna get some
sleep.
L1576[21:11:40] <ChJees> Maybe wake up in
time for a new Direwolf20 ep :P.
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L1584[21:22:30] <MinecraftForgeBot>
rainwarrior: fix ModelLoader.setCustomModelResourceLocation not
storing same item with different metadata values
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L1603[22:02:13] <Genuine> What problems
did all that inner/outer $ vs . actually cause?
L1604[22:03:00] <Genuine> Just fix the
recompilation to more correctly reproduce what obf'd mc is
like?
L1605[22:03:08] <Lex_> scala compiuler
was stupid
L1606[22:03:10] <Lex_> thats what it
caused
L1607[22:03:14] <tterrag> builds would
crash saying they weren't overriding abstract methods
L1608[22:03:17] <tterrag> when they
wer
L1609[22:03:19] <tterrag> was weird
L1610[22:03:57] <Genuine> Ahh.
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L1618[22:26:26] <VikeStep> if i set a
players spawnChunk to null, will it respawn them back to the
world's spawnpoint?
L1619[22:28:26] <AbrarSyed> or.. itl
cause an NPE... test it out.
L1620[22:29:19] <VikeStep> hmm, gotta
clean my gradle quickly to update the access transformer then
L1621[22:29:38] <AbrarSyed> use
reflection to test
L1622[22:29:54] <VikeStep> i mean, i used
access transformer for other parts of code
L1623[22:29:59] <VikeStep> and havent
updated it yet
L1624[22:30:40] <AbrarSyed> lol, so be
it
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L1626[22:31:10] <VikeStep> what does
gradlew clean do out of curiosity? should I back anything up before
doing it?
L1627[22:31:21] <VikeStep> i just know i
need to do it to have access transformer stuff be shown in the
code
L1628[22:31:23] <Ordinastie> AbrarSyed,
do I commit the fix for the light and let you fix the icon stuff
?
L1629[22:31:37] <AbrarSyed> yeah sure il
fix the icon stuff
L1630[22:31:41] <Ordinastie> k
L1631[22:32:07] <AbrarSyed> howd you get
the light working? your fault or mine?
L1632[22:32:22] <Ordinastie> mine, it was
never working I think
L1633[22:32:29] <AbrarSyed> lol :)
L1634[22:33:00] <Ordinastie> sorry, I
didn't know that making the compat stuff would cause so much
problems :(
L1635[22:33:35] <AbrarSyed> I thank you
again for all the work you have done on my mod. you are hereby
entitled to $$ if you so desire (from my adfly earnings.. not
much)
L1636[22:33:59] <Ordinastie> lol, thanks,
but I'm fine
L1637[22:34:10] <AbrarSyed> alright
L1638[22:34:12] <_Seymore> how much do
you get per ad.fly click?
L1639[22:34:21] <Mraof> Barely
anything
L1640[22:34:43] <AbrarSyed> but I get
enough clicks to get 1-20/month
L1641[22:34:51] <AbrarSyed> err,
$10-20/month
L1642[22:35:12] <_Seymore> thats not bad
at all
L1643[22:35:13] <AbrarSyed> and thats not
including the people that have adblock, use the direct links, or
use curseforge, or any of the other palces that host my mod
L1644[22:35:24] <_Seymore> right
L1645[22:38:23] <Ordinastie> do you have
SRM on Curseforge ?
L1647[22:39:08] <VikeStep> but the url is
misspelt :P
L1648[22:39:16] <AbrarSyed> 495 Monthly
Downloads hmm not much..
L1649[22:39:39] <Ordinastie> do you use
the reward program ?
L1651[22:40:04] <AbrarSyed> ofcourse, im
not gonan turn down free $$
L1652[22:40:15] <Ordinastie> so I assume
you got paid
L1653[22:40:45] <TTFTCUTS> is there a
good way to get players in range of a jukebox, or are the easy ways
only available if you control the TE?
L1654[22:43:44] <VikeStep> if I make a
method public via access transformer, do i need to make all the
other methods that override it public too?
L1655[22:44:18] <Ordinastie> jadedcat, do
you have any control over the reward program ?
L1656[22:44:42] <gigaherz> TTFTCUTS: I
have no idea what that screen is showing, but niceto hear it worked
;P
L1657[22:44:58] <AbrarSyed> Ordinastie,
havent pulled put the points yet.. just saving up.
L1658[22:45:04] <TTFTCUTS> a socketed
saddle showing a cooldown in progress because the effect triggered
for the horse
L1659[22:45:12] *
AbrarSyed has ~600 or something
L1660[22:45:13] <gigaherz> oh ;P
L1661[22:45:18]
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L1662[22:45:28] <TTFTCUTS> in this case,
regeneration every x seconds
L1663[22:47:58] <Jugz> How would I write
the .json for a multi-textured block?
L1664[22:48:10] <gigaherz> multi-textured
in which sense?
L1665[22:48:20] <gigaherz> different
textures per face, or multiple layers?
L1666[22:48:21] <Jugz> uses one texture
for the sides and another for the top
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L1668[22:48:41] <gigaherz> check the json
for the log
L1669[22:48:46] <gigaherz> orthe
workbench
L1670[22:48:54] <Jugz> couldnt find the
workbench one
L1671[22:48:59] <gigaherz> crafting
table?
L1672[22:49:04] <Jugz> nope
L1673[22:49:13] <gigaherz> then check any
of the logs
L1674[22:49:23] <jadedcat> define control
Ordinastie
L1675[22:49:34] <Ordinastie> can I PM
you? :)
L1676[22:49:38] <jadedcat> sure
L1680[22:51:04] <AbrarSyed> attempting to
assign weaker access privileges; was public
L1681[22:51:28] <AbrarSyed> VikeStep, you
are overriding.. and trying to make it protected or something..
when it SHOULD be public
L1682[22:51:40] <gigaherz> some mc mods
are funny... potato seeds? there are no such thing as potato seeds,
you plant old potatoes (or pieces of them) that haven't been
treated to prevent germination
L1683[22:51:41] <VikeStep> it isn't
public though
L1684[22:51:55] <AbrarSyed> oh but it
is
L1685[22:51:58] <VikeStep> and the AT is
showing me making it public
L1686[22:52:11] <AbrarSyed> maybe it
wasnt public before you added your AT. and now it is.
L1687[22:53:42] <gigaherz> that seems
awesome lex, if you have an use for such a thing (I'm always on my
one desktop computer so I wouldn't know what to use it for
;P)
L1688[22:55:32] <Lex_> i have a use
L1689[22:55:38] <Lex_> but god its
expensive
L1690[22:55:51] <Lex_> need to find a
18x6 matrix
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L1694[23:01:10] <VikeStep> AbrarSyed, i
figured it out, i just had to add the EntityAgeable and
EntityZombie versions of setSize into my access transformer as
well
L1695[23:01:21] <VikeStep> since i was
only adding in th Entity.setSize
L1696[23:01:29] <AbrarSyed> uhuh...
ok
L1697[23:03:10]
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L1702[23:10:32] <Lymia> [warn] *
com.google.guava:guava:16.0 -> 17.0 (caller:
com.mojang:authlib:1.5.16,
lwjgl-project:lwjgl-project_2.11:0.1.0-SNAPSHOT)
L1703[23:10:33] <Lymia> Well...
L1704[23:10:37] <Lymia> I hope this isn't
going to be a problem.
L1705[23:10:46]
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L1706[23:10:59] <gigaherz> night
ppl
L1707[23:11:04] ***
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L1708[23:14:37] <Jugz> I just tried to
fix my jsons, now minecraft is just crashing on me
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L1711[23:17:14] <Cazzar> pastebin your
jsons
L1712[23:17:48]
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L1718[23:23:06] <Cazzar> what about
sublime:block/labBench ?
L1719[23:25:56] <Jugz> I need a fourth
json?
L1720[23:26:38] <killjoy> Want me to make
an annotation processor that automatically generates the block
jsons?
L1721[23:26:43] <Cazzar>
"parent": "sublime:block/labBench", it
references assets/sublime/models/block/labBench as its layout for
the sides.
L1722[23:27:49] <Cazzar> Am I to guess
that its the 2nd JSON?
L1723[23:28:09] <Lymia> What is this json
even?
L1724[23:28:14] <Lymia> Some sort of
model definition?
L1725[23:28:32] <VikeStep> 1.8 block
model json lymia
L1726[23:28:37] <Lymia> Oh
L1727[23:28:40] <Lymia> Not 1.7.x
stuff
L1728[23:28:45] <VikeStep> but its the
three files in one json
L1729[23:28:52] <VikeStep> sorry, three
jsons in one paste
L1730[23:28:52] <Jugz> no
L1731[23:28:54] <Lymia> ... oof
L1732[23:28:54] <Jugz> yes
L1733[23:28:56] <Jugz> :P
L1734[23:29:01] <Lymia> How much
L1735[23:29:06] <Lymia> Am I going to
regret starting my mod in 1.7.x
L1736[23:29:10] <Lymia> When 1.8.x is
coming soon
L1737[23:29:31] <VikeStep> depends on how
many items/blocks you have
L1738[23:29:32] <tterrag> a lot
L1739[23:29:35] <tterrag> :p
L1740[23:29:44] <VikeStep> my mod doesnt
have any items/blocks so its fine for me
L1741[23:30:10] <Lymia> I don't have much
yet
L1742[23:30:34] <Lymia> But, if things to
to plan, when it's done, it'll probably be major mod level in
complexity
L1743[23:30:47] <Unh0ly_Tigg> forge has
already stopped deving for 1.7 (besides bugfixes)...
L1744[23:30:52] <Lymia> So, depends on
how far I get before going to 1.8.x
L1745[23:31:02] <Lymia> Unh0ly_Tigg, I'd
like to get integration with a few other interesting mods early
though.
L1746[23:31:12] <Jugz> cazzar
L1747[23:31:17] <Cazzar> ?
L1748[23:31:22] <Lymia> Like Chisel (That
might already be 1.8.x though), and more importantly,
Baubbles.
L1749[23:32:50] <Lex_> Update to
1.8
L1750[23:32:58] <Lex_> and wait for the
other mods to update
L1751[23:33:04] <Jugz> removed the block/
and got a FileNotFoundException
L1752[23:33:06] <Lex_> NEVER hold back
because of other people
L1753[23:33:20] <killjoy> The waiting
game sucks. Let's play hungry hungry hippos!
L1754[23:33:45] <Lymia> It's better than
my original concept back in, like... I think it was 1.5.x or
1.6.x
L1755[23:33:49] <Jugz> [00:32:18] [Client
thread/ERROR] [FML]: Exception loading model
sublime:models/labBench with vanilla loader, skipping
L1756[23:33:49] <Jugz>
java.io.FileNotFoundException: sublime:models/labBench.json
L1757[23:33:50] <Lymia> I had a hard
dependency on Thaumcraft then.
L1758[23:33:51] <Cazzar> I am only really
waiting because of deps.
L1759[23:34:03] <Cazzar> jugs, what is
the name of the 2nd json
L1760[23:34:07] <Cazzar> in your assets
dir.
L1761[23:34:12] <Cazzar> Jugz*
L1762[23:34:19] <Drullkus> Nope
Lymia
L1763[23:34:22] <Drullkus> chisel is
still 1.7
L1764[23:34:34] <Lymia> That won't be fun
for worldgen. :P
L1765[23:34:35] <Jugz>
labBench.json
L1766[23:34:49] <VikeStep> buildcraft is
technically up to 1.8 if you look at github
L1767[23:34:59] <Lymia> I want nothing to
do with Buildcraft.
L1768[23:34:59] <VikeStep> in case you
want to see the kind of changes are necessary to update
L1769[23:35:05] <Lymia> (Or tech mods in
general)
L1770[23:35:07] <Cazzar>
theresyourproblem, the parent directive in a json, references a
model to find the key mapping
L1771[23:35:11] <Lymia> Or, well.
L1772[23:35:13] <Lymia> I guess codewise,
sure.
L1773[23:35:14] <Lymia> :P
L1774[23:35:29] <VikeStep> yeah, if you
look there is a lot of changes that had to be made to update
L1775[23:35:38] <Jugz> so how do I fix
it?
L1776[23:36:02] <Cazzar> Well, at a guess
you are looking at making a workbench like the vanilla one?
L1777[23:36:08] <Jugz> similar
L1778[23:36:25] <Cazzar> Yeah, have a
look at minecraft:blocks/workbench.json
L1779[23:36:38] <Cazzar> it should be
within the minecraft.jar
L1780[23:36:58] <Jugz> its not in
there
L1781[23:37:18] <Jugz> goes from
wooden_trapdoor to yellow_pane
L1783[23:37:39] <Lex_> when will people
learn
L1784[23:38:40] <Cazzar> one sec.
L1785[23:38:50] <VikeStep> so cracked
launchers dont have apache logging?
L1786[23:39:18] <Lex_> No cracked
launchers are horribly written and dont properly setup the
libraries
L1788[23:40:26]
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L1790[23:41:06] <Cazzar> If you are going
to have the same side for most, what you could look at doing is
writing a model, an idea on how to to that is cube_all.json
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L1793[23:41:51] <Jugz> Thanks
L1794[23:42:23]
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L1795[23:42:27] <Jugz> textures arent
loading properly but at least im not crashing
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L1797[23:42:34] <Jugz> i'll try to fix it
tomorrow
L1798[23:43:23] <Cazzar> Jugz, try
changing blocks/lab_bench_top.png to
sublime:blocks/lab_bench_top.png
L1799[23:44:26] <Jugz> still doesnt
work
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L1801[23:45:45] <tterrag> what would
cause the enchantment overlay on an item to render the entire
square instead of just on the item
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L1805[23:46:06] <tterrag> it's a bit hard
to see
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L1807[23:46:33] <Ordinastie> depth
problem
L1808[23:46:45] <Ordinastie> probably no
enabled
L1809[23:46:53] <tterrag> what's not
enabled?
L1810[23:46:55]
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L1812[23:46:59] <Ordinastie> depth test I
think
L1813[23:47:22] <tterrag> nope
L1814[23:47:45] <Ordinastie> if it is
enabled, then it's the position that is wrong
L1815[23:47:56] <tterrag> it only happens
in NEI :l
L1816[23:48:06] <tterrag> and only when
you are not hovering over the item
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L1821[23:48:42] <Ordinastie> I assume you
draw the ItemStack yourself ?
L1822[23:49:11] <tterrag> yeah
L1823[23:49:17] <tterrag> something is
leaking
L1824[23:49:18] <Ordinastie> you do
something wrong
L1825[23:49:25] <Ordinastie> yes :)
L1826[23:49:58] <tterrag> no
L1827[23:50:01] <tterrag> look
L1828[23:50:14] <tterrag> if I just
search "obelisk" in NEI
L1829[23:50:16] <tterrag> it works
fine
L1830[23:50:25] <tterrag> just page down
until I see it, it's broken
L1831[23:50:29] <tterrag> so another item
render is leaking
L1832[23:50:37] <tterrag> idk what
though
L1833[23:53:23] <tterrag> Ordinastie: the
vanilla skulll renderer seems to cause it o.O
L1834[23:53:35] <tterrag> or maybe it's
just *any* item rendering before it
L1835[23:53:46] <Ordinastie> no way,
Minecraft is sooo well coded, it would never do that!
L1836[23:54:00] <tterrag> it seems to be
any item
L1837[23:54:01] <tterrag> yeah
L1838[23:54:03] <tterrag> not itemblocks
though
L1839[23:54:04] <tterrag> wat
L1840[23:55:26] <tterrag> what can I do
about this?
L1841[23:55:42]
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L1845[23:58:34] <Ordinastie> there is
something, somewhere in this picture that might make you think it's
actually your fault :p
L1846[23:59:53] <tterrag> no lol
L1847[23:59:56] <tterrag> that's just me
screwing around