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L16[00:45:51] <covers1624> Cat!
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L21[00:58:10] <Steel_Arm> I see someone
else likes deadmau5.
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L25[01:04:44] <Steel_Arm> Ah I see.
Deadmau5 has his own render code in RenderPlayer, heh.
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L38[02:00:35] <VikeStep> What is the
easiest way to see the changes in srgs between 1.7 and 1.8?
L39[02:01:18] <Hunterz> using diff
tool
L40[02:01:43] <AbrarSyed> VikeStep, may I
ask why you wound need that??
L41[02:01:58] <AbrarSyed> there is a mcpbot
command to see changes in a name.. I just forget what it is..
hmm
L42[02:02:16] <VikeStep> oh, there are just
a couple methods which I used in 1.7.10 which have changed
names
L43[02:02:34] <VikeStep> was gonna go and
compare the method against the 1.7 version, but was wondering if
there was an easier way
L44[02:03:06] <AbrarSyed> diffing the srgs
is the most annoying way to do it.. um
L45[02:03:14] <AbrarSyed> !mh
someNameHere
L46[02:03:24] <VikeStep> cool, thanks
L47[02:03:25] <AbrarSyed> yeah, !mh and !fh
fo rmethodHistory and fieldHistory
L48[02:03:52] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150706 mappings to Forge Maven.
L49[02:03:55] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150706-1.8.zip (mappings
= "snapshot_20150706" in build.gradle).
L50[02:04:06] <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/
L51[02:04:46] <VikeStep> hmm, doesnt seem
to show it
L52[02:05:04] <AbrarSyed> what name is
it?
L53[02:05:44] <VikeStep> in 1.7.10 it was
BlockPortal.func_150000_e, I just found it in 1.8 as func_176548_d
however the !mh command didnt show it
L54[02:06:50] <bob_twinkles> Forge doesn't
control names like that, func_xxxxxx_y is what the decompiler spits
out when there is no deobfuscation for that function
L55[02:07:12] <bob_twinkles> there's no
method history for it because it was never named =P
L56[02:07:50] <VikeStep> ah well, I'll just
manually find the replacements for those
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L58[02:07:53] <bob_twinkles> VikeStep: if
you want to be a cool guy, you can use the !s* family of commands
to name it
L59[02:08:08] <bob_twinkles> so the next
release will have a proper name for that function
L60[02:08:17] <VikeStep> actually, I just
realised I forgot to add the mappings
L61[02:08:24] <VikeStep> the updated ones
that is
L62[02:08:42] <AbrarSyed> . !sm sf
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L64[02:09:26] <bob_twinkles> and !sp. You
can /msg MCPBot_Reborn !help <command here> for help about
commands
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L66[02:12:14] <Mimiru> o/ Stib good luck
:P
L67[02:12:26] <Stib> why what's up?
L69[02:12:39] <Mimiru> lol
L70[02:12:46] <Mimiru> Just messin with
ya
L72[02:13:17] <Stib> Hey anyone here used
Redstone Flux Api?
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L79[02:41:26] <Steel_Arm> I've looked
through RenderPlayer and ModelBiped but I am having trouble finding
the spot where armor boxes are scaled. Anyone happen to know where
that happens?
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L83[02:43:39] <Steel_Arm> I'm doing some
modeling and am just trying to find out exactly how big the armor
is relative to the player.
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L85[02:47:10] <bob_twinkles> IIRC that
happens somewhere in the entity layer system... I can't quite
remember where though
L86[02:47:56] <bob_twinkles> LayerArmorBase
seems like a good place to start though
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L88[02:53:47] <Wuppy> time to buy me some
businesscards :D
L89[02:54:10] <Steel_Arm> I should have
mentioned I have a 1.7 environment.
L90[02:57:03] <bob_twinkles> eh, can't help
you then. It's been almost a year f'goodness sakes!
L91[03:00:19] <Steel_Arm> Well, tell that
to the popular mod authors. I'm just working on a Tinkers/Thaum
add-on.
L92[03:03:35] <bob_twinkles> they just say
"but hard!" =(
L93[03:04:03] <Steel_Arm> Although, I don't
really have a compelling reason to move on either. Mojang hasn't
exactly produced anything I would call great, as of late.
L94[03:05:52] <bob_twinkles> you're going
to have to update through all the 1.8 stuff when 1.9 comes out, and
the internals are definitely seeing some changes for the
better
L95[03:06:42] <bob_twinkles> not to mention
the fact that Forge for 1.7 is on half-LTS half-"oh god please
stop using this"
L96[03:10:03] <Steel_Arm> Well, yeah, the
multi-threading is one good thing.
L97[03:11:05] <laci200270> Steel_Arm: wait
a bit.. Azanor started to port thaum to 1.8
L98[03:11:19] <ThePsionic> yaaaaay
L99[03:11:24] <bob_twinkles> and the whole
not using the GL fixed function pipeline, which has been official
deprecated for almost a decade and terrible performance wise since
like the mid 90s
L100[03:11:35] <bob_twinkles>
*officially
L101[03:12:21] <laci200270> anyone can
link a blender b3d exporter what compatibile with forge b3d
loader?
L102[03:13:22] <Steel_Arm> Anyways, er,
I'm just doing artwork, and trying to find out what the scale of
armor is relative to the player model. Haven't done any coding in
like 6 months. But I saw d95's work and felt inspired to try my
hand at something.
L104[03:14:02] <laci200270> thanks
L105[03:16:17] <laci200270> raw GL calls
work with b3d loader? I think glScale and these things
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L107[03:16:56] <bob_twinkles> I'm not
familiar with the actual API, sorry
L108[03:17:34] <Steel_Arm> did someone
make an obj loader for 1.8?
L109[03:17:55] <laci200270> fry made a b3d
loader
L110[03:18:07] <laci200270> its similar to
obj
L111[03:18:31] <Boreeas> what are the
parameters to FrameBuffer's constructor?
L112[03:18:41] <bob_twinkles> there is an
obj loader, I'm not sure if it's merged yet though
L113[03:19:04] <Steel_Arm> Nice. Blender
is good with me.
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L115[03:20:16] <Boreeas> Or maybe I should
rephrase my question, what's the simplest way to render to a
texture?
L116[03:20:37] <Steel_Arm> I'm setting up
1.8 now, maybe I'll have better luck finding the armor rendering
there at least.
L117[03:21:48] <laci200270> Steel_Arm: try
to find where render playerevent called, for example with a
crash
L118[03:22:13] <laci200270> you get a
stracktrace and you will get where it it the armor scaled
L119[03:23:36] <halvors> getPickBlock is
deprecated, what should be used instead?
L120[03:23:42] <halvors> in 1.7.10
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L122[03:30:26] <laci200270> bob_twinkles:
i installed that plugin but b3d isn't shown in the list
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L124[03:31:34] <laci200270> ignore please
i just found it
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L126[03:34:00] <Wuppy> vistaprint is
pretty bad...
L127[03:34:07] <Wuppy> it tells you you
can buy business cards for 6 euros
L128[03:34:20] <Wuppy> by the time you
select the cheapest options, the actual price is 23 euros
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L131[03:38:25] <halvors> I need to call
some functions in my constructor that it passes to the
super().
L132[03:38:28] <halvors> Is that
possible?
L134[03:39:05] <AbrarSyed> also does
business cards
L135[03:39:21] <Wuppy> in the netherlands
as well?
L136[03:39:59] *
AbrarSyed doesnt know
L137[03:41:40] <laci200270> how can I use
b3d in TESR
L138[03:41:46] <laci200270> ?
L139[03:43:37] <Wuppy> dang that's
expensive
L140[03:43:43] <Wuppy> you need to buy at
least 500
L141[03:43:46] <Wuppy> and they cost
700
L142[03:48:33] <laci200270> how can i
render b3d in TESR?
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L146[03:51:54] <Ivorius> Be sure to
understand (!) the code and attribute the source if you end up
copying it
L147[03:52:02] <laci200270> ok
L148[03:52:19] <laci200270> thi is for
1.8?
L149[03:52:25] <laci200270> *tthis
L150[03:52:42] <Ivorius> ... answer that
yourself
L151[03:52:47] <laci200270> yes
L152[03:52:48] <laci200270> :D
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L158[04:10:08] <laci200270> Ivorius I
tried to render with my tesr but I got this:
net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper
cannot be cast to
net.minecraftforge.client.model.b3d.B3DLoader$Wrapper
L159[04:10:25] <laci200270>
(classcastexcpetion)
L160[04:10:31] <Ivorius> Then your model
is not b3d
L161[04:11:21] <laci200270> i'll check
it
L162[04:12:29] <Ivorius> I cast to b3d to
be able to animate
L163[04:12:39] <Ivorius> You can also
delete that part and just straight-up bake and render
L164[04:12:54] <Ivorius> (or, even better,
cache the baked model if you don't animate anywayW)
L165[04:13:10] <laci200270> i animate
it
L166[04:13:25] <laci200270> but probaly I
found the problem
L167[04:13:33] <laci200270> i gave wrong
resourcelocation
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L173[04:37:43] <VikeStep> how would one go
about transforming a method of an inner class?
L174[04:38:42] <Ivorius>
my.package.Class$InnerClass
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L177[04:38:57] <VikeStep> it doesnt seem
to actually be passed into the transformer though
L178[04:39:05] <VikeStep> only the outer
class
L179[04:39:08] <Ivorius> Should be when
it's loaded
L180[04:39:17] <Ivorius> And it's loaded
on first call
L181[04:39:54] <VikeStep> ahh, hmm
ok
L182[04:40:05] <Ivorius> Inner classes,
apart from the naming, hold no special place in java bytecode
L183[04:40:52] <VikeStep> ok, thanks
L184[04:43:42] <laci200270> this path is
correct? new
ResourceLocation("energymod","models/engine.b3d")
with this: folder structure
http://imgur.com/JqMfv0q
L185[04:44:01] <Ivorius> Just try it out,
man
L186[04:44:05] <Ivorius> Should be
L187[04:44:11] <laci200270> for me not
working
L188[04:44:18] <laci200270>
filenotfoundexception
L189[04:45:50] <laci200270> i found the
problem the models/ should not be included
L190[04:46:02] <boni> laci200270: you
shouldn't have to include "models/" in the path
L191[04:46:10] <boni> unless you're doing
very manual things
L192[04:46:35] <boni> you should go for
block/ and item/ subfolders like vanilla does though
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L204[05:41:23] <Keridos> can somebody help
me with a bounding box problem? I have this code here for getting a
bounding box for a tile entity, all the functions from the TE are
synced via messages, because i need them for rendering, too, but
for some reason this does not seem to give a bounding box back in
the block the tile entity is in:
https://gist.github.com/Keridos/a5e07df71812523ea78d
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L222[06:12:58] <thomas15v> Anyone an idea
how to set the load order of a coremod? I want to make my coremod
be loaded as last.
L223[06:13:34]
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L224[06:13:35] <Ivorius> You can load
after other specific mods
L225[06:13:57] <Ivorius> But you can't
just say 'last' - others would want that as well
L226[06:13:58] <thomas15v> Yeah thats what
I am trying to do.
L227[06:13:59] <Ivorius> In practice, use
postInit
L228[06:14:08] <thomas15v> In a coremod
?
L229[06:14:22] <Ivorius> Oh, eh,
coremod
L230[06:14:25] <Ivorius> Look up the wiki
page
L231[06:14:31] <Ivorius> It's mentioned
there
L232[06:14:48] <Ivorius> It's an attribute
for the class, I forget the name
L233[06:14:58]
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L234[06:15:08] <thomas15v>
@IFMLLoadingPlugin.SortingIndex ?
L235[06:15:19] <Ivorius> Yes
L236[06:15:21] <laci200270> fry can you
help me?
L237[06:15:48] <thomas15v> Oke I try to
mess arround with that a bit :)
L238[06:15:50] <Ivorius> iirc 1000 is
Forge + remap
L239[06:16:36] <Ivorius> Or 10 000?
Anyway, like I said, it says on the wiki page :P
L240[06:22:29] <thomas15v> The thing is. I
want to make sure the classes of other mods are loaded to. I have
the feeling SortingIndex is only for codemods.
L241[06:24:19] <Ivorius> coremods are
always loaded before normal mods
L242[06:24:35] <Ivorius> There is no way
to change that
L243[06:24:58] ***
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L244[06:24:58] <laci200270> coremods
loaded before mc started isn't it?
L245[06:25:08] <Ivorius> Even the
classpaths are not yet added when the coremods are loaded
L246[06:25:25] <laci200270> because ASM
stuff
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L248[06:28:18] <thomas15v> dang :(.
L249[06:29:21] <laci200270> Ivorius: can
you help me?the TESR when thing..when I look at my block it crashes
the game with classcastexception... the code that I'm using:
ClientLib.renderB3DModel(Minecraft.getMinecraft().getTextureManager(),
new ResourceLocation("energymod","engine"),
20);
L250[06:29:21] <laci200270>
L251[06:29:32] <laci200270> *the TESR
thing
L252[06:30:28] <Ivorius> Your resource
location is still wrong
L253[06:30:39] <Ivorius> As my code shows,
I'd call it with new ResourceLocation(PandorasBox.MODID,
"block/pandoras_box.b3d")
L254[06:31:07] <Ivorius> Which, I'm pretty
sure, worked
L255[06:31:53] <laci200270> so i need to
copy the 3d model to
src/resources/assets/energymod/models/block/engine.b3d ?
L256[06:32:36] <Ivorius> No, you just need
it to match up, and you need it to be loaded properly
L257[06:32:45] <Ivorius> For me the model
just happens to be a block model
L258[06:36:26] <laci200270> i only see I
will need the blockstate json thing
L259[06:36:34] <laci200270> *see now
L261[06:39:26] <Ivorius> I think it
registers the item for a b3d model
L262[06:40:03] <Ivorius> I don't entirely
know what nonsense fry was up to when making this, yet :P
L263[06:40:41] <Wuppy> damn, website work
is boring
L264[06:46:48] <laci200270> now I get
this: [13:46:20] [Client thread/ERROR] [FML]: Caught exception from
energymod
L265[06:46:48] <laci200270>
java.lang.NullPointerException
L266[06:46:48] <laci200270> at
net.minecraft.client.resources.model.ModelBakery.addVariantName(ModelBakery.java:835)
~[forgeSrc-1.8-11.14.1.1334.jar:?]
L267[06:47:29] <laci200270> and i call
this:
ModelBakery.addVariantName(Item.getItemFromBlock(BlockReference.dieselGenerator),
EnergyMod.modid + ":engine.b3d");
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L270[06:51:51] <Subaraki> laci200270, is
your item initiated ?
L271[06:53:10] <laci200270> i get the item
from: Item.getItemFromBlock(BlockReference.dieselGenerator) and in
blockreference: public static BlockDieselGenerator dieselGenerator
=new BlockDieselGenerator();
L272[06:54:14] <laci200270> maybe because
i call this before i register block to the gameregistry?
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L275[06:56:16] <laci200270> this was the
problem
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L277[06:59:23] <laci200270> but now the
game stuck at Sound engine started and the loading screen doesn't
show up
L278[06:59:44] <laci200270> only the
mojang logo
L279[07:00:48] <Ordinastie> pause the
debugger and see where it's stuck
L280[07:03:26] <laci200270> it seems
doesn't it suck
L281[07:03:30] <laci200270> *stuck
L282[07:03:43] <laci200270> only very
slows
L283[07:04:09] <laci200270> this what
means? No root mesh in model energymod:models/item/engine.b3d and
no mesh name in location, skipping
L284[07:04:33] <laci200270> oh i wasn't
copy it
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L290[07:12:29] <Drullkus> Er
L291[07:12:41] <Drullkus> Noob java
question, google hasn't been helpful
L292[07:12:58] <Drullkus> Say, I save an
int to TBH fron an Enum Ordinal
L293[07:13:08] <Drullkus> How do I use
that int to get that Enum type
L294[07:13:19] <Drullkus> tterrag
L295[07:13:27] <Ordinastie>
enum.values()[i]
L296[07:13:32] <Drullkus> ty
L297[07:13:36] <Drullkus> o.O
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L310[07:54:16] <clienthax> So, how would i
go about spoofing a block update to a client (to outline a area for
temp info purposes)
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L315[08:05:10] <clienthax> grrr
L316[08:05:12] <clienthax> y dis no
work
L318[08:06:06] <clienthax> PaleoCrafter:
im actually attempting it in forge, dont tell the spongies xD
L319[08:06:13] <PaleoCrafter> Heh
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L321[08:06:43] <PaleoCrafter> Is it a
server only mod?
L322[08:06:49] <clienthax> yeah
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L324[08:07:44] <PaleoCrafter> Hmm, look at
what setBlockState does with the "sync to clients"
flag
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L331[08:08:27] <PaleoCrafter>
Alternatively, maybe spawn falling block entities?
L332[08:08:37] ***
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L333[08:09:33] <clienthax> mhm
L334[08:10:51] <clienthax> quite wondering
why the mc/forge src is missing from my workspace..
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L349[08:41:07] <Lumien> Can the Forge
Loading screen be modified by resource packs?
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L354[08:48:03] <clienthax> diesieben07:
halp!
L355[08:50:12] <covers1624> Wuppy, your
game is looking better
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L358[08:55:08] <Wuppy> thanks :)
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L360[08:55:23] <Wuppy> we finished the
assignment and won Best GAme
L361[08:55:34] <Wuppy> now we're
restarting it and actually release it
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L363[08:57:35] <clienthax> Wuppy: yuno go
minecon
L364[08:57:36] <clienthax> ;)
L365[09:03:00]
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L366[09:03:47] ***
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L368[09:06:45] <Wuppy> clienthax, because
money
L369[09:06:58] <Wuppy> I was also going to
be in America..
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L371[09:09:37] <Subaraki> dang Wuppy
....
L372[09:09:52] <Subaraki> them graphic
updates :D
L373[09:09:57] <Wuppy> yep, we worked hard
:P
L374[09:10:10] ***
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L376[09:11:47] <gigaherz> I missed the
link :(
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L378[09:15:31] <HassanS6000> Me too
:(
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L397[09:54:18] <Lex__> Hunterz, thats not
forge, something on their end is fucking over the fluid
registry.
L398[09:54:26] ***
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L403[09:59:43] <Lex|Hotel> Somehow they
have multiple ids going to the same fluid name, but not
instance.
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L406[10:03:57] <clienthax> mhm, lex is
still in england ?
L407[10:04:08] <clienthax> and hes on the
worst isp over here, poor soul
L408[10:04:20] <laci200270> fry can you
help?
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L411[10:05:48] <laci200270> who can help
with rendering?
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L413[10:08:23] <laci200270> clienthax: yes
he is still
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L418[10:16:54] <Lex|Hotel> yes i am, im
here till thursday using today to try and recover because i feel
sick as shit.
L419[10:18:26] <Lex|Hotel> cant decide if
i just want to sleep the rest of the day away or play some
games.
L420[10:19:12] <HassanS6000> laci200270,
shadekiller666 could help you out probs.. he's away right now but
will probs be back l8er
L421[10:19:26] <HassanS6000> What's your
issue?
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L423[10:23:52] <Hunterz> oki, thanks for
reply
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L425[10:27:56] <clienthax> well if youve
got a flight 2mz or whatever i would get some sleep lex,
L426[10:28:02] <clienthax> rest*
L427[10:28:40] *
diesieben07 smacks clienthax
L428[10:28:44] <clienthax> OW
L429[10:28:50] <clienthax> is it because
of my forum post :P diesieben07
L430[10:28:59] <diesieben07> no, you said
halp
L431[10:29:09] <Lex|Hotel> flight is
thursday just have nothing to do, and also feeling like shit.
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L435[10:31:20] <clienthax> its about a
hour from the excel on the tube
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L438[10:34:16] <diesieben07> need to boot
my IDE first :P
L439[10:34:49] <clienthax> you mean you
close it O_O
L440[10:35:07] <diesieben07> i just came
home...
L441[10:35:14] <diesieben07> and yes,
computers can shut off
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L443[10:36:47] <diesieben07> not sure why
that doesn't work. is the packet received?
L444[10:37:14] <clienthax> i believe
so,
L445[10:37:31] <clienthax> lemme check in
a sec
L446[10:39:42] <clienthax> yep its
recieved
L447[10:40:04] <diesieben07> well, keep on
debugging then and find out why the change doesn't stick
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L450[10:41:08] <clienthax> ._.
L451[10:41:08]
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L452[10:41:37] <Ivorius> oh no, work
L454[10:42:40] <clienthax> why does it
send 6 packets when i send it o_o
L455[10:43:59] <HassanS6000> laci200270, I
think you're trying to render ur B3D model incorrectly
L456[10:44:45] <laci200270> i tried to use
the code that Ivorius used for he it worked
L458[10:45:02] <HassanS6000> That's for a
small B3D model
L459[10:45:20] <HassanS6000> I used
B3DLoader.instance.loadModel(bulletModelFile);
L460[10:45:27] <laci200270> this support
animated b3ds?
L461[10:45:29] <HassanS6000> You used
IModel model = ModelLoaderRegistry.getModel(modelLoc);
L462[10:45:42] <HassanS6000> laci200270, I
don't know cuz I haven't tried yet :P
L463[10:45:46] <HassanS6000> This is for
ur engine right/
L464[10:45:48] <HassanS6000> *?
L465[10:45:54] ***
helinus|off is now known as helinus
L466[10:45:59] <laci200270> yes ok
L467[10:50:10] *
clienthax has no idea why this isn't working ;_;
L468[10:52:08] ⇦
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timeout: 378 seconds)
L470[10:53:30] <HassanS6000> Cazzar lol
whf
L471[10:53:30] ⇦
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L472[10:53:32] <HassanS6000> *wtf
L474[10:53:37] <HassanS6000> I'm havin an
issueeeeee
L476[10:54:47] <Gliby> and so the
jsonification begins
L478[10:54:48] <Cazzar> there's probably
validation
L479[10:55:29] <HassanS6000> lol
laci200270
L481[10:55:59] <laci200270> //When I wrote
this, only God and I understood what I was doing
L482[10:55:59] <laci200270> //Now, God
only knows
L483[10:56:02] <clienthax> Cazzar: yeah
but vanilla does a similar thing
L484[10:57:48] <HassanS6000> loool
L485[10:57:53] ⇦
Quits: Raga_BM (~K@180.253.4.214) (Quit: Raga_BM)
L486[10:58:02] <HassanS6000> / drunk, fix
later
L487[10:58:02] <HassanS6000> / Magic. Do
not touch.
L488[10:58:53] <clienthax> theres a few
dodgy comments in pixelmon
L489[10:58:56] <clienthax> lemme see if i
can finds
L490[10:59:22]
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(~Drullkus@2601:646:8301:c41e:9cb5:1e40:157:b03e)
L491[10:59:23] <HassanS6000> Help me
:(
L492[10:59:27] <HassanS6000> I fixed like
8 errors
L493[10:59:32] <HassanS6000> And then I
notice a new one..
L494[10:59:34]
⇨ Joins: Ordinastie (Ordinastie@bronyville.me)
L495[10:59:42] <HassanS6000> And then you
notice what you did to fix the other ones caused this one -_-
L496[11:00:14] <clienthax> btw lex, did
you deathstare me when i was standing in the question que at the
mod panel :c ?
L497[11:00:32] <HassanS6000> Ordinastie, I
fixed my old issue btw :P It was the Material..
L498[11:00:34]
⇨ Joins: Away_21 (Wuerfel21@bronyville.me)
L499[11:00:38] <laci200270> this is a c
thingy: #define TRUE (rand() > 0.5)
L500[11:00:40] <Steel_Arm> That one
must've been in the ballmer peak
L501[11:01:14] <HassanS6000> So I have 2
methods.. One sets a boolean to false when a block is broken near
it.
L502[11:01:15] <clienthax> // Don't know
what this is.
L503[11:01:21] <clienthax> mhm.. thats a
strange one
L504[11:01:28] <HassanS6000> The other
sets it to true as long as it was once connected to a
powersource..
L505[11:01:39] <HassanS6000> The one that
sets it to true overrides the one that sets it to false!!
L506[11:02:08] <HassanS6000> Oh wait
L507[11:02:09] <HassanS6000> Wait
L508[11:02:09] <Cazzar> //I don't know
why, but this works
L509[11:02:11] <HassanS6000> I fixed
it
L510[11:02:38] <HassanS6000> / sometimes I
believe compiler ignores all my comments
L511[11:02:55] <diesieben07> // hush
L512[11:03:11] <HassanS6000> // If you
delete the credits, I will fucking kill you.
L513[11:03:35] <diesieben07> // you guys
really need to figure out how to start a line with a /
L514[11:04:05] <laci200270> this should be
included in every mod: // I am not responsible of this code.
L515[11:05:03] <clienthax> //Exists purely
for the reason that mojang can't code
L516[11:05:04] ⇦
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L517[11:05:13] <Steel_Arm> That.
L518[11:05:15]
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L519[11:05:19] <laci200270> diesieben07:
can you help with rendering?
L520[11:05:20] ⇦
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seconds)
L521[11:05:33] <diesieben07> i
cannot
L522[11:05:47] <diesieben07> otherwise i
would already have replied to your post
L523[11:05:52] <laci200270> oh
L524[11:06:04] <laci200270> i should
sometime refersh my browser
L525[11:06:19] <HassanS6000> Ugh I need
help
L528[11:07:13] <HassanS6000> Basically..
what happens is if it's connected to TileEntityR2PConvertor
L529[11:07:21] <HassanS6000> And
TileEntityR2PConvertor has been set as the source..
L531[11:08:18] <williewillus> laci200270:
you're registering a b3d model and tesr for the same block?
:p
L532[11:08:24] <HassanS6000> If I break a
wire next to another wire. What's SUPPOSED to happen is that the
state is set to false on the other line in onNeighborblockchanged.
However it keeps getting set to true because its powersource is
still R2PConvertor.
L533[11:08:25] <diesieben07> and you ping
me about that because...?
L534[11:08:32] <diesieben07> i mean it's
not like i don't already know that...
L535[11:08:43] <williewillus> ah youre
rendering the b3d in the tesr 0.o
L536[11:08:56] <HassanS6000> He's trying
to do it with animation
L537[11:09:12] <laci200270> I want to
animate it in blender
L538[11:09:25] <diesieben07> i dont think
forge has support for that (yet?)
L539[11:09:28] <williewillus> doesnt b3d
already support animation?
L540[11:09:50] <williewillus> (without
doing it the java model way, I mean)
L541[11:10:14] <laci200270> williewillus:
i want to stop start animation from TE
L542[11:11:11] <HassanS6000> B3D already
supports animation
L543[11:11:16] ⇦
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L544[11:11:26] <HassanS6000> I think
someone told me animation is possible either fry or
shadekiller666
L545[11:11:54] <williewillus> yeah but he
wants to manually control it
L547[11:12:45] <clienthax> ha
L548[11:13:22] <Vigaro> Gliby: Call
setdead on it after it dies to prevent the death animation
L549[11:13:25] <HassanS6000> GildedGames,
that is sick
L550[11:13:30] <laci200270> basically I
want when the machine runs animate and when not stop the
animation
L551[11:13:35] <HassanS6000> *Gilby
L552[11:13:45] <HassanS6000> **GLIBY
L553[11:14:04] <Gliby> thanks, It's
currently running on the server.
L554[11:14:16] <Gliby> I'm generating the
shapes from the actual models
L555[11:14:18] <Gliby> no hardcoding
L556[11:14:21] ***
Ashlee is now known as Ashlee|off
L557[11:14:23] <diesieben07> laci200270,
that sounds like you want to change the model when it does that.
easiest way would be to change the metadata
L558[11:14:35] <HassanS6000> That's rly
cool Gliby
L559[11:14:38]
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L560[11:14:38]
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L561[11:14:40] <diesieben07> Gliby, how on
earth do you access models on the server? :D
L562[11:14:44] <laci200270> so use
multiple models?
L563[11:14:52] <diesieben07> yes
laci
L564[11:14:52] <Gliby> it's lan.
L565[11:15:05] <diesieben07> one for
running one for idle
L566[11:15:08] <Gliby> i'm gonna have to
export the generated files to .json to run on dedicated
L567[11:15:09] ⇦
Quits: Loetkolben
(~Loetkolbe@ipb2197f94.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L568[11:15:13] <laci200270> Gliby: it will
crash on dedicated server
L569[11:15:21] <laci200270> i think
L570[11:15:24] <Gliby> i'm quite aware of
that :)
L571[11:15:27] <diesieben07> ah i
see
L572[11:16:20] <Gliby> in the end, it's
going to be a client-side physics thing.
L573[11:16:25] ⇦
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L574[11:17:02] <diesieben07> oh i
remember
L575[11:17:09] <diesieben07> you were the
guy sending liek 20000 packets a tick
L576[11:17:25] <clienthax> @_@
L577[11:17:30] <Gliby> it's way more
optimized now
L578[11:17:40] <diesieben07> .d
L579[11:17:48] <diesieben07> fuckin caps
locik
L580[11:17:52] <laci200270> only 10000
packets per tick?
L581[11:17:54] <laci200270> :D
L582[11:17:57] <Gliby> :D
L583[11:18:02] <diesieben07> this 50€
cherry keyboard has a button to disable the windows key...
L584[11:18:10] <diesieben07> but not for
fucking caps lock...
L585[11:18:11] <diesieben07>
seriously
L586[11:18:19] <Gliby> I've tried it out
with a couple of people, server hasn't lagged a bit.
L587[11:18:20] <Steel_Arm> HassanS6000:
This is just my opinion, but you should probably check all
neighbors for power on a neighbor change; after all, what if you
have two power sources? But maybe I'm just not understanding your
code very well.
L588[11:18:37] <clienthax> gah wtf
L589[11:18:43] <clienthax> why isnt this
dam thing working @_@
L590[11:18:54] <diesieben07> throw more
code at it
L591[11:19:03] <Commoble> Does it have
space for the water to move through?
L592[11:19:27] <HassanS6000> Steel_Arm, on
Neighbor change it's the main function is if a powerline is broken,
then that method is fired. So if it finds it's broken it's
supposedly supposed to set the voltage to 0.
L593[11:19:36]
⇨ Joins: Raga_BM (~K@180.253.4.214)
L594[11:19:39] <HassanS6000> supposedly
supposed to is some nice wording
L595[11:19:48] *
clienthax waves a kebab near diesieben07
L596[11:19:57] <diesieben07> what you
want
L597[11:20:02] <clienthax> :P
L598[11:20:06] <clienthax> same problem as
earlier =/
L599[11:20:19] *
HassanS6000 is hungry thanks to clienthax
L600[11:20:24] *
HassanS6000 is going to find foos
L601[11:20:31] <diesieben07> dude...
L602[11:20:32] <williewillus> laci200270:
looks like you could use extendedblockstate with unlistedproperties
to manipulate the keyframes? idk the exact details
L603[11:20:34] <clienthax> HassanS6000:
you missed the burritos at minecon, so goods
L604[11:20:34] <diesieben07> learn to use
a debugger.
L605[11:20:41] <williewillus> see
B3DLoader
L606[11:20:45] <clienthax> diesieben07: i
am using the debugger, i cant see wtf is going wrong
L607[11:21:01] <clienthax> mojangs
spghetti isnt the easiest crap to wade through lol
L608[11:21:15] <diesieben07> ...
L609[11:21:34] <HassanS6000> ugh still
can't make it turn off :(
L610[11:21:34] <Steel_Arm> HassanS6000:
Ah, so aiming for realistic electricity, then?
L611[11:21:35] <clienthax> you try
it..
L612[11:21:43] <HassanS6000> Steel_Arm,
pretty much ;)
L613[11:21:57] <HassanS6000> Just can't
get this thing to work
L614[11:22:04] <HassanS6000> Almost
everythang else is good
L615[11:22:44] <williewillus> clienthax:
whats not working? :p
L616[11:23:01] <HassanS6000> Steel_Arm,
the only bright side is if a wire is not near anything it WILL turn
off
L618[11:23:59]
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L619[11:24:05] <williewillus> sending fake
blocks to the client
L620[11:24:10] <williewillus> sounds so
bukkit-like haha
L621[11:25:19] <clienthax> yeah pretty
much
L622[11:26:48]
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L623[11:27:05] ***
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L624[11:27:52] <clienthax> williewillus:
fix :P
L625[11:28:11] ⇦
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L626[11:28:48] <williewillus> put printlns
everywhere
L627[11:28:49] <williewillus> lol
L628[11:28:52] <diesieben07> clienthax,
not sure what does it...
L629[11:29:04] <diesieben07> but
immediately after MC sends a packet setting it to the old block
again
L630[11:29:05] <clienthax> diesieben07:
not sure what does what?
L631[11:29:11] <clienthax> mhm
L632[11:29:31] <clienthax> i checked the
packets sent and it seemed to send like 7 in total for what i sent
(blocks)
L633[11:29:49] <diesieben07> ahhh
L634[11:29:58] <diesieben07> i do it in
PlayerInteractEvent on RIGHT_CLICK_BLOCK
L635[11:30:05] <diesieben07> and the right
click triggers a block change packet...
L636[11:30:20] <clienthax> son of a
L637[11:30:30] <clienthax> yeah thats
where i do it :p
L638[11:30:40] <clienthax> so, how can i
workaround that
L639[11:30:51] <diesieben07> don't use a
fake block
L640[11:31:01] <williewillus> so when is
someone going to fix PlayerInteractEvent :p
L641[11:31:11] <clienthax> diesieben07:
err..?
L642[11:31:14] <diesieben07> we can't ...
since people rely on it
L643[11:31:19] <williewillus>
>.<
L644[11:31:26] <williewillus> it's so
inconsistent
L645[11:31:39] <diesieben07> complain to
vanilla :PO
L646[11:32:10] <clienthax> mhm..
idea
L647[11:32:25] ⇦
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L649[11:33:56] <laci200270> time to
restart my computer
L650[11:34:18] ⇦
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L652[11:35:06] <clienthax> diesieben07:
shouldnt cancelling the event aboid the 2nd packet?
L653[11:35:46] <diesieben07> nope
L654[11:35:53] <clienthax> >_<
L655[11:35:53] <diesieben07> canceling it
immediately sends a BlockChange packet
L656[11:36:04] <clienthax> @_@
L657[11:36:06] <clienthax> who designed
this..
L658[11:36:25] <clienthax> i sense the
need for.. hacks
L659[11:36:26] <Steel_Arm> Sorry Hassan I
don't really see an immediate solution. This probably isn't what
you want, but I'll just throw it out there. What about maintaining
a "potential" value for each connection? Then you could
combine and split voltages with some simple math. The voltage would
simply follow the path of least resistance.. Or if you have two
voltage sources with no where to go, they end up "pushing
against each other" and exploding :D
L660[11:36:35] <diesieben07> clienthax,
you mean HAX?
L661[11:36:40] <clienthax> aye
L662[11:37:52]
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L663[11:38:05] ***
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L664[11:38:44] <HassanS6000> Lol Steel_Arm
that's pretty realistic xD
L665[11:39:21] <HassanS6000> Basically the
solution will be that i have to somehow make it so when a block is
broken it sets the original powersource to null..
L666[11:39:21] ***
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L667[11:39:28] <HassanS6000> idk how
though
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L678[12:07:36] <HassanS6000> ugh still
can't figure it out :(
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L688[12:43:46] ***
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L689[12:44:22] ⇦
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L692[12:46:53] <HassanS6000> Steel_Arm, do
you have any ideas on my problem or just naww?
L693[12:47:34] <halvors> How can i get the
ForgeDirection left of another? I know i can do
ForgeDirection.getOpposite() so how to do something like
ForgeDirection.getLeft()?
L694[12:49:01] <diesieben07> halvors,
direction.getRotation(axis)
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L696[12:49:39] <Steel_Arm> Store a
reference to the original power source in every powered TE, then
you can set it to null from anywhere?
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L699[12:52:42] <HassanS6000> hmm
L700[12:53:18] <HassanS6000> I already
have a reference
L701[12:53:29] <HassanS6000> And I can set
it null from anywhere..
L702[12:54:13] <Steel_Arm> Then, I guess I
don't know what's actually going wrong.
L703[12:54:23] <HassanS6000> Not working
lol
L705[12:56:18] <halvors> diesieben07: What
axis would be left, i'm confused.
L706[12:56:41] <diesieben07> it always
rotates right (clockwise)
L707[12:56:46] <diesieben07> axis
determines from where you look
L708[12:56:58] <diesieben07> if you look
from DOWN, it SOUTH rotated will be EAST
L709[12:57:16] <diesieben07> (because,
when looking from DOWN, EAST is clockwise from SOUTH)
L710[12:58:55] <HassanS6000> diesieben07,
can you help me out with my issue?
L711[12:59:16] <halvors> diesieben07:
Yeah, get that, but how to tell it to be left of my current
direction?
L712[12:59:16] <diesieben07> if i knew
your issue?
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L714[12:59:36] <diesieben07>
"left" makes no sense when you don't have a point of
view
L715[12:59:45] <halvors>
ForgeDirection.getOrientation(facing)
L716[12:59:51] <halvors> That's my point
of view.
L717[12:59:52] ⇦
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L718[12:59:53] <diesieben07> what is
"facing"
L719[13:00:15] <halvors> It's the
direction the block is facing.
L720[13:00:33] <diesieben07> and you want
that to rotate left
L721[13:00:34] <halvors> Depends on what
direction the player was facing when placing it.
L722[13:00:36] <diesieben07> but left from
*where*
L723[13:00:42] <diesieben07> where the
player looks?
L724[13:00:44] <Steel_Arm> Does it matter
that you don't save NBT after setting voltage to 0?
L725[13:00:46] <diesieben07> left from the
sun?
L726[13:01:07] <diesieben07> you need to
talk in clockwise and counter clockwise
L727[13:01:11] <halvors>
ForgeDirection.getOrientation(facing) this is the opposite of the
direction that the player looked when the block was placed.
L728[13:01:26] <HassanS6000> diesieben07 I
basically have a power system setup for my mod using TE's. The
issue is that one of these TE's which converts Redstone to Power
when used and a powerline is broken in a circuit, all the wires not
connected should shut off, yet they don't..
L729[13:01:29] <diesieben07> that doesn't
even compile
L731[13:01:39] <HassanS6000> The above is
a link to all the TE's
L732[13:01:56] <diesieben07> in all
honesty hassan, no i am not in the mood to debug your shit for
you.
L733[13:02:10] <HassanS6000> lol
L734[13:02:14] <diesieben07> halvors, or
is facing an int?
L735[13:02:20]
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L736[13:02:21] <HassanS6000> I already
know the issue I just don't know how to solve it :P
L737[13:02:24] <halvors> diesieben07:
Yeah, facing is an int.
L738[13:02:33] <diesieben07> ok, we don't
care about the int at all
L739[13:02:37] <diesieben07> only work
with ForgeDirection
L740[13:02:49] <diesieben07> so lets say
facing is the ForgeDirection that your block faces
L741[13:02:52] <diesieben07> and you want
to rotate it.
L742[13:02:52] <HassanS6000> The
BlockPowerline sets the state to false when the neighbor is
changed/broken..
L743[13:02:56] <diesieben07> clockwise or
counter clockwise?
L744[13:02:57] <halvors> Yeah.
L745[13:03:04] <clienthax> are beacon
lines meant to shoot through cakes..
L747[13:03:10] <tterrag|away> yes
L748[13:03:14] <HassanS6000> Issue is it's
then overwritten by the update state method in
TileEntityPowerline
L749[13:03:22] <tterrag|away> cakes are
not solid
L750[13:03:24] <halvors> diesieben07:
Clockwise :)
L751[13:03:53] <diesieben07>
facing.getRotation(ForgeDirection.UP) then
L752[13:03:57] <clienthax> o diesieben07 i
got the fake blocks working
L753[13:03:59] <diesieben07> that rotates
clockwise, when looking top-down onto your block
L754[13:04:07] *
HassanS6000 figured something out
L755[13:04:10] <clienthax> i had to send
them like 100 ticks in future lol
L756[13:04:28] <diesieben07> oh god
L757[13:04:37] <clienthax> meh, works for
now
L758[13:09:54]
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L760[13:11:46] <tterrag|away> diesieben07:
so that packet which sends the class name, can you think of a
better way to do that without breaking the current setup?
L761[13:11:58] <tterrag|away> I guess we
could just catch the CCE on the fromBytes
L762[13:12:25] <halvors> diesieben07: If i
want counter clockwise, how would that work?
L763[13:12:33] <halvors>
facing.getRotation(ForgeDirection.?)
L764[13:12:35] <tterrag|away> halvors: use
DOWN
L765[13:12:38] ***
tterrag|away is now known as tterrag
L766[13:12:43] <tterrag> it's right hand
rotation rule
L767[13:12:51] <tterrag> so just use the
opposite side and it switches the direction
L768[13:12:53] <HassanS6000> Steel_Arm, it
looks good so far. :D
L769[13:13:05] <halvors> Let say i want
left.
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L772[13:13:36] <HassanS6000> haha
Steel_Arm I fixed it almost! :D
L773[13:14:06] <Steel_Arm> that's
good
L774[13:14:07] <tterrag> halvors: it will
rotate to the right hand direction perpendicular to the side you
give it
L775[13:18:16] <HassanS6000> Fuck lol if I
break one wire connected to an R2P convertor it turns off every
wire
L776[13:18:19] <HassanS6000> xD
L777[13:19:47] <halvors> tterrag: Thanks,
could you please exmplain to me why? I don't get it...
L778[13:20:04] <tterrag> halvors: explain
why what? that's just how it works :P
L779[13:20:59]
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L780[13:21:21] <halvors> tterrag: In order
for that to work, it whould have to be rotated somehow?
L781[13:21:54] <tterrag> I'm confused what
you are asking
L782[13:21:55] <Steel_Arm> HassanS6000: I
think the logic of your system is flawed. I think you're going to
need something more robust to handle all the possible situations
that can occur.
L783[13:22:26] <HassanS6000> Steel_Arm,
you're probably right.. xD
L784[13:22:41] <HassanS6000> Probs will
have to re-write the whole thing..
L785[13:23:28] ⇦
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L787[13:25:53] <Steel_Arm> My advice is
the same as before. Have an incoming voltage/amperage value for
each neighbor, while splitting and merging power values at
junctions. It might be a bit involved, but you can't get much more
realistic and it would theoretically handle any situation that
could occur.
L788[13:27:45] <HassanS6000> True..
L789[13:27:59] <HassanS6000> My solution
works kind of..
L790[13:28:11] <HassanS6000> But it
requires you to replace every wire if you break one..
L791[13:28:35] ⇦
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L794[13:38:04] <masa> that... doesn't
exactly sound like a solution :p
L795[13:39:09]
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L796[13:42:14] <HassanS6000> masa, I know
lol xD
L797[13:42:32] <HassanS6000> It fixes the
immediate issue but causes another..
L798[13:43:50] <HassanS6000> Okay you
don't have to replace ALL of them just the most recent 2
L799[13:46:32] ⇦
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L809[14:13:46] <diesieben07> halvors,
think of a piece of paper with the 4 cardinal directions on it. now
you look onto that paper from the top and go clockwise. thats what
getRotation(UP) does (because you are looking from UP). Now if you
were to look from underneath the paper (assuming the paper is
transparent) and rotate clockwise you would go the opposite
direction essentially. That would then be getRotation(DOWN)
L810[14:13:57] <diesieben07> tterrag,
define "breaking the current setup"
L811[14:14:17] <tterrag> diesieben07:
without rewriting the ~20 packets that extend that class
L812[14:14:32] <diesieben07> just don't
send the classname...
L813[14:14:42] <tterrag> errr?
L814[14:14:42] <diesieben07> if that cast
fails... something is inheritly wrong anyways
L815[14:14:43]
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L816[14:14:44] <tterrag> no
L817[14:14:52] <tterrag> the TE can be
different on the client by the time the packet arrives
L818[14:14:57]
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L819[14:19:01] <tterrag> diesieben07:
^
L820[14:21:26] ⇦
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L825[14:27:13] <laci200270> what this
means?
L826[14:27:14] <laci200270> [21:26:30]
[Client thread/ERROR]: ########## GL ERROR ##########
L827[14:27:14] <laci200270> [21:26:30]
[Client thread/ERROR]: @ Post render
L828[14:27:14] <laci200270> [21:26:30]
[Client thread/ERROR]: 1284: Stack underflow
L829[14:27:37] <clienthax> means you
fucked up opengl
L830[14:27:37] <laci200270> i get this
when I try to render a b3d
L831[14:27:40] <Ordinastie> you pop
something you didn't push
L832[14:27:47] <clienthax> also means to
use a pastebin
L833[14:27:51] <laci200270> oh
thanks
L834[14:28:40] <WaffleBunny> Yo! By any
chance could anyone help me figure out reading Lore NBT that was
set via addInformation? My current solution is getting me a NPE.
;_; Will provide extra info if PM'd, I don't want to clutter
chat.
L835[14:29:12] <clienthax> WaffleBunny:
pastebin
L836[14:29:14] <WaffleBunny> Will
do.
L837[14:29:17] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
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L838[14:29:25] <laci200270> anyone
exprerinced with eclipse debugger is very slow?
L839[14:29:43]
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L840[14:29:59] <laci200270> if I use ~5
breakpoints the code runs very slow
L842[14:30:44] <clienthax> laci200270:
depends where you put the points
L843[14:31:02]
⇨ Joins: DanielHuisman_
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L844[14:31:10] <laci200270> some in my
clientproxy some in the main mod class
L845[14:31:24] <clienthax> laci200270: i
meant in the code, not classes..
L846[14:32:11] <DanielHuisman_> Did anyone
else notice the blockstate implementation is terrible (mostly on
large scale)?
L847[14:32:31] <laci200270> one is here:
ClientRegistry.bindTileEntitySpecialRenderer(TileDieselGenerator.class,
new DieselGeneratorSpecialRenderer());
L848[14:33:00] <laci200270> the others
removed
L849[14:33:52] ⇦
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L852[14:37:18] <williewillus>
DanielHuisman_: terrible or not, we have to work around it :p
L853[14:37:19]
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L854[14:37:25] <williewillus> go yell at
mojang
L855[14:38:00] <DanielHuisman_> I don't
mean the actual API, I mean the under-the-hood implementation
L856[14:38:07] <WaffleBunny> clienthax:
Sorry to bug you, but did you check the pastebin out?
L857[14:38:25] <clienthax> WaffleBunny:
yeah, it was so badly condensed that it made me lose all faith of
working on it ;_;
L858[14:38:31] <Ordinastie> WaffleBunny,
do you have any programming knowledge ?
L859[14:38:37] <DanielHuisman_> If you
have a large amount of block states, it will consume a lot of
memory and eventually crash
L860[14:38:52] <WaffleBunny> clienthax My
apologies.
L861[14:38:52] <clienthax> DanielHuisman_:
block states are still limited to metadata limits
L862[14:39:08] <DanielHuisman_> My mod
extends block ids and metadata ;)
L863[14:39:11]
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(~pugi@host-091-097-005-213.ewe-ip-backbone.de)
L864[14:39:12] <WaffleBunny> Ordinastie I
do have some, but it's rather basic.
L865[14:39:33] <clienthax> DanielHuisman_:
err.. dems be deep waters
L866[14:39:42] <clienthax> but seriously,
why the shit do we still have a block limit of 4k ~
L867[14:39:43] <Ordinastie> you might want
to learn a bit more
L868[14:40:03] <Ordinastie> because NPEs
are the most basic thing to deal with and the easiest to fix
L869[14:40:22] <DanielHuisman_>
ExtendedMetadata extends block ids to 32768 and metdata to 65536
:P
L870[14:40:23] <clienthax> and the
hardest, is anything reika coded
L871[14:40:41] <clienthax> DanielHuisman_:
eah, wouldnt that break all the metadata shifting ?
L872[14:40:51] <tterrag> DanielHuisman_:
that must make world saves huge
L873[14:40:56] <tterrag> unless you are
doing something even more indepth
L874[14:40:59] <clienthax> and that
L875[14:41:15] <DanielHuisman_> it dubbles
the amount of bytes stored per block, unless a chunk doesn't use
those values
L876[14:41:20] <tterrag> clienthax: why
would it? blocks that don't use the extended metadata would just
limit themselves to 16 still
L877[14:41:32] <WaffleBunny> Ordinastie:
The problem isn't it being a NPE, It's NBT lore tags, which I'm
fairly new at. After several hours of googling, this is the
solution which I found out. The path to the lore should be correct,
but like I said, I don't know much about NBT lore.
L878[14:41:48] <clienthax> tterrag:
because some people bitshift, and if they bitshift <<< it
will move it to the end of the giant field now
L879[14:41:54] <clienthax> instead of back
to where its expected to be ~
L880[14:41:58] <tterrag> wat
L881[14:42:02] <Ordinastie> no, it's
definitely about the concept of NPE
L882[14:42:09] <DanielHuisman_>
bitshifting shouldn't break?
L883[14:42:17] <tterrag> clienthax: that
makes no sense, that's not how bitshifting works
L884[14:42:23] <tterrag> also, there is no
data type that stores only 4 bits
L885[14:42:25] <clienthax> tterrag: just
wait and see..
L886[14:42:26] <tterrag> so uh
L887[14:42:28] ⇦
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L888[14:42:29] <tterrag> no
L889[14:42:39] <Ordinastie> you access a
field and/or method from a null variable
L890[14:42:47] ***
Ashlee|off is now known as Ashlee
L891[14:43:13] <DanielHuisman_> Anyways my
question is, to improve the block state impl. should I make a Forge
PR or implement it in my mod?
L892[14:43:39] <WaffleBunny> Ordinastie:
I'm really sorry, but the NBT couldn't possibly NPE, when
addInformation actually adds lore?
L893[14:43:40] <tterrag> if you are going
to attempt to change a very integral mechanic, you need to first
make sure it has a purpose
L894[14:43:43] <williewillus> probably in
your own
L895[14:43:49] <tterrag> lex will never
merge a PR like that unless it has a VERY good reason to be
done
L896[14:43:52] ***
MattMc is now known as MattOfflineMc
L897[14:43:53] <williewillus> it's a core
change that would probably break a lot a lot alot of stuff :p
L898[14:43:53] <tterrag> "I need this
for my mod" is not a good reason
L899[14:44:11]
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L900[14:44:31] <Ordinastie> WaffleBunny,
you have no guarantee that itemStack.stackTagCompound is not
null
L901[14:44:41] <DanielHuisman_> the only
thing it world of is heavily reduce the amount of memory uses
L902[14:44:45] <WaffleBunny> Ordinastie:
Even when lore is shown on the item?
L903[14:44:47] <DanielHuisman_>
would*
L904[14:44:51] <Ordinastie> you have no
guarantee that
itemStack.stackTagCompound.getCompoundTag("display") is
not null...
L905[14:44:57] <DanielHuisman_> would
do*
L906[14:44:58] <clienthax> if it actually
optimizes it a fair bit he may merge it
L907[14:45:02] <Ordinastie> etc..
L908[14:45:03] <clienthax> worth a shot in
all honesty
L909[14:45:07] <Lex|Hotel> DanielHuisman_,
if you edit minecraft code, PR it. Defend yourself and the changes
and make it functional/backwards compatible.
L910[14:45:12] <clienthax> eeeek hes
here
L911[14:45:16] ***
mumfrey is now known as Mumfrey
L912[14:45:18] <clienthax> Feeling better
lex?
L913[14:45:39] <DanielHuisman_> thanks
lex, I will start working on a PR
L914[14:45:53] ***
MattOfflineMc is now known as MattMc
L915[14:46:18] <Ordinastie> WaffleBunny,
use your debugger
L916[14:47:59] ⇦
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host closed the connection)
L917[14:48:11] <MisterChris> So, I need to
save integers that are used displayed in a gui, basically levels
that can be leveled up. When using IExtendedEntityProperties,
should I save/load these integer variables in the class its
implementing, or is it okay to do it in another class that contains
other info for these levels
L918[14:48:12] ***
AFK is now known as Vigaro
L919[14:48:34] <MisterChris> Class its
implementing: ExtendedPlayer
L920[14:48:57] <Ordinastie> doesn't matter
where you get your data from
L921[14:49:31] <MisterChris>
Alrighty
L922[14:50:36] <WaffleBunny> Ordinastie:
I'm so sorry, I just did a System.out.print test for each part of
it, and it does seem that "display" is the NPE, I had
just thought that addInformation would add it there. If you don't
mind, could you point me in the right direction as to how
addInformation stores it's lore?
L923[14:50:58] <williewillus>
addInformation doesn't store anything?
L924[14:51:04] <Ordinastie> addInformation
doesn't add anything
L925[14:51:20] <williewillus> it's used to
insert info right before the tooltip is rendered during
runtime
L926[14:51:29] <Ordinastie> it's just to
add stuff to the list used to display the tooltip
L927[14:51:57] <MisterChris> Recommended
irc clients?
L928[14:52:05] <WaffleBunny> Oh, I'm sorry
about that. I was just guessing that what it did was NBT lore to
the item, not render it during tooltip rendering! I'm so
sorry!
L929[14:52:19] <WaffleBunny> add NBT
lore*
L930[14:52:30] <Ordinastie> WaffleBunny,
are you canadian?
L931[14:52:38] <MisterChris> Lol dont be
sorry Waffle, this channel is for assisting
L932[14:52:41] <WaffleBunny> I am
not.
L933[14:52:41] <MisterChris> LOL
ordin
L934[14:52:42] <WaffleBunny> xd
L935[14:52:58] <williewillus> MisterChris:
HexChat
L936[14:53:03] <MisterChris> I know how it
feels to think you're asking too much lol
L937[14:53:13] <MisterChris> Thanks
willie, I think i remember you saying that the other day I just
forgot
L938[14:53:43] <williewillus> mustve been
quite a while ago bc i don't remember lol
L939[14:53:53] <MisterChris> it was like a
week ago
L940[14:54:08] <MisterChris> it was either
you or someone else, but someone had mentioned my pings never hit
me
L941[14:54:45] <Ordinastie> MisterChris,
nobody but you can know if you get pinged or not...
L942[14:55:14] <tterrag> it was me
L943[14:55:18] <tterrag> and I also
suggested hexchat
L944[14:55:59]
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L945[14:56:34] <MisterChris> Ah yeah it
was
L946[14:57:10] <MisterChris> Is there a
way to auto identify with hexchat?
L948[14:57:46] <tterrag> MisterChris: of
course
L949[14:58:02] <M4thG33k> Greetings all! I
have a few questions about the RedstoneFlux/Energy API. First off:
is it generally the case that anything that generates RF should
implement IEnergyProvider and is also in charge of
"pushing" its charge into adjacent
conduits/ducts/wires?
L950[14:58:04] <clienthax> command blocks
XD
L951[14:58:12] <clienthax> lex why didnt
you.. like.. throw him in the river?
L952[14:58:24] <tterrag> I'm not getting
any audio from twitch
L953[14:58:35] ⇦
Quits: Termin8or (uid93719@id-93719.charlton.irccloud.com) (Quit:
Connection closed for inactivity)
L954[14:58:36] <tterrag> there we go
L955[14:58:42] <tterrag> M4thG33k:
#ThermalExpansion
L956[14:58:48] <MisterChris> Im watching
that guy and its literrally making me want to strangle him because
he doesnt know shit and hes just talking
L957[14:58:51] <MisterChris> who is
he
L958[14:58:53] <Lex|Hotel> watching the
old streams that i didnt see
L959[14:58:53] <M4thG33k> Cool.
Thanks
L960[14:58:58] ⇦
Parts: M4thG33k (~M4thG33k@75-167-220-84.cdrr.qwest.net)
())
L961[14:59:13]
⇨ Joins: M4thG33k
(~M4thG33k@75-167-220-84.cdrr.qwest.net)
L962[14:59:21] ⇦
Parts: M4thG33k (~M4thG33k@75-167-220-84.cdrr.qwest.net)
())
L963[14:59:51] <Ordinastie> Lex, you mean
the "command blocks are like mods" part ?
L964[14:59:53] ⇦
Quits: vsg1990 (~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
(Quit: Leaving)
L965[15:00:24] <MisterChris> Everything
that guy says about mods is irritating
L966[15:01:12] <tterrag> lex: that guy is
thediamondminecart, I'm not sure what he's on about because he has
tons of videos with mods
L967[15:01:32] <tterrag> my little brother
watches them
L968[15:02:24] <Ordinastie> oh, I know
him, he made a spotlight for my mod
L969[15:02:36] <tterrag> me too :P
L970[15:03:09] <tterrag> I think his point
is, he's making custom maps etc, and doesn't want (or know how to)
write his own mods, and command blocks are a good alternative
L971[15:03:20] <tterrag> which, has some
truth, but is also kinda dumb considering the configurability of a
lot of mods out there
L972[15:03:29] <clienthax> how the shit
are command blocks a good alternative
L973[15:03:38] <clienthax> thats like
saying being stabbed in the eye is a good alternative to
dieing
L974[15:03:38] <tterrag> clienthax: you
can do a lot with command blocks, as far as custom maps go
L975[15:03:46] <williewillus> in the scope
of vanilla
L976[15:03:49] <tterrag> and they are
easier to learn
L977[15:03:56] <clienthax>
jsonblocks
L978[15:03:59] <tterrag> and you can do it
in vanilla (no forge/mods needed)
L979[15:04:18] <MisterChris> Most of the
things you do with command blocks cant be flushed out perfect and
are still buggy
L980[15:04:27] <MisterChris> like entities
and such
L981[15:04:28] <tterrag> oh of
course
L982[15:04:34] <tterrag> commandblock
"mods" are a giant hack
L983[15:04:39] <tterrag> since they cannot
add mechanics
L984[15:04:45] <tterrag> and they are
almost always horrible for performance
L985[15:04:53] <tterrag> but it *works*
and that's what most people care about
L986[15:04:59] <williewillus> commandblock
clocks -> tick handlers xD
L987[15:05:00] <MisterChris> tterrag: how
do I auto-identify?
L988[15:05:04] <Ordinastie> but I must
admit, what people manage to create with command block is quite
impressive
L989[15:05:27] <tterrag> MisterChris: you
can set up initial commands to run, or I think it supports
SASL
L990[15:05:34] <tterrag> haven't used
hexchat in a while
L991[15:05:35] <tterrag> google it
:P
L992[15:05:38] <MisterChris> T_T
L993[15:05:46] <MisterChris> brb
L994[15:05:49] ⇦
Quits: MisterChris (~MisterChr@c-68-36-229-122.hsd1.mi.comcast.net)
()
L995[15:05:50] <williewillus> "you
have to know java to commandblock"
L996[15:06:17] <Ordinastie> ?
L997[15:06:19] <HassanS6000> ^ false
L998[15:06:22] <williewillus> I know
L999[15:06:24] <HassanS6000> lol
L1000[15:06:29] <williewillus> hence the
quotes
L1001[15:06:55] <HassanS6000> mhm..
L1002[15:07:01] <Lex|Hotel> ya command
blocks are great... for ONE THING
L1003[15:07:01] <tterrag> he's also
obviously grossly oversimplifying the concept
L1004[15:07:09] <tterrag> for the
audience
L1005[15:07:12] <HassanS6000> What does
sis mean? fry's nick..
L1006[15:07:21] <tterrag> no one is going
to understand what he's saying if he goes indepth into commmand
blocks
L1007[15:07:24] <HassanS6000> Pretty sure
not sister
L1008[15:07:25] <clienthax> spawning
sheep on poorly configured servers :D
L1009[15:07:30]
⇨ Joins: MisterChris
(~MisterChr@2601:40a:4000:c746:8c63:369e:cb29:9a0b)
L1010[15:07:30] <Lex|Hotel> Basic thing
with command blocks: Every block you add removes 1FPS
L1011[15:07:31]
⇨ Joins: shadekiller666
(~shadekill@adsl-108-71-39-102.dsl.lsan03.sbcglobal.net)
L1012[15:07:35] <williewillus> yup
L1013[15:07:38] <HassanS6000> lol
L1014[15:08:02] <williewillus> build
anything big and its basically a giant tickhandler that also causes
block updates lol
L1015[15:08:12] <Ordinastie> if you start
at 900fps, you've got some room :p
L1016[15:08:17] <MisterChris> But see,
its people like diamondminecraft who appeal to little kids and also
have small attention spands so they cant/dont learn much
L1017[15:08:35] <williewillus> and the
interface for commandblocks suck right now
L1018[15:08:48] <MisterChris> So instead
of actually giving an adequete and not-ignorant opinion, they just
talk like they know what they're doing
L1019[15:08:55] <williewillus> if you
need to put a big json in there you have to basically make i
somewhere else then paste it in
L1021[15:09:19] <MisterChris> The caster
that was interviewing/talking to him even said, the mod portion of
minecon was huge
L1022[15:09:21] <Lex|Hotel> hehe yes the
intereface for command blocks is good reflecting what it was ment
to do
L1023[15:09:25] <Lex|Hotel> one small
thing at a time
L1024[15:09:39] <MisterChris> How is
Minecon btw?
L1025[15:09:44] <Lex|Hotel> meh
L1026[15:09:57] <williewillus> was it as
badly organized as ive heard? :p
L1027[15:10:00] <clienthax> ^ agreed,
they didnt put much effort in..
L1028[15:10:13] <MisterChris> I didnt
expect
L1029[15:10:39] <clienthax> honestly ive
seen more kids at a lan party that had a minecraft section
L1030[15:10:42] <clienthax> then i did at
minecon
L1031[15:10:54] <Lex|Hotel> yes minecon
is a joke when you think about it from a normal convention
setup
L1032[15:10:58] <Lex|Hotel> but it was
entertaining
L1033[15:10:59] <clienthax> and the lan
party had oculus rifts with mc on ;)
L1034[15:11:02] <Lex|Hotel> err
L1035[15:11:08] <Lex|Hotel> the people
were entertainign notthe con ;)
L1036[15:11:09]
⇦ Quits: sciguyryan
(~sciguyrya@80-254-76-177.dynamic.swissvpn.net) ()
L1037[15:11:18] <MisterChris> Which
reminds me I should probably change my irc name to my ign. Going to
start confusing people soon
L1038[15:11:20] ***
MisterChris is now known as ItsANoBrainer
L1039[15:11:27] <clienthax> lex, what
about that guy that asked you how many dedicated wams you need to
run pixelmon?
L1040[15:11:46] <ItsANoBrainer>
Deodedidated wam?
L1041[15:11:51] <Steel_Arm> Hm... I can
see a con for mods, but just for vanilla? That sounds like it'd
last about 5 minutes.
L1042[15:11:53] <Lex|Hotel> ya fuck you
client
L1043[15:11:57] <ItsANoBrainer>
LOOL
L1044[15:11:59] <clienthax> <3
L1045[15:12:08] <ItsANoBrainer> rip
L1046[15:12:12] <clienthax> i think dire
enjoyed it
L1047[15:12:25] <ItsANoBrainer> Well
ofcourse he enjoys almost everything lol
L1048[15:12:27] <Lex|Hotel> not
really
L1049[15:12:39] <williewillus> clienthax:
did that question actually happen? :p
L1050[15:12:40] <ItsANoBrainer> =O
L1051[15:12:46] <Lex|Hotel> he just
ignores most things
L1052[15:12:57] <Lex|Hotel> no clienthax
sent twats to make fun of the kid from last minecon
L1053[15:13:03] <Lex|Hotel> which is a
dick move
L1054[15:13:29] <clienthax> well maybe if
i didnt get banned from the irc for stupidely simple things i
wouldn't of sent a paid twat your way -.-
L1055[15:13:47] <Ordinastie> did you
actually pay him?
L1056[15:13:59] <Lex|Hotel> wait
L1057[15:14:00] <clienthax> not me
personally, someone with me did tho
L1058[15:14:01] <Lex|Hotel> you paid
him?
L1059[15:14:07] <williewillus> ..
L1060[15:14:11] <Lex|Hotel> haha you're
retarded
L1061[15:14:29] <ItsANoBrainer> >Why
go make fun of someone myself when I can pay someone to do it for
me
L1062[15:14:37] <clienthax> hea, i
PERSONALLY didnt have to pay anything ;)
L1063[15:14:38] <williewillus> why would
you spend money on that
L1064[15:15:17] <clienthax> ask the
americans that did..
L1065[15:15:22] *
clienthax shrugs
L1066[15:15:37] <clienthax> i managed to
do the whole of minecon on less than £50 as im a cheapskate
woo
L1067[15:15:52] <Drullkus> lolwat
L1068[15:15:58] ***
clienthax was kicked by MineBot (Banned: Paying people to annoy us
at con by making fun of a child.))
L1069[15:16:20] <tterrag> one of the
first bans I agree with :P
L1070[15:16:23] <ItsANoBrainer> kek
L1072[15:16:32] <Drullkus> tterrag: I
agree too :p
L1073[15:17:09] <ItsANoBrainer> Hungry
nodes were the bane of my existence
L1074[15:17:11] <ItsANoBrainer> Still
are
L1075[15:17:15] <williewillus> what is
that?
L1076[15:17:27] <williewillus> or, i
mean, what's different about it :p
L1077[15:17:55]
⇨ Joins: gabizou|london
(~gabizou@talk.inspirenxe.org)
L1078[15:18:28] <Drullkus> williewillus
ItsANoBrainer: This machine turns nodes into hungry nodes.
L1079[15:18:46] <ItsANoBrainer>
wwww..wwwwhh..whaaat
L1080[15:18:48] <ItsANoBrainer> oh
my
L1081[15:18:49] <Drullkus> Not a Node
stabilizer replacement
L1082[15:18:51] <ItsANoBrainer> umm
L1083[15:18:57] <ItsANoBrainer> you
monster
L1084[15:19:01] <Drullkus> :p
L1085[15:19:23]
⇨ Joins: TurnedSlayer
(~TurnedSla@host86-157-100-70.range86-157.btcentralplus.com)
L1086[15:19:31]
⇨ Joins: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L1087[15:19:35]
⇨ Joins: r4wk
(uid48318@id-48318.highgate.irccloud.com)
L1088[15:19:41]
⇨ Joins: killjoy
(~killjoy@cpe-24-74-204-200.ec.res.rr.com)
L1089[15:19:48] <ItsANoBrainer> Now im
exploring the internet instead of coding
L1090[15:19:49] <ItsANoBrainer> what am I
doing
L1091[15:19:59] *** MineBot sets mode: -b
*!*@id-14726.ealing.irccloud.com
L1092[15:20:06] <Drullkus> ItsANoBrainer:
You! Get back to coding! :p
L1093[15:20:18] <ItsANoBrainer> Bbbbuuut
theres a whole internet out there
L1094[15:20:38] <Drullkus> Do you not
like making cool things? :p
L1095[15:20:41] <Drullkus> Like I am?
lol
L1096[15:20:43]
⇨ Joins: aleshka (~aleshka@188.112.205.56)
L1097[15:20:44] <ItsANoBrainer>
Bruhhh
L1098[15:20:49] <ItsANoBrainer>
Yeeeeah
L1099[15:21:02] <Wuppy> Drullkus, why not
both
L1100[15:21:13] <Drullkus> Wuppy:
:p
L1101[15:21:21] <Drullkus> Wuppy: You
should see the gfycat :)
L1102[15:21:23] ***
MattMc is now known as MattOfflineMc
L1103[15:21:31] <Wuppy> which
L1105[15:21:52]
⇨ Joins: clienthax
(sid14726@id-14726.ealing.irccloud.com)
L1106[15:21:52] ***
clienthax was kicked by MineBot (Banned: Paying people to annoy us
at con by making fun of a child. (35565d)))
L1107[15:22:10] <tterrag> that's a lot of
days
L1108[15:22:23] <Wuppy> :O
L1109[15:22:29] <tterrag> ~97.5
years
L1110[15:22:31] <Wuppy> fix the name
though Drullkus
L1111[15:22:39] <Drullkus> Damn
L1112[15:22:44] <Drullkus> Wuppy:
ik
L1113[15:22:44] <Drullkus> :p
L1114[15:22:46] <Wuppy> tterrag, what is
97 years?
L1115[15:22:48] <ItsANoBrainer> Not
enough!
L1116[15:22:52] <tterrag> 35565
days
L1117[15:23:06] <ItsANoBrainer> Did you
do the math or calculator?
L1118[15:23:08] <Wuppy> oh... I didn't
read that thing
L1119[15:23:11] <Drullkus> IT's far from
release ready Wuppy, I still need to patch many problems I
made
L1120[15:23:11] <ItsANoBrainer> mental
math*
L1121[15:23:18] <tterrag> calculator, but
idk why I did
L1122[15:23:19]
⇨ Joins: lukegb (~lukegb@168.63.65.58)
L1123[15:23:22] <Drullkus> Plus to make
it an official mod itself rather than that crap uh
L1124[15:23:24] <ItsANoBrainer> What are
ou working on drullkus
L1125[15:23:25] <Drullkus> WIP mod
name
L1126[15:23:28] <tterrag> 35565 is
slightly < 365*100
L1127[15:23:32] <tterrag> so I could have
guessed
L1128[15:23:34] <Drullkus>
"StuffsAndThings" needs better name :p
L1129[15:23:36] <ItsANoBrainer>
true
L1130[15:24:08] ***
helinus is now known as helinus|off
L1131[15:24:25] <Lex|Hotel> whops knew
that number was wrong
L1132[15:24:31] <Lex|Hotel> transposed
the 6 and the 3
L1133[15:24:36] *** MineBot sets mode: -b
*!*@id-14726.ealing.irccloud.com
L1134[15:25:01] <tterrag> 16 bits of
bannage
L1135[15:25:03] <Lex|Hotel> Much better,
god I cant do math correctly today.
L1136[15:25:13]
⇨ Joins: M4thG33k
(~M4thG33k@75-167-220-84.cdrr.qwest.net)
L1137[15:25:20] <ItsANoBrainer> So what
was the intented days?
L1138[15:25:23] <Ordinastie> so in the
end, how much time ?
L1139[15:25:30] <tterrag> 65535, aka 2^16
- 1
L1140[15:25:43] <ItsANoBrainer>
Sexy
L1141[15:25:57] <tterrag> binary maxiumum
of a 16 bit number
L1142[15:26:04] <Ordinastie> in case 35k
days wasn't enough ?
L1143[15:26:07] <tterrag> I can spell
maximum
L1144[15:26:14] <ItsANoBrainer> 35k day
bans are never enough
L1145[15:26:44] <Wuppy> I'd say IRC will
be dead in 98 years
L1146[15:26:47] <M4thG33k> When syncing
Tile Entities with packets, what's the best way to go about that? I
have been calling a prepareSync() method that marks the given block
for updates and then marks it dirty every time I do something that
updates a value the client needs for rendering purposes, but is
there a better way? Looking at other people's code, they don't seem
to be marking blocks for updates nearly as often as I am...
L1147[15:26:59] <tterrag> M4thG33k: send
your own packet
L1148[15:27:07] <tterrag> block updates
are extremely expensive
L1149[15:27:08] <Lex|Hotel> I COULD do
18446744073709551615 but i dont think esper is 64 bit ;)
L1150[15:27:32] <ItsANoBrainer> why not
2,147,483,647
L1151[15:27:45] <Lex|Hotel> why do you
need that value for rendering?
L1152[15:29:31] <M4thG33k> I have TESRs
that update depending on variable states in the TE, so I need the
client/server TE's to be in sync for it to work properly
L1153[15:29:55] <tterrag> if you are
using a TESR then you are wasting a lot of FPS with needless block
updates
L1154[15:29:58] <tterrag> just make a
custom packet
L1156[15:30:31] <ItsANoBrainer> 2^64 -
1
L1157[15:30:36] <Lex|Hotel> what is that
variable?
L1158[15:30:38] <ItsANoBrainer> thankyou
wolframalpha
L1159[15:31:03] <ItsANoBrainer>
2,147,483,647?
L1160[15:31:26] <Lex|Hotel> no
L1161[15:31:28] <Wuppy> ItsANoBrainer, do
you actually remember that song or did you calculate it?
L1162[15:31:34] <Wuppy> that
number*
L1163[15:31:35] <Lex|Hotel> that hes
tryinh to send over the wire
L1164[15:31:53] <ItsANoBrainer> Which one
Wuppy
L1165[15:31:53] <ItsANoBrainer> lol
L1166[15:31:54] <tterrag> "over the
wire" I have never heard that phrase before a few days ago,
and it was cpw who said it
L1167[15:31:54] <M4thG33k> I know how to
make packets, I had to use them for my custom particle effects. I
just need to go back and re-work how I want this to work. I also
have blocks whose light value depends on its associated TE. Packets
won't help with that, will they? I was under the impression that
block light values will only update when they (or a neighboring
block) are updated
L1168[15:32:05]
⇦ Quits: JZTech1010 (jztech101@crabhost.org) (Ping timeout:
378 seconds)
L1169[15:32:07]
⇨ Joins: Searge|office
(~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L1170[15:32:16] <Wuppy> ItsANoBrainer,
2147483647
L1171[15:32:31] <ItsANoBrainer> lol I
played rs for a while so I have it memorized
L1172[15:32:36] <tterrag> M4thG33k: yes
when you change light value you must update the chunk lighting
(with a markBlockForUpdate)
L1173[15:32:40]
⇨ Joins: OrionOnline (~OrionOnli@62.235.19.207)
L1174[15:32:42] <Wuppy> what does that
have to do with RS?
L1175[15:32:43] <tterrag> or
world.updateLightByType
L1176[15:32:50] <ItsANoBrainer> Its the
max stack size for items
L1177[15:32:55] <OrionOnline> Hi
Guys
L1178[15:32:59] <Wuppy> RS had
stacks?
L1179[15:33:01] <tmtu> Wuppy: item stack
limit is unsigned int
L1180[15:33:05] <Wuppy> I honestly dont
remember much of the game
L1181[15:33:27]
⇨ Joins: TheKakuzato
(~TheKakuza@or-76-2-6-177.dhcp.embarqhsd.net)
L1182[15:33:31] <ItsANoBrainer>
"maximum positive value for a 32-bit signed binary
integer"
L1183[15:33:36] <M4thG33k> Alright, I
guess I may have to remove or simplify how my lighting works to cut
down on update calls...
L1184[15:33:36] <tterrag> 2147483647 is
max for signed
L1185[15:33:36] <OrionOnline> I have a
question regarding the modloading screen in the latest version of
Forge, is there a way to have a third bar, regarding your mods
loading state, during preinit / init / postinit
L1186[15:33:37] <tterrag> not
unsigned
L1187[15:33:38] <Wuppy> at least not item
details
L1188[15:33:39] <tmtu> er, signed
L1189[15:33:39] <OrionOnline> ?
L1190[15:33:42] <tmtu> :p
L1191[15:33:52] <tterrag> Ordinastie: yes
you can hook into it
L1192[15:33:57] <tmtu> not like you could
have negative item stacks, but javaâ„¢
L1193[15:34:11]
⇨ Joins: hr49_pi
(~matthew@108-203-5-240.lightspeed.rlghnc.sbcglobal.net)
L1194[15:34:12] <Ordinastie> tterrag,
failed
L1195[15:34:17] <ItsANoBrainer> You could
have negative currency
L1196[15:34:17] <tterrag> whoops
L1197[15:34:20] <tterrag> quassel
pls
L1198[15:34:24] <tmtu> really?
L1199[15:34:25] <ItsANoBrainer>
#ALotToPayBack
L1200[15:34:25] <tterrag> OrionOnline:
yes you can hook into the loading screen
L1201[15:35:07] <OrionOnline> tterrag,
how? cause i could not find the calls for it, yet i might have been
looking in the wrong place...
L1202[15:36:29]
⇦ Quits: Searge|mojang
(~Searge@h-85-24-130-18.na.cust.bahnhof.se) (Ping timeout: 378
seconds)
L1203[15:37:26]
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(~TheKakuza@or-76-2-6-177.dhcp.embarqhsd.net) (Ping timeout: 206
seconds)
L1204[15:38:08]
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L1205[15:38:48] <tterrag> OrionOnline: I
think ProgressManager however it is deprecated
L1206[15:38:51] <tterrag> unsure
why...
L1207[15:38:56] <tterrag> bug
cpw/fry
L1208[15:39:06] <OrionOnline> oke
L1209[15:39:58]
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L1210[15:40:20] <Lex|Hotel> because we
havent designed a stable api around it yet
L1211[15:40:33] <Lex|Hotel> so if you use
it assume that your mod will break and it wont be our fault
L1212[15:40:50] <tterrag> fair
'nuff
L1213[15:41:04] <tmtu> did the
threading/gl issue get fixed?
L1214[15:41:13] <Lex|Hotel> nope some
cards are still shit
L1215[15:41:14] ***
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L1216[15:41:14] <Ordinastie> woudln't
@Beta be better then ?
L1217[15:41:23] <tmtu> heh
L1218[15:41:30] <Lex|Hotel> @Beta doesnt
exist in normal IDEs or java
L1219[15:41:48] <Ordinastie> oh, I know I
saw it, but I don't remember where it came from
L1220[15:41:55] <Lex|Hotel> google
L1221[15:42:50] <Ordinastie> if google,
then it would be ok
L1222[15:43:26] <Lex|Hotel> what would
the point be/
L1223[15:43:47] <Lex|Hotel> it would just
be a line in the code, there is no ide integration there are no
warnings that things are imporoperly used
L1224[15:44:01] <Lex|Hotel> deprecated
shows up in ides by default and its a universal thing
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L1226[15:45:54] <Ordinastie> yeah, but
deprecated make it look like you shouldn't use it because there is
a better one
L1227[15:46:36] <Ordinastie> anyway,
doesn't matter
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L1229[15:48:31] <tterrag|away> the
meaning of deprecated is that there is a better solution available,
this one is still here for backwards compat
L1230[15:48:45] <tterrag|away> so I agree
that it doesn't really fit, I also agree that there isn't really an
alternative
L1231[15:49:03] <tterrag|away> mostly
because pushing something to prod that isn't done isn't exactly a
good practice ;)
L1232[15:49:26] <Lex|Hotel> no you guys
are inferring to much
L1233[15:49:32] <Lex|Hotel> deprecated
means you shouldnt use it
L1234[15:49:35] <Lex|Hotel> Full
stop
L1235[15:50:40] <killjoy> If something
isn't final, maybe add @Beta
L1236[15:50:51] <Lex|Hotel> Or if you
wanna go strict definiton: We dissaprpove of the use of it
L1237[15:51:02] ***
killjoy was kicked by Lex|Hotel (read the log. @Beta doesnt
exist.))
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L1242[15:54:26] <tterrag|away> lex is
technically correct, the best kind of correct
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L1249[16:09:58] <Lumien> If i have a
model that is higher than 1 block, is there a way besides placing a
fake block on top to prevent blocks being placed "on top"
of it?
L1250[16:10:16] <Lumien> Could i just use
BlockEvent.PlaceEvent for that?
L1251[16:11:10] <williewillus> i think
that would probably be the simplest
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L1256[16:16:36] <shadekiller666> lex,
what irc app do you use on mobile?
L1257[16:17:52] <ItsANoBrainer> Im
currently having trouble with getting a string to update its
information in a gui.
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L1260[16:18:36] <ItsANoBrainer> I have a
button, with the text string. When I change the text string
variable its set to be, it doesnt update on the gui unless the
client restarts. I am checking to see if the value is actually
changed and it is
L1261[16:18:41] <LexMobile>
Irccloud
L1262[16:19:30] <Ordinastie>
ItsANoBrainer, changing a string changes it's reference
L1263[16:19:33] <Ordinastie> *its
L1264[16:19:45]
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L1265[16:20:05] <gigaherz_p> one down, 3
to go
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L1267[16:20:22] <gigaherz_p>
"mosquito defense" operation phase 1 complete
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L1271[16:21:01] <ItsANoBrainer> I want it
to be so that when the gui opens any time after the first, it
updates the variables if they are changed
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L1273[16:22:57] <Ordinastie> you need to
manually change the text of your button
L1274[16:22:59] <gigaherz_p>
ItsANoBrainer: uh? just... udpate them every time?
L1275[16:23:05] <tterrag> Strings are
immutable
L1276[16:23:08] <tterrag> you cannot
change them by reference
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L1281[16:31:15] <ItsANoBrainer> Do
strings have feelings?
L1282[16:31:44] <ItsANoBrainer> These are
the real questions we should be contemplating in life
L1283[16:32:01] <gigaherz_p> yes,
"feeling" is something a string can contain
L1285[16:32:08] ***
gigaherz_p is now known as gigaherz
L1286[16:32:11] <ItsANoBrainer> omg
giga
L1287[16:32:58] <ItsANoBrainer> t(-_-)_/¯
my respect unto you
L1288[16:33:20] <gigaherz> lol
L1289[16:34:08] <WaffleBunny> So, next
question. I'm doing a multi render pass, and everything's finally
working kind of okay, but every time a onItemRightClick happens,
the overlay that is colored flashes another hue. Anyone got any
ideas as to why?
L1290[16:35:06] <gigaherz> do you
properly set the settings such as glColor before each pass?
L1291[16:35:16] <Ordinastie> WaffleBunny,
not without code
L1292[16:35:26] <Ordinastie> and NO don't
post the code in chat...
L1293[16:35:32] <WaffleBunny> Ordi, I
won't.
L1294[16:35:35] <WaffleBunny> Pastebin
ofcourse.
L1296[16:35:53] ***
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L1297[16:35:55] <Lumien> Hmm, how do i
get the bounding box of my block to change based on state?
L1298[16:35:57] <gigaherz> you can send
to gist directly from IDEA ;P
L1299[16:36:06] <gigaherz> rightclick
-> create GIST ;P
L1300[16:36:17] <Lumien> Using
addCollisionBoxesToList it seems to change for all block until i
"update" them
L1301[16:36:17] <WaffleBunny> giga, I use
eclipse and what I'm creating is just more of a test. x3
L1302[16:36:29] <gigaherz> WaffleBunny:
well your loss ;P
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L1304[16:37:02] <gigaherz> Lumien: check
the fence gate / fence post
L1305[16:37:16] <gigaherz> it has
different collisions based on state
L1307[16:38:16] <gigaherz> WaffleBunny:
no need to use @SideOnly there, it won't get called in the server
;P
L1308[16:38:43] <WaffleBunny>
Noted.
L1309[16:39:10] <gigaherz> you only need
@SideOnly if one of the parameters happens to use a class that's
client-only
L1310[16:39:15] <gigaherz> which is not
the case
L1311[16:39:33] <Ordinastie> WaffleBunny,
your itemRightClick seems shadt
L1312[16:39:37] <Ordinastie> *shady
L1313[16:39:48] <WaffleBunny> How
so?
L1314[16:40:41] <Ordinastie> you have
if/else and they do exactly the same thing for the most part
L1315[16:41:40] <WaffleBunny> The null
check is run the first time the ItemStack is clicked, I have a
block that basically lets you re-assign your power, the first if
else is to basically let you update your soul gem, the first else
is to not let anyone use your soul gem.
L1316[16:42:00] <gigaherz> you assign the
NBT data when it's already assigned, though?
L1317[16:42:09] <Lumien> On which version
are you?
L1318[16:42:10] <Ordinastie> I can't read
code
L1319[16:42:13] <Ordinastie> *can
L1320[16:42:15] <WaffleBunny> I rewrite
it.
L1321[16:42:17] <WaffleBunny>
1.7.10
L1322[16:42:19] <Ordinastie> (though I
can't write :x)
L1323[16:42:26] <WaffleBunny> I basically
alter the amount of power a soul gem has.
L1324[16:42:58] <WaffleBunny> Or
re-assign would be a better word, I guess.
L1325[16:43:05] <gigaherz> oh sure I
meant like the Linked value ;P
L1326[16:43:15] <WaffleBunny> Aaah,
Derp.
L1327[16:43:16] <gigaherz> you compare
it, and if it's equal, you assign it to the same exact thing it
already had XD
L1328[16:43:17] <WaffleBunny> Didn't
notice that.
L1329[16:43:22] <WaffleBunny> Forgot it
when I copied. xD
L1330[16:43:32] <WaffleBunny> Thanks for
that. x3
L1331[16:43:38]
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L1332[16:47:21] <ItsANoBrainer> Is
drawScreen() constantly being called and updated
L1333[16:48:21] <tterrag> yes of
course
L1334[16:48:21] <WaffleBunny> It is
not
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L1336[16:48:25] <WaffleBunny> Or
Derp.
L1337[16:48:26] <tterrag> you must draw
every frame
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L1347[16:58:30] <M4thG33k> Greetings! I'm
having issues dealing with redstone signals. I would like my TE to
be able to detect if its associated block is receiving a redstone
signal of any kind. I'm currently using
worldObj.isBlockIndirectlyGettingPowered(...) and
worldObj(getBlockPowerInput(...)>0 to check, but this only works
if I have a lever/redstone torch directly adjacent to the block or
a straight line of redstone dust between them. What am I
L1348[16:58:30] <M4thG33k> missing?
Thanks!
L1349[16:59:50] <tterrag> M4thG33k:
getStrongestIndirectPower
L1350[16:59:53] <tterrag> is probably
what you want
L1351[17:00:19] <M4thG33k> I actually
just tested that and it didn't change anything.
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L1354[17:01:46] <tterrag> dunno
L1355[17:01:47] <tterrag> works for
me
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L1358[17:02:36] <M4thG33k> zero is the
"off" value for both direct and indirect redstone,
correct?
L1359[17:03:23] <tterrag> yes
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L1361[17:04:32] <M4thG33k> weird...
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L1363[17:06:33] <ItsANoBrainer> Okay so I
used IExtendedEntityProperties but this doesnt save the information
when the client is closed and reopened. What can I use to save this
data.
L1364[17:07:01] <M4thG33k> Having altered
collision boxes should affect redstone signals, right? Aren't the
signals just location- and side-dependent?
L1365[17:07:11] <williewillus> no it
shouldnt
L1366[17:07:27] <williewillus>
ItsANoBrainer: youre sure you registered your IEEP's at the right
time and side?
L1367[17:07:47] <Ordinastie>
ItsANoBrainer, did you just Alf-F4?
L1368[17:08:10] <williewillus> well,
ieeps should still save if you do that, vanilla saves your
playerdat if you alt-f4
L1369[17:08:13] <williewillus> so ieeps
should too
L1370[17:08:29] <ItsANoBrainer> No I
clicked quit game on the menu and force closed
L1371[17:08:30] <Ordinastie> no it
doesn't
L1372[17:09:17] <williewillus> im pretty
sure it stops the server when you alt-f4 though, you see it in the
log before it disappears .-.
L1373[17:09:21] <ItsANoBrainer> IEEP only
seems to keep the data with the same client open. IE I went into a
ssp world, changed some stuff. Closed the world and went back in,
and it was changed like before.
L1374[17:09:32] <ItsANoBrainer> I
restarted the client and none of the changes persisted
L1375[17:09:45] <tterrag> IEEP does not
magically know how to send your data to the client
L1376[17:09:53] <tterrag> it's still
there, just serverside only
L1377[17:10:43] <ItsANoBrainer> So what
should I do to go about being able to
L1378[17:10:50] <Ordinastie> packet
L1379[17:11:01] <tterrag> do you need the
data on the client?
L1380[17:11:04] <tterrag> that's the
first thing to consider
L1381[17:11:08] <Ordinastie> ^
L1382[17:11:10] <williewillus> yeah,
client definitely saves the world on alt-f4 / close button.
L1383[17:11:15] <williewillus> but thats
beside the discussion :p
L1384[17:11:17] <M4thG33k> So I did some
print statements in my code right before the highlighted line here:
https://goo.gl/xfPiz1. When I have my setup like
this:
http://goo.gl/3RuHCe, I'm getting that my block is
not indirectly powered, the block power input is 0, and the
strongest indirect power is also 0. I don't think that's
right...
L1385[17:11:28] <Ordinastie>
williewillus, well it doesn't for me
L1386[17:11:45] <williewillus> oh well
lol
L1387[17:12:11] <ItsANoBrainer> The
information being saved is levels for skills for the player. If a
player levels the skill, I want it to be able to be saved that its
not the default value of 1. And when loaded again it doesnt default
to one, it defaults to the leveled up and saved one.
L1388[17:12:34] <tterrag> you didn't
answer my question
L1389[17:12:44] <ItsANoBrainer> Sorry I
didnt understand it
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L1392[17:13:24] <mathew_653> Hi
guys.
L1393[17:13:37] <tterrag> ItsANoBrainer:
why do you need the data on the client
L1394[17:13:47] <ItsANoBrainer> I
dont
L1395[17:13:54] <tterrag> then nothing is
wrong
L1396[17:14:08] <Ordinastie> tterrag, if
it's player levels, at some point, they will need to be on the
client to
L1397[17:14:09] <ItsANoBrainer> When I
asked for a solution to having this kind of info, I was told to use
IEEP.
L1398[17:14:22] <tterrag> Ordinastie:
sure, but then they can be synced on-demand
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L1400[17:14:28] <ItsANoBrainer> I wanted
the data saved to a file or something, but I was told IEEP would
work
L1401[17:14:29] <Ordinastie> true
L1402[17:14:35] <tterrag> ItsANoBrainer:
IEEP *is* working
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L1404[17:14:51] <Ordinastie> IEEP is the
way to go when you need to have player dependant additionnal
data
L1405[17:14:58] <williewillus> M4thG33k:
that transparent thingy is your block?
L1406[17:15:00] <ItsANoBrainer> Well I
understand its working
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L1408[17:15:14] <ItsANoBrainer> I also
understand its may not be what I need then
L1409[17:15:21] <M4thG33k> Yes. It takes
up the block space directly above the water
L1410[17:15:28] <Ordinastie> looks like
it is what you need
L1411[17:15:33] <tterrag> ItsANoBrainer:
how so? you have saved data just fine
L1412[17:15:40] <Ordinastie> but the data
is server side only apparently
L1413[17:15:46] <ItsANoBrainer> This data
needs to persist on client restart
L1414[17:16:00] <ItsANoBrainer> Thats my
problem
L1415[17:16:05] <gigaherz> on the
CLIENT?
L1416[17:16:10] <williewillus> M4thG33k:
yeah its what i thought, so checking for weak power calls
Block.shouldCheckWeakPower(), which by default delegates to
isNormalCube()
L1417[17:16:16] <gigaherz> or just after
you relog to the server?
L1418[17:16:16] <ItsANoBrainer> Hm
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L1420[17:16:26] <williewillus> which is
false in your case
L1421[17:16:43] <Ordinastie>
ItsANoBrainer, show your code
L1422[17:17:09] <ItsANoBrainer> This data
needs to be saved always, similar to player XP.
L1423[17:17:15] <tterrag> ItsANoBrainer:
it *is* most likely, you just can't see it because you are
expecting the data to be visible clientside
L1424[17:17:16] <tterrag> which it is
not
L1425[17:17:49] <mathew_653> I got a
small issue relating to using getPackage() on getclass(), a paste
bin of the effected code can be found here(getsimplename works) :
http://pastebin.com/BuTmXfyU
L1427[17:18:02] <ItsANoBrainer> Is my
IEEP Class
L1428[17:18:14]
⇦ Quits: Bacon (~tasty@5.231.51.78) (Ping timeout: 378
seconds)
L1429[17:18:39] <tterrag> dem hardcoded
for loops
L1430[17:18:45] ***
Keridos is now known as Keridos|away
L1431[17:18:47] <diesieben07> mathew_653,
why do you need the package?
L1432[17:18:51] <williewillus> yeah that
ieep looks pretty normal, your data just isnt being synced
L1433[17:19:20] <tterrag> mathew_653:
read the javadoc on getPackage()
L1434[17:19:24] <tterrag> also don't do
that
L1435[17:19:30] <mathew_653> diesieben07,
either the package or modID will do it is for identifying what mod
owns the class, this will be done at run time.
L1436[17:19:38] <Ordinastie>
ItsANoBrainer, side not, what loop from 1 to 8 if you're going to
-1 the value ?
L1437[17:19:49] <ItsANoBrainer> Its an
array
L1438[17:19:55] <diesieben07> there's no
reliable way to do that
L1439[17:19:55] <tterrag> lol, relying on
packages to find out the owning mod
L1440[17:19:57] <tterrag> BAD idea
L1441[17:19:58] <Ordinastie> that doesn't
answer the question
L1442[17:20:14] <ItsANoBrainer> Guess I
coulda started the loop on 0 instead of 1
L1443[17:20:19] <Ordinastie> yes
L1444[17:20:25] <ItsANoBrainer> Does the
same either way
L1446[17:20:33] <tterrag> seem
reasonable?
L1447[17:20:37] <diesieben07> mathew_653,
EntityRegistry.lookupModSpawn for mod entities
L1448[17:20:46] <diesieben07> EntityList
for vanilla entities
L1449[17:21:00] <diesieben07> that catch
will never catch
L1450[17:21:05] <tterrag> huhwhat
L1451[17:21:05] <diesieben07> a cast to
(T) is not a real cast
L1452[17:21:14] <tterrag> it can still
throw a CCE no?
L1453[17:21:16] <diesieben07> since the
compiler doesn't know what T ios
L1454[17:21:19] <diesieben07> not in that
method
L1455[17:21:23] <diesieben07> the CCE
would happen outside
L1456[17:21:24] <M4thG33k> williewillus:
So, I've overriden both the shouldCheckWeakPower and getWeakChanges
methods to return true, but it hasn't changed anything...
L1457[17:21:24] <tterrag> howso?
L1458[17:21:29] <diesieben07> the first
place that knows what T is
L1459[17:21:35] <diesieben07> well, what
woudl you cast to
L1460[17:21:36] <ItsANoBrainer> There I
fixed it just for you Ordinastie bb
L1461[17:21:37] <diesieben07> you dont
know what T is
L1462[17:21:39] ***
ThuGie is now known as ThuGie|off
L1463[17:21:48] <ItsANoBrainer> =p
L1464[17:21:55] <diesieben07> if you all
list.get() on a List<String> the cast to string happens in
*your* code
L1465[17:22:05] <diesieben07> even though
the code in ArrayList casts to (T)
L1466[17:22:09] <diesieben07> *call
L1467[17:22:12] <williewillus> woohoo
type erasure
L1468[17:22:20] <tterrag> so again I ask,
what do you propose?
L1469[17:22:20] <Ordinastie> tterrag, it
will cast to object (and then never fail) and you'll get a CCE when
assigning that TE to a var
L1470[17:22:24] <tterrag> because I don't
see another solution
L1471[17:22:32] <diesieben07> assume it
will just work :P
L1472[17:22:37] <tterrag> but it
won't
L1473[17:22:39] <diesieben07> if it
doesn't, it's ok to crash.
L1474[17:22:42] <tterrag> that's a broken
assumption
L1475[17:22:43] <tterrag> no, it's
not
L1476[17:22:53] <tterrag> between the
time a packet is sent and received things may have changed
L1477[17:22:57] <diesieben07> if the TE
doesn't match up on the client there is something very wrong
L1478[17:22:58] <tterrag> you cannot rely
on server/client state matching
L1479[17:23:02] <mathew_653> Gonna try
that registry trick, thanks
L1480[17:23:04] <diesieben07> sure you
can, in this case
L1482[17:23:13] <diesieben07> packets are
received in the order they are sent
L1483[17:23:31] <diesieben07> so if at
the point where you send your Te packet the blcok si tehre on the
server, it will be on the client
L1484[17:23:51] <diesieben07> otherwise
you must pass Class<T> to the constructor of the packet
L1485[17:23:57] <diesieben07> and then do
clazz.cast(te)
L1486[17:24:24] <tterrag> how would that
get to the other side? we are back to the original problem
L1487[17:24:49] <diesieben07> the
subclasses must know and pass it to the superclass
L1488[17:25:23]
⇨ Joins: Bacon (~tasty@5.231.51.78)
L1489[17:25:34] <tterrag> that requires a
rewrite
L1490[17:25:37] ***
heldplayer is now known as heldplayer|off
L1491[17:25:53] <diesieben07> uh...
"rewrite" is an overstatement
L1492[17:25:56] <diesieben07> a minor
refactoring
L1493[17:25:56] <Ordinastie> tterrag,
guess what, you can't refactor without rewriting code :p
L1494[17:26:18] <tterrag> I'm fine
rewriting this class
L1495[17:26:23] <williewillus> Im pretty
sure you can rely on the TE to be the same on the client unless
someone has something screwing up clientside, or the packet
dispatcher goes crazy and does things in the wrong order
L1496[17:26:24] <tterrag> I just don't
want to rewrite the 30 classes that extend it
L1497[17:26:31]
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L1498[17:26:35] <tterrag> williewillus:
the "unless" is the problem
L1499[17:26:41] <tterrag> if that
"unless" happens the crash points to me
L1500[17:26:48] <williewillus> when would
that ever happen
L1501[17:27:00] <diesieben07> its not
your fault though :P
L1502[17:27:00] <Ordinastie> when dumbass
mod does some crazy shit
L1503[17:27:07] <tterrag> " someone
has something screwing up clientside, or the packet dispatcher goes
crazy and does things in the wrong order"
L1504[17:27:14] <tterrag> diesieben07:
does that matter? no
L1505[17:27:20] <diesieben07> yes it
does.
L1506[17:27:20] <tterrag> I'll be the one
getting stupid bug reports
L1507[17:27:30] <Ordinastie> yeah, but it
might require a good amount of searching/debugging to figure out
that's it's not your fault
L1508[17:27:31] <williewillus> then you
point them to yell at X other mod
L1509[17:27:44] <tterrag> williewillus:
how the heck would I know what X mod is?
L1510[17:28:00]
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L1511[17:28:05] <diesieben07> and what
happens when you just silently ignore?
L1512[17:28:08] <diesieben07> things go
even more wrong
L1513[17:28:08] <Ordinastie> tterrag,
stop being lazy and rewrite the 30 classes :p
L1514[17:28:14] <diesieben07> and
that.
L1515[17:28:19] <tterrag> no, the packet
gets ignored and everyone is happy
L1516[17:28:35] <Ordinastie> diesieben07,
what you don't know can't hurt you :p
L1517[17:28:42] <diesieben07> nobody will
be happy because something will go wrong
L1518[17:28:46] <diesieben07> the packets
had a purpose :P
L1519[17:28:55] <ItsANoBrainer> tterrag:
How would I go about making the info I need clientside
L1520[17:28:56] <tterrag> the packets'
purpose is moot
L1521[17:29:02] <williewillus>
ItsANoBrainer: packet! :D
L1522[17:29:02] <tterrag> so who
cares
L1523[17:29:11] <diesieben07> well, i
told you how to fix it.
L1524[17:29:21] <ItsANoBrainer> packets
are stilla little bit of a mystery to me
L1525[17:29:26] <diesieben07> you can get
the actual value of T via reflection hacks, if you really dont want
to rewrite 30 classes
L1526[17:29:34]
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L1528[17:29:44] <Ordinastie> I don't even
know how to do that :p
L1529[17:29:46] <tterrag> that's how I do
it
L1530[17:29:56] <gabizou|london>
diesieben07, the alternative is having a retrievable method for
ClassT>
L1531[17:30:10] <diesieben07> exactly
what i just said :P
L1532[17:30:17] <tterrag> not sure what
that means
L1533[17:30:19] <diesieben07>
TypeToken.of(getClass()) etc
L1534[17:30:20] <Ordinastie> tterrag, ew,
you send NBT? ><
L1535[17:30:24] <gabizou|london> oh
L1536[17:30:26] <diesieben07> and then
resolve the value ot T
L1537[17:30:27] <tterrag> Ordinastie:
eh?
L1538[17:30:43] <M4thG33k> Is there any
way to get a non-normal block to respond to weak redstone signals?
I've tried overriding the shouldCheckWeakPower(...) and
getWeakChanges(...) methods, but they didn't seem to work
L1539[17:30:49] <tterrag> oh, yes
L1541[17:31:04] <Ordinastie> go you ARE
lazy
L1542[17:31:16]
⇦ Quits: minecreatr (~minecreat@81.215.192.206) (Read error:
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L1543[17:31:22] <tterrag> Ordinastie:
that code has yet to see the light of day
L1544[17:31:31] <tterrag> and probably
will never
L1545[17:31:36]
⇨ Joins: mrkirby153
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L1546[17:32:26] <ItsANoBrainer> tterrag
would I just migrate it to my main class or should it be put in my
extendedplayer class
L1547[17:32:38] <tterrag> eh?
L1548[17:32:46] <ItsANoBrainer> What you
showed me
L1549[17:32:47] <tterrag> diesieben07: I
have used TypeToken, I just don't quite get how it solves my
problem
L1550[17:32:55] <tterrag> can it really
be used to get the class of T?
L1551[17:33:03] <diesieben07> yes
L1552[17:33:23] <tterrag> oh, I see it
there
L1553[17:33:42] <diesieben07>
TypeToken.of(getClass()).resolveType(theClass.getParameterTypes()[0])
L1554[17:33:44] <diesieben07> something
liek that
L1555[17:33:52] <Ordinastie> I wonder how
it does it
L1556[17:34:05] <diesieben07> just
vanilla jva reflection
L1557[17:34:05] <tterrag> anon classes
yadda yadda
L1558[17:34:07] <tterrag> I'm not sure
:P
L1559[17:34:27] <Ordinastie> so the
compiler does keep the info somewhere
L1560[17:34:36] <Ordinastie> it's not
completely erased
L1561[17:34:43] <diesieben07> yeah
L1562[17:34:49] <Ordinastie> k
L1563[17:34:58]
⇨ Joins: Termin8or
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L1564[17:35:02] <Kobata> It needs the
info for compliling against class files
L1565[17:35:05] <ItsANoBrainer> So IEEP
is server side, and I need to send that data to the client with
packets, correct?
L1566[17:35:13] <diesieben07> IEEP is on
both sides.
L1567[17:35:20] <diesieben07> it is just
only *saved* on the server
L1568[17:35:28] <diesieben07> you need to
sync the serverside version with the clientside verson
L1569[17:35:29] <ItsANoBrainer>
Gotcha
L1570[17:35:40] <mathew_653> Don't supose
any of you know if chocolate quest on 1.7.10 respects the
EntityRegistry?
L1571[17:35:42] <ItsANoBrainer> Do I need
to do that via packets then?
L1572[17:36:01] <diesieben07> yes
L1573[17:37:12]
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L1575[17:39:07] <ItsANoBrainer> So what
are the largest differences in 1.7 and 1.8
L1576[17:39:13] ***
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L1579[17:40:32] ***
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L1580[17:40:41] <mathew_653> As far as my
invesitgation tells me the modelbakery.
L1581[17:40:57]
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())
L1583[17:43:01] <williewillus> BlockPos
(search and replace should basically get that out of the way fast),
EnumFacing (unless you need unknowns, this is also mostly drop in
to ForgeDirection), and Models
L1584[17:43:52]
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(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
L1585[17:46:14] <mathew_653> Thanks
diesieben07 that solved the issue
L1586[17:47:29] <mathew_653> One last
thing
L1587[17:48:00] <mathew_653> If one wants
to lookup a class as a string at run time is reflection the only
means to do this?
L1588[17:48:07] <diesieben07> Yes
L1589[17:48:10] <diesieben07> but why
would you do that?
L1590[17:48:17] ***
williewillus is now known as willieaway
L1591[17:48:37] <mathew_653> Mostly
because i am targeting a mod's npc to replace with another mods
npcs.
L1592[17:48:53] <mathew_653> Only one of
these mods was open source
L1593[17:49:11]
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L1594[17:49:11] <mathew_653> So i had to
improvise to get the info out of the closed source one.
L1595[17:49:16] <diesieben07> ehhh
L1596[17:49:25] <diesieben07> you don't
need to use string lookup for that
L1597[17:49:29] <diesieben07> as long as
the class is public
L1598[17:49:47] <mathew_653> it is mostly
to say 'what entity it is'
L1599[17:50:23] <diesieben07> ...
and?
L1600[17:50:49] <tterrag> diesieben07: I
really don't think TypeToken can save me
L1601[17:50:57] <tterrag> it can resolve
generic types but only if the TypeToken was initially explicitly
given those types
L1602[17:51:03] <Ordinastie>
obj.getClass().getName()/getSimpleName()
L1603[17:51:10] <tterrag> i.e.
TypeToken<MessageTileEntity<MyTileClass>>
L1604[17:51:13] <diesieben07>
this.getClass()
L1605[17:51:16] <mathew_653> Yup
L1606[17:51:17] <diesieben07> that
contains the info about <T>
L1607[17:51:19] <mathew_653> i was using
getSimpleName
L1608[17:51:27] <diesieben07> because
getClass gives you the actual class
L1609[17:51:34] <tterrag> diesieben07: I
have done that
L1610[17:51:41] <diesieben07> (so the
subclass whihc is declared as FooBar extends
TEPacket<FooBarTE>
L1611[17:51:43] <mathew_653> And that is
the great thing about java.
L1612[17:52:06] <diesieben07> show your
code tterrag
L1613[17:53:09] <mathew_653> Just curious
is there any way to make a tile entity movable by vanilla
pistons?
L1614[17:53:14] <diesieben07> no
L1615[17:53:41] <tterrag> diesieben07:
moment
L1616[17:53:45]
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L1617[17:53:45] <diesieben07> well,
actualyl
L1618[17:53:50] <diesieben07> maybe with
some very dirty hacks
L1619[17:54:16] <mathew_653> Does it mean
that we'd be replacing the vanilla piston with our own version and
handleing it our self'ves?
L1620[17:54:47] <gigaherz> detect an
active piston, destroy your block and spawn a block-like entity in
its place
L1621[17:54:51] <diesieben07> ^
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L1623[17:55:07] <mathew_653> Ah,
nice.
L1624[17:55:12] <HassanS6000> Ah,
nice.
L1625[17:55:14] <diesieben07> well not
nice
L1626[17:55:15] <gigaherz> hmm
L1627[17:55:17] <diesieben07> pretty ugly
:P
L1628[17:55:20] <gigaherz> maybe you'd
want a placeholder instead
L1629[17:55:26] <gigaherz> so multiple
blocks still move in a chain
L1630[17:55:28] <diesieben07> not sure
how you'd detect the active piston
L1631[17:55:34] <gigaherz> yeah
L1632[17:55:35] <gigaherz> ugly.
L1633[17:55:38] <HassanS6000> Infinte
loops
L1634[17:55:38] <HassanS6000> all
L1635[17:55:39] <HassanS6000> dauy
L1637[17:55:51] <tterrag> oh god I'm an
idiot
L1638[17:55:52] <tterrag> don't look!
:P
L1639[17:55:59] <mathew_653> An active
piston
L1640[17:56:06] <mathew_653> Would have a
redstone current
L1641[17:56:11]
⇨ Joins: Girafi
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L1642[17:56:15] <gigaherz> yes but the
piston can be 12 blocks away
L1643[17:56:15] *
diesieben07 looks closely and laughs histerically
L1644[17:56:18] <mathew_653> Hence the
pistons block would be high?
L1645[17:56:23] <gigaherz> or connected
only by a chain of slime blocks
L1646[17:56:28] <tterrag> diesieben07:
even replacing te.getClass() with just getClass() it doesn't
work
L1647[17:56:38] <gigaherz> and you do NOT
want to scan with radius 12
L1648[17:56:39] <gigaherz> ;P
L1649[17:56:44]
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L1650[17:56:59] <diesieben07> tterrag,
TypeToken.of()
L1651[17:57:02] <diesieben07> not new
TypeToken
L1652[17:57:14] <diesieben07> new
TypeToken captures the type arg you give to the *TypeToken
L1653[17:57:18] <mathew_653> Anyhow the
piston thing is more of a thought thing.
L1654[17:57:19] <gigaherz> mathew_653:
what do you need the TE for?
L1655[17:57:21] <diesieben07> so new
TypeToken<String>() { }
L1656[17:57:24] <gigaherz> I mean
L1657[17:57:26] <diesieben07> would be
TypeToken of string
L1658[17:57:32] <mathew_653> The tile
entity is used for specialized rendering.
L1659[17:57:36] <gigaherz> does the block
actually need "extra data" that can't be represented by
blockstates?
L1660[17:58:03] <gigaherz> hmm can't have
a custom model without a TE?
L1661[17:58:21] <gigaherz> or you mean
VERY specialized rendering? XD
L1662[17:58:31] <mathew_653> For example
the block i had in mind was called an ethereal wall, it is non
solid and transparent to players when they have a potion effect and
I could but the code won't work under 1.8 if i do that.
L1663[17:58:44] <mathew_653> As the
interface for doing that got removed.
L1664[17:59:00] <gigaherz> ah
L1665[17:59:08] <tterrag> diesieben07:
how can I prove it's working?
L1666[17:59:18] <diesieben07> print out
the TypeToken? :D
L1667[17:59:21] <tterrag> it is now
giving me a TypeToken with runtypeType TileEntity
L1668[17:59:29] <gigaherz> hmm wait,
wasn't there a way to have colliders based on entity?
L1669[17:59:30] <diesieben07>
always?
L1670[17:59:31] <mathew_653> Atm my mod
is on 1.7.10 but i am looking ahead.
L1671[17:59:35] <gigaherz> or am I
thinking 1.7.x?
L1672[17:59:40] <tterrag> well it should
*never* give that
L1673[17:59:44] <diesieben07>
sure...
L1674[17:59:45] <tterrag> this packet is
never sent from a vanilla TE...
L1675[18:00:03] <gigaherz> public void
addCollisionBoxesToList(World worldIn, BlockPos pos, IBlockState
state, AxisAlignedBB mask, List list, Entity collidingEntity)
L1676[18:00:04] <gigaherz> yeah
L1677[18:00:05] <diesieben07> the apcket
you posted earlier was declared as extends
PacketTE<TileEntity>
L1678[18:00:08] <gigaherz> that's in
1.8
L1679[18:00:10] <mathew_653> Gonna have
to move my name strings into a en_gb.lang or simular. xD
L1680[18:00:11] <gigaherz> in Block
L1681[18:00:15] <diesieben07> *that* is
what the TypeToken gives you
L1682[18:00:18] <gigaherz> you can just
... not add the colliders
L1683[18:00:24] <tterrag> ah right
L1684[18:00:24] <gigaherz> if the
collidingEntity matches
L1685[18:00:25] <tterrag> fair nuff
L1686[18:00:29] <mathew_653> The
collision is not the issue
L1687[18:00:34] <mathew_653> It is the
visual side
L1688[18:00:36] <gigaherz> Oh
L1689[18:00:39] <gigaherz> sorry
then
L1690[18:00:57] <mathew_653> The
collision i fixed up via a custom material and that same
function
L1691[18:01:21] <mathew_653> The custom
material fixed up some weirdness(back when the mod was tested on
1.6.4)
L1692[18:01:24] <diesieben07> tterrag,
also, this is a temporary workaround. TypeToken.resolveType is
qutie expensive. :P
L1693[18:02:04]
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L1695[18:03:03] <TehNut> Hey you fancy
JSON model people, can you color a texture on a block through code?
Or will that need a custom renderer?
L1696[18:03:31] <diesieben07> you
probably need a custom IModel implementation
L1697[18:03:47] <TehNut> aww
L1698[18:03:53] <gigaherz> well
L1699[18:03:56] <gigaherz> you can use
the leaf thingy
L1700[18:04:03] <gigaherz> to apply a
color to a block
L1701[18:04:11] <mathew_653> One thing I
am kinda wondering is if a JSON model can be inserted into the
bakery from within the code?
L1702[18:04:19] <TehNut> I just want a
single texture in my block, not the entire thing
L1703[18:04:36] <mathew_653> It'd save me
some time if i could just say 'this is a normal block' for all the
blocks needed.
L1704[18:04:37] <mathew_653> xD
L1705[18:04:41] <gigaherz> It's normally:
public int getBlockColor() { return
ColorizerFoliage.getFoliageColor(0.5D, 1.0D); }
L1706[18:04:46] <gigaherz> but you can
return ANY color from it
L1707[18:05:01] <TehNut> Yeah but
wouldn't that color the ENTIRE block?
L1708[18:05:06] <gigaherz> of
course
L1709[18:05:25] <gigaherz> but a block
can have multiple tint channels
L1710[18:05:39] <gigaherz> such as spawn
eggs
L1711[18:05:41] <mathew_653> Anyhow it is
late this end, thank you again guys.
L1712[18:05:44] <gigaherz> eh a
model*
L1714[18:06:44]
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L1715[18:06:44] <diesieben07> :)
L1716[18:06:49] <diesieben07> its still
slow :P
L1717[18:07:05] <tterrag> slower than
sending a string over the network?
L1718[18:07:08] <tterrag> who knows
:P
L1719[18:07:19] <diesieben07> not so slow
that you need to worry
L1720[18:07:25] <diesieben07> but: its
still ugly and a workaround.
L1721[18:07:26] <mathew_653> That depends
how long the string is though? xD
L1722[18:07:34]
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L1723[18:07:36] <tterrag> mathew_653: FQ
class names, so, decently long
L1724[18:08:17] <mathew_653> Good luck
with your project, i'm gonna disappear again thanks.
L1725[18:08:51] <tterrag> full line if
anyone cares
L1726[18:08:54] <tterrag>
TypeToken<?> teType =
TypeToken.of(getClass()).resolveType(MessageTileEntity.class.getTypeParameters()[0]);
L1727[18:09:23]
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L1728[18:09:25] <mathew_653> Nice job on
the reflection
L1729[18:09:46] <mathew_653> I know
reflection can be unpleasent to work with at times
L1730[18:09:47] <tterrag> I'm not
proud
L1731[18:10:01] <tterrag> reflection is
not a problem
L1732[18:10:03] <mathew_653> Sometimes it
is a means to an end.
L1733[18:10:07] <tterrag> I'm quite good
at it, as good as you can be
L1734[18:10:14] <tterrag> TypeToken is a
whole other level :P
L1735[18:10:16] <tterrag> mad hax
L1736[18:10:40] <mathew_653> Reminds me
of that time I was reading a float written to a file from c++
L1737[18:11:04] <mathew_653> Had to
implment a readfloat so that the JVM would read the correct byte
count
L1738[18:11:06] <diesieben07> yeah i dont
understand anything in the TypeToken class
L1739[18:11:10] <diesieben07> i am just
happy that it works
L1740[18:11:16] <tterrag> it's a black
box of goodies
L1741[18:11:29] <tterrag> it makes gson
possible so it's ok in my book
L1743[18:11:50] <tterrag> yikes uh
L1744[18:11:54] <tterrag> couldn't you
have just put the mod on lib?
L1745[18:12:07] <Mraof> Vault isn't a
mod
L1746[18:12:10] <Mraof> It's a bukkit
plugin
L1748[18:12:16] <tterrag> still?
L1749[18:12:20] <tterrag> you can put any
class on lib
L1750[18:12:21] <gigaherz> well I found a
class for an older version of mc
L1751[18:12:29] <tterrag> why does it
have to be a mod...
L1752[18:12:29] <gigaherz> that had
issues with private fields that I needed to access
L1753[18:12:29] <Mraof> Nope
L1754[18:12:30] <gigaherz> ;P
L1755[18:12:34] <tterrag> Mraof:
yep
L1756[18:12:36] <Mraof> It uses a
different class loader
L1757[18:12:49] <tterrag> you only need
the class at compiletime
L1758[18:13:07] <Mraof> Nah, that
wouldn't work
L1759[18:13:09] <Mraof> I tried
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L1761[18:13:27] *
diesieben07 is so cool he doesn't even use reflection for private
fields
L1762[18:13:37] <mathew_653> xD
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L1765[18:14:28] <Mraof>
net.milkbowl.vault.economy.Economy.class would be a different class
object than the one needed
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L1768[18:15:37] <mathew_653> I noticed
System.out.print is not printed to the console window when running
a release build
L1769[18:15:54] <mathew_653> Where should
i be looking to print to there?
L1770[18:16:11] <tterrag> huh?
L1771[18:16:18] <tterrag> sysouts
definitely go to console
L1772[18:16:24] <mathew_653> Yea
L1773[18:16:51] <mathew_653> But when i
run the code under a release build e.g via the minecraft launcher
with the mod in a zip in the mods folder
L1774[18:17:20] <mathew_653> The
system.out messages are not present but they do show up in
Eclipse
L1775[18:17:45]
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L1777[18:18:13] <tterrag> don't use a
zip
L1778[18:18:21] <tterrag> probably
unrelated, but seriously
L1779[18:18:22] <tterrag> don't use a
zip
L1780[18:18:28] <mathew_653> Yea i will
rename it to a jar after
L1781[18:18:50] <mathew_653> I know zips
are not the standard for java code.
L1782[18:19:08] <mathew_653> Well, the
extension by convention is jar.
L1783[18:19:22] <tterrag> forge will
likely stop supporting zips at some point
L1784[18:19:25] <tterrag>
s/forge/fml
L1785[18:19:29] <tterrag> so stop using
them, period
L1786[18:19:35] <tterrag> if you are
using gradle this should not be a problem
L1787[18:19:59] <mathew_653> Gradle
chewed up my mods and stuffed them all into a single jar.
L1788[18:20:25] <mathew_653> Just for now
splitted out the mod needed for testing
L1789[18:20:34] <mathew_653> Releases
will be jar files
L1790[18:20:50] <mathew_653> As it drives
my OCD nuts to see a zip file in the mods folder.
L1791[18:20:54] <gigaherz> the env isn't
designed to have multiple separate mods in one place
L1792[18:21:10] <tterrag> if gradle is
combining your mods you're PROBABLY doing it wrong
L1793[18:21:11] <tterrag> just
sayin
L1795[18:21:48] <tterrag> you're probably
doing it wrong
L1796[18:22:12] <Ordinastie> tterrag, the
top level are working sets ?
L1797[18:22:18] <tterrag> Ordinastie:
yeah
L1798[18:22:23] <tterrag> I have too many
mods :S
L1799[18:22:27] <tterrag> in my
workspace
L1800[18:22:29] <tterrag> but also in
general
L1801[18:22:37] <Ordinastie> yeah, I have
them to, but as filter
L1802[18:22:48] <mathew_653> i put all my
mods under src/main/java
L1803[18:22:50] <Ordinastie> I don't
display everything
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L1805[18:22:59] <tterrag> easier for me
to display everything then collapse
L1806[18:23:01] <tterrag> mathew_653: bad
idea
L1807[18:23:06] <tterrag> of course
gradle is combining
L1808[18:23:11] <tterrag> because all
your mods are part of the same source
L1809[18:23:12] <mathew_653> Yea i get
that now.
L1810[18:23:19] <tterrag> just make
separate projects
L1811[18:23:40] <Ordinastie> tterrag, but
I have 1.7 and 1.8 working sets, and I don't want them to overlap
when using stuff like Ctrl+Alt+T
L1812[18:23:46] <mathew_653> so copy
gradle for each mod?
L1813[18:23:51] <tterrag> oh my working
sets don't stretch versions
L1814[18:23:57] <tterrag> I use
workspaces to separate versions
L1815[18:24:14] <tterrag> mathew_653:
each project should have its own gradle script yes
L1816[18:24:26] <tterrag> you should (at
the least) only need to change one line between projects, the
archivesBaseName
L1817[18:24:26] <mathew_653> Eh
L1818[18:24:37] <mathew_653> It is no
biggy for me to split it each time.
L1819[18:24:45] <tterrag> -.-
L1820[18:24:53]
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L1821[18:24:53] <tterrag> or you could
split it once and never again, and stop doing it the stupid
way
L1822[18:24:57] <tterrag> but it's up to
you
L1823[18:25:40] <ItsANoBrainer> Do I need
a datawatcher as well as packet sending?
L1824[18:25:48] <mathew_653> I'll fix it,
its just not the firt thing on the agenda.
L1825[18:25:53] <mathew_653> *first
L1826[18:25:57] <tterrag> ItsANoBrainer:
shouldn't
L1827[18:26:06] <tterrag> DataWatcher is
just a utility for entity syncing
L1828[18:26:09] <tterrag> and it's pretty
limited
L1829[18:26:18]
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L1831[18:27:07] <mathew_653> Might be a
bit crazy but i do wonder if eventually i could port this stuff
over to makefiles.
L1832[18:27:43] <tterrag> ;_;
L1833[18:28:30] <mathew_653> I do agree
though I did it the stupid way.
L1834[18:29:39] <mathew_653> Anyhow I
just realized I am running a tad late here, so i'm gonna
sleep
L1835[18:30:21] <mathew_653> That and my
hand held fan needs new batterys.
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L1853[19:26:27] <ItsANoBrainer> If I have
a class that syncs server data to the client, would I put it in a
client package, or server package
L1854[19:30:35] <gigaherz> "server
package"? what?
L1855[19:30:46] <VikeStep> what does SRG
stand for?
L1856[19:30:48] <gigaherz> just... use a
network package?
L1857[19:32:00] <gigaherz> VikeStep: no
idea, and all the answers google gives don't apply ;P
L1858[19:32:06] <Mimiru> VikeStep, the
only thing I can think of is it's shorthand for Searge
L1859[19:32:47] <tterrag> ItsANoBrainer:
can the class be loaded on both sides reliably?
L1860[19:32:48] <Mimiru> He is most well
known for founding the Minecraft Coder Pack. So it makes sense if
so.
L1861[19:32:49] <tterrag> if so,
common
L1862[19:33:21] <gigaherz> I put all
network-related things in .network
L1863[19:33:40] <gigaherz> if something
is used exclusively to hold syncdata, I'd say it belongs there
;P
L1864[19:33:45] <tterrag> the idea is
that all classes are either client, server, or common
L1865[19:33:48] <tterrag> it can't be
none of those
L1866[19:34:02] <tterrag> *most* network
classes are common
L1867[19:34:07] <gigaherz> that doesn't
mean you need some "common" package at all
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L1869[19:34:38] <gigaherz> and these
days, I just have "client" and "everything
else" ;P
L1870[19:36:13] <ItsANoBrainer> You'd
probably cringe if you saw my package setup then
L1871[19:36:20] <ItsANoBrainer> Its not
ba
L1872[19:36:21] <ItsANoBrainer> bad
L1873[19:36:33] <ItsANoBrainer> just,
well, people who actually know what there doing would beg to
differ
L1875[19:37:39] <gigaherz> looking at it,
I need to move "render" inside "client"
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L1882[19:53:16] <ItsANoBrainer> control+i
in eclipse is lovely
L1883[19:57:35] <killjoy> So what's that
do?
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L1885[19:58:01] <ItsANoBrainer> Aligns
everything correctly for you
L1886[19:58:20] <killjoy> Do do that auto
on save
L1887[19:58:32] <killjoy> settings >
general > save actions
L1888[19:59:08] <killjoy> * I do
L1889[19:59:23] <ItsANoBrainer> wheres
settings at
L1890[19:59:50] <killjoy> window ->
something
L1891[20:00:05] <ItsANoBrainer> oh
preferences
L1892[20:00:57] <ItsANoBrainer> I dont
see it under general
L1893[20:03:41] <killjoy> java >
editor > save actions
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L1895[20:04:55] <ItsANoBrainer> ty
L1896[20:05:30] <killjoy> It's also able
to optimize code (to an extent)
L1897[20:05:45] <killjoy> such as
converting anonymous classes to lambdas
L1898[20:05:53] <killjoy> or for loops to
for each loops
L1899[20:06:13] <ItsANoBrainer> Well,
I've been at trying to work out packets and syncing my server data
to the client for 3-4 hours I've gotten nowhere and Im just as
confused
L1900[20:07:16] <ItsANoBrainer> Been
trying to follow coolAlias' tutorials and I'm either missing
something or just dont understand
L1901[20:08:05] <tterrag> why are you
following what's his name's tutorial?
L1902[20:08:11] <tterrag> and not the
official forge tutorial?
L1903[20:08:31] <ItsANoBrainer> Just the
first one I found and was recommended
L1904[20:08:46] <ItsANoBrainer> And it
shows a direct usage similar to what Im doing
L1905[20:09:41] <ItsANoBrainer> (they
aren't videos by the way)
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L1907[20:10:13] <ItsANoBrainer> Can you
link me to the forge one I should look at
L1908[20:12:17] <HassanS6000>
shadekiller666, you around?
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L1910[20:13:24] <ItsANoBrainer> Seems you
summoned him
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L1914[20:15:34] <tterrag> ItsANoBrainer:
mcforge.rtfd.org
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L1921[20:25:23] <HassanS6000>
ItsANoBrainer, I do it all da time lol :p
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L1927[20:28:38] <HassanS6000> lol
Lex
L1928[20:28:44] <HassanS6000> That is
known as a lazy ass.
L1929[20:29:32]
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L1930[20:32:37] <ItsANoBrainer> Lexx, I
cringe for you every time i explore the forge forums
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L1932[20:33:46] <HassanS6000> "since
i have like afew ideas for some small mods ideas like a IRL
working/looking Elevator(but MC style) running of RF/T or IC2
power(not sure if hard or easy to make but a type of blocks moving
a player up/down like a piston can do sounds easy to me if you
already know java/forge coding)"
L1933[20:33:48] <HassanS6000> lol so
funny
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L1937[20:40:37] <gigaherz_i> what the
F
L1938[20:40:44] <gigaherz_i> I'm playing
on 1.7.10
L1939[20:40:52] <gigaherz_i> but I had to
remove morph due to a persistenct crash
L1940[20:40:59] <gigaherz_i> and now I am
stuck with 6 hearts only
L1941[20:41:10] <gigaherz_i> problem is:
I delete the playerdata from the save to "reset" my
character
L1942[20:41:16] <gigaherz_i> and it
simply comes back XD
L1943[20:41:33] <gigaherz_i> anything I
try, the SAME old data comes back
L1944[20:41:49] <ItsANoBrainer> >mfw
the mods still installed
L1945[20:42:10] <ItsANoBrainer> Its named
"NotMorphMod"
L1946[20:42:21] <ItsANoBrainer> But thats
really weird
L1947[20:42:28] <gigaherz_i> what?
L1948[20:42:36] <ItsANoBrainer> Nothing
im just really bored, ignore me
L1949[20:43:14] <gigaherz_i> well I'm
really frustrated
L1950[20:43:14] <gigaherz_i> XD
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L1953[20:44:38] <shadekiller666>
hello
L1954[20:45:19] <gigaherz_i> meh
whatever, I managed to fix it by adding morph back
L1955[20:45:25] <gigaherz_i> but since I
had a chance to clear my inventory and such
L1956[20:45:27] <gigaherz_i> it didn't
crash anymore
L1957[20:45:42] <gigaherz_i> so I removed
morph again,after restoring my character to human
L1958[20:45:55] <gigaherz_i> hopefully it
will remain like that after restarting the client
L1959[20:49:26] <pig|london>
<gigaherz_i> but I had to remove morph due to a persistenct
crash
L1960[20:49:27] <pig|london> what
crash
L1961[20:52:38] <gigaherz_i>
renderItemInHand
L1962[20:53:07] <gigaherz_i> whatever
combination of morph + active slot item somehow didn't work
L1963[20:53:12] <gigaherz_i>
NullPointerException
L1965[20:54:28] <gigaherz_i> oh wait it
was "renderFirstPersonHand" ;P
L1966[20:54:34] <gigaherz_i> anyhow,
that's the log if yo uare interested in it ;P
L1967[20:54:54] <gigaherz_i> I was
morphed into a blue butterfly at the time ;P
L1968[20:55:11] <gigaherz_i> which I
don't need anymore since I got a Swiftwolf's Rending Gale
(ProjectE) now
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L1973[21:01:21] <killjoy> Wanna see
something I wrote over the weekend?
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L1977[21:04:04] <killjoy> Wait a
sec...
L1978[21:04:14] <killjoy> No wonder noone
responsed. Wrong channel
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L1990[21:31:11] <superpaprob> Hi all im
trying to get help / advice on adding multiverse to an existing
server, is the place to discuss mods?
L1991[21:35:15] <killjoy> We're more of a
mod dev support than a mod user support.
L1992[21:38:06] <HassanS6000>
superpaprob, Multiverse is a bukkit plugin.. go ask bukkit people
for help
L1994[21:38:58] <HassanS6000> That is
sick Commoble :D
L1995[21:39:18] <Commoble> now if I could
just get these goddamn cows to stop spawning in Neverwhere
L1996[21:39:55] <Commoble> yesterday it
was brought to my attention that I'd been using events wrong though
so I should get that sorted out
L1998[21:43:05] <Commoble> if you listen
closely you can hear the wind laughing at you sometimes
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L2047[23:57:21] <Cooper> I've been trying
to follow Pahimar's Let's Mod series, he adds the external JARs
jinput, lwjgl, and lwjgl_util. These were downloaded when he
installed forge source. In the current version or forge it installs
using gradle and doesn't appear to download these files. Are the
still necessary or am I doing something wrong?
L2048[23:58:44] <AbrarSyed> Cooper, what
MC version?
L2049[23:58:52] <Cooper> 1.7.10
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L2051[23:59:02] <AbrarSyed> unnecessary,
the ssytem handles all that for you by magic
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L2053[23:59:43] <Cooper> That's what I
was wondering because he seems to be using 1.4.7. So in eclipse do
I just need to add the minecraft.jar or any other external
JARs?
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