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L1[00:00:56] <PrinceCat> Ignore me... I
can't find anything on it, so I must be losing my mind.
L2[00:01:02] <Flashfire> Ok
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L28[01:19:29] <joazlazer_> Can someone tell
me why core mods are really bad?
L29[01:19:52] <shadekiller666> because
they're hard to do correctly
L30[01:20:02] <DemoXin> Because if you
don't know enough how to do to not have to ask, then you don't need
to be doing them.
L31[01:20:11] <shadekiller666> and most of
the stuff you would use them for can be done other ways
L32[01:20:20] <DemoXin> 99 times out of
100, you need to make a forge PR and not a coremod.
L33[01:20:36] <joazlazer_> So instead of
making a core mod
L34[01:20:42] <joazlazer_> Use the latest
version of forge
L35[01:20:47] <joazlazer_> and PR your
implementation
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L37[01:21:14] <DemoXin> Assuming you can
create a clean, modular PR, yes.
L38[01:21:17] <joazlazer_> What are the
major changes from 1.7 to 1.8? In one sentence? :P
L39[01:21:24] <joazlazer_> Gotta update
now
L40[01:21:28] <DemoXin> And then, if it's a
relevant feature, it might be pulled.
L41[01:22:01] <joazlazer_> Would
implementing a singleplayer pause feature be relevant? :/
L42[01:22:02] <DemoXin> I'm going to go
ahead and tell you that a "slow time" function won't make
it as a forge PR. Messing with ticks is bad.
L43[01:22:13] <DemoXin> singleplayer
already has a pause feature.
L44[01:22:16] <joazlazer_> Yes
L45[01:22:19] <joazlazer_> More
control
L46[01:22:25] <joazlazer_> It is updated
every tick
L47[01:22:32] <joazlazer_> Just a simple
hook
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L49[01:22:52] <shadekiller666> the thing
about hooks is they're often not all that simple...
L50[01:22:59] <joazlazer_> Yep
L51[01:23:27] <joazlazer_> So it would be
better to make a core mod because *nobody* cares about adding that
hook?
L52[01:24:13] <shadekiller666> no
L53[01:24:17] <joazlazer_> Because it
sounds like even if I make an issue or a PR, it will never
happen
L54[01:24:18] <shadekiller666> make the
PR
L55[01:24:31] <shadekiller666> theres
always a possibility
L56[01:25:02] <joazlazer_> But if I don't
make it perfectly, then *they* will want it to be different but
nobody cares enough to fix it and make it to their liking
L57[01:25:38] <joazlazer_> So make a PR and
if it doesnt happen make a core mod
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L59[01:26:43] <joazlazer_> got it\
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L61[01:30:01] <unascribed> by making a
coremod, you basically sacrifice all possibility of ever getting
support here again, as a fair warning
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L63[01:30:12] <unascribed> Lex
(understandably) hates coremods
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L67[01:32:16] <joazlazer_> I learned that
lesson already
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L69[01:33:59] <shadekiller666> and its not
that you have to make the PR perfect, you just need to show that
what you're trying to add should be in forge and that it won't
break anything else in forge or with existing mods
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L93[01:53:57] <laci200270> Lex if I make a
PR with the optinal thing it is possible to accept?
L94[01:56:15] <unascribed> "the
optinal thing"
L95[01:56:35] <laci200270> the
Optional<EnumFacing>
L96[01:56:48] <unascribed> in relation
to...?
L98[01:58:12] <unascribed> in any case, the
entire point of PRs is that you just submit them and then they're
reviewed
L99[01:58:15] <unascribed> oh, you already
made it
L100[01:58:17] <unascribed> nvm
L101[01:59:42] <unascribed> you've already
gotten a number of arguments for and against it, why are you asking
in here again?
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L103[02:01:22] <LexManos> its fucking
retarded
L104[02:01:34] <LexManos> all of the for
arguments boil down to being lazy
L105[02:01:43] <LexManos> cpw|out, is
working on something I dont fucking care anymore
L106[02:01:56] <LexManos> Its just fucking
drama that makes me want to punch SkyBoy in the dick
L107[02:03:00] <laci200270> cpw|out,
brings back the ForgeDirection or what?
L108[02:03:06] <LexManos> no
L109[02:03:12] <LexManos> because that is
beyond FUCKING RETARDED
L110[02:03:22] <LexManos> Two fucking
enums that are EXACTLY THE SAME THING yet breaks shit
L111[02:04:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150719 mappings to Forge Maven.
L112[02:04:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150719-1.8.zip (mappings
= "snapshot_20150719" in build.gradle).
L113[02:04:17] <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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L122[02:27:46] <shadekiller666> hey fry, i
think i found a potential fix for that ExtendedBlockState
problem
L123[02:28:51] <shadekiller666> its
UnlistedPropertyValue in the PR
L124[02:29:05] <shadekiller666> gtg,
bye
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L153[04:03:48] <sham1> I love
hotswapping
L154[04:08:17] <sham1> Hmm, apparently
full water source block is level 0
L155[04:08:43] <laci200270> in git how can
reset all local changes?
L156[04:09:22] <sham1> git reset
L158[04:09:59] <diesieben07> 2nd entry on
google...
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L160[04:10:56] <tmtu> they should make
`git help <args>` google for "git how do i
<args>"
L161[04:11:10] <laci200270> :D
L162[04:13:40] <sham1> ... Time to debug
fluids because the LEVEL blockstate value does not work
intuitivelly
L163[04:15:53] <sham1> Apparently a water
source block that is not flowing has the LEVEL of 0
L164[04:15:56] <sham1> Makes no
sense
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L169[04:23:23] <laci200270> why gradlew
setupForge takes so long?
L170[04:23:33] <sham1> It downloads
stuff
L171[04:24:28] <laci200270> for me the
decompile is the slow :/
L172[04:24:51] <sham1> It has to decompile
vanilla
L173[04:24:57] <sham1> What will you be
working on ;)
L174[04:25:10] <laci200270> jd-gui done it
one second
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L176[04:29:01] <sham1> So yeah laci, what
will you modify in Forge?
L177[04:29:08] <AtomicStryker> hello yall.
quick thaumcraft debugging question. i never played it. how do i
cheat myself some vis
L178[04:30:00] <laci200270> AtomicStryker,
/tc help
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L180[04:30:23] <tmtu> Laceh: i don't get
why some people have such a perverse attraction to lisp
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L182[04:30:35] <AtomicStryker> there does
not appear to be a command related to vis in that help menu
L183[04:30:42] <sham1> ))))))))))))
L184[04:30:58] <Laceh> preverse?
L185[04:31:33] <laci200270> AtomicStryker,
you want to add yuself some research pints, aren't you?
L186[04:31:41] <AtomicStryker> no, i need
vis
L187[04:31:45] <AtomicStryker> the stuff
that powers items
L188[04:31:51] <AtomicStryker> i need the
hover harness to test something
L189[04:31:55] <Laceh> tmtu^^
L190[04:31:57] <sham1> Get yourself some
nodes
L191[04:32:36] <tmtu> Laceh: too much (+ 2
3)
L192[04:32:44] <tmtu> (i never got into
lisp :))
L193[04:32:49] <Laceh> lisp is
wonderful'
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L195[04:33:01] <AtomicStryker> ok maybe i
am missing something else
L196[04:33:16] <AtomicStryker> i got the
harness, a wand, and an amulet that says it slowly recharges
wands
L197[04:33:17] <Laceh> and as Ive learned
doing (+ 2 3) is more native than 2 + 3 as far as the machine is
concerned
L198[04:33:25] <sham1> I would not call
LISP wonderful
L199[04:33:27] <AtomicStryker> but the
hover "charge" display stays empty
L200[04:33:29] <Laceh> since 2 + 3
assembles down to something similar to + 2 3
L201[04:33:37] <AtomicStryker> i cheated
myself a node placed it and used right click of the wand on
it
L202[04:33:39] <AtomicStryker> nothing
happens
L203[04:33:43] <AtomicStryker> do i need
something else
L204[04:34:18] <laci200270> AtomicStryker,
you want to use thaumostatic harness?
L205[04:34:26] <sham1> + 2 3 looks
odd
L206[04:34:29] <AtomicStryker> yes. and my
wand might actually be full
L207[04:34:35] <AtomicStryker> how to
charge the harness
L208[04:34:48] <tmtu> sham1: replace +
with add and add a few parens and commas
L209[04:34:53] <tmtu> add(2, 3)
L210[04:34:59] <sham1> Yeh
L211[04:35:17] <laci200270> AtomicStryker,
sift click and put in a jar that fulls with potentia essence
L212[04:35:37] <laci200270> *hsift
L213[04:35:39] <AtomicStryker> ooooh i
just opened the wiki page on it
L214[04:35:40] <AtomicStryker> my
derp
L215[04:35:40] <laci200270> *shift
L217[04:37:08] <laci200270> idea not
supports fully eclipse projects :/
L218[04:37:41] <AtomicStryker> ugh and how
do i cheat a jar of potentia
L219[04:37:41] <tmtu> Laceh: where's the
syntax highlighting :)
L220[04:37:44] <AtomicStryker> there is
only essentia in NEI
L221[04:38:02] <Laceh> tmtu: that will
come after I get core stuff implemented
L222[04:38:12] <Laceh> I need to write a
custom font renderer and stuff
L223[04:38:19] <laci200270> AtomicStryker,
use alchemical furnance
L224[04:38:29] <sham1> Idea should support
eclipse files
L225[04:38:29] <AtomicStryker> SO
DIFFICULT
L226[04:39:00] <tmtu> Laceh: don't you
just need to sprinkle some colors here and there?
L227[04:39:21] <Laceh> not that
simple
L228[04:39:26] <laci200270> when i import
the project "Forge" that generated by gradlew setupForge
eclipse its only shows the vanilla and FML sources
L229[04:39:30] <Laceh> I would have to
render each character separately
L230[04:39:35] <Laceh> instead of just one
line
L231[04:39:45] <sham1> You dont need
eclipse with setupForge
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L233[04:40:03] <sham1> you dont need that
argument that is
L234[04:40:10] <laci200270> setupForge
idea not works
L235[04:40:11] <sham1> gradle setupForge
is sufficent
L236[04:40:29] <sham1> Forge mandates
using eclipse for editing itself
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L238[04:42:28] <laci200270> sham1: there
is one problem: if I run with just setupForge the eclipse task is
still run
L239[04:42:51] <sham1> that is why you
dont need to specify the eclipse task
L240[04:43:18] <laci200270> but idea still
not see forge's sources
L241[04:43:18] <sham1> Forge for some
reason is made so that you can only really do stuff with
eclipse
L242[04:43:34] <sham1> Also, what are you
trying to do
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L244[04:44:15] <laci200270> i'm want to
test the Optional<EnumFacing> thing
L245[04:44:23] <laci200270> for
fluidhandler
L246[04:44:24] <sham1> with what
L247[04:44:38] <sham1> I already explained
why it makes no sense for that interface
L248[04:45:07] <sham1> You always want to
have a interaction side
L249[04:45:17] <sham1> Like it'll work
but...
L250[04:45:38] <AtomicStryker> wow that
was hard
L251[04:45:53] <AtomicStryker> i had to
cheat all research all aspects then get phials then fill a jar then
fill the harness
L252[04:46:26] <diesieben07> i still
highly doubt the purpose of the "undefined" direction at
all, in what way shape or form
L253[04:46:49] <sham1> Me too
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L255[04:47:20] <diesieben07> it just means
"an error has occured" and just swallowing that is never
a good idea
L256[04:48:28] <diesieben07> and the fact
that it just points at offsets 0, 0, 0 by default is the
worst
L257[04:49:09] <laci200270> yeah
L258[04:49:19] <laci200270> this won't be
onkown
L259[04:49:24] <laci200270> *unkown
L260[04:49:44] <diesieben07> yeah and the
Optional solution is for people to use internally
L261[04:49:54] <diesieben07> not that
everything that was EnumFacing should now be
Optional<EnumFacing>
L262[04:50:16] <laci200270> i only want ot
change the fluid handling stuff
L263[04:50:27] <laci200270> the parts that
often used by mods
L264[04:50:44] <diesieben07> as sham said,
it makes no sense
L265[04:50:50] <diesieben07> the fluid
handlers expect *valid* directions
L266[04:50:51] <sham1> I can use
IFluidHandlers just fine even without having not option for
non-direction
L267[04:51:09] <diesieben07> if you have
an unknown in your code for whatever reason you need to check for
that case BEFORE calling into the fluid handler stuff
L268[04:51:24] <diesieben07> this is
common code practice...
L269[04:52:01] <sham1> Only reason why it
would make sense somewhat would be across dimentions but even then
you can stimulate your source IFluidHandler to be on a certain
direction compared to the other one
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L275[05:05:07] <sham1> Yay
L276[05:05:26] <sham1> Now my transparent
pipes also light up areas if they have a light emitting fluid in
them
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L332[06:51:00] <pixlepix> Is it possible
to have armor that doesn’t extend ItemArmor? Ideally some
interface
L333[06:51:24] <sham1> Why dont you want
to extend ItemArmour
L334[06:51:47] <Ivorius> inb4 I can't
extend my arbitrary mod superclass
L335[06:52:00] <sham1> :P
L336[06:52:07] <pixlepix> Basically, but
it’s not arbitrary :P
L337[06:52:14] <pixlepix> Working with
another mods classes
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L339[06:55:48] <laci200270> there is a
feate on idea which finds all possible imports?
L340[06:55:58] <laci200270> *feature
L341[06:56:00] <sham1> What do you
mean
L342[06:56:41] <pixlepix>
Control-alt-O
L343[06:56:44] <laci200270> for example if
i typo "Block" it list all classes where name contains
"Block"
L344[06:56:50] <laci200270> *type
L345[06:57:09] <sham1> You're typoing all
right
L346[06:57:45] <laci200270> ctrl alt o
only removes unused imports
L347[06:57:52] <pixlepix> If you want to
search for a class?
L348[06:57:56] <Ivorius> Depends on your
IDE
L349[06:57:59] <pixlepix> Commmand-N
L350[06:58:04] <sham1> He said IDEA
L351[06:58:23] <Ivorius> Then yes, cmd
n
L352[06:58:42] <laci200270> but that not
imports instally
L353[06:58:53] <Ivorius> wat
L354[06:58:58] <pixlepix> No clue what you
want
L355[06:59:02] <Ivorius> Everything in
there is importable
L356[06:59:04] <Ivorius> Literally
L357[06:59:16] <sham1> He wants a feature
that imports any class with a certain string on its name
L358[06:59:46] <Ivorius> That's one of the
worst ideas I've heard in recent memory .-.
L359[06:59:48] <laci200270> what I
mean:there is a variablewith a class what not imported.I press a
key, and list all possible imports,I select it, and imports
L360[07:00:00] <laci200270> Eclipse can do
that
L361[07:00:06] <sham1> It is the same in
IDEA
L362[07:00:08] <sham1> do the same
thing
L363[07:00:41] <laci200270> but it not
list possible classes only removes unused imports
L364[07:00:46] <Ivorius> Correction: it
works better in IDEA
L365[07:00:46] <Ivorius> :P
L366[07:00:48] <pixlepix> Alt-Enter
L367[07:01:16] <laci200270> oh
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L371[07:02:51] <Ivorius> You don't worry
about imports
L372[07:02:55] <Ivorius> Autocomplete does
it all for you
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L374[07:04:05] <Ivorius> And yes, the
Blocks class was not imported beforehand :P
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L376[07:05:24] <sham1> A quick question, I
may have asked this before, but will createTileEntity be called
before or after onBlockPlacedBy
L377[07:05:44] <Ivorius> Before iirc
L378[07:05:57] <Ivorius> Fairly sure I use
it to set TE values
L379[07:06:24] <Ivorius> Oh yeah,
onBlockPlacedBy is called by the item
L380[07:06:35] <Ivorius> Which exectutes
it after setblock
L381[07:06:44] <sham1> oh good
L382[07:07:05] <sham1> So I can absolutely
set TE stuff. Well that's a good thing
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L390[07:28:12] <Laceh> fully working
editor :D
L391[07:28:37] <Unh0ly_Tigg> that looks
like scheme/lisp syntax
L392[07:28:41] <sham1> parentasis
L393[07:28:50] <Laceh> it is
L394[07:28:52] <Laceh> scheme
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L400[07:37:02] <Pennyw95> Hi :) I have
some questions about techne/tabula, if someone knows how to model I
would be very grateful
L402[07:38:10] <sham1> You can make
openblocks-like tank by just having a transparent texture and some
other stuff that I'd like to have you figure out
L403[07:38:48] <Pennyw95> so no need for
modeling?
L404[07:39:39] <sham1> Not in that
case
L405[07:39:43] <Pennyw95> I mean, just
make a block with sided textures and have the front face
transparent?
L406[07:39:45] <Pennyw95> cool
L407[07:40:17] <sham1> Yeh, you can just
use connected textures
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L409[07:40:43] <Pennyw95> ok...I'look into
it
L410[07:41:42] <Pennyw95> but by the way
do you know about question 2 and 3? And if I wanted to make a
bigger multiblock tank, like railcraft, would the 1 question's
hypothesis be correct?
L411[07:43:21] <Ivorius> 2) yes, but it
looks bad if you do it wrongly
L412[07:43:30] <sham1> "wrongly
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L414[07:43:40] <Ivorius> 3) There is a
blueprint exporter in Techne, should be in Tabula too
L415[07:43:58] <Ivorius> 1) That's not a
technical question, you're asking art direction
L416[07:44:09] <Ivorius> You can render
the fluid any way you like
L417[07:45:41] <sham1> Some ways are just
laggier than others
L418[07:45:44] <Pennyw95> so even in a
void space? That was what I was wondering, if a transparent
internal cube is needed of void is ok
L419[07:45:53] <Pennyw95> or if void is
ok
L420[07:47:33] <Ivorius> You need to
render the fluid manually
L421[07:47:40] <Ivorius> Until Tabula
supports block texture sheets
L422[07:48:04] <Ivorius> So asking about
that is useless, if you know how to render it you know how to do
your block model
L423[07:49:49] <Pennyw95> I'm not very
experienced actually
L424[07:52:04] <PaleoCrafter> you're on
1.8 right?
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L426[07:52:54] <Pennyw95> 1.7.10
L427[07:53:06] <PaleoCrafter> why?
:P
L428[07:53:08] <Pennyw95> I have no choice
since I'm working on a thaumcraft addon
L429[07:54:05] <Pennyw95> feel free to
commiserate
L430[07:54:36] <Azeidith> Hey
L431[07:55:03] <Pennyw95> About 1.8...the
witchery mod author once said that 1.8 can be worse than 1.7.10
because there's no dynamic rendering like the once TConstruct
has...is he right?
L432[07:55:41] <sham1> Dynamic rendering
as-in?
L433[07:56:03] <PaleoCrafter> everything
in TCon can be easily ported to 1.8
L434[07:56:11] <PaleoCrafter> I'd even
assume it's easier in 1.8
L435[07:56:19] <Pennyw95> since he was
talking about tcon I assume it would be nbt based
L436[07:56:26] <Pennyw95> but I may be
wrong
L437[07:56:41] <Laceh> idk about that
exoskeleton had sooo many errors wrong with it when I tried
updating it to 1.8....
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L439[07:56:58] <Laceh> I can only imagine
a larger mod like TCon...
L440[07:57:17] <PaleoCrafter> you
obviously won't get around updating the code :P
L441[07:57:37] <PaleoCrafter> but in
general, a lot of stuff is easier with the 1.8 model things
L442[07:57:54] <sham1> Yeh
L443[07:58:04] <sham1> Especially now with
the forge blockstate.json
L444[08:00:03] <Pennyw95> I also read that
the TE guys are pretty anti-1.8
L445[08:00:09] <Pennyw95> thermal
expansion
L446[08:00:11] <sham1> They are
L447[08:00:14] <sham1> very much so
L448[08:00:24] <Laceh> Im
anti-1.8....
L449[08:00:29] <sham1> why
L450[08:00:29] <Pennyw95> well no mod is
unreplacable I guess
L451[08:00:35] <Pennyw95> except for
thaumcraft
L452[08:00:56] <Unh0ly_Tigg> thaumcraft is
already working to an extent in 1.8...
L453[08:00:56] <sham1> That also is
replaceable
L454[08:00:57] <Laceh> because it made
Exoskeleton crumble
L455[08:01:12] <Pennyw95> yeah luckily
it's being ported
L456[08:01:21] <PaleoCrafter> Thaumcraft
doesn't count, it gets a rewrite every major MC version :P
L457[08:01:27] <Unh0ly_Tigg> and I'm
working on a RP clone in 1.8
L458[08:01:45]
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L460[08:01:55] <sham1> And I am making my
mod be able to do some things that the Thermal mods did do, but
with a twist
L461[08:02:05] <Laceh> Unh0ly_Tigg: you
should totally support KPC as your computers if your doing a
redpower clone :D
L462[08:02:14] <Pennyw95> something like a
little gameplay? :P
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L464[08:02:24] <sham1> Fluid based
L465[08:02:28] <Pennyw95> cool
L466[08:02:53] <Pennyw95> I hope tech mods
will be better in 1.8 since I think TE and EIO and MFR are too
shallow
L467[08:02:54] <Unh0ly_Tigg> Laceh, maybe,
but I'm going with forth for the initial version, because that way
it's as close to the last RP version as possible
L468[08:03:00] <sham1> But uses RF,
because that has been ported by the author of progressive
automation
L469[08:03:14] <Laceh> Unh0ly_Tigg: you
can add forth to the languages in KPC
L470[08:03:26] <Laceh> just implement
kpc.api.LanguageRuntime
L471[08:03:36] <Laceh> and register it in
the registry
L472[08:03:47] <Laceh> and it will be able
to run forth stuff
L473[08:04:47] <ollieread> Unh0ly_Tigg:
RP?
L474[08:04:52] <ollieread> Redpower?
L475[08:04:53] <sham1> RedPower
L476[08:04:58] <sham1> I'd imagine
L477[08:04:59] <ollieread> Another RP
clone?
L478[08:05:11] <ollieread> Pennyw95:
define: shallow
L479[08:05:28] <sham1> Also, is the
GameProfile.getId a permanent UUID for the player
L480[08:06:28] <Unh0ly_Tigg> yes, rp as in
redpower, though, I'm not going to have it fmp compatible, because
1) fmp doesn't exist in 1.8, as far as I'm aware. and 2) trying to
get as close to the original as possible, function and visual
wise.
L481[08:06:29] <sham1> And if it is not
then what would be a good place to get player's unique, permanent
UUID from
L482[08:06:42] <Pennyw95> I don't want to
say they bad mods, just that I never had much fun with them because
they's so linear and don't require much planning. But they are made
by great coders ofc, and considering I'm still a noob at modding I
would never disrespect them
L483[08:06:53] <Unh0ly_Tigg> the player's
uuid will never change, their username might
L484[08:06:58] <sham1> Yewh
L485[08:07:29] <sham1> So
player.getGameProfile.getId is the one that works across servers
and is used to identify players no?
L486[08:07:40] <Unh0ly_Tigg> the only way
a player's uuid changes is if mojang's database gets majorly
screwed over...
L487[08:07:45] <Unh0ly_Tigg> yes
L488[08:07:53] <sham1> Ok
L489[08:07:55] <sham1> Was not sure
L490[08:08:00] ⇦
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L491[08:08:33] <PaleoCrafter> or if a
server's running in offline mode :P
L492[08:08:42] <sham1> Well yeah
but...
L493[08:08:45] <sham1> meh
L494[08:10:47] <sham1> And time to check
how to get EntityPlayer out of that UUID :P
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L507[08:40:05] <gigaherz> well my 5am
logic was ok, but flawed regardless,
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L510[08:42:09] <Pennyw95> Sorry to bother,
but I need some help once again, this time with packets...
L513[08:42:44] <PaleoCrafter> gigaherz,
you know there are test frameworks? .P
L514[08:43:52]
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L515[08:44:00] <Unh0ly_Tigg> gigaherz,
what happens if someone calls NBTSerializer.serializeObject(new
NBTTagCompound(), null) ?
L516[08:45:34] <PaleoCrafter> it's
private, Unh0ly_Tigg :P
L517[08:46:10] <Unh0ly_Tigg> or
NBTSerializer.serialize(null) then?
L518[08:46:20] <PaleoCrafter> NPE :P
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L520[08:46:41] <Unh0ly_Tigg> yep, on line
32.
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L522[08:47:05] <tmtu> wont that also
serialize/deserialize static fields?
L523[08:47:16] <Unh0ly_Tigg> yes it
will
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L525[08:47:29] <PaleoCrafter> and the
deserializing should be generic q.q
L526[08:47:31] <tmtu>
bakaherz-sama~~
L527[08:47:41] <Unh0ly_Tigg> because
there's is no static modifier check
L528[08:50:30]
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L529[08:51:03] <sham1> Someone please send
help, it is freaking cold here
L530[08:51:24] <Unh0ly_Tigg> sorry, let me
turn my fan off.
L531[08:51:29] <gigaherz> hey I said much
better, not perfect ;P
L532[08:51:36] <PaleoCrafter> here, have
6K, sham1 :P
L533[08:51:45] <sham1> Yay
L534[08:51:52] <gigaherz> PaleoCrafter: uh
I wanted to do it, but as far as I can tell, java doesn't have a
"typeof(T)"
L535[08:51:53] <sham1> six kelvins more
:P
L536[08:52:05] <PaleoCrafter> you still
need to pass the class, yes
L537[08:52:16] <PaleoCrafter> but at least
you don't have to cast the returned object
L538[08:52:22] <tmtu> java's typesystem is
broken :)
L539[08:52:22]
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L540[08:52:24] <gigaherz> well it will go
from
L541[08:52:31] <gigaherz>
(Type)deserialize
L542[08:52:35] <gigaherz> to
<Type>deserialize
L543[08:52:38] <gigaherz> so not much
change XD
L544[08:52:39] <sham1> java is kinda
broken by itself so does not really surprise me
L545[08:52:46] <PaleoCrafter> Java's type
inference should be good enogh :P
L546[08:52:49] <sham1>
[Type]deserialize
L547[08:52:55] <gigaherz> nah it's a
side-effect
L548[08:53:11] <gigaherz> PaleoCrafter:
hmmm can I do T deserialize(Class<T> ?
L549[08:53:16] <PaleoCrafter> yes
L550[08:53:20] <gigaherz> ah that's
nice
L551[08:53:27] <PaleoCrafter> if you
already throw Scala in, do it correctly, sham1
L552[08:53:35] <PaleoCrafter> and tmtu,
backwards compatibility ftw ._.
L553[08:53:39] <sham1> :C
L554[08:53:43] <sham1> Ok mommy
L555[08:53:45] <tmtu> screw that
L556[08:53:56] <PaleoCrafter> the original
generics were reified
L558[08:54:35] <PaleoCrafter> Odersky
wrote the compiler for the generics :P
L559[08:54:50] <gigaherz> I very much
prefer C#'s generic system
L560[08:55:00] <gigaherz> discarding type
information on compiling is a hack ;P
L561[08:55:25] <PaleoCrafter> erasure has
its advantages, iirc
L562[08:55:41] <gigaherz> sure, you can
compile to older bytecode
L563[08:55:47] <sham1> Mmm
L564[08:55:58] <PaleoCrafter> nah, there's
other stuff
L565[08:56:00] <sham1> But it is java 8
now, maybe they should drop is now
L566[08:56:29] <sham1> generics were
introduced three versions ago
L567[08:56:34] <PaleoCrafter> you know why
default methods were introduced?
L568[08:56:38] <PaleoCrafter> to retain
compatibility :P
L569[08:56:53] <sham1> Also to have stuff
like lambdas behave
L570[08:56:54] <gigaherz> sham1: generics
are settled now
L571[08:57:02] <gigaherz> they aren't
going to change from erasure to whatevertheotheroneiscalled
L572[08:57:08] <gigaherz> because old
COMPILED code wouldn't work
L573[08:57:20] <Unh0ly_Tigg> they were
used to maintain backwards compatibility with older code, but
that's not why they were originally introduced
L574[08:57:22] <sham1> Meh
L575[08:57:42] <PaleoCrafter> the default
methods have a few nice side effects, but they are mainly there for
compatibility
L576[08:57:55] <sham1> But I thought that
side effects are bad :C
L577[08:58:00] <PaleoCrafter> ...
L578[08:58:29] <tmtu> hoho
L579[08:58:37] <sham1> håhå
L580[08:58:44]
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L581[08:58:45]
MineBot sets mode: +v on RichardG
L582[08:58:50] <Subaraki> anyone ever
fiddled with terrain gen ?
L583[08:58:59] <Subaraki> my biomes are
odly merging ...
L585[08:59:11] <sham1> That looks
cool
L586[08:59:13] <Subaraki> *this is the
bedrock which for every biome is different*
L587[08:59:26] <Subaraki> thanks ! :D, in
world, it looks less cool though
L588[09:00:01] <Subaraki> looks like it
parasites the other biomes :/
L590[09:00:31] <Subaraki> you can see it
better here
L592[09:00:36] <sham1> That looks even
more cooler
L593[09:00:42] <Subaraki> xD
L594[09:00:50] <Subaraki> I think it's
odd
L595[09:01:48] <Laceh> hey sub
L596[09:02:02] <Subaraki> hi Laceh
x)
L597[09:02:11] <Laceh> XD
L598[09:02:15] <Laceh> see what Ive been
upto?
L599[09:02:26] <Subaraki> yeah, just seen
it in your channel
L600[09:02:36] <Laceh> Xd
L601[09:03:43]
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L603[09:08:13] <gigaherz> btw
L604[09:08:13] <gigaherz> [15:42]
(+PaleoCrafter): gigaherz, you know there are test frameworks?
.P
L605[09:08:25] <gigaherz> I do, but I
didn't feel like learning how to use them
L606[09:08:34] <PaleoCrafter> lol
L607[09:08:46] <gigaherz> it would have
taken more time than just write the code. XD
L608[09:08:58] <PaleoCrafter> the code
would look rather similar :P
L609[09:11:06] <gigaherz> hmm now I just
have to move the serializer to a separate repo xD
L610[09:11:26] <gigaherz> since I'm not
really using it for this mod (yet)
L611[09:11:48] <gigaherz> eh whatever,
someday
L612[09:11:48] <gigaherz> XD
L613[09:12:48] ***
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L614[09:12:58] <PaleoCrafter> btw, you
should add serialization for other stuff too
L615[09:13:18] <gigaherz> probably
XD
L616[09:13:22] <gigaherz> ah yeah
L617[09:13:24] <PaleoCrafter> like, what
would an array get serialized to right now? :P
L618[09:13:26] <gigaherz> one thing I was
wondering
L619[09:13:33] <gigaherz> are there
annotations or anything like that?
L620[09:13:45] <PaleoCrafter> for what?
lol
L621[09:14:43] <gigaherz> in C#, you have
[Serializable], [SerializeField], etc attributes which allow you to
choose which fields/properties to include
L622[09:15:38] <PaleoCrafter> well, Gson
has that for its own stuff, but no, not on a JRE level, I
think
L623[09:16:40] <PaleoCrafter> there's that
JAX thing though
L624[09:17:53] <tmtu> Gson uses Unsafe,
iirc
L626[09:20:33] <gigaherz> anothing thing I
was wondering, is if there's some standard way to provide
customized serialization
L627[09:20:49] <gigaherz> but the
Serializable interface is most definitely not what I was thinking
of
L628[09:20:49] <gigaherz> XD
L629[09:21:44] <PaleoCrafter> that's the
closest you will get with pure JRE stuff :P
L630[09:21:56] <PaleoCrafter> Pennyw95, on
the client, there is only one world
L631[09:22:05] <gigaherz> so my
alternative is going to be:
L632[09:22:06] <gigaherz> public class
ICustomNBTMapper{ void writeToNBT(NBTTagCompound tag); void
readFromNBT(NBTTagCompound tag);}
L633[09:22:08] <gigaherz> XD
L634[09:23:10] <PaleoCrafter> I'd just say
look at the Gson API :P
L635[09:23:29] <gigaherz> Iwant to make it
Minecraft-friendly, and thigns like TEs alreadyt have those
signatures
L636[09:23:29] <gigaherz> ;P
L637[09:24:18] <PaleoCrafter> hence look
at Gson :P
L638[09:24:55] <PaleoCrafter> you can
provide it custom (de)serializers for types to it without that type
having to implement anything
L639[09:27:01]
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L640[09:27:24] <Pennyw95> @PaleoCrafter
yes but it's not in onMessage()'s signature
L641[09:27:31] <PaleoCrafter> ...
L642[09:27:52] <PaleoCrafter> hint hint:
net.minecraft.client.Minecraft
L643[09:29:35] <gigaherz> PaleoCrafter:
Gson is a much larger library than I expected
L644[09:29:36] <gigaherz> XD
L645[09:29:43] <gigaherz> (by which I mean
I have no idea where to look)
L646[09:29:44] <Laceh> XD
L647[09:29:48] <PaleoCrafter> well, it can
do a lot :P
L648[09:29:57] <PaleoCrafter> I'd say
start from the Gson class :P
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L651[09:31:54] <gigaherz> hmmm I guess I
could look for writeToNBT and readFromNBT methods and make use of
them, even if there's no interface... XD
L652[09:32:13] <gigaherz> GAH the
comment-to-code ratio is too damn high
L653[09:32:29] <PaleoCrafter> mind the
reobfuscation :P
L654[09:32:41] <gigaherz> I'm looking at
the Gson repo
L655[09:33:40] ***
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L656[09:34:44] <PaleoCrafter> I mean your
"look for the mtehods" approach :P
L657[09:35:23] <gigaherz> Oh.
L658[09:35:36] <gigaherz> yeah that'd
break it
L659[09:35:36] <gigaherz> XD
L660[09:35:49] <gigaherz> hmm I guess
that'd be an issue
L661[09:35:55] <Flashfire> I'm having an
issue with extendedEntityProperties
L662[09:36:33] <gigaherz> I assume IEEP,
Entity, and TileEntity have different obfuscated names for those
methods?
L663[09:36:45] <PaleoCrafter> indeed
L664[09:36:49] <Flashfire> I want to play
a movingsound at EntityJoinWorldEvent but the
extendedProperties.get method doesn't match the instance when first
joining the world
L665[09:36:54] <gigaherz> yeah then plain
reflection wouldn't do ;P
L666[09:36:56] <PaleoCrafter> well, IEEP
doesn't as it's a forge thing :P
L667[09:37:08] <gigaherz> well yeah
L668[09:37:16] <Flashfire> So when it
loads a property for the player it shoudl be true but it's
false
L669[09:37:35] <PaleoCrafter> Flashfire,
where do you create your IEEP?
L670[09:37:53] <Flashfire> You mean where
I instantiate it?
L671[09:37:59] <gigaherz> hmm I'd have to
make use of the srg mappings at runtime -- fuck that XD
L672[09:39:59] <Flashfire> I register it
in a an EntityConstructng event
L673[09:40:42] <diesieben07> gigaherz,
that's easy :P
L674[09:41:40] <Flashfire> I also notice
when I debug that the entityplayer instance for joining world event
has a different pos that's something close to 0, 60, 0
L675[09:42:07] <Flashfire> But only for
the initial joining when I'm starting the world
L676[09:42:27] <diesieben07> the server
player?
L677[09:42:47] <Flashfire> I'm actually
not sure which one that was
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L679[09:43:10] <Flashfire> But both client
and server for my extendedentityproperties have a variable that
loading sets to true
L680[09:43:33] <Flashfire> But then when I
check the instance of properties in the initial joinworld event
it's false
L681[09:43:39] <diesieben07> show your
code.
L683[09:45:06] <Flashfire> bgmPlaying
loads as true for both client and serve
L684[09:45:26] <Flashfire> Then in
onPlayerJoin the props instance returns false for bgmPlaying
L685[09:46:08] <diesieben07> why the fuck
do you register your IEEP twice?
L686[09:46:31] <Flashfire> Should I only
register it for server?
L687[09:46:35] <diesieben07> no...
L688[09:46:38] <Flashfire> Client?
L689[09:46:42] <diesieben07> no...
L690[09:46:43] <diesieben07> both.
L692[09:46:50] <diesieben07> you register
it twice for each side
L693[09:46:53] <diesieben07> twice server,
twice client.
L694[09:46:55] <diesieben07> why?
L695[09:47:17] <Flashfire> Oh, I got that
from a tutorial
L696[09:47:24] <Flashfire> Didn't realize
they did the same thing
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L698[09:50:57] <Flashfire> That wasn't the
problem though
L699[09:53:20] <diesieben07> so where now
do you set it to true exactly?
L700[09:53:36] <Flashfire>
loadNBTData
L701[09:54:01] <diesieben07> i dont see
you setting it to true there
L702[09:54:08] <Flashfire> It's not in
that code
L703[09:54:18] <Flashfire> But I'm
absolutely 100% sure it loads as true because I debugged
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L707[09:55:26] <Flashfire> I added the
file to the gist that makes it true
L708[09:55:29] <Flashfire> It's a
block
L709[09:56:47] <diesieben07>
well....
L710[09:56:56] <diesieben07> of course it
is gonna be false on join if you set it to true *laterÜ
L711[09:57:20] <Flashfire> But from
debugging it loaded before the onJoin unless i'm mistaken
L712[09:57:31] <diesieben07> ?? wat
L713[09:57:45] <Flashfire> If it loads
later. how do I get it to load first?
L714[09:58:00] <diesieben07> what do you
mean
L715[09:58:02] <diesieben07> what
loads
L716[09:58:08] <Flashfire> The data that
sets the boolean true
L717[09:58:30] <diesieben07> that is in
onEntityCollidedWithBlock
L718[09:58:36] <Flashfire> I don't mean
that
L719[09:58:36] <diesieben07> how cna that
be BEFORE join world...
L720[09:58:41] <Flashfire> I mean when the
nbt data loads
L721[09:58:44] <diesieben07> thats the
ONLY thing that sets it to true.
L722[09:58:55] <Flashfire> Because this is
for exiting and rejoining the world after triggering that
block
L723[09:59:04] <Flashfire> I want it to
start playing again
L724[09:59:54] <diesieben07> you never
transfer the change to the client when you load the data back do
you
L725[10:00:21] <Flashfire> I thought both
were supposed to load
L726[10:00:30] <diesieben07> how can the
client load from NBT
L727[10:00:31] <Flashfire> I suppose I
need to send a packet?
L728[10:00:37] <diesieben07> the client is
(in theory) on the other side of hte planet
L729[10:00:54] <diesieben07> yes. the only
way to get data on the client is via packets
L730[10:01:01] <Flashfire> Alright, thank
you
L731[10:02:09] ⇦
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L732[10:11:21] <Pennyw95> @PaleoCrafter
was your hint .getClient()?
L733[10:11:32] <PaleoCrafter> sort
of
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L735[10:18:28] <Pennyw95> world =
FMLClientHandler.instance().getWorldClient();
L736[10:18:35] <Pennyw95> is this correct
to use inside onMessage?
L737[10:19:39] <Pennyw95> i mean World
world
L738[10:20:21] <diesieben07> depends. is
the message received on the client? then yes. otherwise no.
L740[10:22:25] <diesieben07> send the
coordinates of the TE. the way you pasted above is then
correct
L741[10:24:36] <Pennyw95> I don't get
it...thaumcraft sends the coordinates with
packetname.sendtoclients(world,x,y,z). Isn't that method supposed
to go after onMessage? If so, how does the packet get the
coordinates it needs? Also, if the method sends the World all the
FML above is not needed, right?
L742[10:25:26] <diesieben07> the method
doesn't send the world
L743[10:25:38] <diesieben07> the
sendToClients has world and x, y, z to detemine the players it
needs to send to
L744[10:25:46] <diesieben07> it sends it
to all players within a radius i assume
L745[10:26:00] ⇦
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L747[10:28:36] <Flashfire> Thanks
diesieben it worked great
L748[10:29:45] <Pennyw95> let's say I use
this in my TE:
Packethandler.Handler.sendToAllAround(message,point). That's the
beginning, right?
L749[10:30:06] <diesieben07> yes
L750[10:30:14] <Pennyw95> the message is
the packet name, that is registered in the handler and the side is
Client
L751[10:30:47] <Pennyw95> what about
point?
L752[10:31:08] <diesieben07> thats,
well... the coords of your TE
L753[10:31:21] <Pennyw95> oh so point is
actually 3 values?
L754[10:31:38] <diesieben07> No.
L755[10:32:01] <sham1> It can be
L756[10:32:03] <sham1> Depends on
version
L757[10:32:07] <sham1> If you are 1.8 then
no
L758[10:32:10] <Pennyw95> 1.7.10
L759[10:32:13] <diesieben07> same
thing
L760[10:32:15] <diesieben07> its one
class
L761[10:32:17] <diesieben07> look at
it.
L762[10:32:17] <sham1> Wait wat
L763[10:32:27] <diesieben07> it's part of
FMLs networking
L764[10:32:32] <sham1> If the point are
the coords
L765[10:32:47] <sham1> And we are talking
about 1.7.10...
L766[10:32:48] <diesieben07>
NetworkRegistry.TargetPoint
L767[10:32:52] <diesieben07> exists in
1.7
L768[10:32:53] <sham1> Oh
L769[10:32:55]
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L771[10:34:07] <Pennyw95> oh so : new
TargetPoint(int dim,int x,int y,int z,int range)
L772[10:34:11] <Pennyw95> it gets the
object
L773[10:34:21] <diesieben07> it creates an
object, yes
L774[10:35:39] <sham1|Lost> Oh BTW
diesieb, before I go, if I have a sync packet from server to client
and it updates TE stuff, do I use sendToAllAround or
sendToAll
L775[10:35:51] <diesieben07>
neither.
L776[10:35:53] <sham1|Lost> Because the
data would be only seen after opening a gui
L777[10:36:07] <diesieben07> send it in a
packet when you open the GUI then.
L778[10:36:12] <sham1|Lost> Ah ok
L779[10:36:18] <sham1|Lost> So I'd sync
the client side then
L780[10:36:25] <diesieben07> for general
TE syncing stuff.. the forge patch is not in yet.. there have been
2 PRs, both not accepted (but not cloed either).
L781[10:36:39] <diesieben07> so you need
reflection to do that.
L782[10:37:00] <sham1|Lost> Ok
L783[10:37:13] <sham1|Lost> because having
a partial update packet might be ideal
L785[10:38:50] <Pennyw95> I need dimension
a coordinates in my packet's constructor, don't I
L786[10:39:07] <sham1|Lost> tracking as
in?
L787[10:39:20] <diesieben07> "can
see" :D
L788[10:39:26] <sham1|Lost> ok
L789[10:39:26] <diesieben07> if the client
has the chunk loaded
L790[10:39:34] <diesieben07> yes
penny
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L794[10:48:40] <sham1|Lost> Well, I can
get into reflection if I want to implement that.
L795[10:49:23] <diesieben07> yeah i use my
own private-field accessing thingy
L796[10:50:13] <sham1|Lost> Well, I can't
be arsed to do that, so I'd propably use java 's own
reflection
L797[10:50:34] <sham1|Lost> With
obfuscation helper and what not
L798[10:51:00] <diesieben07> that helper
is pretty stupid btw
L799[10:51:14] <sham1|Lost> How so
L800[10:51:25] <diesieben07>
getPrivateValue at least
L801[10:51:33] <diesieben07> it encourages
looking up the Field every single time
L802[10:51:56] <sham1|Lost> And you can't
cache it?
L803[10:52:31] <diesieben07> not with
getPrivateValue
L804[10:52:33] <gigaherz> it returns the
value itself
L805[10:52:52] <diesieben07> and the
"Obfuscation" part in the name is confusing, too
L806[10:52:54] <sham1|Lost> Well that
sucks
L807[10:53:08] <sham1|Lost> I think I
actually have to create a thing like that then
L808[10:53:10] <gigaherz> yeah that's why
I wrote this little method:
L810[10:53:18] <gigaherz> which does the
same as getPrivateValue, but returns the Field instead
L811[10:53:19] <gigaherz> XD
L812[10:53:34] ⇦
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L813[10:54:01] <diesieben07> the call to
remap is useless btw
L814[10:54:11] <diesieben07> FML
deobfuscates to SRG names anyways.
L815[10:54:17] <diesieben07> anyways, be
back later.
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L821[11:17:14] <unascribed> does anyone
have a list of all the security fix commits in Forge 1.8?
L822[11:18:13] <gigaherz> never seen any
link to any such list
L823[11:18:28] ***
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L825[11:18:56] <gigaherz> this may help a
bit
L826[11:19:04] <gigaherz> but it doesn't
need to be exhaustive
L827[11:19:34] <unascribed> I meant the
backports from 1.8.1+
L828[11:19:42] <gigaherz> yeah sorry no
idea
L829[11:19:45]
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L832[11:21:56] <Flashfire> Sending a
packet to a player to play a sound within loadNBTData of a custom
extendedentityproperties is giving me this error:
io.netty.channel.embedded.EmbeddedChannel recordException
L833[11:22:17] <Flashfire> I can't seem to
figure out why
L834[11:22:24] <williewillus> why are you
playing a sound in there :p
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L837[11:23:08] <Flashfire> Because I want
to play it (or not play it) when a player joins the world depending
on a boolean in extendedentityproperties
L838[11:23:55] <williewillus> I would
listen for a join world event and check the ieep rather than
playing a sound from an irrelevant method
L839[11:24:03] <Flashfire> Ok
L840[11:24:05] <Flashfire> Good call
L841[11:24:24] <Flashfire> Oh wait sorry I
already tried that
L842[11:24:40] <Flashfire> The get method
for the boolean was returning false
L843[11:24:49] <Flashfire> Because the
client hadn't received it from the server
L844[11:25:00] <unascribed>
IExtendedEntityProperties isn't synced to my knowledge
L845[11:25:05] <Flashfire> So I wanted to
send the packet before the joinworld event
L846[11:25:20] <unascribed> send a sound
packet on the server-side Join World event
L847[11:25:25] <williewillus> ^
L848[11:25:37] <Flashfire> That's what I
did
L849[11:25:38] <williewillus> also which
event are you using
L850[11:25:41] <Flashfire> But I need to
check the boolean first
L851[11:25:49] <Flashfire>
EntityJoinWorldEventy
L852[11:25:49] <unascribed> and?
L853[11:25:50] <diesieben07> but you are
on the server
L854[11:25:54] <unascribed> JoinWorld is
called after Constructing
L855[11:25:55] <diesieben07> the server
*always* knows the boolean
L856[11:25:58] <diesieben07> the server is
the boss. always.
L857[11:26:01] <unascribed> IEEE is
registered in Constructing
L858[11:26:07] <unascribed> okay, how
about
L859[11:26:07] <Flashfire> I don't know
why it returns false then
L860[11:26:09] <unascribed> what is the
boolean
L861[11:26:14] <Flashfire>
bgmPlaying
L862[11:26:34] <unascribed> which is true
when...?
L863[11:26:48] <williewillus> check if
you're saving/reading it back properly too
L864[11:26:56] <Flashfire> It is initially
true when a player collides with a block BUT in this case it loads
from nbt on world join
L865[11:27:02] <williewillus> if nbt
booleans are not found they return false
L866[11:27:06] <Flashfire> I am saving
reading it properly
L867[11:27:40] <Flashfire> It seems to
work when I send the packet in loadNBT but it gives that
error
L868[11:27:48] <diesieben07> you can't
send a packet there
L869[11:27:48] <williewillus> dont send a
packet in loadNBT
L870[11:28:03] <williewillus> methods
should only do what their name says theyll do :p
L871[11:28:10] <Flashfire> Alright
L872[11:28:43] <Flashfire> So how can I
make it true on the client when it becomes true on the
server?
L873[11:29:00] <Flashfire> I mean I know I
have to send a packet, but where
L874[11:29:26] <williewillus> check the
ieep during entityjoinworld and do a entity.playsound?
L875[11:29:42] <williewillus> actually,
world.playSoundAtEntity because the player playsound is weird
:p
L876[11:29:57] <Flashfire> Yeah checking
the ieep returns false when I don't send the packet beforehand but
I'll look into it
L877[11:30:01] <Flashfire> Also it's a
movingsound
L878[11:30:21] <Flashfire> And yes I am
checking for !world.isRemote in entityjoin
L879[11:31:15] <diesieben07> then that has
NOTHING to do with packets.
L880[11:32:17] <Flashfire> I figured it
did since that was what made it work when I joined world but I
guess it doesn't actually work if I get an exception
L881[11:32:30] <diesieben07> the packet
goes to the client
L882[11:32:35] <diesieben07> it will NOT
chang ethe values on the server...
L883[11:32:48] <williewillus> well he
wants to play a movingsound
L884[11:32:57] <williewillus> which you
cant trigger from the server
L885[11:33:04] <williewillus> without a
packet?
L886[11:33:31] <diesieben07>
exactly.
L887[11:33:32] <Flashfire> Sorry I'm not
explaining this well, I'm pretty confused about it myself
L888[11:34:07] <williewillus> no but you
*can't* trigger it from server which means you have to send a
packet, after reading the sevrer's IEEP
L889[11:34:17] <williewillus> are you
reading the server ieep or the client one?
L890[11:34:26] <Flashfire> Let me get the
code up
L891[11:34:30] <diesieben07> you should
not care about the client IEEP AT ALL
L892[11:34:34] <diesieben07> make 2
packets
L893[11:34:37] <diesieben07> start sound,
stop sound
L894[11:34:40] <diesieben07> make the
server handle it.
L896[11:35:28] <Flashfire> I think I
explained it wrong
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L898[11:35:47] <diesieben07> then explain
it again. :D
L899[11:35:53] <Flashfire> Ok
L900[11:36:22] <Flashfire> At this point,
I just know that the packet in entityjoinworld sends but the sound
doesn't actually play
L901[11:36:33] <Flashfire> Because the
boolean is false when it checks it
L902[11:36:39] <Flashfire> But it is set
to true in loadnbtdata
L903[11:37:12] <Flashfire> Because (in
this case, ignore other cases) I am logging into the world with the
nbt having saved that boolean as truwe
L904[11:37:19] <williewillus> you said the
packet sends but then you said the boolean is false :p
L905[11:37:34] <diesieben07> leave the
packet for now
L906[11:37:35] <Flashfire> Yeah otherwise
the sound would play
L907[11:37:47] <diesieben07> if it is
false in entityjoinworld there is adifferent problem
L908[11:37:53] <williewillus> so the
problem is with playing the sound
L909[11:37:57] <williewillus> so look at
your packethandler
L910[11:37:57] <Flashfire> It is true when
server checks it
L911[11:38:06] <Flashfire> But when it
checks later it's false
L912[11:38:14] <diesieben07> what is
"it"ß
L913[11:38:15] <diesieben07> ?
L914[11:38:18] <diesieben07> what is
"later"?
L915[11:38:29] <Flashfire> Sorry, let me
figure that out
L916[11:38:41] <williewillus> if you're
checking it again in the client packethandler, don't, because the
server already did for you
L917[11:38:57] <diesieben07> i repeat, the
client should not care abotu the IEEP. at all.
L918[11:39:10] <diesieben07> you are just
making it unecessarily complex
L919[11:41:11] ***
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L920[11:41:30] <Flashfire> Ok so
loadNBTData sets it to true, when it checks in onEntityJoin it's
also true and sends the packet, and the sound DOES play according
to code but I don't hear anything
L921[11:42:11] <Flashfire> Then I check
again and something has set it to stop playing
L922[11:42:33] <diesieben07> figure out
what that is
L923[11:42:38] <Flashfire> Alright
L924[11:42:38] <diesieben07> making a
watcher on the field
L925[11:42:48] <diesieben07> (just put a
breakpoint on the field declaration=
L926[11:43:35] <Flashfire> On the field
declaration? You mean a normal breakpoint right?
L927[11:44:24] <Flashfire> Because I'm not
familair with using "watchers" at least by that
name
L928[11:44:26] <diesieben07> yes, but if
you put a normal breakpoint on the field declaratino it should make
a field watcher instead
L929[11:44:38] <diesieben07> it will break
when the field is written to
L930[11:44:39] <Flashfire> Oh I see,
thanks
L931[11:44:45] <Flashfire> That's very
helpful
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L933[11:47:03] <Flashfire> It's difficult
when that watcher makes it break on every time the get method is
called :/
L934[11:47:30] <diesieben07> you should be
able to set it to only break on field writes
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L937[11:49:10] <Flashfire> Alright, I
found out nothing sets it false
L938[11:49:18] <Unh0ly_Tigg> can someone
tell my why in 1.8, why EntityPlayer.openGui is using int based
coordinates, instead of BlockPos?
L939[11:49:22] <Flashfire> It thinks it's
playing but the sound isn't audible
L940[11:49:52] <diesieben07> because it
wasn't updated probably
L941[11:50:06] <tterrag|laptop> It's a
forge method
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L943[11:50:28] <Flashfire> Do you know
what I did wrong exactly?
L944[11:50:58] <diesieben07> again
Flashfire, you are overcomplicating
L945[11:51:59] <Flashfire> So what part of
the way I did it is the unnecessary part?
L946[11:52:05] <diesieben07> syncing the
field to the client
L947[11:52:17] <diesieben07> just make 2
packets that tell the cleint to either start the sound or stop
it
L948[11:52:21] <diesieben07> handle the
rest on the server.
L949[11:52:52] <Flashfire> But I need to
check the boolean within the movingsound
L950[11:52:58] <olee> just noticed in 1.8
it is not possible to get the size of an explosion in the
ExplosionEvent.Start event because it is private now! We need a
getter there!!
L951[11:53:11]
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L952[11:53:15] <diesieben07> no you
don't.
L953[11:53:23] <olee> yes I do....
L954[11:53:29] <Flashfire> Sorry he meant
to me
L956[11:53:43] <Flashfire> Ok I'll change
the way it checks so it doesn't check within the sound
L957[11:53:47] ***
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L958[11:53:52] <diesieben07> olee, use
reflection
L959[11:54:01] <olee> are you
kidding!?!?!
L960[11:54:06] <diesieben07> no?
L961[11:54:10] <diesieben07> Explosion is
not a forge class
L962[11:54:11] <williewillus> yeah mojang
decided to do a privatization run on explosion :p
L963[11:54:37] <olee> diesieben07:
Explosion is a Minecraft class
L964[11:54:49] <diesieben07> yes.
L965[11:54:55] <olee> and even then -
NEVER use reflection for that
L966[11:55:03] <diesieben07> what the fuck
are you talking about
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L968[11:55:11] <williewillus> wot
L969[11:55:19] <williewillus> reflection
is appropriate in that situation
L970[11:55:31] <olee>
net.minecraft.world.Explosion -> explosionSize is private
L971[11:55:36] <williewillus> so reflect
it
L972[11:55:37] <diesieben07> yes
L973[11:55:39] <williewillus> if you need
it
L974[11:55:41] <diesieben07> if you need
it, use refleciton
L975[11:55:50] <Unh0ly_Tigg> I would use
an AT
L976[11:55:56] *
diesieben07 kills Unh0ly_Tigg
L977[11:56:05] <olee> not that should be
provided by forge with a getter - reflection on obfuscated code is
just wrong
L978[11:56:06] <Unh0ly_Tigg> make it
public, rerun setup, and you're good to go
L979[11:56:08] <williewillus> if you're
only doing it sparsely reflection is less work
L980[11:56:24] <diesieben07> no its not
olee
L981[11:56:30] <diesieben07> adding a
patch just for htis is just wrong.
L982[11:56:47] <olee> I am talking about a
general problem in the forge code which should be fixed to allow
mods to work with that data _without_ using ugly hacks like
that
L983[11:56:50] <diesieben07> Unh0ly_Tigg
ATs are evil.
L984[11:56:51] <williewillus> ...
L985[11:56:58] <williewillus> so we should
add getters for every private field ever
L986[11:57:05] <Unh0ly_Tigg> diesieben07,
how are they evil?
L987[11:57:05] <diesieben07> what
"general problem" are you talking about?
L988[11:57:09] <diesieben07> they are
coremods.
L989[11:57:11] <diesieben07> coremods are
bad.
L990[11:57:13] <Unh0ly_Tigg> no
L991[11:57:13] <olee> no - but for those
which should be accessable
L992[11:57:16] <diesieben07> surfe they
are.
L993[11:57:32] <diesieben07> olee, who
determines "which should be accessible"?
L994[11:57:33] <williewillus> how do you
determine what "should be accessible" though?
L995[11:57:35] <williewillus> heh
L996[11:57:36] <diesieben07> you? me?
lex?
L997[11:57:40] <diesieben07> your
dog?
L998[11:57:48]
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L999[11:57:54] <williewillus> but
literally do ReflectionHelper.getPrivateValue(Explosion.class,
instance, explosionSizeNames); and be done with it
L1000[11:58:21] <olee> simple example
where I need it - permission checking for explosion - it needs to
check the whole area affected by the explosion to determine if the
explosion should be cancelled or not
L1001[11:58:21] <diesieben07> and Unh0ly,
ATs are also evil because they unnecessarily complicate a simple
task by throwing the evilness that is bytecode manipulatino at
it
L1002[11:58:46] <williewillus> olee:
since it's a one time thing that not doing something ridiculous
like firing every tick, reflection is fine
L1003[11:58:52] <Unh0ly_Tigg> then you
really don't seem to get the point of them...
L1004[11:58:57] <diesieben07> which
is...?
L1005[11:59:22] <olee> hm well that
ReflectionHelper looks nice... makes the code a lot cleaner at
least
L1006[11:59:32] <Unh0ly_Tigg> they are
there so you don't HAVE to use reflection, which can take more time
than simply changing the access flags at class load time (which is
simple with ASM
L1007[11:59:34] <Unh0ly_Tigg> )*
L1008[11:59:58] <diesieben07> is that the
performance argument or the "i am lazy" argument?
L1009[12:00:05] <Unh0ly_Tigg>
performance
L1010[12:00:11] <williewillus> i think
AT's are if you need to access the private things super often,
reflection is less work if you're just doing things in one
shot
L1011[12:00:21] <diesieben07> if you
*really* need the speed use MethodHandles
L1013[12:00:24]
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L1014[12:00:32] <diesieben07> they
compile down to the same code as a normal field access
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L1016[12:00:58] <diesieben07> olee,
except YOU are not the person who has to maintain these patches.
they should be kept small if at all possible.
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L1018[12:01:43] <diesieben07> willie,
Unh0ly: the *only* valid reason for ATs is if you want to override
a private method in a subclass. there you MUST have an AT. thats
the only reason.
L1019[12:02:28] ***
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L1020[12:02:28] <olee> ahh... so you
think maintaining a small getter too much?
L1021[12:02:50] <diesieben07> its not
worth it to satisfy your laziness
L1022[12:03:44] <olee> that is wrong -
lazy would be just using reflection
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L1024[12:03:50] <williewillus>
>.>
L1025[12:04:14] <Unh0ly_Tigg> in my
views, reflection should be avoided whenever possible...
L1026[12:04:19] <olee> what I am
interested in is a proper solution to remove the problem
alltogether
L1027[12:04:26] <diesieben07> anyways, if
you want to learn it the hard way: feel free to make a PR.
L1028[12:04:27] <olee> Unh0ly_Tigg: same
thought
L1029[12:04:32] <diesieben07> you will be
told the same thing by LEx.
L1030[12:04:56] <diesieben07> yes, in a
proper environment, true.
L1031[12:05:05] <diesieben07> but
Minecraft is not a nice flowery world of nice java code
L1032[12:05:17] <diesieben07> if you
can't deal with that, don't make a mod.
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L1034[12:05:31] <Unh0ly_Tigg> My argument
that reflection should be avoided whenever possible, is mainly
because it does provide a way to completely bypass the fml security
manager and associated transformer
L1035[12:05:39] <olee> yeah but we can at
least try to not make it even worse
L1036[12:05:47]
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L1037[12:06:04] <diesieben07> how is that
relevant here unh0ly?
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L1042[12:10:33] <Flashfire> Thank you
once again diesieben,fixing my overcomplication made it work
L1043[12:11:24] <Flashfire> I'll have to
credit you when I release this mod because you've helped me with so
many issues I've had making it
L1044[12:12:16] <diesieben07> np :D
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L1048[12:14:55] <Flashfire> Also, while
I'm here, this chest model seems to work but it gives me
errors
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L1051[12:15:18] <Flashfire> I get Unable
to load definition chaosblock:chaos_chest#facing=north for all
directions
L1052[12:15:20]
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L1054[12:15:24] <Faint> I recently
started getting into modding and I'm having an AbstractMethodError
exception thrown when I try to add a command. I checked online and
it seems to be a problem reobfuscating, but I am using
"gradlew build" to build. What am I doing wrong?
L1055[12:15:26] <Flashfire> Yet it shows
in-gam
L1056[12:15:53] <Flashfire> I don't know
if this is it but are you using reflection?
L1057[12:16:12] <Faint> Not to my
knowledge
L1058[12:16:23] <diesieben07> Faint,
please post the full exception.
L1059[12:16:25] <williewillus> Faint: do
you have the log? also AME when running in the dev env or in an
obfuscated env?
L1060[12:17:07] <Flashfire> I added the
full error to my gist
L1062[12:17:58] <Faint> williewillus: I
don't really know the difference. I built it and used the jar in
build/tmp/reobf and put it right on my server
L1063[12:18:13] <Flashfire> Use the jar
in build/lib
L1064[12:18:38] <diesieben07> but what
the hell is that error :O
L1065[12:20:37] <Acters> seems pixelmon
has gotten an error
L1066[12:20:43] <Flashfire> Should a
chest be an item instead of a block?
L1067[12:20:47] <Flashfire> That would
explain my problem
L1068[12:20:56] <Faint> Ayy its starts.
You guys are awesome, thank you
L1069[12:21:08] <williewillus> Flashfire:
what do you mean :p
L1070[12:21:13] <williewillus> chests are
blocks
L1071[12:21:19] <Flashfire> Should the
model json go in item or block
L1072[12:21:21] <Faint> I passed over
that jar because I forgot to change the default archivesBaseName
from modid to my own name so I thought it was something else
L1073[12:21:27] <Flashfire> In vanilla it
seems to be in item and not block
L1074[12:21:33] <williewillus> both
L1075[12:21:40] <Flashfire> Yeah I have
both
L1076[12:21:44] <Flashfire> But I get
that error
L1078[12:22:06] <Flashfire> That json is
in block folder
L1079[12:22:51] <williewillus> it just
seems to be tripping on parsing the json for some reason
L1080[12:23:08] <Flashfire> Anything to
do with "#texture"?
L1081[12:23:22] <Flashfire> I got that
from a chest in another mod and it's not used in any of my other
models
L1082[12:24:06] <Flashfire> The block
texture itself seems to work however when I break it I see purple
and black particles
L1083[12:24:16] <williewillus> thats just
because you didnt specify particle
L1084[12:24:24] <williewillus> in the
textures section
L1085[12:24:27] <Flashfire> I don't mean
particle particles, the break block particles
L1086[12:24:34] <williewillus> yeah
L1087[12:24:43] <Flashfire> The ones that
are auto generated from texture
L1088[12:24:56] <williewillus> break
block ones are specified in the json?
L1089[12:25:10] <Flashfire> I don't mean
particles that need to be specified
L1090[12:25:33] <Flashfire> It's just
when I break the block the break particles that appear for any
minecraft block aren't the texture but are purple and black
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L1092[12:25:43] <Flashfire> But before I
break it the chest texture looks fine
L1093[12:25:48] <Flashfire> But I get
that error
L1094[12:26:24] <Flashfire> Anything to
do with it not having a parent?
L1095[12:26:28]
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L1096[12:26:39] <buttchili> hello
strangers
L1097[12:27:09] <williewillus> nah I
don't think so
L1098[12:27:56] <williewillus> idk try
reformatting or remaking the json, because it's a formatting error
and not a modelloading error
L1099[12:28:11] <Flashfire> Hmm ok I'll
look into it
L1100[12:28:31] <williewillus> can you
post your blockstates json?
L1101[12:28:55] <williewillus> ah yeah
that exception is from parsing blockstate json not the model
json
L1102[12:29:05] <Flashfire> It is now
part of the gist
L1103[12:29:33] <diesieben07> you have an
extra comma on line 7
L1104[12:29:36] <diesieben07> *6
L1106[12:30:20] <Flashfire> I don't see
it
L1107[12:30:50] <williewillus> put it
into that validator and itll show you
L1109[12:30:57] <Flashfire> Alright,
thanks
L1110[12:31:17] <Flashfire> OH
L1111[12:31:21] <Flashfire> Ok I see it
now
L1112[12:31:31] <Flashfire> Silly copy
paste mistake
L1113[12:32:30] <buttchili> I'm just
getting started with MC stuff, I can't get an item to drop from an
ore block I made. Every tutorial suggests the same thing, but the
custom item never drops. I think im going crazy
L1114[12:33:03] <diesieben07> show your
code.
L1116[12:34:33] <diesieben07> remove line
15.
L1117[12:34:58] <buttchili> why
L1118[12:35:15] <diesieben07> you create
your block before your item: the field will always be null.
L1119[12:35:17] <Ivorius> JUST DO
IT!
L1120[12:35:24] <Ivorius> DON'T LET YOUR
MEMES BE DREAMS!
L1121[12:35:25] <diesieben07> reference
ElementalMod.elementalNugget directly.
L1122[12:35:30] <buttchili> ive tried
that too
L1123[12:35:34] <buttchili> still doesnt
work
L1124[12:35:39] <diesieben07> show that
attempt.
L1125[12:36:55] <buttchili> same issue
after testing
L1127[12:37:40] <diesieben07> it does not
drop anything at all?
L1128[12:37:50] <buttchili> trying to do
return Item.getItemFromBlock(ElementalMod.elementalOre also fails
to drop anything);
L1129[12:38:05] <buttchili> nothing at
all
L1130[12:38:10] <tterrag|laptop> time for
a break point
L1131[12:38:12] <buttchili> i can give
myself the items
L1132[12:38:19] <buttchili> they all
function ok
L1133[12:38:19] <diesieben07> and you are
not in creative and you mined it with at least iron pickaxe?
L1134[12:38:21] <williewillus> harvest
level maybe? :p
L1135[12:38:21] <tterrag|laptop> see if
getItemDropped is being called
L1136[12:38:29] <buttchili> they are
being called
L1137[12:38:42] <tterrag|laptop> so use a
breakpoint and see why it's not dropping
L1138[12:38:46] <buttchili> i did a
system log call in both the functions
L1139[12:38:55] <diesieben07> then
ElementalMod.elementalNuggetis null. everything else is impossible
:D
L1140[12:38:59] <buttchili> and no not in
creative
L1141[12:40:09] <buttchili> ive
registered all my items in the init call
L1142[12:40:21] <diesieben07> should be
in preInit but that should not cause this
L1143[12:40:27] <diesieben07> please post
more of your code.
L1144[12:41:17] <buttchili> ill post my
main class
L1145[12:41:30] ***
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L1148[12:43:12] <buttchili> its so
basic
L1149[12:43:55] <Ivorius> tterrag:
Ping
L1150[12:44:17] <diesieben07> it is
impossible that that won't work.
L1151[12:44:35] <tterrag|laptop> Ivorius,
ping failed
L1152[12:44:40] <buttchili> well its not
:/
L1153[12:44:41] <tterrag|laptop> but
message received anyways
L1154[12:44:45] <tterrag|laptop> what's
up?
L1155[12:44:56] <tterrag|laptop>
buttchili, again, use a breakpoint to see why it's not
working
L1157[12:45:10] <Ivorius> Crashes my game
on launch
L1158[12:45:27] <tterrag|laptop>
uhh
L1159[12:45:34] <tterrag|laptop> did you
remove any mods?
L1160[12:45:53] <Ivorius> No idea,
why
L1161[12:46:09] <tterrag|laptop> well,
it's crashing because it cannot parse
ganysnether:quarzBerrySeeds
L1162[12:46:24] <Ivorius> I think I
removed that mod because it crashed
L1163[12:46:25] <tterrag|laptop> so that
item either doesn't exist, or you removed gany's nether
L1164[12:46:28] <Ivorius> But that's no
reason for you to crash
L1165[12:46:30] <tterrag|laptop> which
broke the pack configs
L1166[12:46:45] <Ivorius> Especially
because it's on launch .-.
L1167[12:47:06] <Ivorius> Crash in your
code = always your fault :P
L1168[12:47:08] <tterrag|laptop> remove
the entry from config/ttCore/cropConfig/.json
L1169[12:47:24] <Ivorius> I'll try
re-adding that mod
L1170[12:47:29] <Ivorius> But still, it's
not worthy of a crash
L1171[12:47:36] <Ivorius> A small error
sysout at most :P
L1172[12:47:38] <tterrag|laptop> not my
fault, it's an invalid argument
L1173[12:47:45] <Ivorius> > Crash in
your code = always your fault :P
L1174[12:47:52] <tterrag|laptop> I
disagree
L1175[12:47:55] <tterrag|laptop> you
saying it doesn't make it true
L1176[12:48:06] <Ivorius> It's a basic
programming principle
L1177[12:48:09] <Ivorius> Crashes are
never acceptable
L1178[12:48:41] <Ivorius> If you can
handle it better than a crash, which ideally is always the case,
then do
L1179[12:48:41] <buttchili> so it seems
like elementalOre is in fact null
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L1181[12:48:52] <buttchili> hmmmmmm
L1182[12:49:02] <Ivorius> You can start
the game no problem, just ignoring that config
L1183[12:49:03] <Ivorius> Log an
error
L1184[12:49:05] <Ivorius> Continue
on
L1185[12:49:06] <Ivorius> Done
L1186[12:49:35] <Ivorius> Did you ever
see Photoshop crash because of a malformed PNG? .-.
L1187[12:49:37] <buttchili> diesieben07,
do you see any reason why it would be null?
L1188[12:49:38] <tterrag|laptop> what
would you say the method should return then?
L1189[12:49:44] <tterrag|laptop> anything
else would cause the game to crash later on anyways
L1190[12:50:00] <Ivorius> Either it
returns null or a neutral value
L1191[12:50:04] <Ivorius> Or it throws
LoadException or so
L1192[12:50:09] <Ivorius> Which you catch
and handle
L1193[12:50:11] <tterrag|laptop> there is
no "neutral value" when talking about an item
L1194[12:50:23] <Ivorius> So it doesn't
find that item
L1195[12:50:24] <Ivorius> So what
L1197[12:50:38] <gigaherz> ;P
L1198[12:50:43] <Ivorius> Handle it as if
it didn't exist
L1199[12:50:46] <tterrag|laptop> then
whatever called the method, which expects it to return non-null,
will probably crash anyways
L1200[12:50:47] <Ivorius> Which it
doesn't
L1201[12:50:59] <Ivorius> That's why we
have Exceptions and try/catch...
L1202[12:51:04] <Ivorius> Don't tell me
you can't handle exceptions
L1203[12:51:06] <Ivorius> Because you
can
L1204[12:51:26] <diesieben07> buttchili,
no.
L1205[12:52:41] <diesieben07> gigaherz,
/me serializes ItemStack, deserializes in next game version
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L1207[12:52:46] *
diesieben07 watches the thing blows up.
L1208[12:53:16] <gigaherz> diesieben07:
well that0s up to you ;P
L1209[12:53:26] <diesieben07> just
sayin
L1210[12:53:52] <PaleoCrafter>
"ICustomNBTMapper" just sounds horrible :P
L1211[12:54:03] <diesieben07>
NBTSerializable
L1212[12:54:05] ***
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L1213[12:54:21] <gigaherz> I'm a C#
developer, I have a strong dislike for interfaces not prefixed with
an I
L1214[12:54:30] <PaleoCrafter> it's not
even the I :P
L1215[12:54:37] <PaleoCrafter> although
that's horrible too :P
L1216[12:54:43] <diesieben07> C# coding
conventinos are so utterly broken it's sad
L1217[12:54:45] <tterrag|laptop>
gigaherz, elseifelseifelseifelseifelseifelseif
L1218[12:54:47] <tterrag|laptop> not a
fan of that :P
L1219[12:54:56] <gigaherz> tterrag|laptop
/shrug ;P
L1220[12:55:02] <PaleoCrafter> but if you
already have that interface, why not use it for the topmost object
as well?
L1221[12:55:16] <gigaherz> what do you
mean?
L1222[12:55:52] <PaleoCrafter> you just
serialize all fields of the object you get passed instead of
checking whether it has its own means of getting serialized
first
L1223[12:56:02] <gigaherz> Oh
L1224[12:56:05] <gigaherz> I didn't even
consider that
L1225[12:56:06] <gigaherz> XD
L1226[12:56:20] <PaleoCrafter> and you
should allow stuff serializing itself to something else than a tag
compound :P
L1227[12:56:21] <tterrag|laptop>
PaleoCrafter, that defeats the purpose though
L1228[12:56:26] <tterrag|laptop> this is
mean to be used on, say, a TE
L1229[12:56:38] <tterrag|laptop> in
which, implementing that interface would just be the normal way of
doing it
L1230[12:56:41] <tterrag|laptop> and then
nothing is gained
L1231[12:57:27] <PaleoCrafter> if I
implement ICustomNBTMapper I expect the serializer to respect
that
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L1234[12:57:49] <tterrag|laptop> perhaps,
but in that case you really shouldn't be using the serializer
L1235[12:57:56] <tterrag|laptop> because
it's of no gain to you
L1236[12:58:12] <buttchili> diesieben07,
my problems was redeclaring elementalNugget in the preInit
"ElementalNugget elementalNuggett .."
L1237[12:58:18] <gigaherz> yeah you could
just call writeToNBT yourself ;P
L1238[12:58:21] <buttchili> super
derp
L1239[12:58:21] <diesieben07> aaah the
usual
L1240[12:58:24] <PaleoCrafter> if you
want to use this for your TE, then don't implement the interface,
simple as that :P
L1241[12:58:55] <PaleoCrafter> because
implementing wouldn't serve any purpose anyway if you only want it
to serialize all fields
L1242[13:00:18] <yueh> why does this
sound like an idea to break stuff?
L1243[13:01:23] <yueh> and respecting
transient might be an idea
L1244[13:01:29] <gigaherz> hmm
L1245[13:01:45] <gigaherz> I'm thinking
to make an INBTMapper registry, with one mapper for each basic data
type
L1246[13:02:16] <tterrag|laptop>
gigaherz, you left quick yesterday
L1247[13:02:24] <tterrag|laptop> but I
have already somewhat solved this problem once, for my @Config
annotation
L1248[13:02:25] <PaleoCrafter> just look
at darn Gson :P
L1249[13:02:28] <PaleoCrafter> it is well
designed
L1250[13:02:34] <gigaherz> yeah I was
horribly tired, vision got blurry from staring too much at the
screen XD
L1251[13:02:42] <gigaherz> PaleoCrafter:
I'm not copying from Gson XD
L1252[13:02:56] <PaleoCrafter> at least
take inspiration :P
L1253[13:03:07] <tmtu> no
excuse!!@1!
L1255[13:03:46] <tmtu> well, i
accidentally came up with a name for my library because i was
tired
L1256[13:05:41]
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L1260[13:14:55] <Flashfire> How do I
properly register a door in block renderer? Registering item from
block works fine but gives an error that the model definition
#inventory isn't found
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L1262[13:15:31] <williewillus> you
probably need a separate model for the item form since a door is 2
blocks
L1263[13:15:40] <Flashfire> I have a
separate one
L1264[13:15:54] <Flashfire> The door is
fully functional it's just this error that doesn't really affect
anything visibly but is still an error
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L1266[13:16:23] <Flashfire> But should I
register the block by the block's name in the block renderer or do
something different?
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L1268[13:18:01] <Flashfire> I'm also
having the same issue with blocks that use subblocks because it
looks for a model definition of the block containing the subblocks
which doesn't exist
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L1271[13:20:55] <Flashfire> The same
errors on the client side were fixed by adding variant names to
model bakery but I don't think you can do that in server
L1272[13:21:12] <Flashfire> If there's an
equivalent then that's my solution
L1273[13:21:27] <williewillus> ah
register an itemblock
L1274[13:21:35] <Flashfire> I have one
already
L1275[13:21:44] <williewillus> and then
its simply replacing the models/item/door.json
L1276[13:21:46] <Flashfire> Metadata
subblocks are working, it's just that error
L1277[13:21:49] <williewillus> and doing
the normal addVariant
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L1279[13:23:04] <Flashfire> I think it's
something extra that I'm doing that is making it look for the main
block's nonexistant model
L1280[13:24:33] <Flashfire> Is there
something wrong with this? GameRegistry.registerBlock(chaos_Block =
ChaosBlock.blockChaos, ItemBlockMeta.class,
"chaos_block");
L1281[13:25:02] <Flashfire> It's supposed
to only register the subblocks
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L1285[13:29:29] <Flashfire> That's for my
subblock blocks anyway, if I need another one for the door then
that's news to me
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L1290[13:38:50] <tterrag|laptop>
Flashfire, you don't register subblocks...that I know of
L1291[13:38:56] <tterrag|laptop> that's
just something your states handle
L1292[13:39:11] <Flashfire> Yeah I know,
I didn't register them individually I registered the main
block
L1293[13:39:22] <Flashfire> But something
makes it look for a model of the main block
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L1295[13:39:43] <Flashfire> Happens right
before init and after preinit
L1296[13:39:58] <tterrag|laptop> dunno,
I'm not a 1.8 person
L1297[13:40:00] <Flashfire> That's when
the error shows anyway
L1298[13:40:06] <tterrag|laptop> but you
asked "is there something wrong with this" and something
tells me yes :P
L1299[13:40:10] <Flashfire> Alright fair
enough
L1301[13:40:49] <diesieben07> works fine
locally?
L1302[13:42:25] <tterrag|laptop>
O.o
L1303[13:42:49] <laci200270> diesieben07,
the Constructor blocks() is present?
L1304[13:42:54] <diesieben07> ?
L1305[13:42:55] <diesieben07> wat
L1306[13:43:09] <laci200270> error:
cannot find symbol
L1307[13:43:09] <laci200270> private
Blocks() {
L1308[13:43:09] <laci200270> ^
L1309[13:43:09] <laci200270> symbol:
constructor Blocks()
L1310[13:43:09] <laci200270> location:
class Blocks
L1311[13:43:18] <diesieben07> yes, i can
read
L1312[13:43:22] <diesieben07> the error
makes no sense
L1313[13:43:39] <diesieben07> it says
"I found this constructor Blocks() but i can't find
it"
L1314[13:43:45] <HassanS6000> How to make
entity not drown?
L1315[13:43:53] <diesieben07>
canBreatheUnderwater
L1316[13:44:06] <laci200270> diesieben07,
maybe set constructor public?
L1317[13:44:17] <diesieben07> but i do
not want it public...
L1318[13:44:22] <yueh> btw is there a way
to mark an item with a specific damage as invalid and let it be
deleted?
L1319[13:44:30] <diesieben07> there is
not.
L1320[13:44:42] <tterrag|laptop>
diesieben07, only thing I can think is that that weird annotation
is causing issues
L1321[13:44:50] <tterrag|laptop> what are
the java versions between your local PC and build server?
L1322[13:45:11] <diesieben07> drone are
using some old-ass java 8
L1323[13:45:14] <diesieben07> i am on
latest java 8
L1324[13:45:25] <tterrag|laptop> might be
it, who knows
L1325[13:45:32] <tterrag|laptop> stop
using drone.io :P
L1326[13:45:40] <diesieben07> mehhh
L1327[13:45:42] <laci200270> use
travis-ci maybe?
L1328[13:45:43] <diesieben07> i am too
lazy to switch
L1329[13:45:54] <laci200270> travis is
better
L1330[13:46:02] <diesieben07> tell me
something i don't know.
L1331[13:46:06] <sham1|Lost> But if the
case is dire then you have to switch
L1332[13:46:14] <laci200270> it can
verify pull requests
L1333[13:46:23] <tterrag|laptop> or just
host your own jenkins...idk why people use all these different
non-self-hosted CIs :P
L1334[13:46:32] <diesieben07> do you pay
my server? :D
L1335[13:46:45] <tterrag|laptop> no, I
pay for mine though
L1336[13:46:49] <laci200270>
tterrag|laptop, because I can't run my PC in 24/7?
L1337[13:46:51] <PaleoCrafter> you could
use my TeamCity, I ain't have no use for that thing anyway :P
L1338[13:46:53] <sham1|Lost> Maybe people
don't have servers and want their build services be on public
internet
L1339[13:46:59] <tterrag|laptop>
laci200270, wut
L1340[13:47:10] <diesieben07> i will just
use travis
L1341[13:47:24] <tterrag|laptop> my
server is 7/mo, if you can't afford that, ask someone who already
has a server, most will be willing to add a job for you
L1342[13:47:30] <yueh> or just
jenkins
L1343[13:47:47] <diesieben07> now i have
to make another build file.. wtf is this
L1344[13:48:03] <laci200270> diesieben07,
travis is much better also
L1345[13:48:13] <tterrag|laptop> yueh,
I'm with you lol
L1346[13:48:14] <diesieben07> laci i
fucking know. you can stop telling me.
L1347[13:48:31] <yueh> there are even a
couple of free ones
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L1349[13:49:24] <diesieben07> jesus
christ this is way complicated...
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L1351[13:49:28] <diesieben07> i just want
it to run a command...
L1352[13:49:36] <sham1|Lost> Con it
up
L1353[13:49:43] <sham1|Lost> Cron*
L1354[13:49:52] <diesieben07> ??
L1355[13:49:57] <sham1|Lost> I don't
know
L1357[13:50:06] <sham1|Lost> Don't mind
me, I am tired
L1358[13:50:14] <williewillus>
diesieben07 is asking others for help for once rather than the
other way around the world is ending :o
L1359[13:50:17] <williewillus> ;p
L1360[13:50:41] <yueh> travis has just
the downside, that it does no archive the artifacts
L1361[13:51:07] <laci200270> also travis
can encode strings
L1362[13:51:11] <laci200270> which is
good
L1363[13:51:24] <sham1|Lost> What is that
useful for
L1364[13:51:46] <laci200270> for example
encode your curseforge private key
L1365[13:52:02] <laci200270> or encode a
mysql password
L1366[13:52:21] <tterrag|laptop>
O.o
L1367[13:52:33] <sham1|Lost> That day
when you hardcode database passwords...
L1368[13:52:40] <sham1|Lost> It is not
good
L1369[13:52:42] <diesieben07> laci you
are not helping
L1370[13:52:50] <tterrag|laptop> I just
store those in my central gradle.properties :P
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L1374[13:53:17] <diesieben07> i already
found that 20 minutes ago
L1375[13:53:28] <laci200270> where you
stuck?
L1376[13:53:29] <diesieben07> nowhere
does it say what i do to make it run gradlew build instead of
gradlew assemble
L1377[13:54:03] <tterrag|laptop> task
assemble (dependsOn: build) {}
L1378[13:54:03] <tterrag|laptop>
>.>
L1379[13:54:11] <diesieben07> no
L1380[13:54:15] <tterrag|laptop> kidding
:P
L1381[13:54:22] <diesieben07> i will not
change my build script because my build server is retarded
L1383[13:54:37] <laci200270> this is an
example
L1384[13:54:56] <diesieben07> gah that is
an awful repo
L1385[13:55:03] <diesieben07> but
ty
L1386[13:56:22] <tterrag|laptop> holy
lack of gitignore batman
L1387[13:56:53] <sham1|Lost> .gitignore
is friend. Not a foe.
L1388[13:57:01] <laci200270> i just
created an release and it looks working
L1389[13:57:16] <unascribed> that's not
the point
L1391[13:57:22] <unascribed> the point is
your repo has a bunch of unneccessary garbage
L1392[13:57:28] <yueh> why do i think is
it bad to commit a api key xD
L1393[13:57:42] <unascribed> because
you're still sane
L1394[13:57:45] <unascribed> don't worry,
that'll go away in time
L1395[13:57:50] <laci200270> what api
key?
L1396[13:58:14]
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L1397[13:58:15] <tterrag|laptop> secure:
WEeXt1U2JZ+/BkOOSXjWXUG7h+WfnWTe2VfPIlf6ZlObomTcekfqIyOwsPtsrsrbg4OBeCpvL/vyNFr8+Kr9GkfbH16VxbREzYItkiUPYv3EJUEP41hlmeFE8MjiyIaHSEfzK7Ud/btmRZ601463tzTBF44JnCoKw8K/ySKZjho=
L1398[13:58:17] <tterrag|laptop> that one
._.
L1399[13:58:28] <laci200270> its
encoded
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L1401[13:58:50] <laci200270> only the
travis agent can decode
L1403[14:00:00] <PaleoCrafter> travis is
German? :O
L1404[14:00:05] <laci200270> idk
L1405[14:00:27] <sham1|Lost> How so
L1406[14:00:33] <laci200270> yes
L1407[14:00:51] <laci200270> if you
scroll down you can see
L1408[14:01:08] <PaleoCrafter> I
know...
L1409[14:01:20] <laci200270> :D
L1410[14:01:34] <laci200270> i just
see
L1411[14:02:17] <diesieben07> laci, how
the fuck do i tell this thing to "build now"?
L1412[14:02:30] <laci200270> create a
release
L1413[14:02:38] <laci200270> or
commit
L1414[14:02:49] <laci200270> i used a
while ago
L1415[14:02:55] <diesieben07> is there
seriously no button for it?
L1417[14:03:03] <diesieben07> also i just
commited
L1418[14:03:09] <diesieben07> it is not
building
L1419[14:04:23] <laci200270> diesieben07,
maybe create a release
L1420[14:04:41] <diesieben07> why do i
have to fumble around in git to make this thing build...
L1421[14:04:54] <tterrag|laptop> you
setup the webhook I hope
L1422[14:05:02] <sham1|Lost> Because it
is stupid
L1423[14:05:02] <tterrag|laptop>
otherwise travis is not getting the github events
L1424[14:05:07] <diesieben07> fuck
me
L1425[14:05:17] <diesieben07> i named the
file .travils.yml
L1426[14:05:26] <PaleoCrafter> you're a
terrible person
L1427[14:05:27] <tterrag|laptop>
\o/
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L1429[14:06:02] <laci200270> diesieben07,
it should builld on commit
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L1433[14:07:01] <diesieben07> it built
now
L1434[14:07:09] <diesieben07> complaining
about some legacy whatever
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L1436[14:08:27] <yueh> base64 encoded is
not particularly secure xD
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L1440[14:08:31] <laci200270> diesieben07,
also I can't see your .travis.yml in online git repo
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L1443[14:08:50] <diesieben07> i am not
developing on master
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L1447[14:09:10] <laci200270> oh
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L1450[14:09:50] <sham1> Branches are
these magical things that let's you develop different versions and
bug fixes and whatever ;)
L1451[14:09:59] <diesieben07> ok same
fucking error
L1452[14:10:03] <diesieben07> what the
fuck is this
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L1456[14:11:00] <laci200270> in your
computer it works?
L1457[14:11:10] <diesieben07> without
complaints
L1458[14:11:13] <sham1> Hey, swearing was
not part of your program
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L1465[14:13:11] <laci200270> diesieben07,
you can't made the constructor private?
L1466[14:13:17] <diesieben07> it IS
private -.-
L1467[14:13:17] <laci200270>
*protected
L1468[14:13:33] <diesieben07> and the
fucking thing is still running gradlew assemble even though i told
it to run gradlew build
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L1473[14:16:12] <diesieben07> what are
you trying to tell me?
L1474[14:16:26] <laci200270> read
it
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L1477[14:16:34] <diesieben07> need to fix
something else first
L1478[14:16:41] <diesieben07> travis is
not runnign the thing i tell it to run
L1479[14:16:44] <diesieben07> how to
fix?
L1480[14:17:12] <tterrag|laptop>
laci200270, what was the point of linking that, it just says that
you CAN have a private constructor
L1482[14:17:24] <tterrag|laptop> which we
know, it's basic java
L1483[14:17:55] <laci200270> it looks
gradlew not like private constructor
L1484[14:18:06] <diesieben07> impossible,
it works on my machine
L1485[14:18:21] <diesieben07> also this
is not relevant at the moment. i need to find out why travis
doesn't do what i tell it to do first
L1486[14:19:30] <laci200270> what travis
not do?
L1487[14:19:39] <diesieben07> it runs
gradlew assemble
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L1489[14:19:44] <diesieben07> not gradlew
build like i tell it to
L1491[14:21:24] <laci200270> not
this
L1493[14:21:50] <diesieben07> i have
never in my life programmed in groovy
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L1495[14:22:08] <laci200270> but gradle
uses it
L1496[14:22:21] <diesieben07> do i care?
no
L1497[14:22:21] <sham1> And?
L1498[14:22:28] <laci200270> idk why,but
gradle needed that
L1499[14:22:36] <diesieben07> how fucking
hard is it to make a build server that simply runs a command
L1500[14:22:37] <diesieben07>
seriously
L1501[14:24:58] <laci200270> diesieben07,
also you use any java 8 stuff?
L1502[14:25:13] <diesieben07> yes i
do
L1503[14:25:16] <diesieben07> how is that
relevant?
L1504[14:25:25]
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L1505[14:25:43] <diesieben07> its still
running fucking gradlew assemble
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L1507[14:25:50] <diesieben07> nowhere did
i tell it that!! argh this is so stupid
L1508[14:25:58] <laci200270> just because
i use oraclejdk7 and you use oreclejdk8
L1509[14:26:06] <diesieben07> and you
said this was superior... thanks for the GREAT advise
L1510[14:26:25] <diesieben07> with drone
i just tell it "hey, please run this line: gradlew
build". and it DID THAT.
L1511[14:26:40] <laci200270> why you not
use gradlew instead of gradle?
L1512[14:26:55] <diesieben07> already
tried both. no difference,.
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L1518[14:28:35] <diesieben07> also these
arbitrary phases seem stupid...
L1519[14:31:03] <Flashfire> I still can't
get anywhere with the model definition #inventory answers
L1520[14:31:12] <Flashfire> errors*
L1521[14:31:57] <diesieben07> great. now
i have switched to travis. it still does not compile.
L1522[14:32:07] <diesieben07> and the
constructor is not private
L1523[14:32:58] <laci200270> now runs the
good tasks?
L1524[14:33:16] <diesieben07> yes, but it
was not your fix. you seem to be just trying arbitrary
things.
L1525[14:33:53] <laci200270> because I
wasn't have idea
L1526[14:34:02] <diesieben07> then dont
make a useless PR...
L1527[14:34:18] <laci200270> ok
L1528[14:34:33] <diesieben07> i
appreciate you trying to help
L1529[14:34:35] <diesieben07> but you are
not helping
L1530[14:35:35] <PaleoCrafter>
diesieben07, as I said, you can use my TeamCity :P
L1531[14:35:44] <diesieben07> its not
travis
L1532[14:36:03] <diesieben07> the same
thing will happen on TeamCity
L1533[14:36:29] <PaleoCrafter> well, what
version of Java 8 does travis use? :P
L1534[14:36:50] <diesieben07> update 25
or something
L1535[14:36:56] <diesieben07> i am trying
something now, one sec
L1536[14:37:24] <laci200270> diesieben07,
also why you setup a decompiled workspace insted of normal
workpsace?it probaly builds faster
L1537[14:37:35] <laci200270> and you not
need the source on CI
L1538[14:37:39] <diesieben07> if you
looked at the commits i just added that
L1539[14:37:45] <diesieben07> because i
am pretty sure that that is the source of the error
L1540[14:38:21] <laci200270> normal
setupWorkpace wasn't work?
L1541[14:38:56] <diesieben07> yes... that
was my original issue...
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L1543[14:40:17] <diesieben07> yup
L1544[14:40:28] <diesieben07> it compiles
fine in a decomp workspace but not in a non-decomp
L1545[14:40:30] <diesieben07> what the
fuck
L1546[14:42:11] <laci200270> it shouldn't
effect :D
L1548[14:43:40] <Flashfire> For example,
I can change the name of the main block to one of the subblocks and
the variants obviously aren't found but the inventory model is
found as it's directed at a subblock which has a model
L1549[14:44:35] <Flashfire> This is the
register line: GameRegistry.registerBlock(chaos_Block =
ChaosBlock.blockChaos, ItemBlockMeta.class,
"chaos_block");
L1550[14:44:46] <diesieben07> laci200270,
tell me something i don't know. but it does.
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L1554[14:55:32] <Flashfire> Do I need an
item model for the base block containing the sub blocks?
L1555[14:57:26] <Flashfire> Making one
certainly fixed the error
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L1557[15:00:44] <Flashfire> Ok, good
enough for me
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L1565[15:22:28] <gigaherz_y> 403?
L1566[15:22:42] <gigaherz_y> isn't that
"moved permanently"?
L1567[15:22:44] <unascribed> Since the
Minecraft maven repo is S3 based, it returns 403s for libraries
that don't exist on their server
L1568[15:22:47] <unascribed> 403 =
Forbidden
L1569[15:22:50] <gigaherz_y> oh
L1570[15:22:58] <unascribed> This trips
up a lot of tools and short-circuits the resolver
L1571[15:23:06] <gigaherz_y> wait moved
ones aren't 4xx
L1572[15:23:11] <unascribed> moved is
3xx
L1573[15:23:17] <gigaherz_y> yeah 304?
XD
L1574[15:23:29] <unascribed> something
like that
L1575[15:23:45] <gigaherz_y> 304 is Not
Modified
L1576[15:23:45] <diesieben07> 4xx = *you*
did something wrong :P
L1577[15:23:49] <gigaherz_y> yeah
L1578[15:23:50] <diesieben07> 4xx =
server did something wrong
L1579[15:23:54] <diesieben07> *4xx
L1580[15:23:55] <gigaherz_y> and 5xx =
server did something wrong
L1581[15:23:55] <gigaherz_y> ;P
L1582[15:23:57] <diesieben07> fuck
me
L1583[15:24:00] <diesieben07> *5xx
L1584[15:24:52] <diesieben07> great, my
build server now takes 6 minutes to build
L1585[15:26:34] <killjoy> 2xx:
Everything's good
L1586[15:26:46] <killjoy> 3xx: It
moved
L1587[15:29:57] <tterrag|laptop>
unascribed, why not PR to gradle to fix them seeing 403s as
temporary ._.
L1588[15:30:07] <tterrag|laptop> THAT is
the real problem
L1589[15:31:26] <ntzrmtthihu777>
diesieben07: as compared to how long?
L1590[15:31:59] <diesieben07> 2
minutes
L1591[15:32:17] <diesieben07> i need to
run setupDecompWorkspace otherwise my code doesn't compile
L1592[15:35:47] <tterrag|laptop>
wot
L1593[15:35:56] <diesieben07>
exactly.
L1594[15:36:04] <diesieben07> but that is
what happens
L1595[15:36:21] <tmtu> antonym to
"parse", anyone?
L1596[15:36:25] <PaleoCrafter> Abrar told
me once why that might happen
L1598[15:37:10] <PaleoCrafter> tmtu,
random stackoverflow says 'compose' :P
L1599[15:37:11] <diesieben07> tmtu,
render?
L1600[15:37:17] <diesieben07> compose...
meh
L1601[15:37:33] <diesieben07> compile? :D
it depends on the application
L1602[15:37:35] <PaleoCrafter> yeah
L1603[15:37:47] <tmtu> encode/decode,
parse/???
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L1605[15:38:01] <PaleoCrafter> and
compile sort of feels wrong, although it makes sense
L1606[15:38:06] <tterrag|laptop> there is
no such thing as "unparse"
L1607[15:38:11] <tterrag|laptop> what
would that even be
L1608[15:38:12] <diesieben07>
generate
L1609[15:38:12] <tterrag|laptop> it
doesn't exist
L1610[15:38:15] <tterrag|laptop>
maybe?
L1611[15:38:17] <diesieben07> sure it
does
L1612[15:38:19] <tterrag|laptop> I
wouldn't say that's the opposite though
L1613[15:38:23] <diesieben07> parse json,
generate json
L1614[15:38:28] <tmtu> might just do
encode/decode
L1615[15:38:34] <tmtu> binary file
format
L1616[15:38:41] <diesieben07> read/write
:D
L1617[15:38:49] <diesieben07> although
thats the actual file
L1618[15:38:57] <PaleoCrafter> well, if
you're "unparsing" something into binary, I'd go with
encode
L1619[15:39:03] <diesieben07> yeah
L1620[15:39:20] <PaleoCrafter> parsing
usually is used for textual formats
L1621[15:39:24] <unascribed>
parse/stringify :P
L1622[15:39:24] <Flashfire> Has anyone
made a chest that can become a double chest?
L1623[15:39:30] <unascribed> Flashfire:
vanilla has
L1624[15:39:30] <ntzrmtthihu777> tmtu:
write?
L1625[15:39:34] <diesieben07> stringify
is awful
L1626[15:39:39] <tmtu> encode/decode it
is
L1627[15:39:45] <Laceh> I still need to
finish my assembler....
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L1629[15:40:05] <Flashfire> unascribed: I
know but I copied vanilla and the inventory works but it's just two
separate chests and the sound even plays twice on top of
eachother
L1630[15:40:17] <diesieben07> show your
code.
L1631[15:40:30] <unascribed> if in 1.8,
check your model
L1633[15:41:00] <unascribed> model?
L1634[15:41:37] <Flashfire> Model is in
the gist now
L1635[15:42:11] <unascribed> tmk, you
need a seperate model for the double chest, check vanilla
L1636[15:42:38] <PaleoCrafter> you do
know that you need a TESR if you want it to be animated, right,
Flashfire?
L1637[15:42:56] <Flashfire> Yeah the
model file isn't there
L1638[15:43:09] <unascribed> well then I
guess chests use TESRs
L1639[15:43:11] <Flashfire> Only the item
is and it's just parent: builtin/entity
L1640[15:43:14] <PaleoCrafter> of course
they do :P
L1641[15:43:18] <Flashfire> Oh tesr
L1642[15:43:21]
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L1643[15:43:32] <Flashfire> Where do I
find those?
L1644[15:43:34]
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L1645[15:43:41] <Zlepper> Is there some
way to get the window minecraft is running in to manipulate?
L1646[15:43:43] <PaleoCrafter>
TileEntityChestRenderer :P
L1647[15:43:56] <Flashfire> Ah ok I have
that file too I'll add it
L1648[15:44:05] <diesieben07> Zlepper,
what do you wnat to manipulate about it?
L1649[15:44:15] <Zlepper> The size
primarily
L1650[15:44:19] <Flashfire> It's there
now
L1651[15:44:34] <unascribed> why do you
want to resize the window?
L1652[15:44:46] <diesieben07>
Display.setDisplayMode probably
L1653[15:45:39] <Flashfire> Well, I just
found something that could have been the reason it didn't
work
L1654[15:45:45] <Flashfire>
"instance of BlockChest"
L1655[15:46:16] <tterrag|laptop> y u no
extend BlockChest
L1656[15:46:21] <PaleoCrafter> yep, best
to go through Minecraft.setInitialDisplayMode though, I'd say
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L1658[15:46:29] <tterrag|laptop> you know
vanilla has hacky instanceof checks everywhere -.-
L1659[15:46:51] <PaleoCrafter> you could
also save yourself a lot of code duplication :P
L1660[15:47:18] <Flashfire> Yeah
L1661[15:47:39] <Flashfire> I was less
experienced when I initially made this chest so I just copied
whatever example I could find
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L1663[15:48:12] <Flashfire> Surprise
surprise, it works now
L1664[15:48:51] <Flashfire> For some
reason the block itself is purple and black underneath the
tileentity texture
L1665[15:50:15] <diesieben07> return -1
in getRenderType for TESRs
L1666[15:50:26] <tterrag|laptop>
BlockChest should already do that, no?
L1667[15:50:31] <Flashfire> Oh
thanks
L1668[15:50:44] <PaleoCrafter> yeah, it
does
L1669[15:50:44] <diesieben07>
BlockContainer does, actually
L1670[15:50:47] <PaleoCrafter> 2 is
fine
L1671[15:50:47] <diesieben07> which is
pretty stupid
L1672[15:51:11] <tterrag|laptop>
BlockContainer was always a useless class
L1673[15:51:14] <Flashfire> Yeah my
render type is 2
L1674[15:51:16] <diesieben07> true
that
L1675[15:51:19] <tterrag|laptop> I don't
use it in 1.7, if I updated to 1.8 I still wouldn't use it
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L1677[15:52:22] <Flashfire> -1 didn't
work either :/
L1678[15:52:34] <tterrag|laptop>
lies
L1679[15:52:38] <tterrag|laptop> -1 means
no rendering
L1680[15:53:17] <Flashfire> Well when I
break the block with the block having rendertype 2 or -1 I see
purple and black block particles
L1681[15:53:41] <diesieben07> now that is
*completely* differnet thing...
L1682[15:53:48] <diesieben07> you must
set the particles in your json
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L1684[15:53:54] <diesieben07> look at the
chest json
L1685[15:54:09] <Flashfire> There's no
block json I can even find
L1686[15:54:26] <Flashfire> The item one
is just builtin/entity
L1687[15:56:07] <diesieben07> YAY mojang
hardcoded shit again
L1688[15:56:16]
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L1690[15:56:25] <PaleoCrafter> yep
L1691[15:56:30] <PaleoCrafter> *really*
hard
L1692[15:56:36] <diesieben07> you tell
him how to fix that
L1693[15:56:39] <killjoy> 1.9 won't have
any of the problems 1.8 had
L1694[15:56:41] <diesieben07> because i
have no idea
L1695[15:56:59] <PaleoCrafter> it sure
will, killjoy :P
L1696[15:57:12] <killjoy> Just like how
1.8 didn't have any of the problems 1.7 had
L1697[15:57:22] <PaleoCrafter> maybe not
all of them, but most things will stay the same
L1698[15:57:22] <heldplayer> I heard
they're gonna turn the JSON model system into some kind of
scripting language
L1699[15:57:29] <tterrag|laptop> killjoy,
LOL
L1700[15:57:32] <killjoy> (reference to
mac vs pc)
L1701[15:57:35] <heldplayer> A scripting
language inside of JSON
L1702[15:57:38] <Flashfire> Can I do
something with ModelChest?
L1703[15:57:53] <Flashfire> I don't know
how to make it the block texture
L1705[15:58:06] <heldplayer> Oh god
L1706[15:58:22] <unascribed> the best
part of that article is that they're *proud* of it
L1707[15:59:26] <heldplayer> "Since
Relevant Cards needed to be lightweight and downloadable, we
decided to make them JSON files."
L1708[15:59:37] <heldplayer> Yes, by
making them huge ass files will help
L1709[15:59:39] <unascribed>
>lightweight
L1710[15:59:53] <unascribed> >implying
JS isn't lightweight and designed to be downloadable already
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L1715[16:00:47] *
PaleoCrafter isn't known as 'Ivorius' though
L1716[16:01:21] *
unascribed is secretly known as Ivorius
L1717[16:01:50] <Ivorius> You can't
secretly be known as something o.0
L1718[16:01:58] <Ivorius> Then you're not
known
L1719[16:02:00] <unascribed> shhh
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L1723[16:03:18] <Flashfire> I think I
found out why it doesn't work
L1725[16:03:45] <PaleoCrafter> we told
you already :P
L1726[16:03:55] <Flashfire> Yeah but I
didn't know the details
L1727[16:04:12] <tmtu> what a
monster
L1728[16:04:33] <Flashfire> Is there an
easy way to override that? I don't even know what class that code
is in
L1729[16:04:44] <diesieben07> the post
tells you exactly how to do it.
L1730[16:04:58] <diesieben07> just make
some model, it will not be rendered anyways
L1731[16:05:03] <Flashfire> Ok
L1732[16:05:12] <boni> Flashfire: forge
has something for blockbreak textures
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L1734[16:05:57] <Flashfire> What is
it?
L1735[16:07:10]
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L1737[16:07:34] <tterrag|laptop> is what
I assume he is talking about
L1738[16:08:03] <tterrag|laptop> I don't
see anything about break particles though :(
L1740[16:09:10] <diesieben07> tterrag,
Flashfire: Block.addDestroyEffects
L1741[16:09:19] <Flashfire> Thank
you!
L1742[16:09:21] <tterrag|laptop> ew
L1743[16:09:29] <Flashfire> What's wrong
with it?
L1744[16:09:30] <tterrag|laptop> you will
have to re-hardcode all the math
L1745[16:09:33] <tterrag|laptop> for
spawning particles
L1746[16:09:44] <Flashfire> Oh, yeah
ew
L1747[16:10:00] <diesieben07> just copy
pasta and never look at it again
L1748[16:10:12] <Flashfire> If that's how
it has to be done
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L1750[16:15:19] <Flashfire> Since this
needs a pos, am I supposed to call this on block break?
L1751[16:15:53] <diesieben07> you don't
call it...
L1752[16:16:01] <Flashfire>
addDestroyEffects?
L1753[16:16:01] <diesieben07> you get
called to spawn the particles
L1754[16:16:08] <diesieben07> instead of
MCs default
L1755[16:17:04] <Flashfire> So where do I
put it then?
L1756[16:17:16] <diesieben07> put
what?
L1757[16:17:24] <Flashfire>
block.addDestroyEffects
L1758[16:17:49] <diesieben07> it's a
method. you overide it.
L1759[16:17:52] <diesieben07> read the
javadocs -.-
L1760[16:18:00] <diesieben07> they exist
for a reason
L1761[16:18:05]
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L1762[16:19:24] <Flashfire> The javadoc
for the method didn't tell me where to put it and I don't know
where addDestroyEffects is used in vanilla
L1763[16:19:28]
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L1764[16:19:49] <diesieben07> it is not
used in vanilla, since it is a forge method.
L1765[16:20:32] <Flashfire> Oh, no
wonder
L1766[16:21:35]
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L1767[16:22:34] <Laceh> writing pacman
for KPC :D
L1768[16:25:10] <Flashfire> Yeah I can't
really wrap my head around this so I'll just leave it for now (it's
an unbreakable chest anyway)
L1769[16:28:18]
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L1775[16:40:58] <Zlepper> Is there an
event for when minecraft reaches the main menu after the
splashscreen?
L1776[16:41:13] <diesieben07> You could
use GuiOpenEvent
L1777[16:41:19] <diesieben07> depends on
what exactly you wnat to achieve
L1778[16:41:32] <gigaherz_y> hmmmmm
L1779[16:41:55] <gigaherz_y>
class.isPrimitive() would let me distinguish a primitive type from
an Object
L1780[16:41:57] <Zlepper> Still
attempting to change the screen resolution, and using minecrafts
methods during the loading screen gets overwritten by the
splashscreen
L1781[16:42:11] <gigaherz_y> but, is
there something that woudl let me distinguish the box types such as
Byte or Integer?
L1782[16:42:19] <gigaherz_y>
.isPrimitive() returns false for them ;/
L1783[16:42:23] <Zlepper> And changing it
from lwjgl is not something minecraft likes either
L1784[16:42:36] <diesieben07> gigaherz_y,
Primitives.isWrapperType()
L1785[16:42:42] <diesieben07> guava to
the rescue, as always.
L1786[16:43:32] <gigaherz_y> Eh, that's
just a map lookup XD
L1787[16:43:40] <diesieben07> yes, but
*you* don't have to do it ,)
L1788[16:43:54] <gigaherz_y> yeah but
I... well I was hoping not to have external references XD
L1789[16:44:09] <gigaherz_y> beside the
jdk stuffs
L1790[16:44:14] <diesieben07> never ever
make a java program without guava :P
L1791[16:44:23] <diesieben07> well, nto
never ever
L1792[16:45:05] <gigaherz_y> hm? it
resolved to google.gson
L1793[16:45:20] <diesieben07> gson has a
copy of it
L1794[16:45:32]
⇨ Joins: Roguexy
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L1795[16:45:34] <Ivorius> diesieben07:
main() {sysout("Hello World"); }?
L1796[16:45:40] <diesieben07> ??
L1797[16:45:40] <gigaherz_y> oh I
see
L1798[16:45:44] <gigaherz_y> there's
another one in google.common.
L1799[16:46:05] <diesieben07> Ivorius,
diesieben07> well, nto never ever
L1800[16:46:50]
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L1803[16:50:02] ***
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L1805[16:51:42] <gigaherz_y> the
serializer class got small XD
L1806[16:51:55]
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L1807[16:52:12] <diesieben07> that looks
awfully inefficient
L1808[16:52:39] <gigaherz_y> could be,
but I don't really care atm xD
L1809[16:52:46] <diesieben07> heh
L1810[16:52:56] <gigaherz_y> most of the
mapper classes have a complex set of types they support
L1811[16:53:04] <gigaherz_y> so I can't
just have a Map<Class, mapper>
L1812[16:53:17] <diesieben07> yeah i do
the same but i only do the lookup *once* per field :d
L1813[16:53:24] <diesieben07> but my
system is crazy complex, you dont want to look at it
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L1815[16:53:28] <gigaherz_y> XD
L1816[16:54:06]
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L1818[16:54:36] <tmtu> java pls!
L1819[16:54:51] <tmtu> empty class is 16
bytes
L1820[16:55:10] <diesieben07> ???
L1821[16:55:21]
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L1822[16:55:34] <tmtu> class Foo {}; Foo
f = new Foo();
L1823[16:55:38] <tmtu> f takes up 16
bytes
L1824[16:56:01] <diesieben07> well,
yeah
L1825[16:56:09] <gigaherz_y> tmtu: well,
you need some information
L1826[16:56:13] <diesieben07> it needs a
class pointer, an object id
L1827[16:56:14] <gigaherz_y> not sure how
Java works
L1828[16:56:34] <diesieben07> but you can
probably enable compressed oops if they are not on and squeeze a
bit more out of it
L1829[16:56:38] <gigaherz_y> but
basically at LEAST a type ID/pointer, and possibly a method
table
L1830[16:56:39] <diesieben07> but if you
really care...
L1831[16:56:49] <diesieben07> the method
table is just a pointer
L1832[16:56:55] <gigaherz_y> yeah but
that's already 2 pointers
L1833[16:56:56] <diesieben07> oh and also
GC information
L1834[16:57:01] <gigaherz_y> so if
there's also an instance ID
L1835[16:57:08] <gigaherz_y> that's
already 3 pointers
L1836[16:57:08] <diesieben07> and then
all that on 64 bits
L1837[16:57:10] <Ivorius> You don't need
a method table per object, gigaherz_y
L1838[16:57:19] <gigaherz_y> Ivorius: no
but a reference to the class one
L1839[16:57:31] <gigaherz_y> so 12bytes
in 32bit, and 24 bytes in 64bit
L1840[16:57:36] <Ivorius> Not really, you
just need a reference to the class
L1841[16:57:38] <gigaherz_y> + anything
else I don't know about
L1842[16:57:46] <gigaherz_y> Ivorius: hmm
that sounds inefficient ;P
L1843[16:57:48] <Ivorius> But java objs
have a bunch of values already
L1844[16:57:59] <Ivorius>
Inefficient???
L1845[16:58:05] <Ivorius> Please tell me
you're joking
L1846[16:58:05]
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L1847[16:58:18] <tmtu> gigaherz_y: pretty
sure it uses 1 word per object
L1848[16:58:21] <gigaherz_y> I mean
having to do instance->class->methods instead of just
instance->methods
L1849[16:58:26] <diesieben07> you don't
want two pointer hops to get to the method table
L1850[16:58:27] <tmtu> for object header,
then some other stuff
L1851[16:58:31] <diesieben07>
(probably)
L1852[16:58:41]
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L1853[16:58:43] <tmtu> it's 12 bytes with
4 for padding on my machine
L1854[16:58:47] <tmtu> (64 bits)
L1855[16:59:54] <gigaherz_y> a typical
C++ class looks a bit like struct Class { [Superclass body, incl
superclass vftable] Class_vftable * vftable; instance fields
}
L1856[17:00:04] <Unh0ly_Tigg> I find it
interesting that, if (in my own opengl program) I set the requested
context version to 4.5 with forward compat enabled, a texture
created with glGenTexture doesn't work with the NV_draw_texture
extension...
L1857[17:00:39] <tmtu> read the
extension?
L1858[17:00:42] <gigaherz_y> which gets
quite a lot more complex if you enable RTTI during compilation
(Runtime Type Information -- the closes thing C++ has to
Reflection) -- xcept almost no one uses RTTI for any practical use
XD
L1859[17:00:48]
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L1860[17:00:51] <tmtu> some interact
differently with compat profile
L1861[17:01:29] <Unh0ly_Tigg> tmtu, I get
an INVALID_VALUE error, because the texture I'm providing doesn't
exist
L1862[17:01:39] <tmtu> works on
core?
L1863[17:02:22] <gigaherz_y> forward
compat is the one that removes all deprecated things to ensure the
code will work on future drivers, right?
L1864[17:02:36] <Unh0ly_Tigg>
opposite
L1865[17:03:07] <gigaherz_y> uh no
L1866[17:03:07] <gigaherz_y> A context,
of version 3.0 or greater, can be created with the "forward
compatibility" bit set. This will cause, for the given
profile, all functionality marked "deprecated" to be
removed. You can combine the forward compatibility bit with core
and compatibility contexts.
L1867[17:03:07] <tmtu> Unh0ly_Tigg: did
you actually bind it too?
L1868[17:03:25] <tmtu> core profile
crashes on deprecated calls
L1869[17:03:50] <tmtu> forward
compatibility makes old stuff work
L1870[17:03:57] <gigaherz_y> the opengl
page disagrees
L1871[17:04:13]
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L1872[17:04:14] <Unh0ly_Tigg> the
NV_draw_texture extension doesn't need the texture to be
bound
L1873[17:04:15] <gigaherz_y> forward
compat makes ALL deprecated things (of that profile level) be
completely removed
L1874[17:04:56] <tmtu> Unh0ly_Tigg: a
texture name doesn't exist until it's bound (glBindTexture
initializes state)
L1875[17:05:05] <tmtu> i don't know, hard
to remotely debug this stuff :p
L1876[17:05:13] <gigaherz_y>
"bindless textures" is a thing ;p
L1877[17:05:50] <tmtu> the extension is
written against 4.1, so no bindless
L1878[17:06:06]
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L1879[17:06:22] <Flashfire> Does anyone
know why my custom tntprimed entity texture won't work?
L1880[17:06:29] <Unh0ly_Tigg> I'm working
off of how the minecraft TextureUtil.uploadTextureImage function
works
L1881[17:06:32] <diesieben07> show your
codew.
L1882[17:06:36] <Flashfire> Alright
L1883[17:06:57] <gigaherz_y> Flashfire:
weare modders, not psychics ;P
L1884[17:06:58] ***
Ashlee is now known as Ashlee|off
L1885[17:07:00] <gigaherz_y> we
are*
L1887[17:07:28] <Mitchellbrine> well, we
kind of have to predict exploits sometimes
L1888[17:07:36] <Mitchellbrine> I
challenge your statement gigaherz_y :P
L1890[17:07:53] <Flashfire> It's always
rendered as a solid colour
L1891[17:08:14] <diesieben07> this is a
rendering problem... you should post the renderer
L1892[17:08:15]
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L1893[17:08:18] <tmtu> Laceh: cool
beans
L1894[17:08:22] <gigaherz_y>
Mitchellbrine: trying to figure out which crazy ways people will
abuse your features isn't a supernatural activity
L1895[17:08:22] <gigaherz_y> XD
L1896[17:08:23] <Flashfire> Sorry, I
meant to
L1897[17:08:25] <Flashfire> Refresh
L1898[17:08:29] <Laceh> tmtu: pulls from
a gist
L1899[17:08:38] <Mitchellbrine> Sometimes
it is... especially with magic mods
L1900[17:08:40] <Mitchellbrine> :P
L1901[17:08:48] <Laceh> in the gist you
have to have a index.json though
L1903[17:09:21] <diesieben07> Flashfire,
i am not going to debug copy pasta code for you.
L1904[17:09:24] <Flashfire> The
resourcelocation appears to be valid and it binds the texture but
it doesn't show
L1905[17:10:26] <tmtu> what's a good
license if i don't care what people do with my code
L1906[17:10:35] <gigaherz_y>
"MIT"
L1907[17:10:36] <Mitchellbrine> MIT
L1908[17:10:44] <gigaherz_y> which isn't
really THE MIT license
L1909[17:10:49] <gigaherz_y> just one
that is attributed to them
L1910[17:10:59] <gigaherz_y> (they have
code in many different licenses, including that one)
L1911[17:11:02] <Laceh> MIT
definitely
L1912[17:11:13] <Laceh> I used MIT for
KPC :D
L1913[17:11:23] <gigaherz_y> although
really, 2-clause or 3-clause BSD also works just fine
L1914[17:11:44] <gigaherz_y> or anything
else non-copyleft
L1915[17:12:00] <tmtu> yeah, nothing
GPL-y :)
L1916[17:12:33] <diesieben07> what do you
have against copyleft?
L1917[17:12:47] <buttchili> is there
something special i need for addTooltip to work? It adds blank
lines no matter what text i put in
L1918[17:12:55] <tmtu> feels like there's
less freedom and more focus on control
L1919[17:13:00] <diesieben07> buttchili,
show code.
L1920[17:13:01] ***
williewillus is now known as willieaway
L1921[17:13:06] <tmtu> just my
opinion/interpretation though
L1922[17:13:11] <Ordinastie> and what
about copymiddle ?
L1923[17:13:15] <diesieben07> yeah, but
it is a good control
L1924[17:13:23] <tmtu> i don't want
control though
L1925[17:13:24] <gigaherz_y> buttchili:
given that I have successfully used it iwth no issues, we need code
to see where you went wrong
L1926[17:13:33] <diesieben07> well,
public domain then
L1927[17:13:42] <Mimiru> wtfpl? :P
L1928[17:13:47] <gigaherz_y> no wtfpl is
a joke
L1929[17:13:47] <diesieben07> or that
^
L1930[17:13:50] <diesieben07> no its
not
L1931[17:13:55] <tmtu> i prefer stuff
that is public domain, so i want to make stuff i make the
same
L1932[17:13:57] <diesieben07> well, it
kinda is
L1933[17:14:03] <gigaherz_y> if you want
LESS restrictions than MIT
L1934[17:14:04] <diesieben07> wtfpl is
pretty much pd
L1935[17:14:05] <gigaherz_y> use
CC0
L1936[17:14:10] <gigaherz_y> which is
basically public domain
L1938[17:14:19] <tmtu> MIT it is
L1939[17:14:27] <diesieben07> CC people
say you shoudl not use their stuff for code tho
L1940[17:14:40] <sham1> I propably will
engineer my own custom license for my mod so I can control what
people do with the thing
L1941[17:14:40] <diesieben07> buttchili,
always use @Override
L1942[17:14:44] <diesieben07> it will
show you errors like this
L1943[17:15:04] ***
sham1 is now known as sham1|ZZzZ
L1944[17:15:18] <diesieben07> it will
tell you to remove it... that is NOT the fix. if you intend to
override, it shoudl be there and make no errors. if it errors, you
are not overriding
L1945[17:15:35] <diesieben07> also never
override manually. use your IDE
L1946[17:15:39] ***
Ordinastie is now known as Ordi|Away
L1947[17:16:20] <gigaherz_y> funny, I
have coded for over 15 years, and I have never considered asking
the IDE to override things for me
L1948[17:16:20] <gigaherz_y> XD
L1949[17:16:32] <sham1|ZZzZ> ;P
L1950[17:16:45] <sham1|ZZzZ> Having IDE
override stuff is convenient
L1951[17:16:46] <Ivorius> That's kinda
sad actually
L1952[17:16:55] <diesieben07> yeah
L1953[17:16:59] <diesieben07> not via the
menu, mind you
L1954[17:17:02] <sham1|ZZzZ> It is
sad
L1955[17:17:05] <diesieben07> just type
the method name into the class and hit ctrl-spacew
L1956[17:17:06] <Ivorius> IDEA does like
90% of my work
L1957[17:17:26] <sham1|ZZzZ> For me with
IDE I just Control-O
L1958[17:17:34] <gigaherz_y> the only way
I have found to "override" with idea
L1959[17:17:36] <gigaherz_y> is to type
OVerride
L1960[17:17:43] <gigaherz_y> then press
home
L1961[17:17:47] <Ivorius> alt-enter ->
override methods
L1962[17:17:48] <gigaherz_y> type the @
at the front
L1963[17:17:50] <Ivorius> Is how IDEA
does it
L1964[17:17:58] <gigaherz_y> and THEN it
shows the list of possible methods to override
L1965[17:18:08] <Ivorius> I do it the way
diesie does it though
L1966[17:18:16] <Ivorius> Mostly because
I was used to it in XCode
L1967[17:18:20] <gigaherz_y> "not
typing the name myself" is the whole reason I copy the
signature from the upper class
L1968[17:18:20] <gigaherz_y> XD
L1969[17:18:21] <sham1|ZZzZ> Well alt -
enter does not work in my case for whatever reason
L1970[17:18:31] <Ivorius> And because I
can easily choose where to insert
L1971[17:18:42] <Ivorius> gigaherz_y: I
type 2 characters
L1972[17:18:46] <Ivorius> Then press
enter
L1973[17:18:56]
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L1974[17:19:08] <Ivorius> Like I do with
all method calls, field accesses, or references
L1975[17:19:54] <sham1|ZZzZ> IDEs like
IDEA and eclipse leave more time for thinking and coding the
algorithm than just writing
L1976[17:20:10] <tmtu> "Initial
commit" \o/
L1977[17:20:21] <Ivorius> I honestly
think people who use vim are trapped in the past
L1978[17:20:25] <sham1|ZZzZ> Yay for
increased efficienty
L1979[17:20:25] <Ivorius> Or are
masochists
L1980[17:20:45] <Ivorius> People who use
neither an IDE nor an old-style editor are just dumb.
L1981[17:20:47] <sham1|ZZzZ> I like emacs
when I code for Linux or whatever
L1982[17:21:35]
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L1983[17:22:00] <Ivorius> I will never
open emacs
L1984[17:22:05] <Ivorius> Some things are
better off buried
L1985[17:22:09] <Ivorius> I have IDEs
now
L1986[17:22:18] <sham1|ZZzZ> Mmm
L1987[17:22:22]
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L1988[17:22:55] <sham1|ZZzZ> But like I
really enjoy emacs for stuff like OSDEV because reasons.
L1989[17:23:11] <Ordinastie> it's like
arguing bike is better than car because it gives you great
legs
L1990[17:23:28] <Ordinastie> but they
never mention the case where they need to travel 500 km :)
L1991[17:23:54] <Ivorius> Great legs at
least have a use
L1992[17:23:55] <sham1|ZZzZ> Like for
normal programming I'd rather use normal IDE rather than
emacs
L1993[17:24:08]
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L1994[17:24:29]
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L1995[17:24:33] <diesieben07> i used to
make web pages in notepad++
L1996[17:24:37] <diesieben07> i have no
idea how i did that
L1997[17:24:56]
⇨ Joins: tmtu_
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L1998[17:24:57] <sham1|ZZzZ> At least
syntax highlighting
L1999[17:24:57] <Laceh> Ive always used
webstorm
L2000[17:25:09] <tmtu_> ow ow ow
L2001[17:25:13] <tmtu_> network,
pls
L2002[17:25:15] <diesieben07> yeah if i
had to make one now, i would use it, too
L2003[17:25:21] <sham1|ZZzZ> SSH with
nano to edit HTML...
L2004[17:25:30] <diesieben07> haha
L2005[17:25:49] <diesieben07> i used to
do right-click > edit in filezilla
L2006[17:25:53] <diesieben07> on a live
site...
L2007[17:25:55] <diesieben07> i was
young.
L2008[17:26:14]
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Quit)
L2009[17:26:34] <sham1|ZZzZ> Anyone
remember that one Web page builder that came like with a very
"early Microsoft office
L2010[17:26:41]
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L2011[17:26:43] <diesieben07> frontpage?
:D
L2012[17:26:51] <Ordinastie> oh god
:(
L2013[17:26:57] <diesieben07> never ever
used it
L2014[17:27:04] <sham1|ZZzZ> Like I'd
want to say Microsoft office 2000 or something
L2015[17:27:06] <Ordinastie> I prefered
using notepad
L2016[17:27:15] <Ordinastie> that's how
bad
L2017[17:27:59] <diesieben07> hmm i just
remembered... my first programming language might actually have
been perl, not php
L2018[17:28:07] <sham1|ZZzZ> I think it
actually was frontpage
L2019[17:28:20] <sham1|ZZzZ> Mine was
BASIC
L2020[17:28:39] <diesieben07> well, i am
not counting basic on the commodore 64 :D
L2021[17:28:44] <diesieben07> i was like
6 when i did that
L2022[17:28:54] <tmtu_> what are you,
70?
L2023[17:29:06] <Ivorius> No, 7
L2024[17:29:06] <diesieben07> lol
no
L2025[17:29:08] <Ivorius> Read his
name
L2026[17:29:22] <diesieben07> i am 21,
but my father bought one back in the das
L2027[17:29:22] <tmtu_> good
detectiving
L2028[17:29:24] <diesieben07> day
L2029[17:29:25] <diesieben07> still have
it
L2030[17:30:18] <diesieben07> actually
no, it was not a 64. it was a plus 4
L2031[17:30:19] <Ordinastie> wow, BASIC,
now I remember I used that too
L2032[17:30:22] <gigaherz_y> aside of
playing a couple games on my school's 286/286 machines
L2033[17:30:26] <Ordinastie> don't
remember when though
L2034[17:30:35] <gigaherz_y> the first
computer I had at home, was an (already old) Amstrad CPC464
L2035[17:30:45] <Ordinastie> first
"programming" I do remember was on TI-82 :p
L2036[17:30:48] <gigaherz_y> using the
instruction manual, I wrote BASIC programs
L2037[17:31:02] <diesieben07> haha ti
basic is so awful
L2038[17:31:05] <tmtu_> my first was
java
L2039[17:31:07] *
tmtu_ cries
L2040[17:31:18] <gigaherz_y> I then got
an actual computer, and switched to QBASIC, then later
VisualBasic
L2041[17:31:30]
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L2042[17:31:37] <diesieben07> qbasic was
amazing
L2043[17:31:43]
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L2044[17:31:50] <sham1|ZZzZ> VGA COLOR
PALET
L2045[17:31:56] <gigaherz_y> yup I still
have a QB45.zip around
L2046[17:31:56] <gigaherz_y> ;P
L2047[17:32:06] <diesieben07> :D
L2049[17:32:35]
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L2050[17:32:37] ***
Cojo|AFK is now known as Cojo
L2051[17:32:41] <sham1|ZZzZ> QB64 can be
used as a blast to the past
L2052[17:32:41] <Laceh> I started with
python....smh...
L2053[17:32:41] <gigaherz_y> QB
implemented in javascript, and able to run nibbles.bas
L2054[17:32:43] <gigaherz_y> XD
L2055[17:32:49] <Laceh> then C++ and
Java
L2056[17:34:49]
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L2057[17:34:54] <sham1|ZZzZ> I think I
should actually sleep
L2058[17:35:14] <Laceh> XD
L2059[17:35:41]
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L2063[17:37:43] <sham1|ZZzZ> May I just
remind the audience that error is not a verb
L2064[17:37:50] ***
alekso56 is now known as alekso56|off
L2065[17:38:08] <gigaherz_y> sham1|ZZzZ:
in the english languages, anything is a verb.
L2066[17:38:10] <diesieben07> be quiet,
you are sleeping.
L2067[17:39:06] <Stygander> sham1|ZZzZ:
it can be
L2068[17:39:19] <Stygander> though the
most universal word is the word fuck
L2069[17:42:42]
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L2070[17:42:50] <mrkirby153> Quick
question, how many bytes is the number 256?
L2071[17:43:02] ***
heldplayer is now known as heldplayer|off
L2072[17:43:22] <gigaherz_y> mrkirby153:
depends on how you encode it
L2073[17:43:30] <gigaherz_y> but assuming
as a two's complement
L2074[17:43:33] <gigaherz_y> you need 2
bytes
L2075[17:43:46] <gigaherz_y> each byte is
at most able to hold a number 0..255
L2076[17:43:47] <mrkirby153> To receive
the number on the other end, I need to read 2 bytes?
L2077[17:43:56] <gigaherz_y> or in java
terms, -128..127
L2078[17:44:06] <gigaherz_y> depends on
how you encoded it
L2079[17:44:13]
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L2080[17:44:14] <gigaherz_y> hwo did you
SEND it?
L2081[17:44:24] <mrkirby153> I just did
an outputstream.write() and flush over a socket
L2082[17:44:38] <gigaherz_y>
write(255)?
L2083[17:44:54] <mrkirby153>
write(array.lenght) and the array happens to have 256 entries
L2084[17:45:03] <gigaherz_y> ehhh
L2085[17:45:07] <gigaherz_y> that's a
WHOLE different thing
L2086[17:45:11]
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L2087[17:45:15] <tmtu_> that would
overload write(int) right?
L2088[17:45:32] <mrkirby153> gigaherz_y,
explain
L2089[17:45:36] <gigaherz_y> first
L2090[17:45:40] <gigaherz_y> array.length
is an "int"
L2091[17:45:43] <gigaherz_y> which is 4
bytes in size
L2092[17:45:43] <gigaherz_y> but
L2093[17:45:53] <gigaherz_y> stream.write
probably writes a single byte
L2094[17:46:19] <gigaherz_y> write(int
b)
L2095[17:46:19] <gigaherz_y> Writes the
specified byte to this output stream.
L2096[17:46:20] <gigaherz_y> yeah
L2097[17:46:26] <tmtu_> wot
L2098[17:46:28] <gigaherz_y> it most
probably got truncated to 8 bits
L2099[17:46:34] <gigaherz_y> meaning you
actually "sent" a 0
L2100[17:46:44] <gigaherz_y> don't try to
write random data without formatting
L2101[17:47:04] <gigaherz_y> use
something liek a ByteBuffer
L2102[17:47:23] <gigaherz_y> which lets
you write and read data of the proper types
L2103[17:47:28] <mrkirby153> Ah
L2104[17:47:35] <gigaherz_y> like*
L2105[17:47:42] <mrkirby153> And on both
the sending and receiving end?
L2106[17:47:47] <gigaherz_y> since we are
talking in minecraft terms
L2107[17:47:53] <gigaherz_y> you could
make use of netty's ByteBuf class
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L2110[17:48:07] <gigaherz_y> on the
sender
L2111[17:48:12] <gigaherz_y> you create
an empty ByteBuf
L2112[17:48:14] <gigaherz_y> and add data
to it
L2113[17:48:17]
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L2114[17:48:23] <gigaherz_y> on the
receiver, you create the ByteBuf from the received data
L2115[17:48:25] <gigaherz_y> and read
from it
L2116[17:48:44] <gigaherz_y> but if I may
ask
L2117[17:48:49] <gigaherz_y> what are you
using your own socket for?
L2118[17:49:08] <mrkirby153>
Communication between two servers
L2119[17:49:11]
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L2120[17:50:07]
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L2122[17:54:28]
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L2123[17:55:31] <gigaherz_y> mrkirby153:
I suspect "remaining()" is not the right method
L2124[17:55:37] <gigaherz_y> you should
probably look at HOW to use it
L2125[17:55:45] <gigaherz_y> there's
gotta be some netty ByteBuf tutorial somewhere
L2126[17:55:45] <gigaherz_y> XD
L2127[17:55:51] <gigaherz_y> or
well
L2128[17:55:53] <gigaherz_y> java
ByteBuffer
L2129[17:55:54] <mrkirby153> I was just
poking through the javadocs :D
L2130[17:55:56] <gigaherz_y> whichever
you chose
L2131[17:55:57] <gigaherz_y> XD
L2132[17:57:30] <gigaherz_y> mrkirby153:
it's byteBuffer.array()
L2133[17:57:32] <gigaherz_y> to get the
contents
L2134[17:57:37] <gigaherz_y> nop need to
allocate manually
L2135[17:57:50] <mrkirby153> ?
L2136[17:57:53] <gigaherz_y> hmm
L2137[17:57:54] <gigaherz_y> meh
L2138[17:58:13] <gigaherz_y> ignore
ByteBuffer, make use of netty's ByteBuf instead
L2139[17:58:26] <gigaherz_y> it's more...
sane
L2140[17:58:34]
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L2141[17:59:38] <gigaherz_y> really netty
is designed to make your packet-communications easier
L2142[17:59:44] <gigaherz_y> make use of
it, since it's already in Minecraft
L2144[18:03:33] <Flashfire> I've had this
problem for weeks
L2145[18:03:55] <Laceh> TIL my mod can
shutdown a minecraft server
L2146[18:04:02] <Laceh> in 1 method
call
L2147[18:04:23] <Ordinastie>
Minecraft.shutdown()
L2148[18:04:53] <Mitchellbrine> what
about server-side?
L2149[18:04:56] <Mitchellbrine> :P
L2150[18:05:30]
⇨ Joins: darkdiplomat
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L2151[18:06:04] <Laceh>
(net.minecraft.client.Minecraft:stopIntegratedServer)
L2152[18:06:30] <Laceh> Im putting a
disclaimer that the mod has full access to the java environment and
you should use it at your own risk
L2153[18:06:37] <Mitchellbrine> I think
that feature would need to be optional
L2154[18:06:42] <Mitchellbrine> not the
disclaimer
L2155[18:06:46] <Mitchellbrine> the
shutting down the game
L2156[18:06:56] <unascribed> for the
ultimate in shutdowns
L2157[18:07:00] <unascribed>
System.halt
L2158[18:07:05] <Mitchellbrine> O.o
L2159[18:07:14] <Mitchellbrine> since I
can see SO MANY PEOPLE exploiting it
L2160[18:07:23] <Laceh> Im not going to
tell them how to do it
L2161[18:07:29] <Mitchellbrine> THEY'LL
FIND OUT
L2162[18:07:31] <Laceh> just going to
warn its possible
L2163[18:07:34] <Mitchellbrine> They
always find out
L2164[18:07:45] <unascribed> what is your
mod?
L2165[18:07:49] <tmtu_> sandbox it
L2166[18:07:51] <unascribed> you're
making it sound like it allows ACE
L2167[18:08:00] <Laceh> ACE?
L2168[18:08:05] <unascribed> Arbitrary
Code Execution
L2169[18:08:15] <unascribed> which is a
Very Bad Thing
L2170[18:08:23] <Laceh> its a computer
mod
L2171[18:08:31] <unascribed> sandbox it
or be lit on fire
L2172[18:08:46] <Laceh> atm I CANNOT
sandbox it
L2173[18:08:50] <Laceh> it is out of my
control
L2174[18:09:03] <gigaherz_y> no it isn't,
just DON'T allow direct access to JAva
L2175[18:09:06] <gigaherz_y> ;P
L2176[18:09:13] <Laceh> I cant fucking do
that since I didnt write the interpreter
L2177[18:09:24] <unascribed> well then
you need a better interpreter
L2178[18:09:28] <unascribed> forking it
counts
L2179[18:09:28]
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L2180[18:09:38] <Laceh> not when it
supports static method execution
L2181[18:09:45] <tmtu_> wat
L2182[18:09:47] <unascribed> that's not a
feature
L2183[18:10:03] <unascribed> remember,
Java has full access to the computer
L2184[18:10:08] <unascribed> if someone
runs your mod
L2185[18:10:17] <unascribed> just one
malicious user could run a RAT on the box
L2186[18:10:19] <unascribed> and then
it's their box.
L2187[18:10:29] <gigaherz_y> just imagine
that mod in a server
L2188[18:10:33] <gigaherz_y> the server
would last minutes
L2189[18:10:36] <unascribed> making your
code secure is YOUR PROBLEM, NOT THE END USER.
L2190[18:10:36] <gigaherz_y> first
griefer on the server
L2191[18:10:52] <gigaherz_y>
Directory.delete("world")
L2192[18:10:53] <Stygander> gigaherz_y:
first person who realizes
L2193[18:10:53] <unascribed> It'd be nice
to make it the end user's problem but that isn't how it
works.
L2194[18:10:54] <mrkirby153> So
ByteBuff.put removes data from the bytebuffer?
L2195[18:10:56] <Laceh> ffs you can do
the samething in OC and CC
L2196[18:11:01] <unascribed> no you
can't
L2197[18:11:04] <unascribed> because they
sandbox
L2198[18:11:16] <Zlepper> How do i set
what version of java gradle should build against?
L2199[18:11:22] <Flashfire> I figured it
out
L2200[18:11:27] <unascribed>
sourceCompatibility = <version>
L2201[18:11:30] <unascribed>
targetCompatibility =
L2202[18:11:32] <Flashfire> After weeks
or maybe over a month
L2203[18:11:32] <unascribed>
<version>
L2204[18:11:37] <Laceh> also I elminated
functionality of being able to write and execute files outside of a
specific folder
L2205[18:11:39] <gigaherz_y>
targetCompatibility = 1.6
L2206[18:11:44] <unascribed> return is do
to my own stupidity, don't includei t
L2207[18:11:49] <gigaherz_y> by default,
sourceCompatibility == compiler version
L2208[18:11:53] <unascribed> sure you
did, Laceh
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L2210[18:12:03] <unascribed> it's only
safe if it can't execute it in the first place
L2211[18:12:10] <unascribed> fix your
interpreter or don't release the mod.
L2212[18:12:18] <unascribed> releasing
the mod will be a security risk if you don't fix the
interpreter
L2213[18:12:41] <Laceh> fuck you, I dont
have to do shit
L2214[18:12:49] <killjoy> dwyfl
L2215[18:12:51] <gigaherz_y> well you can
release, just don't expect anyone to use a mod that knowingly
allows players to destroy their computers
L2216[18:12:52] <gigaherz_y> XD
L2217[18:13:02] <Mitchellbrine> add a
disclaimer
L2218[18:13:09] <Laceh> I AM ADDING A
DISCLAIMER
L2219[18:13:14] <unascribed> he already
said he will, but there's been repeated proof it's not enough
L2220[18:13:14] <tmtu_> no need to be so
hostile
L2221[18:13:15] <Laceh> that was the
first thing I mentioned
L2222[18:13:25] <Mimiru> I look forward
to the flamefest.
L2223[18:13:39] <Mitchellbrine>
disclaimer with these words "IF YOU BREAK YOUR SHIT USING MY
MOD, YOU'RE RESPONSIBLE!"
L2224[18:13:39] ***
alekso56|off is now known as alekso56_off
L2225[18:13:51] <Mitchellbrine> :P
L2226[18:13:56] <Stygander> Laceh: Make
sure the disclaimer is enormous otherwise people will not
read
L2227[18:13:56] <gigaherz_y>
Mitchellbrine: that's not the issue, the issue is OTHERS breaking
your shit ;P
L2228[18:14:01]
⇨ Joins: darkdiplomat
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L2229[18:14:10] <gigaherz_y> Stygander:
dont' underestimate people's ability ot IGNORE disclaimers ;p
L2230[18:14:11] <Mitchellbrine> *IF YOUR
SHIT GETS BROKEN
L2231[18:14:17] <gigaherz_y> to*
L2232[18:14:22] <Ordinastie> do you
really think a disclaimer will be enough when the noobs will be
pouring in complaining to lex that their server is gone ?
L2233[18:14:40] <Stygander> gigaherz_y:
im sure a 5kx5k image would be enough
L2234[18:14:45] <Laceh> Im not
responsible for what people do with my mod
L2235[18:14:49] <unascribed> YES YOU
ARE
L2236[18:14:53] <Mitchellbrine> um
L2237[18:14:54] <Laceh> fuck I am
L2238[18:15:03] <Laceh> right in the
license
L2239[18:15:04] <unascribed> I'm going to
just close my client before I kill someone
L2240[18:15:09] <Laceh> good bye
L2241[18:15:09] <gigaherz_y> Stygander:
yeah, until someone says "oh I always skip all
images"
L2242[18:15:10] <gigaherz_y> ;P
L2243[18:15:16] <Mitchellbrine> Laceh,
which license are you using?
L2244[18:15:18] <Laceh> MIT
L2245[18:15:21] <Mitchellbrine> fix
that
L2246[18:15:33] <Laceh> why its adequit
enough
L2247[18:15:42] <Mitchellbrine> except
you claim responsibility
L2248[18:16:12]
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L2249[18:16:18] <gigaherz_y> uh no the
MIT license has a ALL-CAPS disclaimer
L2250[18:16:24] <gigaherz_y> ;P
L2251[18:16:34] <gigaherz_y> THE SOFTWARE
IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
[...]
L2252[18:16:42] <Mitchellbrine> oh
L2253[18:16:44] <Laceh> read the last
part of the license
L2254[18:16:53] <Laceh> I dont claim
responsibility for anything
L2256[18:17:04] <Mitchellbrine> Yep
L2257[18:17:11] <Mitchellbrine> So, they
can't legally hold you liable
L2258[18:17:20] <Laceh> exactly
L2259[18:17:21] <gigaherz_y> no but they
can still yell a lot to you
L2260[18:17:22] <gigaherz_y> XD
L2261[18:17:26] <Laceh> fuck em
L2262[18:17:30] <Laceh> their fault
L2263[18:17:32] <Laceh> I added a
disclaimer
L2264[18:17:40] <Mitchellbrine> and you
can say "fuck you, read the license" to them
L2265[18:17:41] <Laceh> didnt read, dont
care
L2266[18:17:59] <Laceh> I have no control
over the interpreter executing static functions
L2267[18:18:05] <Laceh> its part of the
language
L2268[18:18:14] <Mitchellbrine> (now drop
the mic and walk away)
L2269[18:18:27] <Laceh> theoretically its
minecrafts fault for making a shutdown function static in the first
place
L2270[18:18:30] <tmtu_> rewrite the
language :D
L2271[18:18:37] <Laceh> tmtu_: Im going
to when I get time
L2272[18:18:41]
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L2273[18:18:42] <Laceh> just dont have
time
L2274[18:18:50] <Laceh> Im already
writing an 6502 assembler for the mod
L2275[18:18:54] <Laceh> and a 6502
emulator
L2276[18:19:03] <tmtu_> ambitious
L2277[18:19:10]
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L2278[18:19:12] <Laceh> not really its
almost done
L2279[18:19:18] <Laceh> the assembler is
at least
L2280[18:19:29] <gigaherz_y> could be
worse, someone could try to write "6502 assemblers"
instead
L2281[18:19:29] <gigaherz_y> ;p
L2282[18:19:32] <Laceh> I got an emulator
that works but its not my design Im going to test dev on
L2283[18:19:48] <Laceh> gigaherz_y: at
least the 6502 stuff would be sandbox'd
L2284[18:20:10] <gigaherz_y> Laceh: my
line was a joke, if that wasn't clear
L2285[18:21:48]
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L2286[18:23:53]
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L2287[18:24:05] ***
Ordi|Away is now known as Ordinastie
L2288[18:25:24] <Stygander> waiting on
the game to load a world
L2289[18:26:03] ***
Ordinastie is now known as Ordi|Away
L2290[18:29:09] <tmtu_> endianness is a
weird word
L2291[18:32:32]
⇨ Joins: darkdiplomat
(Diplomat@irc.visualillusionsent.net)
L2292[18:33:45] <ntzrmtthihu777>
dammit... did my last comment get through?
L2293[18:34:10] <Mitchellbrine> gonna say
no?
L2294[18:34:20] <gigaherz_y> unless you
had another nickname, no
L2295[18:34:30] <gigaherz_y> if you did
have another nickname, then we don't knwo who you are
L2296[18:34:31] <gigaherz_y> ;P
L2297[18:37:26] <Flashfire> I have
another problem with the entity texture, texture binding seems to
only work with textures from blocks and not resourcelocations
L2299[18:38:28] <ThePsionic> I like how
your package manager is called pacman
L2300[18:38:40] <Laceh> yes
L2301[18:38:43] <Laceh> it had to be
called pacman
L2302[18:38:49] <Flashfire> Has anyone
used a resourcelocation in the entity render class as an entity
texture before?
L2303[18:39:21] <gigaherz_y> sorry my
experience with Entities is limited to drawing an item icon like
the egg or the snowball
L2304[18:39:33] <Flashfire> Ah ok
L2305[18:40:13] <Flashfire> I wish I knew
what was different about textures from resourcelocations and
textures from the vanilla block sheet
L2306[18:44:32]
⇨ Joins: GoobcraftOP
(~Goobcraft@ool-2f10c0f2.dyn.optonline.net)
L2307[18:46:22] <GoobcraftOP> So i setup
some mods for my self and now my steam texture seems to have been
fubard some how. I've found a few refrencing the issue but it
doesn't seem to be releated to any one particular mod. This is what
im talking about:
http://i.imgur.com/pan9xbF.png Has
anyone encountered something similar and manged to resolve
it?
L2308[18:48:05]
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L2309[18:49:27]
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L2311[18:50:26] <Laceh> no I know thats
where the name originated from XD
L2312[18:50:26] ***
tterrag|laptop is now known as tterrag
L2313[18:50:32] <Laceh> I run arch linux
lmfao
L2314[18:50:44] <Laceh> thus why it had
to be called pacman
L2315[18:50:53] <Laceh> cause the
filesystem is based off a linux filesystem also
L2316[18:51:16] <Illyohs> heh
L2317[18:51:27] <Illyohs> Woo another
arch user
L2318[18:52:57]
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L2320[18:55:01] <ntzrmtthihu777> eh, why
do you think I got into modding? every server running my mod is
part of my botnet ;) < last message
L2321[18:55:11] <Laceh> but am I too
harsh in the disclaimer?
L2322[18:55:49] <ntzrmtthihu777> wow,
nifty :P
L2323[18:56:23] <Laceh> whats
nifty?
L2324[18:56:45] <ntzrmtthihu777> linux in
minecraft :P
L2325[18:56:53] <Laceh> XD
L2326[18:56:59] <Laceh> not necessarily
linux in minecraft
L2327[18:57:06] <ntzrmtthihu777> I'm also
an arch user :P
L2328[18:57:08] <Laceh> but its heavelly
influenced by linux XD
L2329[18:57:19] <ntzrmtthihu777> ok,
posix in minecraft :P
L2330[18:57:34] <Laceh> XD
L2331[19:01:32] <Ivorius> cd
/new-world--/dim0/chunk-13-23/
L2332[19:01:48] <Ivorius> Tps you there
:p
L2333[19:02:05] <ntzrmtthihu777> lol that
would be epic... imagine if the real world was like that :P
L2334[19:02:28] <ntzrmtthihu777> for i in
$inventory; do work $inventory; done
L2335[19:02:33] <Ivorius> cd
Jessica-Albas-Bedroom? :P
L2336[19:02:56] <Ivorius> In the long
run, probably not the best idea
L2337[19:03:26]
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L2338[19:04:16] <Ivorius> ntzrmtthihu777,
I'd rather run on python
L2339[19:04:22] <Ivorius> import
numeric_programming
L2340[19:04:32] <Ivorius> And I can go
sleep
L2341[19:06:17] <ntzrmtthihu777> updating
CM :P
L2342[19:09:08]
⇦ Parts: GoobcraftOP
(~Goobcraft@ool-2f10c0f2.dyn.optonline.net) ())
L2343[19:09:51]
⇦ Quits: Mitchellbrine
(uid38456@id-38456.highgate.irccloud.com) ()
L2344[19:14:42]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-179-234.dhcp.embarqhsd.net)
L2345[19:15:11] <ntzrmtthihu777> and my
phone is not bricked \o/
L2346[19:17:14]
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L2347[19:18:02]
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L2349[19:23:22] ***
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L2352[19:32:21] <Flashfire> Can I bind
one texture or the other to an entity based on a boolean field in
the entity?
L2353[19:32:56] <unascribed> if (myBool)
bindTexture(a); else bindTexture(b);
L2354[19:33:10] <Flashfire> But the
boolean isn't in the render class
L2355[19:33:26] <Flashfire> Can I get an
instance of the render for an individual entity?
L2356[19:33:26] <unascribed> if
(entity.myBool) ...
L2357[19:33:35] <unascribed> it's passed
in the render method
L2358[19:34:21] <Flashfire> Ah ok
thanks
L2359[19:34:28]
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L2360[19:34:38] <tmtu_> writing enums is
tiresome
L2361[19:34:55] <Ivorius> Flashfire: You
could have just looked at villagers
L2362[19:35:00] <Ivorius> Or
skeletons
L2363[19:35:15] <Ivorius> Or wolves, or
cats, or endermen? :P
L2364[19:35:44] <Flashfire> Wow that was
simple
L2365[19:35:54] <Flashfire> Also I never
would have thought to look at villagers
L2366[19:35:58]
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L2367[19:36:09] <Ivorius> Always look at
samples in vanilla first
L2368[19:36:15] <Ivorius> There is little
that hasn't been done yet
L2369[19:36:37]
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L2370[19:37:11]
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L2371[19:37:32] <tterrag> tmtu_:
really?
L2372[19:37:53] <tmtu_> i'm up to a
hundrer lines already :()
L2373[19:38:09] <unascribed> why do you
have an enum that large :o
L2374[19:38:27] <tmtu_> (not mc, just
copying from a spec)
L2375[19:38:36] <unascribed>
still...
L2376[19:38:55] <tmtu_> also not
java
L2377[19:38:57] <tmtu_> hehe
L2378[19:39:10] <unascribed> why doesn't
Nexus have an update feature
L2379[19:40:26] <tmtu_> it doesn't?
L2380[19:40:42] <unascribed> It shouts
about there being an update, but it just links you to their
homepage..
L2381[19:40:50] <unascribed> not even the
download page! just the Nexus homepage...
L2382[19:41:54]
⇨ Joins: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L2383[19:42:30] <unascribed> how do into
update nexus pls to halp
L2384[19:42:47] <Ivorius> Must be hard to
write auto-updaters
L2385[19:42:51] *
unascribed makes a backup
L2386[19:42:57] <Ivorius> When it's been
done like a million times x)
L2388[19:43:25] <unascribed> oh
L2389[19:43:39] <unascribed> shouldn't
that be autogenerated?
L2390[19:44:31] <tmtu_> there are c
headers, yeah
L2391[19:47:27] <unascribed> okay, I
guess I'm not updating Nexus today
L2392[19:58:05] <pixlepix> How woudl I
get the position of an EntityPlayer’s hand?
L2393[19:58:12] <pixlepix> Ideally, the
tip of the sword
L2394[19:58:26] <Ivorius> pixlepix:
Impossibru
L2395[19:58:46] <Ivorius> It's not
clearly defined, since the hand only exists in the model
L2396[19:59:07] <Ivorius> e.g. ogl matrix
transformations + vertex positions
L2397[19:59:30] <unascribed> you could
make some educated guesses, but you can't just get it's
position
L2398[19:59:54] <Ivorius> Pretty
much
L2399[20:00:11] <Ivorius> And every guess
will be wrong if the model is ever changed
L2400[20:00:13] <unascribed> why do you
want to get the position of it?
L2401[20:00:27] <Ivorius> Unless you
somehow hack into OGL's head and make it give you answers
L2402[20:00:32] <Ivorius> Send the data
to the servers
L2403[20:00:33] <unascribed> (which won't
happen)
L2404[20:01:19] <Ivorius> Don't
underestimate the willpower of pixlepix
L2405[20:01:23] <Ivorius> pixlepix, you
can do it!
L2406[20:01:24] <pixlepix> :P
L2407[20:01:28]
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L2408[20:01:38] <pixlepix> Meh, it’s a
fancy particle effect for patrons
L2409[20:01:43] <pixlepix> It can come
out of their head :P
L2410[20:01:46] <Ivorius> lol
L2411[20:02:56] <Ivorius> As long as it's
purely visual, you can skip step 2!
L2412[20:03:00] <unascribed> ooh, perfect
idea
L2413[20:03:03] <unascribed> 110%
flawless
L2414[20:03:05] <unascribed> no issues
with it
L2415[20:03:19] <unascribed> every frame,
take a screenshot, and scan for the pixel closest to the color of
the tip of the sword
L2416[20:03:28]
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L2417[20:03:44] <unascribed> then
transform that based on a Magic Function and send it to the
server
L2418[20:03:46] <unascribed> every
frame
L2419[20:03:57] <Ivorius> Implement an
algorithm that recognizes swords!
L2420[20:04:01] <Ivorius> Yeah, that
could work
L2421[20:04:02] <unascribed>
precisely!
L2422[20:04:04] <unascribed> build a
neural network
L2423[20:04:13] <unascribed> it'd use
235% CPU but it might just work!
L2424[20:04:32] <Ivorius> something
something crazy enough to work
L2425[20:04:54] <Ivorius> something
something straight jacket
L2426[20:05:11] <unascribed>
alternatively, take the player's yaw and the amount of ticks it's
been since they last sent an animation packet, do some Math™ and
spawn particles there
L2427[20:05:32] <unascribed> It'll look
wrong in first person, so don't send the particles to them
L2428[20:05:52] <Ivorius> I think I even
did that once
L2429[20:05:57] <pixlepix> Nah, neural
networks are too primitive
L2430[20:05:58] <Ivorius> When I was
young and naive
L2431[20:06:03]
⇨ Joins: minecreatr
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L2432[20:06:05] <Ivorius> It looks shit
if it's even marginally off
L2433[20:06:24] <unascribed> so then make
sure it's not marginally off?
L2434[20:06:25] <pixlepix> What we need
is to build a sentinent AI and use it to recognize the right
position
L2435[20:06:26] <unascribed>
#easysolutions
L2436[20:06:35] <unascribed> :P
L2437[20:07:37] <Flashfire> The entity
passed into the doRender method of its render class doesn't match
the instance
L2438[20:07:52] <Flashfire> Does anyone
know how that would happen?
L2439[20:07:55] <unascribed> yes it does,
try harder
L2440[20:07:57] <unascribed> :P
L2441[20:08:01] <gigaherz_y> Flashfire:
keep in mind that there's more than one entity instance
L2442[20:08:04] <gigaherz_y> the server
has one
L2443[20:08:07] <gigaherz_y> and each
client has one
L2444[20:08:18] <unascribed> if you need
to sync data, use a DataWatcher
L2445[20:08:27] <Flashfire> Hmm so it's
constantly rendering every instance?
L2446[20:08:36] <gigaherz_y> nono
L2447[20:08:43] <gigaherz_y> when you
spawn an entity
L2448[20:08:46] <gigaherz_y> it's
server-side
L2449[20:08:48] <Flashfire> Well, there
won't usually be more than one at a time anyway
L2450[20:08:54] <Flashfire> It's a tnt
primed kind
L2451[20:08:56] <gigaherz_y> then the
clients receive the info about this entity
L2452[20:09:01] <gigaherz_y> and crate
their local copies
L2453[20:09:11] <gigaherz_y> what I meant
is that
L2454[20:09:13] <unascribed> it has to be
a crate, boxes won't do here
L2455[20:09:29] <gigaherz_y> if you give
some data from the server
L2456[20:09:39] <gigaherz_y> the client
desn't know about it, unless you sync this data
L2457[20:09:50] <unascribed> basically,
the server has an entity
L2458[20:10:02] <Flashfire> Oh I
see
L2459[20:10:07] <unascribed> the server
gives the client a sheet of paper saying what all there is to know
about the entity
L2460[20:10:11] <Flashfire> But isn't
rendering in the client?
L2461[20:10:12] <unascribed> you need to
put your data on the paoer
L2462[20:10:14] <unascribed> paper*
L2463[20:10:16] <gigaherz_y> yes
L2464[20:10:17] <unascribed> i.e. the
DataWatcher
L2465[20:10:23] <Flashfire> So I would
need to sync it to server?
L2466[20:10:25] <Ivorius> * e.g. the
DataWatcher
L2467[20:10:38] <unascribed> um, no
L2468[20:10:40] <unascribed> i.e.
L2469[20:10:43] <Ivorius> e.g.
L2470[20:10:46] <unascribed> there's not
multiple possibilities
L2471[20:10:47] <Ivorius> You can also
sync with packets
L2472[20:10:54] <unascribed> my analogy
is a way of saying "USE THE GODDAMN DATAWATCHER"
L2473[20:10:55] <Ivorius> Which I usually
do
L2474[20:11:07] <unascribed> okay, the
sheet of paper is the datawatcher
L2475[20:11:10] <Ivorius> Not if I need
more than 2 primitives, but carry on :P
L2476[20:11:19] <unascribed> and packets
are the server throwing wadded up balls of paper at the client
afterward
L2477[20:11:41] <Flashfire> Ok so I
should put the variable in the data watcher
L2478[20:11:42] <gigaherz_y> Flashfire: I
have absolutely no idea what your issue is
L2479[20:11:45] <unascribed> "The
answer to question 5 is new ItemStack(Items.apple, 2,
4)"
L2480[20:11:47] <gigaherz_y> all I'm
saying is that
L2481[20:11:55] <gigaherz_y> the CLIENT
doesn't know the fields that are in the server
L2482[20:11:57] <tmtu_> lol
L2483[20:12:06] <gigaherz_y> so the
SERVER needs to send them to the client if you need the data
L2484[20:12:09] <tmtu_> i read that as
"you can also v-sync with packets"
L2485[20:12:13] <Flashfire> My issue is
that I set a variable in a tnt-like entity and the instance passed
in the render class has that variable as 0
L2486[20:12:20] <gigaherz_y> yeah
L2487[20:12:28] <gigaherz_y> because the
client-copy doesn't know anything about the server-copy
L2488[20:12:32] <gigaherz_y> unless you
pass it over
L2489[20:12:41] ***
willieaway is now known as williewillus
L2490[20:12:47] <gigaherz_y> Minecraft
has a system in place called DataWatcher
L2491[20:12:47] <Ivorius> tmtu_: I
mean... technically... :P
L2492[20:12:54] <tmtu_> hhehe
L2493[20:13:10] <gigaherz_y> but as an
alternative to that limited system, you can just build your own
packets
L2494[20:13:11] <gigaherz_y> ;P
L2495[20:13:19] <tmtu_> i'm halfway
done!
L2496[20:13:37] <killjoy> Does Mojang
call it that or just the mcp guys?
L2497[20:13:43] <unascribed> we don't
know what Mojang calls it
L2498[20:13:48] <killjoy> I bet searge
does
L2499[20:13:57] <unascribed> Searge isn't
allowed to tell us :P
L2500[20:14:01] <killjoy> His lips are
sealed
L2502[20:14:11] <unascribed> so, my mod
is playing music from SoundCloud
L2503[20:14:14] <unascribed> so that's a
thing.
L2504[20:14:26] <killjoy> Radio
mod?
L2505[20:14:35] <Ivorius> tmtu_: Why are
your c headers in an enum in there
L2506[20:14:36] <unascribed> more like
"mod that does Stuff that has a cheats menu"
L2507[20:14:46] <tmtu_> wwot
L2508[20:15:03] ***
Gaz492 is now known as Gaz492|Away
L2509[20:15:24] <unascribed> I should
submit a patch to OpenBlocks to re-add the radio using this
method
L2510[20:15:31] <unascribed> SoundSystem
has a bgMusic method that takes a URL
L2511[20:15:38] <williewillus> what
happened to the OB radio? :(
L2512[20:15:46] <unascribed> their
ResourcePack hack stopped working
L2513[20:15:47] <unascribed> so they
removed i t
L2514[20:15:57] <unascribed> it was left
behind in 1.6
L2515[20:15:58] <williewillus> whyd they
need to hack a respack though?
L2516[20:16:08] <unascribed> because they
weren't brave enough to reflect all the way down into
SoundSystem
L2517[20:16:11] <unascribed> or something
like that
L2518[20:16:19]
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L2519[20:16:23] <williewillus> hacking
the resource system seems harder :p
L2520[20:16:28] <unascribed> by quite a
lot.
L2521[20:16:29]
⇨ Joins: Sirloin_
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L2522[20:17:34] <unascribed> eh, it'd be
easier to add the radio to my mod
L2523[20:17:40] <unascribed> I could also
add SoundCloud search!
L2524[20:17:59] <unascribed> yay! A
pointless project to do!
L2525[20:18:00] <Ivorius> lol, my prof's
slides
L2526[20:18:41] <Ivorius> '[blah blah] in
higher order in Epsilon - then you get the deranged final
result'
L2527[20:19:08] <unascribed> hm, what
should my radio look like
L2528[20:19:30] <Ivorius> It's hard not
to characterize the result :D
L2529[20:19:43] <unascribed> I'm
definitely going to use this to put on some annoying radio in the
walls of someone's base on my SMP server :D
L2531[20:20:36] <unascribed> it could
double as a watch!
L2532[20:20:54] <unascribed> this'll wind
up being my first TESR :P
L2533[20:21:05] <unascribed> I've managed
to avoid them until now by some miracle
L2534[20:21:24] <unascribed> I'll have to
retheme the radio to look like it's made of Yttric Copper
though
L2535[20:21:45] <unascribed> all the
strange unexplainable techmagic in my mod is made of Yttric Copper
:P
L2536[20:22:23]
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L2538[20:23:19] <Flashfire> The doRender
method seems to be called before I can even set the variable in the
constructor
L2539[20:24:07] <Flashfire> Should I
assign it before super()?
L2540[20:24:52] <Ivorius> Ehwat
L2541[20:25:00] <Ivorius> Nothing can be
called before the constructor
L2542[20:25:14] <Ivorius> And no, render
is not called in the constructor.
L2543[20:25:36] <Flashfire> Well when the
doRender method is called the datawatcher doesn't contain the
variable that I add in the constructor
L2544[20:25:56] <Ivorius> Then you're
either working with the wrong constructor
L2545[20:26:04] <Ivorius> Or you haven't
defined your data watcher entry correctly
L2546[20:26:16] <Flashfire>
this.dataWatcher.addObject(5, (power >= 7.0) ? 1 : 0);
L2547[20:26:56] <Ivorius> You need to do
it in that special method
L2548[20:27:06] <Ivorius>
initializeEntity or what it was called
L2549[20:27:37] <Flashfire> Is that in an
event or part of the entity class?
L2550[20:27:41]
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L2551[20:28:05] <Flashfire> Oh ok entity
class it's EntityInit
L2552[20:28:19] <Flashfire> Thanks
L2553[20:28:19] <Ivorius> Again,
examples
L2554[20:28:25] <Ivorius> There's plenty
of data watcher uses :p
L2555[20:28:36] <Ivorius> Make sure you
don't take an ID too low
L2556[20:28:48] <Ivorius> I'd start at 16
or so, as Mojang might decide to grab the lower ones later
L2557[20:28:51] <gigaherz_y> that said, I
still haven't been able to make them work myself -- I'll try again
someday this week XD
L2558[20:29:02] <gigaherz_y> yeah 0..4
are most definitely taken.
L2559[20:29:11] <gigaherz_y> 5+ ... are
ok for now XD
L2560[20:29:21] <gigaherz_y> IIRC there's
32 slots?
L2561[20:29:28] <gigaherz_y> so starting
from 31 and growing downward may be best
L2562[20:29:29] <gigaherz_y> XD
L2563[20:30:12] <Flashfire> I can't
figure out how to override it
L2564[20:30:32] <Flashfire> Oh... I had
the method there already and didn't see it
L2565[20:30:34] <Flashfire> Derp
L2566[20:30:49]
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L2567[20:31:49] <Flashfire> Hmm but I
need to get the variable from the block that spawns the entity so I
don't know if I can use entityInit
L2568[20:31:51]
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L2569[20:32:59] <unascribed> I'll
implement ghosting on the 7seg as well :D
L2570[20:33:00] <Ivorius> No, no
L2571[20:33:06] <Ivorius> In entityInit,
you register the default value
L2572[20:33:11] <Ivorius> You can set it
later
L2573[20:33:24]
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L2574[20:33:26] <Flashfire> Oh ok I get
it
L2575[20:36:15] <Flashfire> It worked,
thanks!
L2576[20:38:09]
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L2583[20:50:18] <Techfoxis> Hey, anyone
have sujgestions on trouble shooting forge not finding an item's
model?
L2584[20:50:34] <Techfoxis>
*suggestions
L2585[20:50:47] <Ivorius> json or
b3d?
L2586[20:50:52]
⇨ Joins: JoJoModding
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L2587[20:50:52] <Techfoxis> json
L2588[20:51:06] <Techfoxis> other then
the obvious name checking
L2589[20:51:21] <Ivorius> If the logs
disclose nothing
L2590[20:51:21] <Techfoxis> I have a gist
of it up if you want a look
L2591[20:51:34] <Techfoxis> It just says
model not found
L2592[20:51:35] <Ivorius> No
concentration for that :P
L2593[20:51:52] <Techfoxis> [21:46:18]
[Client thread/ERROR] [FML]: Model definition for location
vd:proximity_detector#inventory not found
L2594[20:52:00] <Ivorius> You can always
track the values in debug
L2595[20:52:07] <Ivorius> See where they
go vs where they should go
L2596[20:52:12] <unascribed> you'e
missing the "inventory"
L2597[20:52:17] <unascribed> section in
the "display" section
L2598[20:53:04] <Techfoxis> You mean when
I'm registering the render?
L2599[20:54:30] ***
Mumfrey is now known as mumfrey
L2600[20:55:28] <unascribed> no, in the
model
L2602[20:56:15] <unascribed> if you don't
extend a builtin, you need to define all the rotations
L2603[20:56:17] <Techfoxis> Oh, I just
took the model file from a vanilla brick
L2604[20:56:39] <Techfoxis> I've done the
exact same thing before
L2605[20:57:22]
⇨ Joins: Alohacajun (webchat@107.77.68.88)
L2606[20:57:27] <unascribed> link to the
gist?
L2607[20:58:09]
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Quit)
L2609[20:58:22]
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L2610[20:58:34]
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L2611[20:58:36] <unascribed> dat
indentation... or lack thereof
L2612[20:58:59] <pibx10> hey guys is it
possible to check how many nbt tags an item or block has?
L2613[20:59:32] <Techfoxis> Oh, are you
refering to the JSON?
L2614[20:59:56] <unascribed> pibx10:
compound.getKeySet().size()
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Illyohs is now known as Illy[Zzz]
L2616[21:00:13] <Techfoxis> Like I said
it's a vanilla bricks model with a different texture set.
L2617[21:00:43] <pibx10> is that specific
to 1.8 i cant find it im using stackTagCompound
L2618[21:00:56] <unascribed> !gm
NBTTagCompound.getKeySet 1.7.10
L2619[21:01:06] <unascribed> it may be
called func_150296_c if your mappings are old
L2620[21:02:17]
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L2621[21:02:33] <pibx10> hmm i cant find
it lol
L2622[21:02:42]
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seconds)
L2623[21:03:29] <pibx10> im checking if
result which is an itemstack.stackTagCompound. get size of tags is
= to a certain int
L2624[21:04:04] <williewillus> well check
the source code
L2625[21:04:07] <williewillus> of
NBTTagCompound
L2626[21:04:12] <pibx10> wait
L2627[21:04:13] <williewillus> whichever
method returns the keyset of the internal map
L2628[21:04:23]
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L2629[21:05:05] <pibx10> i think i found
it but dont know if i did let me check
L2630[21:05:15] <williewillus> well it's
the only one that returns a Set
L2631[21:07:29] <gigaherz_y> the NBT
classes are designed rather annoyingly
L2632[21:07:55]
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L2633[21:08:00] <gigaherz_y> one would
imagine the NBTTagCompound extending from Map<String,
NBTNode> or similar
L2634[21:08:01] <pibx10> got it working
thank you!
L2635[21:08:05]
⇦ Quits: pibx10 (~pibx10@173-169-89-62.res.bhn.net) (Quit:
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L2636[21:12:19] <tterrag>
s/rather/very/
L2637[21:12:34]
⇨ Joins: Alohacajun
(~Alohacaju@mobile-166-172-059-068.mycingular.net)
L2638[21:12:42] <tterrag> but,
notchcode
L2639[21:12:43] <Alohacajun> Hello?
L2640[21:12:56] <unascribed> hello
L2641[21:13:03] <Techfoxis> hello
L2642[21:13:30] <gigaherz_y> Hello, or
not hello, that is the question
L2643[21:13:32] <Alohacajun> jeez, this
took a while. Sorry, new to IRC,
L2644[21:13:35] ***
gigaherz_y is now known as gigaherz
L2645[21:13:42] <unascribed> let me
guess, tried to use a webchat?
L2646[21:13:57] ***
Genji|away is now known as Genji
L2647[21:14:09] <Alohacajun> yeah, didnt
work. Google fixes everything.
L2648[21:14:09] <unascribed> Forge is
basically the only IRC where webchats are banned (as far as I've
seen), it's not this hard everywhere :P
L2649[21:14:10] <gigaherz> IRC is
old-fashioned
L2650[21:14:24] <gigaherz> it's not
designed with the same "ease of use" standards as today's
software
L2651[21:14:25] <Alohacajun> :P filters
noobs out, i know
L2652[21:14:28] <unascribed> you must
have a question if you went to all this effort :P
L2653[21:14:48] <Ivorius> Alohacajun: No,
it trains them
L2654[21:14:49] ***
Techcable|ded is now known as Techcable
L2655[21:14:52] <Ivorius> You were a noob
this morning
L2656[21:14:54] <Ivorius> But no
more
L2657[21:14:56] <unascribed> lol
L2658[21:15:04] <gigaherz> well it's not
complicated to use, allyou need to know is how to type in a server
address, how to read the services manual, and how to register a
nickname ;P
L2659[21:15:05] <Alohacajun> yeah, but I
think it might be a little nooby.
L2660[21:15:06] <Techfoxis> lol
L2661[21:15:13] ***
Zidane|Away is now known as Zidane
L2662[21:15:17] <williewillus> gigaherz:
NBTTagCompound does wrap a map, the generics just get stripped by
the obfuscator
L2663[21:15:30]
⇨ Joins: Dimitriye98
(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net)
L2664[21:15:34] <Alohacajun> yeah
L2665[21:15:35] <gigaherz> williewillus:
I was thinking extend Map, not just wrap it ;P
L2666[21:15:41] <Techfoxis> You see
anything unusual in the gist link I gave you unascribed?
L2667[21:15:47] <unascribed> and,
gigaherz, some of that knowledge is expected to be intrinsic by
quite a few denizens of IRC and you get called dumb and get
redirected, to, say, #RegisterYourNameMoron, if you don't know how
:P
L2668[21:15:48] <williewillus> favor
composition over inheritance ;P
L2669[21:15:57] <gigaherz> Map as the
interface
L2670[21:16:06] <unascribed> Techfoxis:
It's outside my realm of knowledge on models, I have very little
experience with them
L2671[21:16:10] <gigaherz> you still want
an internal HashMap which you forward to ;P
L2672[21:16:25] <gigaherz> well not
interface, but you get it
L2673[21:16:26] <gigaherz> XD
L2674[21:16:56] *
gigaherz is a C# developer, and would implement
IDictionary<>
L2675[21:17:19] <Alohacajun> Just as a
confirmation, in Forge 1.8 I can use .json files created with
OplsModel creator right?
L2676[21:17:21] <unascribed>
Map<K,V> is basically the same
L2677[21:17:38] <williewillus> Techfoxis:
whats wrong with your models in the gist?
L2678[21:17:44] <williewillus> I wanna
learn C# :p
L2679[21:17:46] <williewillus> its shiny
java
L2680[21:17:48] <williewillus> I like
shiny
L2681[21:17:50] <gigaherz> Alohacajun: do
those json files have an "elements" array? ;P
L2682[21:18:07] <gigaherz> if so then
they are most probably mc1.8 files ;P
L2683[21:18:11] <williewillus> I use
MrCrayfish's modeler for 1.8 jsons
L2684[21:18:25] <gigaherz> williewillus:
if you take C#as just "shiny Java", you'll do it wrong
;P
L2685[21:18:29] <unascribed> I've
personally used MrCrayfish' modeller, it's a bit clumsy but it does
work
L2686[21:18:34] <Alohacajun> let me
check
L2687[21:18:37] <gigaherz> it has many
radically different design decisions
L2688[21:18:41] <williewillus> I know
lol
L2689[21:18:48] <Alohacajun> yes
L2690[21:18:49] <williewillus> but in a
basic sense it is shiny java :p
L2691[21:19:03] <gigaherz> well it's
shinier, that is true ;P
L2692[21:19:10] <williewillus> Java +
pointers, lambdas, nullables, null-coalescing, linq, and a bunch of
other stuff I'm forgetting
L2693[21:19:16] <williewillus> value
types
L2694[21:19:18]
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L2695[21:19:22] <gigaherz> byref
parameters
L2696[21:19:34] <gigaherz> (out/ref
semantics)
L2697[21:19:39] <unascribed> oh,
"opl's Model Creator"
L2698[21:19:44] <unascribed> if it works
with vanilla, it'll work in Forge
L2699[21:19:51] <unascribed> but some
special features will require editing the JSON directly
L2700[21:19:55] <unascribed> Alohacajun
^
L2701[21:20:05] <gigaherz>
language-integrated concurrency (async/await)
L2702[21:20:16] <williewillus> oh yeah
and that event handler stuff
L2703[21:20:19] <williewillus> thats
cool
L2704[21:20:21] <gigaherz>
Properties
L2705[21:20:30] <williewillus> partial
classes
L2706[21:20:34] <gigaherz> (getter/setter
without explicit method calls)
L2707[21:20:35] <williewillus> extension
methods
L2708[21:21:07]
⇦ Parts: Techfoxis
(~Techfoxis@pool-74-99-78-98.nrflva.fios.verizon.net)
(ZZZZZZzzzz....))
L2709[21:21:09] <Alohacajun> unascribed:
ok, what do you mean by special features?
L2710[21:21:12] <gigaherz> and a class
library that was designed from the ground up to make sense
L2711[21:21:13] <gigaherz> ;P
L2712[21:21:15] <unascribed>
ISmartModel
L2713[21:21:26] <unascribed> unless
you're doing some complicated stuff, you won't care
L2714[21:21:30] <gigaherz> unlike java
which has had at least 3 io packages that I know of
L2715[21:21:46] <unascribed> I ultimately
think the problem with java is they won't deprecate anything
L2716[21:21:46] <williewillus> well bc
Java is restrained by trying to be "backward
compatible"
L2717[21:21:53] <williewillus> see: type
erasure
L2718[21:21:56] <unascribed> the class
library needs culling
L2719[21:21:58] <unascribed>
*badly*
L2720[21:21:58] <Alohacajun> ok.
L2721[21:22:08] <williewillus> and
default methods
L2722[21:22:14] <williewillus> those were
just a hack to change old interfaces
L2723[21:22:18] <gigaherz> default
methods sound interesting though
L2724[21:22:28] <unascribed> but at least
we got those features
L2725[21:22:36] <unascribed> without
default methods we wouldn't have those features
L2726[21:22:49] <unascribed> i.e.
everything that makes Java 8 cool
L2727[21:23:01] <unascribed> or we
would've gotten new interfaces
L2728[21:23:03] <williewillus> how
lambdas are implemented in java 8 are cool
L2729[21:23:03] <unascribed> like
Spliterable
L2730[21:23:10] <williewillus> everything
else is pretty meh
L2731[21:23:10] <gigaherz> hmmm
L2732[21:23:15] <gigaherz> does Java have
enumerable methods?
L2733[21:23:17] <unascribed> and then
stuff wouldn't Just Work
L2734[21:23:20] <gigaherz> or anything
like it?
L2735[21:23:22] <williewillus> whats that
lol
L2736[21:23:24] <williewillus> (probably
no)
L2737[21:23:30] <gigaherz> C# letsyou
do
L2738[21:23:31] <unascribed> gigaherz:
does Class#getDeclaredFields count?
L2739[21:23:40] <gigaherz> unascribed:
not that
L2740[21:24:02] <gigaherz>
IEnumerable<X> GetList() { for(int i=0;i<10;i++) { yield
return i; }}
L2741[21:24:17] <gigaherz> from the coder
point of view
L2742[21:24:25] <gigaherz> it
"looks" like the function returns and then resumes where
it left off
L2743[21:24:26] <Alohacajun>
http://pastebin.com/WfjaWN71 At line 59 in new
ModelResourceLocation, Eclipse says cautiontapemod can't be
resolved or is not a field. What did I do wrong?
L2744[21:24:27] <Lord_Ralex> Not in the
sense of yields
L2745[21:24:27] <unascribed> well, you
could return an Iterable<X> and construct, say, a List
L2746[21:24:34] <gigaherz> but
internally
L2747[21:24:41] <gigaherz> the compiler
generates an inner class
L2748[21:24:52] <gigaherz> with
"begin"/"next"
L2749[21:25:08] <gigaherz> (as specified
by the IEnumerable<> interface)
L2750[21:25:11] <unascribed>
Iterable<T> getList() { TIntList list = new TIntArrayList();
for (int i = 0; i < 1-; i++) { list.add(i); } return list;
}
L2751[21:25:16] <gigaherz> yeah
L2752[21:25:23] <unascribed> or
L2753[21:25:25]
⇨ Joins: primetoxinz
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L2754[21:25:29] <gigaherz> BUT the yield
system removes the need for temporary storage
L2755[21:25:30] <unascribed>
Iterator<T> getList() { TIntList list = new TIntArrayList();
for (int i = 0; i < 1-; i++) { list.add(i); } return
list.iterator(); }
L2756[21:25:48] <unascribed> or to
actually use Trove properly
L2757[21:26:01] <unascribed> TIntIterator
getList() { TIntList list = new TIntArrayList(); for (int i = 0; i
< 1-; i++) { list.add(i); } return list.intIterator(); }
L2758[21:26:09] <gigaherz> heh
L2759[21:27:06] <gigaherz> basically
enumerable methods let you do pseudo-functional programming
L2760[21:27:12] <gigaherz> because they
are lazily evaluated
L2761[21:27:25] <gigaherz> enumerables +
lambdas make it almost like functional
L2762[21:27:42] <Lord_Ralex> ah, the
power of linq
L2763[21:27:51] <gigaherz> of course
without all the very powerful engines behind proper functional
languages
L2764[21:28:06] <unascribed> inb4 Java
gets Enumerables in J10 to paralell C#'s functional-style
capabilities
L2765[21:28:21] <gigaherz> XD
L2766[21:28:36] <williewillus> theyre
more focused on value types
L2767[21:28:38] <gigaherz> I need to
learn to use async/await someday
L2768[21:28:39] <williewillus> for java
10
L2769[21:28:44] <gigaherz> I'm sortof
stuck on C#4.0
L2770[21:28:51] <williewillus> which
comes with its whole set of problems with type erasure
L2771[21:28:57] <gigaherz> haven't really
made use of C#5.0's async, or anything new to C#6.0 yet
L2772[21:29:20] <gigaherz> williewillus:
I'd think valuetypes to just be expanded to each basic
component
L2773[21:29:28] <gigaherz> ValueType
x;
L2774[21:29:42] <gigaherz> -->
element1type x_element1;
L2775[21:29:46] <gigaherz> -->
element2type x_element2;
L2776[21:30:06] <gigaherz>
method(valueType x) --> method(x_element1, x_element2)
L2777[21:30:28] <williewillus> they were
saying they want to be able to do List<int>, but then what
happens when you assign to raw List then cast back to
List<ReferenceType>
L2778[21:30:42] <gigaherz> hmm that would
be annoying
L2779[21:30:43] <williewillus> it's valid
at compile time
L2780[21:30:48] <williewillus> but youd
crash at runtime
L2781[21:31:11] <unascribed> you can cast
String[] to Object[] and then to UUID[]
L2782[21:31:14] <unascribed> but that
doesn't make it right
L2783[21:31:20] <gigaherz> unless it does
auto-unboxing
L2784[21:31:26] <gigaherz> and crashes on
invalid cast
L2785[21:31:35] <gigaherz> when trying to
do anything other than .add(Integer)
L2786[21:31:56]
⇨ Joins: Dimitriye98
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L2787[21:32:10] <gigaherz> I'd see it
implemented as "class List<int> extends List implements
List_int"
L2788[21:32:22] <gigaherz> as in, a
special compile-time interface
L2789[21:32:26]
⇦ Parts: Alohacajun
(~Alohacaju@mobile-166-172-059-068.mycingular.net) ())
L2790[21:32:34] ***
cpw|out is now known as cpw
L2791[21:32:34] <gigaherz> while still
keeping the erased base
L2792[21:32:35] <unascribed>
$int$List*
L2793[21:32:46] <gigaherz> whatever
semantics you want to give ;p
L2794[21:32:54] <gigaherz> eh
L2795[21:32:58] <gigaherz> whatever
manglign you want to use**
L2796[21:33:10] <unascribed> proþably
something more like List$$primitive$T$int
L2797[21:33:17] <unascribed> :P
L2798[21:33:34] <williewillus> yeah Java
is getting increasingly hard to add stuff to because "backward
compatability"
L2799[21:34:05] <unascribed> you should
be able to run old bytecode on a new VM
L2800[21:34:10] <unascribed> but not
compile old source on a new JDK
L2801[21:34:13] <gigaherz> yeah
L2802[21:34:16] <gigaherz> but if you
remove erasure
L2803[21:34:20] <gigaherz> and replace it
with reification
L2804[21:34:22] <williewillus> that
breaks everything
L2805[21:34:24] <gigaherz> then NONE of
the old code works
L2806[21:34:26] <williewillus> but it
would eb so great
L2807[21:34:37] <unascribed> well, some
new features break old code
L2808[21:34:44] <williewillus>
rarely
L2809[21:34:47] <unascribed> solution:
don't mix bytecode versions in the same classpath
L2810[21:34:47] <williewillus> its a big
deal for Java
L2811[21:34:56] <williewillus> when old
classes dont work in new env
L2812[21:34:57] <unascribed> I should
make my own Java
L2813[21:34:58] <gigaherz> Microsoft did
do breaking VM changes
L2814[21:35:02] <unascribed> with
blackjack
L2815[21:35:04] <unascribed> and
reification
L2816[21:35:06] <gigaherz> .NET 1.1 and
.NET2.0 wouldn't mix
L2817[21:35:18] <williewillus> yeah they
went that way and java went the other way
L2818[21:35:24] <gigaherz> but then
L2819[21:35:34] <gigaherz> 2.0VM was used
up to .net 3.5
L2820[21:35:37] <gigaherz> and for
4.0
L2821[21:35:39] ***
mr208|AFK is now known as mallrat208
L2822[21:35:52] <gigaherz> their approach
was to allow 2.0 code loading into the 4.0 VM
L2823[21:36:26] <gigaherz> I think with
4.5 it was something weird
L2824[21:36:33] <gigaherz> because it's
not exactly the same VM as 4.0
L2825[21:36:41] <gigaherz> but it does
some tricks in order to share code
L2826[21:36:44]
⇨ Joins: Devoenix
(~Devoenix@cpe-70-119-108-122.tx.res.rr.com)
L2827[21:37:25] <Devoenix> Right, so,
whenever i actually get blender, to make models for minecraft mods,
is there any addons that i need to get for it?
L2828[21:37:42] <gigaherz> yes, the b3d
exporter
L2830[21:38:12] <gigaherz> after starting
blender, you'll haveto go to the settings
L2831[21:38:17] <gigaherz> and activate
the b3d menu item
L2832[21:38:24] <gigaherz> otherwise it
wont' show up XD
L2833[21:38:32]
⇨ Joins: pibx10
(~pibx10@173-169-89-62.res.bhn.net)
L2834[21:38:38] <gigaherz> (new addons
aren't enabled by default)
L2835[21:38:54] <Devoenix> okie...
L2836[21:38:56] <Devoenix> Slight
problem
L2837[21:39:07] <Devoenix> i have no idea
how to navigate github >.>
L2838[21:39:27] <gigaherz> eh no need to
navigate
L2839[21:39:37] <williewillus> download
that python file and load it in blender
L2840[21:39:41] <pibx10> alright so now
im trying to figure out a better way to render my items various
render passes based on the amount of nbt tags. only problem i am
having which is probably incredibly stupid is that my for and while
loops will not rune inside the getcolorfromitemstack method. lol
probably really simple thing i am doing wrong
L2841[21:39:41] <gigaherz> on the right
sidebar, there's a big "download zip" link
L2842[21:39:42] <gigaherz> ;P
L2843[21:39:54] <williewillus> pibx10:
paste code lol
L2844[21:39:54] <gigaherz> yu can just
download the py file alone
L2845[21:39:59] <pibx10> yea
L2846[21:40:00] <pibx10> coming
L2848[21:40:15] <gigaherz> see the
"raw" button?
L2849[21:40:19] <gigaherz> click on it,
then save document as
L2850[21:40:21] <gigaherz> ;P
L2851[21:40:32] <gigaherz> save page
as*
L2852[21:40:52] <Devoenix> what do i save
it as ._.
L2853[21:41:23] <gigaherz>
"B3DExport.py" of course
L2854[21:41:24] <gigaherz> XD
L2855[21:41:33] <Devoenix> oh,
right
L2856[21:42:02] <gigaherz> as I said, the
easy way is to click on "download zip", but since it's a
single file
L2857[21:42:02] <gigaherz> ;P
L2859[21:42:28] <williewillus> why are
you having returns in a for loop
L2860[21:42:36] <williewillus> the first
iteration its gonna return and stop
L2861[21:42:46] <unascribed> why am I
making my radio texture an extremely tightly packed 16x16
atlas
L2862[21:43:19] <gigaherz> no idea
;P
L2864[21:44:22] <pibx10> lol
correct
L2865[21:44:22] <gigaherz> looks that way
;P
L2866[21:44:47] <gigaherz> unascribed:
use pseudo-antialiasing ;P
L2867[21:45:04] <unascribed> I'm just
going to make the segments 1x1 instead of 1x2/2x1
L2868[21:45:13] <unascribed> It'll look a
bit off, but it'll fit
L2869[21:45:16] <Devoenix> .. and how do
i runthe b3d exporter thing ._.
L2870[21:45:57] <williewillus> its a
blender plugin
L2871[21:45:57] <pibx10> alright lets see
if that works
L2872[21:46:29] <unascribed> it won't
fit.
L2873[21:46:30] <unascribed>
dammit.
L2874[21:46:39] <unascribed> new plan:
make the numbers 50% scale
L2875[21:47:12]
⇨ Joins: Mitchellbrine
(uid38456@id-38456.highgate.irccloud.com)
L2876[21:47:31] <unascribed> where am I
going to put the spectrum analyzer now though? :(
L2877[21:49:17]
⇨ Joins: joazlazer_
(~IceChat9@host-184-174-146-95.APIOLT1.epbfi.com)
L2879[21:49:27] <unascribed> something
like that
L2880[21:51:19] ***
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L2881[21:51:24]
⇦ Quits: joazlazer_
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Quit)
L2882[21:53:09] <pibx10> still not
working
L2885[21:53:52] <gigaherz> yes I took the
effort to reduce it back to its original pixel size, then draw on
top of it
L2886[21:53:53] <gigaherz> XD
L2887[21:53:55] <pibx10> i dont know if
that is enough to figure it out lol i dont want to show you every
file lol
L2888[21:53:55] <unascribed> lol
L2889[21:54:11] <unascribed> that's also
nice but I prefer mine because I was trying to go for a 7segment
display sort of look
L2890[21:54:24] <gigaherz> yeah
L2892[21:55:00] <tterrag> jeeeesus
L2893[21:55:03] <gigaherz> thing is
L2895[21:55:17] <gigaherz> if you take
this, and approximate it to a 3x5 grid
L2896[21:55:22] <gigaherz> it looks
sortof like what I drew
L2897[21:55:23] <gigaherz> XD
L2898[21:55:36] <gigaherz> corners are
somewhat darker due to having less covered surface
L2899[21:55:38] <pibx10> lol yea you
could fix that too lol
L2900[21:55:44] <gigaherz> while straight
segments are bright
L2901[21:55:51] <pibx10> i just havent
been working on this cause im on vacation
L2902[21:56:00] <pibx10> thats why i keep
asking the same questions lol sorry
L2903[21:56:11] <gigaherz> GAH that's
worse than my item database!
L2904[21:56:13] ***
Firedingo is now known as Firedingo|AFK
L2905[21:56:19] <unascribed> oh god and
it uses boxed Booleans
L2907[21:56:58] <unascribed> that's
registering stuff
L2908[21:57:00] <unascribed> doesn't
count
L2909[21:58:21] <gigaherz> night
ppl
L2910[21:58:23] <gigaherz> gotta
sleep
L2911[21:58:34] <unascribed> cya
L2912[21:58:35] ***
gigaherz is now known as ghz|afk
L2913[21:58:42] <pibx10> tterrag how do i
fix that to be less stupid
L2914[21:58:54] <unascribed> step 1:
learn java
L2915[21:59:10] <pibx10> unascribed i
have lol
L2916[21:59:44] <tterrag> apparently
not
L2917[21:59:55] <tterrag> or you would
have written about 5 lines of that and gone "wow this is dumb,
I shouldn't do it like this"
L2918[22:01:45] <pibx10> again wrote all
of that on a plane with a terrible headache lol. but i agree. its
just not a priority for me im just doing random stuff i guess
L2919[22:02:33] <pibx10> its sort of do
it terribly just until it works and then fix it so it is more
efficient. thats where i am at right now know i should fix it the
first time its just easier for me at this point i guess
L2920[22:05:17] <pibx10> ooh lol figured
the stupid part out, how should i make it set the pass to the right
color instead of setting an int and then redoing ite every time
lol
L2921[22:06:54]
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L2922[22:12:05]
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L2923[22:12:11] ***
Magik6k is now known as Magik6k|off
L2925[22:13:02] <pibx10> why doesent this
work lol, just want to get it working then you can tell me i dont
know java
L2926[22:13:24] <unascribed> define
"doesent work"
L2927[22:13:45] <pibx10> it just shows
the default coloring for all renderpasses
L2928[22:14:27] <unascribed> switch
(GeomancyRecipe.storage) {
L2929[22:14:30] <unascribed> change that
to switch(pass)
L2930[22:14:36] <unascribed> remove
returnColor
L2931[22:14:44] <unascribed> change all
the returnColor[pass] to returns
L2932[22:15:08] <pibx10> im checking
based on how many tags are in it
L2933[22:15:13] <pibx10> like showing
fullness
L2934[22:15:20] <unascribed> oh
L2935[22:15:44] <pibx10> if there is one
tag do this for render o this for render 1 if 2 then do it for up
to render 2 etc
L2936[22:15:46] <unascribed> you do
realize "pass" means how many times to re-render it
L2937[22:15:52] <pibx10> yes
L2938[22:15:54] <unascribed> okay
L2939[22:16:05] <unascribed> what pass do
you want it to change color on?
L2940[22:16:09] <pibx10> i basically have
8 colors
L2941[22:16:15] <pibx10> i mean 8
textures
L2942[22:16:27] <pibx10> and i want it to
color them based on how full they are
L2943[22:16:37] <unascribed> why do you
have 8 textures
L2944[22:16:39] <pibx10> so if they dont
have a module then use default texture color
L2945[22:16:47] <pibx10> for each render
pass
L2946[22:17:01] <unascribed> do you ever
make any of those 8 textures invisible?
L2947[22:17:05]
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(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net) (Remote host closed
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L2948[22:17:06] <unascribed> or different
colors from the rest of them?
L2949[22:17:06] <pibx10> no
L2950[22:17:23] <pibx10> they are either
one color or another color
L2951[22:17:41] <pibx10> like the first
goes from grey to red second from grey to orange etc
L2952[22:17:51] <unascribed> ohh, so it's
like a meter
L2953[22:17:56] <pibx10> yea
L2954[22:18:25] <unascribed> try
changing
L2955[22:18:27] <unascribed> switch
(GeomancyRecipe.storage) {
L2956[22:18:28] <unascribed> to
L2957[22:18:58] <unascribed> switch
(stack.hasTagCompound() ? 0 :
stack.getTagCompound().getKeySet().size()) {
L2958[22:19:40] <unascribed> also, you're
overwriting pass in your for loops
L2959[22:19:50] <unascribed> try
replacing pass in them with a new variable like "i"
L2960[22:21:35] <pibx10> didnt owkr
L2961[22:21:37] <pibx10> work
L2962[22:21:57] <pibx10> am i returning
returnColor[pass] or returnColor[i]
L2963[22:22:13] <pibx10> and am i setting
returnColor[i] or returnColor[pass]
L2964[22:22:32]
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(~jorrit@d1F052519.access.telenet.be)
L2966[22:24:38] <unascribed> well then
i'm not entirely sure
L2967[22:25:09] <pibx10> alright well
thank you for helping me
L2968[22:25:29]
⇦ Quits: CoderPuppy (~cpup@32.218.114.37) (Ping timeout: 378
seconds)
L2969[22:25:37] <tterrag> pibx10: post
your current code
L2970[22:25:41] <pibx10> alright
L2971[22:25:59] <unascribed> well, I'm
going to start on my first TESR
L2972[22:26:03] <unascribed> expect a lot
of questions :P
L2974[22:26:38] ***
Vigaro is now known as AFK
L2975[22:27:18] <pibx10> probably
something to do with the i and pass
L2976[22:27:32] <pibx10> i know it
shouldnt work just dont know what to do to make it work
L2977[22:27:34]
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186 seconds)
L2978[22:27:54]
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(Flashfire@d24-36-192-173.home1.cgocable.net)
L2979[22:28:00] <unascribed> ....you're
not even using an IDE are you
L2980[22:28:10] <unascribed> oh,
nvm
L2981[22:28:10] <pibx10> ?
L2982[22:28:11] <unascribed> i is a
field
L2984[22:28:16] <unascribed> that code
didn't look compilable
L2985[22:28:22] <unascribed> i being a
field is the exact opposite of what I meant
L2986[22:28:29] <Flashfire> it's when I
collide with a block that's supposed to send a packet to play a
movingsound
L2987[22:28:31] <unascribed> instead
of:
L2988[22:28:32] <unascribed> for (pass =
0; pass >= 1; pass++)
L2989[22:28:33] <pibx10> oh what did you
mean then
L2990[22:28:34] <unascribed> do:
L2991[22:28:40] <unascribed> for (int i =
0; i >= 1; i++)
L2992[22:28:42] <pibx10> oh alright tht
makes sense
L2993[22:28:42] <unascribed> and get rid
of the 'i' field
L2994[22:28:44]
⇦ Quits: Aaron1011
(~Aaron101_@2601:741:8000:ba5:1101:b505:8db5:1e39) (Quit:
Leaving)
L2995[22:28:47] <pibx10> lets try
that
L2996[22:28:52]
⇨ Joins: Aaron1011
(~Aaron101_@2601:741:8000:ba5:1101:b505:8db5:1e39)
L2997[22:30:27] <pibx10> i still return
returnColor[pass] though correct
L2998[22:30:41] <Flashfire> Also the
error happens when it tries to access a custom
extendedEntityProperties
L2999[22:30:41] <pibx10> that didnt fix
it
L3000[22:30:59]
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L3001[22:31:08] <unascribed> Flashfire:
what is on that line in BlockChaosLabyrinthThreshold?
L3003[22:31:26] <Flashfire> The line: if
(!props.getBgmPlaying()) {
L3004[22:31:35] <Flashfire>
PlayerChaosLabyrinth props =
PlayerChaosLabyrinth.get((EntityPlayer) entityIn);
L3005[22:32:17] <unascribed> send a gist
of PlayerChaosLabyrinth.get
L3006[22:32:25]
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L3007[22:33:01] <Flashfire> It's added to
the gist now
L3008[22:33:24] <unascribed> and you're
registering this in the EntityConstructingEvent?
L3009[22:33:36] <Flashfire> Yes
L3010[22:33:41] <unascribed> hm
L3011[22:33:48] <Flashfire> It's only in
multiplayer
L3012[22:33:52] <Flashfire> Works perfect
on single
L3013[22:33:57]
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(~Lathanael@p54970AC4.dip0.t-ipconnect.de)
L3015[22:34:09] <unascribed> are you
registering the EntityConstructingEvent in your ClientProxy by
mistake?
L3016[22:34:45] <Flashfire> I added the
event handler class to the gist
L3017[22:37:08] <unascribed> it shouldn't
be neccessary to check if the get is returning null
L3018[22:37:18] <Flashfire> Ok
L3019[22:37:26] <unascribed> do you have
sufficient rights to the code to put it all on GitHub?
L3020[22:37:45] <Flashfire> I believe
so
L3021[22:37:53] <unascribed> could you do
so and send the link?
L3022[22:38:01] <unascribed> send it in a
query if you want to keep it semi-private for whatever reason
L3023[22:38:13] <Flashfire> What do you
mean?
L3024[22:38:18] <unascribed> query ==
/msg
L3025[22:38:22] <Flashfire> Ah
L3026[22:38:32] <unascribed> It'd be
easier to just have all the code and browse as needed than have to
keep asking for more gists
L3027[22:38:33] <unascribed> :P
L3028[22:39:24] <Flashfire> So the entity
property is returning null it seems
L3029[22:40:50] <Flashfire> Is there a
way to debug with multiplayer on a local server?
L3030[22:41:20] <unascribed> Wold there
block because should about which think something right?
L3031[22:41:22] <unascribed> Would*
L3032[22:41:30] <unascribed> yeah, there
should be a "Server" task in your IDE
L3033[22:41:36] <Flashfire> Oh I
see
L3034[22:42:13] <Flashfire> I didn't
really understand that last message
L3035[22:43:00] <unascribed> top 10 most
used words in the channel :P
L3036[22:43:34] <Flashfire> I was
wondering why that made no sense
L3037[22:44:04] <unascribed> statistics
are fun!
L3039[22:45:32] <Flashfire> Haha the
random quote
L3040[22:45:48] ***
cpw is now known as cpw|out
L3041[22:46:18] ***
Firedingo|AFK is now known as Firedingo
L3042[22:46:24] <Flashfire> How to
connect to an ide server?
L3043[22:46:47] <Flashfire> Oh sorry nvm
I didn't realize I had to do the eula thing again
L3044[22:47:20] <unascribed> echo
"eula=true" > eula.txt
L3045[22:47:41] <unascribed> that command
works on Windows, Mac, and Linux!
L3046[22:49:12]
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L3048[22:53:33] <Flashfire> Won't let me
connect from debug
L3049[22:53:42] <Flashfire> [23:53:21]
[Server thread/INFO]
[net.minecraft.server.network.NetHandlerLoginServer]:
com.mojang.authlib.GameProfile@15d337c[id=<null>,name=Player161,properties={},legacy=false]
(/127.0.0.1:45006) lost connection: Disconnected
L3050[22:55:47]
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L3051[22:55:58]
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L3052[22:56:11] <Cazzar> have you either
made the client log in, or set the server offline?
L3053[22:56:35] <Flashfire> Well I'm
trying to login on the debug client
L3054[22:56:42] <Flashfire> It just
instantly disconnects me
L3055[22:57:00] <Flashfire> The server is
online
L3056[22:57:00] <Cazzar> log files.
L3057[22:57:31]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L3058[22:57:40] <Flashfire> What about
them?
L3059[22:58:23] <Cazzar> They might tell
me something about the issue?
L3060[22:59:26]
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L3062[23:00:09] <Cazzar> Is the server in
offline mode?
L3063[23:00:25] <Flashfire> It shouldn't
be
L3064[23:00:51] <Flashfire>
online-mode=true in properties
L3065[23:01:01]
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L3066[23:01:09] <Cazzar> So, without you
making your client log in, you'd need to set the server to offline
mode
L3067[23:01:20] <Flashfire> Oh I
see
L3068[23:01:24] <Cazzar> Since, the
client's are not authenticating with Mojang servers.
L3069[23:02:02] <Flashfire> Thanks
L3070[23:02:45]
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L3077[23:20:31] ***
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L3078[23:20:37] <Devoenix> Right, i have
the addon in blender
L3079[23:20:38] <Devoenix> and
enabled
L3080[23:20:41] <Devoenix> and things and
stuff
L3081[23:21:23]
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L3082[23:22:10] <Flashfire> Well
debugging server from ide isn't working
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L3085[23:24:39] <Devoenix> So... how do i
actually get around to making the models... is there any rules that
i need to follow while making a model
L3086[23:24:41] <Devoenix> or
anything
L3087[23:25:19] <shadekiller666>
generally 1 unit is equal to 1 block in minecraft
L3088[23:26:25] <Devoenix> and a unit is
measured by the little grid, right?
L3089[23:26:32] <shadekiller666>
mhmm
L3090[23:27:29]
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L3091[23:27:31] <Devoenix> okie
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