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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
L20[00:45:25] <Ordinastie> is that what you want ? https://github.com/Ordinastie/MalisisDoors/blob/master/build.gradle#L20-L21
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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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L25[00:50:35] <McJty> Hi
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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L198[07:49:03] <Lumien> fry sorry to bother you again but this is what you were describing to me right? http://pastebin.com/bZS4aJes
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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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L206[07:52:44] <fry> Yup
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?
L220[08:12:30] <MinecraftForgeBot> Project Forge build #1309:FAILURE in 21 sec: http://ci.jenkins.minecraftforge.net/job/minecraftforge/1309/
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
L236[08:24:48] <fry> \o/
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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
L274[09:01:07] <fry> Yup
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
L313[09:08:45] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/models/ModelRegistrationHelper.java#L145
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
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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
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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..
L459[12:53:10] <clienthax> https://www.irccloud.com/pastebin/5Q0W2Ajw
L460[12:53:17] <Wuppy> great song: https://www.youtube.com/watch?v=tbHoM9cw8XY
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)
L473[12:57:08] <fry> Wuppy: No, this is a great song: https://www.youtube.com/watch?v=9jK-NcRmVcw
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?
L478[12:58:46] <Wuppy> you heard correct clienthax: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2306983-1-8-json-generator
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.
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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
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L511[13:09:14] <pixlepix> http://puu.sh/fHb5b.png
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...
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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
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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
L546[13:29:31] <cad435> diesieben07: Here its is: http://pastebin.com/QRFDfDjY
L547[13:29:32] <cad435> | http://pastebin.com/ubL8SfP7
L548[13:29:32] <cad435> | http://pastebin.com/xk1Rmtxd
L549[13:29:32] <cad435> | http://pastebin.com/MBbKtLG4
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?
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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
L581[13:43:32] <Ivorius> Emile: https://github.com/Ivorforce/PandorasBox/blob/1.8/src/main/java/ivorius/pandorasbox/client/RenderPandorasBox.java#L84-128
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>
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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
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L606[14:06:25] <clienthax> anyone got info on how to do armour in 1.8
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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
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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.
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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
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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?
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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
L693[14:54:31] <cad435> someone can say what i can do to deal with that problem? https://www.dropbox.com/s/y1oas7dfk9gxarp/2015-02-09_21.45.27.jpg?dl=0
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)
L699[14:56:41] <cad435> this is the IInventory: http://pastebin.com/9QBy6d6L
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.
L705[14:57:43] <cad435> Container: http://pastebin.com/UqeyLGDF
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?!
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L722[15:01:14] <cad435> https://www.dropbox.com/s/y1oas7dfk9gxarp/2015-02-09_21.45.27.jpg?dl=0
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
L801[15:31:06] <pixlepix> http://pastebin.com/jGbFEL1K, if you want to take a look
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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
L844[16:09:06] <AbrarSyed> https://github.com/AbrarSyed/SecretRoomsMod-forge/issues/169
L845[16:09:20] <AbrarSyed> fixed that.. and then I get this.. https://github.com/AbrarSyed/SecretRoomsMod-forge/issues/170
L846[16:09:41] <AbrarSyed> I attempted to fix.. but the lighting is off for some reason... any ideas? https://github.com/AbrarSyed/SecretRoomsMod-forge/commit/1e332118fcae5d3ae4aabcf227b1fa8eee5883f7
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 :/
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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] * diesieben07 shuts up
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L920[16:56:50] <fry> https://gist.github.com/RainWarrior/ea5819943bb38bc24b90
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
L936[16:59:37] <fry> example: http://ci.cil.li/job/OpenComputers-dev-MC1.8/4/console
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
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L949[17:05:20] <Lex_> no
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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?
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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
L993[17:10:48] <fry> ^
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
L1017[17:16:56] <Lex_> fry, https://github.com/MinecraftForge/MinecraftForge/issues/1698#issuecomment-73610366 this one is yours -.- fucking bullshit modders rendering crap
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 :/
L1030[17:18:12] <nekosune> https://github.com/CrazyPants/EnderIO/blob/master/src/main/java/crazypants/util/PlayerUtil.java this may help some
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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
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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
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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$Type is inner in net/minecraft/command/CommandResultStats" is not present in net/minecraft/command/ICommandSender
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L1225[17:53:18] <Lex_> of corse it wouldnt be present in ICommandSender
L1226[17:53:23] <Lex_> its not a subclass of ICommandSender
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L1228[17:53:31] <fry> It should be, according to JVMS
L1229[17:53:46] <Lex_> um no hte jvms is wrong
L1230[17:53:51] <fry> wat
L1231[17:53:53] <Lex_> or you're misinterpreting it
L1232[17:53:57] <fry> javac generates it
L1233[17:54:00] <portablejim> What is the proper way to have an entity/mob with a spawn egg? Is it to use registerModEntity and then extend ItemMonsterPlacer?
L1234[17:54:04] <Lex_> that would require recompiling every class in a library
L1235[17:54:08] <Lex_> when you link against it
L1236[17:54:09] <AbrarSyed> so we didnt correctly rebuild the inner class map?
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L1238[17:54:36] <fry> If you refactor A$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
L1244[17:55:26] <Ordinastie> AbrarSyed, I assume the "light issue" is the darker shade seen here ? http://puu.sh/fHVkj.jpg
L1245[17:55:29] <Lex_> that we need to add CommandResultStats$Type as a innerclass attribute to ICommandSender...
L1246[17:55:36] <AbrarSyed> Ordinastie, yes exactly
L1247[17:55:40] <Ordinastie> ok
L1248[17:55:40] <fry> Yes
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L1250[17:55:48] <Lex_> That is insane
L1251[17:56:00] <fry> That's what javac does
L1252[17:56:09] <portablejim> diesieben07, what is needed then? (I am fixing a mod using registerGlobalEntityID and crashing with ids > 128)
L1253[17:56:15] <fry> and that's what JVMS says there should be
L1254[17:56:18] <Lex_> no it doesnt let me pull up the class
L1255[17:56:28] <Lex_> iuf what you say is true
L1256[17:56:35] <Lex_> every time I have a inner class
L1257[17:56:40] <diesieben07> portablejim: make an Item that spawns the entity (like any other Item) and use registerModEntity
L1258[17:56:43] <Lex_> I would have to edit Object.class
L1259[17:56:59] <orthoplex64> lol
L1260[17:57:06] <fry> Object.class doesn't refer to YourInnerClass in it's constant pool
L1261[17:57:22] <fry> ICommandSender does refer to CommandResultStats$Type though
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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
L1265[17:59:09] <Lex_> https://github.com/MinecraftForge/MinecraftForge/issues/1698#issuecomment-73610366
L1266[17:59:12] <Lex_> http://puu.sh/fHVTB/9df71e52dd.png
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
L1291[18:07:01] <Genuine> Wow, this is some ridiculous naming I've got going on here. http://pastebin.com/kkjsdHwS
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
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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)
L1322[18:13:56] <Lex_> ?
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
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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 .
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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
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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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L1384[18:28:36] <Ordinastie> AbrarSyed, almost there :p http://puu.sh/fHZRz.jpg
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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
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L1396[18:44:40] <Ordinastie> RayTracing.class#158
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L1398[18:47:10] <Giraffestock> anyone know what happened to isPlayerOpped()?
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L1400[18:51:19] <Giraffestock> also, vec3.fakePool alternative?
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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
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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.
L1492[20:43:40] <Genuine> I'm almost surprised this works... http://pastebin.com/ZQac4GsS
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
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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
L1539[20:51:28] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-01-21_01.13.23.png
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
L1547[20:53:45] <gigaherz> look how it was before: https://dl.dropboxusercontent.com/u/743491/2015-01-18_21.52.31.png
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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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L1568[21:09:31] <ChJees> http://data3.whicdn.com/images/2029775/large.jpg
L1569[21:09:54] <MinecraftForgeBot> Project MCInjector build #18: SUCCESS in 15 sec: http://ci.jenkins.minecraftforge.net/job/MCInjector/18/
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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L1573[21:10:31] <gigaherz> that is, http://memecrunch.com/meme/KDFS/grumpy-cat-approves/image.jpg?w=400&c=1
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.
L1577[21:12:04] <Lex_> fry|sleep, https://github.com/ModCoderPack/MCInjector/commit/73d0c293f587a43a874f1eeed59389024acd5fcb
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L1583[21:22:29] <MinecraftForgeBot> Project Forge build #1309:SUCCESS in 2 min 20 sec: http://ci.jenkins.minecraftforge.net/job/minecraftforge/1309/
L1584[21:22:30] <MinecraftForgeBot> rainwarrior: fix ModelLoader.setCustomModelResourceLocation not storing same item with different metadata values
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L1594[21:38:53] <TTFTCUTS> it worked! thankyou Genuine, gigaherz: https://www.dropbox.com/s/e8nb5xjmqdak1k6/saddles.png?dl=0
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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 $$ if you so desire (from my adfly earnings.. not much)
L1636[22:33:59] <Ordinastie> lol, thanks, but I'm fine
L1637[22:34:10] <AbrarSyed> alright
L1638[22:34:12] <_Seymore> how much do you get per ad.fly click?
L1639[22:34:21] <Mraof> Barely anything
L1640[22:34:43] <AbrarSyed> but I get enough clicks to get 1-20/month
L1641[22:34:51] <AbrarSyed> err, $10-20/month
L1642[22:35:12] <_Seymore> thats not bad at all
L1643[22:35:13] <AbrarSyed> and thats not including the people that have adblock, use the direct links, or use curseforge, or any of the other palces that host my mod
L1644[22:35:24] <_Seymore> right
L1645[22:38:23] <Ordinastie> do you have SRM on Curseforge ?
L1646[22:38:49] <VikeStep> http://www.curse.com/mc-mods/minecraft/seretroomsmod
L1647[22:39:08] <VikeStep> but the url is misspelt :P
L1648[22:39:16] <AbrarSyed> 495 Monthly Downloads hmm not much..
L1649[22:39:39] <Ordinastie> do you use the reward program ?
L1650[22:39:58] <AbrarSyed> http://minecraft.curseforge.com/mc-mods/59652-seretroomsmod
L1651[22:40:04] <AbrarSyed> ofcourse, im not gonan turn down free $$
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
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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
L1677[22:49:53] <gigaherz> if you still can't find anything, see: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer.json
L1678[22:50:15] <Lex_> I need to do a fund raiser... http://www.hdtvsupply.com/modular-hdmi-matrix.html i want >.<
L1679[22:50:24] <VikeStep> Having issues with my access transformer after cleaning gradle: AT: http://pastebin.com/zyXuv2wh, Gradle Log: http://pastebin.com/75Gw4Qpt
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
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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.
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L1706[23:10:59] <gigaherz> night ppl
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L1708[23:14:37] <Jugz> I just tried to fix my jsons, now minecraft is just crashing on me
L1709[23:14:38] <Jugz> http://pastebin.com/QMBmArX3
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L1711[23:17:14] <Cazzar> pastebin your jsons
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L1717[23:21:31] <Jugz> http://pastebin.com/Wt9B6ECq
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
L1782[23:37:35] <Lex_> http://www.minecraftforge.net/forum/index.php/topic,27710.0.html -.-
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
L1787[23:39:56] <Cazzar> Jugz, crafting_table.json http://upload.cazzar.net/images/j95G76I
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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
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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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L1804[23:46:04] <tterrag> http://puu.sh/fIF1X.jpg
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?
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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?
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L1842[23:57:53] <tterrag> lol :D http://puu.sh/fIGct.jpg
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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
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