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L1[00:00:13] <Unh0ly_Tigg> so,
speedMultiplier becomes ~0.973D, and that's greater than 0.07D, so,
the inner if in the else statement doesn't run.
L2[00:00:21] <Unh0ly_Tigg> and that process
continues.
L3[00:01:01] <Unh0ly_Tigg> there's a speed
that the boat will try to attain over time, but there's technically
no maximum, it will just slow itself down over updates
L4[00:01:23] <VikeStep> hmm
L5[00:02:03] <VikeStep> so 33.25 is what it
approaches?
L6[00:02:22] <Unh0ly_Tigg> don't know
L7[00:03:10] <Unh0ly_Tigg> if
speedMultiplier was set to say, 100, after that else code runs, the
multiplier is ~97.145
L8[00:03:38] <Ri5ux> You'd have better like
starting from scratch. Boats suck.
L9[00:03:44] <VikeStep> yeah haha
L10[00:04:17] <VikeStep> Unh0ly_Tigg, the
mathematical problem I saw was lines 344 - 352 btw
L11[00:04:32] <VikeStep> they forgot to
undo the squaring
L12[00:04:54] <VikeStep> so if it did
recalculate d2 it wouldnt actually be 0.35D
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L14[00:07:38] <Unh0ly_Tigg> so, ~1 second
after speedMultiplier was set to 100 (presuming perfect 20tps), the
multiplier would actually be ~56.035. It slows down a lot, but
maybe setting the multiplier to a certain number every X ticks
would help keep the speed up.
L15[00:10:51] <VikeStep> yeah, seems
so
L16[00:11:33] <VikeStep> however, having
said that, it still caps motionx and motionz anyways
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L25[00:48:06] <Genuine> Anybody here used
Azul's JVM?
L26[00:49:04] <Genuine> Zulu it's
called.
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L45[01:48:08] <tmtu> Genuine: it's hardware
specific and made for ginormous heap sizes
L47[01:48:52] <Genuine> Looks like it,
looks like it's specific to blocking free GC.
L48[01:49:07] <Genuine> For Azul's 1k CPU
machines and what not.
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L57[02:04:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150717 mappings to Forge Maven.
L58[02:04:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150717-1.8.zip (mappings
= "snapshot_20150717" in build.gradle).
L59[02:04:15] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L91[03:43:28] <Subaraki> anyone knows where
the under water vision (watersource drwn to screen + distance
reduction) is set ?
L92[03:43:42] <Subaraki> ive got a fluid
and when i'm in it , i'd like it to be very transparent
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L103[04:03:17] <Baburek> How to prevent a
block to emit light after world loaded? I'm using getLightValue()
method based on metadata of the block, but some my blocks emits
light after the world loaded despite of the method returns 0. Here
is the getLightValueMethod
http://pastebin.com/TsyW49cc
L104[04:03:59] <Baburek> Ant btw the
blocks stops emit light after right click on them
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L107[04:09:14] <Subaraki> its th
eupdate
L108[04:09:20] <Subaraki> start a new
world
L109[04:09:45] <Subaraki> have you used
.setLightValue somwwhere ?
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L111[04:13:56] <Baburek> I tried to use in
the constructor with 0.0f argument but didn't help
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L116[04:29:55] <Subaraki> Baburek, why is
your block emitting light in the first place ?
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L118[04:30:37] <Baburek> <Subaraki>
in the first place?
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L120[04:30:49] <Subaraki> yeah
L121[04:30:56] <Subaraki> why is it
emiting light ?
L122[04:31:01] <Subaraki> if you don't
want it to
L123[04:31:21] <Baburek> Because it is a
lamp
L124[04:31:26] <Subaraki> oh
L125[04:31:35] <Subaraki> and you want it
to turn on or off right ?
L126[04:31:43] <sham1> Look at how
redstone lamp does it
L127[04:31:54] <sham1> And then apply that
to your caser
L128[04:32:11] <Baburek> I guess that
redstone lamp uses 2 blocks
L129[04:32:16] <sham1> No
L130[04:32:18] <Baburek> Like a
furnace
L131[04:32:21] <sham1> no
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L133[04:32:59] <ThePsionic> (actually it
does sham1)
L134[04:33:13] <sham1> (Does redstone lamp
use two blocks?)
L135[04:33:26] <Ordinastie> because world
sensitive light level is added by forge
L136[04:33:32] <Wuppy> sham1, don't
forget, the mc devs are exceptionally incompetent
L137[04:33:45] <sham1> True
L138[04:33:48] <ThePsionic> (Yes, ID 123
and 124 or minecraft:redstone_lamp and minecraft:lit_redstone_lamp
sham1)
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L140[04:33:59] <sham1> what the shit
L142[04:34:26] <sham1> Eugh
L143[04:34:31] <ThePsionic> the more you
know
L144[04:34:39] <sham1> Those names
L145[04:35:10] *
ThePsionic dies seeing unmapped parameter names
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L148[04:39:59] <Wuppy> ThePsionic, I once
saw a method where the x and y were mapped, but not the z
L149[04:40:05] <ThePsionic> mfw
L150[04:41:00] <Quetzi> if they bother you
so much submit the mappings ;)
L151[04:41:14] <sham1> But it is
1.7...
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L153[04:42:38] <Wuppy> y u 1.7 :|
L154[04:42:45] <Wuppy> that's even worse
than missing mappings
L155[04:42:49] <ThePsionic> lol
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L161[05:08:32] <sham1> You could also just
jump into IDEA
L162[05:08:46] <laci200270> my computer
doesn't love it
L163[05:09:02] <sham1> how aso
L164[05:09:19] <laci200270> when i'm using
idea test MC dev get 3 fps with same configuration
L165[05:09:28] <laci200270> *MC env
L166[05:10:07] <laci200270> also IDEA have
git support?
L167[05:10:31] <sham1> I'd really would
love to use eclipse but it does not have a good night mode and the
support for non-java languages can be really poor
L168[05:11:53] <laci200270> there is good
addons for HTML(aptana studio) and have a theme manager so you can
night mode
L169[05:12:42] <sham1> But I am not
interested in HTML :C
L170[05:13:08] <laci200270> what lang you
want to use?
L171[05:13:41] <laci200270> i maybe try
idea
L172[05:13:43] <sham1> scala, I found a
plugin but when I last used it, it was not able to code complete
minecraft's methods
L173[05:13:46] <sham1> Yeah
L174[05:13:49] <sham1> You really
should
L175[05:14:15] <laci200270> but I'm not
delete eclipse :D
L176[05:14:22] <sham1> Well you dont need
to
L178[05:15:59] <sham1> No workspaces can
be kinda annoying yes
L179[05:16:29] <sham1> But you can focus
on one project at a tine
L180[05:16:33] <sham1> time*
L181[05:17:31] <laci200270> but if a got a
headache from one project,I start focusing on another
L182[05:17:35] <laci200270> :D
L183[05:17:39] <sham1> multiple
windows
L184[05:17:48] <laci200270> yes
L185[05:18:22] <sham1> I sorta find the
workspaces messy sometimes
L186[05:19:10] <laci200270> idea supports
hotswap?
L187[05:19:25] <sham1> Yes
L188[05:19:34] <sham1> You have to
activate it manually though
L189[05:19:57] <laci200270> 20% downloaded
of idea :D
L190[05:20:16] <sham1> It also has to be
installed
L191[05:20:16] <laci200270> 3 minutes
remainining
L192[05:20:22] <sham1> It is kinda big
IDE
L193[05:20:24] <laci200270> yes i
see
L194[05:20:30] <laci200270> 195 mb
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L196[05:20:53] <laci200270> i can install
it in portable mode?
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L199[05:23:03] <laci200270> thanks
:D
L200[05:23:06] <sham1> Argh the
white
L201[05:23:08] <sham1> my eyes
L202[05:23:28] <laci200270> sham1: what is
the time for you?
L203[05:23:34] <sham1> 13:23
L204[05:23:44] <laci200270> 12:23 for me
:D
L205[05:24:07] <sham1> Where cometh
youi
L206[05:24:32] <laci200270> hungary
L207[05:24:47] <sham1> Oh nice
L208[05:24:54] <sham1> Finland for
me
L210[05:25:37] <laci200270> a night mode
plugin
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L212[05:25:53] <sham1> I have f.lux for
what
L213[05:26:09] <sham1> But because sun is
still up my screen is at the max brightness
L214[05:26:37] <sham1> Kinda
obnoxious
L215[05:26:41] <laci200270> what 553 mb
ide?
L216[05:26:54] <laci200270> the file was
only 190 mb
L217[05:27:20] <laci200270> the
compression rate looks good :D
L218[05:27:30] <sham1> mm
L219[05:27:42] <sham1> It really is a
large IDE, but it is very feature-rich
L220[05:28:26] <laci200270> now time for
run all my projects: gradlew idea
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L222[05:29:47] <ThePsionic> laci200270:
don't do that
L223[05:30:06] <laci200270> what don't
do?
L224[05:30:13] <sham1> With IDEA, you can
import your project via gradle.build so you dont need to run
gradlew idea
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L226[05:30:30] <laci200270> oh
L227[05:30:36] <ThePsionic> Exactly
L228[05:30:48] <ThePsionic> If you do it
that way you also get the gradle sidebar in IntelliJ
L229[05:31:21] <sham1> SO you can for
instance build your mod from IDEA
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L235[05:40:24] <Katielyn> What packet does
forge send containing all the clients mods on pre login?
L236[05:41:36] <laci200270> for i import
gralde project in idea I need to set a custom gradlewrapper or I
can use the default which Idea gives?
L237[05:41:53] <sham1> you can use the
default
L238[05:41:55] <sham1> It works
L239[05:41:58] <gigaherz> laci200270: I
always choose "default"
L240[05:42:00] <laci200270> ok
L241[05:42:42] <Lumien> Katielyn in case
you wanna access them NetworkDispatcher.modList
L242[05:42:58] <Katielyn> I'm not doing it
from forge tho :P
L243[05:43:06] <Katielyn> I'm doing it
from a middle man
L244[05:43:18] <Katielyn> aka Bungee
L245[05:44:16] <Lumien> Can't you access
that using reflection or something?
L246[05:44:35] <Katielyn> Nope its
completely standalone from the server.
L247[05:45:01] <diesieben07> its a packet
custom payload on channel FML
L248[05:45:04] <Katielyn> But since i can
get all the packets going to and from the server.
L249[05:45:22] <Katielyn> Hmm k
L250[05:46:13] <diesieben07> check
FMLHandshakeMessage for the structure
L251[05:46:34] <diesieben07> and it will
be prefixed by a byte 2 for the message ID
L252[05:46:44] <Katielyn> K
L253[05:48:38] <laci200270> idea shows
everything except the sources :D
L254[05:51:28] <diesieben07> laci200270,
then you didn't run setupDecompWorkspace
L255[05:52:10] <laci200270> ok I'll try
again
L256[05:52:33] <diesieben07> wait did you
run that *after* you imported?
L257[05:52:50] <gigaherz> "gradlew
setupDecompWorkspace" -> import into idea -> close idea
-> "gradlew genIntellijRuns" -> start idea ->
profit
L258[05:53:06] <diesieben07> way to
complicated :p
L259[05:53:13] <sham1> You dont even have
to close idea there
L260[05:53:16] <diesieben07> you don't
need to close idea
L261[05:53:16] <diesieben07> it detects it
automatically
L262[05:53:25] <gigaherz> I'm paranoid
about those things ;P
L263[05:53:25] <laci200270> I imported the
gradle file
L264[05:53:39] <sham1> did you run
setupDecompWorkspace
L265[05:53:45] <laci200270> no
L266[05:53:48] <diesieben07> ...
L267[05:53:51] <gigaherz> well that's the
first step, always.
L268[05:53:57] <laci200270> i already run
it when i imported to eclipse
L269[05:54:04] <gigaherz> on the same
folder?
L270[05:54:10] <laci200270> yes
L271[05:54:21] <diesieben07> you also
import first
L272[05:54:48] <laci200270> i just
resterted idea and now works
L273[05:55:11] <diesieben07> and then run
it from within idea
L274[05:55:17] <laci200270>
*restarted
L275[05:56:30] <gigaherz> I used to
contribute to the PCSX2 project, and years after it got the ability
to apply settings on the fly, I still closed the emulator before
trying those settings in a game ;P
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L278[05:57:32] <laci200270> idea looks
much better than eclipse :D
L279[05:57:58] <sham1> yeh
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L281[05:58:22] <diesieben07> gigaherz,
learn to trust the awesomeness that is JetBrains
L282[05:58:24] <ThePsionic> IDEA is
great
L283[05:58:46] <gigaherz> diesieben07: I
do.
L284[05:58:53] <gigaherz> I have been a
fan of ReSharper for years ;P
L285[05:59:03] <diesieben07> :P
L286[05:59:10] <diesieben07> thats good
:D
L287[05:59:40] <sham1> My repo is 55%
scala and 45% java, andmost of the java is only because RF
api
L288[05:59:57] <diesieben07> wut
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L290[06:00:04] <gigaherz> then you don't
have much code at all? XD
L291[06:00:07] <ThePsionic> Fun fact, the
IDE is called IntelliJ IDEA because JetBrains used to be called
IntelliJ
L292[06:00:10] <gigaherz> the RF api isn't
that large XD
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L294[06:00:23] <sham1> :P
L295[06:00:27] <sham1> No I really
dont
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L297[06:00:50] <gigaherz> my mod repos are
mostly java+json ;P
L298[06:01:00] <ThePsionic> I'll check
what my mod repo is
L299[06:01:01] <gigaherz> scala... was not
designed to my tastes.
L300[06:01:03] <laci200270> gigaherz, in
1.8?
L301[06:01:06] <gigaherz> yes
L302[06:01:14] <ThePsionic> it says 100%
Java
L303[06:01:26] <gigaherz> mine probably
does too, I can't be arsed to look
L304[06:01:27] <gigaherz> XD
L305[06:01:32] <ThePsionic> which is
pretty much correct tbh
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L307[06:01:36] <ThePsionic> never used
scala
L308[06:02:27] <sham1> It is very
cool
L309[06:02:43] <gigaherz> Java 99.8%
Batchfile 0.2%
L310[06:02:46] <gigaherz> for my main
mod
L311[06:02:51] <ThePsionic> The only other
programming language I've extensively used is LUA
L312[06:03:07] <tmtu> Lua*
L313[06:03:11] <sham1> Oh that lua
L314[06:03:12] <ThePsionic>
¯\_(ツ)_/¯
L315[06:03:17] <gigaherz> I'm primarily a
C# developer, with C/C++ second, and Java third
L316[06:03:20] <tmtu> do you also say JAVA
:)?
L317[06:03:22] <ThePsionic> LUA Lua lua
you know what I mean
L318[06:03:24] <ThePsionic> No
L319[06:03:36] <ThePsionic> But Lua makes
more sense as an acronym imo
L320[06:03:38] <sham1> I do mostly java
and/or scala and C/C++
L321[06:03:52] <tmtu> it's a word
L322[06:04:31] <PaleoCrafter> It's 'moon'
in various romance languages
L323[06:04:37] <ThePsionic> tmtu: it
apparently means moon in Portoguese
L324[06:04:49] <ThePsionic> I also cannot
spell but yeah
L325[06:04:53] <ThePsionic>
#TheMoreYouKnow
L326[06:04:56] <sham1> lua
L327[06:05:04] <sham1> NBecause Luna means
also moon
L328[06:05:07] <ThePsionic> Lua (/ˈluːə/
LOO-ə, from Portuguese: lua [ˈlu.(w)ɐ] meaning moon; explicitly not
"LUA"[1])
L329[06:05:13] <ThePsionic> It's the first
line on Wikipedia :P
L330[06:05:30] <gigaherz> heh, it's Luna
in spanish, Lluna in catalan
L331[06:05:52] <PaleoCrafter> Lua people
get pretty mad if you make it an acronym
L333[06:06:08] <sham1> heh
L334[06:06:33] <sham1> I really cant say
anything about lua peoples
L335[06:07:06] <laci200270> i'm love this
error message @Mod not applicable to type
L336[06:07:19] <laci200270> and this is
with every forge stuff
L337[06:07:44] <sham1> Did you refresh
your project from the gradle tab
L338[06:08:07] <laci200270> where is the
gradle tab?
L339[06:08:26] <sham1> on the right-hand
side
L340[06:08:40] <laci200270> oh
L341[06:08:41] <sham1> At least should be
there
L342[06:08:54] <laci200270> now good
L343[06:09:07] <laci200270> idea
recognizes typos :D
L344[06:09:13] <sham1> ,mmmm'
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L360[06:35:10] <Zlepper> Is there really
no onChat event? Or am i missing something?
L361[06:35:38] <diesieben07>
ServerChatEvent
L362[06:35:57] <Zlepper> But nothing on
the client only?
L363[06:36:05] <diesieben07>
ClientChatReceievedEvent
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L369[06:41:41] <Subaraki> anyone has some
knowledge with custom liquids ?
L370[06:41:49] <Subaraki> mine doesnt
create infite sources as water can
L371[06:41:58] <Subaraki> and i'd like to
get rid of the breathing timer ?
L372[06:42:53] <diesieben07> for the
breathing timer set Material to something that is not
Material.water
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L375[06:43:32] <Subaraki> aha ! good idea
:)
L376[06:49:01] <Subaraki> now i can't swim
in it xD
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L378[06:49:44] <gigaherz> you could make
your own Material, but it's annoying because some of the
initialization methods are private ¬¬
L379[06:49:51] <Subaraki> ::
L380[06:49:53] <Subaraki> :/
L381[06:50:10] <gigaherz> still, it can be
done
L382[06:50:15] <gigaherz> you just have to
override extra methods
L383[06:50:26] <Subaraki> i made the same
liquid a few versions back
L384[06:50:27] <diesieben07> well, don't
knwo then
L385[06:50:27] <diesieben07> but the air
timer checks for metarial water
L386[06:50:27] <diesieben07> probably
Material.isLiquid
L387[06:50:27] <diesieben07> override
that
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L389[06:50:39] <Subaraki> k
L390[06:50:54] <gigaherz> hmm wouldn't
isLiquid also remove the ability to swim?
L391[06:51:16] <diesieben07> well, you
have to make that true :P
L392[06:51:23] <diesieben07> the breathing
is hardcoded to material water
L393[06:51:29] <gigaherz> Oh
L394[06:51:42] <gigaherz> you don't get
breath timer when you dive into lava?
L395[06:52:00] <diesieben07> no
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L440[08:00:55] <laci200270> where can I
toggle hotswap in idea?
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L443[08:06:26] <laci200270> thanks
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L459[08:56:10] <Ri5ux> Is there any way to
optimize a minecraft server running on a machine that I tend to use
as my main machine? Hardware can easily handle it(quad core xeon @
4ghz w/ hyperthreading, 24GBs system memory), but I'm wondering if
Windows is efficient enough to do this, or if I should be using a
dedicated system for it. Reason I'm asking is because the server
keeps skipping ticks after being 2-4K behind.
L460[08:56:51] <Ri5ux> 4GBs of system
memory is dedicated to the server using -Xms4G and -Xmx4G.
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L466[09:09:10] <simon816> Ri5ux, first
step is to not use the server GUI if you are
L467[09:09:21] <simon816> use -nogui
L468[09:09:32] <Ri5ux> I was making that
mistake, just added that argument.
L469[09:12:04] <Ri5ux> Anything else I
should/shouldn't be doing?
L470[09:14:11] <simon816> I don't really
know what you can do. I think you should reduce -Xms to a lower
value like 256M because I think the JVM will try to allocate 4GB at
all times using your arguments there
L471[09:15:57] <Ri5ux> Is that a bad
thing? I mean, the server should have as much memory as it can get,
right?
L472[09:17:09] <simon816> not if it's not
using it. I'm not an expert though
L473[09:18:24] <Ri5ux> The rest of the
system has 20GBs of memory left over to use, so I don't see why
giving it all of the 4GBs at all times should be a problem, but if
I'll try both ways.
L474[09:18:46] <Ri5ux> but I'll*
L475[09:19:30] <Quetzi> Xms and Xmx
matching isn't a problem, in fact it will often help
L476[09:26:11] <heldplayer> If you have
24GB, 4 GB shouldn't matter
L477[09:26:54] <heldplayer> Adding on to
what Q said, if they match you won't have lag spikes when the JVM
has to increase permgen space
L478[09:29:17] <Ri5ux> I was thinking that
too
L479[09:30:29] <Zlepper> When listening
for keypresses, it seems that when you press return to send a
message in chat, the key doesn't actually register as
"pressed" for some reason?
L480[09:36:40] <Ordinastie> because the
GUI catches them
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L482[09:37:25] <Zlepper> Well the event
still happens, but what keys are pressed then?
L483[09:38:27] <yueh> except that the
permgen is completely unrelated to the heap
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L504[10:23:07] *
laci200270 can't start a project in idea
L505[10:23:33] <laci200270> The supplied
javaHome seems to be invalid. I cannot find the java executable.
Tried location: D:\Program Files (x86)\JetBrains\IntelliJ IDEA
Community Edition 14.1.4\jre\bin\java.exe
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L512[10:33:47] *
laci200270 solved the problem with brosing
stackoverflow
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L523[10:48:57] <laci200270> there is no
button in idea hotkey to "create class"
L524[10:49:00] <laci200270> ?
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L530[10:52:55] <laci200270> yeah ,I
already saw that but i'm want similar such as "c" button
in eclipse
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L538[11:05:34] <Ivorius> I never liked
that button
L539[11:05:37] <Ivorius> But you can do
it
L540[11:05:54] <laci200270> thanks
L541[11:09:14] <MattDahEpic> i cant wait
till 1.9 for all the pvp changes like shields and stuff. its gunna
be sooo cool
L542[11:13:35] <laci200270> MattDahEpic,
have you seen battlegear 2 mod?
L543[11:14:01] <MattDahEpic> yes, but the
fact that it's in vanilla. and the end stuff
L544[11:14:12] <MattDahEpic> multiple
enderdragons will be cool
L545[11:16:18] ***
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L546[11:22:01] <Ivorius> Honestly I think
the end stuff is gimmicky
L547[11:22:06] <Ivorius> It was supposed
to be desolate
L548[11:22:15] <Ivorius> Now it feels like
an unimmersive kitchen sink again
L549[11:22:32] <Ivorius> Like most
sandboxes tend to feel after some time
L550[11:22:56] <Ivorius> Imo they should
have placed the new stuff in a new dimension more fitting
L551[11:24:13] <MattDahEpic> thing is, the
end is only good for building farms in at this pooint
L552[11:24:13] <MattDahEpic> theres
nothing past that
L553[11:24:13] <MattDahEpic> it needed
mroe
L554[11:24:13] <MattDahEpic> the new stuff
is way far out apparently though
L555[11:24:14] <MattDahEpic> so the end
will stay somewhat the same for the main island
L556[11:24:53] ***
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L557[11:25:48] <laci200270> MattDahEpic,
the end is good for enderman farm
L558[11:25:51] <williewillus> I just wish
they'd pick up the pace when adding content
L559[11:25:57] <williewillus> just look at
terraria
L560[11:26:53] <Ivorius> The end is not
supposed to be 'for' anything
L561[11:26:56] <Ivorius> it's the
end
L562[11:26:58] <Ivorius> It's a boss
arena
L563[11:27:18] <laci200270> yes
L564[11:27:26] <Ivorius> If you fill every
single place with 5000 uses it's unrealistically crowded
L565[11:27:45] <MattDahEpic> im just
looking forward to the dungeons and levitation potions
L566[11:27:45] <MattDahEpic> im just
wondering if thery'll be changes to how end portals work, like if
each one will take you to a diffrent place in the end, like nether
portals
L567[11:27:46] <laci200270> after the end
you shouldn't do anything in vanilla
L568[11:27:55] ***
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L569[11:28:22] <Ivorius> That's not really
what I mean, but whatever :p
L570[11:29:19] <MattDahEpic> i agree it
needs more, but where would one put it? the end is the least
crowded place right now
L571[11:29:19] <MattDahEpic> nether is
saturated and overworld has too much already
L572[11:29:26] <williewillus> nether is
not saturated
L573[11:29:29] <williewillus> there is
nothing there
L575[11:29:41] <laci200270> :D
L576[11:29:41] <williewillus> other than
terrain that is a pita
L577[11:29:58] <MattDahEpic>
fortresses
L578[11:30:30] <tmtu> wait, shields and
pvp?
L579[11:30:32] <williewillus> you really
think forts are fleshed out?
L580[11:30:35] <tmtu> that sounds
fun
L581[11:30:38] <williewillus> its broken
structure bits
L582[11:30:41] <williewillus> with some
blaze spawners
L583[11:30:45] <Ivorius> laci200270:
Should just be a giant circle
L584[11:30:46] <williewillus> and maybe
some chests if you're lucky
L585[11:30:50] <Ivorius> With everything
connecting everywhere
L586[11:30:55] <Ivorius> That table makes
no sense
L587[11:31:22] <williewillus> VB considers
itself above Ada, pascal, and java? naaah
L588[11:31:48] <tmtu> is there a medieval
mod? :)
L589[11:32:08] <williewillus> we were
talking about vanilla 1.9
L590[11:32:10] <MattDahEpic> fortress
could use more logical generation, like less fragmentation
L591[11:32:39] <MattDahEpic> we need
nether plants
L592[11:32:39] <MattDahEpic> foilage
L593[11:33:04] ***
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L594[11:33:08] <laci200270> now if you
want to get a fortress you launch the fortress finder app and write
your seed :D
L595[11:33:11] <Ivorius> tmtu: Lots
:P
L596[11:33:28] <tmtu> williewillus: that
image summarises how the author of the image thinks of other
languages
L597[11:33:35] <williewillus>
basically
L598[11:33:37] <tmtu> he obviously doesn't
like java people :)
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L600[11:33:41] <laci200270> yes
L601[11:33:48] <tmtu> Ivorius: darn,
would've been fun to do some modding again
L602[11:34:07] <Ivorius> Everything
'normal' has been made already
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L604[11:34:10] <Ivorius> No reason to stop
yourself
L605[11:35:10] <tmtu> pretty sure everyone
thinks they are above javascript too
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L608[11:36:59] <williewillus> we can all
agree html is not a language though
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L610[11:37:22] <laci200270> yes
L611[11:37:27] <MattDahEpic> yes
L612[11:37:34] <laci200270> it just a
markdown like stuff
L613[11:37:40] <Ivorius> html is a
language
L614[11:37:43] <tmtu> of course html is a
language
L615[11:37:45] <Ivorius> Just not a
programming language
L616[11:37:46] <tmtu> it's in its
name
L617[11:37:52] <laci200270> :D
L618[11:38:07] <laci200270> Hypertext
Markup Language
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L620[11:38:24] <MattDahEpic> beat me to it
laci200270
L621[11:38:27] <MattDahEpic> gg
L622[11:38:37] <PaleoCrafter> nobody
getting mad at Ada being written like an acronym?
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L624[11:40:20] <tmtu> can't say i know
much of ada
L625[11:40:36] <PaleoCrafter> me neither,
I just know that it's not an acronym :P
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L646[12:06:13] <twick> So I've managed to
make an item and a block that don't do anything. Is there good
tutorials on makeing an oven and integrating with one of the
popular energy stuff? MJ or RF?
L647[12:07:04] <Ivorius> Well, try making
a furnace first
L648[12:07:14] <Ivorius> TileEntityFurnace
for referene
L649[12:07:23] ***
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L650[12:07:46] <Ivorius> And play with the
values - you can add the energy consumption retroactively
L651[12:10:56] <twick> Alright
L652[12:11:54] <twick> Might be cool to go
through some open source projects and see how they handle things. I
think ill do that
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L657[12:24:21] <shadekiller666> theres one
Microsoft Silverlight update that windows 7 has repeatedly failed
to install for the last 2 months
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L664[12:37:24] <killjoy>
"silverlight"
L665[12:37:34] <killjoy> That's dead
L666[12:37:57] <killjoy> Microsoft stopped
using it and Netflix switched to HTML5
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L668[12:40:11] <killjoy> Season 2 of
Bojack Horseman is out
L669[12:40:32] <shadekiller666> so would
uninstalling it be an option that wouldn't have much of an
impact?
L670[12:40:50] <killjoy> No.
L671[12:41:02] ***
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L672[12:41:18] <shadekiller666> are there
things that actively rely on silverlight?
L673[12:41:25] <killjoy> No.
L674[12:41:32] <killjoy> It was only MS
and Netflix
L675[12:41:51] <shadekiller666> so it
shouldn't be an issue
L676[12:42:16] <Acters> I didn't even
bother installing silverlight
L677[12:42:24] <killjoy> I don't bother
installing flash
L678[12:43:44] <Acters> isn't flash player
a security hole ridden mess?
L679[12:43:51] <killjoy> Yes.
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L681[12:44:09] <killjoy> Chrome has it
built-in anyway
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L683[12:44:42] <Acters> yeah but isn't
chrome disabling support for npapi
L684[12:44:44] <Acters> ?
L685[12:45:04] <shadekiller666> already
has
L686[12:45:41] <Ivorius> But what will
become of flash games
L687[12:45:41] <Ivorius> lol
L688[12:46:02] <Acters> their end?
L689[12:49:18] ***
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L692[13:02:56] <williewillus> so in
projectE, there's varying different "traits" the power
items can have (mode changing, charging, etc.). And currently the
codebase we've inherited is quite the mess in terms of hierarchy.
Is there a way to do "mixin trait"-like functionality
without using scala or java 8?
L693[13:03:33] ⇦
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L694[13:03:45] <PaleoCrafter> interfaces +
helpers implementing the default behaviour :P
L695[13:04:36]
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L696[13:07:00] <yueh> and the java 8
extension methods really suck
L697[13:08:43] <PaleoCrafter> how so,
yueh? :P
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L700[13:09:39] <yueh> once they encounter
a diamond inheritance it's up to the developer to solve it and
probably just copy&paste code all around
L701[13:09:58] <yueh> java does not
perform a linearization like scala traits
L702[13:15:26] <PaleoCrafter> I think you
can do X.super.theMethod in Java? that isn't that much copy paste,
I'd say :P
L703[13:16:00] <yueh> this only works for
the most trivial cases
L704[13:16:16] <PaleoCrafter> and in
Scala, it's also up to the developer to decide the mixin order
:P
L705[13:18:14] <yueh> yes, but the order
is defined by the class declaration, not written code
L706[13:18:51] <PaleoCrafter> it is
equivalent to the super.XYZ stuff, imo
L707[13:18:59] <PaleoCrafter> but of
course Scala is superior to Java :P
L708[13:19:04] <yueh> consider this trait
"trait Pizza { def bake() : Seq(Ingredient) }"
L709[13:19:15] <yueh> or better
PizzaIngredient
L710[13:20:13] <tmtu> PaleoCrafter: you
slipped up!
L711[13:21:04] <yueh> so you can do
something like "new PizzaX extends Pizza with Cheese with
Salami with OtherStuff"
L712[13:21:07] <PaleoCrafter> hm,
tmtu?
L713[13:21:16] <yueh> and just call bake()
to obtain the Sequence
L714[13:21:17] <tmtu> [20:18:58]
<+PaleoCrafter> but of course Scala is superior to Java
:P
L715[13:21:23] <tmtu> you said the
s-word
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L717[13:21:29] <PaleoCrafter> meh
L718[13:22:19] <PaleoCrafter> yueh, I
know, and I love that, but that's using something entirely special
to Scala (abstract override) :P
L719[13:22:20] <yueh> and by changing the
mixing order you can even decide if cheese should actually be the
top
L720[13:22:52] <yueh> java would require
you to declare all the implemented interfaces and then still write
all the code to create the sequence and add that stuff in the right
order
L721[13:23:54] <PaleoCrafter> yes, but
it's a totally different feature besides simple default
methods
L722[13:24:13] <yueh> but an actually
useful one
L723[13:24:51] <gigaherz> scala does
multiple inheritance?
L724[13:25:05] <PaleoCrafter> sort
of
L725[13:25:16] <yueh> default methods are
really only useful for trivial stuff like add an addAll to a
collection, which just iterates over the argument and calls
add()
L726[13:25:31] <PaleoCrafter> and that was
the aim :P
L727[13:25:47] <PaleoCrafter> Java never
adopted innovative ideas, and it never will
L728[13:26:05] <yueh> it's more like a
replacement for shared abstract classes
L729[13:26:53] ***
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L730[13:28:05] <shadekiller666> anyone
know why my forge dev environment keeps forgetting where
GradleStart is?
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L732[13:28:45] <PaleoCrafter> default
methods probably wouldn't even be in Java if they weren't so
desperately trying to keep binary compatibility with user code
(something that Scala for instance isn't afraid of)
L733[13:30:44] <yueh> i mostly scratched
the surface of java 8, just enough to consider it not really
worthy
L734[13:31:20] <williewillus> bleh just
figured out that the "trait" would probably need to
extend a class too....perfect for scala
L735[13:31:25] <williewillus> but not
willing to convert the mod :p
L736[13:31:43] <PaleoCrafter> well, it has
one thing speaking for it, and that's no utter mess of (visible)
anonymous classes :P
L737[13:31:47] <yueh> it's a clear
improvement over java6/7, but mostly a setback in relation to any
other jvm language
L738[13:32:06] <shadekiller666> and
lambdas, if you use them
L739[13:32:21] <PaleoCrafter> that is with
lambdas, shadekiller666 :P
L740[13:32:29] <shadekiller666> :P
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L742[13:33:27] <yueh> because
"doStuff(Consumer<Integer x)" => "doStuff( (i)
-> print(i))" is so intuitive xD
L743[13:34:04] <williewillus> I might toy
around with a scala fork of it though :p a scala mod workspace is
just "apply-plugin: scala" in build.gradle right?
L744[13:34:12] <PaleoCrafter> yep
L745[13:34:27] <shadekiller666> well if
the only thing that consumer would do would be to print i, then i
-> print(i) is a lot easier to read
L746[13:35:19] <PaleoCrafter> only having
dedicated SAM types for stuff like that is rather stupid in the
first place :P
L747[13:35:30] <yueh> scala would look
like "def doStuff(x : Int => Unit)" and "doStuff
( i => print i )" (unit is probably a bad example)
L748[13:36:06] <sham1> So you get Int and
return basically void
L749[13:36:18] <PaleoCrafter> eh, at least
do doStuff(print) for scala and doStuff(System.out::print) for
Java
L750[13:36:20] <PaleoCrafter> :P
L751[13:36:25] <sham1> THOSE SIDE-EFFECTS
:C
L752[13:36:44] <yueh> most eas for scala
should be "doStuff print"
L753[13:37:03] <sham1> Lambdas are
great
L754[13:37:22] <yueh> Function or Producer
would probably be a better example
L755[13:37:24] <sham1> Java 8 lambdas are
also very optimized in byte code
L756[13:37:35] <yueh> but in general, the
declaration in scala looks pretty much similar to the usage
L757[13:37:37] <williewillus> if you dont
capture
L758[13:37:46] <williewillus> if you
capture in java 8 it's same performance as anon class
L759[13:37:54] <PaleoCrafter> well, Scala
2.12 will compile to Java 8 bytecode, so
L760[13:38:01] <sham1> YES
L761[13:38:16] <PaleoCrafter> I wonder if
Lex will update to that though xD
L762[13:38:18] <sham1> Wait, what does
scala 2.11 compile to?
L763[13:38:30] <williewillus> 7
probably
L764[13:38:38] <sham1> I hope
L765[13:38:43] <PaleoCrafter> 6 :P
L766[13:38:53] <PaleoCrafter> if it was 7,
it'd already have nicer lambdas
L767[13:38:59] <yueh> scala would even
accept something like "def duck(x : { def quack() : String }
}" xD
L768[13:39:00] <sham1> I want to drop java
6 support in my mod just to force people to update
L769[13:39:43] <PaleoCrafter> but Scala +
Java 8 would be Lex' 2 nemeses combined
L770[13:39:43] <yueh> just java7 would be
some much easier
L771[13:39:59] <sham1> Why does lex hate
closures so much :c
L772[13:40:05] <PaleoCrafter> he doesn't
:P
L773[13:40:16] <yueh> like
try-with-resource to avoid all these memory leaks for not closing
resources (like Configuration)
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L775[13:40:31] <sham1> Well why would
scala + java 8 be so bad for him
L776[13:40:57] <PaleoCrafter> 1) he
doesn't like Scala's way of doing things 2) Java 8 isn't the thing
Mojang uses
L777[13:41:10] <sham1> Oh
L778[13:41:19] <yueh> they use java8, just
don't compile for it
L779[13:42:05] <shadekiller666> isn't the
launcher supposed to be coming with its own version of java at some
point?
L780[13:42:07] <PaleoCrafter> using Java 8
implies making use of its libraries for me :P
L781[13:42:11] <PaleoCrafter> it already
is
L782[13:42:17] <sham1> But once scala 2.12
comes out well enough I can force users to update to java 8 anyways
*evil laughter*
L783[13:42:24] <gigaherz> it has
1.8.0_25
L784[13:42:32] <PaleoCrafter> but 1) not
everybody has the new windows launcher yet 2) it is windows only
right now :P
L785[13:42:34] <tmtu> so evil
L786[13:42:45] <PaleoCrafter> sham1, you
can already with 2.11.7
L787[13:42:55] <sham1> I can!?
L789[13:43:28] <shadekiller666> wtf
L790[13:43:51] <PaleoCrafter> and
try-with-resources is just syntactic sugar, yueh :P
L791[13:44:02] <sham1> And I could make my
mod use that backend how?
L792[13:44:07] <PaleoCrafter> yes
L793[13:44:09] <tmtu> anyone here know
php?
L795[13:44:31] <shadekiller666> i can't
open my forge dev env anymore... it says "The default
workspace '<location>/eclipse' is in use or cannot be
created. Please choose a different one.
L796[13:44:39] <gigaherz> he mentioned
something about a modpack launcher of sorts
L797[13:44:58] <Lex_> shadekiller666, its
in use you have eclipse open already...
L798[13:45:00] <sham1> I know PHP
*grinch*
L799[13:45:03] <PaleoCrafter>
shadekiller666, have you tried turning your PC off and on again?
:P
L800[13:45:08] <yueh> sure, but the usual
pattern with "finally { if(r != null) ....} looks so
stupid
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L803[13:45:20] <shadekiller666> oh
derp
L804[13:45:26] <Lex_> modpack launcher...
ugh
L805[13:45:32] <shadekiller666> wow i am
out of it today
L806[13:45:33] <Lex_> yet another fucking
launcher
L807[13:45:43] <PaleoCrafter> in Scala you
can (in theory) use structural types, but that ain't fast
L808[13:45:43] <sham1> We have so
many...
L809[13:45:46] <tmtu> sham1: how do i fix
timezone issues
L810[13:46:01] <sham1> What tidzone is it
now?
L811[13:46:07] <sham1> UTC?
L812[13:46:15] <tmtu> none, apparently,
even though i've changed php.ini
L813[13:46:21] <yueh> i haven't look at
what bytecode they produce, for now i assume it's resolved at
compile time like path dependent types
L814[13:46:22] <sham1> Weird
L815[13:46:42] <PaleoCrafter> structural
types use reflection under the hood
L816[13:47:21] <sham1> So you don't get
any time or what is going on
L817[13:47:32] <gigaherz> lex, his exact
words:
L818[13:47:34] <gigaherz> [22:33]
(calclavia): I'm making some sort of mod installer, which installs
Forge automatically
L819[13:47:37] <PaleoCrafter> although
that might change with being able to use invokedynamic, if I think
about it
L820[13:47:57] <calclavia> gigaherz: It's
not a launcher, just a installer
L821[13:48:11] <gigaherz> yeah I
remembered inaccurately ;P
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L823[13:48:20] <sham1> We already have a
installer...
L824[13:48:56] <gigaherz> hence why I
looked up the logs, in case I made a mistake
L825[13:48:58] <gigaherz> ;P
L826[13:49:05] <yueh> once they target jvm
1.7 or 1.8 it will probably be way cleaner xD
L827[13:49:21] <calclavia> sham1: Yeah,
it's for a rather specific project, not going to really be released
to public
L828[13:49:40] <calclavia> since it's kind
of useless, but it's for some people who don't know how to install
Forge lol
L829[13:49:43] <williewillus> I'm trying
to import build.gradle for a scala proj into idea but it shows the
"building..." dialog then just drops back to the recent
projects list
L830[13:49:47] <williewillus> 0.o
L831[13:49:51] <sham1> So paleo, how'd you
think it would be possible to use that experimental backend in
scala?
L832[13:49:54] <yueh> and in general
looking at the generated bytecode is a bad idea xD. i have a small
project with about 8 scala classes which get expanded to like 450
java classes
L833[13:50:25] <sham1> All those
anons
L834[13:50:29] <PaleoCrafter>
williewillus, try switching the scala plugin's update channel to
experimental
L835[13:50:35] <yueh> pattern matching
stuff
L836[13:50:39] <sham1> Closures inside
closures :P
L837[13:51:10] <PaleoCrafter> sham1, 1)
get the 2.11.7 compiler 2) make your project use that compiler 3)
add those params I've linked :P
L838[13:51:20] <PaleoCrafter> the rest
should be googleable :P
L839[13:51:25] <williewillus> how do I
switch the plugin channel?
L840[13:51:32] <sham1> Ok, question about
the 2 ) and 3)
L841[13:51:38] <Lex_> if someone doesnt
know how to install forge
L842[13:51:48] <Lex_> they shouldnt be
playing any game at all.
L843[13:51:48] <tmtu> yueh: the
horror
L844[13:51:53] <Lex_> it's just 'Click
ok'
L845[13:51:58] <Lex_> seriouly how hard is
that?
L846[13:52:17] <sham1> Where should I put
the paras you linked so the darn thing gets built with that
backend
L847[13:52:24] <PaleoCrafter>
williewillus: Settings -> Languages & Frameworks -> Scala
-> Updates
L848[13:52:36] <PaleoCrafter> actually
select EAP, not nightly, might get buggy otherwise :P
L849[13:52:38] <sham1> Lex, stop
under-estemating user stupidity
L850[13:52:47] <Lex_> i dont underestimate
it
L851[13:52:50] <PaleoCrafter> google it,
sham1 :P
L852[13:52:51] <Lex_> I just draw the
line
L853[13:53:00] <PaleoCrafter> and enter
"Scala Compiler" into IDEA's search
L854[13:53:11] <Lex_> Because doing this
would make it WAY to fucking easy to install forge for crappy 3rd
party launchers
L855[13:53:19] <sham1> I'll Google it once
I am back home
L856[13:53:20] <PaleoCrafter> since when
does pattern matching generate classes, yueh? Oo
L857[13:53:34] <Lex_> wget forge_installer
&& forge_installer --installClient
L858[13:54:00] <Lex_> is MUCH easier then
the alternatives which means it'll be done MUCH more and well,
sadly this is one of the few cases that I have to sit on busniess
side.
L859[13:54:09] <sham1> ./forge_install
would be more correct
L860[13:54:11] <Lex_> Cuz you know... I
like having a place to live.
L861[13:54:32] <sham1> :p
L862[13:54:36] <williewillus> that worked,
thanks paleo
L863[13:54:40] <PaleoCrafter> np
L864[13:54:50] <PaleoCrafter> took me a
good day to figure that out xD
L865[13:55:01] <Lex_> If someone wants to
make a installer that bypasses the ads and everything, they can, I
wont stop them, as I think ads are annoying, but nessasary
evil.
L866[13:55:11] <sham1> Mmm
L867[13:55:12] <Lex_> Hence why I give
both direct and indirect links
L868[13:55:37] <yueh> if i recall
correctly, it's a bunch of case classes
L869[13:55:46] <sham1> The direct link
would be: "If you don't want to support forge by watching this
ad"
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L871[13:56:00] <PaleoCrafter> oh, so not
the actual matching, just the data structures :P
L872[13:56:13] <yueh> markdown
parser
L873[13:56:14] <Lex_> A side note
calclavia you derped the build.gradle and made it so the files are
never uploaded, so definitly wouldnt be pulled
L874[13:56:16] <masa> I don't really get
why people make installers for everything... instead of the end
user going and downloading the actual program and installing that,
they go and downlaod ANOTHEr program and install that, nad it then
installs the actual program (and who knows whate else...)
L875[13:56:40] <sham1> Because users be
stoopid
L876[13:56:49] <Ivorius> Because
convenience is important?
L877[13:56:50] <calclavia> Lex_: I'll undo
that commit
L878[13:56:58] <calclavia> Lex_: That is,
only if you will consider PR
L879[13:57:04] <Ivorius> How does nobody
in here get the most basic marketing principles
L880[13:57:06] <danielhuisman_> Reading is
quite a hard thing for users to do apparently
L881[13:57:07] <calclavia> otherwise
there's no point to keep the repository lol
L882[13:57:22] <masa> how is it more
convenient to download program b from a shady place, than to
download program a from the official place though? :D
L883[13:57:34] <Lex_> Im not considering
it, 1) because of the above and 2) because it's feature
incomplete
L884[13:57:43] <Ivorius> Because the
installer does more than installing the program
L885[13:57:47] <yueh> the first google
entry (the ad) points to it xD
L886[13:57:53] <Ivorius> Mods,
configurations, all that shit
L887[13:57:58] <Ivorius> Nobody likes to
copy files
L888[13:58:15] <Ivorius> Oh wasn't it
great back when we opened up the fucking jar files
L889[13:58:23] <masa> well yes for mod
packs etc launchers are nice
L890[13:58:39] <masa> but for something
like simply installing one thing
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L892[13:58:52] <Ivorius> Nobody downloads
launchers that do nothing but install the game
L893[13:59:00] <Ivorius> You're
strawmanning
L894[13:59:05] <PaleoCrafter> deleting
META-INF always let chills run down my spine because of the
excitement, Ivorius :P
L895[13:59:10] <calclavia> Lex_: 1) I can
revert that Gradle change 2) what other features are needed? I
tested --installClient and it works well.
L896[13:59:14] <Lex_> masa, Sadly there is
a online thing where companies simply rebundle open source/free
software in installers that also install other adware/payware/crap.
Its annoying but meh.
L897[13:59:16] <masa> well there are even
"installers" that install one single mod afaik
L898[13:59:25] ***
calclavia was kicked by Lex_ (rules god fucking dammet I let the
first 2 slide))
L899[14:00:02] <Lex_> and --installClient
needs a optional argument for path.
L900[14:00:05] <masa> yeah unfortunately
this world is full of annoying shit
L901[14:00:41] ***
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L902[14:00:50] <masa> and greedy
assholes
L903[14:00:52]
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L904[14:00:56] <Lex_> Only reasons Forge
is a installer is because 1) needs to unpack libraries cuz fuck you
saving 400TB/day is worth it, and 2) need to edit the json :/
L905[14:00:57] <Ivorius> And whiny
bitches
L906[14:01:43] <calclavia> Well,, I closed
the PR. I don't care if it gets merged or not, just thought it was
public benefit.
L907[14:02:10] <calclavia> but if you
don't want it, then so bet it. Nothing to really argue about
here.
L908[14:02:47]
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L909[14:03:03] <Lex_> I can understand the
need, but i've discussed it with cpw when we first built the thing,
it isn't what we want. Especially if things are going to be wrapped
in another persons installer there isn't really a purpose for
it..
L910[14:03:17] <calclavia> Alright then.
That's fine with me.
L911[14:03:27] <Lex_> You know, your
'modpack installer' could be done with the Forge installer fairly
easily. A few modpacks have done it.
L912[14:03:59] <Lex_> Just need a nice
json file with a maven repo you can download the mods from.
L913[14:04:08] <cpw> yeah. the server
stuff was really only because someone complained that we needed it.
99 times out of 100, it doesn't get used at all..
L914[14:04:30] <cpw> it's *intention* is
to sidecar forge into the client thing
L915[14:04:38] <Lex_> I was debaiting on
adding a 'this.jar!/repo/' as a default maven repo so that the
installer could also bundle the libraries if you wanted.. dont know
if I ever got around to doing that.
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L920[14:16:12] <yueh> xD. it's also funny
that these people show up on the AE bugtracker
L921[14:16:37] <Ri5ux> Some people don't
come pre-installed with computer common sense.
L922[14:16:42] <Ri5ux> Blew my mind
too.
L923[14:17:08] <williewillus> mc isnt even
an expensive game too
L924[14:22:13] <sham1> How do these people
even open their computers
L925[14:24:13] <Ivorius> Why would they
open their computers
L926[14:24:26] <williewillus> lol
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L931[14:29:19] <Techfoxis> Wow, that's
just pitiful
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L934[14:31:27] <Andrey96> Yesterday I've
said about often "Already tesselating" crashes with my
modpack. I know that this decision is very-very ugly and wrong, but
I've just replaced in Tesselator bytecode throw to
printStackTrace.
L935[14:32:19] <Andrey96> and instead of
crash just getting 1 frame not rendered
L936[14:33:09] <Ivorius> lol
L937[14:34:15] <Ivorius> Hang them who
start tessellating and then depart
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L953[14:51:26] <laci200270> idea not have
auto error resolving?
L954[14:51:35] <PaleoCrafter> sure it
has
L955[14:51:38] <PaleoCrafter> alt +
enter
L956[14:51:52] <laci200270> thanks
L957[14:52:26] <laci200270> why idea marks
the default constructur unused
L958[14:52:44] <laci200270> ?
L959[14:52:44] <PaleoCrafter> because it
is unused? ...
L960[14:53:02] <sham1> :D
L961[14:53:07] <laci200270> but mc is uses
:D
L962[14:53:26] <laci200270> and also my
init is also unsed :D
L963[14:53:26] <williewillus> idea doesnt
know that lol
L964[14:53:40] <williewillus> those are
called via asm/reflection by fml at runtime
L965[14:54:02] <PaleoCrafter> if it's too
annoying for you, you can turn off the inspection
L966[14:54:39] <sham1> Or just annotate
them to suppres the warning
L967[14:54:48]
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L968[14:55:04] <laci200270> i'll keep this
in my clipboard: @SuppressWarnings(value ="unused")
L969[14:55:06] <laci200270> :D
L970[14:55:15] <williewillus> i'd just
turn off the inspection
L971[14:55:22] <williewillus> instead of
cluttering your code with the annotation :p
L972[14:55:27] <PaleoCrafter>
exactly
L973[14:55:27] <sham1> or just
@SuppressWarnings("unused")
L974[14:55:31] <sham1> Bleh
L975[14:55:42] <PaleoCrafter>
SuppressWarnings is an abomination
L976[14:56:10] <sham1> it can be
useful
L977[14:56:12] <killjoy> It takes an
array
L978[14:56:18] <laci200270> no
L979[14:56:25] <killjoy>
@SuppressWarnings({})
L980[14:56:39] <sham1> Or does it take a
vararg?
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L982[14:56:48] <laci200270> this is also
good: @SuppressWarnings(value ="unused")
L983[14:56:52] <killjoy> It's
L984[14:57:03] <killjoy> Annotation values
aren't parameters
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L986[14:57:28] <killjoy> Besides,
Object... compiles to Object[]
L987[14:57:43] <hackhalo2> I'm more then
likely blind, but I'm trying to find the code that colors the grass
blocks based on the biome and I can't find it
L988[14:58:06] <sham1> But I still cannot
have Array[Object] be at a vararg, I have to use
Array[Object]:*_
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L990[14:58:42] <sham1> Ör _* rather
L991[14:58:48] <Techfoxis> What's the
purpose of a proxy?
L992[14:59:02] <Techfoxis> I'm a
Java/Forge noob
L993[14:59:10] <laci200270> Techfoxis, do
something only one side
L994[14:59:10] <sham1> To seperate server
and client code
L995[14:59:18] <sham1> Basically
that
L996[14:59:22] <Techfoxis> Oh, okay
thanks
L997[14:59:37] <williewillus> more
precisely, it prevents code on one side from accessing code that
won't exist on the other side
L998[14:59:45] <williewillus> usually
preventing Dedicated Server from accessing client classes
L999[14:59:56] <PaleoCrafter> killjoy, and
an attribute on the method :P
L1000[15:00:33] <killjoy> Speaking of
attributes, I should probably add that to c2j
L1001[15:01:09] <sham1> I think I should
create some super classes to have my own special Block that sets
certain things up.
L1002[15:01:25] <killjoy> That's what
pahimar does
L1003[15:01:30] <sham1> Mmm
L1004[15:01:36] <sham1> Nice guy
L1005[15:01:40] <PaleoCrafter> you doin
Scala?
L1006[15:02:17] <sham1> Umn, that is why
I asked about that new backend, I keep flip-flopping between scala
and java
L1007[15:02:28] <sham1> Because I like to
use scala but I am more used to java
L1008[15:02:36] <PaleoCrafter> lol
L1009[15:02:46] <PaleoCrafter> because
that common super class for all mod blocks is somewhat stupid
L1010[15:03:10] <sham1> Wouldnt have to
set the creative tab for instance on every one of them
L1011[15:03:16] <killjoy> All I want is
[] lists and [:] maps
L1012[15:03:17] <sham1> WOuld just extend
and have it be set
L1013[15:03:38] <PaleoCrafter> make it a
trait :P
L1014[15:04:28] <PaleoCrafter> killjoy,
you can get pretty close to those literals with Scala :P
L1015[15:04:30] <sham1> What would be the
differece in this case, all that superclass/supertrait would do is
set the creative tab and some other convenience stuffs
L1016[15:04:45] <PaleoCrafter> you can
still extend from another super class with a trait :P
L1017[15:04:50] <sham1> I know
L1018[15:05:37] <sham1> Also, MC's block
needs to have Material passed to it
L1019[15:06:02] <PaleoCrafter> and?
L1020[15:06:14] <williewillus> i swear I
saw someone attempting python bindings for modded mc and I can't
find it anymore :p
L1021[15:06:37] <sham1> And traits cant
have constructors AFAIK
L1022[15:06:47]
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L1023[15:07:38] <PaleoCrafter> yeah,
and?
L1024[15:08:00] <sham1> And I dont
exactly want every block of mine having the exact same
material
L1025[15:08:12] ***
ryantheleach_ is now known as ryantheleach
L1026[15:08:22] <sham1> Some make sense
to be Material.glass but some dont and all kinds of other
complicated stuf
L1027[15:08:26] <PaleoCrafter> wut
L1028[15:08:33] <sham1> What
L1029[15:08:58] <sham1> I feel like I
have missed out on some awesome trait magic
L1030[15:09:07] <PaleoCrafter> trait
MaAwesomeBaseBlock { this: Block => setCreativeTab(whatevs) }
object MaAwesomeBlock extends Block(Material.dumbwit) with
MaAwesomeBaseBlock
L1031[15:09:34] <williewillus> lol
L1032[15:09:40] <sham1> :P
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L1034[15:09:56] <williewillus>
"You've been Scala'ed"
L1035[15:09:58] <sham1> Scala, you just
do not stop impressing me
L1036[15:10:58] <sham1> Someone get that
jaw out of the floor, I think I just dropped mine
L1037[15:13:04] <sham1> Best language
confirmed
L1038[15:13:10] ***
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L1039[15:14:02] <PaleoCrafter> is it
COBOL?
L1040[15:14:16] <sham1> :D
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L1042[15:14:27] <sham1> Has someone ever
used COBOL
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L1045[15:16:14] <tmtu_> it's z80
assembly
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L1048[15:19:32] <shadekiller666> if
@SideOnly is just a result of the deobf process, what would be a
better way to determine what "side" is currently
executing a method?
L1049[15:19:45] <shadekiller666>
world.isRemote?
L1050[15:19:50] <sham1> If you can access
world then yes
L1051[15:21:19] <sham1> I think I should
start posting more on Modder Support
L1052[15:21:24] <sham1> Just to help some
people out
L1053[15:21:42] <PaleoCrafter> if you
wish to lose faith in humanity
L1054[15:21:51] <sham1> Don't worry
L1055[15:21:56] <sham1> I'm a Valve
fan
L1056[15:22:02] <sham1> I've already lost
it many times
L1057[15:22:45] <PaleoCrafter> it won't
come back after this experience
L1058[15:23:16] <sham1> I dont know if I
should overrude IEnergyReceiver or IEnergyHandler for my RF
machine
L1059[15:23:50]
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L1061[15:24:15] <shadekiller666> whats
the difference between a non-static nested class, and a static
nested class?
L1062[15:24:24] <sham1> Nah, I'll go with
IEnergyReceiver, it is not like my machines could transfer energy
inside themselves
L1063[15:24:37] <sham1> Static inner
class you dont need outer class' instance to access
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L1066[15:25:05] <sham1> It is kinda like
the difference between static and non-static methods for
instance
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L1069[15:27:45] <sham1> Also, time to use
both RF api and Fluid API with each other
L1070[15:27:59] <sham1> Totally not
confusing seeing two very simmilar APIs
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L1073[15:30:08] <sham1> ... Time to
figure out how much RF would be good amount inside an internal
buffer...
L1074[15:30:19] <sham1> For balance's
sake
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L1076[15:32:19] <gigaherz> sham: 10 * (RF
consumed / second)
L1077[15:32:25] <gigaherz> or something
like that
L1078[15:32:25] <gigaherz> ;p
L1079[15:32:38] ***
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L1080[15:32:46] <sham1> Also, it feels so
weird to be part of the RF bandwagon
L1081[15:33:14] <sham1> Because
originally I was very much against it
L1082[15:33:15] <gigaherz> why?
L1083[15:33:28] <gigaherz> what did you
favor?
L1084[15:33:42] <sham1> I am NIH
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L1086[15:37:03] <gigaherz> ah
L1087[15:37:15]
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L1088[15:37:16] <gigaherz> but you can't
have ALL the mods using their own custom power system
L1089[15:37:31] <sham1> I know
L1090[15:37:44] <sham1> Also my mod is so
much of a tech mod that I might as well use redstone flux
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L1092[15:39:54] <gigaherz> heck Ancient
Warfare uses RF
L1093[15:40:01] <gigaherz> for its
mechanical Torque Shafts
L1094[15:41:19]
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L1096[15:41:47] <sham1> mm
L1097[15:42:01] <sham1> Only people who
it does not make sense to use RF is magic mods
L1098[15:42:28] <Laceh> vim clone
ftw
L1099[15:42:45] <sham1> ed
L1100[15:42:49] <gigaherz> ved
L1101[15:42:56] <Laceh> ?
L1102[15:43:11] <gigaherz> Laceh:
"ed" is THE original editor
L1103[15:43:15] <FluffyCloud> I don't
know, things like botania with it's mana pools and such, mana
producers, pools, ... might as well be rf under the skin, you
know?
L1104[15:43:16] <gigaherz> so I mixed
them
L1105[15:43:17] <gigaherz> ;P
L1106[15:43:25] <Laceh> lol
L1107[15:43:32] <gigaherz> ohhey JAva
just poppep up sayingf there's an update
L1108[15:43:54] <sham1> Update for the
love of all good in the world
L1109[15:43:57] <gigaherz> Java* -f
L1110[15:44:09] <gigaherz> yes of course
I'm an "update asap" person
L1111[15:44:17]
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L1112[15:44:19] <sham1> Better than 99%
of mod users :D
L1113[15:44:27] <sham1> java users*
L1114[15:44:33] <sham1> users**
L1115[15:44:34] <gigaherz> it even
bothers me that the MC launcher comes with 1.8.0_25
L1116[15:44:38] <gigaherz> which is out
of date ;P
L1117[15:44:46] <sham1> people***
L1118[15:45:28] <Laceh> lol
L1119[15:45:47] <gigaherz> there
done
L1120[15:45:50] <gigaherz> u51
installed
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L1129[15:59:18] <smbarbour> For RF
consuming machines, I just extend TileEnergyHandler. That takes
care of most of it.
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L1135[16:07:43] <Purebe> I've been using
Vim for editing for the past week
L1136[16:08:38] <Purebe> It's...really
nice
L1137[16:09:47] ***
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L1138[16:10:10] <Mraof> Vim is nice
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L1141[16:10:49] <Purebe> I've always used
it for editing remotely but decided to give a go locally
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L1144[16:11:25] <Purebe> Didn't think I'd
love it as much as I do, didn't realize how much time I'd
save
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L1148[16:12:43] <Purebe> Plus...it looks
amazing in ConEmu with some transparency and a cool dark starry
night sky wall paper
L1149[16:13:01] <gigaherz> ewh
translucent consoles >_<
L1150[16:13:11] <Purebe> it's not
translucent, it's transparent :P
L1151[16:13:23] <Purebe> I dislike the
translucent effect as well
L1152[16:13:33] <gigaherz> no I just
dislike see-through of any kind
L1153[16:13:33] <gigaherz> ;P
L1154[16:13:46] <gigaherz> xcept Aero
Glass on the window edges
L1155[16:13:53] <gigaherz> which is theo
ne thing Microsoft chose NOT to add to win10 ;P
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L1157[16:14:04] <Purebe> it's only barely
transparent, not enough to distract
L1158[16:14:10] <Purebe> but enough to
add a nice effect
L1159[16:14:24] <Purebe> But I suppose
that's going to be highly preferential :P
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L1162[16:17:22] <Gliby> Hey.
L1163[16:17:25] <Purebe> Hi
L1164[16:17:37] ***
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L1165[16:17:40] <Gliby> How come Item's
OnPlayerStoppedUsing is only being called on the client?
L1166[16:19:02] <Purebe> Good question,
that hardly seems like a function that should be client side
only
L1167[16:19:14] <gigaherz> because it's
only used to stop rendering the animation, I suppose
L1168[16:19:44] <Gliby> I looked at the
same method in ItemBow, and server side methods are being called
from that.
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L1170[16:20:09] <gigaherz> oh right the
bow shoots on stopping
L1171[16:20:24] <Purebe> Did you register
the event in the client proxy?
L1172[16:20:34] <Gliby> It's not a
event.
L1173[16:20:42] <Purebe> oh right
L1174[16:20:43] <Gliby> It's a method in
the actual Item class.
L1175[16:20:47] <gigaherz> it's a method
of Item XD
L1176[16:20:57] <Purebe> Sorry it's been
a couple months since I did any modding :P
L1177[16:21:27] <Purebe> Do you have a
client-only player object?
L1178[16:21:46] <Gliby> What do you
mean?
L1179[16:21:54] <Purebe> There's one that
is like PlayerMP and PlayerSP or something
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L1181[16:22:08] <gigaherz> how's that
related?
L1182[16:22:10] <gigaherz> ;P
L1183[16:22:24] <Purebe> I don't know
:P
L1184[16:22:32] <Purebe> I'm trying to
remember but it's fuzzy
L1185[16:23:12] <gigaherz> hmmm
L1186[16:23:31] <gigaherz> Gliby:
stopUsingItem is in EntityPlayer, not just EntityPlayerSP, so it
should be called in both cases
L1187[16:23:47] <Gliby> It's not though
:/
L1188[16:23:49] <gigaherz>
EntityPlayerMP.onStoppedUsingItem
L1189[16:23:57] <gigaherz> it's
server-side
L1190[16:24:55] <gigaherz> the
client-side receives the message through a packet
L1191[16:25:04] <gigaherz> the stopping
is initated by the server
L1192[16:25:32] <gigaherz> hmm wait
no
L1193[16:25:35]
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L1194[16:25:36] <gigaherz> I'm
confused
L1195[16:25:46] <gigaherz> isn't
EntityPlayerMP the server side?
L1196[16:25:58] <Purebe> Well it has to
be initiated by the client surely
L1197[16:26:09] <gigaherz> oh I
misread
L1198[16:26:11] <gigaherz>
PlayerControllerMP
L1199[16:26:36] <Gliby> Oh wow.
L1200[16:26:39] <gigaherz> it's initiated
by the client in Minecraft.runTick
L1201[16:26:41] <Gliby> I think I have a
solution.
L1202[16:26:46] <gigaherz> which sends a
packet to the server
L1203[16:26:49] <gigaherz> which runs the
server side
L1204[16:26:54] <gigaherz> regardless,
both sides should run it
L1205[16:27:38] <Gliby> I've added a
method, and it's magically running on the server as well.
L1206[16:27:52] <Gliby> public int
getMaxItemUseDuration(ItemStack stack)
L1207[16:27:56] <Gliby> that's what I
added.
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L1210[16:29:33] <Gliby> yup.
L1211[16:29:53] <Gliby> without that
method it doesn't get called on the server.
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L1230[17:01:34] <Mysticdrew> With 1.8, if
I download the forge src without changing anything do gradlew.bat
setupdecompworkspace idea. It creates forge.ipr I open that and
then I import module on my mod. That seems to work and I get srg
names for methods in FontRenderer I can run my mod in the dev
environment. But if I setupDecompWorkspace idea in my mod's
directory I do not get all the srg names in FontRenderer.
L1231[17:01:56] <Mysticdrew> If I use the
first method and go to my mod's directory and try to build it, it
fails because the srg names are not found.
L1232[17:02:58] <killjoy> You refresh the
idea workspace?
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L1234[17:03:26] <Mysticdrew> yes
L1235[17:03:52]
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L1237[17:03:58] <killjoy> Have you tried
importing as a gradle project
L1238[17:04:00] <killjoy> ?
L1239[17:04:33] <Mysticdrew> it's not an
Idea issue really. Because it wont even build outside of
intelij
L1240[17:04:40] <killjoy> oh
L1241[17:04:52]
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L1242[17:05:19] <killjoy> Well in the dev
environment, you should get mcp names, not srg
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L1244[17:07:11] <Mysticdrew> well, in the
first instance I do get them, when I load forge and import my mod.
Seems to work, but when I trie dto build it those method names are
not found.
L1245[17:07:30] <killjoy> And you're
using srg names to build?
L1246[17:08:45]
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L1247[17:10:24] <Mysticdrew> I'll get you
screenshots
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L1250[17:19:41] <shadekiller666> !gm
renderModelBrightnessColorQuads
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L1257[17:24:35] <Techfoxis> Hey, is their
a way to choose which editor .json files open in, with eclipse,
because it keeps trying to open in Atom
L1258[17:24:44] <Techfoxis> but it
can't
L1259[17:25:27] <Gliby> Google.
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L1264[17:33:40] <killjoy> Mysticdrew,
gradlew cleanCache
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L1267[17:38:55] <Mysticdrew> trying
it
L1268[17:39:47]
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L1269[17:41:00] <Mysticdrew> nope, still
cannot find the names
L1270[17:41:34] <Techfoxis> Still can't
find anything on google with a valid answer
L1271[17:42:00] <Mysticdrew> Techcable
windows file associations.
L1272[17:45:00] <Techfoxis> Mystic, are
you talking to me?
L1273[17:49:59] <Mysticdrew> yes, check
your windows file associations. eclipse defaults to them I
believe.
L1274[17:50:43] <Techfoxis> I'm on
Linux
L1275[17:51:23] <Mysticdrew> ok well
google how to change it on linux
L1276[17:52:02] <Techfoxis> ughh, I might
have to start using something other then i3wm
L1277[17:54:04] <killjoy> non executable
text files always identify as text on linux
L1278[17:54:21] <Techfoxis> Yeah, I
know
L1279[17:54:27] <Techfoxis> I fixed it
though
L1280[17:54:44] <Techfoxis> Theirs a
config for it in eclipse
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L1295[18:29:50] <Mimiru> In 1.7, is there
any reason that breaking my blocks without a tool would cause the
block to not drop when broken?
L1296[18:30:01] <Mimiru> I can break it
with a pickaxe and it drops
L1297[18:30:53] <tterrag|laptop> Mimiru,
what's the material, rock?
L1298[18:30:57] <Mimiru> Iron
L1299[18:31:01] <tterrag|laptop>
right
L1300[18:31:04] <tterrag|laptop> that
material requires a tool
L1301[18:31:07] <tterrag|laptop> look at
the definition
L1302[18:31:15] <Mimiru> Oh shit
right
L1303[18:31:16] <Mimiru> Derr
L1304[18:31:36] <Mimiru> Ok, now to
figure out why one of them instantly breaks, and the other one
doesn't
L1305[18:31:39] <Mimiru> thanks ¬_¬
L1306[18:31:46] *
Mimiru goes back to her corner
L1307[18:31:46] <Mimiru> lol
L1308[18:31:51] <killjoy> check the
hardness?
L1309[18:32:03] <Mimiru> both inherit
from the same base block
L1310[18:32:37] <Mimiru> hardness is 5f
in the base
L1311[18:32:54] <tterrag|laptop> hardness
is not set by the default block constructor
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L1314[18:34:21] <halvors> Is readFromNBT
called only server side?
L1315[18:34:23] <Mimiru> tterrag|laptop,
it's set in the base block all of my blocks extend, and it works
for all of my blocks, except this one. Turns out I missed this one
when I added the baseblock settup
L1316[18:34:45] <tterrag|laptop>
heh
L1317[18:34:48] <tterrag|laptop> halvors,
of course
L1318[18:34:58] <tterrag|laptop> there is
no NBT to read from on the client
L1319[18:36:08] <halvors> tterrag|laptop:
Well i need to call a function to make the client request the
TileEntities stored data from the server.
L1320[18:36:16] <halvors> is validate()
called on the client?
L1321[18:36:18] <tterrag|laptop> that
already exists
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L1323[18:36:25] <tterrag|laptop>
getDescriptionPacket
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L1326[18:38:54] <halvors> tterrag|laptop:
Well i need this so that it can be called in some other cases as
well.
L1327[18:39:11] <gigaherz> hmmm is there
a forge changelog easily accessible?
L1328[18:39:36] <halvors> tterrag|laptop:
But if i need to call this function on the client, where is the
right place to put it?
L1329[18:39:57] <tterrag|laptop> halvors,
explain better
L1330[18:40:08] <tterrag|laptop>
description packets are sent whenever the block updates (read:
re-renders)
L1331[18:40:18] <tterrag|laptop> so
realistically that is the only time you should need to send client
data
L1332[18:41:16] <gigaherz> oh I guess
there hadn't been anything pushed to the repo since the last
build
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L1334[18:41:45] <gigaherz> am I righti n
asssuming forge builds happen for each merge/push?
L1335[18:42:59] <tterrag|laptop>
iirc
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L1337[18:49:52] <halvors> tterrag|laptop:
TileEntities is loaded on the client as well right? I should
somewhere be able to send my packet from the client to the server
:)
L1338[18:50:07] <tterrag|laptop> halvors,
of course
L1339[18:50:13] <tterrag|laptop> but you
have yet to explain what you are doing exactly
L1340[18:50:22] <tterrag|laptop> I'm not
going to advise when I have no idea what you are doing
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L1343[18:55:36] <halvors> tterrag|laptop:
All i want to do is to send my packet when the tileEntity is
loaded. But after the tileentitiy on the server has read from NBT
:)
L1344[18:56:09] <gigaherz> that's not
what he means
L1345[18:56:21] <gigaherz> he means why
do you need the info on the client in the first place
L1346[18:56:56] <halvors> gigaherz: For
displaying some variables kept in the tileentity on the client in
my GUI :)
L1347[18:57:46] <gigaherz> isn't the
Container the one responsible for syncing GUI state?
L1348[18:58:10] <halvors> gigaherz: No.
The container is responsible for syncing the Inventory.
L1349[18:58:18] <halvors> My GUI has no
inventory.
L1350[18:58:26] <tterrag|laptop> halvors,
the GUI is opened when you click the block, no?
L1351[18:58:32] <tterrag|laptop> why not
send the data then? that is how everything else works
L1352[18:58:35] <halvors> It is.
L1353[18:58:45] <tterrag|laptop> you
don't need to sync the data if no one is looking
L1354[18:58:48] <tterrag|laptop> that is
the basics of networking
L1355[18:59:13] <gigaherz> yeah in
minecraft, blocks don't make sounds if no one is there to hear
them
L1356[18:59:14] <gigaherz> ;P
L1357[19:00:09] <tterrag|laptop> your
concept of when you need to sync things seems to be wrong, so
instead of giving you a useless answer I'm trying to help you see
WHY it's wrong
L1358[19:00:11] <gigaherz> (I really
wanted to say falling trees don't make sounds, but... trees are
happy to float)
L1359[19:00:29] <halvors> tterrag|laptop:
One other case that i have is that i need to sync the data when the
tileEntity loads, because i keep the block's facing in the client
tileentity for rendering porpuses :)
L1360[19:01:00] <tterrag|laptop> which is
fine
L1361[19:01:08] <tterrag|laptop> but
that's what the description packet is for
L1362[19:01:11] <tterrag|laptop> it's
/why/ that exists
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L1364[19:01:20] <tterrag|laptop> don't
reinvent the wheel
L1366[19:03:13] <gigaherz> unless tterag
has a more modern version of it ;P
L1367[19:04:08] <tterrag|laptop> other
than the fact that you use the lazy description packet method
L1368[19:04:11] <halvors> gigaherz: I
don't want to use that old minecraft packet system when i have
implemented SimpleNetworkWrapper :)
L1369[19:04:12] <tterrag|laptop> syncing
stuff you don't need to
L1370[19:04:23] <tterrag|laptop> halvors,
the MC system WORKS
L1371[19:04:24] <gigaherz> halvors:
that's *integrated*
L1372[19:04:28] <tterrag|laptop> it takes
away ALL the problems of doing it yourself
L1373[19:04:32] <gigaherz> mincraft takes
care of sending it for you
L1374[19:04:38] <tterrag|laptop> which is
1) getting the data and 2) finding out when you need to sync
L1375[19:04:40] <tterrag|laptop> USE
IT
L1376[19:05:00] <unascribed> and the
SimpleNetworkWrapper isn't some magical "new" packet
format, it's just a way of sending custom data over the "old
minecraft packet system"
L1377[19:05:12] <tterrag|laptop> lol
^
L1378[19:05:14] <tterrag|laptop> totally
true
L1379[19:05:19] <gigaherz>
tterrag|laptop: yeah it's a "it works, will fix later when I
don't have 90% of the mod unimplemented and I know the TE isn't
going to change often anymore)
L1380[19:05:20] <tterrag|laptop> there's
a reason it has wrapper in the NAME
L1381[19:05:38] <tterrag|laptop>
gigaherz, if you implement something which will at any point
REQUIRE changing later it's probably bad design ;)
L1383[19:06:18] <unascribed> syncs only
direction
L1384[19:06:18] <tterrag|laptop> FML just
wraps a proxy packet with their own system
L1385[19:06:51] <unascribed> afaik that
integer field is only for vanilla TEs
L1386[19:07:00] <unascribed> hence it
being set to -255
L1387[19:07:19] <tterrag|laptop> I just
use 0
L1388[19:07:25] <tterrag|laptop> it's not
used from what I can see
L1389[19:07:27] <tterrag|laptop> idk what
it is :p
L1390[19:07:48] <unascribed> probably
Notch remenants
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L1392[19:14:17] <Lex__> what aboutn
packets?
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L1394[19:15:35] <tterrag|laptop>
<halvors> gigaherz: I don't want to use that old minecraft
packet system when i have implemented SimpleNetworkWrapper :)
L1395[19:15:41] <tterrag|laptop> that
about sums it up :P
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L1397[19:19:43] <gigaherz> Oh come on ¬¬
entityInit is called from the super() .... that explains a few
things XD
L1398[19:20:18] <Kittychanley> Bit of an
odd question. Does anybody know if it's possible to grab an item's
icon off the item texturemap while doing a renderWorldBlock call
for a ISimpleBlockRenderingHandler class? I tried binding the
texture right before getting the icon, but then every block in the
whole world then uses icon textures. And if I bind it to item
before, and then bind it to blocks after, it's like I didn't do
anything at all and just renders
L1399[19:20:18] <Kittychanley> with the
random block texture.
L1400[19:20:45] <Kittychanley> I'm trying
to do a custom flower pot that lets you put items in it in addition
to ItemBlocks
L1401[19:20:46] <tterrag|laptop>
Kittychanley, no, you cannot rebind textures inside ISBRH
L1402[19:20:51] <gigaherz> n oyou can't
do that
L1403[19:20:52] <tterrag|laptop> because
all you are doing is caching verts
L1404[19:20:57] <tterrag|laptop> texture
data is not included with that cache
L1405[19:21:26] <gigaherz> ^ that.
XD
L1406[19:21:37] <Kittychanley> Darn. Is
it possible any other way? Like doing a render that isn't
ISBRH?
L1407[19:21:52] <tterrag|laptop>
sure
L1408[19:21:59] <tterrag|laptop> would be
pretty expensive for a decorative block though
L1409[19:23:02] <Kittychanley> alright, I
guess I'll just leave it so you can't put those items in the flower
pot then
L1410[19:23:26] <tterrag|laptop> what
flower is an item only :P
L1411[19:23:44] <Techfoxis> Could someone
explain to me how the proxys work and how to set them?
L1412[19:23:51] <Kittychanley> Our fruit
tree saplings, because when you plant them it does a log block that
grows into a tree instead of a sapling block
L1413[19:24:03] <tterrag|laptop>
Techfoxis, a proxy is just a convenience to have two different
classes loaded on client/server
L1414[19:24:13] <tterrag|laptop> so that
you can safely run clientside/serverside specific code only on that
side
L1415[19:24:28] <tterrag|laptop> just
give the two classes to the @SidedProxy annotation and FML will
fill it in
L1416[19:24:49] <tterrag|laptop>
Kittychanley, that's weird mechanic :P
L1417[19:24:51] <tterrag|laptop> but
ok
L1418[19:24:59] <Techfoxis> I tried but
the client side proxy isn't loading
L1419[19:25:06] <Kittychanley> Indeed it
is. I didn't write it, but I'm not going to touch it
L1420[19:25:10] <tterrag|laptop>
Techfoxis, define isn't loading
L1421[19:25:50]
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L1422[19:26:42] <Techfoxis> Im following
MrCrayfishes video tutorials for 1.8, and the it never registers
the render
L1423[19:26:59] <tterrag|laptop> post
code
L1424[19:27:14] <Techfoxis> Okay, on
gist?
L1425[19:27:45] <tterrag|laptop>
sure
L1426[19:30:15] ***
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L1429[19:34:48] <shadekiller666> damn it,
still can't figure out how the hell to fix this...
L1430[19:35:09] <shadekiller666> fry, wai
must you be gone...
L1432[19:38:09] <Techfoxis> I also have a
model and texture but I don't think thats the problem
L1433[19:38:36] <Techfoxis> The texture
for the item I added doesn't appear though
L1434[19:38:56] <tterrag|laptop>
lowercase class names why
L1435[19:39:06] <Laceh> lmfoa
L1436[19:39:15] <Techfoxis> I use camel
case
L1437[19:39:20] <tterrag|laptop> well
that's wrong :D
L1438[19:39:21] <williewillus> Class
names should be upper
L1439[19:39:25] <williewillus> according
to java conventions
L1440[19:39:48] <Techfoxis> Oh, I come
from a web development view point
L1441[19:39:58] <tterrag|laptop>
Techfoxis, you never call the method?
L1442[19:40:00] <Laceh> lol I wrote 5
classes in KPC lower case because they fit with the scheme syntax I
was writing XD
L1443[19:40:10] <Techfoxis> Which
method?
L1444[19:40:12] <williewillus> Techfoxis:
in your @SidedProxy you need to give the fully qualified class
name
L1445[19:40:13] <shadekiller666> Tech, is
that item model one that is loaded through a custom model loader?
ie. b3d/obj?
L1446[19:40:16] <tterrag|laptop> also,
putting the renderer code inside items defeats the entire
purpose
L1447[19:40:31]
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L1448[19:40:37] <williewillus> oh jk it's
a var
L1449[19:40:40] <williewillus> are your
proxies running?
L1450[19:40:42] <tterrag|laptop>
Techfoxis, proxy.registerRenderers()
L1451[19:41:17] <williewillus> oh you
never call that yeah :p
L1452[19:41:20] <Techfoxis> What stage of
init would that go in?
L1453[19:41:27] <shadekiller666>
pre
L1454[19:41:28] <tterrag|laptop> whenever
you want it to run?
L1455[19:41:32] <tterrag|laptop> probably
preinit
L1456[19:41:34] <williewillus> models
need to be pre
L1457[19:41:51] <tterrag|laptop> having
your proxy call a non-proxy method to do sided things is completely
pointless
L1458[19:41:59] <tterrag|laptop> that's
the ENTIRE PURPOSE of the proxy
L1459[19:43:00] <Techfoxis> I'm just
following MrCrayfishes 1.8 Tutorials
L1460[19:43:04] <shadekiller666> so i'm
trying to figure out how to fix the problem with
ExtendedBlockStates and preventing block placement bug that i've
had for a while, and i can't figure out a good way of fixing
it
L1461[19:43:10] <tterrag|laptop> well
then he's doing it horribly wrong
L1462[19:43:17] <gigaherz> thne maybe you
should follow someone else's tutorials
L1463[19:43:17] <gigaherz> XD
L1464[19:43:30] <Techfoxis> Correction I
*WAS*
L1465[19:44:06] <Techfoxis> How would you
sugest I learn how to mod?
L1466[19:44:26] <tterrag|laptop> on
1.8?
L1467[19:44:52] <Techfoxis> I guess I've
never modded with 1.7
L1468[19:45:02] <Techfoxis> should I
learn that first?
L1469[19:45:09] <gigaherz> nah
L1470[19:45:12] <gigaherz> it will teach
bad habits
L1471[19:45:16] <tterrag|laptop> depends
on what you want to mod for
L1472[19:45:23] <gigaherz> although many
things carry over
L1473[19:45:37] <shadekiller666> i was
thinking of somehow replacing the value for IUnlistedProperties
with some sort of wrapper that would allow the extended states to
be found in the maps even though the ones in the map don't have the
same value as the ones that are passed in from the block
L1474[19:46:26] <shadekiller666> but from
what i understand about how maps get things, having two different
wrapper objects would still cause a problem
L1475[19:47:32] <tterrag|laptop>
different is something you can define in the object
L1476[19:47:46] <shadekiller666> via
equals and hashcode right?
L1477[19:47:59] <tterrag|laptop>
yes
L1478[19:48:06] <shadekiller666> do all
maps check equals and hashcode?
L1479[19:48:12] <tterrag|laptop> what
else would they check?
L1480[19:48:14] <tterrag|laptop>
magic?
L1481[19:48:25] <shadekiller666> well,
just equals, or just hashcode
L1482[19:48:45] <tterrag|laptop> they
should evaluate to the same result
L1483[19:49:51] <tterrag|laptop> and you
should always implement both
L1484[19:49:55] <tterrag|laptop> so that
question is irrelevant
L1485[19:50:25]
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L1486[19:50:46] <shadekiller666> evaluate
to the same result? hashcode returns an int and equals returns a
boolean
L1487[19:50:53] <williewillus> if you
override one
L1488[19:50:56] <williewillus> you have
to the other
L1489[19:51:03] <tterrag|laptop> if
objects are equal, their hashcode should always be the same
L1490[19:51:06] <tterrag|laptop> that's
what I mean
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L1492[19:52:22] <Laceh> shadekiller666:
actually map implementations check equals first, then if they are
equal they fallback on hashcode
L1493[19:52:39] <shadekiller666> so
theoretically, if i make a wrapper class and make both of those
return based soley on the fact that they are both instances of the
same class, then this issue would be solved?
L1494[19:52:51] <tterrag|laptop> Laceh,
that's implementation based, and still irrelevant
L1495[19:53:02] <tterrag|laptop> do what
the equals contract demands of you, who calls what doesn't
matter
L1496[19:53:18] <Laceh> I was just
correcting a statement made by him
L1497[19:53:45] <gigaherz> uh what, why
woudl they use hashcode AFTER equals? XD
L1498[19:53:54] <Laceh> collisions
L1499[19:53:59] <williewillus> why would
you ever want all instances of a class to be treated equal by
equals?
L1500[19:54:00] <gigaherz> the whole
point of the hash codes is to quickly discard differents
L1501[19:54:01] <williewillus> that
sounds terrible
L1502[19:54:42] <tterrag|laptop> Laceh, I
don't even think that's really accurate
L1503[19:54:50] <Laceh> yet it is
L1504[19:54:57] <gigaherz> if the hash
codes don't match, they must be different
L1505[19:54:59] <tterrag|laptop> maps use
hashcode to place objects in the buckets, and hashcode to retrieve
the correct bucket
L1506[19:55:02] <gigaherz> otherwise, you
have to check with equals
L1507[19:55:12] <tterrag|laptop> they
only use equals to determine what object to return from the
bucket
L1508[19:55:18] <Laceh> they use both in
order to eliminate collisions
L1509[19:55:28] <tterrag|laptop>
eliminate collisions? that's what buckets are for
L1510[19:55:29] <gigaherz> yes but hash
codes always come first
L1511[19:55:29] <gigaherz> XD
L1512[19:55:37] <gigaherz> checking the
hash code after equals makes no sense
L1513[19:55:50]
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L1514[19:56:02] <gigaherz> two objects
that EchebKesoquals returns true, always return the same hash code
(or should)
L1515[19:56:04] <Techfoxis> So how does
one go about learning how to use forge?
L1516[19:56:21] <tterrag|laptop> for the
most part? asking and reading other mods
L1517[19:56:32] <tterrag|laptop> there
are tutorials out there, but most are either really shallow, or not
very well done
L1518[19:56:40] <Techfoxis> Oh, okay
thanks
L1519[19:56:52] <tterrag|laptop> the best
set of tutorials done (imo) was vswe's
L1520[19:56:53] <gigaherz> wtf did I
type?
L1521[19:56:57] <tterrag|laptop> they
were done on 1.6 however
L1522[19:56:57] <williewillus> yeah
personally I find learning by example the best
L1523[19:57:10] <gigaherz> two objects
for which equals() returns true, must have the same hash code
L1524[19:57:20] <gigaherz> two objects
that have different hash codes, must never equal
L1525[19:57:53] <gigaherz> the grey area
is hash collisions, where two objects can have the same hash code
but not equals
L1526[19:57:54] <shadekiller666> the idea
is to have a way for the game to not prevent block placement when a
block has extended blockstates with both an IProperty array and an
IUnlistedProperty array that are not empty
L1527[19:59:51] <shadekiller666> as it
stands right now, ExtendedBlockState pairs each IUnlistedProperty
with Optional.absent() on initialization, which means that when the
world tries to set a blockstate with an ExtendedBlockState that has
a value other than Optional.absent() for its IUnlistedProperties,
it can't find one in the BLOCKSTATE_TO_ID map in Block, and
terminates the placement immediately
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L1529[20:00:40] <shadekiller666> and
because the values of IUnlistedPropertys are not pre-defined, there
has to be something that can be shoved into that map
L1530[20:00:48] <tterrag|laptop> then
yeah, a wrapper which always returns true for equals against any
other IUnlistedProperty is probably the best way
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L1532[20:05:19] <shadekiller666> well,
not all IUnlistedPropertys, just the ones that either have
Optional.absent() as a value, or a value that is equivalent to
whatever is in the wrapper
L1533[20:05:37] <tterrag|laptop> but only
unlisted properties should not care
L1534[20:05:38] <tterrag|laptop>
correct?
L1535[20:05:59] <shadekiller666> not sure
what you mean
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L1537[20:06:47] <tterrag|laptop> if it's
a listed property, then its value should matter for block
placement...
L1538[20:07:24] <shadekiller666>
mhmm
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L1541[20:08:38] <shadekiller666> but the
data paired with an unlisted property still needs to be given to
the model loaders, so it can't be simply ignored
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L1543[20:09:50] <tterrag|laptop> not what
I said
L1544[20:09:56] <tterrag|laptop> they
should just all be equal to the item
L1545[20:10:04] <tterrag|laptop> the
renderer can still use the data
L1546[20:10:07] <tterrag|laptop> but the
item shouldn't care
L1547[20:10:37] <shadekiller666>
mhmm
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L1549[20:10:47] <shadekiller666> well,
the chunk in this case, but yes
L1550[20:11:23]
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L1552[20:11:58] <gigaherz> is there
something specific that has to be done for an entity to actually
get spawned?
L1553[20:12:10] <gigaherz> my entity gets
constructed... and then nothing
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L1556[20:12:39] <gigaherz> well I know
where it is constructed, I'll step through it
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L1560[20:13:36] <gigaherz> oh
L1561[20:13:38] *
gigaherz facepalms
L1562[20:13:43] <gigaherz> the entity
MUST have a valid position XD
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L1565[20:17:16] <gigaherz> yay, it
crashed rendering the entitym which means at least it got into the
client Xd
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L1568[20:20:11] <Corosus> yeah spawn the
entity before positioning it your gonna have a bad time, or no
time
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L1579[20:34:40] <Kaiyouka> lol
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L1583[20:43:47] <gigaherz> hmmm how would
I get the position of the hand on a player?
L1584[20:44:15] <gigaherz> eh nevermind
that
L1585[20:45:20] <gigaherz> geh my mouse
is starting to fail :(
L1586[20:45:30] <gigaherz> I'll have to
rectify the microswitchagain :/
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L1595[21:21:22] <shadekiller666> does
<value> instanceof Integer work if <value> is an
int?
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L1597[21:23:05] <Laceh> yeah
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L1599[21:23:22] <Laceh> specially with
boxing
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L1608[21:48:07] <shadekiller666> holy
shit... the wrapper worked...
L1609[21:48:12] <Laceh> XD
L1610[21:48:53] <shadekiller666> getting
the data out of it is a bit more ugly than it was before, but it
works...
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L1620[22:15:30] <unascribed> your getIcon
method is calling itself
L1621[22:16:02] <notapotato> I realize
that now. How do I fix it?
L1622[22:16:28] <unascribed> return
icons[meta];
L1623[22:17:44] <notapotato> thank you
very much
L1624[22:17:44] ***
Sonar|Away is now known as SonarBeserk
L1625[22:19:28] <notapotato> now that the
blocks are done time to work on the items. Expect to hear from me
soon xD
L1626[22:20:04] <unascribed> why'd you
think that recursive call would work, anyway?
L1627[22:21:43]
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L1630[22:24:48] <notapotato> i was
following a tutorial i found online. they used the getIcon from a
multitexture block. I didn't realize it was recursive on my end
till after you pointed it out and i ran the class through the
debugger
L1631[22:29:13] <unascribed> ah,
okay
L1633[22:30:59]
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L1634[22:31:04] <Laceh> synchronization
issues are still a thing apparently XD
L1635[22:31:12] <Laceh> anyone got
suggestions on how to fix this?
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L1637[22:35:30] <shadekiller666>
packets?
L1638[22:36:27]
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L1639[22:37:54] <Laceh> shadekiller666:
Ive been using packets XD
L1640[22:38:04] <shadekiller666> then i
have no idea
L1641[22:41:25] <williewillus> whats not
syncing right?
L1642[22:43:28] <minecreatr> where does
the TextureMap actually store the texture data once its been
stitched?
L1643[22:43:43] <williewillus> in memory?
:p
L1644[22:44:04] <williewillus> i don't
think mc writes the stitched atlas back out anymore
L1645[22:44:05] <williewillus> it used
to
L1646[22:44:26] <minecreatr> then how
does it render it on screen?
L1647[22:44:31] <minecreatr> it cant
render from nothing
L1648[22:44:43] <williewillus> it's in
memory :p
L1649[22:44:46] <williewillus> idk which
variable
L1650[22:46:30]
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L1651[22:46:51] ***
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L1653[22:47:03] <williewillus> it seems
in 1.8 the stitcher generates textureatlassprites and those are
uploaded to VRAM
L1654[22:47:39] <minecreatr> yeah, it
looks like opengl stores it on the gpu
L1655[22:48:10]
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L1657[22:57:36] <shadekiller666> read the
commit message for changes
L1658[22:59:03] <shadekiller666> let me
know what you guys think
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L1661[23:06:33] <williewillus> how do i
get the item texturemap? appears to be a field and getter for the
block one but not for item?
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L1668[23:41:20] <Dimitriye98> Hmm, weird,
you'd think 4cl in vim would be equivalent to 4dl4i, but no, it's
equivalent to c4l, or d4li, so it doesn't actually repeat what you
insert. :/
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L1673[23:44:27] <Techfoxis> Hey, what
does this mean? "par1Str"
L1674[23:45:21] <Dimitriye98> Techfoxis,
it means the parameter is obfuscated.
L1675[23:45:31] <Techfoxis> Thanks
L1676[23:46:53]
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wonders unfold before us; all we have to do is want it
enough.)
L1677[23:48:15] <notapotato> how do you
get ores with metadata to generate?
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L1679[23:50:37] ***
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L1681[23:57:24] <Techfoxis> What exactly
does this snippet under the SidedProxy annotation do? "public
static CommonProxy proxy;"
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L1684[23:59:26] <Techfoxis> I like how
the author, cpw, left right before I asked >_<