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L14[00:52:06] <laci200270> blockpos holds
the world object in any way?
L15[00:52:33] <shadekiller666> nope
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L17[00:52:53] <laci200270> and TE?
L18[00:54:01] <shadekiller666> blockpos is
just a wrapper for 3 numbers with additional methods to change
those numbers
L19[00:54:24] <shadekiller666> no blockpos
only stores 3 numbers
L20[00:54:54] <laci200270> but
tilenetity,but now i found worldObj in the TE class
L21[00:55:05] <shadekiller666> what
L22[00:55:22] <shadekiller666> blockpos
doesn't care about the world or the tile entity
L23[00:55:32] <shadekiller666> its just a
container for numbers
L24[00:55:37] <laci200270> but i using
blockpos in the TE
L25[00:55:48] <laci200270> and I needed the
world object
L26[00:55:56] <laci200270> for a path
finder methot
L27[00:55:56] <shadekiller666> yes, because
it describes the location of the block
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L29[00:59:41] <shadekiller666> instead of
giving the world 3 integers, you just give it one container object
that contains those numbers
L30[00:59:51] <shadekiller666> thats all
blockpos is for
L31[00:59:54] <Dimitriye98> I just applied
for a student copy of the full version of IntelliJ IDEA. Yay for
free academic copies :P
L32[01:00:06] <shadekiller666> nice
L33[01:00:46] <Dimitriye98> Ofc, since
their automatic approval only works for *college* emails, not high
school ones, it'll take a month to actually receive my license
:(
L34[01:00:48] <Unh0ly_Tigg> a world is a
container of blocks and entities, with some other info (such as
time, etc), a blockpos is a generic location, it doesn't care and
doesn't know about a world, but the world knows about a blockpos. a
tile entity is just a block with extra data/logic that knows what
world its in, and where.
L35[01:01:14] <Dimitriye98> Why doesn't a
blockpos link to a world?
L36[01:01:25] <Dimitriye98> Would be a nice
wrapper class
L37[01:01:28] <shadekiller666> why would
it?
L38[01:01:35] <Dimitriye98>
Convenience
L39[01:01:36] <Unh0ly_Tigg> because, then
you can reference that blockpos in multiple worlds.
L40[01:01:55] <shadekiller666> how would
that be conveinient?
L41[01:02:00] <Unh0ly_Tigg> if you want a
world-aware blockpos, you need your own structure.
L42[01:02:27] <Dimitriye98> Wrap all the
"world.get_(x, y, z)" methods in
"blockpos.get_()"
L43[01:02:41] <Unh0ly_Tigg> shadekiller666,
maybe a same-location portal (like nether portals, but doesn't do
the 8x-and-1/8x mapping.
L44[01:03:18] <shadekiller666> but that can
be done with a blockpos that is completely unaware of the
world
L45[01:03:21] ⇨
Joins: Ri5ux (~Ri5ux@ip174-74-47-26.om.om.cox.net)
L46[01:03:41] <Unh0ly_Tigg> but what world
would it link to?
L47[01:03:50] <shadekiller666> whatever
world you tell it to
L49[01:04:34] <Ri5ux> Boats send the client
control information to the server, and then the server sends it
back to the client to be rendered right?
L50[01:04:35] <shadekiller666> if position
A is the same in world 1 as world 2, it doesn't matter
L51[01:04:40] <Unh0ly_Tigg> Bukkit had
Location which is world aware, but consider this: mojang designed
blockpos, and the game they focus on (vanilla) only has 3 different
worlds per save, and the client only focuses on 1 at a time. why
would they need blockpos to be world-aware
L52[01:05:35] ***
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L53[01:06:01] <sham1|ZZzZ> Because
reasons
L54[01:06:04] ***
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L55[01:07:01] <shadekiller666> the only
time i can see a world-aware blockpos would be needed is when
you're chunk loading across dimensions
L56[01:07:11] <shadekiller666> then maybe
you would need one
L57[01:07:29] <Dimitriye98> Ri5ux,fairly
certain yes, thought it's stupid
L58[01:07:38] <Ri5ux> I agree
completely.
L59[01:07:42] <Ri5ux> Who the heck designed
boats..
L60[01:07:55] <sham1> Mojangf
L61[01:08:00] <Dimitriye98> xD
L62[01:08:04] <Ri5ux> Someone needs to get
fired
L63[01:09:01] <shadekiller666> thats basic
server-client setup isn't it
L64[01:09:26] <shadekiller666> you don't
want the client to go ahead and render something that can't
actually be a thing according to the server
L65[01:09:30] <Ri5ux> Honestly it should
be, boat controls on the client and rendered during that point, and
then sent to the server
L66[01:09:39] <Ri5ux> not rendered after
the server sends the info back..
L67[01:09:57] <shadekiller666> but then
what happens if the server says that the boat shouldn't be in that
position?
L68[01:10:07] <shadekiller666> now you've
rendered something that is incorrect
L69[01:10:08] <Ri5ux> Then dont let it be
there server side
L70[01:10:10] <sham1> It jumps there
L71[01:10:20] <shadekiller666> which is
bad
L72[01:10:26] <Dimitriye98> Same thing that
happens when a player shouldn't be at that position
L73[01:10:31] <Ri5ux> At least there wont
be 2 seconds of delay when trying to drive your vehicle
L74[01:10:33] <Dimitriye98>
Rubber-banding
L75[01:10:34] <Ri5ux> Like fucking
seriously
L76[01:11:01] <shadekiller666> that
client-server-client communication can be done quick
L77[01:11:10] <Ri5ux> And it's not done
quick enough
L78[01:11:12] <Ri5ux> even locally
L79[01:11:15] <Ri5ux> on the same
machine
L80[01:11:15] <shadekiller666> its done in
everything that has to talk to a server
L81[01:11:17] <Dimitriye98> But imagine if
controls for the player needed to be propagated there and back
before it happened
L82[01:11:33] <Dimitriye98> Shade, why
isn't the player character handled that way then?
L84[01:12:02] <Dimitriye98> Or block
placement?
L86[01:12:25] <Dimitriye98> Someone needs
to make a mod that fixes that though.
L87[01:12:35] <Ri5ux> I cant stand the
boats, theyre impossible to drive.
L88[01:12:46] <Ri5ux> Well not drive but...
move
L89[01:12:48] <Dimitriye98> Unh0ly,
no
L90[01:12:50] <Dimitriye98> Bad
L91[01:12:52] <Unh0ly_Tigg> ?
L92[01:12:54] <Dimitriye98> Wait, let me
fork it
L93[01:13:08] <shadekiller666> the
rendering for players is done immediately because it has animations
to deal with
L94[01:13:11] <Unh0ly_Tigg> what is wrong
with what I wrote?
L95[01:13:13] <Dimitriye98> You can do a
much cleaner search algorithm
L96[01:13:20] ***
Illyohs is now known as Illy[Zzz]
L97[01:13:32] <Dimitriye98> This one
explores the entire pipe network and then looks at that data
L98[01:13:39] <Dimitriye98> Far better to
check the data as you get it
L99[01:13:39] <Ri5ux> But by your logic
that's not correct and everything should have a delay and look
terrible...
L100[01:13:49] <shadekiller666> ...
L101[01:13:49] <Unh0ly_Tigg> I was basing
it off of what laci200270 has in his github repo, that he linked
(or she, I don't judge)
L102[01:13:51] <Ri5ux> <.<
L103[01:14:10] <Dimitriye98> Well, when
you give an alternative make it a better alternative :P
L104[01:14:37] <shadekiller666> don't talk
to a graduate in computer animation about what looks good...
L105[01:14:42] <Unh0ly_Tigg> I was
cleaning it up, removing redundant and unneeded code.
L106[01:14:51] <Dimitriye98> Fair
enough
L107[01:14:55] <Ri5ux> Graduation means
nothing
L108[01:15:01] <Dimitriye98> But the
algorithm is fundamentally unsound
L109[01:15:06] <Ri5ux> Go tell me you
think that driving the boat is perfect
L110[01:15:13] <Ri5ux> Like, that you
actually like how it is..
L111[01:15:17] <Unh0ly_Tigg> I know, but I
just cleaned it up, I didn't bother writing in a new one.
L112[01:15:22] <shadekiller666> thats not
what i'm saying
L113[01:15:29] <shadekiller666> i agree,
boats are shit
L114[01:15:29] <Dimitriye98> The boat is
handled that way because mojang were lazy to add custom
packet-handling
L115[01:15:31] <sham1> My fluid algorithm
is also kinda clean
L116[01:15:46] <Dimitriye98>
Rubber-banding is the better alternative here
L117[01:15:58] <shadekiller666> but
client-server-client communication is something that is handled in
everything
L118[01:16:00] <Ri5ux> I'd rather have
rubber banding.
L119[01:16:07] <sham1> The base version
just suffers from over-commenting
L120[01:16:14] <Dimitriye98> You'd do
client-server-client comm
L121[01:16:32] <Dimitriye98> You'd just
handle movement client-side too, and then correct for errors when
the server replies
L122[01:16:33] <shadekiller666> the
problem comes with how minecraft does anything
L123[01:16:47] <laci200270> Unh0ly_Tigg:
thanks for cleanup
L124[01:17:05] <Dimitriye98> lacy, where's
your pathfinding
L125[01:17:14] <Ri5ux> I heard in 1.9 they
were going to fix the boat responsiveness problem... Hopefully
true.
L126[01:17:21] <Dimitriye98> Laci*
L127[01:17:26] <shadekiller666> they've
said that 3 times now
L128[01:17:31] <laci200270> Dimitriye98: i
now going to create
L129[01:17:39] <Ri5ux> I also heard that
about 1.8 :/
L130[01:17:41] <Dimitriye98> It should be
part of your search
L131[01:17:54] <Ri5ux> In fact I swear it
was part of the changelog
L132[01:18:02] <shadekiller666> they're
also adding an "animation" system... whatever the hell
that is going to entail
L133[01:18:24] <laci200270> only
tileentityties can be IFluidTank?
L134[01:18:30] <shadekiller666> we'll see
what they do for animation systems
L135[01:18:33] <sham1> Why would you
even
L136[01:18:53] <Ri5ux> Theyre model system
is bad enough... not really looking forward to the animation
system
L137[01:18:56] <Ri5ux> their*
L138[01:19:09] <sham1> IFluidTank is where
you store fluids, you use IFluidHandlers with TEs to use your
IFluidTank instances
L139[01:19:29] <shadekiller666> they're
model system is boiled down into something that works for the base
game
L140[01:19:44] <sham1> "They are
model system"
L141[01:19:46] <sham1> Wat
L142[01:19:47] <shadekiller666> remove
that initial layer and the system is actually decently robust
L143[01:20:02]
⇨ Joins: Steel_Arm
(~Steel_Arm@65-128-65-139.hlrn.qwest.net)
L144[01:20:17] <Ri5ux> I already corrected
myself
L145[01:20:23] <Ri5ux> No need to make me
feel bad about it
L146[01:20:37] <sham1> I was more
reffering to shade there
L147[01:20:58] <sham1> Who did the same
mistake somehow
L148[01:21:10] <Ri5ux> Oh
L149[01:21:11] <shadekiller666>
their
L150[01:21:13] <Ri5ux> lol
L151[01:21:15] <shadekiller666>
happy?
L152[01:21:21] <sham1> yes
L153[01:21:23] <Steel_Arm> is packaged.srg
the same as joined.srg?
L154[01:21:24] <sham1> Very happy
L155[01:21:43] *
shadekiller666 is being hypocrytical, that is a grammar mistake
that bugs the shit out of me :P
L156[01:23:12] <Ri5ux> So I cut a hole in
my laptop and now its been running at below 100C instead of 160C
like before..
L157[01:23:15] <Steel_Arm> I'm trying to
use a profiler called WarmRoast and for mappings it is asking for
joined.srg. But thus far the only srg I've found is
packaged.srg.
L158[01:24:56] <shadekiller666> ri5, i
really don't think you're running at 100C...
L159[01:25:07] <sham1> That would be kinda
bad
L160[01:25:36] <shadekiller666> 99.9% of
computer hardware today is built to shut itself down before it hits
70C
L161[01:26:05] <Ri5ux> ....
L162[01:26:14] <Ri5ux> I will provide
proof. Thats what everyone else says
L163[01:26:34] ***
Genji is now known as Genji|away
L164[01:26:52] <shadekiller666> even if
the letter in your fan software is a "C", i still doubt
it
L166[01:27:38] <shadekiller666> have you
tried multiple fan control software applications?
L167[01:27:45] <Ri5ux> Its a laptop.
L168[01:27:48] <Ri5ux> You cant control
its fan
L169[01:27:56] <Ri5ux> At least not this
model.
L170[01:28:13] <Ri5ux> AMD based laptops
do get this hot. Normally not above 120C, but they do.
L171[01:28:16] <sham1> Yes, I doubt
that
L172[01:28:34] <Ri5ux> You also doubt that
3 different pieces of software reported the same numbers
or..?
L173[01:29:05] <Ri5ux> I bet you doubt
that I touched the heatsink and I've got a burn mark too.
L174[01:29:11] <Ri5ux> -.-
L175[01:29:35] <sham1> Yes
L176[01:29:41] <Ri5ux> Believe it or not,
it's getting that hot.
L177[01:29:59] <sham1> jeez
L178[01:30:21] <techbrew> Poor Ri5ux,
they're gonna demand you pass a Turing Test next.
L179[01:30:30] *
Ri5ux wouldnt be surprised
L180[01:30:45] <Steel_Arm> all software
bases its readings off of hardware. Maybe bad sensor. You should
check your BIOS for temp shutdown settings.
L181[01:30:56] <shadekiller666> ri5, have
you thought about the fact that it could be a bad sensor?
L182[01:30:57] <Ri5ux> Is my finger burn
mark a bad sensor?
L183[01:31:11] <Ri5ux> Seemed like a good
one to me
L184[01:31:35] <Unh0ly_Tigg> it's good,
but not got that great of accuracy...
L186[01:31:58] <Unh0ly_Tigg> it's decent
at comparing different objects temperatures though...
L187[01:32:20] <Ri5ux> Okay, but keywords
here.... burn mark.
L188[01:32:21] <Unh0ly_Tigg> in a psuedo
compareTo way.
L189[01:32:24] <Ri5ux> I got burned by
it.
L190[01:32:27] <Ri5ux> And it left a
mark.
L191[01:32:43] <Ri5ux> And it hurts like a
bitch
L192[01:33:04] <Unh0ly_Tigg> then what you
touched was outside the prescribed range of the given sensor's
acceptable running temperature range.
L193[01:33:22] <Ri5ux> My laptop shuts
down at 165C
L194[01:33:24] <shadekiller666> human skin
will 2nd degree burn after 3 seconds on a serfice that is only
60C
L195[01:33:52] <Unh0ly_Tigg> at least it
can repair itself to a given degree (heh), just give it time.
L196[01:34:16] <techbrew> I've rar
L197[01:34:53] <techbrew> I've read* that
Intel CPU's shut down at 105C, but not on an official Intel
site.
L198[01:35:25] <Ri5ux> I heard that was
just the safe operating temp
L199[01:35:34] <Ri5ux> Anything above
shortens lifespan
L200[01:35:55] <Dimitriye98> What method
of a blockstate will give me the tileentity?
L201[01:36:16] <Unh0ly_Tigg> I've got a
530W psu, and my computer is running along side a 24" monitor,
and some other small peripherals through a ups, and the ups has
never hit 120W, meaning I've never pulled 1A across all those
devices while using the ups...
L202[01:36:27]
⇨ Joins: Emris (~Miranda@195.234.58.25)
L203[01:36:51] <Unh0ly_Tigg> Dimitriye98,
the blockstate is a wrapper for the block and meta, not the
world/pos/te.
L204[01:36:52] *
Ri5ux would like to note again that he is having these temp
problems on a laptop
L205[01:37:30] <Dimitriye98> So do I do
world.getTileEntity?
L206[01:37:49] <Unh0ly_Tigg> if you just
have a blockstate, you can't get the tile entity.
L207[01:37:58] <Dimitriye98> I have a
blockpos and world
L208[01:38:03] <Unh0ly_Tigg> if you have a
world/iblockaccess and a pos, you can.
L209[01:38:05] <Ri5ux> Get the coord from
it
L210[01:38:12] <Ri5ux> coords*
L211[01:38:20] <Dimitriye98> So
world.getTileEntity(blockpos)?
L212[01:38:22] <Unh0ly_Tigg> yes
L213[01:38:43] <shadekiller666> ri5, what
cpu do you have?
L214[01:38:58] <Ri5ux> In my laptop, an
AMD A10 5750M.
L215[01:39:50] <Ri5ux> Just bought it new
like a week or two ago.
L216[01:40:06] <Ri5ux> (the processor, it
was an upgrade)
L217[01:40:33] <Ri5ux> And yes I applied
the thermal paste correctly......
L218[01:41:01] <shadekiller666> are you
using amd overdrive to check temp measurements?
L219[01:41:24] <Ri5ux> Yesterday I
installed it and checked and it was reporting those temps
L220[01:41:38] <shadekiller666> amd
overdrive was reporting 165C?
L221[01:42:09] <Ri5ux> Actually I cant
remember for sure. I remember it was giving me individual core
temps for sure, which were much lower.
L222[01:42:15] <Ri5ux> Let me install it
and check again.
L223[01:42:54] <shadekiller666> there is a
common issue with 3rd party temperature meaters and amd
processors
L224[01:42:59] <laci200270> tileentity
stores itself's cordinates?
L225[01:43:22] <shadekiller666> that often
results in temperature readings being offset by some amount
L226[01:43:43] <shadekiller666> you could
also try SpeedFan, it has a temperature gage
L227[01:43:57] <shadekiller666> that i
have found reliable for an AMD desktop
L228[01:43:58] <Ri5ux> SpeedFan wouldnt
report any temperatures on my machine.
L229[01:44:06] <shadekiller666> O.o
L230[01:45:12] <Ri5ux> I remember one
program, HWmonitor I think, was giving me core temps which were
low, and it was giving me a processor package temp, which is the
high one.
L231[01:45:30] <Ri5ux> So the package temp
is what most of the third party softwares appear to be using
L232[01:45:43] <shadekiller666> that makes
more sense
L233[01:45:56] <shadekiller666> because i
think that factors in ram temp as well
L234[01:46:13] <Ri5ux> My ram is room temp
:/
L235[01:46:22] <shadekiller666> or
immediate-vacinity motherboard temp
L236[01:46:26] <Unh0ly_Tigg> some of the
sensors on my desktop were reading 230+F, and I was freaking out...
turns out, the chip those readings were coming from gave that kind
of response when there was no sensor connect to it...
L238[01:47:25] <Ri5ux> Overdrive is giving
me 25-30C per core.
L239[01:47:41] <shadekiller666> according
to speed fan, Temp1 is at 52C, and Temp2 is at 51C, Temp3 is 35C,
HD0 is 35C, GPU is at 38C, and Core is at 41C
L240[01:48:08] <shadekiller666> no idea
why Core is 41C and Temp1&2 are 50C
L241[01:48:17] <Dimitriye98> You want a
breadth first search, not depth first, which is what the linked
algorithm does
L242[01:48:45] <Dimitriye98> Though you
need to add the logic to the isOutput method for checking if the
pipe is a valid output
L243[01:49:09] <Dimitriye98> That finds
the closest pipe. Doesn't support restriction pipes though, that
would require a bit more work
L244[01:49:54] <Ri5ux> K so overdrive says
28C, 3 other softwares say 90C, and another says 40C
L245[01:50:12] <Ri5ux> Also speedfan works
now for whatever reason
L246[01:50:32] <shadekiller666> whats
speedfan saying
L247[01:50:42] <Corosus> woot, caught up
on my github repo issues, only took me like 8 months to finally get
around to it
L248[01:50:46] <Ri5ux> Spedfan is going
with the 40C
L249[01:50:46] <Dimitriye98> laci200270:
you there?
L250[01:50:56] <laci200270> yes i am
L251[01:51:18] <shadekiller666> that seems
more like it
L252[01:51:56] <Dimitriye98> That
algorithm will work if you add in the isOutput method, though
adding tesseracts or restriction pipes would require
reworking
L253[01:51:59] <Ri5ux> So then whats with
these 90C+ readings and my finger burns.....
L254[01:52:02] <shadekiller666> Ri5, what
all are you running atm?
L255[01:52:19] <Ri5ux> For what, temp
programs?
L256[01:52:23] <Ri5ux> Or just
everything
L257[01:52:38] <shadekiller666>
everything
L258[01:52:59] <Dimitriye98> Tesseracts
would be simple, just replace the stacks of blockposes with stacks
of Pair<BlockPos, World>, restriction pipes would require a
stack of stacks.
L260[01:53:01] <Ri5ux> Like 10 things that
give me 5-8% of CPU load
L261[01:53:12] <laci200270> *not
L262[01:53:26]
⇨ Joins: Elusivehawk
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L263[01:53:45] <shadekiller666> in that
case it makes even less sense that your hardware would be nearly
idling at 90C
L264[01:54:02] <shadekiller666> when you
burned yourself, what were you running?
L265[01:54:05] <Dimitriye98> That can
work, but it's slower, and it'll be much harder to add
pathfinding
L266[01:54:13] ***
Kolatra is now known as Kolatra|Away
L267[01:54:16] <Ri5ux> It was sitting in
the BIOS.
L268[01:54:25] <Ri5ux> Fan was full
RPM
L269[01:54:32] <Ri5ux> hot air blowing out
like a heater.
L270[01:55:01] <Dimitriye98> My algorithm
just explores the pipe network in order of distance and grabs the
first output it finds, while you're building a list of tanks, and
you'll need to figure out which one is closest once you're
done
L271[01:55:22] <shadekiller666> BIOSes
tend to max out the cpu cuz they constantly check for keyboard
input and things
L272[01:55:25] <laci200270> Dimitriye98:
thanks
L273[01:55:40] <laci200270> i wanted to
use the first elemnt of the list
L274[01:55:47] <Ri5ux> Good to know
L275[01:55:47] <Dimitriye98> Again, you'll
have to add the isOutput method, just check for adjacent fluid
pipes.
L276[01:55:50] <Dimitriye98> tanks*
L277[01:55:57] <Dimitriye98> adjacent
fluid tanks*
L278[01:56:18] <shadekiller666> i'm sorry
that you got burned, and i suggest sticking with speedfan
L279[01:56:57] <Ri5ux> Wish I would have
checked the temp on it before cutting the hole in my
laptop...
L280[01:57:09] <shadekiller666> :(
L281[01:57:10] <Dimitriye98> Guys, mind
checking the algorithm I gave laci?
L282[01:57:13] <Ri5ux> But its running
cooler anyways >.>
L285[01:57:22] <shadekiller666> where did
you cut the hole?
L286[01:57:29] ⇦
Quits: calclavia (uid15812@id-15812.highgate.irccloud.com) (Quit:
Connection closed for inactivity)
L287[01:57:30] <Ri5ux> Above the fan
intake.
L288[01:57:39] <Ri5ux> Which is right
under a speaker panel.
L289[01:57:47] <Dimitriye98> Yeah, that
should work
L290[01:58:00] <shadekiller666> so you
gave it more air flow, and probably made the speeker loudr
L291[01:58:04] <shadekiller666>
louder*
L292[01:58:23] <shadekiller666> is that
part easily removable/replaceable?
L293[01:58:24] <Ri5ux> Speaker wasnt even
right there lol. It was just an unnecessarily large plate
L294[01:58:30] <Ri5ux> Ummm.
L295[01:58:33] <Ri5ux> Probably not
L296[01:58:40] <Ri5ux> Requires
dissasembly of the entire thing
L297[01:58:54] <shadekiller666> ahh
L299[01:59:08] <Ri5ux> That entire
aluminum plate.
L300[01:59:16] <shadekiller666> ahh
L301[01:59:30] <shadekiller666> i'm sure
they sell that part if you look for it
L302[01:59:51] <Ri5ux> It works so it'll
be fine.
L303[02:00:06] <laci200270> Dimitriye98:
what optinoal shoukld i use?the google's one or the java's
one?
L304[02:00:08] <shadekiller666> this way
you can be sure its yours! :D
L305[02:00:12] <laci200270> *shoul
L306[02:00:15] <Ri5ux> lol
L307[02:00:23] <laci200270> *should
L308[02:00:45] <shadekiller666> "hey
man is this yours? does it have a hole in it? ya... then its
mine"
L309[02:00:47] <Dimitriye98> Google
L310[02:01:05] <laci200270> oh
L311[02:01:08] <laci200270> thanks
L312[02:01:10] ⇦
Quits: Steel_Arm (~Steel_Arm@65-128-65-139.hlrn.qwest.net) (Quit:
Leaving)
L313[02:01:18]
⇨ Joins: Kokoro_Neko
(~androirc@174-135-29-96.res.bhn.net)
L314[02:01:19] <Dimitriye98> Java's is
only available in Java 8, which not everyone has
L315[02:01:25] ⇦
Quits: Kokoro_Neko (~androirc@174-135-29-96.res.bhn.net) (Client
Quit)
L316[02:01:26] <Dimitriye98> Google's
comes with minecraft forge
L317[02:01:52]
⇨ Joins: Kokoro_Neko
(Kokoro_Nek@174-135-29-96.res.bhn.net)
L318[02:02:01] <sham1> Not every user
having java 8 is stupid but easilly explained...
L319[02:02:24] <shadekiller666> *cough*
mac *cough*
L320[02:02:39] <sham1> Mac can update to
java 8
L321[02:02:44] <Dimitriye98> No, Oracle
releases mac java now
L322[02:02:47] <sham1> What are thy
talking about
L323[02:02:53] <Dimitriye98> I'm on mac
and on java 8
L324[02:03:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150713 mappings to Forge Maven.
L325[02:04:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150713-1.8.zip (mappings
= "snapshot_20150713" in build.gradle).
L326[02:04:12] <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/
L327[02:04:19] <Ri5ux> Most mac users dont
even know how to browse their own hard drive so...
L328[02:04:35] <tmtu> nice generalisation
:p
L329[02:04:36] <Dimitriye98> I object to
that assertion
L330[02:04:51] <Dimitriye98> Mac is an
amazing development platform, since it's unix based
L331[02:04:57] <Ri5ux> I tried to make it
seem legit :/
L332[02:05:02] <Ri5ux>
"most"
L333[02:05:07] *
Ri5ux gives up
L334[02:05:13] <tmtu> most is a lot
L335[02:05:16] <Dimitriye98> xD
L336[02:05:28] <shadekiller666> tmtu, not
always
L337[02:05:34] <shadekiller666>
"most" of 3 would be 2
L338[02:05:40] <tmtu> in this case
L339[02:05:41] <laci200270> Dimitriye98:
Type mismatch: cannot convert from Optional<TileFluidNode> to
Optional<BlockPos> i get this
L340[02:05:42] <Dimitriye98> I was about
to say that :P
L341[02:05:50] <Dimitriye98> Oh, show
code?
L342[02:05:59] <laci200270> i copyed
it
L343[02:06:15] ⇦
Quits: Mitchellbrine (uid38456@id-38456.highgate.irccloud.com)
(Quit: Connection closed for inactivity)
L344[02:06:16] <Dimitriye98> Oh, oops, my
mistake, wait a sec
L346[02:06:49] <Dimitriye98> fixed
L348[02:07:29] <Dimitriye98> Oh
L349[02:07:31] <Dimitriye98> Huh
L350[02:07:36] <Ri5ux> I tried to make the
tires of my vehicle rotate according to velocity.. and because of
the terrible boat code I based it off of, it the tires just flop
around ocassionally...
L351[02:07:44] <Dimitriye98> Openning
revisions doesn't give a different page
L352[02:07:54] <Dimitriye98> xD
L353[02:08:04] *
Ri5ux is going to spend the next 2 hours fixing vehicle
code.
L354[02:08:14] <Dimitriye98> That's what
you get for relying on notch-code
L355[02:08:21] <Ri5ux> :(
L356[02:08:33] <laci200270> Dimitriye98:
thanks
L357[02:08:37] <Dimitriye98> Notch is not
a good programmer. He's a good game designer, but a horrible
programmer.
L358[02:09:09] ***
Ashlee|off is now known as Ashlee
L359[02:09:15] <laci200270> Dimitriye98:
the code what we see isn't made directly be he
L360[02:09:24] <Dimitriye98> The general
structure is
L361[02:09:29] <Dimitriye98> Only the
variable names are changed
L362[02:09:38] <laci200270> not only
L363[02:09:40] <Dimitriye98> Admittedly, a
lot of minecraft is now jebs work
L364[02:09:47] <Dimitriye98> But the older
stuff is notch's
L365[02:09:49] <shadekiller666> ri5, that
should be handled entirely by GL calls shouldn't it?
L366[02:09:55] <laci200270> some of the
logic is changed
L367[02:10:02] <shadekiller666> or is the
problem in the boat velocity code?
L368[02:10:03] <Unh0ly_Tigg> and iirc, the
json model system is Searges
L369[02:10:05] <Ri5ux> It has to get the
velocity from the vehicle entity
L370[02:10:08] <tmtu> Dimitriye98: the
older code is faster :)
L371[02:10:11] <Ri5ux> Its a problem
because of how it's synced
L372[02:10:24] <Ri5ux> client -> server
-> back to client to render
L373[02:10:46] <Dimitriye98> tmtu: older
versions were faster because there was less stuff, not because of
better code.
L374[02:11:04] <shadekiller666> mind you,
they are rewriting the entity render code for 1.9, so i wouldn't
spend too much time on it
L375[02:11:08] <tmtu> no, the code was
faster
L376[02:11:19] <Ri5ux> that doesnt
surprise me
L377[02:11:24] <Ri5ux> They cant just
leave anything alone :/
L378[02:11:40] <shadekiller666> tbh,
entities need an update
L379[02:11:45] <Dimitriye98> Well, they're
moving from immediate mode to a proper OpenGL pipeline
L381[02:11:48] <shadekiller666> they've
been bad for so long
L382[02:11:48] <Dimitriye98> That's a good
thing
L383[02:11:54] <tmtu> that's hardly the
bottleneck
L384[02:11:59] <Ri5ux> I'm still on 1.7.10
because my mod would require too much work to update any
further.
L385[02:12:04] <Dimitriye98> tmtu: Linked
list is good here
L386[02:12:09] <tmtu> linked list is never
good
L387[02:12:14] <shadekiller666>
ri5...
L388[02:12:15] <Dimitriye98> Array list
would be slower in this use case
L389[02:12:21] <tmtu> not really
L390[02:12:25] <Ri5ux> Wat..
L391[02:12:34] <shadekiller666> that mind
set is precisely why mods haven't updated to 1.8...
L392[02:12:35] <Ri5ux> Ive got so much
thatll get broken.
L393[02:12:40] <shadekiller666> ya?
L394[02:12:42] <shadekiller666> so?
L395[02:12:49] <shadekiller666> thats part
of mod development
L396[02:12:52] <Ri5ux> I dont feel like
fixing it all
L397[02:12:57] <Ri5ux> yet
L398[02:13:01] <Dimitriye98> I'm pushing
and popping. Popping an arraylist would require shifting every
element in the list over
L399[02:13:10] <shadekiller666> what is
the biggest thing that would be broken?
L400[02:13:25] <Dimitriye98> shade, mind
checking out the link and agreeing with me? :P
L401[02:13:25] <Ri5ux> Basically all of it
is rendering related
L402[02:13:35] <shadekiller666> models and
things?
L403[02:13:39] <laci200270> Dimitriye98:
is output means the target block, or the output pipe?
L404[02:13:48] <Dimitriye98> Output
pipe
L405[02:13:51] <Ri5ux> ItemRenderers. I
completely dissagree with how its done in 1.8
L406[02:13:53] <laci200270>
oh,,thanks
L407[02:13:58] <Ri5ux> Or at least the
last time I checked I did.
L408[02:13:58] <shadekiller666> ok
L409[02:14:14] <Dimitriye98> Could be made
to be the output block with a bit of work, I was just lazy
L410[02:14:25] <shadekiller666> well, i've
spent the last month fixing the half-written obj loader i started 6
months ago
L411[02:14:38] <Ri5ux> I already wrote
one
L412[02:14:46] <Ri5ux> Its in my mod for
1.7.10
L413[02:14:54] <Ri5ux> But itll probably
get butchered in 1.8
L414[02:14:57] <shadekiller666> for that,
you write 1 blockstate json, do 1 call to a registry, and thats
it
L415[02:15:15] <Ri5ux> I also disagree
with writing the jsons for each block and item
L416[02:15:15] <shadekiller666> that is
why my loader will be in forge ri5
L417[02:15:25] <Ri5ux> Okay
L418[02:15:31] <shadekiller666> the
blockstate is a forge-blockstate
L419[02:15:35] <Dimitriye98> Note
laci200270: the algorithm is deterministic. If multiple possible
output pipes are the same distance from the input, it will pick one
and deliver all the fluid to it, it won't distribute at
random
L420[02:15:51] <shadekiller666> a single
file that can represent all of the 3 different ones that vanilla
requires
L421[02:16:09] <Dimitriye98> Actually,
this behavior is far better for items than fluids, because
nearest-first behavior makes no sense for fluids.
L422[02:16:09] <laci200270> Dimitriye98:
yes, thats was i wanted
L423[02:16:17] <shadekiller666> and the
obj loader i've written can handle more than you'd think
L424[02:16:32] <Ri5ux> Handle
L425[02:16:35] <Ri5ux> What can it
handle
L426[02:17:05] <shadekiller666> well for
one thing, it doesn't crash if you pass it commands in the objs
that it doesn't understand
L427[02:17:16] <tmtu> it should?
L428[02:17:26] <bob_twinkles> ==tmtu
L429[02:17:28] <shadekiller666> hell no
tmtu
L430[02:17:30] <Ri5ux> Mine doesnt
either
L431[02:17:54] <bob_twinkles> if the file
is malformed, you should crash with an imformative error
message
L432[02:17:57] <shadekiller666> the loader
gets texture data out of an mtl of the same name
L433[02:18:04] <shadekiller666> bob, its
not that its malformed
L434[02:18:08] <Ri5ux> So does mine
L435[02:18:28] <shadekiller666> the loader
doesn't understand all of the commands that are defined in the
Wavefront obj spec
L436[02:18:46] <shadekiller666> like the
curve-based geometry statements, because minecraft wants
vertices
L437[02:18:54] <laci200270> pipe rendering
can be done with json submodel thingy?
L438[02:18:58] <bob_twinkles> then if
someone tries to use those, that object file is malformed and you
should crash
L439[02:19:08] <shadekiller666> no
L440[02:19:13] <bob_twinkles> if you don't
support it, don't pretend you do and silently eat data
L441[02:19:18] <shadekiller666> because
obj exporters are different
L442[02:19:21] <shadekiller666> i
don't
L444[02:19:39] <shadekiller666> there are
print statements explicity saying "X command is not supported,
skipping"
L445[02:19:40] <Ri5ux> Mine
L446[02:19:55] <Ri5ux> Will that not spam
the crap out of the console?
L447[02:20:08] <Ri5ux> Like for massive
models that are incorrectly formatted.
L448[02:20:26] <shadekiller666> there
aren't that many
L449[02:20:42] <shadekiller666> incorrect
formatting for supported commands will crash
L450[02:21:07] <shadekiller666> however,
unsupported commands will print the ignore message and continue
parsing
L451[02:21:43] <shadekiller666> also, the
obj loader supports groups
L452[02:21:47]
⇨ Joins: npe|office
(~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L453[02:21:53] <Ri5ux> Mine is two classes
._.
L454[02:21:56] <shadekiller666> which i'm
currently using for toggling visibility of faces
L457[02:23:19] <shadekiller666> mind you,
the code in those 2 files is not the final version
L458[02:23:33] <Ri5ux> Does yours
currently work?
L459[02:23:38] <shadekiller666> it
does
L460[02:24:19] <shadekiller666> only issue
is that there is something wonky with the blockstate->model
loader code to handle rotating models in-world like pistons
L461[02:24:35] <shadekiller666> which is
why i haven't pushed recent changes, need to talk to fry about
that
L462[02:25:02] <shadekiller666> another
thing mine allows for is vertex coloring
L463[02:25:08] <Ri5ux> >.>
L464[02:25:23] <Ri5ux> Yeah mine doesnt
have that
L465[02:25:55] <shadekiller666> if there
is no texture defined in the .mtl that accompanies the .obj, the
loader automatically applies a dynamic white texture and will apply
whatever color was last defined to the vertex its currently working
on
L466[02:26:16] <Ri5ux> Ah, mine just makes
it white
L467[02:26:36] <shadekiller666> i do need
to figure out what to do about colors
L468[02:26:58] <shadekiller666> there are
3 different commands that mean color in some way, as well as
texture commands
L469[02:28:09]
⇨ Joins: pibx10
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L470[02:28:19] <pibx10> what do i use to
add the enchantment glow to an item
L472[02:28:53] <shadekiller666> one of
each is for actual texture/color, one of each is for specular, or
reflection, and there is one more of each for transparency, two of
which aren't easilly supported in mc...
L473[02:29:11] <shadekiller666> so i'm
wondering if i should just drop support for those 2 commands
L474[02:30:29] <shadekiller666> as of
right now they override each other
L475[02:30:47] <shadekiller666> the
last-defined one is the one applied, which sucks in practice
L476[02:31:31] <pibx10> it should be easy
i just need the method
L477[02:32:02] <shadekiller666> ri5, i
guarantee that model loads in my loader
L478[02:32:58] <shadekiller666> ive been
helping hassan get that to render nicely in 1.7
L479[02:33:00] ⇦
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timeout: 202 seconds)
L480[02:33:50] <shadekiller666> now, i
can't guarantee faces with more than 4 vertices will work, though i
don't believe obj supports > 4 vertices/face anyway, so
idk
L481[02:34:09]
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(bitch2k@dyn-042-190.vix1.mmc.at)
L482[02:34:22] *
Ri5ux is back
L483[02:34:51] <Ri5ux> You've been helping
him? I thought he was doing that all by himself
L484[02:34:54] <Ri5ux> :/
L485[02:34:58] <bob_twinkles> IIRC the
spec says you need to support ngons but as a practical matter most
exporters/sane models doesn't have anything past quads
L486[02:35:00] <shadekiller666> lol
L487[02:35:18] <Ri5ux> I fixed all of the
rotation problems it had earlier today
L488[02:35:20] <shadekiller666> been
helping with the GL push/pop nesting and rotations
L489[02:35:46] <shadekiller666> he calls
me almost every day on skype to help him with some model
L490[02:35:58] <Ri5ux> Wow :/
L491[02:36:33] <shadekiller666> in fact i
have a copy of your pistol model that i'm using as a test subject
for a rendering tool thats unrelated to the model loader
L492[02:36:50] <Ri5ux> Weird but
okay
L493[02:37:09] <shadekiller666> its a tool
to help setup camera transform values in json
L494[02:37:23] <Ri5ux> I see
L495[02:37:32] <shadekiller666> basically
renders a box on screen with some text to tell you what the values
are
L496[02:37:52] <Ri5ux> I think he got
pissed at me earlier for re-doing all of the rendering code on that
model renderer.
L497[02:37:55] <shadekiller666> and a
command interface to let you change them in real time, and a way of
saving those changes when you're done
L498[02:38:14] <Ri5ux> nice. thats pretty
cool.
L499[02:38:19] <shadekiller666> yep
L500[02:39:22]
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L501[02:39:23] <shadekiller666> being a
computer animator, i'm a firm believer in not going insane when
trying to do something
L502[02:39:36] <shadekiller666> btw ri5,
who is your modeller?
L503[02:39:48] <Ri5ux> For what
specifically
L504[02:40:03] <shadekiller666> well, lets
say for that tank you showed me
L505[02:40:06] <shadekiller666> who made
that
L506[02:40:17] ⇦
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seconds)
L507[02:40:22] <Ri5ux> I do most of it,
but the model for this APC/Tank was just pulled off the net
>.>
L508[02:40:24] ⇦
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(Quit: Leaving)
L509[02:40:56] <shadekiller666> the reason
i ask is because the naming conventions for the pieces on that tank
are horendous
L510[02:41:07] <Ri5ux> Yeah, that wasnt
me.
L511[02:41:41] <Ri5ux> This is actually
the first and only model in my mod that's an actual wavefront
model
L512[02:41:48] <shadekiller666> please,
please tell me you name your model parts something that isn't
"Model4_APCWhlPrt9_fuck_you"
L513[02:42:11] <bob_twinkles> o_O whoever
model that must have been in a bad mood
L514[02:42:15]
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L515[02:42:52] <Ri5ux> Someone put
_fuck_you in the model name?
L516[02:42:59] <Ri5ux> Or part name I
mean
L517[02:43:11] <shadekiller666> well, i
added the "fuck_you" part, partially cuz i can't remember
what it actually said there, and because thats what the modeller
had to have been thinking when he named those parts with such
horrible names
L518[02:43:23] <Ri5ux> Oh lol
L519[02:43:39] <shadekiller666> god forbid
you can actually find a part on your model...
L520[02:43:39] <Ri5ux> Yeah I dont name
things like that... I'd probably do something more like
APCWheel0
L521[02:43:44] <laci200270> the json
format supports pipes?
L522[02:43:51] <Ri5ux> Or like
APCWheelRim1
L523[02:44:05] <shadekiller666> Ri5, or
APCRFWheel0
L524[02:44:10] <bob_twinkles> that
actually sounds kinda like the naming convention for a BRLCAD model
(Army Balistics simulation software)
L525[02:44:20] <shadekiller666> which
would specify which wheel, and what part on the wheel
L526[02:44:32] <Ri5ux> That works
too
L527[02:45:02] <shadekiller666> or
APC_Front_Right_Wheel_Tab_1 or some actually decernable name
L528[02:45:28] <shadekiller666> bob, if
thats the case then fine, i'll give them credit, but for god sakes
name things with readable names
L529[02:45:36] <Ri5ux> Ocassionally I use
numbers if Im trying to do something quicker.
L530[02:45:45] <shadekiller666> as a
modeler/animator, having names you can read makes life so much
easier
L531[02:45:47] <Ri5ux> Otherwise I try to
make it fancy and use left/right/front/back etc
L532[02:46:24] <shadekiller666> well see,
i've found that trying to be quick and skimping on your naming
convention results in taking more time to do things later one
L533[02:46:27] <shadekiller666> on*
L534[02:46:42] <Ri5ux> At least i dont
name it like this: "um wheel or somthin"
L535[02:46:54] <Ri5ux> Or:
"asdasdjsdkfh"
L536[02:47:08] <shadekiller666> see, part
of how i did the group support in the obj loader is by group
name
L537[02:47:19] <shadekiller666> so you
have to know the name of the group in order to find it
L538[02:47:29] <Ri5ux> I see
L539[02:47:39] <shadekiller666> and you
need to find it to be able to toggle its visibility
L540[02:48:44] <Ri5ux> With mine its just
a hashmap of all the parts and their names, and you basically just
loop through it and then call draw on each part.
L541[02:48:54] <shadekiller666> (for
models with many groups, i added in some shortcut constants that
denote ALL and ALL_EXCEPT)
L542[02:50:33]
⇨ Joins: TurnedSlayer|M
(uid96825@id-96825.charlton.irccloud.com)
L543[02:50:55] <shadekiller666> well, for
mine the loader is told to parse by the game itself, not by the mod
(though you can bake the model yourself for entities and such) so
there really wasn't a way to put things into a place where they
were accessable by mods
L544[02:51:15] <Ri5ux> ah
L545[02:51:21] <shadekiller666> so custom
model loaders implement what are called model states, which are
paired to blockstates on parse
L546[02:51:33] <shadekiller666> actually,
they shouldn't be
L547[02:52:00] <shadekiller666> but the
OBJModel file has an OBJState class in it
L548[02:52:26] <Ri5ux> Interesting
L549[02:52:37] <shadekiller666> which
serves as a bridge to allow you to specify a list of strings, which
are the names of the groups as defined in the .obj file
L550[02:53:10] <shadekiller666> if the
first index of that list is one of the two constants, ALL, or
ALL_EXCEPT, special cases occur
L551[02:53:37] <shadekiller666> ALL says
change all groups, either to TRUE, FALSE, or TOGGLE
L552[02:54:11] <shadekiller666> and
ALL_EXCEPT does a similar thing, but leaves out any groups that you
name in the list after that first index
L553[02:54:27] <shadekiller666> and i feel
like that is the best way to handle very complex models
L554[02:54:51] <shadekiller666> the model
that i have to demonstrate the group mechanic is a tesseract with
32 groups
L555[02:55:05] <Ri5ux> .-.
L556[02:55:21] <shadekiller666> oh, and a
face can belong to multiple groups
L557[02:55:38] <shadekiller666> if any
parent group is visible, the face is rendered
L558[02:55:44] <shadekiller666> well,
baked
L559[02:56:04] <shadekiller666> i just
skip any face that isn't a member of a visible group
L560[02:56:53] <Ri5ux> Sounds like you put
a lot of work into it
L561[02:57:04] <shadekiller666> mhmm
lol
L562[02:57:27] <shadekiller666> the mod
i'm a codev for requires obj support to update
L563[02:57:29] ⇦
Parts: Darkevilmac|Off (Darkevilma@pi.elitebnc.org)
())
L564[02:57:43] <shadekiller666> and no one
was writing one, so i did
L565[02:57:51] <Ri5ux> ah
L566[02:58:09] <Ri5ux> Yeah mine basically
requires wavefront model support now.
L567[02:58:13] <shadekiller666> and thank
you to fry for the registry system mine hooks into
L568[02:58:36]
⇨ Joins: Spyeagle
(~Elusiveha@static-50-53-54-240.bvtn.or.frontiernet.net)
L569[02:58:57] <shadekiller666> it is
surprising how versitile the obj format is
L570[02:59:58] ⇦
Quits: Elusivehawk
(~Elusiveha@static-50-53-54-240.bvtn.or.frontiernet.net) (Ping
timeout: 186 seconds)
L571[03:02:23] <sham1> Still does not have
keyframes though...
L572[03:02:25] <Ri5ux> Honestly Im
surprised I even finished my basic OBJ loader... started it like
half a year ago and never finished it. Finished it like two days
ago because Hassan thought itd be cool.
L573[03:02:52] <shadekiller666> sham, obj
doesn't support animations
L574[03:03:00] <sham1> I know
L575[03:03:06] <shadekiller666> ri5, i
actually started this 6 months ago
L576[03:03:07] <sham1> That's what I am
referencing
L577[03:03:16] <Ri5ux> lol
L578[03:03:21] <shadekiller666> had it
working, then screwed up the push to github
L579[03:03:28] <shadekiller666> undid half
my changes
L580[03:03:34] <sham1> squash
L581[03:03:36] <Ri5ux> That sucks, hassan
told me about that
L582[03:03:47] <shadekiller666> and said
fuck it for 6 months, and worried about graduating college
L583[03:04:13] <laci200270> there is any
blender json exporter?
L584[03:04:21] <shadekiller666> nope
L585[03:04:42] <shadekiller666> you won't
find a json exporter that will output in a format minecraft
understands
L586[03:05:12] <Ri5ux> Mojang just likes
to pull new formats out of their asses.
L587[03:05:15] <sham1> You can make
one
L588[03:05:21] <sham1> If you really
want
L589[03:05:27] <tmtu> Ri5ux: because there
isn't a perfect format
L590[03:05:33] <sham1> Have fun playing
with cubes
L591[03:05:42] <laci200270> i think i'll
stay at cubik lite :D
L592[03:05:43] <Ri5ux> I like
squares?
L593[03:05:44] <shadekiller666> at this
point the jsons serve best for telling the game to load a different
model format
L594[03:05:57] ***
Spyeagle is now known as Elusivehawk
L595[03:06:04] <sham1> And for defining
simple models
L596[03:06:34] <Ri5ux> Json in the way
theyre using it is disgusting in my opinion
L597[03:06:44] <sham1> why
L598[03:07:14] <Ri5ux> I'm mainly going
back and complaining on the fact that I am required to have a json
for each individual item/block
L599[03:07:36] <Ri5ux> Should be
optional.
L600[03:07:42] <shadekiller666> have you
taken a look at the new forge blockstate jsons?
L601[03:07:56] <Ri5ux> No, i havent looked
at 1.7 since feburary
L602[03:08:00] <Ri5ux> and i butchered
that spelling
L603[03:08:14] <shadekiller666> its not
for 1.7...
L604[03:08:24] <Ri5ux> 1.8 i eman
L605[03:08:26] <Ri5ux> i mean*
L606[03:08:30] <Ri5ux> sorry ._.
L607[03:08:50] *
Ri5ux is butchering everything
L608[03:09:00] <sham1> You could make it
without using any JSONs at all
L609[03:09:06] <shadekiller666> it allows
you to more easily replace the multiple jsons/block/item with a
single json
L610[03:09:08] <sham1> It will not be fun
experience but you can
L611[03:09:17] <shadekiller666> actually
you can't
L612[03:09:25] <sham1> Wait?
L613[03:09:30] <sham1> I thought you
could
L614[03:09:34] <shadekiller666> not with
how the game throws what is parsed around
L615[03:10:14] <shadekiller666> well,
maybe some edge-cases, but most of the time you can't
L616[03:10:21] <Ri5ux> Adding new blocks
and items used to take 10 seconds. Now it requires me to sacrifice
my left foot, and half of my index finger.
L617[03:10:32] <Ri5ux> plus 10
minutes
L618[03:10:40] <sham1> You could write a
script...
L619[03:10:46] <shadekiller666> thats what
the forge blockstate jsons are for
L620[03:10:50] <sham1> Sthap whining
L621[03:11:04] <shadekiller666> they make
things easier, and actually expand functionality greatlt
L622[03:11:07] <shadekiller666>
greatly
L623[03:11:20] <sham1> I know right
L624[03:11:35] *
Ri5ux will stick with 1.7
L625[03:11:41] <laci200270> my irc client
going to be crazy
L626[03:11:55] <shadekiller666> the custom
model loaders, like the obj loader, can actually have custom data
parsed from the same forge blockstate json that will be passed
directly into the model loader
L627[03:12:07] <laci200270> i get the last
20 messages at single moment
L628[03:12:09] <sham1> Custom
trasforms?
L629[03:12:11] <shadekiller666> i
currently have no idea what to use that custom data for, but its
available
L630[03:12:15] <shadekiller666>
possibly
L631[03:12:50] <sham1> I'd love to use
stuff like OBJ but because it does not support animation...
L632[03:12:51] <shadekiller666> i have an
idea for clusters (transformation points applied to multiple
vertices), but idk how well it would work
L633[03:13:05] <shadekiller666> b3d
supports animatoin
L634[03:13:10] <shadekiller666>
animation*
L635[03:13:12] <sham1> oh does it?
L636[03:13:15] <shadekiller666> mhmm
L637[03:13:20] <sham1> Yayu
L638[03:13:25] <Ri5ux> Manual animation?
:P
L639[03:13:28] <shadekiller666> and
technically you could do animation stuff with OBJ
L640[03:13:28] *
Ri5ux jokes
L641[03:13:36] <shadekiller666> if you
used a TESR
L642[03:13:49] <sham1> Eww, multiple files
for one animation
L643[03:13:55] <shadekiller666> no, the
b3d stuff actually bakes a new version of the model for every frame
of animation
L644[03:13:57] <sham1> Every keyframe is
its own file
L645[03:14:02] <shadekiller666> you just
have to give it a frame number
L646[03:14:02] <pibx10> hey guys
L647[03:14:02] <sham1> Woe is me
L648[03:14:06] <shadekiller666> no no
no
L649[03:14:11] <shadekiller666> its one
file
L650[03:14:18] <pibx10> can someone help
me basically create a new egg
L651[03:14:21] <sham1> No but with
OBJ
L652[03:14:25] <shadekiller666> nope
L653[03:14:29] <pibx10> that spawns an
entity item instead of an entitychicken
L654[03:14:29] <shadekiller666> thats 1
file also
L655[03:14:31] <sham1> Wait wat
L656[03:14:36] <shadekiller666> utilizing
the groups
L657[03:14:44] <shadekiller666> and GL11
calls of course
L658[03:14:44] <tmtu> shadekiller666:
that's super bad..
L659[03:14:44] <sham1> ...
L660[03:14:58] <sham1> Why cant I GL32
:(
L661[03:15:05] <shadekiller666> ask
mojan
L662[03:15:07] <Ri5ux> I'm going to write
a keynote on how inefficient minecraft is and present it at my
local McDonalds.
L663[03:15:08] <shadekiller666>
mojang
L664[03:15:10] <tmtu> because no core
context
L665[03:15:32] <Laceh> Ri5ux: lol
L666[03:15:33] <sham1> They should make a
core context and a compatability context
L667[03:15:34] <shadekiller666> tmtu,
thats how the model system works
L668[03:15:35] <Ri5ux> Everyone get your
projectors and laptops.
L669[03:15:53] <Laceh> Ri5ux: definitely
was the best thing Ive heard in a while XD
L670[03:15:57] <Ri5ux> :P
L671[03:15:59] <tmtu> shadekiller666: osx
doesn't have compatibility contexts
L672[03:16:03] <tmtu> er, sham1
L673[03:16:06] <tmtu> so not
possible
L674[03:16:10] <shadekiller666> no i mean
the baking thing
L675[03:16:50] <sham1> Wait, a game now
developed under M$ cares about OSX
L676[03:16:56] <sham1> May I remind you,
microsoft
L677[03:17:05] <tmtu> not sure what you're
getting at
L678[03:17:08] ⇦
Quits: pibx10 (~pibx10@45-17-17-65.lightspeed.rcsntx.sbcglobal.net)
(Quit: Leaving)
L679[03:17:17] <shadekiller666> MS has
almost nothing to do with MC at this point
L680[03:17:27] <sham1> That's good
L681[03:17:42] <sham1> Otherwice linux
users would be screw'd as well
L682[03:17:44] <shadekiller666> except for
Hololense, and the fact that there are 4 squares plastered on
everything
L683[03:17:59] <Ri5ux> I own the blue
square.
L684[03:18:03] <tmtu> compatibility
contexts were a mistake imo
L685[03:18:05] <Ri5ux> I bought it for 10
mil
L686[03:18:20] <sham1> Why not just
introduce a core context then
L687[03:18:34] <sham1> "Oh no, we
have to keep compatibility with toasters"
L688[03:18:39] <tmtu> because then all of
minecraft would need to be rewritten to not use legacy stuff
L689[03:18:52] <tmtu> which would alienate
a small part of the toaster userbase
L690[03:19:18] <sham1> Even though shaders
and OGL 3.2 is like ten years old at this poin
L691[03:19:27] <sham1> that should be the
standard
L692[03:19:45] <sham1> Wait no
L693[03:19:53] <sham1> It is six years
old
L694[03:20:01] <sham1> Still
L695[03:20:02] <tmtu> the concept of
shader programs in ogl is 10+ years old
L696[03:20:10] <sham1> Mmm
L697[03:20:27] <sham1> That at the very
least has to be the standard at this point'
L698[03:20:45] <sham1> What, is the reason
MC is at java 6 because someone might be still using it?
L699[03:20:52] <sham1> Give me a
break
L700[03:21:33] <sham1> I should not be
surprised by what users can do but still
L701[03:22:40] <Ri5ux> Java should just
force update itself or something
L702[03:22:45] <Ri5ux> Or not
L703[03:22:45] <Ri5ux> bad idea
L704[03:22:47] <Ri5ux> nvm.
L705[03:22:52] *
Ri5ux runs away
L706[03:22:56] <Genuine> What the
fuck?!
L707[03:23:01] <sham1> what
L708[03:23:02] <Genuine> How did I not
hear about Dragon Ball Super?!
L709[03:24:20] <Genuine> AND it's actually
Akira Toriyama!
L710[03:24:36] <Genuine> I feel like my
whole life has led to this moment.
L711[03:25:29] <sham1> But still, I am
miffeled that MC is using OGL 1.1, a version from almost 10 years
ago
L712[03:26:03] <Ri5ux> Tell
microsoft.
L713[03:26:11] <Ri5ux> Theyll probably
flip a nut
L714[03:26:12] <sham1> GLEW
L715[03:26:16] <Ri5ux> And rewrite it in
DX
L716[03:26:20] <sham1> :P
L717[03:26:26] <sham1> Welp, Wine
L718[03:27:21] <Ri5ux> Also whats with
this Minecraft for Windows 10 thing?
L719[03:27:28] <Ri5ux> Is that just
Minecraft in a Windows Store App?
L720[03:27:30] <sham1> Something
stupid
L721[03:27:35] <sham1> AFAIK
L722[03:27:41]
⇨ Joins: Noppes
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L723[03:28:00] <Genuine> I heard it's just
the console version "officially" supported in WIndows 10
in the app store.
L724[03:28:20] <Ri5ux> Ew
L725[03:28:24] <Genuine> Yeah.
L726[03:28:31] <Genuine> I could be wrong
though.
L727[03:28:42] <sham1> Well, as long as
Java will come for Win10, desktop MC will never die
L728[03:28:53] <sham1> And if not, we have
still OSX and Linux distros
L729[03:28:57] <Ri5ux> I think more people
would be happy if consoles could run win32 apps
L730[03:28:57] <sham1> And
virtualboxes
L731[03:28:58] <Ri5ux> .........
L732[03:29:30] <sham1> Oh and that too.
Having Xbone be able to use Win32 software would be a godsend
L733[03:29:43] <sham1> But would it be a
console anymore
L734[03:29:48] <Ri5ux> I mean shit, if you
had that, you could have java, and then you could have the real
minecraft on there
L735[03:29:54] <sham1> mmmmm
L736[03:30:10] <Dimitriye98> Why wouldn't
Java update to Win10?
L737[03:30:21] <sham1> Because you would
not see sharp
L738[03:30:28] <Dimitriye98> ?
L739[03:30:34] <sham1> C#...
L740[03:30:40] <Ri5ux> lol
L741[03:30:42] <Dimitriye98> Oh, so?
L742[03:31:07]
⇨ Joins: psxlover
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L743[03:31:27] <Dimitriye98> As long as
they continue development of the Java version, you'll be able to
run it on windows, as I doubt Oracle is ditching Windows anytime
soon
L744[03:31:53] <sham1> You never know
about M$ though
L745[03:32:02] <Ri5ux> Um
L746[03:32:07] <Ri5ux> Im running Windows
10
L747[03:32:09] <Ri5ux> With Java
L748[03:32:11] <Ri5ux> >->
L749[03:32:14] <Dimitriye98> Well, they've
promised not to discontinue Java dev
L750[03:32:14] <Ri5ux> So like
L751[03:32:18] <Ri5ux> Whats this
conversation about
L752[03:32:44] <sham1> It's a chat about
nothing
L753[03:32:56] <Ri5ux> you guys just got
me extremely confused.
L754[03:33:57] <Ri5ux> I suddenly have the
urge to use linux
L755[03:34:06] <Dimitriye98> ?
L756[03:34:30] <sham1> Yay
L757[03:34:37]
⇨ Joins: michael_ (~androirc@37.26.148.238)
L758[03:34:40] <Ri5ux> Do any of you guys
know things about PowerPC Macs? I've got one sitting over here
thats fucking useless
L759[03:34:40] <sham1> +1 to the list of
people who've seen the light
L760[03:34:46] <Ri5ux> I want to use it
for something...
L761[03:34:52] <Genuine> >I doubt
Oracle is ditching Windows anytime soon
L762[03:35:04] <Genuine> I can't even
imagine the day that actually happens.
L763[03:35:13] <Genuine> Plus, OpenJDK is
fine.
L764[03:35:24] <sham1> OpenJDK is
good
L765[03:35:38] <tmtu> oracle's is
gooder
L766[03:35:48] <sham1> Well,
debateable
L767[03:35:55] <tmtu> speed
L768[03:36:01] <Genuine> Oracle's hotspot
is sooooooo good.
L769[03:36:05] <Genuine> You can't
even.
L771[03:36:34] <Dimitriye98> xD
L772[03:37:00] <tmtu> Genuine: did i link
you that java talk?
L773[03:37:08] <Genuine> Which one?
L774[03:37:10] <tmtu> about jit
optimizations etc. etc.
L775[03:37:17] <Genuine> For Java 8?
L776[03:37:22] <tmtu> yeah
L777[03:37:32] <Genuine> With Brian
Goetz?
L778[03:37:44] <Genuine> Or the other
one.
L780[03:37:58] <Genuine> Oooo
L781[03:38:06] <Genuine> I haven';t seen
this one :D
L782[03:38:18] <tmtu> think i'm gonna
re-watch it actually
L783[03:38:20] ⇦
Quits: CovertJaguar (~you@65.183.205.154) (Ping timeout: 202
seconds)
L784[03:38:56] <Dimitriye98> I'm about to
root my nook and install CyanogenMod on it. Wish me luck in not
bricking it.
L785[03:39:47] <sham1> *Luck wished*
L786[03:39:58] ⇦
Quits: Elusivehawk
(~Elusiveha@static-50-53-54-240.bvtn.or.frontiernet.net) (Quit:
Leaving)
L787[03:41:03] ⇦
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Bye...)
L788[03:41:22]
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L790[03:45:17]
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L791[03:45:28] <Genuine> Oooo
interesting.
L792[03:48:50]
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seconds)
L795[03:58:14]
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L797[04:15:51] ***
mr208 is now known as mallrat208
L798[04:25:38] <ThePsionic> I should
really get back into coding but I cannot push myself into doing
so
L799[04:25:41] *
ThePsionic curses holidays
L800[04:27:15]
⇨ Joins: fry (~rainwarri@195.91.246.187)
L801[04:27:15]
MineBot sets mode: +o on fry
L802[04:27:29] <shadekiller666> hello
fry
L803[04:27:41] <ThePsionic> i fry with my
little eye
L804[04:27:42] ***
fry is now known as fry|sis
L805[04:27:54] <ThePsionic> fry|sis is in
a cri|sis
L806[04:27:54] *
fry|sis quickly hides again
L807[04:27:56] <ThePsionic> :3
L808[04:28:06] <shadekiller666> lol
L809[04:28:22] ⇦
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L810[04:28:56] <sham1> Come back to us
please fry
L811[04:29:39] <fry|sis> not for another
month :P
L812[04:29:53] <sham1> :(
L813[04:30:50] ⇦
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L818[04:39:45] <LordSkittles> Anyone know
where I can find the code for the nameplates?
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L820[04:43:15] <laci200270> LordSkittles:
what do you mean about nameplate?
L821[04:43:47] <LordSkittles> The code for
the names that appear above players, but I found something similar
so don't worry :S
L822[04:49:41] <ollieread> Last time I
checked that was in the render player entitiy thing, final special
I believe
L824[04:50:53] <sham1> Umn what
L825[04:51:20] <ollieread> Yeah I don't
get it
L826[04:52:59] <LordSkittles> I need some
opengl help... someone please help?
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L828[04:55:52] <LordSkittles> Does someone
know how to draw textures using OpenGL, like draw them like a
nameplate?
L829[04:56:13] <tmtu> bind a texture and
specify UVs
L830[04:56:45] <Laceh> LordSkittles: have
you tried shaders?
L831[04:57:02] <LordSkittles> No.
Laceh
L832[04:57:06] <ollieread> >k]
L833[04:57:15] <tmtu> no need to do
shaders for something that simple
L834[04:57:16] <Laceh> drawing textures
with shaders imo is easier than drawing them with fixed function
calls
L835[04:57:25] <Laceh> plus
reusability
L836[04:58:12] ⇦
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L837[04:58:20] <LordSkittles> I just need
to draw a texture only facing the player.
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L840[04:59:41] <tmtu> like i said, bind a
texture and specify UVs
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L849[05:26:18] <Szernex> so, what's the
best (performance wise) way to schedule a task?
L850[05:26:58] <Szernex> should I just
subscribe to the server tick event and check if
(System.currentTimeMillis() >= time_for_event)?
L851[05:27:22] <Saturn812> there must be a
better way in the whole jse
L852[05:27:44] <ThePsionic> Laceh: /me
dies of no monospace font in that Minecraft OS
L853[05:27:57] <Szernex> but what would
that be?
L854[05:28:02] <Szernex> TimerTasks with
schedule?
L855[05:28:26] <Szernex> basically what
I'm doing is working on my backup mod and I'm looking for a good
way to schedule the backup tasks
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L857[05:29:43] <Szernex> but the problem
is that the main thread has to do something before that backup task
thread is being started, so I can't just use TimerTasks I
think
L858[05:29:57] <Laceh> ThePsionic: it is
monospaced....
L859[05:29:58] <PaleoCrafter> Do use the
server tick, Szernex
L860[05:30:06] <Szernex> mkay
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L863[05:30:48] <PaleoCrafter> That font
looks out of place though, Laceh
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L865[05:31:01] <Laceh> like howso?
L866[05:31:25] <PaleoCrafter> Dunno,
doesn't fit Minecraft
L867[05:31:43] <PaleoCrafter> Looks fine,
Szernex
L868[05:31:47] <Szernex> okay
L869[05:32:18] <Laceh> well its not a
minecraft fonmt
L870[05:32:21] <Laceh> font*
L871[05:33:18] <PaleoCrafter> It's too
round
L872[05:34:25] <Laceh> got a better
monospaced font in .ttf?
L873[05:34:33] <Laceh> im up for
suggestions
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L876[05:43:55] <Laceh> prolly a dumbass
question to ask here but does anyone know a texture artist that
they can hook me up with?
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L881[05:50:13] <Szernex> so if I wanted to
update the Forge version my mod uses, how exactly would I do that,
step by step?
L882[05:51:14] <Laceh> change the forge
version in the build.gradle
L883[05:51:20] <sham1> By using
ForgeGradle
L884[05:51:30] <Laceh> and run gradle
setupDecompWorkspace --refresh-dependencies
L885[05:51:35] <Szernex> okay
L886[05:51:53] <sham1> Or just let IDEA
run the gralde for you and go get some tea
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L888[05:52:14] <Laceh> sham1: depends on
the idea version, its quite borked in 14
L889[05:53:01] <sham1> You only need to
add one line to your build.gradle and then assets work and
everything else works out-of-box
L890[05:53:58] <Laceh> sham1: not
necessarily I tried that and it didnt work XD
L891[05:57:18] <sham1> What didnt work for
you?
L892[05:58:09] <Laceh> still wouldnt load
assets
L893[05:59:08] <sham1> Custom assets or
vanilla ones?
L894[05:59:33] <Laceh> mod assets
L895[05:59:57] <Laceh> had to load them
myself
L896[06:01:00] <LexLap> rawr anything fun
going on today?
L898[06:01:24] <sham1> Not really
L899[06:02:19] <Laceh> LexLap: teasing new
mods on twitter is fun :D
L900[06:02:39] *
sham1 grabs popcorn
L901[06:02:52] <LexLap> what new
mods?
L902[06:03:07] *
LexLap is also having fun on twitter cuz ichun hasnt called me yet
:P
L903[06:03:09] <Laceh> my lispy computer
mod
L904[06:03:26] <laci200270> lex did you my
PR?
L905[06:03:26] <sham1> LISP
L906[06:03:32] <laci200270> *did you
see
L907[06:03:34] <sham1> Do you mean that
lisp
L908[06:03:36] <LexLap> what pr?
L909[06:03:41] <Laceh> sham1: I tried
sourceSets { main { output.resourcesDir = output.classesDir
}}
L910[06:03:57] <sham1> Well try this: idea
{ module { inheritOutputDirs = true } }
L911[06:04:06] <sham1> That one works at
least for me
L912[06:04:16] <Laceh> sham1: well
scheme
L913[06:04:32] <Laceh> not necessarily
lisp
L915[06:04:55] <sham1> I hope thatit is
any easier than the historical lisp *cries in the corner*
L916[06:05:17] <Laceh> lol
L917[06:05:23] *
sham1 facepalms
L918[06:05:25] <Laceh> its pretty simple
once you learn the syntax
L919[06:05:43] <sham1> So many
brackets
L920[06:05:52] <Laceh> XD
L921[06:05:54] <tmtu> no brackets in
lisp
L922[06:06:18] <Laceh> parenthesis
L923[06:06:19] <sham1> Or Parentheses for
that matter
L924[06:07:46] <Szernex> MinecraftForge
v10.13.3.1408 Initialized well that doesn't sound right :(
L925[06:08:42] <sham1> Yeah, it should be
Initialise (JK)
L926[06:09:02] <Szernex> no, it should be
10.13.4.1448 >.>
L927[06:09:12] <sham1> Did you also
refresh
L928[06:09:18] <Szernex> refresh
what
L929[06:09:34] ⇦
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L931[06:09:49] <sham1> Project
L932[06:10:02]
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L933[06:10:03] <Szernex> please speak in
whole sentences
L934[06:10:07] <sham1> No
L935[06:10:09] <sham1> Why should I
L936[06:10:16] <ThePsionic> that's
just
L937[06:10:34] <sham1> Silly
L938[06:10:50] <ThePsionic> I was thinking
"dumb" but that works too
L939[06:11:29] <Szernex> how do I refresh
the project
L940[06:11:41] <ThePsionic> gradle
sidebar, the refresh button
L941[06:11:49] <ThePsionic> in IDEA
L942[06:11:51] <Szernex> thanks
L943[06:11:51] <ThePsionic> at least
L944[06:13:13] <Szernex> MinecraftForge
v10.13.4.1448 Initialized
L945[06:13:13] <Szernex> yay
L946[06:13:16] <Szernex> thanks
L947[06:13:33]
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L948[06:15:46] <Termin8or> Hi
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L951[06:17:47] <sham1> Hello
L952[06:18:05]
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L957[06:19:31] <Szernex> so, next
question. would it be quicker if I use a FileVisitor to gather all
files and apply a filter directly to each file individually or
gather all files and put them into a string and then use a regex
matcher on that?
L958[06:19:49] <Laceh> dont do regex
L959[06:19:54] <Laceh> filter them
L960[06:19:59] <Szernex> mkay
L961[06:20:02] <Laceh> regex is slower
than a recursive search
L962[06:20:30] <Saturn812> isn't there
like a glob alternative in java?
L963[06:21:11] <Saturn812> so you can just
do filelist = glob.glob("log-*.txt") or something like
that
L964[06:21:21] <Szernex> kinda
L965[06:21:23] <Laceh> theres no glob that
I know of
L966[06:21:30] <Szernex> there is
L967[06:21:37] <Szernex> with the
FileVisitor and Matcher stuff
L968[06:21:44] <Szernex> can do glob or
regex
L969[06:21:57] <Laceh> oh you can
L970[06:22:04] <Laceh> but for java.nio I
think
L971[06:22:08] <Laceh> as it uses
FileSystem
L972[06:22:24] <Szernex> yea
L973[06:22:32] <Laceh> hmm that would
restrict to java7 though
L974[06:23:03] <Laceh> which imo doesnt
really affect anyone that Ive ever heard of
L975[06:23:04] <Laceh> XD
L976[06:23:23] <Saturn812> there is a
FilenameFilter class, but i think it uses regex aswell
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MineBot sets mode: +o on fry|sis
L979[06:24:02] <sham1> yay
L980[06:24:05] <sham1> Fry is here
L981[06:24:25] <Laceh> Saturn812: imo
recursion is better, but the performance hit from regex is very
little on modern PCs, so unless you really need that extra
performance do whatever XD
L982[06:24:51] <Laceh> I just think in
performance because I optimize the shit out of everything (its what
Ive been doing on the ATLauncher for the past month and a half or
so)
L983[06:25:15] <Saturn812> well, recursion
is the last thing in performance optimization :p
L984[06:25:44] <Saturn812> love the
launcher btw, good job
L985[06:26:03] <Laceh> lol thanks but alot
of it is ryans design Im more the backend stuff
L986[06:26:18] <Laceh> like the toaster
notifications were my own design
L987[06:26:24] <Laceh> and the logger and
stuff as well
L988[06:26:38] <Laceh> the 3.3.0.0 version
(coming soon (tm))
L989[06:26:47] <Laceh> that is alot of me
doing optimizations and porting to java7
L990[06:27:06] <Laceh> it uses a tad more
memory but should be a little bit faster
L991[06:27:06] <sham1> Why not just port
into java 8 straight
L992[06:27:21] ⇦
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L993[06:27:23] <Laceh> sham1: because
java8 isnt really on every machine like java7 is
L994[06:27:28] <Laceh> and I hate java8 to
begin with
L995[06:27:31] <sham1> Why
L996[06:27:31] <Laceh> like with a
passion
L997[06:27:33] <Saturn812> yeah!
L998[06:27:35] <Laceh> I love functional
programming
L999[06:27:46] <Laceh> IE scala, and
scheme are 2 of my favourite languages
L1000[06:27:58] <Laceh> but seriously
java8 is terrible
L1001[06:28:07] <Laceh> the only thing
worthwhile in the update is nashorn
L1002[06:28:14] <Laceh> and I dont even
like javascript
L1003[06:28:20] <sham1> It has JavaFX
built in
L1004[06:28:30] <Laceh> java7 has javaFX
builtin too
L1005[06:29:03] <Laceh> at one point the
4.0.0.0 version of the ATLauncher was going to be strictly
JavaFX
L1006[06:29:23] <Laceh> but I couldnt
figure out how to do custom painting that wasnt terrible XD
L1007[06:29:29] <Laceh> so I skipped it
and stuck with swing
L1008[06:29:34] <Saturn812> it's a mix of
swing and JavaFX now?
L1009[06:29:40] <Laceh> no its strictly
swing
L1010[06:29:43] <Saturn812> oh
L1011[06:29:50] <Saturn812> looks pretty
good for swing :D
L1012[06:29:51] <Xemiru> can't you use
css with jfx?
L1013[06:30:07] <Laceh> Xemiru: yeah but
Im not really well versed in CSS
L1014[06:30:18] <Laceh> and Im really
good with swing painting
L1015[06:30:26] <Xemiru> -shrugs-
L1016[06:30:32] <sham1> Graphic2D
L1017[06:30:46] <Laceh> as you can see by
the 4.0.0.0 version of the launcher and the work I put in on the
new FTBLauncher before it was canned
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L1021[06:32:24] <sham1> Love dat
Swing
L1023[06:33:57] <tmtu> too much swing for
my taste
L1024[06:34:09] <Laceh> tmtu: actually
wasnt alot of swing
L1025[06:34:21] <Laceh> it was mostly
just a couple custom components and throw some layout managers in
there and boom
L1026[06:36:03] <sham1> You dont like
electro swing :C
L1027[06:36:11] <sham1> You monster
L1028[06:36:20] <tmtu> i hate swing with
passion :p
L1029[06:36:35] <Laceh> tmtu: swing is
nice if you know what your doing, otherwise Qt all the way
L1030[06:36:41] <Laceh> or gtk
L1031[06:36:46] <Laceh> depends on what
language Im using
L1032[06:36:50] <Laceh> C definitely
gtk
L1033[06:36:56] <Laceh> C++ definitely
Qt
L1034[06:37:07]
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L1035[06:37:38] <Saturn812> gtk was kinda
quite last years. Not really moving forward
L1036[06:38:04] <sham1> WinAPI :D
L1037[06:38:16] <Laceh> sham1:
why?....
L1038[06:38:20] <Laceh> WinAPI is
terribdd
L1039[06:38:23] ***
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L1040[06:38:29] <sham1> No
L1041[06:38:30] <Laceh> and its for
windows
L1042[06:38:33] <sham1> Is good
L1043[06:38:41] <Saturn812> tcl tk
ftw
L1044[06:38:47] <tmtu> personally i think
gtk looks like vomit :)
L1045[06:38:49] <Laceh> Saturn812: maybe
for like scripting
L1046[06:38:56] <Laceh> tmtu: gtk can be
styled accordingly
L1047[06:39:06] <Laceh> doesnt have to
look like crap
L1048[06:39:08] <tmtu> still not native
ui
L1049[06:39:11] <Saturn812> it is very
lightweight and has binding in almost every language
L1050[06:39:35] <Laceh> Saturn812: I
still wouldnt write a UI in Tcl/Tk
L1051[06:39:41] <Laceh> does not appeal
to me
L1052[06:40:31] <Saturn812> i like qt,
but 50+ MB distibuion is a lot
L1053[06:40:39] <Laceh> yeah Qt is quite
large
L1054[06:40:45] <Laceh> but its got more
than just a UI library
L1055[06:40:55] <Laceh> like it can deal
with net stuff too
L1056[06:40:58] <Laceh> and files
L1057[06:41:06] <Saturn812> yeah, i
understand why. They doing a great job, but it is quite a lot
still
L1058[06:41:17] <Laceh> yeah
L1059[06:41:24] <Laceh> that and it uses
alot more memory than it should
L1060[06:41:38] <Laceh> like gtk has the
smallest memory footprint Ive ever seen
L1061[06:41:48] <Laceh> Qt on the other
hand has a larger footprint
L1062[06:41:54] <Laceh> Swing is the
worst though
L1063[06:42:02] <tmtu> less than bundling
the jre
L1064[06:42:02] <Saturn812> swing is
old
L1065[06:42:03] <Laceh> Imo JavaFX is
even worse than swing the way they deal with things
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L1067[06:42:22] <Saturn812> really? i
kind of liked JavaFX
L1068[06:42:36] <Laceh> Saturn812: yeah
its like they need to create an object for /everything/
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L1070[06:42:51] <tmtu> does it
matter?
L1071[06:43:09] <Laceh> tmtu: when
performance matters the less objects you create the better
L1072[06:43:20] <tmtu> and performance
doesn't matter
L1073[06:43:26] <Laceh> it does in some
cases
L1074[06:43:36] <Laceh> and to me it
matters everywhere
L1075[06:43:39] <Laceh> it has to be
perfect
L1076[06:43:40] <Laceh> lmfao
L1077[06:43:43] <tmtu> why are you using
java then
L1078[06:43:49] <Laceh> because I
can
L1079[06:43:56] <Laceh> I write C/C++
code all the time though
L1080[06:44:10] <Laceh> Ive even written
some x86 assembler
L1081[06:44:22] <Laceh> but java is my
most familiar language besides scala
L1082[06:44:25] <gigaherz> morning
L1083[06:44:30] <gigaherz> best UI system
I have seen so far is by far XAML/WPF
L1084[06:44:45] <PaleoCrafter> might want
to stop expressing your affectin for Scala, Laceh
L1086[06:44:54] <Laceh> PaleoCrafter:
whys that?
L1087[06:44:57] <Laceh> its a wonderful
language
L1088[06:44:58] <tmtu> it's dangerous
around these parts of irc
L1089[06:45:03] <PaleoCrafter> yeah
L1090[06:45:05] <laci200270> yes
L1091[06:45:11] <PaleoCrafter> Lex
doesn't particularly like it :P
L1092[06:45:20] <gigaherz> Scala is
funny
L1093[06:45:27] <Laceh> well he doesnt
have to write scala code so why should it matter?
L1094[06:45:31] <gigaherz> it makes use
of what I sortof consider the annoying bits of other
languages
L1095[06:45:34] <tmtu> let's not get into
it :p
L1096[06:45:50] <Laceh> gigaherz: the
functional parts?
L1097[06:45:53] <gigaherz> no
L1098[06:45:56] <Laceh> or the syntatic
sugar?
L1099[06:46:03] <gigaherz> things like
"X : type"
L1100[06:46:12] <Laceh> I actually prefer
that
L1101[06:46:20] <Laceh> specially since
its pretty much optional
L1102[06:46:20] <gigaherz> making use of
enter as a sentence terminator
L1103[06:46:23] <sham1> you dont even
need the part
L1104[06:46:30] <gigaherz> statement
terminator*
L1105[06:46:34] <sham1> type is not
needed
L1106[06:46:38] <gigaherz> yeah
L1107[06:46:44] <PaleoCrafter> enter
isn't the statement terminator :P
L1108[06:46:47] <Laceh> just cause the
scala phaser
L1109[06:46:49] <PaleoCrafter> and there
ain't no statements in Scala
L1110[06:46:52] <Laceh> yes thats a thing
"phaser"
L1111[06:47:06] <PaleoCrafter> expression
master race
L1112[06:47:12] <Laceh> lol
L1113[06:47:14] <gigaherz> PaleoCrafter:
eh?
L1114[06:47:15] <tmtu>
++PaleoCrafter
L1115[06:47:20] <Laceh> functional
programming ftw
L1116[06:47:24] <gigaherz> well
L1117[06:47:28] <gigaherz> lines don't
have to end in a ;
L1118[06:47:29] <gigaherz> ;P
L1119[06:47:37] <Laceh> gigaherz: I like
that too
L1120[06:47:43] <Saturn812> they have to
end with ))))))))
L1121[06:47:46] <PaleoCrafter> semicolon
inference is the best
L1122[06:47:47] <gigaherz> then...
L1123[06:47:57] <Laceh> but Im soo used
to languages that have them I still write them
L1124[06:48:00] <Upthorn> See I hae this
issue with functional programming
L1125[06:48:00] <PaleoCrafter> but I
better shut up, don't want to get banned
L1126[06:48:03] <Upthorn> I uh
L1127[06:48:07] <gigaherz> well the first
Scala code I ever saw had "def <something that looked like
a function>"
L1128[06:48:15] <Upthorn> I can't figure
out how to cause things to occur
L1129[06:48:17] <gigaherz> so I hada bad
first impression
L1130[06:48:17] <gigaherz> ;P
L1131[06:48:23] <Upthorn> which is...
sort of the point of programming
L1132[06:48:31] <gigaherz> anyhow it's
just not made for me XD
L1133[06:48:31] <Laceh> gigaherz:
honestly its a wonderful language to just learn
L1134[06:48:55] <Laceh> it teaches you
functional programming in a expressive way
L1135[06:49:04] <sham1> I am constantly
switching languages but I think that now I will stick myself to
scala now that I have a good resource to learn
L1136[06:49:07] <gigaherz> I put it on
the same pack as python and ruby -- languages that may be good, but
weren't designed to my specific tastes
L1137[06:49:27] <Laceh> although you
should learn something like scheme if you really wanna learn
functional programming....or something like haskell
L1138[06:49:35] <PaleoCrafter> gigaherz,
you're scared away by syntax, not design :P
L1139[06:49:36] <gigaherz> I know
haskell
L1140[06:49:38] <gigaherz> well, used
to
L1141[06:49:48] <Laceh> lol
L1142[06:49:54] <Laceh> I know a little
haskell
L1143[06:49:59] <Laceh> but I dont care
for the syntax
L1144[06:50:33]
⇨ Joins: gigaherz_p
(gigaherz@92.Red-88-3-40.dynamicIP.rima-tde.net)
L1145[06:50:45] <gigaherz_p> ugh
L1146[06:51:00] <gigaherz_p> server
disappeared on me ;P
L1147[06:51:12] <gigaherz_p> (as in, my
pc lost the connection)
L1148[06:51:25] <Laceh> I should honestly
figure out a better way to update the computers.....
L1149[06:51:31] <gigaherz_p> [13:49]
(gigaherz): I have no issue with functional
L1150[06:51:31] <gigaherz_p> [13:49]
(Laceh): lol
L1151[06:51:31] <gigaherz_p> [13:49]
(gigaherz): I can understand it just fine
L1152[06:51:47] <gigaherz_p> did those
lines get through?
L1153[06:51:47] <Laceh> sending a packet
evvery tick seems like a waste
L1154[06:51:54] <PaleoCrafter> oh, Laceh,
imo, the green in the ATLauncher pic way too saturated :P
L1155[06:52:07] <Laceh> PaleoCrafter: it
wasnt the right shade XD
L1156[06:52:17] <Laceh> Cyanide kept
yelling at me for it XD
L1157[06:52:45] <PaleoCrafter> and that
sort of stuff is easy peasy with JavaFX :P
L1158[06:52:58] <Laceh> PaleoCrafter: its
easy peasy in swign too
L1159[06:53:14] <sham1> ^
L1160[06:53:21] <PaleoCrafter> not in a
declarative way though, duh
L1161[06:53:42] <Laceh>
g.setColor(Color.decode(0xFF00FF));
L1162[06:54:05] <laci200270> If I create
a TE i only need to register it,and in block override the
hasTileEntity and createtilentity?
L1163[06:54:12] <PaleoCrafter> yes,
laci200270
L1164[06:54:26] <gigaherz_p> yup
L1165[06:54:27] <Laceh> laci200270: you
dont necessarily need to override hasTileEntity
L1166[06:54:31] <sham1> I view swing like
the old HTML standard and JavaFX like a HTML + CSS
L1167[06:54:35] <laci200270> because it
throws an npe
L1168[06:54:49] <gigaherz_p> do you
return new YoutTileEntity() in create?
L1169[06:54:53] <PaleoCrafter> swing is
more like canvas + JS, sham1 :P
L1170[06:54:54] <laci200270> yes
L1171[06:55:06] <gigaherz_p> then we need
pastebin of the exception
L1172[06:55:16] <gigaherz_p> or better --
the entire debug log until it crashed
L1173[06:55:27] <gigaherz_p> if you use
IDEA, you can use "create gist" directly from the
ide
L1174[06:55:43] <sham1> Yeh
L1175[06:55:46] <sham1> IDEA is so
good
L1176[06:55:56] <sham1> It's a good idea
to use it
L1177[06:56:02]
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L1178[06:56:17] <Laceh> sham1: I have a
friend that swears his life on eclipse over intellij
L1179[06:56:24] <Laceh> its like u wut
m8
L1180[06:56:46] <sham1> :C
L1181[06:56:46] <laci200270> i think i
found the problem
L1183[06:57:06] <gigaherz_p> actively
exploited java 0day
L1184[06:57:22] <Laceh> got a name for my
filesystem for my computers :D
L1185[06:57:49] <gigaherz_p> The flaw
affects the latest Java version 1.8.0.45, but not older versions
(v1.6 and 1.7).
L1186[06:58:01] <tmtu> good thing i'm on
1.9 :=)
L1187[06:58:04] <Laceh> hmmm another
reason not to do anything with java8
L1188[06:58:05] <gigaherz_p>
[...]downgrading Java to one of the older versions is not a good
idea because they are vulnerable to other attacks.
L1189[06:58:16] <Laceh> tmtu: really
9?
L1190[06:58:25] <tmtu> yup
L1191[06:58:29] <gigaherz_p> Laceh: nah
the existing vulnerabilities from java 7 or older are WAY
worse
L1192[06:58:29] <gigaherz_p> XD
L1193[06:58:44] <Laceh> tmtu: is jigsaw
in it?
L1194[06:58:51] <tmtu> not that i can
tell
L1195[06:58:52] <Laceh> or is that not an
approved thing yet?
L1197[06:59:04] <Laceh> damnit I really
wanted to see how that works
L1198[06:59:12] <gigaherz_p> then check
it out? ;P
L1199[06:59:16] <tmtu> the final release
candidate is in a few days
L1200[06:59:19] <tmtu> probably
then
L1201[06:59:29] <Laceh> if it is even
approved
L1202[06:59:36] <Laceh> I dont remember
if they approved it or not
L1203[06:59:44] <Laceh> that and there
was the json api
L1204[07:00:06] <Laceh> supposedly fast
as hell, but I dont think it would beat boon
L1205[07:00:07] <gigaherz_p> Status
L1206[07:00:07] <gigaherz_p> The
reorganization of the source code (JEP 201) was merged into JDK 9
build 27, in August 2014.
L1207[07:00:09] <Laceh> boon is blazing
fast
L1208[07:00:13] <gigaherz_p> so yes
L1209[07:00:15] <gigaherz_p> jdk9 has
it
L1210[07:00:22] <gigaherz_p> at least
what came ouf of it
L1212[07:00:45] <gigaherz_p> approved in
December 2014
L1213[07:00:55] <Laceh> oh so it
was
L1214[07:00:57] <Laceh> sweet
L1215[07:01:32] <laci200270> there is any
way to get block in a world has a TE?
L1216[07:02:34] <Laceh> laci200270:
what?
L1217[07:02:51] <gigaherz_p> laci200270:
that sentence is missing words, please try again
L1218[07:03:04] <laci200270> i want to
gte block in a world has a tilentity
L1219[07:03:07] <laci200270> *get
L1220[07:03:16] <gigaherz_p> still
missing words
L1221[07:03:18] <sham1> Umn wat
L1222[07:03:31] <gigaherz_p> so you want
to add a TE into a block of the world?
L1223[07:03:36] <gigaherz_p> do you want
to have YOUR blocks have a TE?
L1224[07:03:40] <laci200270> i want to
check TE is already created
L1225[07:03:42] <gigaherz_p> do you want
to know IF a block has a TE?
L1226[07:03:53] <gigaherz_p>
world.getTileEntity(position)
L1227[07:04:05] <laci200270> but that
returns null
L1228[07:04:17] <laci200270> and i want
to check why returns null
L1229[07:04:20]
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L1230[07:04:25] <sham1> Then that
position has no TE in it
L1231[07:04:27] <sham1> Not that
hard
L1232[07:04:28] <gigaherz_p> if it
returns null, you didn't create the Tile Entity
L1233[07:04:37] <LexLap> so... software
is developed.
L1234[07:04:43] <LexLap> shit
breaks...
L1235[07:04:54] <LexLap> LETS NEVER
UPDATE EVER AGAIN BECAUSE HORRIBAD
L1236[07:04:56] <sham1> Everyone
whines
L1237[07:05:08]
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L1239[07:05:20] <LexLap> But what about
the exploits in the version you're on that we know will never be
fixed because they are no longer updating that old version cuz you
know.. old...
L1240[07:05:33] <LexLap> NEW VERSION IS
EVIL AND BROKEN SEEE
L1241[07:05:49] <LexLap> Hell face, meet
mister desk.
L1242[07:06:15]
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L1245[07:07:59] <gigaherz_p> laci200270:
hmm keep in mind that the Block is the one the chooses to have a TE
or not, you can only have a TE for Blocks that you create, where
you override hasTileEntity+createTileEntity
L1246[07:08:29] <Laceh> laci200270: I
suggest extending BlockContainer again
L1247[07:08:33] <Laceh> instead of
Block
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L1249[07:08:41] <laci200270> ok
L1250[07:08:51] <gigaherz_p> hmm that
should work regardless
L1251[07:08:53] <Laceh> and remove the
overriden hasTileEntity
L1252[07:09:00] <laci200270> i now need
go away
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L1255[07:09:24] <gigaherz_p> ;P
L1256[07:09:38] <gigaherz_p> OH
L1257[07:09:43] <gigaherz_p> he probable
doesn't register the TE
L1258[07:09:45] <gigaherz_p> in the
mod
L1259[07:09:48] <gigaherz_p> on preInit
;P
L1260[07:10:12] <gigaherz_p> yeah no
registerTileEntity
L1261[07:10:13] <gigaherz_p> XD
L1262[07:10:25] <sham1> No wonder
L1263[07:12:46]
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L1264[07:16:57] <Laceh> figured out the
name for the filesystem Im going to be writing for my computer mod
:D XD
L1265[07:17:24] <sham1> ext2?
L1266[07:17:30] <Laceh> ext9001
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L1268[07:18:17] <gigaherz_p> yo uare
going to write an actual fs, oir just pretend to write an FS? while
just storing NBT data on your TE? ;P
L1269[07:18:20] <gigaherz_p> or*
L1270[07:18:42] <Laceh> gigaherz_p: a
filesystem
L1271[07:18:51] <sham1> So you are gonna
write actual files
L1272[07:18:52] <sham1> Nice
L1273[07:19:10] <Laceh> going to make it
adapt to the java.nio.FileSystem api
L1274[07:19:16] <Laceh> that way its easy
peasy :D
L1275[07:19:22] <gigaherz_p> so not an
actual FS ;P
L1276[07:19:33] <sham1> That would
require people to formayt
L1277[07:19:42] <Laceh> sham1:
what?
L1278[07:19:49] <sham1> If actual
FS
L1279[07:20:40]
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L1280[07:20:47] <Laceh> I still dont
follow Lol
L1281[07:20:58] <sham1> Was responding to
gigahertz...
L1282[07:20:59] <gigaherz_p> an actual FS
would mean coding a data storage manager, which allocates data
sections from the raw disk sectors
L1283[07:21:17] <sham1> Or justy a driver
in this case
L1284[07:21:42] <sham1> Because I'd
trhink that windows and whomever else do that allocation for
you
L1285[07:22:01] <gigaherz_p> well no need
ot have it as a driver, really
L1286[07:22:27] <gigaherz_p> you COULD
write a filesystem implemented on Minecraft, on a virtual
"disk" exposed as an array of bytes
L1287[07:22:28] <gigaherz_p> ;P
L1288[07:22:39] <Laceh> gigaherz_p: yeah
a virtual FS
L1289[07:22:39] <sham1> :/
L1290[07:22:40] <tmtu> virtual file
systems are great for games
L1291[07:22:43] <gigaherz_p> I just don't
think it would be very effective ;P
L1292[07:22:47] <Laceh> jimfs is
wonderful
L1293[07:22:53] <Laceh> but its a memory
hog
L1294[07:23:02] <gigaherz_p> better to
simply store the "files" as NBT data inside the TE
L1295[07:23:08] <gigaherz_p> then NBT is
the filesystem ;P
L1296[07:23:27] <sham1> NBT...
L1297[07:23:27] <Laceh> Im going to write
this so its root is relative to <game save
dir>/ext9001/
L1298[07:24:09] <sham1> Make it also read
from asset foldier
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L1300[07:24:20] <Flashfire> While you're
on the subject of nbt, could someone give me some direction
regarding worldsaveddata and saving whether or not a structure has
spawned?
L1301[07:24:23] <sham1> Á La
computercraft
L1302[07:24:36] <Laceh> sham1: you will
be able to "mount" files from the asset dir
L1303[07:25:00] <sham1> Yay
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L1335[08:27:00] <gigaherz_p> ah
laci200270 you are back, I found why your TE wasn't working
L1336[08:27:12] <gigaherz_p> yo uare
missing a GameRegistry.registerTileEntity call
L1337[08:27:13] <gigaherz_p> ;P
L1338[08:27:23] <laci200270> it was
there
L1339[08:27:37] <laci200270> in the main
mod file
L1340[08:27:54]
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L1341[08:28:02] <gigaherz_p> hmm oh wait
right you have them in init()
L1342[08:28:07] <gigaherz_p> I only
looked in preInit
L1343[08:28:12] <gigaherz_p> that's where
I have them
L1345[08:28:48] <gigaherz_p> that's how I
initialize my block
L1346[08:29:22] <laci200270> that problem
fixed by a small(big) refactor
L1347[08:29:46]
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L1348[08:30:52]
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L1349[08:31:40] <sham1> Why not just use
world.getTileEntity(pos) != null to check if block has a TE
L1350[08:32:04] <laci200270> now that
fixed
L1351[08:32:18]
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L1352[08:32:22] <sham1> Sentances get
cvut
L1354[08:32:50] <laci200270> it always
loops at the same block,offest not applied
L1355[08:33:10] <PaleoCrafter> ugh, run a
formatter over that
L1356[08:33:14] <sham1> why not just use
for (EnumFacinf side : EnumFacing.VALUES) or something
L1357[08:33:17] <laci200270> offset
L1358[08:33:21] <laci200270> oh
L1359[08:33:26] <Laceh> try
ForgeDirection
L1360[08:33:28] <PaleoCrafter> also,
yeah, foreach
L1361[08:33:29]
⇨ Joins: Parker8283
(~Parker828@104-187-244-232.lightspeed.lnngmi.sbcglobal.net)
L1362[08:33:33] <PaleoCrafter> Laceh,
that ain't a thing anymore :P
L1363[08:33:38] <Laceh> oh this is
1.8?
L1364[08:33:39] <sham1> Forgedirection is
not in 1.8
L1365[08:33:47] <sham1> If it has
blockpos in it...
L1366[08:33:49]
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L1367[08:33:52] <sham1> And
blockstates
L1368[08:33:52] <Laceh> I havent touched
1.8 as it broke exoskeleton so bad I was scared
L1369[08:33:57] <PaleoCrafter> like every
sane modder :P
L1370[08:34:11] <Ordinastie> laci200270,
didn't I told you to at proper working pathfinding algorithm?
L1371[08:34:12] <PaleoCrafter> (regarding
using 1.8, not not using 1.8)
L1372[08:34:35] <Ordinastie> *look
L1373[08:34:37] <sham1> 1.8 is super
awesome
L1374[08:34:54] <laci200270> Ordinastie:
i now using Dimitriye98's
L1375[08:35:05] <laci200270> i can't
remember yours
L1376[08:35:29] <Ordinastie> IIRC you ask
for an example and I linked you google
L1377[08:35:33] <Laceh> sham1: uhhh I
didnt think it was XD
L1378[08:35:46] <laci200270> Ordinastie:
yes :D
L1379[08:35:55]
⇨ Joins: Michael_
(~Michael_@93-173-154-44.bb.netvision.net.il)
L1380[08:36:00] <sham1> Fite me
L1381[08:36:12] <Ordinastie> so let me
rephrase that: you need to look at a proper WORKING code
L1382[08:36:59] <Michael_> Anyone know
how to set up an enviroment for making computercraft addons?
L1384[08:37:22] <Laceh> Michael_: add the
api from the .jar into the directory: src/main/api
L1385[08:37:34] <Laceh> then add CCC to
the mods folder
L1386[08:37:38] <laci200270> Michael_:
first download the deobf version of CC
L1387[08:37:39] <Laceh> and CC to the
mods folder as well
L1388[08:37:48] <Laceh> laci200270: there
is no deobf version
L1389[08:37:50] <Parker8283>
*src/api/java
L1390[08:37:56] <laci200270> oh :D
L1392[08:38:09] <sham1> And it
works
L1393[08:38:34] <Parker8283> use 7zip or
whatever to extract the CC jar file, go into api/src, and copy the
contents of that into your project's src/api/java dir
L1394[08:38:39]
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L1395[08:38:42] <Laceh> err yeah XD
L1396[08:39:00]
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L1397[08:39:04] <Laceh>
src/api/java*
L1398[08:39:07] <Laceh> been a long night
XD
L1399[08:39:08] <Michael_> what do I do
if theres no deobf? CCC didn't work. I gave it the MCP conf dir
from the mcp website and CC still crashed
L1400[08:39:18] <Parker8283> ...
L1401[08:39:20] <Parker8283> oh
L1402[08:39:23] <PaleoCrafter> BON2
L1403[08:39:25] <Laceh> you didnt give it
the correct dir then XD
L1404[08:39:26] <Parker8283> use my tool!
:P
L1405[08:39:33] <Laceh> because it worked
fine for me
L1407[08:39:45] <Parker8283> This will
deobf a obfed mod for you
L1408[08:39:52] <PaleoCrafter> funny how
you join just before you get an opporunity to advertise it,
Parker8283 :P
L1409[08:39:58] <Parker8283> :D
L1410[08:40:01] <Parker8283> I knew or
something
L1411[08:40:03] <Parker8283> :P
L1412[08:40:12] <Laceh> Parker8283: if
you would like a better looking UI I could totally hook you up
:)
L1413[08:40:23] <Parker8283> I've been
working on one with JavaFX for a while
L1414[08:40:36] <laci200270> there is a
way to clean the chat?
L1415[08:40:43] <laci200270> (a
hotkey)
L1416[08:40:51] <Laceh> Parker8283:
totally would give you a gorgeous looking swing UI
L1417[08:40:53] <Parker8283> But I have
no permanent computer for the past 3 or 4 months, because my normal
one went kaput back in late April :(
L1418[08:40:53] <laci200270> because i
debugging to it
L1419[08:40:55] <Laceh> javafx is
yucky
L1420[08:41:00] <Parker8283> liar
L1421[08:41:08] <Laceh> Parker8283: no
lies XD
L1422[08:41:14] <Parker8283> JavaFX has
less code, more not code, and can be stylized with CSS
L1423[08:41:35] <Parker8283> Way less
ugly code wise than Swing
L1424[08:41:41] <sham1> Less code means
in my case less interested
L1425[08:41:50] <Parker8283> and, you
know, css is always good
L1427[08:42:08] <PaleoCrafter> then you
don't know how to use JavaFx, Laceh :P
L1428[08:42:13] <Parker8283> ^^
L1429[08:42:15] <Laceh> in fact I do
though
L1430[08:42:32] <Laceh> JavaFX is just no
bueno
L1431[08:42:39] <Parker8283> why
though?
L1432[08:42:49] <Laceh> custom painting
is a bitch compared to swing
L1433[08:42:55] <sham1> But one thing I
like is that JavaFX can also use Swing components
L1434[08:42:56] <PaleoCrafter> point is
that you don't do custom painting :P
L1435[08:42:59] <Laceh> javafx uses more
objects than it needs
L1436[08:43:00] <PaleoCrafter> you do it
with CSS
L1437[08:43:05] <Parker8283> ^^
L1438[08:43:24] <PaleoCrafter> and JFX
mainly uses objects a lot because of its awesome bindings API
:P
L1439[08:43:35] <Laceh> why on earth
would someone writing a UI for a JVM want to write the UI in
CSS/XML and Javascript?
L1440[08:43:37] <Parker8283> @FXML is the
greatest annotation ever
L1441[08:43:40] <Laceh> thats
rediculous
L1442[08:43:41] <Parker8283> :P
L1443[08:43:55] <PaleoCrafter> why would
any sane person write a UI in code?
L1444[08:43:58] <Laceh> go write some
nodejs code if you want a UI built like that
L1445[08:44:07] <sham1> because UI in
code is hardcore
L1446[08:44:16] <Parker8283> You never
have to touch the XML if you use SceneBuilder, and HTML and CSS are
things that most developers should know anyway, for how often they
are used
L1447[08:44:17] <Laceh> because
PaleoCrafter you can control it better
L1448[08:44:33] <Laceh> Parker8283: why
would you use SceneBuilder thats just lazy....
L1449[08:44:40] <PaleoCrafter> that's a
bs argument
L1450[08:44:50] <Parker8283> Would you
rather WRITE XML?!? You crazy?
L1451[08:44:55] <Parker8283> :P
L1452[08:45:10] <Laceh> Parker8283: I
would rather write XML at least I know what the code is doing
compared to just having it generated for me
L1453[08:45:12] <PaleoCrafter> you have
just as much control outside of code
L1454[08:45:16]
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L1455[08:46:04] <Parker8283> Don't get me
wrong, I go into the xml file later to verify everything, make some
minor tweaks, but SceneBuilder takes care of the bulk of the work.
For Swing, I used WindowBuilder, and did about the same
process.
L1456[08:46:45]
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L1457[08:46:53] <PaleoCrafter> and
SceneBuilder creates pretty good XML already, unlike your usual
HTML WYSIWYG :P
L1458[08:46:58] <Laceh> Ive never used a
UI builder of any kind
L1459[08:47:06] <sham1> I can also do
great XML
L1460[08:47:06] <Laceh> its just a lazy
process
L1461[08:47:11] <sham1> XML is not that
hard
L1462[08:47:16] <Michael_> How do i use
BON2?
L1463[08:47:19] <Parker8283> no, it ain't
hard, just annoying :P
L1464[08:47:21] <sham1> Unless you are
using very strict DOM or something
L1465[08:47:39] <Laceh> Parker8283: then
write the UI using the constructs in the original API
implementation
L1466[08:47:39] <Parker8283> Michael_,
Double click the file you downloaded, it should be pretty
straightforward.
L1467[08:47:45] <laci200270> sham1: the
example you gave, is for cases for pipe holding the fluid, isn't
it?
L1468[08:47:52] <sham1> Yes
L1469[08:48:07] <sham1> What, are you
actually making a network where it does not hold the fluid
L1470[08:48:37] <laci200270> i not want
much lag so there is a node that holds the fluid
L1471[08:48:39] <Michael_> Oh its an
actual deobfuscator. I thought it works like CCC
L1472[08:48:54] <sham1> It holding the
fluid does not cause any more lag than that
L1473[08:48:58] <Parker8283> look, this
debate is just turning into every other mostly-opinion orientated
debate, so I'm stepping out. There is no "right" answer
:P
L1474[08:49:03] <sham1> Only rendering
would if you do it in a dumb way
L1475[08:49:07] <Parker8283> Michael_,
Yea, it creates a deobf jar for you
L1476[08:49:09] <sham1> OOD
L1477[08:49:23] <sham1> Opinion-oriented
debate
L1478[08:49:35] <sham1> or rather
OOP
L1479[08:49:40] <Parker8283> i like
placing hyphens in random places :P
L1480[08:49:42] <sham1> Opinion-oriented
preference
L1481[08:49:43] <laci200270> sham1: but
if the pipe holds the fluid the pipe needs a TE
L1482[08:49:49] <sham1> And?
L1483[08:49:50] <laci200270> and it
requires more
L1484[08:49:52] <laci200270> ram
L1485[08:49:57] <PaleoCrafter> Laceh, may
you enlighten me why a UI builder makes you any more lazy than
writing the code directly?
L1486[08:50:01] <sham1> It's not that
much
L1487[08:50:14] <PaleoCrafter> you still
have to understand the underlying API with most I've used so
far
L1488[08:50:30] <sham1> Because UI
builder is not hardcore enough
L1489[08:50:33] <Laceh> PaleoCrafter:
click and drag verses just writing a few lines of code to get the
same effect
L1490[08:50:36] <Ordinastie> and that's
how PaleoCrafter managed to get both scala and javaFx banned from
this chan.. :p
L1491[08:50:38] <gigaherz_p> pff
L1492[08:50:39] <laci200270> sham1: but
in large amounts it can cause problems
L1493[08:50:45] <Parker8283> click and
drag sounds easier
L1494[08:50:52] <gigaherz_p> real
programmers use little electrical sparks to toggle the RAM
bits
L1495[08:50:53] <Laceh> Parker8283: thats
my point
L1496[08:50:53] <PaleoCrafter>
Ordinastie, Lex hasn't mentioned any hate against JFX :P
L1497[08:50:55] <Laceh> right there
L1498[08:50:55] <gigaherz_p> so that they
form a proper UI
L1499[08:50:58] <Ordinastie> yet
L1500[08:51:05] <Parker8283> ??
L1501[08:51:09] <Laceh> its easier and
makes you lazier
L1502[08:51:15] <Laceh> take the easy way
out
L1503[08:51:18] <gigaherz_p> that's a
backward form of thinking
L1504[08:51:19] <sham1> Only thing Lex
dislikes here other than being pinged is Scala because of the
fanboyism
L1505[08:51:29] <Parker8283>
yea...programmers are lazy...pretty much by definition...why do you
think we invented i++? :P
L1506[08:51:32] <gigaherz_p> something
that lets you do a task faster
L1507[08:51:34] <gigaherz_p> doesn't make
you lazy
L1508[08:51:37] <Parker8283> over i = i +
1?
L1509[08:51:39] <gigaherz_p> simply
allows you to do more tasks
L1510[08:51:45] <Ordinastie> Laceh, you
code in high level language, you're already using the easy
way
L1511[08:51:50] <gigaherz_p> if oyu
CHOOSE not to do any more work
L1512[08:51:54] <Laceh> Ordinastie: I
code in many fricken languages
L1513[08:51:55] <gigaherz_p> and spend
the rest of the time procrastinating
L1514[08:51:55] <sham1> i++ is just
syntax sugar for i = i +1
L1515[08:51:59] <Laceh> alot of low level
ones
L1516[08:51:59] <gigaherz_p> then you
were already lazy to begin with
L1517[08:52:02] <gigaherz_p> don't blame
the tool
L1518[08:52:08] <gigaherz_p> ;P
L1519[08:52:14] <Parker8283> sham1,
that's what i said
L1520[08:52:23] ***
gigaherz_p is now known as gigaherz
L1521[08:52:25] <sham1> didnt hear
you
L1522[08:52:29] <Ordinastie> if you know
low level language why use higher one? that's just being lazy
L1523[08:52:31] <Laceh> I just happen to
be using java/scala for this current project as its a minecraft
mod
L1524[08:52:31] <Parker8283> all
good
L1525[08:52:42]
⇨ Joins: sloantothebone
(~sloantoth@172.242.199.161)
L1526[08:52:58] <sham1> Because x86 ASM
is BS
L1527[08:53:06] <Laceh> otherwise if it
was supported without doing a bunch of rediculous stuff I would be
using C/C++
L1528[08:53:17]
⇨ Joins: ChJees
(~ChJees@h211n5-sv-a13.ias.bredband.telia.com)
L1529[08:53:17] <Flashfire> My
worldSavedData class won't read from nbt for some reason
L1530[08:53:24] <sham1> C++ and C are too
high-level languages
L1531[08:53:29] <Flashfire> Is there
something I have to do to make it load?
L1532[08:53:51] <Parker8283> write
something useful in LOLCODE and I'll start listening :P
L1533[08:53:52] <Flashfire> I can post a
pastebin if anyone is able to help
L1534[08:54:37] <sham1> Also I was
dissapointed when I found out that the ASM in context of modding is
not the ASM I know and love
L1535[08:54:45] <Parker8283> ??
L1536[08:55:28] <gigaherz> I know someone
who considers C++ to be evil
L1537[08:55:31] <gigaherz> because it has
OOP
L1538[08:55:39] <gigaherz> and OOP allows
oyu to program without knowing ALL the details of what you
did
L1539[08:55:42] <gigaherz> which means
you can be lazier
L1540[08:55:45] <Laceh> sham1: my
computer mod will eventually support ARM assmebler
L1541[08:55:53] <sham1> ARM ^^
L1542[08:55:58] <sham1> I can use
RPI
L1543[08:56:03] <ThePsionic> It assembles
new limbs?
L1544[08:56:05] <sham1> In-game RPI
L1545[08:56:24] <gigaherz> make an ARM
cpu using redstone :D
L1546[08:56:38] <laci200270> in MC?
:D
L1547[08:56:40] <gigaherz> yes :D
L1548[08:56:51]
⇦ Quits: Firedingo
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error: Connection reset by peer)
L1549[08:57:02] <Laceh> sham1: lol
L1550[08:57:03] <laci200270> give me
worldedit mcedit and lot of years :D
L1551[08:57:22] <gigaherz> i'll give you
ProjectRed too
L1552[08:57:27] <gigaherz> so you can
make compact gates
L1553[08:57:28] <gigaherz> ;P
L1554[08:57:32] <sham1> Yay
L1555[08:57:37] <sham1> Oh and
microblocks
L1556[08:57:50] <Laceh> but yes it will
have an ARM emulator
L1557[08:58:14] <gigaherz> yeah forge
multipart, projectred, and rednet cables
L1558[08:58:20] <gigaherz> whatever mod
those were
L1559[08:58:20] <laci200270> give me
Computercraft :D
L1560[08:58:21] <gigaherz> ;p
L1561[08:58:26] <gigaherz> n othat'd be
cheating ;P
L1562[08:58:41] <gigaherz> rednet blocks
are the most I'd accept ;P
L1563[08:58:42] <sham1> even though LUA
is so inpotent that it would not be
L1564[08:59:00] <gigaherz> well you could
write a computer emulator using LUA
L1565[08:59:06] <laci200270> or give RP2
computers
L1566[08:59:07] <gigaherz> you have logic
expressions, and can do input and output
L1567[08:59:16] <gigaherz> that's enough
for the task
L1568[08:59:19] <gigaherz> not optimal,
sure, but enough
L1569[08:59:40] <laci200270> there is a
man building a 8 bit cpu from logic gates
L1570[08:59:54] <laci200270> :D
L1571[08:59:57] <gigaherz> but
really
L1572[08:59:59] <laci200270> its a bit
crazy
L1573[09:00:02] <laci200270> yes
L1574[09:00:04] <gigaherz> a turing
machine
L1575[09:00:10] <gigaherz> using sand as
a tape
L1576[09:00:17] <gigaherz> normal sand =
0, red sand = 1
L1577[09:00:18]
⇨ Joins: Firedingo
(~Firedingo@CPE-121-217-67-115.lnse1.cht.bigpond.net.au)
L1578[09:00:30] <laci200270> not in
minecraft
L1579[09:00:30] <Parker8283> man, this
computer I'm using right now was basically built to run Microsoft
Office...I really need a new computer...
L1580[09:00:33] <gigaherz> with pistons
to move the sand around
L1581[09:00:33] <laci200270> in real
life
L1582[09:00:34] <gigaherz> XD
L1583[09:00:56] <gigaherz> laci200270:
building a cpu with logic gates is annoying, but it has been done
before
L1584[09:01:01] <gigaherz> heck, that's
how the original computers were made
L1585[09:01:02] <gigaherz> XD
L1586[09:01:09] <gigaherz> people
designed the vacuum tube circuits
L1587[09:01:10] <gigaherz> XD
L1588[09:01:33] <gigaherz> you basically
assemble building blocks
L1589[09:01:38] <gigaherz> from a few
gates, you get a half-adder
L1590[09:01:41] <gigaherz> then a full
adder
L1591[09:02:00] <gigaherz> from other
gates, you get multiplexers and demultiplexers
L1592[09:02:02] <gigaherz> shift
registers
L1593[09:02:02] <gigaherz> etc
L1594[09:02:08] <sham1> Yay
L1595[09:02:10] <sham1> EAX
L1596[09:02:14] <sham1> wait no
L1597[09:02:19] <gigaherz> and adders,
(de)multiplexers, and shift registers are the most basic elements
of a cpu
L1598[09:02:25] <sham1> How would memory
work
L1599[09:02:35] <gigaherz> RS latch for
SRAM
L1600[09:02:55] <gigaherz> well
L1601[09:02:57] <gigaherz> D
latches
L1602[09:03:08] <gigaherz> a register is
a group of D latches in parallel
L1603[09:03:22] <gigaherz> connected to
the data bus, and a "write" pulse
L1604[09:03:29] <gigaherz> for SRAM
L1605[09:03:37] <gigaherz> it's a bank of
registers
L1606[09:03:51] <gigaherz> there's 6
transistors in a SRAM bit
L1607[09:03:58] <gigaherz> which is why
SRAM is so expensive
L1609[09:04:10] <gigaherz> compared to
DRAM, which uses 1 transistor, and 1 capacitor
L1610[09:04:21] <gigaherz> there were
attempts at making single-transistor RAM
L1611[09:04:31] <gigaherz> but so far
they haven't resulted into useful products
L1612[09:05:08] <gigaherz> the
capacitance side-effect of the SoI process isn't as easy to harness
as they hoped for ;P
L1613[09:05:21] <gigaherz> but
anyhow
L1614[09:05:25] <gigaherz> building
blocks.
L1615[09:05:38] <Flashfire> Hey
gigaherz
L1616[09:05:55] <gigaherz> an ALU is
basically two register inputs, a muxer to choose between the
available operations, and a register output
L1617[09:06:13] <gigaherz> you can reuse
one of the inputs as the output
L1618[09:06:13] <Flashfire> You've helped
me a lot recently so can I ask you what makes readFromNBT get
called in a worldSavedData class?
L1619[09:06:16] <gigaherz> so you end up
with
L1620[09:06:39] <Flashfire> It's not
being executed for me for some reason :/
L1621[09:06:45] <gigaherz> with an
accumulator register (A), and a second register (B)
L1622[09:06:52] <gigaherz> A <=
op(A,B)
L1623[09:07:32] <gigaherz> the execution
engine can simply use a temp register where the opcode is stored,
and if oyu make it simple enough
L1624[09:07:43]
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L1625[09:07:45] <gigaherz> that opcode's
bits would almost directly map into other functions
L1626[09:08:06] <gigaherz> you'll then
need a little block for the program counter management
L1627[09:08:30] <gigaherz> which would
have the "PC" register, with data input from the A
register of the alu
L1628[09:08:51] <gigaherz> and an
incrementer circuit
L1629[09:09:10] <gigaherz> so like PC
<= jump ? A : PC+1
L1630[09:09:23] ***
AFK is now known as Vigaro
L1631[09:09:42] <PaleoCrafter> Flashfire,
it gets called on demand, I think
L1632[09:09:49] <gigaherz> anyhow, you
get the idea
L1633[09:09:53] <gigaherz> I won't go on
with the rest of the CPU
L1634[09:09:54] <gigaherz> ;P
L1635[09:10:19] <Flashfire> Paleo: As in
it's supposed to get executed automatically? It writes fine but it
never reads the data when I load the world
L1636[09:10:48] <PaleoCrafter> yeah, it
only gets executed when you request the data
L1637[09:10:49] <gigaherz> Flashfire:
sorry I never used worldSaveData, so I can't help with that
L1638[09:11:01] <Flashfire> Gigaherz:
That's alright : )
L1639[09:12:18] <Flashfire> Paleo: Does
that mean using the NBTCompound in the worldSaveData class?
L1640[09:12:40] <PaleoCrafter> wut
L1641[09:13:13] <Flashfire> How do I
request the data?
L1642[09:13:26] <PaleoCrafter>
loadItemData
L1643[09:13:28] <Flashfire> I have a get
method for an int array
L1644[09:13:36] <Flashfire> Oh I see, so
it's not perWorldStorage?
L1645[09:13:50]
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L1646[09:13:51] <PaleoCrafter> or well,
if you use perWorldStorage it's perWorldStorage.loadData
L1647[09:14:06] <Flashfire> Yeah that's
what isn't working for me
L1648[09:14:09] <Flashfire> It just comes
out null
L1649[09:14:16] <Flashfire> Even though I
write to it
L1650[09:14:38] <Flashfire> My line is:
this.ChaosLabyrinthData = (ChaosLabyrinthData)
world.getPerWorldStorage().loadData(ChaosLabyrinthData.class,
"ChaosLabyrinth");
L1651[09:14:55] <Flashfire> And I save
the data under the same tag name and it writes to nbt
L1652[09:15:17] <PaleoCrafter> well, do
you have a corresponding perWorldStorage.setData? :P
L1653[09:15:45] <Flashfire> That's my
problem ^^'
L1654[09:15:49] <Flashfire> Thank
you
L1656[09:15:58] <Flashfire> I thought
writeToNBT did that
L1657[09:16:08] <Flashfire> I
assumed*
L1658[09:16:22] <sham1> never assume
anything
L1659[09:16:47] <Flashfire> Oh sorry, I
missed it but I actually do have a corresponding setData
L1660[09:17:01] <Flashfire> Am I supposed
to use it every time I save data?
L1661[09:17:06] <PaleoCrafter> no
L1662[09:17:12] <Flashfire> I only use it
currently after I instantiate the class
L1663[09:17:16] <PaleoCrafter> are you
calling writeToNBT yourself?
L1664[09:17:36] <Flashfire> Nope
L1665[09:17:46] <PaleoCrafter> good, and
on which side are you calling getData?
L1666[09:17:54] <Flashfire> It gets
called on chunk saving after I mark the data instance dirty
L1667[09:18:12] <sham1> That does not
answer the question
L1668[09:18:28] <Flashfire> Let me check,
I didn't think about that
L1669[09:18:42] <Flashfire> Looks like
both
L1670[09:18:58] <PaleoCrafter> it will
return null on the client
L1671[09:19:02] <PaleoCrafter> as that
doesn't know about the NBT data
L1672[09:19:27] <Flashfire> I haven't
seen any world.isRemote on any worldSavedData examples
L1673[09:19:38] <Flashfire>
!world.isRemote*
L1675[09:20:39] <Flashfire> Yeah that's
what I'm doing except with perWorldStorage
L1676[09:20:43] <Parker8283> rebasing a
PR against Forge is a pain, mostly due to the patches :/
L1677[09:21:01] <PaleoCrafter> then check
whether it's null on the server side as well
L1678[09:21:24] <Flashfire> But
regardless of sides, readFromNBT isn't being called
L1679[09:22:00] <PaleoCrafter> you seem
to always have the weirdest issues...
L1680[09:22:12] <Flashfire> I know,
right?
L1681[09:22:28] <Flashfire> I'm
relatively new to modding is probably why
L1682[09:22:46] <Flashfire> Shouldn't
this call readFromNBT? this.ChaosLabyrinthData =
(ChaosLabyrinthData)
world.getPerWorldStorage().loadData(ChaosLabyrinthData.class,
"ChaosLabyrinth");
L1683[09:23:00] <PaleoCrafter> it should
if you've properly written data beforehand
L1684[09:23:16] <PaleoCrafter> make sure
that ids you write with match
L1685[09:23:26]
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L1686[09:23:31] <Flashfire> I have a
method in the world saved data class that does this: public void
setSpawnPoint(int spawnX, int spawnY, int spawnZ) {
L1687[09:23:31] <Flashfire> spawnPoint =
new int[]{spawnX, spawnY, spawnZ};
L1688[09:23:31] <Flashfire>
this.markDirty();
L1689[09:23:31] <Flashfire> }
L1690[09:23:42] <Flashfire> (Sorry I
didn't think it would go across multiple lines)
L1691[09:24:24]
⇨ Joins: diesieben07 (~diesieben@abrarsyed.com)
L1692[09:24:27] <Flashfire> So if that's
incorrectly writing the data then that's probably my problem
L1693[09:24:32]
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L1694[09:24:45] <PaleoCrafter> no, that
seems alright
L1695[09:25:02] <Flashfire> Then
writeToNBT is: compound.setIntArray("ChaosLabyrinth",
spawnPoint);
L1696[09:25:28] <Flashfire> But
readFromNBT doesn't get called when I create the instance of the
worldSavedData class
L1697[09:26:10] <diesieben07> can you
pastebin your code please=?
L1698[09:26:13]
⇨ Joins: Kobata (~Kobata@104.131.57.115)
L1699[09:26:15] <Flashfire> Sure
can
L1700[09:26:29] <Flashfire> I would give
a git repo but it won't sync because of a conflict
L1702[09:27:10]
⇨ Joins: laci200270
(~user@31-46-236-246.pool.kapulan.hu)
L1703[09:27:14] <diesieben07> remove the
NBTTagCompound there
L1704[09:27:18] <diesieben07> thats not
how this works
L1705[09:27:37] <diesieben07> and why on
earth are you using an int[]
L1706[09:27:50] <Flashfire> What should I
use instead?
L1707[09:28:00] <diesieben07> BlockPos,
of course
L1708[09:28:08] <Flashfire> I didn't
think that worked with nbt
L1709[09:28:16] <sham1> ...
L1710[09:28:19] <sham1> Of course it
works
L1711[09:28:28] <diesieben07> you can
write anything to NBT
L1712[09:28:46] <Flashfire> You know
since there's no compound.setBlockPos
L1713[09:28:56] <diesieben07> ...
L1714[09:29:04] <diesieben07> there is
also no compound.setItemStack
L1715[09:29:12] <diesieben07> yet - oh
wonder - chests do save their inventory to NBT
L1716[09:29:28] <laci200270> you can save
you blockpos's x yz to nbt as int
L1717[09:29:36] <Flashfire> That's what I
did ^
L1718[09:29:36] *
sham1 grabs popcorn
L1719[09:29:42] <sham1> No, you saved an
array
L1720[09:30:02] <diesieben07>
nbt.setInt("x", pos.getX()); and so on
L1721[09:30:08] <Flashfire> Oh ok
L1722[09:30:27] <Flashfire> I get that, I
thought you meant saving a BlockPos type
L1723[09:31:39]
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L1724[09:32:04] <sham1> BLOCKPOS IS A
WRAPPER...
L1725[09:32:35] <simon816> You can even
store BlockPos as a single long value
L1726[09:32:53] <sham1> wait wat
L1727[09:32:54] <simon816> toLong() and
fromLong(long)
L1728[09:32:57]
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L1729[09:32:59] <sham1> Oh
L1730[09:33:03] <diesieben07> true
that
L1731[09:33:08] <diesieben07>
bit-trickery ftw
L1732[09:33:10] <PaleoCrafter> due to
vanilla restrictions on its size only though :P
L1733[09:33:15]
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L1734[09:33:35] <diesieben07> anything in
the world follows those restrictions though
L1735[09:33:38]
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L1736[09:33:43] <PaleoCrafter> yeah
L1737[09:34:00] <PaleoCrafter> somebody
might be naughty though and transform World.isValid :P
L1738[09:34:09] <sham1> Evil people
L1739[09:36:05]
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L1741[09:36:25] <PaleoCrafter> store a
BlockPos at runtime ...
L1742[09:36:26] <Flashfire> Except with
the writeToNBT typos fixed
L1743[09:36:35] <PaleoCrafter> and you
don't need that getCompoundTag shit
L1744[09:36:39]
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L1745[09:36:39] <diesieben07> yeah, just
make a BlockPos field
L1746[09:36:44] <Flashfire> Alright
L1747[09:36:49] <PaleoCrafter> that
compound is specific to your data
L1748[09:38:31] <diesieben07> who the
fuck renamed "hasCustomInventoryName" to
"isCustomInventoryName" in the latest 1.7 mappings?
L1749[09:38:35] <diesieben07> seriously
what the fuck is that.
L1750[09:38:44] <Flashfire> if i'm not
using compoundTag then what do I use to get the data?
L1751[09:38:58] <diesieben07>
compound.getInteger
L1752[09:39:05] <Flashfire> Ok, I get
it
L1753[09:39:27] <PaleoCrafter> last
change by xaer.o, diesieben07 :P
L1754[09:39:30] <sham1>
"isCustomInventoryName"
L1755[09:39:33] <sham1> Le hell
L1756[09:39:34] <diesieben07> yeah i just
checked, too
L1757[09:39:38] <diesieben07> its hasName
now
L1758[09:41:02]
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L1759[09:42:22] <Cazzar> Yeah...
hastCustomInventoryName is better gramatically.
L1761[09:42:59] <PaleoCrafter> nah,
grammatically they both are fine, the has version is correct though
:P
L1762[09:43:20] <PaleoCrafter>
semantically, that is
L1763[09:43:26] <diesieben07> jesus
christ flash
L1764[09:43:30] <sham1> Flashfire, what
the hell is this
L1765[09:43:31] <diesieben07> ONE
field
L1766[09:43:34] <diesieben07>
BlockPos
L1767[09:43:37] <diesieben07> NO OTHER
FIELD.
L1768[09:43:52] <Cazzar> PaleoCrafter: I
didn't say is was invalid grammatically it's just I find the has as
better.
L1770[09:44:14] <Flashfire> Alright
L1771[09:44:20] <PaleoCrafter> you can't
really rate grammatic correctness
L1772[09:44:27] <sham1> 5 stars
L1773[09:44:29] <PaleoCrafter> either
something's correct or it isn't
L1774[09:44:37] <diesieben07>
isCustomInventoryName makes sense gramatically
L1775[09:44:47] <diesieben07> but it is
contextually completely wrong
L1776[09:44:51] <sham1> ^
L1777[09:44:56] <diesieben07> an
inventory IS not a name
L1778[09:44:57] <diesieben07> it HAS a
name.
L1779[09:46:24] <simon816>
isInventoryCustomNamed
L1780[09:46:39] <diesieben07>
hasName
L1781[09:46:41] <PaleoCrafter> that just
sounds awful :P
L1782[09:47:11] <sham1> HastName
L1783[09:47:58] <PaleoCrafter>
canHasCustomNamePliss
L1784[09:48:09] <sham1> J2EE naming
^^
L1785[09:48:29] <Parker8283> *plz
L1786[09:48:33] <PaleoCrafter> yeah,
plz
L1787[09:48:45] <PaleoCrafter> sham1, I
was more aiming for LOLCODE :P
L1788[09:49:17] <sham1> Who the hell
would make a language like this
L1789[09:49:40] <PaleoCrafter> people
from the internet :P
L1790[09:50:06]
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(~fff@cpe-74-76-252-115.nycap.res.rr.com)
L1791[09:50:58]
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L1792[09:51:14] <sham1> It is so painful
to read LOLCODE
L1793[09:51:37] <laci200270> I found what
was the problem: i forgot to add !world.isremote
L1794[09:51:45] <Flashfire> It's still
not reading and I have only the blockpos field now converted to and
from long >.>
L1795[09:52:02] <sham1> pastebin
L1796[09:52:32] <PaleoCrafter> your data
thing is okay, the problem lies within how you get and set the data
:P
L1798[09:52:53] <Flashfire> I use the set
and get methods in that class ^
L1799[09:53:09] <diesieben07> no, how you
get to the WorldSavedData instance
L1800[09:53:29] <Flashfire> I talked
about that earlier and it seems fine
L1801[09:53:41] <diesieben07> show
it.
L1803[09:54:48] <diesieben07> do NOT
store the WorldSavedData in a field.
L1804[09:54:53] ***
Cojosan is now known as Cojo
L1805[09:55:05] <Flashfire> I got that
from someone else's example :\
L1807[09:55:32] <gigaherz> hmmm I wrote a
minicpu in circuit-logic pseudocode :D
L1808[09:55:37] <Flashfire> Alright
L1809[09:56:27] <Flashfire> I have to
check it every single time the compass gets the pos though
L1810[09:56:33] <sham1>
Questomology
L1811[09:56:36] <Flashfire> So it has to
create a new instance every time
L1812[09:56:56] <diesieben07> no it
doesn't.
L1813[09:57:08] <diesieben07>
world.loadItemData will cache it for you
L1814[09:57:27] <Flashfire> Oh, I thought
that was just an alternative to perWorldDatra
L1815[09:57:36]
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L1816[09:57:52] <diesieben07> no, the two
do different things
L1817[09:58:00] <diesieben07>
perWorldData is actually per-dimension
L1818[09:58:15] <Flashfire> Oh, good to
know
L1819[09:58:16] <diesieben07>
world.loadItemData (or world.mapStorage, same thign) is shared
across all dimensions
L1820[09:58:20] <sham1>
"perWorldDatra"
L1821[09:58:31] <Flashfire> A clear typo,
yes
L1822[09:58:36] <sham1> No wonder it does
not work
L1823[09:58:46] <Flashfire> That's not
actually in my code
L1824[09:59:13] <Flashfire> Anyway, I
have to start work now, thanks everyone for your help
L1826[10:10:59]
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L1829[10:13:18] <Pennyw95> Hi, just
passing by
L1830[10:13:28] <gigaherz> hello o/
L1831[10:14:03] <Pennyw95> I mean I'm
looking for a tutorial on packets can someone point me one? I read
diesieben07's already but I think I'm lacking some base
knowlegde...
L1832[10:14:36] <diesieben07> what
exactly is your question? My tutorial covers the basics :D
L1835[10:16:15] <Pennyw95> Well the thing
is I don't get when the SNW is needed and when it is not...
L1836[10:16:22] <gigaherz> it's never
needed
L1837[10:16:25] <gigaherz> it's there for
convenience
L1838[10:16:25] <Pennyw95> I mean most TE
syncing doesn't require custom packets right?
L1839[10:16:39] <gigaherz> Minecraft is
happy enough to transfer ALL THE INFO on demand
L1840[10:16:46] <gigaherz> but it can
also mean lots of unnecessary data
L1841[10:16:52] <gigaherz> so you can
reduce it by sending "partial updates"
L1842[10:16:56] <gigaherz> of only the
modified data
L1843[10:17:03] <Pennyw95> and that's SNW
does?
L1844[10:17:05] ***
willieaway is now known as williewillus
L1845[10:17:10] <Pennyw95> that's
what*
L1846[10:17:14] <gigaherz> SNW is a tool
that makes implementing packets easy
L1847[10:17:24] <gigaherz> it doesn't do
the partial information for you
L1848[10:17:30] <gigaherz> only helps you
avoid the low-level stuff
L1849[10:17:44] <gigaherz> but like,
suppose you have a furnace
L1850[10:17:48] <gigaherz> it has two
input slots
L1851[10:17:52] <gigaherz> and an output
slot
L1852[10:18:00] <gigaherz> the inputs and
outputs change only rarely
L1853[10:18:03] <gigaherz> compared to
the progressbar
L1854[10:18:07] <Pennyw95> For example
I'm working on a TE that should store some Thaumcraft essentia,
which is pretty similar to a fluid, and I'm getting quite lost in
the nbt and packets, that why I'm here
L1855[10:18:08] <gigaherz> so instead of
packing all the info
L1856[10:18:17] <gigaherz> the furnace
sends progressbar updates when it's active
L1857[10:18:22] <diesieben07> NBT is
completely unrelated to NBT
L1858[10:18:25] <Pennyw95> sure I get
that
L1859[10:18:25] <diesieben07> *to
Packets
L1860[10:18:28] <gigaherz> and ONLY
updates the whole TE when it's done
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L1862[10:18:58] <Pennyw95> but in most
mods' sources I see writing and reading the values that change in
the TE
L1863[10:19:09] <gigaherz> that's
unrelated
L1864[10:19:14] <gigaherz> the way
minecraft works is that
L1865[10:19:17] <Pennyw95> what's the
point then?
L1866[10:19:23] <gigaherz> in the World
object is only stored the block state info
L1867[10:19:39]
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L1868[10:19:40] <gigaherz> in 1.7 and
older, this was 12bit block ID + 4bit metadata
L1869[10:19:54] <diesieben07> it still is
that :P
L1870[10:19:56] <gigaherz> in 1.8, there
are IBlockState objects assigned to the in-memory structure (still
12+4 on saved files)
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L1872[10:20:05] <diesieben07> it's still
16 bits in memory
L1873[10:20:09] <gigaherz> it is?
L1874[10:20:13] <gigaherz> oh well
L1875[10:20:15] <gigaherz>
regardless
L1876[10:20:17] <diesieben07> it is only
translated to the IBlcokState when you call getBlcokState on
world
L1878[10:20:18]
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L1879[10:20:18] <sham1> yes
L1880[10:20:20] <gigaherz> you work with
IBlockStates
L1881[10:20:26] <gigaherz> but it's 12+4
bits
L1882[10:20:32] <gigaherz> this is very
limiting
L1883[10:20:33] <gigaherz> so
L1884[10:20:39] <gigaherz> when your
block needs extra data
L1885[10:20:45] <gigaherz> such as
chests, furnaces, or similar things
L1886[10:20:47] <PaleoCrafter> don't
forget about getActualState :P
L1887[10:20:52] <gigaherz> you need a
TileEntity
L1888[10:20:56] <sham1> Laci, what the
hell is that
L1889[10:21:08] <gigaherz> the TileEntity
lets you manage extra data linked to one specific block
L1890[10:21:11] <Pennyw95> and this that
gets written to nbt and then packets are sent?
L1891[10:21:14] <Pennyw95> this
data*
L1892[10:21:17] <gigaherz> as opposite to
the Block class, which is shared by ALL the blocks of one
type
L1893[10:21:21] <gigaherz> now
L1894[10:21:24] <diesieben07> Pennyw95,
NBT is for writing to disk.
L1895[10:21:25] <diesieben07> nothing
else
L1896[10:21:30] <gigaherz> when Minecraft
saves the data to disk
L1897[10:21:36] <gigaherz> it will call
TE.writeToNbt
L1898[10:21:45] <gigaherz> and when it
loads from disk, it willcall TE.readfromNbt
L1899[10:21:49] <Pennyw95> so it's like
saving the TE's state?
L1901[10:21:52] <gigaherz> yup
L1902[10:21:57] <Pennyw95> oh
L1903[10:22:04] <gigaherz> now there's
another system
L1904[10:22:06] <sham1> Why are you
extending IFluidTank on a TE?
L1905[10:22:08] <gigaherz> that's
getDescriptionPacket
L1906[10:22:22] <gigaherz> this system
lets you encode your TE into a packet that can be decoded on the
other side
L1907[10:22:25] <gigaherz> for syncing
purposes
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L1909[10:22:33] <gigaherz> the most
common way to implement the description packet
L1910[10:22:36] <laci200270> sham1: what
should I use?
L1911[10:22:45] <gigaherz> is through the
binary data encoded through NBT
L1912[10:22:45] <sham1> You have
IFluidHandler for a reasonm
L1913[10:22:58] <Pennyw95> but this way
unnecessary data is sent as well, right?
L1914[10:22:59] <gigaherz> which is why
you'll see writeToNbt used from within getDescriptionPacket
L1915[10:23:06] <gigaherz> but of course,
this contains ALL THE DATA
L1916[10:23:13] <laci200270> ok,'ll fix
it but for now the is with the algrotihm
L1917[10:23:15] <gigaherz> hence why it
can be wasteful
L1918[10:23:21] <gigaherz> so
L1919[10:23:29] <gigaherz> instead of
using world.markBlockForUpdate
L1920[10:23:36] <gigaherz> which causes
the data to be transferred
L1921[10:23:54] <gigaherz> you can
instead send a custom packet
L1922[10:23:59] <gigaherz> with only a
small amount ofdata
L1923[10:24:07] <sham1> what about the
algorithm
L1924[10:24:21] <gigaherz> this is when
the SNW comes in
L1925[10:24:30] <gigaherz> because
writing custom packets can be slightly annoying
L1926[10:24:35] <gigaherz> the SNW does
the hard work for you
L1928[10:24:53] <laci200270> sham1: it
only founds tanks that directlly connects to the node
L1929[10:24:55] <Pennyw95> oh i see,
cool
L1930[10:24:59] <PaleoCrafter> the SNW
doesn't do a lot of hard work tbh :P
L1931[10:25:09] <PaleoCrafter> it's
called 'simple' for a reason :P
L1932[10:25:13] <sham1> Well because you
are not querying outside of that range
L1933[10:25:36] <laci200270> what should
i do?
L1934[10:27:34] <laci200270> sham1: the
console says it searches around the cables
L1935[10:28:06] <sham1> Well if only in a
one block radius of course you are not going to find anything
meaningful
L1936[10:28:11] <Ordinastie> Pennyw95,
writeCustomNBT ?
L1937[10:29:03] <diesieben07> basically,
don't use NBT for packets.
L1938[10:29:12] <Pennyw95> Thaumcraft
API
L1939[10:29:23] <laci200270> sham1:the
tank is on the top of the cable
L1940[10:29:26] <Pennyw95> I'm doing the
SNW thing right now :)
L1941[10:29:30] <laci200270> so it could
find it
L1942[10:29:36] <Ordinastie> Pennyw95, is
that's what's supposed to be send with the description packet?
because you don't call that method
L1943[10:30:21] <Pennyw95> Now maybe that
is the problem...
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L1946[10:34:01] <Pennyw95> @Ordinastie
would replacing writetonbt readfromnbt with the custom methods make
it work?
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L1948[10:34:21] <Ordinastie> Pennyw95, I
don't know what you are doing
L1949[10:35:14] <Ordinastie> but that's a
question you should be able to answer by yourself if you know any
programming at all
L1950[10:36:02] <Pennyw95> well my TE is
supposed to keep an amount of fluid but it just sucks in from the
pipes and it's gone, not stored in it..hence my questions on
packets
L1951[10:36:14] <Pennyw95> uhm yeah that
was kind od a stupid question, sorry xD
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L1954[10:43:54] <Xman657483> hello
L1955[10:44:43] <Xman657483> I just did
some updating of the mods of a server of mine and it yet again is
being dificult
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L1958[10:45:07] <diesieben07> define
"difficult"
L1959[10:45:14] <Xman657483> it
crashes
L1960[10:45:16]
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L1961[10:45:22] <diesieben07> post
logs
L1962[10:45:24] <Xman657483> and i cannot
seem tio find out why
L1964[10:45:54] <diesieben07>
DynamicLights is a client-only mod
L1965[10:45:59] <diesieben07> do you not
read the instructions for the mods you use?
L1966[10:46:04] <Xman657483> thats the
crash report getting logs now
L1967[10:46:20] <Xman657483> its not in
the mods folder
L1968[10:46:31] <diesieben07> yes it is
:D
L1969[10:46:32] <Xman657483> let me look
again
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L1971[10:46:57] <Xman657483> well
dang
L1972[10:47:01] <Xman657483>
thanks!
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L1977[10:48:09] <Xman657483> by the way
does anybody know of a mod that allows you to hide/change players
names in server
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L1984[10:55:49] <Xman657483> Bubye
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L2023[12:08:09] <Szernex> hmm
L2024[12:08:19] <Szernex> PathMatchers
are weird...
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L2027[12:11:02] <Szernex> for instace I
create a PathMatcher with "glob:*logs*", but it still
doesn't match against ".\logs\fml-server-2.log" or
anything in the logs directory
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L2029[12:13:23] <diesieben07> you create
it with FileSystem#getPathMatcher, right?
L2031[12:13:30] <Szernex> yea
L2032[12:13:40] <Szernex>
FileSystems.getDefault().getPathMatcher
L2033[12:15:01] <diesieben07> not
sure
L2034[12:15:14] <diesieben07> but it does
say that its not specified how it behaves
L2035[12:15:22] <Szernex> great
L2036[12:15:28] <diesieben07> read the
javadocs man :P
L2037[12:15:46] <Szernex> how what
behaves actually?
L2038[12:15:48] <Szernex> globs?
L2039[12:16:08] <diesieben07> read the
javadocs on getPathMatcher
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L2041[12:17:10] <Szernex> awesome
L2042[12:17:12] <Szernex> -.-
L2043[12:18:17] <Szernex> well, with
regex it works
L2044[12:20:11] ***
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L2045[12:20:47] <shadekiller666> how
would one determine what the current camera transform type is
L2046[12:21:13] <shadekiller666> like
first_person or third_person 1 or third_person 2
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L2049[12:22:48] <diesieben07>
Minecraft.getMinecraft().gameSettings.thirdPersonView
L2050[12:23:02] <diesieben07> 0-2
L2051[12:23:34] <shadekiller666> 0 is 1st
person?
L2052[12:24:46] <diesieben07> yes
L2053[12:25:35] <shadekiller666> and 1-2
are both third
L2054[12:25:38] <diesieben07> yes
L2055[12:26:01] <shadekiller666>
thanks
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L2058[12:28:25] <shadekiller666> damn you
forge dev env and your <1.7 langauge level!
L2059[12:28:43] <shadekiller666> and why
the hell did it take them so long to add string support to
switches
L2060[12:29:02] <killjoy> In 1.5, it was
still java 5
L2061[12:29:12] <minecreatr> how can I
get if a certain coordinate for rendering text is off the visible
screen on client side
L2062[12:29:35] <killjoy> use a
negative?
L2063[12:30:21] <minecreatr> well I just
want to know if a certain coordinate is off the visible
screen
L2064[12:30:22] <diesieben07>
shadekiller666, because it's not trivial :D and they should support
it for everything.
L2065[12:30:49] <diesieben07> check if
it's >= 0 and <= width
L2066[12:31:00] <minecreatr> how do I get
the width?
L2067[12:31:10] <diesieben07>
Minecraft#displayWidth
L2068[12:31:25] <shadekiller666> diesie,
wouldn't it be better to use ScaledWidth
L2069[12:31:27] <killjoy>
mc.displayHeight/displayWidth
L2070[12:31:32] <diesieben07> no,
why?
L2071[12:31:50] <diesieben07> since your
text is also scaled...
L2072[12:31:58] <shadekiller666> do
displayWidth/Height factor in the size of the window?
L2073[12:32:03] <killjoy> Gui's draw
method automatically compensate for ScaledResolution
L2074[12:32:09] <shadekiller666> oh
ok
L2075[12:32:11] <killjoy> You only need
to use that if you're using a Tessallator
L2076[12:32:27] <killjoy> Are you?
L2077[12:32:53] <shadekiller666> i was
asking regarding minecreatr
L2078[12:32:59] <shadekiller666> i'm
doing command stuff atm
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L2087[12:54:36] <shadekiller666> O.o why
can the game all of a sudden not find
minecraft:textures/font/ascii.png...
L2088[12:56:43] <gigaherz> you broke the
resource pack list?
L2089[12:58:44] <shadekiller666> i didn't
touch the resource pack list
L2090[12:59:19] <gigaherz> no idea
then
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L2092[13:01:56] <shadekiller666> all i
did was comment out a function call that was calling to my own code
from my own code and saved the changes and all of a sudden the game
didn't know how to find the font texture sheet, nor the widgets
texture sheet that it uses for buttons and things...
L2093[13:02:41] <shadekiller666> and all
that function did was grab a modelresourcelocation from the item
currently held and copied the file to a different folder
L2094[13:03:15] <shadekiller666> a
relaunch seems to have fixed it for some reason...
L2095[13:04:04] <gigaherz> heh
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L2102[13:19:31] <Flenix> Hey all, trying
to use ray tracing to detect entities that the player is looking
at. Found some stuff on the web so using that, but it only works
for targetting blocks, not entities. I'm assuming this line is
probably the culprit for that; is there some sort of entity
alternative?
L2103[13:19:32] <Flenix>
MovingObjectPosition movingObjPos = world.rayTraceBlocks(vec3,
addedVector, true);
L2104[13:20:17] <Lumien> Look at the
Minecraft class
L2105[13:20:37] <diesieben07> Minecraft
has specific code for it but its client only
L2106[13:20:42] <diesieben07> look at
EntityRenderer.getMouseOver
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L2111[13:26:42] <Flenix> Client only? No
way to do it server-side? It's for PvP based stuff so don't want to
trust the client really
L2112[13:26:55]
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L2113[13:27:05] <diesieben07> you can do
it serverside, you just have to copy the code
L2114[13:27:51]
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L2115[13:28:53] <HassanS6000> How would I
make my entity search for other entities/enemies in a big
radius?
L2116[13:28:56] <HassanS6000> Greater
than 32 blox
L2117[13:29:07] <HassanS6000> 32 I think
is Vanilla's radius
L2118[13:29:18] <PaleoCrafter> uhm...
what
L2119[13:30:04] ***
cpw|out is now known as cpw
L2120[13:31:24] <Ivorius> 1) look for the
AI responsible for searching targets
L2121[13:31:25]
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L2122[13:31:28] <Ivorius> 2) modify the
values
L2123[13:31:34] <Ivorius> Welcome to
programming :P
L2124[13:31:50]
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L2125[13:31:52] <minecreatr> in the
OnConfigChangeEvent how do I get the changes to the config?
L2127[13:32:43] <PaleoCrafter> still no
likey the font :P
L2128[13:32:48] <diesieben07> minecreatr,
you don't, i think.
L2129[13:33:00] <minecreatr> then how do
I act upon it?
L2130[13:33:03] <Laceh> PaleoCrafter: I
told you if you have a better suggestion Im all ears XD
L2131[13:33:09] <diesieben07> you just
refresh whatever you have in your config.
L2132[13:33:16] <PaleoCrafter> something
pixely :P
L2133[13:33:20] <Ivorius> minecreatr:
Look at Configuration.hasChanged
L2134[13:33:37] <Ivorius> Every option
keeps its own dirty boolean
L2135[13:33:39]
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L2137[13:36:20] <PaleoCrafter> that looks
nice
L2138[13:36:31] <PaleoCrafter> have to
see it on a minecraft scale though :PÜ
L2139[13:36:45] <Laceh> >.>
L2140[13:39:06] <SnowDapples>
püpüpüpü
L2141[13:40:58] <HassanS6000> Ivorius,
I've tried that.
L2142[13:41:06] <HassanS6000> I'm not
THAT much of a dumbass
L2143[13:41:36] <diesieben07>
HassanS6000, SharedMonsterAttributes.followRange
L2144[13:41:40] <PaleoCrafter> you're
enough of a dumbass to not be able to change a value :P
L2145[13:41:53] <HassanS6000> :(
L2146[13:41:57] <HassanS6000> ty
diesieben07
L2147[13:42:21] <minecreatr> for some
reason the OnConfigChange event isn't firing, even though the
parent gui isn't a GuiConfig and the configID isn't null
L2149[13:44:10] <PaleoCrafter> mh
L2150[13:44:20] <PaleoCrafter> looks a
lot better :P
L2151[13:44:56] <Laceh> need to adjust
the terminal background colour
L2152[13:45:06]
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L2153[13:45:39]
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L2155[13:46:44] <Laceh> (and yes you can
change the background colour)
L2156[13:46:49] <Laceh> (and
foreground)
L2157[13:46:50] <PaleoCrafter> is that
pitch black? :P
L2158[13:46:55] <Laceh> yeah XD
L2159[13:46:58] <PaleoCrafter> meh
L2160[13:47:08] <PaleoCrafter> well, it
fits the terminal style, I suppose
L2161[13:47:15] <Laceh> yeah XD
L2162[13:47:16] <diesieben07> a middle
ground would be good
L2163[13:47:23] <diesieben07> not same
gray as the border but not pitch black
L2164[13:47:25] <Laceh> plus you can
change it on demand
L2165[13:47:35] <Laceh> diesieben07: got
a colour suggestion?
L2166[13:47:37] <PaleoCrafter> yeah, you
generally don't want to use 100% black or white
L2167[13:47:42] <diesieben07> darker
:P
L2168[13:48:21] <PaleoCrafter> #111111
would be enough
L2169[13:49:07] <Laceh> okay
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L2171[13:49:20] <diesieben07> yeah thats
good
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L2179[13:55:22] <diesieben07> pretty
=)
L2180[13:55:25] <PaleoCrafter> yep
L2181[13:55:37] <Laceh> lol
L2182[13:55:48] <PaleoCrafter> although
the top edge of the background is a little off, isn't it?
L2183[13:56:00] <PaleoCrafter> and why is
there blue/green along the border? :P
L2184[13:56:07] <mathew_653> Hey guys,
its me again, got a minor server to client sync issue, anyone got a
bit of time to help out?
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L2186[13:56:24] <PaleoCrafter> and why's
there such a large gap between the top border and the text?
:P
L2187[13:56:40] <laci200270> Lace this
font us very nice
L2188[13:56:46] <diesieben07> mathew,
describe your problem :P
L2189[13:56:53] <laci200270> *laceh
L2190[13:57:03] <laci200270> *is
L2191[13:57:50] <Mitchellbrine> Quick yes
or no question: Do you HAVE to register a dimension while loading
(pre-init, init, post-init)?
L2192[13:57:59] <laci200270> No
L2193[13:58:02] <mathew_653> I am using
an IExtendedEntityProperties to store infomation on the player but
when i run the command to set a var the client side event handlers
cannot see it, the server sees it as i did a var dump on the
load.
L2194[13:58:35] <Mitchellbrine>
Sweet
L2195[13:58:35] <mathew_653> The events
are onRenderPlayer and onRenderHand
L2196[13:58:39] <laci200270>
Mitchellbrine like mystraft or rftools
L2197[13:58:40] <diesieben07> yes of
course, things don't get synced by magic
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L2199[13:58:46] ***
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L2200[13:58:48] <diesieben07> you need to
send a packet when things change
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L2202[13:58:59] <Mitchellbrine> Yeah, I
thought so, laci, but I wanted to make sure that they weren't doing
hackery to do it
L2203[13:59:15] <diesieben07> do you need
it for the player only or for everyone in view distance?
L2204[13:59:16] <Szernex> is there a new
way of doing foreach loops ala "for (String s : strings) {
}" now?
L2205[13:59:25] <mathew_653> Everyone who
sees it
L2206[13:59:26] <diesieben07> no.
L2207[13:59:46] <mathew_653> The goal
will be to make the player invisable or appear as something
else
L2208[14:00:02] <diesieben07> ok mathew,
you need to send a packet to all tracking entities then, you get
them via
world.getEntityTracker().getTrackingPlayers(<entity>)
L2209[14:00:15] <diesieben07> and you
also need to send the packe twhne someone *starts* tracking (=
starts seeing) the player
L2210[14:00:18] <laci200270>
Mitchellbrine decomp and see it . :D
L2211[14:00:25] <diesieben07> you do that
via PlayerEvent.StartTracking
L2212[14:01:52] <mathew_653>
StartTracking is the server side one or is it 'common' aka
shared
L2213[14:02:03] <diesieben07> its
serverside of course
L2214[14:02:11] <diesieben07> the client
doesn't know about tracking
L2215[14:02:11] <mathew_653> Server only
though?
L2216[14:02:19] <diesieben07> what do you
mean by that?
L2217[14:02:19] <mathew_653> Thanks
L2218[14:02:42] <mathew_653> Well i
noticed some events need me to do world.isRemote to find out what
side we are operating on
L2219[14:03:10] <diesieben07> ah,
yeha
L2220[14:03:11] <diesieben07> not this
one
L2221[14:03:31] <diesieben07> client
doesn't knwo abotu tracking, it just gets told "spawn this
entity" and "delete this entity"
L2222[14:04:17] <mathew_653> Nice very
simple protocol, though i always through NBT was shared, aka like a
send NBT delta packet.
L2223[14:05:21] <diesieben07> NBT is for
saving to disk
L2224[14:05:22] <diesieben07> thats
all
L2225[14:06:05] <mathew_653> Lastly while
it is at mind, how easy is it to controll the clients camera? An
idea i had was to fiddle around for a bit of fun making an entity
that i can mind control.
L2226[14:06:23] <mathew_653> But i wanted
to be able to see from its eyes while it was under the
influance.
L2227[14:06:26] <Laceh> mathew_653:
theres an example on www.github.com/s0cks/exoskeleton look at the
Camo stuff
L2228[14:06:48] <Laceh> for making the
player appear as something else that is
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L2230[14:07:11] <mathew_653> I managed to
find out from morph mods code.
L2231[14:08:28] <Boreeas> does anyone
know why glBlendFunc(GL_ALPHA, GL_ONE_MINUS_SRC_ALPHA) throws 0x500
Invalid enums?
L2232[14:08:54] <Laceh> mathew_653:
yeah
L2233[14:09:01] <mathew_653> Thanks for
the information though
L2234[14:09:07] <diesieben07> Boreeas,
because GL_ALPHA is not valid there.
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L2237[14:09:45] <Boreeas> derp, right,
needs to be GL_ONE
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L2241[14:14:13] <Mitchellbrine> Is
registering a dimension a one-time thing? (Do I have to re-register
it on restart?)
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L2244[14:15:30] <mathew_653>
Mitchellbrine it is a one time event.
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L2246[14:16:03] <Mitchellbrine> I meant:
Do I have to re-register every time the game starts?
L2247[14:16:29] <mathew_653> No, when you
register in preinit or init it is there for all sessions.
L2248[14:16:40] <Mitchellbrine>
great
L2249[14:16:45] <mathew_653> Unless
another mod does something to remove it.
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L2252[14:23:51] <shadekiller666> !gc
ForgeVariant
L2253[14:24:17] <shadekiller666> !gc
BlockStateLoader.ForgeVariant
L2254[14:24:36] <diesieben07> thats not
how this works shadekiller666
L2255[14:24:39] <diesieben07> and YOU
should know that.
L2256[14:25:15] <shadekiller666> ok
L2257[14:25:32] ***
AFK is now known as Vigaro
L2258[14:25:33] <diesieben07> (as in:
MCPBot is for vanilla stuff only)
L2259[14:25:33] <HassanS6000>
diesieben07, chill lol
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L2292[14:30:16] <laci200270> Another
netsplit
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L2294[14:30:43] <diesieben07> come at me
HassanS6000 !
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(~MCPBot_Re@mcpbot.bspk.rs)
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⇨ Joins: core (~core@ilya.xxx)
L2327[14:31:19] <Joban> AYE LMAO!
L2328[14:31:29] <laci200270> Netspli
endef
L2329[14:31:34] <laci200270> *ended
L2330[14:31:54] *
Joban died of dysentery
L2331[14:32:02] <unascribed> it was
Calamity again
L2332[14:32:28] <mathew_653> xD
L2333[14:32:46] <laci200270> It seems
there is a problem with the espernet network
L2334[14:32:59] <mathew_653> Creeper in
the server room likely
L2335[14:33:58]
⇨ Joins: RawringNymNym
(~maria@bas1-brampton37-2925500128.dsl.bell.ca)
L2336[14:34:21] <laci200270> Or someone
forgot to feed the BR with yellorium ?
L2337[14:35:54] <PaleoCrafter> how dare
you use an emoji in IRC
L2338[14:36:04] <Kolatra> I can't even
see it. \o/
L2339[14:36:09] <Joban> =)
L2340[14:36:20] <PaleoCrafter> me
neither, that's the problem :P
L2341[14:36:20] <unascribed> It's a
white/gray smudge for me
L2342[14:36:23] <flappyy> how the
hell
L2343[14:36:31] <flappyy> does profont
have that
L2344[14:36:42] <laci200270> AndroIRC in
phone
L2345[14:36:50] <Joban> What irc clients
y'all using?
L2346[14:36:53] <flappyy> laci200270:
no
L2347[14:36:59] <Joban> mIRC here
L2348[14:37:00] <flappyy> as in the font
I sue
L2349[14:37:01] <unascribed> Konversation
on KDE 5 here
L2350[14:37:03] <flappyy> use*
L2351[14:37:18] <sham1> Hexchat
L2352[14:37:18] <flappyy> irssi via
screen
L2353[14:37:32] <laci200270> On android
AndroIRC in pc Pidgin
L2354[14:37:37] <Kolatra> Hexchat
L2355[14:37:38] <diesieben07> raw telnet
client
L2356[14:37:41] <diesieben07> you go die
now
L2357[14:37:52] <sham1> Never ask a
bot..
L2358[14:37:53] <unascribed> assuming
you're on Linux, it probably fell back to a different font that did
have the emoji, like DejaVu Sans
L2359[14:38:00] <unascribed> I'm using
Terminus and that's what happened for me
L2360[14:39:29] <mathew_653> HexChat
atm
L2361[14:39:32] <laci200270> what ykur
irc client displayed?
L2362[14:40:12] <flappyy> unascribed: oh
yeah probs
L2363[14:40:23] <mathew_653> Mine
displayed an unknown character under windows 7
L2364[14:40:34] <flappyy> diesieben07:
PRIVMSG #minecraftforge you too
L2365[14:41:26] <diesieben07> ?
L2366[14:42:00] <PaleoCrafter> inb4
diesieben07 doesn't get his own joke
L2367[14:42:23] <diesieben07> inb4
diesieben07 doesn't know that much about irc
L2368[14:42:59] <sham1> Telnet connection
to IRC is possible, but it is also obnoxous
L2369[14:43:07] <diesieben07> of course
it is :D
L2370[14:43:10] <sham1> :P
L2371[14:43:22]
⇨ Joins: sciguyryan
(~sciguyrya@80-254-76-219.dynamic.swissvpn.net)
L2372[14:43:23] <sham1> Biach pls, I use
UNIX sockets to connect
L2373[14:43:35] <Vigaro> I've used it
before to ask for help when I couldn't open a client
L2374[14:43:42] <Vigaro> But netcat
instead of telnet
L2375[14:43:51] <PaleoCrafter> u wat
m8
L2376[14:44:16] <PaleoCrafter> *wot
L2377[14:44:18] <mathew_653> Oh god
telnet.
L2378[14:44:19] <mathew_653> xD
L2379[14:44:24] <smbarbour> I use a
battery and needles to send messages directly over the twisted pair
ethernet. :P
L2380[14:44:33] <Vigaro> Telnet sucks
:P
L2381[14:44:39] <Vigaro> Like you press a
key and it sends it instantly
L2382[14:44:47] <Vigaro> Netcat waits for
an enter
L2383[14:45:02] <mathew_653> Or you
redirect the wrong devnode to your keyboard input
L2384[14:45:08] <Vigaro> (Telnet may be
better for use with scripts)
L2385[14:45:10] <mathew_653> and end up
kicked for spam for moving the mouse
L2386[14:45:11] <mathew_653> xD
L2387[14:46:35] <mathew_653> All this
talk about telnet reminds me
L2388[14:46:41] <laci200270> Telnet isn't
outdated?
L2389[14:46:57] <mathew_653> Telnet is
the father of all plain text
L2390[14:47:17] <laci200270> SSH isn't
newer?
L2391[14:47:42] <Joban> Telnet is
disabled by default on windows machines.
L2392[14:47:51] <laci200270> Yes
L2393[14:47:52] <Vigaro> Telnet and SSH
have different uses
L2394[14:48:00] <mathew_653> SSH is used
on alot of linux systems but embeded hardware uses telnet
often.
L2395[14:48:09] <mathew_653> If it is not
using TTL serial
L2396[14:48:24] <laci200270> Abd ssh will
be included in win10
L2397[14:48:25] <Vigaro> mathew_653: They
actually use unix sockets
L2398[14:48:29] <Vigaro> wut
L2399[14:48:31] <laci200270> *and
L2400[14:48:32] <Vigaro> SSH in
windows?
L2401[14:48:38] <mathew_653> It
exists.
L2402[14:48:39]
⇦ Quits: Termin8or (uid93719@id-93719.charlton.irccloud.com)
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L2403[14:48:39] <Vigaro> Client and/or
server?
L2404[14:48:44] <Vigaro> I know it
exists
L2405[14:48:49] <laci200270> Both
L2406[14:48:51] <Vigaro> But I wouldn't
expect it on stock
L2407[14:49:18] <mathew_653> All this
talk about ssh makes me think, how does one use a ssh server under
linux without using linux users?
L2408[14:49:48] <diesieben07>
putty?
L2409[14:50:09] <Vigaro> I think he means
on the server side
L2410[14:50:31]
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L2411[14:50:32] <mathew_653> Putty is a
client, i was referenceing the server end but this was more just a
brain spark as i've not really had that much means to fixup the nas
firmware i once built.
L2412[14:51:30] <williewillus> okay so
one of my server admin friends had a player who basically wrote a
self-recursing folder creator, so he gets directories like this and
he can't delete them with 7z or explorer, or even rmdir/del. whats
a good solution? :p
L2414[14:51:46] <Vigaro> mathew_653: I
don't see anything related to that in ssh's config file
L2415[14:51:58] <mathew_653> Yea, that is
what i thought.
L2416[14:51:59] <Vigaro> But I'm pretty
sure it can be done using 3rd party software or custom
scripts
L2417[14:52:01]
⇨ Joins: laci200270
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L2418[14:52:02] <diesieben07>
williewillus, unlocker
L2420[14:52:57] <mathew_653> Yea Vigaro,
Nore did I while researching drop bear.
L2421[14:53:33] <Vigaro> Are you typping
from mobile?
L2422[14:53:41] <mathew_653> Me?
L2423[14:53:43] <Vigaro> Yeah
L2424[14:53:48] <mathew_653> Nah
desktop
L2425[14:53:57] <Vigaro> Because I can't
understand what you meant with that phrase :P
L2426[14:54:02]
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(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com) (Quit:
Leaving)
L2427[14:54:09] <Vigaro> Well, I can
understand whant you meant
L2428[14:54:16] <mathew_653> ah dropbear
is a ssh server
L2429[14:54:20] <Vigaro> Ah
L2430[14:54:29] <Vigaro> Also,
"Nore" :P
L2431[14:54:47]
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L2432[14:55:00] <mathew_653> Either my
terrible dictionary skills or it is just another way of saying
Neither
L2433[14:55:14] <PaleoCrafter> you wanted
"nor" :P
L2434[14:55:19]
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L2435[14:55:22] <mathew_653> Ah thank
you.
L2436[14:56:17] <Vigaro> Speaking of SSH,
my server's SSH server isn't running
L2437[14:56:25]
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(gigaherz@92.Red-88-3-40.dynamicIP.rima-tde.net)
L2438[14:56:26] <PaleoCrafter>
"nore" apparently is "daughter-in-law" in
Friualian
L2439[14:56:32] <Vigaro> Looks like it
died when an upgrade failed
L2440[14:56:38] <Vigaro> PaleoCrafter: Or
crazy in slovenian
L2441[14:56:38]
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(~OnyxDarkK@cpc1-colc7-2-0-cust19.7-4.cable.virginm.net)
L2442[14:56:44] <mathew_653> Hey
diesieben07, I cannot find the methord getEntityTracker in the
world object or Entity objects
L2443[14:56:46] <PaleoCrafter>
really?
L2444[14:56:50] <PaleoCrafter> wiktionary
didn't spit that out
L2445[14:56:53] <Vigaro> According to
translate.google.com
L2446[14:56:54] <diesieben07> mathew_653,
WorldServer
L2447[14:56:59] <mathew_653> Thanks
L2448[14:57:03] <diesieben07> you can
cast any World to WorldServer on the ser5ver
L2449[14:57:10] <PaleoCrafter> oh,
wouldn't rely on that, Vigaro :P
L2450[14:57:49]
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L2452[14:58:56] <shadekiller666> hey,
diesie, if i wanted to do a check for (<object> instanceof
BlockStateLoader.ForgeVariant), which is a private static class,
how would i do so?
L2453[14:59:13]
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L2455[14:59:28] <diesieben07> get the
class using Class.forName and then do clazz.isInstance
L2456[15:00:06] <mathew_653> Gonna be off
for now true detective is on, catch you all some other time
L2457[15:00:30]
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L2461[15:05:33] <shadekiller666> would
the name be "BlockStateLoader.ForgeVariant"?
L2462[15:05:55] <diesieben07> no, you
need the package of course
L2463[15:06:02] <diesieben07> and inner
classes are separated with a $
L2464[15:09:23] ***
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L2468[15:17:39] <shadekiller666> ok, now
if i want to get in instance of ForgeVariant, what would it
be?
L2469[15:17:40]
⇦ Quits: Cojo (~Cojo@cpe-66-57-94-76.nc.res.rr.com) (Quit: If
we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L2470[15:18:01] <diesieben07> like make a
new instance?
L2471[15:18:46] <diesieben07> oh you said
"get in"...
L2472[15:18:48] <diesieben07> what do you
mean then?
L2473[15:19:01] ***
mumfrey is now known as Mumfrey
L2474[15:19:29] <shadekiller666> an
L2475[15:19:35] <diesieben07> so make a
new instance
L2476[15:19:50] <diesieben07> also...
what on earth are you doing? :D
L2477[15:19:57] <shadekiller666>
basically, making a new instance by casting <v>
L2478[15:20:03]
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L2479[15:20:14] <diesieben07> by casting?
wat
L2480[15:23:57] ***
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L2483[15:29:40] <shadekiller666> the
rendering tool needs an instance
L2484[15:29:59] <shadekiller666> for
getting a resourcelocation that points to the blockstate location i
think
L2485[15:30:17] <shadekiller666> by
casting the same object that i did clazz.isInstance(v)
L2486[15:30:18]
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L2487[15:31:21] <diesieben07> i have NO
idea what you are talking about
L2489[15:34:36] <diesieben07> where does
that getState method come from? I dont see it anywhere
L2490[15:35:29] <shadekiller666> its an
override to ModelBlockDefinition.Variant that i put into
ForgeVariant
L2491[15:35:35]
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L2492[15:35:54] <diesieben07> that class
(MBD.Variant) doesn't have a getState either
L2493[15:36:46] <shadekiller666> i think
i added that too, by default it returns modelRotation
L2494[15:36:59] <diesieben07> so since
you are modifying those thigns anyways
L2495[15:37:05] <diesieben07> why not
make the class non-private?
L2496[15:37:37] <shadekiller666> ok
then
L2497[15:37:43]
⇦ Quits: Raga_BM (~K@125.161.82.190) (Quit:
Raga_BM)
L2498[15:37:44] <shadekiller666> thats
what i was doing originally :p
L2499[15:38:53]
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L2501[15:41:01] ***
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L2504[15:48:01] ***
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L2505[15:50:00] <shadekiller666> and now
it can't find GradleStart...
L2506[15:51:23] <Subaraki> anyone worked
with biomes in dimension here ? our's arent working and vanilla
biomes are the ones detected !
L2507[15:52:05]
⇨ Joins: Michael_
(~Michael_@93-173-154-44.bb.netvision.net.il)
L2508[15:54:09] <Michael_> Can anyone
help me? When I deobf computercraft with CC it crashes, saying
getUnlocalizedName doesnt exist, probably as a result of deobf not
working. When I try to deobf with BON2, computercraft computers
dont work, saying Error Mounting Computercraft/lua/rom
L2509[15:54:24]
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(~Loetkolbe@ipb2197df6.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L2510[15:56:36]
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(~killjoy@cpe-24-74-204-200.ec.res.rr.com)
L2511[15:56:54] <Subaraki> why do you de
obf them ?
L2512[15:56:58]
⇦ Quits: Renari (~Renari@50.32.214.238) (Read error:
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L2513[15:57:02] <Subaraki> or use jd
gui
L2514[15:57:09]
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L2518[15:59:32] <Michael_> I cant run
obfuscated computercraft in a deobfuscated enviroment
L2519[15:59:54] <shadekiller666> put
CodeChickenCore in your mods folder
L2521[16:00:00] <gudenau> How could I fix
this?
L2522[16:00:52] <Michael_> Yeah I tried.
In my Original message I meant CCC not CC
L2523[16:01:06] <sham1> Colour correction
mod HYPE
L2524[16:01:15]
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L2529[16:03:59] <sham1> Also I am sad
that Waila for 1.8 is just so buggy...
L2530[16:04:08] <gudenau> You OK
killjoy?
L2531[16:04:09] <Szernex> jesus christ
java Paths are confusing me...
L2532[16:04:39]
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leaving)
L2533[16:04:48] <gudenau> What do you
mean by the Szernex?
L2534[16:04:49]
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L2535[16:05:07] <Szernex> I don't
understand how exactly they work
L2536[16:05:21]
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L2537[16:05:23] <gudenau> It looks for
the needed files in order of the path.
L2538[16:05:32] <Szernex> wat
L2539[16:05:53]
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L2540[16:06:06] <Szernex> diesieben07 you
don't happen to be well versed using the nio stuff?
L2541[16:06:06] <Michael_> Anyone here
know how to get CCC deobfuscation to work. I gave it the MCP conf
folder from the MCP website
L2542[16:06:14]
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L2543[16:06:16] <gudenau> If your path is
"forge:minecraft:javaLibs" it looks in forge first, then
minecraft, then javaLibs.
L2544[16:06:23] <Szernex> I'm not talking
about that
L2545[16:06:36] <gudenau> Ah, then what
are you talking about?
L2546[16:06:48] <Szernex> I'm talking
about everything in the java.nio.file package
L2547[16:06:59]
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L2548[16:07:07] <gudenau> Oh, like
"./file.txt"?
L2549[16:07:13] ***
Illy|BRB is now known as Illyohs
L2550[16:07:23] <Szernex> kinda
L2551[16:07:28] <Szernex> using Path
objects instead of File
L2552[16:07:41] <gudenau> Oh, so
"method://file"
L2553[16:09:15]
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L2560[16:15:39] <mathew_653> Hey
guys
L2561[16:16:03]
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L2569[16:21:04] <mathew_653> Anyone know
a good way to create a second connection on a server on loopback
for server testing?
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L2571[16:21:31] <bob_twinkles> you can
use the runClient task to start another client
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L2575[16:23:15] <mathew_653> Hmm just got
a cast exception, this line casued it EntityPlayer[] players =
(EntityPlayer[])
WorldServ.getEntityTracker().getTrackingPlayers(player).toArray();
L2576[16:23:40] <mathew_653> That is
casting a Set<EntityPlayer> to an array.
L2577[16:23:52] <gigaherz_d> are you sure
the array would be of EntityPlayer and not EntityPlayerMP?
L2578[16:24:01] <williewillus> that
should still work tho
L2579[16:24:06] <williewillus> because
java arrays are covariant
L2580[16:24:10] <gigaherz_d> ah?
L2581[16:24:11] <gigaherz_d> nice
L2582[16:24:13] <gigaherz_d> didn't
know
L2583[16:24:18] <Ordinastie> the error
tells you what cast is wrong
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L2586[16:24:30] <gigaherz_d> really
mathew_653, best way to fix this
L2587[16:24:35] <gigaherz_d> save the
return value to a variable
L2588[16:24:40] <gigaherz_d> then put a
breakpoint right AT the cast
L2589[16:24:41] <williewillus> yep,
(Object[]) subclass[] is a valid thing
L2590[16:24:45] <gigaherz_d> so you can
see the type of the origin
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L2592[16:25:00] <gigaherz_d>
williewillus: yeah I read about covariance and contravariance, C#
also support some of that
L2593[16:25:02] <mathew_653> i've seen
another methord in the java doc
L2594[16:25:12] <mathew_653> Gonna swap
it out for that
L2595[16:25:23] <gigaherz_d> mathew_653:
really, just store it in a variable first, and see what type it
is
L2596[16:25:30] <gigaherz_d> maybe you
simply got the wrong type
L2597[16:25:43] <gigaherz_d> maybe it's
EntityLiving instead of EntityPlayer and you are upcasting instead
of downcasting
L2598[16:25:56] <gigaherz_d> takes a
minute to check ;P
L2599[16:25:57] <mathew_653> Nah i know
it is i looked at the function i am calling
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L2603[16:32:52] <mathew_653> Ah that
fixed it xD
L2604[16:33:19] <mathew_653> Not pretty
but it seems using EntityPlayer[]
players=WorldServ.getEntityTracker().getTrackingPlayers(player).toArray(new
EntityPlayer[WorldServ.getEntityTracker().getTrackingPlayers(player).size()]);
L2605[16:33:22] <mathew_653> fixed
it
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L2608[16:34:09] <gigaherz_d> that looks
wrong
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L2610[16:34:14] <gigaherz_d> or at least
redundant
L2611[16:34:31] <gigaherz_d> pleasecan
you store
"WorldServ.getEntityTracker().getTrackingPlayers(player)"
in a variable and reuse it? XD
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L2614[16:35:26] <mathew_653> I will now I
have no errors
L2615[16:35:27] <mathew_653> xD
L2616[16:35:49] <mathew_653> I fully
agree it is not tidy
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L2620[16:40:58] <Szernex> is there a
difference between Paths.get and FileSystems.getDefault().getPath
?
L2621[16:41:39] <Szernex> okay
nevermind
L2622[16:41:43] <Szernex> it's
identical
L2623[16:41:49] <Ivorius> I was about to
say
L2624[16:41:52] <Ivorius> Can you read
code
L2625[16:42:11] <Szernex> no, but I can
read documentation if I'm not too lazy
L2626[16:42:21] <gigaherz_d> yeah google
confirms Paths.get is just a convenience wrapper for the other
one
L2627[16:42:34] <Michael_> Does anyone
have any idea why CCC deobf isn't working for me?
L2628[16:47:37] <gigaherz_d> well given
that no one seems to be interested in hacking your computer and
looking for themselves,
L2629[16:47:39] <gigaherz_d> what is your
issue?
L2630[16:47:51] <gigaherz_d> can you
pastebin/gist the logs?
L2631[16:48:02] <gigaherz_d> does it show
any error message?
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L2635[16:51:48] <Ordinastie> mathew_653,
new EntityPlayer[0] would work too
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L2640[17:02:35] <shadekiller666> what the
fuck
L2641[17:03:01] <shadekiller666> eclipse
keeps forgetting where GradleStart is...
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L2645[17:06:32] <ThePsionic>
shadekiller666: I see what your problem is
L2646[17:06:46] <ThePsionic> You're using
eclipse
L2647[17:06:56] <shadekiller666> tell
that to forgegradle
L2648[17:07:11] <shadekiller666> i'm in
the forge dev env, so i don't have much of a damn choice do i
L2650[17:10:08] <heldplayer> iChun being
pushed in a canal by Lex ^
L2651[17:10:09] <pig> y u do dis
L2652[17:10:12] <pig> y u do dis
lex
L2653[17:10:23] <Illyohs> ok now
kith
L2654[17:10:37] <ThePsionic> lex
pls
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L2657[17:11:34] <mathew_653> Nice one
lex!
L2658[17:12:01] <Jake_Evans> lmao pig,
you were so dramatic
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L2660[17:12:34] <pig> shh
L2661[17:12:35] <Kolatra> LOL that
yelp!
L2662[17:12:37] <Flashfire> Can someone
tell me whether or not NBTCompounds can hold different kinds of
values with multiple types?
L2663[17:12:40] <pig> its for the
twatters
L2664[17:12:59] <gigaherz_d> Flashfire:
what?
L2665[17:13:12] <Flashfire> My
worldSavedData seemed to be working but I added another field and
readFromNBT no longer got called when I joined the world
L2666[17:13:38] <mathew_653> It is all
starting to work yay!
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L2668[17:14:03] <mathew_653> Now for a
multiplayer test
L2669[17:14:16] <mathew_653> Dedicated
servers are awesome :D
L2670[17:14:35] <Flashfire> Can I only
store data in one key of an NBTCompound?
L2671[17:15:04] <mathew_653> Nah
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L2675[17:16:28] <Flashfire> Not sure why
adding another field makes it stop working then
L2676[17:16:38] <Flashfire> Unless they
have to be of the same type
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L2678[17:16:41] <mathew_653> What is
breaking?
L2679[17:17:03] <Flashfire> My
worldSavedData class saves but never loads since I added a second
field
L2680[17:17:22] <mathew_653> Are you
loading your var after saving?
L2681[17:17:45] <Flashfire> No, it should
read automatically when I start the world
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L2683[17:18:11] <mathew_653> Usally when
handling NBT there is usally a save and load methord.
L2684[17:18:33] <Flashfire> I have
writeToNBT and readFromNBT and the set and get methods
L2685[17:18:55] <mathew_653> readfrom and
write to reflect each other key wise?
L2686[17:19:11] <Flashfire> Yes
L2687[17:19:22] <Flashfire> It worked
fine until I added a boolean field
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L2689[17:20:08] <mathew_653> You should
post your source, it will help us see what your doing.
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L2692[17:22:21] <mathew_653> This might
be something
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L2694[17:23:09] <mathew_653> Cross
referenceing some code here it looks like the compound tag is
passed an NBTTagCompound class
L2695[17:23:56] <Flashfire> You mean
that's what it's doing or what I should do?
L2697[17:24:09] <mathew_653> What you
should do.
L2698[17:24:16] <Flashfire> Ah
L2699[17:24:41] <Flashfire> Makes
sense
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L2701[17:25:35] <Flashfire> Why are you
using a compound for only one field though?
L2702[17:25:50] <mathew_653> Because it
is partially implemented
L2703[17:25:54] <Flashfire> Ah, I
see
L2704[17:26:11] <mathew_653> There will
be some more parts to this including what we want the player to
look like etc.
L2705[17:26:16] <Flashfire> So I can set
multiple fields in an NBTTagCompound but not NBTCompound?
L2706[17:26:53] <Flashfire> Wait sorry I
misread something
L2707[17:26:56] <mathew_653> Not cirtain
NBT classes are't my strong point.
L2708[17:26:57] <Flashfire> Now I'm just
confused
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L2710[17:28:35] <mathew_653>
NBTTagCompound is a class what makes a NBT tag what contains a set
of sub keys, simular to the software key in the registry for
example.
L2711[17:29:26] <Flashfire> But why does
putting a tagcompound within another one make it possible to store
multiple values?
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L2713[17:32:33] <mathew_653> I don't know
but you could use tostring on a NBTTagCompount to see what it is
doing.
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L2715[17:33:00] <mathew_653> Looks like
its just pushing it all onto a hashmap
L2716[17:33:13] <mathew_653> I mean a
map
L2717[17:33:31] <mathew_653> Sorry brains
stuck between two places.
L2718[17:33:46] <Flashfire> Ah, so it
only stores values of one type?
L2719[17:34:07] <Flashfire> I have a
boolean and a long which would explain why if that's what it
does
L2720[17:36:06] <mathew_653> The map
contains a bunch of NBTBase entryies.
L2721[17:37:23] <mathew_653> So the map
only Stores NBTBase entryies but in reality an NBTBase entry could
be any type what can be stored as NBT
L2722[17:38:10] <Flashfire> Then I don't
get why two different fields with different types prevents my class
from loading
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L2724[17:38:55] <Lex_> fuck are you
doing?
L2725[17:38:59] <Lex_> code and
logs
L2726[17:39:03] <Lex_> repeate that
mantra
L2727[17:39:28] <primetoxinz> anyone know
of a mod that let's you open other players inventories?
L2728[17:39:44] <mathew_653>
PlumaticCraft i think
L2729[17:39:55] <mathew_653> Through that
player inventory block.
L2730[17:39:59] <Flashfire> I don't even
know how to post stuff to the log because what I've tried hasn't
worked
L2731[17:40:10] <primetoxinz> I mean OP
commands
L2732[17:40:31] <primetoxinz> servertools
has it but only if the player is online
L2733[17:40:58] <mathew_653> I don't
think there are any but if you need offline access you could use
NBTexplorer and open up their player.dat
L2734[17:41:02] <williewillus> ^
L2735[17:41:20] <primetoxinz> ahh,
ok
L2736[17:41:41] <primetoxinz> I wonder,
could something like that be made?
L2737[17:42:02] <primetoxinz> a gui with
the persons player.day
L2738[17:42:13] <primetoxinz> dat*
L2739[17:42:15] <williewillus> sure, but
unless youre planning to modify it why would you need a gui
L2740[17:42:26] <mathew_653> Yes, because
if the server can see it, so can any mod.
L2741[17:42:31] <williewillus> and
modifying it offline is meh
L2742[17:42:47] <primetoxinz> well, the
person who has the item was banned
L2743[17:42:50] <primetoxinz> so :/
L2744[17:43:09] <williewillus> open the
player.dat then?
L2745[17:43:10] <primetoxinz> might have
the item*
L2746[17:43:27] <primetoxinz> doesn't
really matter, I just wondered if it existed
L2747[17:43:55] <mathew_653> What client
you targeitng also?
L2748[17:44:03] <mathew_653>
*targeting
L2749[17:44:13] <primetoxinz> what do you
mean?
L2750[17:44:42] <mathew_653> if your
targeting a 1.7.10 server you will have different options to say a
1.8
L2751[17:45:08] <primetoxinz> oh, yeah
1.7.10
L2752[17:46:46] <mathew_653> I've not
seen anything knocking around for 1.7.10
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L2755[17:50:24] <smbarbour> If you just
need to access a banned player's inventory and you don't want to
muck with NBT editing, just make a backup of your own player.dat
and rename the other player's player.dat to your own UUID
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L2758[17:53:30] <mathew_653> I'm off for
now guys, see you around.
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L2766[18:13:37] <shadekiller666> ok
L2767[18:14:11] <shadekiller666> is there
something wrong with calling
Minecraft.getMinecraft().reloadResources() or whatever the actual
method is from within a command?
L2768[18:14:55] <shadekiller666> every
third time i call it from a command the game forgets where the
texture sheets are, crashes, and then can't find GradleStart the
next time i try to launch...
L2769[18:15:54] <Ordinastie> well, if
it's realiably the third time, it should be fairly easy to
debug
L2770[18:18:01] <Laceh> lol Ive decided
to take a break from the filesystem, (will work on it later tonight
maybe) to write a 8086 emulator :D
L2771[18:18:32] <ThePsionic> Laceh: make
a Java interpreter with Forge
L2772[18:18:33] <shadekiller666> its
not
L2773[18:18:43] <ThePsionic> So you can
mod while playing a mod
L2774[18:18:50] <gigaherz_d> lol
L2775[18:18:53] <Laceh> lol
L2776[18:19:00] <gigaherz_d> program mods
using mc redstone
L2777[18:19:04] <gigaherz_d> then compile
them to .class files
L2778[18:19:05] <gigaherz_d> XD
L2779[18:19:08] <Laceh> Im putting java
in the poll for what language I should add next to KPC
L2780[18:19:49] <ThePsionic> write binary
using a 32x32 field that you can put redstone in
L2781[18:20:02] <gigaherz_d> ThePsionic:
no wait
L2782[18:20:06] <gigaherz_d> that'd be
perfect for a logic matrix!
L2783[18:20:17] <ThePsionic> yes
L2784[18:20:19] <ThePsionic> yesss
L2785[18:20:52]
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L2787[18:22:08] <gigaherz_d> hmm actually
can't that already be achieved using plain old redstone? ;P
L2788[18:22:55] <gigaherz_d> hmmm but not
in a optimally compact way
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L2791[18:23:43] <gigaherz_d> we'd need a
redstone block that has in/out sides, emits the highest input to
all the sides, BUT emits a NEGATED output on the top
L2792[18:27:10] <shadekiller666> does
anyone have an example of how to build the list to return from
addTabCompletionOptions for a complex command? do you just have to
do a crap ton of if/else?
L2793[18:27:48] <shadekiller666> giga,
yes, PLAs can be built with vanilla redstone
L2794[18:27:52] <shadekiller666> i've
built a couple
L2795[18:28:21] <shadekiller666>
ALUs/CPUs are fun
L2796[18:28:39]
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L2797[18:28:53] <tmtu> Laceh: KPC?
L2798[18:29:12] <Laceh> tmtu: the
computer mod Ive been developing for the past 3 days
L2800[18:31:55]
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L2802[18:47:04] <Flashfire> I finally
found out what was causing my worldSaveData reading problem
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L2816[19:16:13] <Lex_> For anyone who
didnt see before dropbox nuked it:
forgedevelop.com/BigAmericanMakesTinyAsianWet.mp4
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L2818[19:17:12] <TehNut> That was
wonderful.
L2819[19:17:25] <Illyohs> 0.o dat name is
soo... I LOVE IT!
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L2824[19:18:58] <shadekiller666> diesie,
could i get some help with git real quick?
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L2828[19:28:11] <Thisguy_> Heyo
L2829[19:28:51] <Thisguy_> Is there
anyone here?
L2830[19:29:55] <williewillus> nope
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L2832[19:30:02] <Thisguy_> Heh
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L2834[19:30:43] <Thisguy_> How would you
like to help an idiot?
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L2837[19:32:12] <williewillus> what
with?
L2838[19:32:21] <williewillus> just ask
and if someone has a solution theyll answer
L2839[19:32:44] <Thisguy_> Alright, well,
I'm trying to get Forge 1448 on a buddy's headless
L2840[19:33:16] <Thisguy_> I've got
forge, minecraft 1.7.10 with the correct name, and the mods, I need
the libraries, but I never know where to find 'em.
L2841[19:33:37] <williewillus> you have
the forge jar and the vnanilla jar together in the same dir?
L2842[19:33:42] <Thisguy_> Yes
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L2846[19:45:03] <killjoy> I just got an
idea for an atlas mod, but I'm afraid nobody would use it because
they're all using minimaps
L2847[19:46:11] <gigaherz_d> there's an
atlas book
L2848[19:46:16] <Thisguy_> I love the
sound of that, actually, I know a couple of people who would like
the flavor.
L2849[19:46:18] <gigaherz_d> used it in
Regrowth
L2850[19:46:24] <gigaherz_d> it uses
empty maps
L2851[19:46:33] <gigaherz_d> and manages
multiple maps including different size layers
L2852[19:46:38] <Thisguy_> Oh, nice
L2853[19:46:52] <gigaherz_d> and you can
"pin" locations
L2854[19:46:56] <gigaherz_d>
(waypoints)
L2855[19:47:03] <gigaherz_d> they draw as
actual pins on the map ;P
L2856[19:47:20] <gigaherz_d> it was nice
enough
L2857[19:47:25] <gigaherz_d> but I still
prefer a proper minimap XD
L2858[19:47:27] <killjoy> Do the pins
change angles as you scroll?
L2859[19:47:38] <gigaherz_d> you can't
"scroll" per se
L2860[19:47:49] <gigaherz_d> it's like
the real-life atlas books
L2861[19:47:49] <killjoy> move the map
around?
L2862[19:47:54] <killjoy> Or is it just a
book of maps?
L2863[19:47:55] <gigaherz_d> they have
one map "page" per page
L2864[19:48:05] <gigaherz_d> butit can
show the right map automatically
L2865[19:48:06] <killjoy> They can't fold
out?
L2866[19:48:39] <gigaherz_d> sec let me
boot regrowth so I can tell which mod it's from and find you a
spotlight
L2867[19:48:40] <gigaherz_d> XD
L2868[19:49:02] <killjoy> Antique
Atlas?
L2869[19:49:26] <gigaherz_d> no I think
it was called just "Atlas"
L2870[19:49:39] <gigaherz_d> it looked
like a blue book with an emerald-colored icon in the center
L2871[19:50:05] <gigaherz_d> oh wait it's
bibliocraft?
L2872[19:50:10] <killjoy> I found a mod
review for antique atlas, but the linked to the 9minecraft
page
L2873[19:50:34] <gigaherz_d> nah not that
one
L2875[19:50:36] <gigaherz_d> looks like
this
L2876[19:50:42] <killjoy> Antique Atlas
makes it look like an old rpg
L2877[19:50:48] <gigaherz_d> sorta
L2879[19:50:51] <gigaherz_d> that looks
like an older version
L2880[19:51:01] <gigaherz_d> yeah that's
cool
L2881[19:51:46] <gigaherz_d> yep Atlas,
from Bibliocraft
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L2884[19:53:47] <gigaherz_d> it's a 3D
pin
L2885[19:53:51] <gigaherz_d> it actually
sticks out
L2886[19:54:58] <killjoy> Oh, it's
actually an in hand item, not a gui
L2887[19:55:05] <gigaherz_d> yup, like
the map
L2889[19:55:37] <killjoy> How does it
look in an item frame?
L2890[19:56:05] <gigaherz_d> let me build
an item frame XD
L2891[19:56:19] <killjoy> It probably
just renders as an item
L2892[19:56:27] <gigaherz_d> shows the
hotbar icon
L2893[19:56:32] <gigaherz_d> doesn't draw
as a map
L2894[19:56:39] <gigaherz_d> you'd have
to remove the map item from inside it
L2895[19:56:39] <Thisguy_> I found those
libraries, actually
L2896[19:56:45] <gigaherz_d> and yes, it
uses the actual maps
L2897[19:57:02] <gigaherz_d> it's
"just" a map holder which automatically "uses"
a map when none exists for the chosen location+zoom level
L2898[19:58:31] <killjoy> I'm going to
have to play around with that and see if I can improve upon
it
L2899[19:58:35] <gigaherz_d> heh
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L2902[19:59:18] <gigaherz_d> I like the
idea for "pure" survivalists
L2903[19:59:30] <gigaherz_d> but I'd
rather have an item-free minimap
L2904[19:59:34] <gigaherz_d> or maybe
rather
L2905[19:59:41] <gigaherz_d> I'd probably
prefer a tech-based minimap
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L2914[20:12:40] <voxelv> can anyone help
me with RFTools?
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L2916[20:16:57] <alekso56> i want to do
string out =
MinecraftServer.getServer().handleRConCommand("commandhere");
is there a method to do this without horribly crashing?
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L2920[20:20:36] <alekso56> nvm, made my
own class
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L2923[20:25:16] *
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L2933[20:36:40] <pibx10> hello
L2934[20:36:51] <shadekiller666> anyone
in here good with quaternions?
L2935[20:37:14] <pibx10> so how do i make
a new egg that drops items rather than a chicken?
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L2937[20:37:25] <gigaherz> the egg is an
entity
L2938[20:37:27] <gigaherz> so
L2939[20:37:29] <williewillus> extend the
egg item/entity?
L2940[20:37:32] <gigaherz> make a new
EntityThrowable
L2941[20:37:33] <pibx10> currently i got
it to spawn the entity item at the players position
L2942[20:37:45] <gigaherz> then handle
onImpact
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L2944[20:37:59] <pibx10> i just need to
figure out how to get the position that the projectile hits
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L2946[20:38:27] <Joban> I am the
walrus!
L2947[20:38:27] <gigaherz> oh
L2948[20:38:30] <gigaherz> onImpact
L2949[20:38:34] <gigaherz> has
MovingObjectPosition
L2950[20:38:59] <gigaherz> which contains
the exact position, along with a way to obtain the
BlockPos+Side
L2952[20:40:02] <gigaherz> just look at
entities inheriting EntityThrowable
L2953[20:40:08] <gigaherz> there's bound
to be a good example of it ;P
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L2956[20:45:04] <pibx10> how do i get the
metadata of an entity item
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L2960[20:45:23] <gigaherz> pibx10:
what?
L2961[20:45:35] <gigaherz> oh you mean of
the actual "entityitem"
L2962[20:45:42] <gigaherz> from an item
that's on the ground
L2963[20:45:55] <pibx10> yea so if i
throw an egg with metadata 0 spawn this item, etc
L2964[20:46:23] <gigaherz> uh when you
*throw* the egg
L2965[20:46:28] <gigaherz> it's en
EntityEgg
L2966[20:46:31] <gigaherz> not the
EntityItem
L2967[20:46:55] <pibx10> but its the item
that you right click to spawn the egg
L2968[20:46:58] <pibx10> entity egg
L2969[20:47:04] <gigaherz> yes but it's
an EntityEgg
L2970[20:47:13] <gigaherz> it doesn't
have any knowledge of the ITEM it used to spawn
L2971[20:47:19] <pibx10> hmm
L2972[20:47:23] <gigaherz> it's *just* an
EntityEgg
L2973[20:47:29] <pibx10> alright
L2974[20:47:29] <gigaherz> if you want to
throw something else that spawn another thing
L2975[20:47:36] <gigaherz> you'll need
you OWN EntityThrowable
L2976[20:47:42] <pibx10> alright
L2977[20:47:43] <gigaherz> which is not
EntityEgg
L2978[20:47:45] <gigaherz> ;P
L2979[20:48:40] <pibx10> pastebin for
images
L2980[20:48:48] <gigaherz> tinypic
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L2983[20:49:04] <pibx10> thats what i
have so far
L2984[20:49:20] <gigaherz> you need the
other constructors too
L2985[20:49:22] <pibx10> i just want to
spawn an entity with the metadata of the item used to spawn
it
L2986[20:49:24] <gigaherz> for syncing
with client
L2987[20:49:31] <gigaherz> look at
EntityEgg
L2988[20:49:35] <gigaherz> you need all 3
constructors
L2989[20:50:24] <gigaherz> what's
"this.g"?
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L2991[20:51:18] <pibx10> ignore that, i
was just trying to do something like this.getDamage but that
obviously doesent work
L2992[20:51:25] <gigaherz> ah
L2993[20:51:29] <gigaherz> okay here is
how you want to do this
L2994[20:51:31] <pibx10> just to show you
where i would put a variable int that is the metadata
L2995[20:51:33] <gigaherz> see your
existing constructor?
L2996[20:51:39] <pibx10> yes
L2997[20:51:54] <gigaherz> add "int
metadata" at the end
L2998[20:51:58] <gigaherz> and save it
;P
L2999[20:52:07] <gigaherz> (to a
field)
L3000[20:52:15] <gigaherz> then
L3001[20:52:37] <gigaherz> when creating
the endity, use new EntityParasiteEgg(........,
stack.getItemDamage())
L3002[20:53:08] <gigaherz> entity*
L3004[20:54:42] <pibx10> thats obviously
wrong let me fix it a littl
L3005[20:55:24] <gigaherz> use gist, then
you can edit and make new revisions of the code ;p
L3006[20:55:38] <pibx10> i think i just
need to get the position again
L3007[20:55:44] <pibx10> the posX
etc
L3008[20:56:00] <pibx10> and then just us
stack.getItemDamage instead of the new itemstack thing
L3009[20:56:48] <gigaherz> hmmm
L3010[20:57:04] <gigaherz> actually I
don't use that constructor version
L3011[20:57:10] <gigaherz> I use the one
that takes an EntityLiving
L3012[20:57:24] <gigaherz> which is
stored in the entity for later use in
".getThrower()"
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L3014[20:57:37] <gigaherz> the
EntityThrowable takes care of computing direction and speed for
you
L3015[20:57:48] <pibx10> alright so store
the metadata value in the entityliving constructor and use
that?
L3016[20:57:59] <gigaherz> nonono
L3017[20:58:03] <pibx10> lol
L3018[20:58:16] <gigaherz> the
EntityThrowable has more than one constructor
L3019[20:58:22] <pibx10> yea i know
L3020[20:58:31] <pibx10> i was saying the
one with the EntityLiving in it
L3022[20:58:52] <gigaherz> ah
L3023[20:58:53] <gigaherz> yes ;:p
L3024[20:59:27] <gigaherz> hmmmm
L3025[20:59:37] <gigaherz> I'm actually
wondering how this works at all
L3026[20:59:38] <gigaherz> XD
L3027[20:59:42] <gigaherz> oh wait I
remember
L3028[20:59:52] <gigaherz> the
"stackForRendering is only abstract
L3029[21:01:19] <gigaherz> (I mean, it's
used internally on the subclasses only)
L3030[21:01:36] <gigaherz> there made
them protected
L3031[21:02:12] <pibx10> alright it works
lol, now i need to figure out how to get a custom render
L3032[21:02:18] <pibx10> so it shows it
throwing
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L3034[21:03:52] <gigaherz> use
RenderSnowball, it lets oyu pass an Item to render as ;P
L3035[21:04:20] <Corosus> yeah its nice,
should be renamed to something more generically awesome
L3036[21:04:37] <Vigaro>
RenderItemAsEntity?
L3037[21:04:46] <Corosus> totally
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L3041[21:07:30] <gigaherz> here's how I
did use it in the past ;P
L3042[21:08:16] <pibx10> can i just add
new RenderSnowball(ItemRegistry.baseEgg, metadata); to the on
impact method?
L3043[21:08:34] <gigaherz> no
L3044[21:08:47] <gigaherz> you register
the entity renderer on your clientproxy
L3045[21:09:00] <gigaherz> BUT
L3047[21:09:22] <gigaherz> I did write
one that obtains the stack used to render from the entity
L3048[21:09:23] <gigaherz> although
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L3051[21:09:45] <gigaherz> this only
works because I have an entity subclass for each actual
entity
L3052[21:09:50] <gigaherz> so it's
probably not useful to you
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L3054[21:11:40] <pibx10> sorry im not
really sure how to register the renderer
L3055[21:11:48] <pibx10> i need to get
the metadata
L3056[21:12:00] <pibx10> right to
determine the item to show, but i cant in the client proxy
L3057[21:12:08] <gigaherz> I'm trying to
think if the metadata exists AT ALL in the client
L3058[21:12:12] <gigaherz> it may be that
the client doesn't know
L3059[21:12:20] <gigaherz> so if that's
the case, it wouldn't matter
L3060[21:12:33] <gigaherz> nono
pibx10
L3061[21:12:51] <gigaherz> if you can't
have one Entity class for each different "meta"
L3062[21:12:59] <williewillus> what are
yall trying to do?
L3063[21:13:00] <gigaherz> thne
RenderSnowball isn't fit for you
L3064[21:13:12] <pibx10> alright lol that
sucks i will have hundreds
L3065[21:13:22] <gigaherz> williewillus:
pibx10 wants to make an EntityThrowable that changes icon depending
on which subitem has been used to throw
L3066[21:13:40] <williewillus> roll your
own renderer that rips off the rendersnowball
L3067[21:13:44] <williewillus> but change
it too lookup meta
L3068[21:14:44] <gigaherz> that's the
issue
L3069[21:15:03] <williewillus> wait
L3070[21:15:07] <gigaherz> I believe the
client version of the entity is constructed WITHOUT that info
L3071[21:15:14] <gigaherz> and the
renderer uses the client version
L3072[21:15:16] <williewillus> ???
L3073[21:15:36] <williewillus> also
rendersnowball takes a meta argument
L3074[21:15:41] <williewillus> in 1.7 at
least lemme check 1.8
L3075[21:16:01] <gigaherz> williewillus:
he needs to know things about the entity at runtime, not when
registering ;P
L3076[21:16:14] <pibx10> im on 1.7
L3077[21:16:24] <williewillus> you don't
need to know anything about the entity..
L3078[21:16:38] <williewillus> if you're
using rendersnowball all you need to tell the renderer is what item
to use and what meta to use
L3079[21:16:47] <gigaherz> that's why
RenderSnowball isn't fit for him
L3080[21:16:57] <gigaherz> because he
doesn't know in advance which meta to use
L3081[21:16:59] <pibx10> but i was told
to register it in the client proxy which doesent have meta
lol
L3082[21:17:01] <williewillus> different
subitems launch different entities right?
L3083[21:17:04] <gigaherz> nope
L3084[21:17:05] <gigaherz> same one
L3085[21:17:08] <gigaherz> or that's the
idea
L3086[21:17:16] <gigaherz> same entity,
with a "meta" value in it
L3087[21:17:30] <williewillus> well then
store something in the entity's nbt
L3088[21:17:37] <williewillus> and
retrieve it out during rendering
L3089[21:17:39] <gigaherz> entitites can
have NBT?
L3090[21:17:39] <gigaherz> XD
L3091[21:17:43] <williewillus>
....yes
L3092[21:17:47] <gigaherz> I mean
L3093[21:17:55] <gigaherz> is the NBT
sent from the server to the client when creating the client-side
entity?
L3094[21:17:57] <williewillus> or
datawatcher it, or something
L3095[21:18:01] <williewillus>
datawatcher is synced
L3096[21:18:25] <williewillus> if your
meta value is just a number then use datawatcher, its like the
builtin solution to syncing those kinds of things
L3097[21:19:16] <pibx10> yea dont know
what datawatcher is or how to use it :P
L3098[21:19:35] <williewillus>
google
L3100[21:20:30] <williewillus> actually
nvm about that you want nbt
L3101[21:20:40] <williewillus> bc you
want that meta vlaue to persist across save/reload
L3102[21:21:24] <pibx10> lol
L3103[21:21:26] <gigaherz> throwables
persist? ;P
L3104[21:22:01] <gigaherz> oh they
do!
L3105[21:22:06] <gigaherz> somehow I had
the idea that they do not
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L3107[21:22:22] <williewillus> all
entities do lol
L3108[21:22:26] <williewillus> besides
particles
L3109[21:22:35] <gigaherz> particles
shouldn't be entities though
L3110[21:22:50] <gigaherz> they should be
client-only graphical sprites
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L3112[21:24:58] <gigaherz_t> meh
L3113[21:25:05] <gigaherz_t> what's the
last thing I said? ;p
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L3115[21:25:48] <williewillus> what do
you mean shouldnt
L3116[21:25:54] <williewillus> take a
look at the source code
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L3118[21:26:28] <Dark> anyone know how to
setup access transformers in IDEA without rebuilding the workspace
with gradle?
L3119[21:26:30] <williewillus>
net.minecraft.client.particle.Entity<whatever>FX :p
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L3122[21:26:50] <killjoy> I think you
have to re-setupWorkspace
L3123[21:27:05] <gigaherz_t> [04:21]
(gigaherz): particles shouldn't be entities though
L3124[21:27:05] <gigaherz_t> [04:21]
(gigaherz): they should be client-only graphical sprites
L3125[21:27:05] <gigaherz_t> [04:22]
(gigaherz): although given how Minecraft is with things that
"should be" a specific way...
L3126[21:27:06] <Dark> I have 67 mods in
my workspace so rather not :/
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L3128[21:27:35] <killjoy> You only have
to do it with 1 mod
L3129[21:27:38] <gigaherz_t>
williewillus: I meant that in game engines, particles are usually
very specialized constructs, treated in very optimized ways to
avoid overhead and allow thousands ofp oarticles to be
renderer
L3130[21:27:39] <gigaherz_t> ;P
L3131[21:27:49] <gigaherz_t> of
particles*
L3132[21:27:51] <gigaherz_t>
rendered*
L3133[21:28:09] <williewillus> i think
entities are suitable for what's required of them in mc :p
L3134[21:28:35] <gigaherz_t> yeah most
entities spawn the amazing amount of 8 particles
L3135[21:28:58] <killjoy> less if
particles:reduced is on
L3136[21:29:15] <killjoy> I mean
decreased
L3137[21:29:34] <gigaherz_t> nah that
code still spawns 8 particles
L3138[21:29:34] <gigaherz_t> XD
L3139[21:29:36] <Dark> if you don't like
MC's particle system you can create your own and render them using
RenderWorld events
L3140[21:29:42] <gigaherz_t> it's a
hardcoded for(i=0;i<8)
L3141[21:29:51] <gigaherz_t> Dark: oh I
don't care
L3142[21:30:12] <gigaherz_t> it's not
like if mc had giant particle trails or particle fog
L3143[21:30:27] <gigaherz_t> although
particle fog may looks amazing in swamps
L3144[21:30:31] <gigaherz_t> look*
L3145[21:30:52] <Dark> then why the talk
about MC particles as if they are bad?
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L3147[21:32:59] <gigaherz_t> oh
wiat
L3148[21:33:06] <gigaherz_t> they aren't
ACTUAL entities
L3149[21:33:35] <gigaherz_t> it uses an
actual proper particle factory thingy, it just calls them
"EntityFX" because naming.
L3150[21:33:51] <gigaherz_t> no wait
nevermind
L3151[21:33:57] <gigaherz_t> it DOES
inherit from Entity
L3152[21:34:12] <gigaherz_t> oh well at
least it's client-only XD
L3153[21:34:51] <gigaherz_t> Dark: jsut
because I think something in MC is bad, or could be done
better
L3154[21:34:54] <shadekiller666> but
they're spawned server-side...
L3155[21:34:55] <gigaherz_t> doesn't mean
I'm going to replace it ;P
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L3158[21:36:04] <gigaherz_t> nah
shadekiller666, IWorldAccess is implemented by the server world,
and RenderGlobal, ando nly RenderGlobal handles spawnParticle
L3159[21:36:08] <gigaherz_t> the server
side ignores it
L3160[21:36:20] <shadekiller666>
mmmm
L3161[21:36:40] <gigaherz_t> it's managed
by EffectRenderer
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L3163[21:36:52] <shadekiller666> but yes,
the mc particle system is woefully under-featured
L3164[21:36:56] <gigaherz_t> which even
though it uses the Entity base class,
L3165[21:37:07] <gigaherz_t> it doesn't
actually do the whole server-sync thing
L3166[21:37:22] <gigaherz_t> heck imagine
ALL THE PLAYERS' entities
L3167[21:37:23] <gigaherz_t> at
once
L3168[21:37:24] <gigaherz_t> on the
server
L3169[21:37:43] <gigaherz_t> a few
hundred mobs lag the server horribly, XD
L3170[21:38:33] <shadekiller666> having
created particle systems in computer animation classes, minecraft's
particles are sad
L3171[21:38:41] <gigaherz_t> yup XD
L3172[21:38:45] <gigaherz_t> but
well
L3173[21:38:57] <gigaherz_t> they aren't
used too extensively either
L3174[21:39:05] <gigaherz_t> a few smoke
sprites
L3175[21:39:24] <gigaherz_t> a few
block-breaking sprites, a few entity impact sprites
L3176[21:39:26] <shadekiller666> and
water, and landing splat thing
L3177[21:40:12] <gigaherz_t> yeah but if
you compare them to like, dynamic volumetric fog in some horror
games
L3178[21:40:45] <gigaherz_t> oh there's
another big particle source in mc we didn't mention: rain!
L3179[21:40:51] <shadekiller666> to
anything that has a particle simulation system, which is almost
everything
L3180[21:41:03] <shadekiller666> and snow
yes
L3181[21:41:13] <shadekiller666> and
portal
L3182[21:41:14] <shadekiller666> s
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L3189[21:49:52] <williewillus> rain has
so little, scratch that, no gameplay value that whenever possible i
just get rid of the particles or the effect altogether
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L3191[21:52:22] <gigaherz_t> night
ppl
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L3204[22:24:45] <pibx10> ok new question
lol. i am trying to create a system where when you use an item it
will give a player an ability that stays with them forever
L3205[22:25:02] <pibx10> would be stored
on the player and not if a player had something in their inventory
etc
L3206[22:25:18] <pibx10> how would i
start something like this
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L3218[22:38:37] <Kaiyouka> pibx10: look
at Entity#getEntityData( ) which returns a custom NBTTagCompound
that you can store stuff in that saves to the entity. OR if you
don't want to go through NBT all the time, you can look at
IExtendedEntityAttributes (I think that's what that's
called?)
L3219[22:39:06] <Kaiyouka>
IExtendedEntityProperties maybe?
L3220[22:39:10] <Kaiyouka> lemme look
that up
L3221[22:39:45] <Kaiyouka>
IExtendedEntityProperties, yes
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L3223[22:41:02] <Kaiyouka> the former's
the "easiest" (requires less overall work because no
registry and event gubbins) but the latter probably makes it
semantically easier because you can keep info in-game in a not NBT
format.
L3224[22:42:03] <Kaiyouka> Use that to
store your ability info stuffs and then I guess forge events to
check for those stuffs and do whatever to the player whenver the
stuffs come into play
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L3226[22:42:35] <williewillus> IEEPs are
better
L3227[22:43:08] <Kaiyouka> Subjective,
really
L3228[22:43:10] <williewillus> you get
more control over how the data access is structured and stuff
L3229[22:44:38] <Kaiyouka> depends on how
complicated your data is, really.
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L3231[22:45:03] <Kaiyouka> if you're
storing a few bits (not literally) of simple data, an IEEP is
probably more work than useful benefit.
L3232[22:46:12] <Kaiyouka> But if you've
got a whole complicated system like, say, an entirely separate
health/food system for another dimension (*cough*mycode*cough), an
IEEP is probably more beneficial because you can lay it out nicely
and legibly.
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L3237[23:01:09] <pibx10> wouldnt it be
easier to add the affect if the player has an achievement?
lol
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L3240[23:05:47] <TehNut> Aren't
Achievements clientside, though?
L3241[23:11:13] <Kaiyouka> Achievements
are server-side
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L3243[23:11:34] <Kaiyouka> and I suppose
that's also a way of checking for if a player should have a thing
or not
L3244[23:12:09] <Kaiyouka> but really, I
feel like that's not any easier than just literally grabbing the
entity data NBTTagCompound for the player and jamming stuff in and
reading from it
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L3246[23:14:03] <TehNut> Oh right, 1.7
moved them didn't it?
L3247[23:14:29] <pibx10> i guess your
right lol
L3248[23:14:35] <williewillus> yeah
achivements are now statistics
L3249[23:14:36] <pibx10> alright thank
you
L3250[23:14:39] <williewillus> and stats
are tracked serverside
L3251[23:14:45] <TehNut> Yeah forgot
about that
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L3254[23:19:14] <killjoy> I made a mod
that makes it possible to earn an achievement when you earn an
achievement.
L3255[23:19:25] <Kaiyouka> lol
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(~Flenix@97e3b562.skybroadband.com)
L3257[23:22:30] ***
cpw is now known as cpw|out
L3258[23:23:42]
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timeout: 189 seconds)
L3259[23:28:45]
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(Ping timeout: 180 seconds)
L3260[23:32:00]
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timeout: 206 seconds)
L3261[23:51:06]
⇦ Quits: SnowDapples (~powered@pD9589C33.dip0.t-ipconnect.de)
(Killed (NickServ (GHOST command used by
SnowDapples_!~powered@p5794C26C.dip0.t-ipconnect.de)))
L3262[23:51:12]
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(~powered@p5794C26C.dip0.t-ipconnect.de)
L3263[23:55:26]
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(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net) (Read error:
Connection reset by peer)
L3264[23:55:53]
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haaaaaaaaaaa)
L3265[23:56:02]
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(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net)
L3266[23:56:05]
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()
L3267[23:57:23]
⇦ Quits: Cojo (~Cojo@cpe-66-57-94-76.nc.res.rr.com) (Quit: If
we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L3268[23:59:07] ***
TehNut is now known as TehNut|Gone
L3269[23:59:51]
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(~Jezza@bps-gw.hrz.tu-chemnitz.de)