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L42[02:04:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150720 mappings to Forge Maven.
L43[02:04:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150720-1.8.zip (mappings
= "snapshot_20150720" in build.gradle).
L44[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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L96[03:00:41] <Szernex> so, probably a
stupid question, but is there a way to make my backup mod not
totally kill the tps while it's archiving files? or is that just
the nature of things and nothing can be done about it
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L98[03:01:36] <tterrag> Szernex: a
thread?
L99[03:01:43] <Szernex> that's what I'm
running it in
L100[03:02:02] <tterrag> well, then maybe
the server is crap :P
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L102[03:02:19] <Szernex> main server
thread turns off world saving and then starts the backup thread
which gathers all the files and stuff, creates the archive and
turns world saving back up
L103[03:02:21] <Szernex> *on
L104[03:02:53] <Szernex> well, I wouldn't
say it's crap but it is only running in a VM that gets limited
resources
L105[03:02:55] <tterrag> I'm no threading
expert, but I know MC barely touches more than one core, so a
thread should be able to utilize multicore CPUs
L106[03:03:12] <tterrag> if you only have
1 or maybe 2 cores though, it could still affect the main
thread
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L108[03:03:25] <Szernex> well then again,
MC has been running really crappy ever since one of the recent
updates to the pack
L109[03:03:33] <tterrag> I should be
getting to bed
L110[03:03:35] <Szernex> it has 6 or 8
cores iirc
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L112[03:03:39] <Szernex> well,
gnight
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L116[03:05:44] <Norgalyn> Hi
everyone
L117[03:06:08] <sham1> Hey
L118[03:06:20] <Szernex> hi
L119[03:08:07] <Norgalyn> Could anyone
look at my log? I added peripheral to existing mod
OpenPeripheralAddons, but when built and used outside of IDEA it
crashes.
http://pastebin.com/Qa68yb1f
L120[03:08:51] <McJty> I have a question
about FluidStack. When I use NBT on a fluid will that be properly
preserved in tanks and fluid conduits of various mods?
L121[03:09:05] <sham1> It should
L122[03:09:46] <McJty> And I hope a tank
will not accept a liquid if it already contains same liquid but
with different NBT tags
L123[03:09:50] <Szernex> Norgalyn I'm no
expert, but is OpenPeripheralsAddons installed on that instance you
try using it in?
L124[03:10:19] <Norgalyn> It is in the mod
folder
L125[03:11:06] <sham1> McJty, usually a
IFluidHandler will only accept the same fluid
L126[03:11:24] <Norgalyn> I'll try
removing all the other mods and see if that helps
L127[03:11:24] <McJty> I don't like the
word 'usually' :-)
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L129[03:11:49] <sham1> It really depends
if the creator of the tank was awake or not when he coded the
thing
L130[03:12:16] <McJty> Ok, lets hope that
every fluid tank mod author had sufficient coffee when coding his
or her tank :-)
L131[03:12:30] <sham1> Yeh
L132[03:12:54] <sham1> And AFAIK, the
default IFluidTank implementation will not fill if there already is
fluid inside
L133[03:13:00] <sham1> I've not looked
into it too badly
L134[03:13:44] <sham1> yeah it does not
fill
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L137[03:15:16] <McJty> Thanks
L138[03:15:27]
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L143[03:31:17] <Norgalyn> Well it didn't
help
L144[03:33:02] <sham1> Do you use the same
jar as you used in your dev enviorment?
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L146[03:38:26] <Norgalyn> yes
L147[03:39:11] <Norgalyn> well, in dev i
use the jar that is made by idea. Outside of dev i used the jar
built by gradlew
L148[03:39:38] <sham1> Yeah but for the
OpenPeripheralAddons
L149[03:40:01] <sham1> Do you use the
obfuscated or deobfuscated version
L150[03:40:33] <Norgalyn> well that
actually is the mod i build. I use the obfuscated version, but
tried using the deobfuscated
L151[03:40:52] <sham1> Then what version
do you use of OpenPeripherals
L152[03:41:34] <Norgalyn> The latest one
and same in both cases
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L158[03:58:15] <sham1> !gm func_72690_a
1.8
L159[03:58:51] <DemoXin> Anyone know if
it's safe to .copy() a PotionEffect to apply it to an Entity?
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L164[04:06:14] <sham1> OK, I have a
reflection question, how do I know if I am in an obfuscated
enviorment
L165[04:07:05] <Norgalyn> I believe that
codechickencore takes care of runtime deobfuscation
L166[04:07:19] <laci200270> yes,
CCCoes
L167[04:07:21] <sham1> But I want to make
sure that my mod works even without CCC
L168[04:07:23] <laci200270> *CCC
does
L169[04:08:02] <sham1> That would just add
unnessessary CodeChickenBoilderplate
L170[04:08:19] <Norgalyn> you can try
finding a method by its obfuscated name and when null returns you
know you are in deobfuscated environment
L171[04:10:39] <laci200270> or
class.forName also an option
L172[04:11:28] <Genuine> There should be a
national "Stop just throwing code together and actually
profile your shit. You're making my game so slow." day for
modders.
L173[04:11:41] <Genuine> Where every year
people actually take the time to profile.
L174[04:12:08] <laci200270> isn't use too
many resources if you use it when you loading
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L178[04:15:08] <sham1> Meh, seems like
sending a partial update packet will be harder than expected
L179[04:15:10] <sham1> Oh well
L180[04:15:12] <Genuine> sham1, Right what
laci said, try to load like "aaa" from the class
loader.
L181[04:15:21] <sham1> I dont need a
class
L182[04:15:22] <tterrag|ZZZzzz> sham1:
yeah there's a way
L184[04:15:56] <tterrag|ZZZzzz> needs a
core plugin though
L185[04:15:59] <yueh> hm. is there a way
to contact immibis?
L186[04:16:07] <tterrag|ZZZzzz> if you
don't have that, I think you can get it from the blackboard
data
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L188[04:16:19] <tterrag|ZZZzzz> yueh: he's
on IRC from time to time
L189[04:16:20] <tterrag|ZZZzzz> also
reddit
L190[04:16:38] <Subaraki> fml is stuck in
loading at 3/5 after 5 miniutes. i just added armor items, and it
worked before adding these o.o (working = starting up in 2
minutes)
L191[04:16:48] <yueh> tried to ping him on
github, but no feedback
L192[04:17:02] <sham1> I myself do not
have a coremod so maybe I need to get access to the blackboard
somehow
L193[04:17:16] <yueh> and didn't see him
lately on IRC
L194[04:17:42] <sham1> Also it seems like
PlayerManager.PlayerInstance does not exactly have any way to get a
player out of it
L195[04:17:50] <sham1> Which sucks
L196[04:18:05] ⇦
Quits: PrinceCat (~PrinceCat@124-150-66-253.dyn.iinet.net.au)
()
L197[04:18:27] <tterrag|ZZZzzz> sham1:
Launch.blackboard.put("fml.deobfuscatedEnvironment",
deobfuscatedEnvironment);
L198[04:18:29] <tterrag|ZZZzzz> there you
go
L199[04:18:34] <sham1> Thanks
L200[04:18:53] <tterrag|ZZZzzz> note that
to get that, FML does basically what laci was suggesting
L202[04:19:16] <Subaraki> what does step
4/5 do ?
L203[04:19:22] <tterrag|ZZZzzz> though imo
World was a bad class to choose
L204[04:19:35] <tterrag|ZZZzzz> means any
transformer running on world runs SUPER early
L205[04:19:42] <tterrag|ZZZzzz> which is
probably a lot
L206[04:19:59] <tterrag|ZZZzzz> Subaraki:
run in debug mode and pause the thread while it is stuck
L207[04:20:03] <tterrag|ZZZzzz> then you
can see where it is stuck
L208[04:20:23] <Subaraki> thanks for the
tip tterag
L209[04:20:38] <Genuine> I'd just try to
load the class "if" from the classloader since that's
effectively only available in obfuscated environments.
L210[04:20:49] <sham1> Also, isn't Map#put
a method that adds values under certain key?
L211[04:20:56] <sham1> Because if so then
wat
L212[04:21:50] <sham1> Wouldn't
Launch.blackboard.get("fml.deobfuscatedEnvironment") much
better for this
L213[04:23:33] ⇦
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L214[04:26:05] <Subaraki> tterag, does
this say anything to you ?
L216[04:30:03] <Subaraki> tterrag *
^
L217[04:30:18] <Subaraki> maybe i should
restart my eclipse
L218[04:31:33] <tterrag|ZZZzzz> Subaraki:
you suspended ALL THE THREADS
L219[04:31:40] <tterrag|ZZZzzz> next time
try just the client thread...
L220[04:31:46] <Subaraki> oh... well, i
just pressed the pase button ._.
L221[04:31:56] <Subaraki> pause *
L222[04:32:05] <tterrag|ZZZzzz> it still
works...just expand the client thread
L223[04:32:24] <tterrag|ZZZzzz> sham1:
yes
L224[04:32:30] <tterrag|ZZZzzz>
considering FML has already done the work for you
L225[04:32:35] <sham1> Ok
L226[04:32:38] <tterrag|ZZZzzz> no need to
try and classload something else for no reason
L227[04:33:32] <sham1> And because for
some reason it returns AnyRef I will cast it...
L228[04:33:42]
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L230[04:36:37] <Subaraki> i might have
found the problem an unexsting resourcelocation ?
L231[04:38:47] <sham1> Yay for
ReflectionHelper
L232[04:40:51] <sham1> There we go
L233[04:41:36]
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L234[04:41:47] <sham1> I just have to hope
that it works
L235[04:42:50] <yueh> btw. how does 1.8
handle the blockstates in terms of ids? i faintly remember
something about 1 state = 1 id
L236[04:43:05] <sham1> ID as in
metadata?
L237[04:43:08] ***
PaleOff is now known as PaleoCrafter
L238[04:43:12] <tterrag|ZZZzzz> yueh:
blockstates are just abstracted metadata
L239[04:43:16] <yueh> as in id +
metadata
L240[04:43:19] <tterrag|ZZZzzz> there is
nothing new to the ID system
L241[04:43:56] <tterrag|ZZZzzz> Subaraki:
eh, try unpausing and pausing again to see if it's stuck in the
same place
L242[04:44:07] <tterrag|ZZZzzz> the
problem with code is it runs really really fast :P
L243[04:44:15] <tterrag|ZZZzzz> hard to
know if you are actually in the problem area
L244[04:44:27] <sham1> unless you step it
up
L245[04:44:35] <PaleoCrafter> Every
blockstate has its own id internally though (composed of block id +
metadata)
L246[04:44:42] <sham1> mm
L247[04:44:55] <PaleoCrafter> In
preparation for getting completely rid of metadata
L248[04:44:58] <sham1> But not all states
use metadata
L249[04:45:09] <sham1> Like for instance,
fence does not use metadata
L250[04:45:33] <yueh> question is, what
does it use when not using metadata
L251[04:45:51] <sham1>
getActualState
L252[04:46:00] <PaleoCrafter> Well, all
persisted state uses metadata :P
L253[04:46:06] <PaleoCrafter> At least in
vanilla
L254[04:46:09] <sham1> mm
L255[04:46:43] <yueh> i was mostly
thinking about the 1.9 changes and how it would make some stuff
really easy
L256[04:46:51] <sham1> ITEMSTATES
L257[04:47:04] <sham1> Also, it is raining
outside...
L258[04:47:16] <yueh> the problem is, i'm
talking about a couple of sextillions of permutations xD
L259[04:47:28] <tterrag|ZZZzzz> yueh: the
block has methods for getting the state based on context
L260[04:47:42] <tterrag|ZZZzzz> yueh: for
something with that many permutation syou probaly need to write
your own code model
L261[04:47:46] <tterrag|ZZZzzz>
ISmartBlockModel that is
L262[04:47:56] <tterrag|ZZZzzz> you won't
be able to do it with json (obviously)
L264[04:48:11] <yueh> tterrag|ZZZzzz:
mostly thinking about 1.9
L265[04:48:21] <tterrag|ZZZzzz> 1.9
doesn't exist yet
L266[04:48:25] <tterrag|ZZZzzz> everything
we know is speculation
L267[04:48:45] <sham1> It has many
combinations and not every connection can have its own metadata bit
because four bits and six sides to connect from
L268[04:49:02] <yueh> with some previews
about the conditional models
L269[04:49:49] <yueh> i still won't ever
look at the json or write it by hand. but writing a simple
"renderToJson" is feasible
L270[04:49:59] <PaleoCrafter> yueh,
already a thing in 1.8 forge
L271[04:50:01] <PaleoCrafter> :P
L274[04:50:21] <tterrag|ZZZzzz> why do I
always have to link it
L275[04:50:28] <yueh> i know that
L276[04:50:30] <sham1> Dunno
L277[04:51:07] <tmtu> you should make your
own binary format yueh
L278[04:51:14] <tmtu> and write it by hand
>:)
L279[04:51:18] <sham1> :C
L280[04:51:22] <sham1> You are evil
L281[04:51:34] <tterrag|ZZZzzz> anyways
back to bed
L282[04:51:38] <tmtu> MON – Malbolge
Object Notation
L283[04:52:27] <yueh> and also what the
ISmartBlockModel can do
L284[04:52:47]
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L285[04:53:22] <sham1> Meh, next to
accessing a private field on a class with default access
L286[04:53:31] <sham1> This is going to be
so much fun
L287[04:53:35] <Subaraki> its trying to
load some kind of texture... and its doing ages to do so
L288[04:54:07] <PaleoCrafter> Easy, sham1
:P
L289[04:57:00]
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L290[04:57:21] <yueh> hmm. i should
looking into the security manager and if i can prevent reflections
with it xD
L291[04:58:23] <sham1> It prolly is easy,
but...
L292[04:59:48] <sham1> Well, I already
have an instance of the class
L293[05:01:12] <sham1> Sadly that instance
is AnyRef because again, the class has the default access modifier
so I cannot exactly just return that from my wrapper method
L294[05:02:19]
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L296[05:02:51] <PaleoCrafter> Well, you
could create a public class in that package that acts as proxy
:P
L297[05:04:02] ***
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L300[05:04:37] <sham1> I really dont want
to add a class into vanilla package
L301[05:05:33] <Subaraki> tterrag|ZZZzzz,
so there's no error
L302[05:05:42] <Subaraki> my mc just took
15 minutes to start .. .o.
L303[05:05:44] <PaleoCrafter> Well, why do
you want to access a package private class in the first place?
:P
L304[05:06:05] <sham1> Partial update
packets :P
L305[05:06:18] <PaleoCrafter> And?
:P
L306[05:06:28] ***
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L307[05:06:39] <sham1> I want to only send
them to people who are tracking the chunk where the packet was sent
from
L308[05:06:57] <PaleoCrafter> Well
then
L309[05:07:25] <sham1> And to get the
EntityPlayerMP instances who are tracking a chunk i need to have a
PlayerManager.PlayerInstance instance
L310[05:07:39] <PaleoCrafter> I think
unmerged a PR to make that stuff public
L311[05:07:39] <sham1> Because that class
has a list of all players tracking that chunk
L312[05:08:06] <PaleoCrafter> *there is,
not unmerged
L313[05:08:14] <sham1> I think so
L314[05:08:18] ⇦
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L315[05:08:26] <sham1> But before it is
merged I need to do it this way
L316[05:08:34] <sham1> Gets me to learn
some reflection :P
L317[05:10:33] <sham1> And the reason I
want to have partial sync packets is because I dont want to send
everything to the client when I want to sync the amount of fluid in
a tank or whatever
L318[05:11:06] <PaleoCrafter> Obviously
:P
L319[05:11:44] <sham1> SO yeah
L320[05:11:50] <sham1> Time to get coding
again
L321[05:11:55] <PaleoCrafter> Hm, can't
find the PR, maybe somebody just planned to create it
L322[05:14:51] <sham1> And now raises a
dilema, should I use Class.forName or ReflectionHelper to access
it
L323[05:17:31] <PaleoCrafter> Doesn't
matter :P
L324[05:17:37] <sham1> Well yeah
L325[05:17:45] <sham1> ReflectionHandler
uses the former
L326[05:18:10] <sham1> Now the real thing
is to get the obfuscated and deobfuscated names of that class
L327[05:18:16] <sham1> And the outer
class
L328[05:18:17] <PaleoCrafter>
Class.forName would express your intent though, as class names are
not obfuscated at runtime anyways
L329[05:18:40] <ghz|afk> morning
L330[05:18:43] ***
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L331[05:18:55] <sham1> Wait it
itsnt?
L332[05:19:26] <PaleoCrafter> Runtime
deobfuscation to SRG names :P
L333[05:19:52] <PaleoCrafter> Good
afternoon, gigaherz :P
L334[05:19:58] <sham1> Afternoons
gigaherz
L335[05:20:00] <gigaherz> sham1: forge
minecraft names look like field_1451451_d
L336[05:20:04] <sham1> Yeh
L337[05:20:06] <gigaherz> at runtime
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L339[05:20:19] <gigaherz> you don't have
to use "a.a.a" on reflection ;P
L340[05:20:27] <sham1> Mmm
L341[05:20:41] <sham1> I am ATM just
trying to access a class to access its private field
L342[05:20:59] <sham1> inner class that is
default visibility
L343[05:21:20] <gigaherz>
ReflectionHelper.findField(ClassName.class,
"field_14514_t", "decompiledName");
L344[05:21:23] <sham1> Because I already
have a instance of it
L345[05:21:40] <gigaherz>
f.setAccessible(true); f.get(instance);
L346[05:22:00] <sham1> There's the thing
though, now that I used my Class.forName I can actually get the
class of it
L347[05:22:15] <sham1> And AFAIK this
should work for my needs:
Class.forName("net.minecraft.server.management.PlayerManager$PlayerInstance")
L348[05:22:28] <gigaherz> ehh why do that
at all
L349[05:22:44] <gigaherz> wait you mean
the class itself is private?
L350[05:23:00] <sham1> it haas no access
modifier so it is only seen inside the package it is in
L351[05:23:10] <gigaherz> ahh
L352[05:24:07] <sham1> But now I can use
ReflectionHelper to get the field I am looking for
L353[05:24:42] <gigaherz> yeah you can
pass any old Class reference to it
L354[05:25:45] <sham1> !gf
playersWatchingChunk 1.8
L355[05:25:53] <sham1> There we go
L356[05:26:36] <sham1> And because I know
for a fact what it contains...
L357[05:27:12]
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L358[05:27:18] <gigaherz> yeh
ReflectionHelper(theClass, "field_73263_b",
"playersWatchingChunk")
L359[05:27:35] <sham1> Yeh
L360[05:27:56] <PaleoCrafter> I wish my
reflection macros would actually work with private members...
L361[05:29:01] <sham1> And here I go
L362[05:29:16] <sham1> If I am correct,
these should work
L363[05:29:21] <PaleoCrafter> Then I'd
have access to compile time safe reflection without ever having to
touch obfuscated names again q.q
L364[05:29:27] <gigaherz> I remember a
feature of VB6
L365[05:29:38] <gigaherz> was to access
database fields from a data source object using !
L366[05:29:40] <gigaherz> as in
L367[05:29:51] <gigaherz> var =
datasource!field1
L368[05:30:01] <gigaherz> would compile to
datasource.Fields("field1")
L369[05:30:10] <gigaherz> I was thinking
how that syntax would be so useful for reflection
L370[05:30:11] <gigaherz> XD
L372[05:30:29] <PaleoCrafter> That's what
I have, gigaherz
L373[05:30:49] <gigaherz> PaleoCrafter:
o_O
L374[05:31:01] <sham1> thanks scala
L375[05:31:21] <PaleoCrafter>
typeOf[Class].fieldName[FieldType]
L376[05:31:57] <PaleoCrafter> But as I
said, ain't working with private members, rendering it essentially
useless
L377[05:32:02] <gigaherz> scala?
L378[05:32:05] <sham1> Scala!
L379[05:32:11] <PaleoCrafter> Of course
:P
L380[05:32:19] <gigaherz> sham1: I tried
to like scala
L381[05:32:37] <sham1> It dont need no
trying
L382[05:32:39] <gigaherz> but every piece
of code I see in the language reminds me why I can't
L383[05:32:45] <gigaherz> it's not that I
think the language is bad or anything
L384[05:32:55] <gigaherz> it's just not
designed to my tastes XD
L386[05:34:10] ⇦
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L387[05:34:18] <gigaherz> I can't really
read that XD
L388[05:34:26] <PaleoCrafter> And I've
just noticed how horrible some of that code is
L389[05:34:30] <gigaherz> I mean I can
guess waht some things mean, but not others XD
L390[05:34:36]
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L392[05:35:03] <sham1> Also, for some
reason I like to be really specific with Scala about types even
though I dont need to
L393[05:35:12] <PaleoCrafter> Here's where
the magic happens
L394[05:35:23] <PaleoCrafter> You should
be for APIs :P
L395[05:35:44] <sham1> :P
L396[05:35:54] <sham1> For my mod's API
stuff I do that
L397[05:36:15] <sham1> My problem is just
that I do it everywere just so it is not unclear for me what the
method returns or what type that value is
L398[05:36:26] <sham1> I overdo it
L399[05:36:28] <PaleoCrafter> Heh
L400[05:36:38] <PaleoCrafter> You'll
eventually get used to the inference
L401[05:36:45] <sham1> Mmm
L402[05:36:50] <sham1> I already use it
somewhat
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L404[05:37:25] <PaleoCrafter> I tend to
specify the types for all my methods unless they're one
liners
L405[05:38:01] <PaleoCrafter> But types on
fields and locals vals are must clutter :P
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L423[06:43:49] <Norgalyn> /join ftb
L424[06:44:00] <sham1> dat space
L425[06:44:30] <Norgalyn> yep :/
L426[06:44:38] <McJty> /join ftb
L427[06:44:40] <McJty> Doesn't work either
:-)
L428[06:44:54] <sham1> ./join #ftb
L429[06:45:05] <Norgalyn> new to my client
that doesn't fix missing #
L430[06:45:22] <sham1> I put that number
sign there naturally
L431[06:47:05]
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L437[06:57:34] <Simulac> Hi
L438[06:58:11]
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L439[06:58:20] <Simulac> I was wondering
whether someone could help me with this problem I'm having
L440[06:59:21] <sham1> Dont ask to
ask
L441[06:59:22] <sham1> Just ask
L442[06:59:35]
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L443[06:59:56] <Simulac> Yeah sorry, I was
wondering whether I was muted because I couldn't seem to able to
send anything before
L444[07:00:12] <sham1> You may have had
too long nic
L445[07:00:13] <sham1> nick*
L446[07:01:01] <Simulac> Anyway, my
problem is that I'm using SRG name for a
method(shouldSideBeRendered in /block/Block) which is
"func_176225_a" for Minecraft 1.8
L447[07:01:09] <sham1> Ok
L448[07:01:33] <Simulac> Basically I'm
injecting a hook into that method and it doesn't work when I load
up in my actual minecraft
L449[07:01:49] <Simulac> in dev
environment I use "shouldSideBeRendered" which works
fine
L450[07:02:29] <Simulac> I can't debug it
in the actual MC either because I can't / don't know to run it on
cmd
L451[07:05:10] ⇦
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L452[07:05:10] ⇦
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TACOS)
L453[07:06:05] <diesieben07> Simulac, so
you are talking about a coremod?
L454[07:06:13] <Simulac> Yes
L455[07:06:26] <diesieben07> you need an
entry in your jar manifest
L458[07:07:13] <diesieben07> actually,
just the 1st one, not sure why i linked the whole thing
L459[07:07:16]
⇨ Joins: Ordinastie (Ordinastie@bronyville.me)
L460[07:07:23] <diesieben07> then it will
load :D
L461[07:08:15] <Simulac> I know it loads
as it shows up on the mod list (I got a container as well) but the
problem is, is that it doesn't seem to inject anything
shouldSideBeRendered
L462[07:08:16]
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L463[07:08:17]
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L464[07:08:36] <diesieben07> show your
code.
L466[07:09:37] <Simulac> oh wait
L467[07:09:43] <Simulac> you problem want
to see my util method
L468[07:09:57] <diesieben07> don't post
code as images...
L469[07:10:04] <Simulac> sorry I have
shareX
L470[07:10:26] <diesieben07> So do I...
that is not an argument :P
L471[07:10:44] <Dimitriye98> If you have a
decent IRC client, ctrl+a, ctrl+c, ctrl+v, and it'll offer to
pastebin it...
L472[07:10:45] <gigaherz> IDEA lets you
create gists from the current selection
L473[07:10:45] <gigaherz> XD
L474[07:11:11] <Dimitriye98> That works
too
L475[07:11:23] <gigaherz> Dimitriye98: pff
mirc forever ;P
L476[07:11:38] <sham1> pff Hexchat
L478[07:11:56] <Simulac> Gists oh
yeah
L479[07:12:01] <Simulac> completely forget
about that
L480[07:12:03] <diesieben07> and you have
set your coremod to run after the deobf transformer?
L482[07:12:46] <Simulac> I think so
L483[07:12:54] <diesieben07> no you
haven't
L484[07:13:00] <diesieben07> @SortingIndex
with at least 1001
L485[07:13:20] <diesieben07> also why is
your package net.minecraft :O+
L486[07:13:24] <sham1> Or
Integer.MAX_VALUE :P
L487[07:13:41] <gigaherz> lol
net.minecraft
L488[07:13:48] <sham1> :C
L489[07:13:52] <sham1> Why would someone
even
L490[07:13:57] <Simulac> ye.... I was just
messing around with core mod
L491[07:14:00] <gigaherz> Simulac: the
package name is "supposed" to be a domain you own
L492[07:14:01] <gigaherz> XD
L493[07:14:02] <Simulac> not an
excuse
L494[07:14:46] <sham1> There
L495[07:14:57] <sham1> I think I've
created my fluid sync packet
L496[07:16:59] <Simulac> Hmm the problem
still persists
L497[07:17:06] <Simulac> Nice, although I
don't know what that is
L498[07:17:49] <diesieben07> use debug
println statements. is your transformer called? why does it not do
anything?
L499[07:18:01]
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L500[07:18:24] <Simulac> It works fine in
the dev environment so I know it's call and it injects
bytecode
L501[07:18:34] <Simulac> i can't debug in
actual MC tho
L502[07:18:45] <Simulac> unless I can run
it from the console somehow
L503[07:18:54] <diesieben07>
<diesieben07> use debug println statements.
L504[07:19:42] <Simulac> when I say actual
MC I mean as in MC not in the dev environment
L505[07:20:00] <Simulac> when you load up
mc from the launcher
L506[07:20:03] <gigaherz> yeah
L507[07:20:04] <diesieben07> Yes, I am not
stupid. :D
L508[07:20:06] <gigaherz> that still has a
console
L509[07:20:18] <gigaherz> the launcher
profile has a setting to maintain the launcher window open
L510[07:20:26] <Simulac> ye sorry I didn't
mean to imply that
L511[07:20:31] <Ordinastie> or you could
use the debugger too, that works
L512[07:20:47] <diesieben07> how the heck
can you debug the minecraft launched from the launcher? :O
L513[07:20:55] <gigaherz> diesieben07:
attach to process?
L514[07:20:56] <sham1> Companion
objects...
L515[07:21:01] <Ordinastie> it's called
remote debugging :)
L516[07:21:12] <diesieben07> news to me.
D:
L517[07:21:34] <diesieben07> oh you just
open a port... aha
L518[07:21:50] <Ordinastie> you add some
args to the VM so it listen for a debugger to be attached to the
port yes
L519[07:21:53] <diesieben07> yeah
L520[07:21:55] <Simulac> keep launcher
open I'm guessing is the profile option
L521[07:21:55] <Simulac> OH WOW
L522[07:21:57] <sham1> I am really lost
right now
L523[07:22:48] <sham1> I dont know if me
not being able to access my class' fields in a inner class inside
outer class' companion object is intended or not
L524[07:22:51] <Simulac> You can apply
java agents that way can't you?
L525[07:22:57] <gigaherz> sham1: what?
XD
L526[07:23:26] <sham1> I have a packet
class. It has a handler. I have the handler as a inner class
L527[07:23:32] <gigaherz> yes
L529[07:23:55] <gigaherz> like that?
L530[07:24:10] <sham1> But because I need
to refer to the handler from outside without having message's
instance, I need to have the handler inside a companion
object
L531[07:24:13] <gigaherz> I just made my
fields public
L532[07:24:14] <gigaherz> XD
L533[07:24:34] <diesieben07> inner and
nested classes can access private fields
L534[07:24:41] <diesieben07> not directly,
but the compiler will gneerate accessors for you
L535[07:24:43] <sham1> But when I moved
that handler inside that companion object, I didnt see
anything
L536[07:24:47] <sham1> I dont see
them
L537[07:25:25] <diesieben07> you are using
java right? or scala?
L538[07:25:41] <sham1> scala, I didnt know
there are companion objects in java :P
L539[07:25:47] <diesieben07> hmm
true
L540[07:25:51] <sham1> Anyway
L541[07:25:52] <diesieben07> scala might
be different here
L542[07:28:53]
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L545[07:29:04] <sham1> So yeah
L546[07:29:36] <sham1> The inner class
cannot see pos or any other methods. But as far as I know it should
because it is inside a companion object
L547[07:29:46] <sham1>
s/methods/fields
L548[07:29:47]
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L549[07:29:58] <gigaherz> the
"companion object" is the equivalent of static
members?
L550[07:30:05] <sham1> Basically
L551[07:30:26] ⇦
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L552[07:30:31] <sham1> Coz in scala you
dont have static stuff
L553[07:30:53] <gigaherz> well
L554[07:31:01] <gigaherz> ... you can
always add getters
L555[07:31:29] <Cazzar> or
L556[07:31:32] <Cazzar> protected?
L557[07:31:43] <Cazzar> I don't remember
if Scala has that access modifier.
L558[07:31:48] <gigaherz> no idea
L559[07:31:49] <sham1> it does
L560[07:32:03] <gigaherz> since I don't
know, I can only suggest what I know is an "universal"
solution ;P
L561[07:32:22] <sham1> It is just that
having no access modifier means that the field is public
L562[07:33:22] <Simul> I have found what
seems to the root of my problem. For some example real MC doesn't
recognise net.minecraft.block.Block
L563[07:33:42] <sham1> Well, the names are
obfuscated
L564[07:33:58] <Simul> Where would I find
a list of these obfuscated names?
L565[07:34:03] <Simul> MCPBot only has
methods, params and fields
L566[07:34:15] <Simul> well the data
exports do
L567[07:34:22] ⇦
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L568[07:34:29] <diesieben07> Simul,
completely missed that. you need to check the transformed name.
name is always untransformed
L569[07:35:35] <sham1> Welp, I'll wait for
Paleo to come back online so I can ask him help
L570[07:35:39] <Simul> thats...
paradoxical
L571[07:35:57] <diesieben07> no it's not.
the names on disk are obfuscated
L572[07:36:06] <diesieben07> FML
deobfuscates (=transforms) them at runtime
L573[07:36:18] <Simul> yea I thought
so
L574[07:36:22] <Simul> let's try it!
L575[07:36:42] ⇦
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L576[07:37:08] <Simul> YES IT WORKS
L577[07:37:22] <Simul> thx
L579[07:39:25] <sham1> I think I will work
on some reflection while waiting, but because my packet does not
work I'd like to know if there is any possibility for this to
work
L580[07:39:33]
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L581[07:39:49] <diesieben07> it will, but
it is horribly slow
L582[07:40:06] <sham1> I should propably
cache some stuff
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L584[07:41:41] <sham1> Well, how could I
optimize this
L585[07:42:24] <diesieben07> you could use
MethodHandles
L586[07:43:19] <sham1> okay
L587[07:43:26] ⇦
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L588[07:43:50] <diesieben07> (that only
works if the field is static final, otehrwise you might as well use
reflection)
L589[07:44:07]
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L590[07:44:33] <sham1> The field I am
ultimatelly trying to access is not static, but it is final
L591[07:44:40] <diesieben07> thats not
what i mean
L592[07:44:47] <diesieben07> your
MethodHandle field must be static final
L593[07:44:55] <diesieben07> otherwise the
JVM doesn't optimize them
L594[07:44:58] <sham1> ah
L595[07:45:11] <sham1> I could use
it
L596[07:45:11] <diesieben07> if it is, the
JVM inlines the whole crap and your code just gets the field
directly
L597[07:45:48] <Simul> that's pretty
cool
L598[07:45:48] <sham1> Any example how the
thing works :P
L599[07:46:09] <Simul> wait so what's the
downside to using methodhandles
L600[07:46:23] <tmtu> too much inlining is
bad mojo
L601[07:46:40] <sham1> Because the closest
I am going to get into having static final MethodHandler is by
having val final on that object
L602[07:47:23] <diesieben07> one
sefc
L603[07:47:27]
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L604[07:47:34] <diesieben07> Simul, None
:P
L605[07:48:02] <Simul> Awesome
L606[07:48:21] <sham1> Oh, you can access
fields with the thing
L607[07:48:34] <Simul> But that kind of
makes me wonder why people use reflection instead
L608[07:48:51] ⇦
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L609[07:49:01] <sham1> On some places it
is propably easier
L610[07:49:19] <sham1> Also, MethodHandler
from what I've seen is just an extension to reflection
L612[07:50:11] <diesieben07> not
MethodHandler, whatever the heck that is.
L613[07:52:04] <yueh> inlining static
final?
L614[07:52:17] <Simul> Hmm, according to
this source, it says Method Handles are more efficient because they
access at lookup time
L615[07:52:17] <diesieben07> ?
L616[07:52:30] <diesieben07> MethodHandles
are a thing known to the JVM
L617[07:52:33] <yueh> oh. you mean compile
time inlining?
L618[07:52:37] <diesieben07> no.
L619[07:52:40] <diesieben07> it knows how
to geneate efficient bytecode for them.
L620[07:52:45] <diesieben07> reflection is
just native JNI calls
L621[07:53:52]
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L622[07:53:56] <Simul> reflection is
native JNI calls?
L623[07:54:01] <Simul> huh I didn't know
that
L624[07:54:22] <diesieben07> well, after a
certain time it generates new classes to make it a little
faster
L625[07:54:31] <diesieben07> but it still
has to do access checking every time
L626[07:54:35] <diesieben07> which
MethodHandles don't do.
L627[07:56:02] ⇦
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L628[07:57:13] <tmtu> yueh: the jvm can
turn static finals into "compile time" constants
L629[07:57:22] <tmtu> which is
coolbeans
L631[07:57:55] <yueh> not just
static
L632[07:57:58]
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L633[07:58:04] <diesieben07> yeah, just
static
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L635[07:58:08] <yueh> just final
L636[07:58:15] <diesieben07> the jvm
doesn't inline instance fields
L637[07:58:20] ***
PaleOff is now known as PaleoCrafter
L638[07:58:33] <diesieben07> one reason
being serialization
L639[07:58:39] <diesieben07> you can't
assume finals are really final
L640[07:58:55] <yueh> not only talking
about fields
L641[07:59:08] <diesieben07> if you are
talking abotu methods, the JVM will inline *everything*
L642[07:59:12] <diesieben07> it doesn't
care about final
L643[07:59:12] <yueh> final variables can
also be inlined at compile time
L644[07:59:24] <diesieben07> the java
compiler does not inline at all
L645[07:59:26] <diesieben07> the JVM
does.
L646[07:59:38] <PaleoCrafter> eh, the
compiler does inline static finals :P
L647[07:59:43] <diesieben07> unless you
are talking about constant folding
L648[07:59:50] <diesieben07> thats not
really inlining
L649[07:59:56] ***
heldplayer|off is now known as heldplayer
L650[08:00:06] <yueh> yeah. i somehow
intepreted "inlining" here as constant folding
L651[08:00:09] <gigaherz> well you place
the conetns of A into B, that's what we understand as inlining
;P
L652[08:00:15] <gigaherz> contents*
L653[08:00:21] <tmtu> javac's constant
folding is really basic
L654[08:00:25] <diesieben07> indeed
L655[08:00:31] <yueh> which is fine
L656[08:00:39] <diesieben07> javac in
gneeral is quite basic, the heavy lifting happens in the jvm
L657[08:00:42] <tmtu> left associative, so
it doesn't catch string + "foo" + "bar"
L658[08:00:55] <tmtu> string +
("foo" + "bar") gets folded though
L659[08:01:19] <diesieben07> it doesn't
even optimize things like "" + someInteger
L660[08:01:22] <Simul> Hey guys I
L661[08:01:24]
⇨ Joins: Ri5ux
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L662[08:01:32] <Simul> I've been looking
at faster alternatives to reflection
L663[08:01:42] <sham1> OK PaleoCrafter, I
haz a question. I have a inner class inside a companion object of a
class, but the inner class cannot see the other class' fields. Is
this intended
L664[08:01:46] <Simul> and in java 8
apparently you use the backend of a lambda expression
L665[08:01:51] <Simul> which outperforms
methodhandles
L666[08:01:58] <diesieben07> Simul, that
ARE MethodHandles.
L667[08:02:12] <diesieben07> java 8
lambdas use invokedynamic, which uses MethodHandles
L668[08:02:18] <diesieben07> but you dont
need indy to use MethodHandles
L670[08:02:40] <tmtu> PaleoCrafter: stuff
like `static final String woop =
System.getProperty("moop");` can get turned into a
constant at runtime though
L672[08:02:48] <tmtu> (real
constant)
L673[08:03:01] <PaleoCrafter> that's what
I meant :P
L674[08:03:06] <tmtu> \o/
L675[08:03:13] <tmtu> did you also see the
talk?
L676[08:03:38] <PaleoCrafter> I've seen a
lot of talks :P
L678[08:03:54] <diesieben07> Simul, that
was what i have been talking abotu the whole time :P and using the
lambda backend is not quite as efficient ;)
L679[08:04:04] <PaleoCrafter> sham1, could
you pastebin an example?
L680[08:04:16]
⇨ Joins: Aaron1011
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L681[08:04:33] <Simul> oh
L682[08:04:48] <sham1> class PacketHandler
extends IMessageHandler[FCraftPartialFluidUpdatePacket,
IMessage]{
L683[08:04:48] <sham1> override def
onMessage(message: FCraftPartialFluidUpdatePacket, ctx:
MessageContext): IMessage = {
L684[08:04:48] <sham1> val mainThread:
IThreadListener = Minecraft.getMinecraft
L685[08:04:48] <sham1>
mainThread.addScheduledTask( new Runnable {
L686[08:04:49] <sham1> override def run():
Unit = {
L687[08:04:50] <sham1> val theWorld: World
= Minecraft.getMinecraft.theWorld
L688[08:04:52] ⇦
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L690[08:05:07]
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L691[08:05:09] <sham1> })
L692[08:05:11] <sham1> null
L695[08:05:16] <PaleoCrafter> ...
L696[08:05:19] <sham1> Well that was
ackward
L698[08:05:21] <Simul> haha
L700[08:05:51] <sham1> anyway, my inner
class cannot see pos or any other fields while inside the companion
object
L701[08:05:52] <Flashfire> It's when I use
a get method for one of the fields
L702[08:06:11] <PaleoCrafter> wut
L703[08:06:18] <sham1> Wut indeed
L704[08:06:26] <Simul> um
L705[08:06:27] <PaleoCrafter> btw, make
the primary constructor declare the fields D:
L706[08:06:47] <sham1> But I also need a
empty constructor...
L707[08:06:52] <sham1> I could make that
one
L708[08:06:59] <PaleoCrafter> def this() =
this(null, null, 0, null)
L709[08:07:02] <sham1> I know
L710[08:07:05] <PaleoCrafter> way
cleaner
L711[08:07:39] <gigaherz> Flashfire
L712[08:07:39] <gigaherz> Caused by:
java.lang.NullPointerException
L713[08:07:39] <gigaherz> at
com.samuel.chaosblock.BlockChaosLabyrinthThreshold.func_180634_a(BlockChaosLabyrinthThreshold.java:82)
~[BlockChaosLabyrinthThreshold.class:?]
L714[08:07:40] ⇦
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Leaving)
L715[08:07:51] <Flashfire> Yeah I know,
that code is in the gist
L716[08:08:02] <Flashfire> It's not null
on sp so I don't know why it's null in mp
L717[08:08:04] <PaleoCrafter> oh, sham1,
you can't access fields in a companion object like *that*
L718[08:08:12] <sham1> Meh
L719[08:08:33] <PaleoCrafter> the inner
class belongs to the companion, not the class the companion
accompanies :P
L720[08:08:47] <sham1> Okay
L721[08:08:59] <gigaherz> I don't see
BlockChaosLabyrinthThreshold in the gist?
L722[08:09:02] <PaleoCrafter> how the fuck
should the compiler know which instance of the class you're
accessing?
L723[08:09:13] <Flashfire> It is there,
refresh the page
L724[08:10:01] <sham1> So, how could I do
it so that it can be seen outside while having the class inside the
other class
L725[08:10:03] <npe|office> I NEVER WAS IN
BlockChaosLabyrinthThreshold!
L726[08:10:23] <npe|office> people
accusing me of crashing things again
L727[08:10:27] <Flashfire> ?
L728[08:10:36] <sham1> Wut
L729[08:10:47] <PaleoCrafter> NPE =
NullPointerException and their name :P
L730[08:10:50] <Flashfire> xD
L731[08:10:52] <npe|office> nvm, I just
get pinged by NullPointerException ^^
L732[08:10:56] <gigaherz> Flashfire: you
have BlockChaosLabyrinth and BGMEventHandler
L733[08:11:00] <gigaherz> but not
BlockChaosLabyrinthThreshold <<
L734[08:11:31] ***
TTFT|Away is now known as TTFTCUTS
L735[08:11:32] <Flashfire> I'm sorry, I
forgot to update it
L736[08:11:34] <gigaherz> the exception is
INSIDE a BlockChaosLabyrinthThreshold method
L737[08:11:41] <Flashfire> Check now
L738[08:11:53] <Flashfire> Lines 77 AND 82
cause this same issue
L739[08:12:17] <sham1> So paleo, I've
moved the handler back into the actual class. Now I have another
question. How the hell am I suposed to see that inner class from
outside
L740[08:12:30] <PaleoCrafter> you
don't...
L741[08:12:39] <PaleoCrafter> just access
the fields like you would with any other object, lol
L742[08:12:42] <sham1> Well damn
L743[08:13:02] <gigaherz> Flashfire: hmm
the exception points to line 84
L744[08:13:05] <sham1> I cant
L745[08:13:13] <gigaherz> which is
ChaosBlock.network
L746[08:13:13] <Flashfire> Is it not line
82?
L747[08:13:22] <gigaherz> [15:07]
(gigaherz): at
com.samuel.chaosblock.BlockChaosLabyrinthThreshold.func_180634_a(BlockChaosLabyrinthThreshold.java:82)
L748[08:13:32] <PaleoCrafter> of course
you can
L749[08:13:33] <gigaherz> oh wait
L750[08:13:35] <gigaherz> it changed
L751[08:13:37] <gigaherz> not just the
code
L752[08:13:43] <gigaherz> you pasted a new
crash log
L753[08:13:49] <Flashfire> I did?
L754[08:13:54] <PaleoCrafter>
message.fluidStack, sham1
L755[08:13:59] <Flashfire> I don't
remember doing that but maybe I did
L756[08:14:00] <gigaherz> ehhh
L757[08:14:02] <gigaherz> nope
L758[08:14:03] <gigaherz> sorry
L759[08:14:08] <gigaherz> somehow I was
reading 84 all the time
L760[08:14:14] <Flashfire> It
happens
L761[08:14:15] <gigaherz> even though it's
clearly an 8 followed by a 2
L762[08:14:40] <sham1> I am trying to get
the Class of it, but it does not find it
L763[08:15:05] <gigaherz> Flashfire:
really, you need to add debug prints all over the place
L764[08:15:11] <gigaherz> we can't steap
through the code for you
L765[08:15:18] <Flashfire> I can't find
out how to debug multiplayer
L766[08:15:22] <Flashfire> Breakpoints
aren't working at all
L767[08:15:30] <gigaherz> uh?
L768[08:15:31] ⇦
Quits: KGS (~KGS@nl107-188-189.student.uu.se) (Ping timeout: 206
seconds)
L769[08:15:49] <gigaherz> from IDEA,
choose the Minecraft Server task
L770[08:15:50] <PaleoCrafter> what the
hell are you doing, sham1
L771[08:15:56] <Flashfire> I don't use
IDEA
L772[08:15:56] <gigaherz> and from a cmd
window, run "gradle runClient"
L773[08:16:02] <gigaherz> well Eclipse
should be the same
L774[08:16:06] <sham1> register the darn
message
L775[08:16:14] <gigaherz> run the
"Minecraft Server" debug target
L776[08:16:17] <PaleoCrafter> show me how
you're trying to do it
L777[08:16:19] <gigaherz> instead of the
"Minecraft Client" one
L778[08:16:30] <gigaherz> and then run the
client with gradle
L779[08:16:37] <Flashfire> I do something
similar without cmd and both are open and work but it skips
breakpoints
L780[08:16:54] <gigaherz> and you started
it as debug, not run?
L781[08:16:57] <Flashfire> Yes
L782[08:17:11] <gigaherz> well then no
idea
L783[08:17:18] <gigaherz> maybe try using
IDEA instead? XD
L784[08:17:21] <Flashfire> Does server
need to be opened second?
L785[08:17:37] <gigaherz> I don't know how
eclipse debugging works
L786[08:17:41] <Flashfire> Oh ok
L787[08:17:49] <gigaherz> it may be that
the least one to launch replaces the previous
L788[08:17:56] <gigaherz> last*
L789[08:18:08] <gigaherz> that's why I
suggested launching the client from gradle
L790[08:18:11] <gigaherz> instead of the
IDE
L791[08:18:16] <Flashfire> Ah
L792[08:18:18] <gigaherz> it removes
variables that I don't know
L793[08:18:25] ⇦
Quits: PrinceCat (~PrinceCat@124-150-66-253.dyn.iinet.net.au)
()
L794[08:18:32] <Flashfire> Couldn't I just
run it instead of debug?
L795[08:18:47] <gigaherz> you could debug
server, run client
L796[08:18:50] <gigaherz> or
L797[08:18:54] <gigaherz> run client, THEN
debug server
L798[08:19:02] <Flashfire> Ok yeah it's
working now
L799[08:19:27] <Flashfire> I always opened
client second and as debug
L800[08:19:40] <gigaherz> yeah taht may
disconnect from the server debugger
L801[08:19:43] <sham1> Paleo, I am trying
to basically register that packet of mine for my SNW so I can send
it somewere, like so:
fcraft_network.registerMessage(classOf[FCraftPartialFluidUpdatePacket.],
classOf[FCraftPartialFluidUpdatePacket.PacketHandler], 0,
Side.CLIENT), but it does not see it because it is not inside the
companion object
L802[08:19:43] <gigaherz> and connect to
the client instead
L803[08:20:34] <sham1> And the first
classOf should have FCraftPartialFluidUpdatePacket.PacketHandler in
it
L804[08:20:38] <sham1> But again, it does
not see it
L805[08:21:54]
⇨ Joins: JamEngulfer221
(~games@host86-181-112-62.range86-181.btcentralplus.com)
L806[08:22:16] <Flashfire> Ok the problem
is my extendedentityproperties get method is returning nul
L807[08:25:24]
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L808[08:25:32] <PaleoCrafter> sham1, and
you have it in your object rather than the class?
L809[08:25:54] <sham1> I have it in my
class
L810[08:26:00] <sham1> Wait wat
L811[08:26:02] <PaleoCrafter> ...
L812[08:26:10] <PaleoCrafter> then it's
exclusive to the class :P
L813[08:26:23] <sham1> And I need an
instance of that to access my thing
L814[08:26:26] <sham1> Well crap
L815[08:26:41] <PaleoCrafter> that's why
you put it in the object and just do message.pos etc
L816[08:26:46] <PaleoCrafter> simple as
that :P
L817[08:26:54] <PaleoCrafter> object =
static context, class = instance context
L818[08:27:05] <sham1> I feel so stupid
now
L819[08:27:21] <sham1> I completely forgot
about the message-field I am given
L820[08:27:41] <PaleoCrafter> it ain't a
field :P
L821[08:27:47] <sham1> Well
parameter
L822[08:28:00] <sham1> I feel so
dumb
L823[08:29:14] <Flashfire> If
entityplayers' extendedentityproperties table is null, does that
mean I registered my custom extendedproperties incorrectly?
L824[08:29:43] <Flashfire> It works fine
on sp but errors on mp
L825[08:30:07]
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L826[08:30:32] <Subaraki> say,
knowledgable people, is there a way to make people sink faster down
in water ?
L827[08:30:33] ⇦
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L829[08:31:50] <Subaraki> i mean, the
player. in minecraft. not irl offcourse
L830[08:32:34] <diesieben07> same answer
though, really
L831[08:32:38] <diesieben07> push them
down.
L832[08:33:02] <sham1> :P
L833[08:33:57] <Subaraki> xD
L834[08:34:07] <Subaraki> player tick
event a good place?
L835[08:34:24] <diesieben07> probably and
then change motionY
L836[08:34:30] <Subaraki> kay,
thanks
L837[08:37:52] <Flashfire> It doesn't look
like EntityConstructing if firing in MP
L838[08:38:04] <diesieben07> sure it
is
L839[08:38:15] <Flashfire> The breakpoint
doesn't get triggered
L840[08:38:21] <Simul> I wonder if anyone
has implemented A* in minecraft
L841[08:38:25] <Simul> i'm going to try
it
L842[08:38:28] <diesieben07> then you are
doing something wrong
L843[08:38:42] <diesieben07> I implemented
A* in computercraft turtles. does that count?
L844[08:38:57] <Simul> fair enough
L845[08:39:05] <Simul> that's actually a
good idea
L846[08:39:19] <Simul> I spent too long
trying to make a virus in CC
L847[08:39:27] <diesieben07> lol
L848[08:39:31] <diesieben07> CC is good
fun
L849[08:39:34] <Simul> worm*
L850[08:39:49] <Flashfire> I put a
breakpoint on the first line under the method header and it never
gets triggered, I don't see what could be causing that since it
works fine on SP
L851[08:40:03] <Simul> yeah only problem
is, is that it's in lua ;c
L852[08:40:06] <diesieben07> i made a
network thingy, kinda like the IP protocol :D
L853[08:40:24] <Simul> haha nice
L854[08:40:26] <diesieben07> it even
supported redstone, but man that was slow
L855[08:40:40] <Flashfire> Am I supposed
to register event handlers in preinit of server or client
proxy?
L856[08:40:48] <diesieben07> preInit of
your main method.
L857[08:41:27] <Flashfire> You mean the
mod class, right?
L858[08:41:38] <diesieben07> yeah
L859[08:41:43] <Flashfire> Alright, thank
could explain it
L860[08:41:58] <diesieben07> proxies
distinguish between client & dedicated server
L861[08:42:10] <diesieben07> meaning: the
integrated server uses the client proxy
L862[08:45:38] ⇦
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L863[08:48:04] <Flashfire> When I try to
register them there the server crashes with an error saying it
can't find EntityPlayerSP but I didn't use that in my handlers
directly
L864[08:48:46] <diesieben07> you
referenced a client-only class
L865[08:49:02] <Flashfire> Yeah but only
with methods that are only client-side
L866[08:49:14] <diesieben07> apparently
not ;)
L867[08:49:30] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Quit:
heading home o/)
L868[08:49:38] <Flashfire> I'll look into
that then, the error is very vague and doesn't even reference a
single line from my own code
L869[08:49:54] <diesieben07> show the
event handler
L871[08:50:47]
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L872[08:51:31] <diesieben07> and you
register them where...?
L873[08:52:09] ⇦
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(Quit: Leaving.)
L874[08:52:29] <Flashfire> Added the
preinit method of my main mod class to the gist
L876[08:53:00] <Flashfire>
Minecraft.getMinecraft().thePlayer being passed to the one is
probably it, right?
L877[08:53:11] <diesieben07> and
Minecraft.getMinecraft().thePlayer is null in preInit anyways
L878[08:53:14] <diesieben07> so passing in
there is useless
L879[08:53:18] <diesieben07> do nto sure
the player, it can change
L880[08:53:22] <Flashfire> Alright
L881[08:55:39] <diesieben07> jesus christ
my internet is a pile of shit right now
L882[08:55:46] <diesieben07> cant even
watch 1080p@60
L883[08:55:47] <Flashfire> Appears to have
worked, thanks again
L884[08:57:59] <Flashfire> Wow that made
it all work! I'm glad it was so easy
L885[08:58:48] <auenfx4> diesieben07,
start complaining when you drop in and out of here every 5
mins
L886[08:59:10] <diesieben07> :D that
happens when i am on a train
L887[08:59:13] <Flashfire> Alright I'm
going to start work now
L888[08:59:19] <diesieben07> stupid last
gen mobile networks
L889[08:59:26] <auenfx4> that was
happening with my adsl
L890[08:59:29] <auenfx4> and only during
peak
L891[08:59:32] <diesieben07> oh man
L892[08:59:33] <auenfx4> and only on this
ircd
L893[09:02:12]
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L901[09:34:23] <Subaraki> anyway to
intercept the underwater filter image so i can remove it when
diving ?
L902[09:34:35] <diesieben07> 1.7 or
1.8?
L903[09:34:40] <Subaraki> 1.7
L904[09:34:45] <Subaraki> 1.7.10
even
L905[09:34:57] <diesieben07>
RenderBlockOverlayEvent
L907[09:36:44] <sham1> How did they even
miss something like that
L908[09:36:57] <diesieben07>
"they"
L909[09:37:08] ⇦
Parts: HewloThere (~HewloTher@ppp-55-79.grapevine.net.au)
(Leaving))
L910[09:37:09]
⇨ Joins: CoolSquid
(~CoolSquid@ti0097a400-1301.bb.online.no)
L911[09:37:09] <sham1> Indeed
L912[09:37:21] <sham1> Or lex rather, or
whomever did the updaye
L913[09:37:24] <sham1> Propably lex
L914[09:46:27] <gigaherz> "they"
works as a placeholder for an unknown number of people, too
;P
L915[09:47:50] ⇦
Quits: Simul
(~Simulac@cpc65057-bagu12-2-0-cust650.1-3.cable.virginm.net) (Quit:
Leaving)
L916[09:52:34] ⇦
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L920[10:02:01] ***
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L924[10:07:11] <ThePsionic>
"they" even works for a person with an unknown
gender
L925[10:07:15] <ThePsionic> It's an
amazing word
L926[10:07:36] <diesieben07> true
that.
L927[10:07:44] <diesieben07> but in this
case both is known.
L928[10:08:50] <ThePsionic> are*
L929[10:09:52] <diesieben07> go away
L930[10:11:22]
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L931[10:13:36] ⇦
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the connection)
L932[10:20:34] <sham1> Is and are are not
the same thing
L933[10:21:05]
⇨ Joins: Purebe
(~Purebe@2601:300:8000:cc62:8011:91f5:b91f:3fbd)
L934[10:21:38] <PaleoCrafter> they both
are forms of to be, so in that regard, they are the same thing
:P
L935[10:21:40] <diesieben07> i am not
stupid, i know he was right
L936[10:21:57] <PaleoCrafter> they are not
equal, however
L937[10:26:51] ⇦
Quits: Genuine (~GenuineSo@71.85.23.220) (Read error: Connection
reset by peer)
L938[10:27:05]
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L939[10:27:46] ***
Cojo is now known as Cojo|noms
L940[10:29:29] <sham1> so equals() would
not return true
L941[10:29:32] <sham1> :P
L942[10:29:48] <PaleoCrafter> instanceof
would though :P
L944[10:29:56] <gigaherz>
id.compareTo(are) < 0
L945[10:29:58] <gigaherz> is*
L946[10:30:36] <sham1> Ri5ux, that looks
really cool
L947[10:30:41] <Ri5ux> Thanks
L948[10:30:53] <sham1> But what are
those
L949[10:30:58] <sham1> Exoskeletons?
L950[10:31:06] <Ri5ux> huh
L951[10:31:07] <gigaherz> uhhh
L952[10:31:12] <PaleoCrafter> you are
terible, sham1
L953[10:31:21] <sham1> I am
L954[10:31:22] <Ri5ux> Flat things are
solar panels, blue glowish thingies are power cells
L955[10:31:40] <sham1> I was talking about
the things in the background
L956[10:31:41] <gigaherz> thethings in the
back are obviously xenomorphs from Alien
L957[10:31:47] <Ri5ux> Oh,
xenomorphs
L958[10:31:47] <sham1> Oh
L959[10:31:49] <Ri5ux> yeah
L960[10:31:51] <gigaherz> I haven't seen
the movies, and I know them
L961[10:31:52] <gigaherz> XD
L962[10:31:56] <Ri5ux> :P
L963[10:31:58] <sham1> Sorry, never seen
Alien
L964[10:32:07] <sham1> So I didnt
recognize
L965[10:32:07] <Ordinastie> shame on
you*
L966[10:32:19] <PaleoCrafter> gigaherz,
shame on you for not having seen them :P
L967[10:32:32] <sham1> Shame is in my
name
L968[10:32:35] <PaleoCrafter> SHAME *rings
bell* SHAME *rings bell* SHAME
L969[10:32:52] <gigaherz> PaleoCrafter:
I'm not a fan of horror/suspense movies
L970[10:32:58] <Ordinastie> they probably
didn't see that either
L971[10:33:04] ⇦
Quits: Firedingo
(~Firedingo@CPE-58-167-67-224.lnse5.ken.bigpond.net.au) (Quit: Oops
I left irc on again while I slept a bit)
L972[10:33:15] *
Ri5ux didnt find any of the alien movies scary
L973[10:33:18] <gigaherz> when I was
younger, I was scared of the X files
L974[10:33:32] <gigaherz> and I had
nightmares whenever I heard the opening music of V
L975[10:33:54] <PaleoCrafter> Alien is a
classic though :P
L976[10:34:11]
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L977[10:34:14] <gigaherz> funny thing is,
i have seen a playthrough of the Alien Isolation game
L978[10:34:15] <gigaherz> XD
L979[10:34:28] <diesieben07> same here
:D
L980[10:34:31] <diesieben07> that is a
great game.
L981[10:36:00] <PaleoCrafter> but did my
quote from that other show ring a bell (hah), gigaherz?
L982[10:36:35] <gigaherz> nope.
L983[10:36:38] ***
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L984[10:36:40] <PaleoCrafter> D:
L985[10:36:45] <Ri5ux> I swear if its
saved by the bell
L986[10:36:48] <Ri5ux> ...........
L987[10:36:58] <Ordinastie> quite more
recent than that
L988[10:37:06] ⇦
Parts: TemporalReality (~CoolSquid@ti0097a400-1301.bb.online.no)
())
L989[10:37:16] <PaleoCrafter> you, sham1?
:P
L990[10:37:34] <sham1> wat
L991[10:37:40] <sham1> Was not paying
attention
L992[10:38:18] <PaleoCrafter> what I wrote
after "Shame is in my name" :P
L993[10:38:24] <PaleoCrafter> do you know
it? :P
L994[10:38:25] <gigaherz> PaleoCrafter: it
does bring an image of some medieval town/city where a monk with a
bell is walking across a street
L995[10:38:34] <gigaherz> but I have
absolutely no idea where that image came from
L996[10:38:34] <gigaherz> XD
L997[10:38:34] <sham1> :D
L998[10:38:43] <PaleoCrafter> kinda right,
gigaherz
L999[10:38:55] <Ordinastie> Leave them be,
PaleoCrafter, they're not worth of ou attention!
L1000[10:38:58] <sham1> It is a dead
ringer
L1001[10:39:00] <PaleoCrafter> yeah
L1002[10:39:05] <gigaherz> my memory
sucks.
L1003[10:39:20] <PaleoCrafter> gigaherz,
sham1, you two are dead for me now
L1004[10:39:24] <gigaherz> I'm living
proof that forgetting is possible
L1005[10:39:30] <Ri5ux> My bell got
replaced with a buzzer, and the buzzer burnt out. Sorry.
L1006[10:39:34] <sham1> I was never alive
to begin with
L1007[10:40:26] <sham1> Also, I am sad
that like the first search result from google with words "dead
ringer" is the TF2 weapon
L1008[10:41:49] <PaleoCrafter> I'm sad
that you don't follow one of the greatest things humankind has
achieved yet
L1009[10:42:07] <sham1> Also, apparently
I can get chunk coordinates from block coords by bit shifting to
right four times
L1010[10:42:07] <Ri5ux> What is landing
on the moon?
L1011[10:42:23] <diesieben07> sham1,
because that is equivalent to dividing by 16 ;)
L1012[10:42:29] <sham1> :P
L1013[10:42:34] <sham1> power of two
:D
L1014[10:42:36] <gigaherz> PaleoCrafter:
I'm still curious what you were referring to
L1015[10:42:37] <gigaherz> XD
L1016[10:42:42] <PaleoCrafter> google it
:P
L1017[10:42:55] <williewillus> I thought
that it was better to bitshift than to divide by 16
L1018[10:42:59] <williewillus> when doing
chunk stuff
L1019[10:43:00] <yueh> you expect the
meat loaf album?
L1020[10:43:10] <sham1> I dont think that
GoT is that good
L1021[10:43:14] <sham1> SO yeah
L1022[10:43:33] <sham1> For me it feels
overrated
L1023[10:43:35] <gigaherz> Ohhh
L1024[10:43:37] <gigaherz> game of
thrones
L1025[10:43:41] <gigaherz> that'd explain
why I had a mental image
L1026[10:43:44] <gigaherz> I only read
the books.
L1027[10:43:52] <gigaherz> I don't
read/watch things more than once
L1028[10:43:54] <Ri5ux> wtf is game of
thrones
L1029[10:43:58] <gigaherz> so the show
was just "eh"
L1030[10:44:24] <sham1> It is critically
aclaimed
L1031[10:44:27] <gigaherz> yeah
L1032[10:44:32] <gigaherz> because it has
lots of boobs, and blood
L1033[10:44:34] <sham1> But I personally
feel it is overrated
L1034[10:44:39] <PaleoCrafter> I always
like watching the show/film for the book, allows me to satisfy my
need for nitpicking
L1035[10:44:42] <tmtu> kill the
infidel!
L1036[10:45:02] <PaleoCrafter> and
dragons, don't forget the dragons, gigaherz
L1037[10:45:16] <tmtu>
</spoilers>
L1038[10:46:05] <gigaherz> PaleoCrafter:
a very limited amount of dragons, due to the money it costs to
render them,
L1039[10:46:08] <gigaherz> but yes,
dragons.
L1040[10:46:27] <sham1> You know what
else has dragons?
L1041[10:46:38] <PaleoCrafter> just as
much dragons as the books :P
L1042[10:46:49] <tmtu> 5kg of
dragons
L1043[10:46:53] <gigaherz> yeah but WAY
more boobs
L1044[10:47:02] <Termin8or> Lol
L1045[10:47:19] <sham1> ( ͡° ͜ʖ ͡°)
L1046[10:47:22] <sham1> I am okay with
that
L1047[10:47:30] <Termin8or> How can you
tell how many bobs are in the books
L1048[10:47:43] <diesieben07> definitely
more than one bob
L1049[10:47:44] <PaleoCrafter> the amount
of boobs was quite okay in the 5th season, iirc
L1050[10:47:44] <gigaherz> Termin8or: it
describes thigns quite explicitly
L1051[10:47:57] <Termin8or> Ah ok
:p
L1052[10:48:03] <gigaherz> specially it
described the dwarf's dick quite explicitly
L1053[10:48:13] <sham1> Umn
L1054[10:48:18] <sham1> I dont even want
to know
L1055[10:49:04] <gigaherz> in one of the
books, they marry sansa to tyrion, andwhen he's getting ready for
the wedding night, and sees her face at the sight of his
member,
L1056[10:49:04]
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L1057[10:49:06] <Termin8or> Haha
L1058[10:49:09] <gigaherz> he takes pity
and just loses the mood ;P
L1059[10:50:24] <PaleoCrafter> George R.
R. Martin was at the Frankfurt Book Fair and a fan asked
"Which character would you like to see dead the most?" -
"How about you?"
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L1061[10:50:58] <Simulac> sup guys
L1062[10:51:23] <PaleoCrafter> and
regarding boobs: I know for sure that it took them 12 minutes to
show the first ones in the 5th season :P
L1063[10:51:35] <Quetzi> O_o
L1064[10:51:41] <Quetzi> who times a
thing like that?
L1065[10:51:44] <williewillus> lel
L1066[10:52:18] <Termin8or> Haha paleo
does
L1067[10:52:19] <PaleoCrafter> well, the
player I was using didn't hide the timer at the bottom, and I just
remember these unnecessary things :P
L1068[10:53:07] <tmtu> internal boob
timer
L1069[10:53:16] <PaleoCrafter> it was
also the first murder in that season, iirc
L1070[10:55:23] ***
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L1071[10:57:24] <sham1> There
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L1073[10:57:46] <sham1> I think that my
partial update mechanism will work
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L1077[11:00:37] <Ri5ux> Strange request.
Can you guys stop cluttering up the title screen?
L1078[11:01:02] <gigaherz> there's mods
to replace the main menu ;P
L1079[11:01:11] <Ri5ux> :/
L1080[11:01:22] <gigaherz> as in
L1081[11:01:25] <unascribed> as someone
who added a button for their mod to the title screen, no
L1082[11:01:30] <gigaherz> I have no say
in what gets put in there
L1083[11:01:51] <gigaherz> so chances are
your solution is to override the whole start menu with a custom one
;P
L1084[11:01:54] <Ri5ux> I meant forge
specifically.
L1085[11:02:03] <Ri5ux> Theres text
everywhere
L1086[11:02:07] <Techfoxis> Has anyone
else been having trouble with the 1.8 Item models and
textures?
L1087[11:02:09] <unascribed> oh, you mean
the gigantic text in the corners about the forge version and your
first 3 mods
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L1089[11:02:38] <unascribed> I had a mod
at one point that replaced the main menu with a lookalike based on
my widget library that had a feature to hide that text
L1090[11:03:16] <Techfoxis> Forge finds
the item's model on Eclipse, but not Idea
L1091[11:03:22] ***
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L1092[11:03:28] <unascribed> don't use
IDEA :P
L1093[11:03:34] <MattDahEpic> Techfoxis,
theres a fix
L1094[11:03:37] <MattDahEpic> one
sec
L1095[11:03:42] <MattDahEpic> let me grab
it
L1096[11:03:48] <PaleoCrafter>
idea.module.inheritOutputDirs = true
L1097[11:03:48] <Techfoxis> Ok,
thanks
L1098[11:03:49] <PaleoCrafter> :P
L1099[11:04:01] <MattDahEpic> COME ON
PALEO
L1100[11:04:10] <MattDahEpic> :<
L1101[11:04:22] <Techfoxis> Just
discovered it so I haven't dome any research on it yet
L1103[11:05:21] <Techfoxis> Thanks
L1104[11:05:24] <MattDahEpic> add that to
your build.gradle and refresh the project
L1105[11:05:26] <PaleoCrafter> no need to
apply the plugin yourself :P
L1106[11:05:26] <MattDahEpic> then itll
work
L1107[11:05:28] <williewillus> you can do
that in one line MattDahEpic
L1108[11:05:31] <williewillus> lol
L1109[11:05:34] <PaleoCrafter> also
that
L1110[11:05:39] <MattDahEpic>
williewillus, thats an older buildgradle
L1111[11:06:01] <MattDahEpic> my newer
ones do it in one line
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L1116[11:17:56] <MattDahEpic> im getting
my laptop repaired and im moving my code over to the desktop, and i
never realized how much stuff a single project holds in terms of
vanilla code files
L1117[11:18:36] <PaleoCrafter> a single
project doesn't hold any vanilla stuff, only a reference to it
:P
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L1119[11:19:12] <MattDahEpic> where is
the actual vanilla stuff then?
L1120[11:19:22] <PaleoCrafter> gradle
cache
L1121[11:19:26] <shadekiller666> inside
the .gradle cache
L1122[11:19:28] <MattDahEpic>
users/user/.gradle
L1123[11:19:31] <MattDahEpic> i
believe
L1124[11:20:59] *
diesieben07 mumbles something abotu git
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L1128[11:25:56] <Simulac> guys is there
any way to get the xyz position of a block from a Block
object
L1129[11:26:15] <PaleoCrafter> no,
there's one Block instance for every block in the world
L1130[11:26:26] <PaleoCrafter> you get
passed coordinates in the methods when you need them
L1131[11:26:34] <diesieben07> read that
as: there is one Block instance period.
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L1133[11:26:39] <Simulac> ahright makes
sense
L1134[11:26:48] <Simulac> don't know what
I was thinking
L1135[11:27:32] <diesieben07> don't feel
bad, many make this assumption
L1136[11:27:37] <diesieben07> at least
you immediately got it :P
L1137[11:27:56] <Simulac> haha, guess
so
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L1155[12:02:44] <masa> is there a list of
common OreDict names somewhere?
L1156[12:03:05] <shadekiller666> aren't
they all listed in the OreDict itself anyway?
L1158[12:04:58] <masa> ah, right yeah of
course vanilla stuff is there... derp
L1159[12:05:30] <masa> aaa801: thanks for
that too
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L1163[12:13:58] <nupanick> Hey, does
anyone remember what that mod was called that tried to load legacy
mods?
L1164[12:14:08] <nupanick> Like, old
"modloader" mods but in 1.6.4 or something?
L1165[12:14:43] <sham1> FML?
L1166[12:14:56] <nupanick> no, I mean
like
L1167[12:15:09] <sham1> FML has
compatibility things
L1168[12:15:14] <nupanick> the *old*
modloader
L1169[12:15:21] <nupanick> like from beta
1.7.3
L1170[12:15:27] <sham1> I think it was
called just the modloader
L1171[12:15:32] <nupanick> yes I
know
L1172[12:15:32] <sham1> Why'd you
ask
L1173[12:15:40] <tmtu> good times
L1174[12:15:41] <nupanick> I saw a mod
once that took mods designed for the OLD modloader
L1175[12:15:46] <nupanick> and made them
work in modern forge
L1176[12:15:54] <williewillus> sounds
like fml lol
L1177[12:15:55] <nupanick> buggy at
times, but still pretty clever
L1178[12:16:02] <killjoy> You mean the
one that loaded 1.2.5 mods on 1.7.10?
L1179[12:16:06] <williewillus>
intermediary
L1180[12:16:06] <nupanick> THAT'S THE
ONE
L1181[12:16:11] <nupanick> what's it
called?
L1182[12:16:15] <williewillus>
Intermediary
L1183[12:16:21] <nupanick> okay, I'll
give it a shot
L1184[12:16:21] <williewillus> also,
Forge existed in 1.2.5 :p
L1185[12:16:31] <killjoy> Forge existed
in 1.8
L1186[12:16:34] <nupanick> I couldn't
remember for sure
L1187[12:16:37] <killjoy> The question is
if FML existed
L1188[12:16:43] <williewillus> FML was
new in 1.2
L1189[12:16:44] <killjoy> *beta 1.8
L1190[12:16:59] <williewillus> FML was
made so forge could stop depending on ML for everything
L1191[12:17:28] <nupanick> I'm making a
pack themed around mixing old and new features
L1192[12:17:38] <williewillus> you might
not want to use intermediary then...
L1193[12:17:40] <killjoy> Use
ProjectE
L1194[12:17:41] <williewillus> it's
experimental
L1195[12:17:42] <williewillus> and
unstable
L1196[12:17:46] <nupanick> good!
L1197[12:17:47] <williewillus> ooh
projectE /plug
L1198[12:18:00] <nupanick> also I'm
considering ProjectE and Project Red and IC2 classic yeah
L1199[12:18:08] <williewillus> why would
you want unstable stuff in your pack :|
L1200[12:18:14] <williewillus> you like
dealing with whiny players haha
L1201[12:18:29] <nupanick> I just
remember having more fun back when stuff wasn't perfectly
balanced
L1202[12:18:39] <williewillus> stuff
still isnt perfectly balanced
L1203[12:18:45] <williewillus>
"perfectly balanced" is an opinion
L1204[12:18:50] <williewillus> examples:
Draconic Evolution
L1205[12:18:50] <nupanick> FTB somehow
managed to take a wild ride and, through generations of careful
tweaking, turn it into something *boring*
L1206[12:18:58] <williewillus> ...not
really?
L1207[12:19:04] <williewillus> infinity
has barely any config tweaks
L1208[12:19:11] <nupanick> yeah
L1209[12:19:15] <nupanick> modern packs
feel grindy though
L1210[12:19:20] <williewillus> thats
modern mods
L1211[12:19:25] <nupanick> I'm actually
tweaking my configs to try to reduce that feel
L1212[12:19:31] <williewillus> see: BR,
DE, GTech, etc.
L1213[12:19:41] <nupanick> DE?
L1214[12:19:45] <williewillus> Draconic
Evolution
L1215[12:19:57] <nupanick> haven't tried
it yet
L1216[12:20:01] <williewillus> probably
the absolute anti-example of "Perfectly balanced"
L1217[12:20:05] <nupanick> ah, okay
L1218[12:20:08] <nupanick> I'll give it a
shot then
L1219[12:20:12] <shadekiller666> i think
a lot of what made the first FTB map awesome was Equivalent
Exchange
L1220[12:20:20] <nupanick> also, do you
know of any huge mods made by a single whiny developer who won't
release their source?
L1221[12:20:26] <williewillus> err
L1222[12:20:27] <williewillus>
what?
L1223[12:20:31] <shadekiller666> yes it
was terribly unbalanced, but it was amazing because of it
L1224[12:20:34] <nupanick> because if
experience is any indicator, those are inherently lulsy
L1225[12:20:36] <nupanick> and I want to
play them
L1226[12:20:57] <williewillus> not sure
if you'd call Azanor whiny but Thaumcraft is big and closed
source
L1227[12:20:57] <shadekiller666> Better
than Wolves...
L1228[12:21:14] <PaleoCrafter> Reika's
mods are fairly large
L1229[12:21:15] <williewillus> that
doesnt count lol
L1230[12:21:21] <williewillus> Reika is
visible source though
L1231[12:21:25] <aaa801> reika..
L1232[12:21:25] <PaleoCrafter> oh,
right
L1233[12:21:27] <aaa801> grrrrr
L1234[12:21:30] <nupanick> reika's part
of what made me think of it actually
L1235[12:21:38] <williewillus> aaa801:
you do know he's here..
L1236[12:21:40] <nupanick> I was on
reika's site and I was like "...this guy's trying to be
eloraam"
L1237[12:21:48] <nupanick> oh
L1238[12:21:54] <nupanick> reika, if
you're listening, this is meant as a compliment
L1239[12:21:56] <aaa801> williewillus,
after the dragon api days.. i care not :P
L1240[12:21:58] <nupanick> you sound like
the good old devs
L1241[12:22:12] <nupanick> if a little
obsessed with permission control
L1242[12:22:13] <williewillus> well good
luck getting intermediary to work lol
L1243[12:22:16] <williewillus> in a
pakc
L1244[12:22:20] <nupanick> yeah,
thanks
L1245[12:22:30] <williewillus> hopefully
doesnt nuke your world ;p
L1246[12:22:43] <shadekiller666> elo
isn't even making a mod anymore... she is turning RP into its own
game...
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L1250[12:27:38] <killjoy> If you want a
retro modpack, you need a mod that adds tungsten and makes it
useless
L1251[12:27:49] <sham1> :P
L1252[12:27:51] ***
williewillus is now known as willieaway
L1253[12:27:57] <sham1> It was not
useless though
L1254[12:27:59] <killjoy> But it's worth
8000 emc
L1255[12:28:01] <sham1> It had a high
EMC
L1257[12:28:23] ***
willieaway is now known as williewillus
L1258[12:29:18] <williewillus> I don't
even care that they don't like 1.8, it's that they tried to force
it as a fact on me >.>
L1259[12:29:27] <williewillus> I know
what I'm doing and I survived a 1.8 port so it's fine
L1260[12:29:36] <williewillus> we need
shirts that say "I survived 1.8"
L1261[12:30:05] <killjoy> I survived 2
1.8 ports, but they were both client mods
L1262[12:30:11] <tmtu> "I survived
1.8 and all I got was 1.9"
L1263[12:30:25] <tmtu> williewillus: i
see tweets from that guy all the time
L1264[12:30:26] <ThePsionic> You should
definitely be able to survive server ports to 1.8 too
L1265[12:30:30] <tmtu> not good ones
>.>
L1266[12:30:38] <killjoy> All I got was
an fml package change
L1267[12:31:04] <ThePsionic> Also I
opened my IDE for the first time in two weeks
L1268[12:31:06] <williewillus> yeah for
me it was a bunch of blockpos conversions and item textures, and
that was it. Got a couple big refactors in too
L1269[12:31:07] <shadekiller666> i'm
wondering how many versions behind things have to get before people
start targetting the latest version...
L1270[12:31:09] <ThePsionic> Read'em and
weep
L1271[12:31:49] <shadekiller666> 1.9 is
on its way
L1272[12:32:03] <ThePsionic> 1.9 is not a
lot of internal changes though
L1273[12:32:08] <ThePsionic> Which is
nice
L1274[12:32:10] <williewillus> what I
wanna do, is find people complaining about 1.8 whose mods aren't
even big, complexity-wise and port it for them :p
L1275[12:32:19] <shadekiller666> and
people will eventually have to endure the port from 1.7.10 to 1.8+
at some point
L1276[12:32:21] <ThePsionic>
williewillus: So like the RF API
L1277[12:32:25] <shadekiller666> might as
well do it now
L1278[12:32:27] <williewillus> eh thats
been ported twice
L1279[12:32:38] <ThePsionic> Never by the
official people :P
L1280[12:33:06] <williewillus>
shadekiller666: yeah I'm of the same opinion, I don't understnad
"holding off until 1.9"... you still have to make the
Grand Json Jump at some point
L1281[12:33:15] <williewillus> like it or
not
L1282[12:33:17] <shadekiller666>
mhmm
L1283[12:33:29] <PaleoCrafter> this
discussion must come up at least once a week, doesn't it? :P
L1284[12:33:35] <diesieben07> you don't
have to make jsons in neither 1.8 or 1.9.
L1285[12:33:37] <shadekiller666> the
longer mods target 1.7.10 as a primary, the further behind they
get
L1286[12:33:42]
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L1287[12:33:48] <shadekiller666>
well
L1288[12:33:53] <shadekiller666> you
don't HAVE to
L1289[12:34:10] <williewillus> I mean,
the migration to the new rendering system as a whole, not just
jsons
L1290[12:34:17] <diesieben07> i know
:P
L1291[12:34:18] <shadekiller666> but with
the new blockstate jsons, its easy to make ONE
L1292[12:34:47] <shadekiller666> you mean
not having to handle every non-standard model as a TESR any
more?
L1293[12:34:59] <shadekiller666> and just
having the game handle them for you...
L1294[12:36:00] <williewillus> the 1.9
"itemstate" jsons look pretty meh though :/
L1296[12:36:16] <williewillus> especially
the last one 0.o
L1297[12:36:22] <PaleoCrafter> that thing
is 3 months old :P
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L1299[12:36:32] <williewillus> I know
lol
L1300[12:36:56] <sham1> So verbosse
:(/
L1301[12:37:06]
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L1302[12:37:20] <diesieben07> the
"predicate" thing is awful
L1303[12:37:23] <williewillus> yeah
L1304[12:37:27] <diesieben07> json is not
a scripting language
L1305[12:37:30] <williewillus> JSON is
object serialization notation not scripting
L1306[12:37:37] <tmtu> how is that
scripting
L1307[12:37:40] <diesieben07> (models as
json is stupid in the first place...)
L1308[12:37:43] <tmtu> it's just data
>_>
L1309[12:37:54] <sham1> Modeling as JSON
is not stupid...
L1310[12:38:02] <diesieben07> json is not
a model format...
L1311[12:38:12] <diesieben07> i mean you
can make it one. but imho you shouldn't.
L1312[12:38:17] <PaleoCrafter> mind you
this isn't the final system, Grum has claimed several times that we
might not even get that stuff in 1.9 :P
L1313[12:38:22] <williewillus> yeah they
wouldve been better off just implementing a loader for existing
formats
L1314[12:38:26] <williewillus> but oh
well we got this
L1315[12:38:40] <PaleoCrafter> even a
proprietary format would've been better :P
L1316[12:38:45] <sham1> What would you do
rather, not have the models baked and just call the same OpenGL
calls over and over again for models that do not change
L1317[12:39:00] <williewillus> sham1: he
doesnt mean that, he means specifically the json format for
modeling
L1318[12:39:03] <PaleoCrafter> sham1,
this isn't about having baked models
L1319[12:39:10] <williewillus> predefined
models is good
L1320[12:39:16] <diesieben07>
exactly
L1321[12:39:30] <diesieben07> the json
thing is better than nothing, especially with forge making it
extensible
L1322[12:39:35] <diesieben07> but it
could have been better ;)
L1323[12:39:45] <sham1> Like what
L1324[12:40:00] <williewillus> using a
better model format :p
L1325[12:40:06] <sham1> Like?
L1326[12:40:07] <diesieben07>
-better
L1327[12:40:10] <diesieben07> using a
model format :D
L1328[12:40:16] <diesieben07> like obj,
and whatnot that already exists
L1329[12:40:18] <williewillus> or yeah
that
L1330[12:40:20] <williewillus> using a
real format
L1331[12:40:35] <diesieben07> and you
would get all the benefits that brings
L1332[12:40:39] <williewillus> a vanilla
b3d/obj statemapper and modelloader would be great
L1333[12:40:44] <diesieben07> as in:
loading blender stuff directly into vanilla
L1334[12:40:56] <diesieben07> now we have
to have all these half-assed "json modelers" around
L1335[12:41:08] <PaleoCrafter> they'd
have to rewrite the whole lighting system first :P
L1336[12:41:23] <PaleoCrafter> or the AO
code, rather
L1337[12:41:25] <shadekiller666> aren't
they doing that already?
L1338[12:41:34] <williewillus> they've
been "doing that" for the last 4 releases
L1339[12:41:35] <shadekiller666> with the
switch to "shaders"
L1340[12:41:49] <williewillus> there was
that one 1.4 snapshot that had directional lighting
L1341[12:41:51] <PaleoCrafter> I've
already told you, the guy working on shaders left the team :P
L1342[12:41:57] <shadekiller666> at some
point i think thats a task that forge will have to tackle at some
point
L1343[12:42:05] <williewillus> nah too
sweeping and core
L1344[12:42:06] <williewillus> for us to
do
L1345[12:42:15] <williewillus> mojang has
to fix their game :p
L1346[12:42:36] <tmtu> obj sucks
L1347[12:42:48] <shadekiller666> obj is
pretty flexible
L1348[12:43:10] <shadekiller666> though
the conversion into minecraft models is not so much... :P
L1349[12:43:48]
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L1351[12:44:23] <nupanick> ...I'm
increasingly getting the impression that if I want to play a
modpack that feels like older minecraft
L1352[12:44:27] <nupanick> I should just
play older minecraft
L1353[12:44:42] <sham1> JSON is good
enough for what it tries to do. And what it tries to do is give a
simple way to define block models that a layman can change by
themselves
L1354[12:44:47] <nupanick> with that in
mind, what's so bad about sticking to old versions?
L1355[12:45:06] <nupanick> if you pick
one version of minecraft and only ever mod that
L1356[12:45:09] <PaleoCrafter> lack of
support, nupanick
L1357[12:45:10] <nupanick> doesn't that
improve compatibility?
L1358[12:45:15] <shadekiller666> no
L1359[12:45:25] <shadekiller666> it lags
everything behind
L1360[12:45:30] <sham1> Lack of support
from forge and community if you happen to mod on forge
L1361[12:45:34] <shadekiller666> updating
is the nature of modding...
L1362[12:45:59] <nupanick> this is the
only modding community that has to worry about what version of the
game they're modding on a regular basis, though
L1363[12:46:04] <nupanick> I'm *pretty*
sure
L1364[12:46:05] <williewillus> because no
official api
L1365[12:46:07] <williewillus> blame
mojang
L1366[12:46:12] <PaleoCrafter> you can
settle on one version when the actual game is stable enough and
doesn't require a rewrite of nearly everything to make it
sustainable :P
L1367[12:46:13] <sham1> And that is why I
am pissed by people who want to stick into q.7.x for no
reason
L1368[12:46:32] <williewillus> modders
will get their peace when Mojang kills MC 1 :p
L1369[12:46:46] <tmtu> someone should
make an attempt at a modding api specification
L1370[12:46:54] <nupanick> I'm starting
to worry there won't be time...
L1371[12:47:03] <gigaherz> tmtu: ther
have been a few attempts
L1372[12:47:03] <williewillus> won't be
time for what
L1373[12:47:05] <sham1> Time for
what
L1374[12:47:18] <tmtu> gigaherz:
link?
L1375[12:47:30] <nupanick> I'm worried
that by the time there's a modding API, the only mods still
updating will be the super grindy ones
L1376[12:47:37] <nupanick> with the
long-term followings
L1377[12:47:40] <williewillus> don't be
worried about that lol
L1378[12:47:49] <williewillus> new mods
will come up like they always have
L1379[12:47:52] <PaleoCrafter> if there's
an official API, you won't require a lot of updating anymore
:P
L1380[12:47:55] <nupanick> I
suppose
L1381[12:47:59] <sham1> So basically only
reika ones. Love that guy
L1382[12:48:03] <nupanick> I'm still
gonna play obsolete packs though
L1383[12:48:24] <williewillus> Ultimate
<3
L1384[12:48:32] <gigaherz> sham1: I was
thinking about spoutcraft client and such things
L1385[12:48:32] <sham1> There really are
not that many grind mods
L1386[12:48:42] <shadekiller666> guys,
this is assuming the official api allows you to do all of the
things that forge allows you to do
L1387[12:48:47] <williewillus> which it
won't
L1388[12:48:50] <sham1> Mmm
L1389[12:48:52] <williewillus> by a long
shot, guarantee it
L1390[12:48:55] <nupanick> y'know, I used
to try to get my friends off of Tekkit and into FTB, since they
were more honourable or whatever
L1391[12:48:55] <shadekiller666> ^
L1392[12:49:04] <nupanick> but then
recently I went and tried a Tekkit pack and I get it now
L1393[12:49:08] <nupanick> they never
CARED about balance
L1394[12:49:19] <williewillus> that
"tekkit permission drama" thing was such a long time ago
nupanick haha
L1395[12:49:25] <nupanick> yes, I
know!
L1396[12:49:28] <nupanick> But that's
where I came in!
L1397[12:49:41] <sham1> Drama never
dies
L1398[12:49:42] <nupanick> And when,
years later, I broke down and played a Tekkit pack
L1399[12:49:53] <nupanick> I was
immediately convinced that I'd been on the wrong side of the drama
all those years
L1400[12:49:53] <williewillus> so sad
asie took down his drama generator :(
L1401[12:49:57] <nupanick> because their
"illegal" packs are more FUN
L1402[12:50:09] <tmtu> gigaherz: i'm
talking *real* specification, LaTeX and all! :D
L1403[12:50:18] <williewillus> well that
has nothing to do with tekkit, that's a good job on the packer's
part
L1404[12:50:23] <sham1> Eww latex
L1406[12:50:32] <Mimiru> same gen
L1407[12:50:49] <williewillus> thank you
so much :D
L1408[12:50:58] <Mimiru> It's what I do
:P
L1409[12:51:12] <nupanick> yeah, but I
think that packs that try to meet all the modders' demands might
just be inherently more bogged down than packs made by
"unethical" packers who just focus on making a good
experience
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L1411[12:51:55] <williewillus> how does
pack permissions relate to making a good experience though?
L1412[12:52:03] <sham1> What's so bad
about balancing mods
L1413[12:52:16] <PaleoCrafter> I'd argue
that people like jaded focus more on bringing a great experience
than those who've thrown together Tekkit :P
L1414[12:52:46] <nupanick> sham1: the
thrill of using one mod to get an "edge" over another was
part of the excitement of early packs... obviously, EE2 was sort of
the "nuke" though, since it had an edge over almost
everything...
L1415[12:52:55] <nupanick> but removing
those "edges" makes new tech less exciting.
L1416[12:53:07] <williewillus> the
original tekkit was just a technical feat. 40 mods working
together???!! without crashing?!!! and not conflicting overwriting
base clsases?!
L1417[12:53:11] <williewillus> with
bukkit?!
L1418[12:53:15] <nupanick> heh
L1419[12:53:18] <nupanick> okay, I'll
give you that
L1420[12:53:23] <nupanick> and I do think
Jaded has the right idea
L1421[12:53:51] <nupanick> heck, I liked
BaconDonut's SkyFactory, even if I still can't find anyone to play
it with long-term and should probably just finish it in
singleplayer
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L1423[12:54:02] <shadekiller666> there
are "legal" packs coming out now that are designed to be
unbalanced
L1424[12:54:09] <nupanick> I think once
again I'm taking many years too long to find out about stuff
L1425[12:54:12] <williewillus> good
L1426[12:54:15] <williewillus> balance is
subjective
L1427[12:54:37] <williewillus> I don't
play a lot so I prefer mods that are traditionally "OP"
so I can progress to cool stuff faster
L1428[12:55:00] <nupanick> I just don't
like starting a new world and playing for 2 hours without getting a
taste of any of the new stuff
L1429[12:55:01] <shadekiller666> for me
the grind is what prevents me from playing vanilla survival
L1430[12:55:24] <masa> I'm kinda the
opposite actually
L1431[12:55:26] <nupanick> I'm praising
Tekkit as it was 6 years ago
L1432[12:55:33] <nupanick> and
complaining about FTB as it was 3 years ago
L1433[12:55:36] <masa> I've lost pretty
much all interest in playing modded mc
L1434[12:55:55] <nupanick> so all my
criticism of "modern mods" is probably completely
outdated by this point
L1435[12:55:56] <PaleoCrafter> I doubt
Tekkit already was a thing 6 years ago :P
L1436[12:56:04] <masa> but I've been
playing a lot of vanilal lately. And I have HUGE farming projects
planned in there :P
L1437[12:56:09] <nupanick> didn't
Homestuck recently enter its fifth year?
L1438[12:56:17] <nupanick> and
Minecraft's been around long before Homestuck
L1439[12:56:25] <nupanick> my nostalgia
calendar is a little off
L1440[12:56:30] <williewillus> I like
mixing vanilla quirks and modded things
L1441[12:56:32] <nupanick> but I think
Tekkit was around 6 years ago
L1442[12:56:45] <williewillus> like I
used ProjectE + vanilla mechanic to get basically 3 buckets of lava
a second for free
L1443[12:56:48] <nupanick> williewillus:
that's it, that's what I'm looking for
L1444[12:56:49] <PaleoCrafter> Minecraft
started in 2009 :P
L1445[12:56:50] <nupanick> quirks!
L1446[12:57:00] <nupanick> I want more
funny quirks.
L1447[12:57:17] <masa> I used to play FTB
Ultimate and FTB Unleashed a lot, but when it came to 1.6.4
generation, I playd a little bit of DW20, and in 1.7.10 I made my
own pack, but didn't play past my first pulverizers
L1448[12:57:22] <sham1> For me vanilla
minecraft is just flat-out boring
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L1450[12:57:44] <masa> it just got
boring, I'd just do the same grind for resources and automation as
I have done in Ultimate and Unleashed already
L1451[12:57:45] <williewillus> nupanick:
so the philosophers stone in ProjectE has a obsidian -> lava
transmutation, and luckily for me, vanilla regenerates the 5x5 end
obsidian platform every time any entity enters the portal
L1452[12:57:47] <williewillus> exploit
time
L1453[12:57:48] <sham1> If I want to have
a sandbox game without mods I go something like terraria, but MC is
kinda boring
L1454[12:57:49] <williewillus> :D
L1456[12:58:09] <sham1> What's up with
him
L1457[12:58:15] <nupanick> masa: Tekkit
Lite sort of rekindled it for me, if you want to try that
L1458[12:58:18] <sham1> Oh
L1459[12:58:20] <nupanick> otherwise I
don't know what to tell you
L1460[12:58:20] <williewillus> oh the
whole having "Forge" in the name
L1461[12:58:28] <masa> and since modded
takes away all the satisfaction of doing big builds manually (and I
suck at building anyway), then tehre is realy nothing for me in
modded
L1462[12:58:28] <sham1> Why did he have
to name it forge multipart
L1463[12:58:35] <williewillus> he wanted
it to be pulled in
L1464[12:58:38] <williewillus> i
think?
L1465[12:58:42] <nupanick> oh, I remember
that
L1466[12:58:43] <sham1> And...
L1467[12:58:51] <nupanick> ChickenBones
has been trying to backseat drive Forge... just like Elo
did...
L1468[12:59:28] <nupanick> NEI is pretty
much a given in most big packs, so I guess he's trying to swing
that influence around
L1469[13:00:09] <PaleoCrafter> I'd say
it's pretty much in *any* pack :P
L1470[13:00:28] <williewillus> i want a
lightweight NEI :/
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L1472[13:00:34] <sham1> I miss TMI
L1473[13:00:36] *
LexManos is half tempted to flat out steal NEI and implement it as
a Forge module
L1474[13:00:42] <sham1> :D
L1475[13:00:49] <PaleoCrafter> do
eet
L1476[13:00:50] <sham1> At least we would
not have to depend on CCC
L1477[13:00:53] <Mimiru> That would be
great :P
L1478[13:01:15] <PaleoCrafter> or at
least provide some sort of general API for recipe viewers
L1479[13:01:19] <sham1> Also, I'd love if
you also went and stole multiparts
L1480[13:01:38] <LexManos> But thats
after fucking doing 1.8.7 and the fml/forge merge properly
L1481[13:01:40] <sham1> It already has
the proper name, just give it the official forgeing
L1482[13:01:42] <williewillus> it would
need to be a group effort for people to be convinced to move
over
L1483[13:01:52] <LexManos> I need to get
back to work dammet, vacation is over -.-
L1484[13:01:53]
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L1486[13:02:30] <sham1> So, how did you
like it in dublin
L1487[13:02:35] <NPException> hi everyone
o/
L1488[13:02:47] <LexManos> Anyone have a
villager test mod they can hook me up with?
L1489[13:02:57] <LexManos> Needs to get
that fleshed out for 1.8 before i do the 1.8.7 port
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L1491[13:03:04] <sham1> Wait
L1492[13:03:09] <sham1> Port to
1.8.7!?
L1493[13:03:10] ***
Kodos|Zzz is now known as Kodos
L1494[13:03:14] <sham1> OH MY YES
L1495[13:03:16] <williewillus> \o/
L1496[13:03:38] <PaleoCrafter> I want dem
generics
L1497[13:03:50] <sham1> GENERICS
L1498[13:04:09] <sham1> We already have
them
L1499[13:04:12] <LexManos> yes that'll be
in. Not sure how much work that'll be fore me havent tried.
L1500[13:04:14] <LexManos> But ya
L1501[13:04:18] <sham1> But they are
erased /
L1502[13:04:31] <williewillus> no top
level generics are stored in class metadata
L1503[13:05:10] <LexManos> anyways, the
onyl real thing left right now is the villager professions registry
if someone wants to help out by writing me a test mod for that so I
can sit down and flesh it out that'd be great...
L1504[13:05:39] <sham1> To test adding
professions into the registry?
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L1506[13:07:13] <LexManos> yup
L1507[13:07:35] <LexManos> and namely to
test that the vanilla ones are still being assigned to the same
ids. Because fuck you vaniulla villager registration
L1508[13:07:53] <LexManos> err
generation
L1509[13:07:55] <sham1> Where'd be the
branch where you are putting the registry code
L1510[13:08:01] <LexManos> it uses a
rand(5)
L1511[13:08:06] <LexManos> master
L1512[13:08:17] <sham1> Ok master
L1513[13:09:24] <sham1> Jeez, rand 5
eh
L1514[13:10:34] <sham1> And just to
clarify, is that registry code in your fork or the official
repo
L1516[13:12:11] <sham1> kk
L1518[13:12:56] <sham1> tnx
L1519[13:13:49] <LexManos> Basically what
i got stuck on, is that I need the registry to maintain order and
allow me to say 'get the random xth item skipping over ids that are
empty'
L1520[13:17:22] <LexManos> {Its
cpw'
L1521[13:17:36] <LexManos> s registry
that isnt quite fully detatched form GameData yet :P}
L1522[13:18:40] <diesieben07> whats wrong
with gamedata? it looks liek you were working on integrating it
into that to allow the ID syncing between server and client
L1523[13:19:22]
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L1525[13:20:35] <LexManos> In concept
there is nothing wrong with game data, its just that for the
item/block registries they are to closely interweaved in those two
classes, because they needed to share ID mappings.
L1526[13:21:03] <LexManos> I've been
slowly trying to pull out the registry into something that can be
used as a generic registry and synced between client and
server.
L1527[13:21:30] <LexManos> So that
whatever you guys need to use IDs for when networking, could use
the normal registry. The protocol already supports it.
L1528[13:22:10] <diesieben07> i see
L1529[13:23:45]
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L1532[13:26:51] <gigaherz> hmmm
L1533[13:27:26] <gigaherz> oooh 1.8.7
:D
L1534[13:27:36] <gigaherz> ooog generics
:D
L1535[13:28:46] <gigaherz> I have never
messed with living entities (which includes villagers), so I can't
help with that
L1536[13:31:17] <gigaherz> hmm if the
list is VERY sparse, then a Map<Integer,Profession> may be
better, but otherwise if we assume only a few cellswill really be
empty, the task seems a simple for(i=0;(element=list.get(i))!=
null);i++){}
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L1538[13:32:57] <NPException> Lex, may I
ask you a question about Forge?
L1539[13:33:06] <gigaherz> don't ask to
ask
L1540[13:33:14] <laci200270> just
ask
L1541[13:33:26] <gigaherz> just ask the
question and if lex think it'sworth answering, he will
L1542[13:33:32] <NPException> okay, just
wanted to be polite :), so here we go:
L1543[13:33:34]
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L1544[13:34:13] <tmtu> gigaherz: `new
HashMap()` takes up about ~750 bytes >_>
L1545[13:34:27] <gigaherz> does java have
something like SparseList?
L1546[13:34:30] <NPException> I would
like to get hold of the stacktrace that is currently causing MC to
crash, so I can check it if my mod is involved. Is there an easy
way to do that?
L1547[13:34:42] <williewillus> it should
be in logs
L1548[13:34:43] <NPException> *stacktrace
of the exception
L1549[13:34:45] <LexManos> no
L1550[13:34:56] <LexManos> this isnt a
forge thing this is basic java
L1551[13:35:07] <LexManos> there is no
real way to catch every exception ever
L1552[13:35:21] <williewillus> catch
(Throwable t) { // NOOP SWALLOW }
L1553[13:35:28] <diesieben07> gigaherz,
in java Map<Integer, X>, in trove
TIntObjectHashMap<X>
L1554[13:35:29] <williewillus> ;p
L1555[13:36:02] <LexManos> For MC
specifically there is the whole crash report thing. But I dont
think out call backs give you the exception
L1556[13:36:06] <tmtu> you mean // nom
nom nom
L1557[13:36:08] <gigaherz> diesieben07:
yeah I meant something that extends List, behaves like a list, but
can save memory by skipping empty areas
L1558[13:36:18] <NPException> hm, too
bad
L1559[13:37:03] <diesieben07> i dont
think there is giga
L1560[13:37:09] <tmtu> hashmap :))
L1561[13:37:10] <NPException> I try to
poke it with a cursed stick in debug mode then, maybe I find a way
:)
L1562[13:37:17] <diesieben07>
"implements List"
L1563[13:37:26] <diesieben07>
NPException, in debug mode you can :P
L1564[13:37:29] <gigaherz> hmm
android.util.SparseArray
L1565[13:37:33] <gigaherz> geh ;P
L1566[13:37:36] <NPException> thanks for
the answer :)
L1568[13:38:38] <diesieben07> and it
doesn't implement List
L1569[13:38:42] <diesieben07> might as
well use trove then
L1570[13:38:44] <gigaherz> yeah
sadly
L1571[13:38:45] <gigaherz> XD
L1572[13:39:58] <LexManos> Anyways sham
you working on it?
L1573[13:40:25] <sham1> Uhu
L1574[13:40:36] <sham1> I'ma just set a
test mod
L1575[13:41:19] <LexManos> mmkay, let me
know, just gunna derp around on other stuff. Totally not
procrastinating till you get back to me, totally not <.<
>.>
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L1577[13:41:29] <sham1> :P
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L1584[13:47:01] <shadekiller666> has
anyone come up with a way to define "structures" (ie,
vanilla village buildings) via json... that would be cool
L1585[13:47:28] <williewillus> doesnt
recurrent complex do that?
L1586[13:47:33] <williewillus> or was
that schematics
L1587[13:47:36] <diesieben07> talk
Ivorius about structures :P
L1588[13:48:23] <Ivorius> Yes, I have
done something like that shadekiller666 :P
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L1590[13:48:28] <shadekiller666> the
ability to add new ones would be cool
L1591[13:48:45] <shadekiller666>
ahh
L1592[13:49:17] <Ivorius> Make structure,
export, put structure file in assets folder, and if Recurrent
Complex is loaded, it will add and generate your structures in the
villages
L1593[13:49:29] <Ivorius>
Basically.
L1594[13:49:34] <laci200270>
shadekiller666, wait a sec
L1595[13:50:02] <shadekiller666> i was
just thinking, every time i make a test world i always go with the
Redstone Ready superflat preset, and the first thing i do is build
a daylight detector to reset the world to day, and if it was a
structure i could put it in the preset and not have to build
it
L1597[13:50:34] <Ivorius> There's also
schematic files
L1598[13:50:41] <Ivorius> Which are
relatively simple to load and save
L1599[13:50:48] <shadekiller666> Ivorius,
is that not something that would fit into forge? a way to define
them in json for resourcepack makers
L1600[13:50:52] <Ivorius> Many people use
schematics, but they don't support modded blocks
L1601[13:50:53] <Ivorius> so...
L1603[13:51:14] <shadekiller666> a json
system could though
L1604[13:51:19] <shadekiller666> i got it
thanks laci
L1605[13:51:41] <laci200270> its
ex-nihilo 2 code
L1606[13:51:58] <Ivorius> lol
L1607[13:52:06] <shadekiller666> what
does ex-nihilo need templates for...
L1608[13:52:07] <Ivorius> Amazing
approach
L1609[13:52:41] <laci200270>
shadekiller666, for worldgen
L1610[13:52:49] <Ivorius> shadekiller666,
I'd gladly make up the 'industry standard' for structures
L1611[13:52:56] <Ivorius> But Forge has
no immediate use for structure files
L1612[13:52:57] <laci200270> you can
define the island where you spawn
L1613[13:53:09] <Ivorius> So it would
probably be misplaced there
L1614[13:54:03] <Ivorius> laci200270, and
he made up a whole new storage method for that one feature?
L1615[13:54:03] <Ivorius> lol
L1616[13:54:08] <shadekiller666> is there
currently a way for resourcepack authors to modify structures for
vanilla without needing a mod?
L1618[13:54:22] <laci200270> you can
use
L1619[13:54:34] <diesieben07> that makes
no sense
L1620[13:54:39] <diesieben07>
resourcepacks are clientside only
L1621[13:54:43] <diesieben07> structures
are serverside
L1622[13:54:52] <laci200270> config
folder?
L1623[13:55:13] <Ivorius> Besides
L1624[13:55:18] <Ivorius> Vanilla
structures are made of code
L1625[13:55:24] <laci200270> yes
L1626[13:55:26] <Ivorius> Nobody can edit
those
L1627[13:55:37] <laci200270> Ivorius, asm
can edit :D
L1628[13:55:41] <laci200270> or a
hook
L1629[13:56:06] <Ivorius> eh.
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L1636[13:59:00] <Techfoxis> Hey, how
would one go about making an item render like a map in first
person?
L1637[13:59:30] <diesieben07> 1.7 or
1.8?
L1638[13:59:40] <Techfoxis> Its not any
setting in the model file(I'm developing for 1.8)
L1639[13:59:57] <diesieben07> no idea
about 1.8
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L1642[14:00:25] <Techfoxis> It might be
the same, could you point me in the right direction?
L1643[14:00:25] <tterrag> maps are
probably hardcoded
L1644[14:00:31] <diesieben07> yeah they
are
L1645[14:00:44] <Techfoxis> I've seen
other mods do it in 1.7
L1646[14:00:57] <diesieben07> 1.7 has
IItemRenderer
L1647[14:01:21] <Techfoxis> Is that not
available in 1.8?
L1648[14:01:25] <diesieben07> No
L1649[14:01:34] <tterrag> yes, it is NOT
available :P
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L1652[14:03:00] <Techfoxis> Oh, and by
the way tterrag thanks for telling me to go learn java, I've been
reading through the Java Essestials tutorial series and its helped
a great bit so far.
L1653[14:03:14] <sham1> It usually
does
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L1655[14:04:00] <shadekiller666> damn
it... so in the obj loader i have two maps that relate to
"Materials" (texture/render information), one is
String->Material, used to find a material by name, and the other
is Face->Material, used to find the render information by face
when baking the model. the problem i'm having now is applying
TRSRTransformations to the vertices inside of the faces to rotate
the model without breaking that
L1656[14:04:00] <shadekiller666>
Face->Material map...
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L1659[14:06:02] <shadekiller666> its
difficult to keep the same references to objects in multiple
different places at once
L1660[14:09:02] <williewillus> maybe use
a multikeymap?
L1661[14:09:10] <williewillus> so the
values are in the same place
L1662[14:09:53] <diesieben07> yeah guava
has nice things for these problems
L1663[14:09:59] <diesieben07> Multimap,
BiMap, Table
L1664[14:12:36] <shadekiller666> i need
to be able to find the material based on a face, and Multimaps are
multi-value maps, meaning 1 key to a list of values, which would
mean the Material would be the key, and the faces would be values,
which doesn't work very well without having to do a bunch of
for-loops
L1665[14:13:12] <shadekiller666> bimaps
only permit single key-value pairs, and neither keys nor values can
be repeated
L1666[14:15:02] ***
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L1667[14:17:57] <laci200270> Lex, I made
the PR about the Optional<EnumFacing> stuff
L1668[14:18:15] <LexManos> -.-
L1669[14:18:50] <Techfoxis> Has logging
changed much in 1.8?
L1670[14:19:11] <tterrag> Techfoxis: not
really
L1671[14:19:13] <laci200270> Techfoxis,
no
L1672[14:19:16] <LexManos> laci200270,
that optional shit wont go in there is going to be nothing but
bitching
L1673[14:19:48] <laci200270> so I can
close it?
L1674[14:19:50] <diesieben07> it moreover
makes no sense
L1675[14:19:59] <diesieben07> what should
fill() do when you pass it Optional.absent()?
L1676[14:20:00] <sham1> Oh you are
kidding me
L1677[14:20:03] <diesieben07> nothing?
throw an exception?
L1678[14:20:15] <gigaherz>
shadekiller666: can't you just store a reference to the group, on
the face, and the group has the material?
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L1680[14:20:18] <laci200270> select a
default side
L1681[14:20:24] <diesieben07> thats
awful
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L1683[14:20:47] <tterrag> diesieben07:
what should it do when you pass UNKNOWN?
L1684[14:20:50] <tterrag> it's the same
concept
L1685[14:20:54] <sham1> I myself do not
approve
L1686[14:21:10] <diesieben07> tterrag,
you must never pass it unknown because chaos may happen. thats why
unknown is stupid
L1687[14:21:29] <tterrag> but unknown
exited before
L1688[14:21:36] <tterrag> existed*
L1689[14:21:37] <sham1> Unknown is stupid
because it is not a valid direction
L1690[14:21:38] <tterrag> so it was
handled
L1691[14:21:42] <diesieben07> if you tell
something to do something on a specific side, pass a valid
side
L1692[14:21:44] <Unh0ly_Tigg> I think
that what the fluid handler does when passing
UNKNOWN/Optional.absent() is up to the implementer to decide
L1693[14:21:52] <diesieben07> if you do
not have a valid side, YOU decide what you want to happen
L1694[14:21:53] <sham1> You might as well
handle null
L1695[14:22:07] <Techfoxis> Thanks
tterrag and laci200270.
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L1697[14:22:19] <shadekiller666> giga,
faces within a group could have different Materials from each
other
L1698[14:22:19] <sham1> Thanks for
what
L1699[14:22:31] <sham1> oh
L1700[14:22:42] <laci200270> so I should
close it,or keep open for discussion?
L1701[14:22:52] ***
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L1702[14:22:58] <shadekiller666> and the
first thing i parse is the .mtl file anywa
L1703[14:23:25] <shadekiller666> also,
vertices can have a material of their own if the model is using
vertex-coloring
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L1705[14:24:59] <shadekiller666> i might
be able to store Materials in each face, like i do for vertices,
depending on how face parsing is structured...
L1706[14:25:59] <shadekiller666> though i
would then have to iterate over every material in the model if
something needs to change, like the retexturing feature implemented
with the forge blockstates
L1707[14:26:03] <shadekiller666>
hmm
L1708[14:26:50] <shadekiller666> damn you
java and your lack of actual pointers...
L1709[14:26:57] <yueh> why does this
optional look like a bad idea?
L1710[14:27:32] <sham1> Because it makes
no sense
L1711[14:27:42] <sham1> You always input
fluids from some side
L1712[14:27:54] <sham1> Inputting from a
non-existant side is nonsensical
L1713[14:28:36] <sham1> Also it is
unnessessary
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L1716[14:29:17] <tterrag> sham1: you are
implying fluids are the only use case for directions?
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L1718[14:29:28] <sham1> No
L1719[14:29:32] <sham1> But in this
context
L1720[14:29:39] <gigaherz> [21:22]
(shadekiller666): giga, faces within a group could have different
Materials from each other
L1721[14:29:42] <gigaherz> ehh a material
group then
L1722[14:29:55] <sham1> twas a specific
change for IFluidHandler in general
L1723[14:30:06] <gigaherz> my obj loader
makes a "mesh" with all the faces with the same
material
L1724[14:30:08] <sham1> Specifically
even
L1725[14:30:32] <shadekiller666>
hmmm
L1726[14:30:34] <gigaherz> or really,
just point to the material directly?
L1727[14:30:35] <gigaherz> XD
L1728[14:30:48] <shadekiller666> what do
you mean?
L1729[14:30:59] <gigaherz> class Face {
Material m; }
L1730[14:31:02] <gigaherz> ;P
L1731[14:31:21] <yueh> but null is also
stupid
L1732[14:31:21] <shadekiller666> or class
Face {String matName}
L1733[14:31:28] <gigaherz> but having
meshes per-material is quite a lot more efficient
L1734[14:31:38] <shadekiller666> then i
would only have to update the ones in the String->Material
map...
L1735[14:32:14] <shadekiller666> giga,
did yours also support groups properlly?
L1736[14:32:32] <diesieben07> yueh,
Optional<EnumFacing> is fine. Just not *here*, in the fluid
stuff.
L1737[14:32:41] <diesieben07> if you in
your code need to represent unknown, use Optional
L1738[14:32:48] <diesieben07> (or null,
whatever you prefer)
L1739[14:33:03] <yueh> it can be fine for
a specific case
L1740[14:33:08] <yueh> but it's not fine
for others
L1741[14:33:22] <shadekiller666> be
careful with Optionals... they can break things if comparing to
entries in a map
L1742[14:33:22] <diesieben07> i have yet
to hear a usecase for UNKNOWN at all.
L1743[14:33:36] <diesieben07> be it in
form of null, Optional, or an actual UNKNOWN facing enum
entry
L1744[14:33:44] <yueh> AE2 uses it quite
frequently
L1745[14:33:50] <diesieben07> what
for?
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L1747[14:34:03] <yueh> for the center of
a block
L1748[14:34:10] <yueh> but it's really
abusing it
L1749[14:34:20] <diesieben07> see?:D not
a valid usecase.
L1750[14:34:37] <yueh> what we would
actually need is a helper for relative block offsets
L1751[14:35:01] <shadekiller666> diesie,
logs kind-of use an unknown, they basically copy EnumFacing and add
NONE to account for logs that are bark on all sides
L1752[14:35:03] <diesieben07>
BlockPos.offset(facing, int) exists
L1753[14:35:26] <diesieben07> no they
don't shade
L1754[14:35:31] <diesieben07> they have
X, Y, Z, NONE
L1755[14:35:35] <shadekiller666>
mhmm
L1756[14:35:52] <shadekiller666> x,y,z
map to EnumFacing.Axis
L1757[14:35:57] <shadekiller666> which
doesn't have NONE
L1758[14:36:02] <diesieben07>
exactly
L1759[14:36:02] <yueh> maybe. but you
need to stick your sets together
L1760[14:36:07] <yueh> *stitch
L1761[14:36:16]
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L1762[14:36:53] <yueh> we basically need
a collection of all 6 adjacent blocks/directions and self/center
(which UNKNOWN provides)
L1763[14:37:14] <diesieben07> make a new
enum then.
L1764[14:37:37] <shadekiller666> or just
use a damn boolean
L1765[14:37:47] <laci200270> lex said he
not want two enums that do the same thing
L1766[14:37:49] <yueh> so every mod needs
their own enum for similar things?
L1767[14:38:02] <shadekiller666>
"isConnectedToADirection" false, then don't connect
L1768[14:38:11] <diesieben07> or just use
null :P
L1769[14:38:12] <diesieben07> or
Optional.
L1770[14:38:29] <yueh> it's not about
connecting to stuff
L1771[14:38:47] <shadekiller666> ok,
"isFlowing", false, don't flow...
L1772[14:38:52] <yueh> but just say
iterating over/check all parts of a block
L1773[14:39:16] <yueh> every solution
with null, optional or whatever else is crap
L1774[14:39:22] <shadekiller666> whatever
the "not direction specific" state is can be represented
by a boolean, a null, or an Optional
L1775[14:39:47] <diesieben07> as i said,
there should be two enums, since it is really 2 things
L1776[14:39:56] <shadekiller666> its
easier to check for null than for an enum entry
L1777[14:39:58] <diesieben07> EnumFacing
is for actual faces/directions
L1778[14:39:59] <yueh> i don't want to
write workarounds to handle an inferior solution
L1779[14:40:10] <diesieben07> and
UNKNOWN/SELF is NOT a direction
L1780[14:40:22] <yueh> yeah. it really
needs a separate Enum/Class
L1781[14:40:25] <diesieben07> if you want
SELF, there should be another enum
L1782[14:40:41] <yueh> as it is about
relative positions and not facing a direction
L1783[14:40:48] <shadekiller666> you mean
like, PropertyBool?
L1784[14:40:56]
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L1785[14:41:14] <yueh> but i'm pretty
sure this is not an extremely rare use case
L1786[14:41:33] <yueh> and having every
mod providing their own Enum for it won't make it better
L1787[14:41:34] <laci200270> Lex, should
I close the PR?
L1788[14:41:55] <laci200270> or keep
open?
L1789[14:42:28] <sham1> close it but have
the discussion going
L1790[14:43:03] <Ordinastie> yueh, the
question is not if it has uses, the question is whether it's
required
L1791[14:43:15] <yueh> because at one
point some mods interact with some other and have to write
converters from their enum to others with the same semantic
L1792[14:43:18] <Ordinastie> answer is
no, there are workaround, (null/optional)
L1793[14:44:46] <yueh> workarounds
usually means special handling, resulting in bugs
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L1795[14:47:16] <yueh> and there can
still be a different semantic between self/center and
null/optional
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L1797[14:48:42] <diesieben07> you just
described the entire problem: what people expect from UNKNOWN
*differes*
L1798[14:48:47] <diesieben07> there is no
universal solution
L1799[14:49:21] <yueh> mostly yes
L1800[14:49:56] <yueh> if there would be
2 different enums (EnumFacing + BlockOffset or so), ae would even
use both
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L1803[14:52:38] <yueh> i'm also not
really for adding unknown to EnumFacing as it simply does not
fit
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L1805[14:53:26] <Unh0ly_Tigg> why not
have the fluid tank system work similar to
IInventory/ISidedInventory in regards to side handling?
L1806[14:54:37] <yueh> it's more about
should the be something for these case provided by forge or needs
everyone implement their own solutions
L1807[14:54:50] <sham1> My mod has a
special IFLuidHandler-extending trait that allows more sided
stuff
L1808[14:54:58] <sham1> Also fill and
drain already are sided
L1809[14:55:04] <williewillus> what uses
are there for unknown though?
L1810[14:55:14] <williewillus> besides a
tricky way of saying self or no value
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L1812[14:56:38] <yueh> this, because you
don't want to to something like "for( Side s : Sides) {
doStuff(s) }; doStuff(null)" but just "for( Side s :
Sides) { doStuff(s) }"
L1813[14:56:38] <Simulac> damn it, can't
get my head around A*
L1814[14:56:44]
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L1815[14:56:52] <yueh> uh. A* isn't that
complicated
L1816[14:57:02] <Simulac> yea that's the
worst part
L1817[14:57:15]
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L1818[14:57:15] <Simulac> I'm just
stupid
L1819[14:57:52]
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L1821[14:57:59] <Unh0ly_Tigg> the part of
A* that I don't understand is the heuristics and whatever else
determines cost for a given location
L1822[14:58:21] <Simulac> the heuristic
is the estimated distance from the current node to the end
L1823[14:58:25] <Simulac> it's the h
cost
L1824[14:58:41] <Simulac> there is
another cost called g, which is the actual distance from the start
node to the current node
L1825[14:58:42] <yueh> and that's up to
you xD
L1826[14:58:48] <Simulac> f = g + h
L1827[14:59:16]
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L1828[14:59:42] <Simulac> wait when is
the f cost used
L1829[15:00:10] <Simulac> oh right, it's
used to order the openset
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L1833[15:03:27] <NPException> Hurray,
found a way for my crash stacktrace problem :D
L1834[15:03:33] <NPException> very easy
as well
L1835[15:04:09] <NPException> I use
FMLCommonHandler.instance().registerCrashCallable(ICrashCallable
icc),
L1836[15:04:34]
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L1837[15:04:48] <NPException> and just
call CrashReport.this.getCrashCause() within the ICCs call method
:)
L1839[15:10:45]
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L1852[15:29:44] <DemoXin> How difficult
would it be to render an animated texture under an entity's feet
when they're on the ground?
L1853[15:33:42] <sham1> easy/1+
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L1855[15:34:48] <shadekiller666> does
anyone know why i keep getting "Error: Could not find or load
main class GradleStart
L1856[15:34:48] <shadekiller666> Java
HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is
deprecated and will likely be removed in a future release" in
my forge dev env?
L1857[15:35:11] <Unh0ly_Tigg> java
8?
L1858[15:35:20] <shadekiller666> ya
L1859[15:35:54] <shadekiller666> it works
98% of the time, then decides to stop working
L1860[15:36:34] <shadekiller666> and the
only way to get it to find GradleStart again is by running gradle
setupForge
L1861[15:37:17] <Simulac> "Java
HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is
deprecated and will likely be removed in a future release" in
my forge dev env" I get this too, but my forge works
fine
L1862[15:37:31] <Simulac> plus i have
java8
L1863[15:38:06] <shadekiller666> i
thought that it was fine to use Java 8 now
L1864[15:38:15] <sham1> it is
L1866[15:38:26] <tmtu> warning !=
error
L1867[15:39:12] <shadekiller666> i don't
really care about the CMS error, i want to know why it can't find
GradleStart all of a sudden
L1868[15:39:53] <Unh0ly_Tigg> is the
start directory from the forge installation on the classpath?
L1869[15:40:11] <williewillus> DemoXin:
use the render player events in 1.7 or LayerRenderers in 1.8
L1870[15:41:31] <shadekiller666> unholy,
the run configurations window in eclipse shows the JRE library and
Forge (default classpath)
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L1872[15:47:56] <shadekiller666> anyone
know when fry is supposed to be back?
L1873[15:48:01] <shadekiller666> next
week?
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L1878[15:51:35] <Simulac> finally
implemented the A* algo, now to find a way to convert the world in
a graph
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L1880[15:52:30] <yueh> does not sound
ideal xD
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L1883[15:56:36] <Simulac> damn this is
thing I don't understand about the algorithm
L1884[15:57:12] <Simulac> if my end point
is somewhere far away, doesn't that I'm going to a VERY large
number nodes in graph
L1885[15:57:28] <yueh> potentially
L1886[15:57:42] <Simulac> I don't think
MC will even let me load locations from a large distance away
L1887[15:57:49] <yueh> as it's a
BFS
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L1889[15:58:12] <yueh> i just wanted to
suggest something like IDA*
L1890[15:58:20] <Simulac> IDA*?
L1891[15:58:24]
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L1892[15:58:30] <yueh> iterative
deepening A*
L1893[15:58:43] <diesieben07> which is
why you can slow minecraft down to a grinding halt by having LOTS
of zombies try to find LOTS of villagers :D
L1894[15:58:54] <Simulac> sounds
fancy
L1895[15:59:16] <diesieben07> someone did
that and made a working slowmotion thingy in vanilla
L1896[15:59:22] <diesieben07> but i cant
find it right noiw
L1897[16:00:00] <Simulac> haha, that's a
nice way to take advantage of problem
L1898[16:00:06] <yueh> but then IDA* is a
bit heavy on the computational side
L1899[16:00:25] <Simulac> Hmm, that will
problematic
L1900[16:00:27] <Simulac> be*
L1901[16:00:40] <yueh> *more
L1902[16:00:50] <yueh> it will not just
trash the performance
L1903[16:00:50] <Simulac> yep ;p
L1904[16:01:01] <yueh> but it saves on
memory
L1905[16:02:19] <Simulac> hmm so to make
my A* work, I'm going to have to turn every block position into a
node
L1906[16:02:28] <Simulac> I'm sure that's
not how you do it...
L1907[16:02:52] <Corosus> yeah thats
pretty much how its done
L1908[16:03:09] <yueh> you can do it
based on the needs
L1909[16:03:26] <Simulac> that's a good
idea
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L1911[16:03:44] <Simulac> so if it's..
say within the chunk, it nodifies all the positions in the
chunk
L1912[16:03:59] <yueh> so you don't
convert that 256x256x256 area immediately into you own graph with
16777216 nodes xD
L1913[16:04:42] <Simulac> haha, that will
burn my pc
L1914[16:04:49] <Simulac> I'll just be
making 65,536 nodes...
L1915[16:05:28] <yueh> so you just treat
the world as your open list
L1916[16:05:29] <Ordinastie> why
"make" node ? you already have them
L1917[16:05:58] <Corosus> i would only
create a node when its being factored into the calculated path, and
determine if the node should be made by querying your world
data
L1918[16:06:03] <yueh> oh. and the
question is of course 1.7 or 1.8
L1919[16:06:03] <Corosus> more or less
how mc does it
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L1921[16:07:02] <yueh> as the BlockPos in
1.8 is basically already our node
L1922[16:07:17] <Simulac> @Ordinastie my
graph is empty, I need to populate it with nodes, each a block
position
L1923[16:07:24] <Simulac> great! I'm in
1.8
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L1925[16:07:58] <Simulac> I'm not
familiar with grabbing block positions from MC, I'll need to google
some things
L1926[16:08:55] <Corosus> what are you
doing fresh pathinding work in mc for anyways? whats your end
goal?
L1927[16:08:59] <Corosus> mc world data
in some custom game engine?
L1928[16:09:00] <Ordinastie> Simulac,
your graph is already populated : it's the world
L1929[16:09:25] <yueh> let's hope that
blockpos has some working equals/hashCode xD
L1930[16:09:33] <diesieben07> it
does
L1931[16:09:40] <Simulac> so the blockpos
are my nodes
L1932[16:09:41] <unascribed> BlockPos is
just a Vector3i
L1933[16:09:46] <unascribed> It's just a
way to grab data from the World
L1934[16:09:48] <Simulac> this simplifies
things
L1935[16:09:49] <Corosus> i think it
does, if not you can extend it and use PathEntitys has
generator
L1936[16:09:55] <Corosus> limited to
-32000 to 32000 iirc
L1937[16:10:04] <Corosus> hash*
L1938[16:10:55] <yueh> for 1.7 the (x, y,
z) are your node, just that you need your custom container for them
(or reuse something like Vector3i)
L1939[16:11:41] <Simulac> ye I made a
class called WorldBlock
L1940[16:11:59] <yueh> why? you already
have BlockPos in 1.8
L1941[16:12:06] <Simulac> ye I didn't
know...
L1942[16:12:18] <yueh> then just delete
it
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L1944[16:13:32] <yueh> hm nice. i
actually still have a 1.8 project open
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L1946[16:14:09] <Simulac> I'm so glad I
made my node class generic
L1947[16:14:21] <Simulac> refactor and
delete, took less than a second
L1948[16:15:38] <yueh> hm. no method for
iterating over the neighbors directly, but you can just use
BlockPos.offset(EnumFacing) to traverse the world/grid
L1949[16:16:02] <yueh> and this 1.8 mod
is still silly
L1950[16:16:41] <Simulac> what was
it?
L1951[16:16:51] <yueh> ingame qr
scanner
L1952[16:17:34] <gigaherz> o_O
L1953[16:17:53] <gigaherz> what doesit do
with the qr contents?
L1954[16:18:06] <yueh> prints it to the
chat?
L1955[16:18:21] <Simulac> haha nice
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L1957[16:18:25] <gigaherz> and where
doesit scan from?
L1958[16:18:40] <yueh> from your ingame
qr code?
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L1960[16:18:46] <gigaherz> wait
L1961[16:18:54] <gigaherz> you mean
there's actual "QR" items?
L1962[16:18:58] <yueh> like build from
wool or maybe smaller with chisels & bits?
L1963[16:19:02] <gigaherz> OH
L1964[16:19:03] <Simulac> could it be
from wool
L1965[16:19:12] <gigaherz> as in, it
scans a game screenshot
L1966[16:19:14] <gigaherz> from within
the game
L1967[16:19:34] <gigaherz> that seems
more silly than I imagined
L1968[16:19:34] <gigaherz> XD
L1969[16:19:46] <yueh> yeah. it reads the
framebuffer and dumps it to the qr detection
L1970[16:20:13] <Simulac> couldn't you
get you phone out and scan it...
L1971[16:20:21] <yueh> sadly not perfect
as there can still be GUI parts overlaying it
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L1973[16:24:43] <Simulac> are there any
methods to move the player?
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L1976[16:37:46] <Simulac> I'm guessing
it's not setLocationAndAngles
L1977[16:41:52] <Simulac>
moveToBlockPosAndAngles seems to be the method I want
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L1979[16:42:03] <Simulac> although I
don't know what I'm going to set the angles
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L1981[16:42:18] <gigaherz> 0,0
works
L1982[16:42:55]
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L1983[16:43:34] <mathew_653> Hey
guys.
L1984[16:43:56]
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L1985[16:44:11] <Simulac> sorry
disconnected
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L1988[16:47:01] <mathew_653> As a test i
am trying to draw an enderman at the location of the players model
for soem reason it won't show up, i'm guessing i have to do a
gltranslatef or simular but here is the code i have tryied
sofar(and not working) :
http://pastebin.com/CsUQ6zzy
L1989[16:47:30] <mathew_653> *some
L1990[16:47:48] <mathew_653> Well the
players world position
L1991[16:48:43] <Laceh> mathew_653: hold
on Ill show you how to translate there right
L1992[16:48:53] <mathew_653> Thanks
L1993[16:49:17] <mathew_653> Also do i
only need to hook RenderPlayerEvent.Pre for multiplayer or also
hook the entity render function for others to see this
correctly?
L1994[16:49:50] <mathew_653> I have
packets being sent and working just doing flight checks and
such.
L1995[16:49:57] <williewillus> this
renderplayer event is for all players i think
L1996[16:50:21] <williewillus> but you
need to make sure every client has the info needed to render other
players correctly
L1997[16:50:24] <minecreatr> how can I
get all the ItemStacks in an ore dictionary group from an ItemStack
that is in that group?
L1998[16:50:38] <Laceh> williewillus: its
a client side event
L1999[16:51:00] <williewillus> I know, I
mean it triggers for EntityOtherPlayerMP's as well
L2000[16:51:14] <Laceh> but you have to
verify that that player should be rendererd
L2001[16:51:18] <williewillus> or
whatever that class is called
L2002[16:51:21] <diesieben07> minecreatr,
an ItemStack can be in more than one group. You want
getOreIDs(ItemStack) and then getOres(getOreName(id))
L2003[16:52:41] <shadekiller666> seems my
issue with GradleStart has something to do with having an asset
file open in a non-eclipse program?
L2004[16:53:35] <mathew_653> The
RenderPlayerEvent.pre is not just called for local player
then?
L2005[16:54:16] <williewillus> well its
called on every client for every player that client can see
L2006[16:54:17]
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L2007[16:54:47] <mathew_653> Good, then i
won't need to hook anything else on each user.
L2008[16:55:16]
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L2010[16:56:05] <mathew_653> Glad about
the research on morph mod revealing the render fog event :D
L2012[16:56:22] <Laceh> something like
that mathew_653
L2013[16:56:24] <jackalodian> Hey, does
anyone know how to change the color of an item name in the
code?
L2014[16:56:26] <williewillus>
mathew_653: why do you still have a "UPD_" on everything
;p
L2015[16:56:37] <Laceh> its how I got
camos working on players in Exoskeleton
L2016[16:56:47] <diesieben07>
jackalodian, your Item?
L2017[16:57:16] <jackalodian> Yes.
L2018[16:57:34] <mathew_653> Wille, I
will refactor stuff when it is functional, i do understand that
such a suffix is a redunant.
L2019[16:57:50] <diesieben07> override
getItemStackDisplayName and return EnumChatFormatting.WHATEVER +
super.getItemStackDisplayName
L2020[16:58:15] <mathew_653> And thanks
Laceh, I wll integreate that code and report back.
L2021[16:58:18] <jackalodian> Thank
you
L2022[16:58:46] <Simulac> wtf have I
made
L2023[16:58:57] <Simulac> i really have
no idea how graph theory works
L2024[17:01:26] <mathew_653> Sofar so
good Laceh, I got all i need just gonna adjust the y by 2 blocks
down.
L2025[17:01:29] ***
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L2026[17:01:37] <mathew_653> The enderman
was floating xD
L2027[17:02:35] <mathew_653> But thanks
for that.
L2028[17:03:15]
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L2029[17:09:08] <yueh> Simulac: ?
L2030[17:09:29] <Simulac> actually it
turns out I do know how to make an undirected graph
L2031[17:09:57] <Simulac> I just don't
know how i'm going to connect everything up
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L2033[17:10:46] <Simulac> do I just loop
through all the nodes and check for nodes that has blockpos
adjacent to the current one?
L2034[17:11:14] <Simulac> and then add
edge
L2035[17:11:22] <Simulac> okay I'm not
making sense
L2036[17:12:03]
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L2037[17:12:20] <mathew_653> Hmm, noticed
my test ender man is at this time static, any way i can give him an
animation(how do i set this models framerate?)
L2038[17:13:00] <Lepidus> Hello, is there
any way to control player food level in multiplayer? It seems
neither the client nor a dedicated server can set the food level,
only the internal singleplayer server.
L2039[17:13:42]
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L2040[17:13:45] <smbarbour> Yes. It's
pretty trivial
L2041[17:14:41]
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L2043[17:14:50] <Lepidus> smarbour, is
that directed towards me?
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L2048[17:15:57] <Lepidus> smbarbour, ah,
so is the trick to cast it to EntityPlayerMP instead of
EntityPlayer?
L2049[17:15:57] <sham1|ZZzZ> Little bit
of a nick fail
L2050[17:16:42] <Lepidus> And if so do I
only do that when I know the code is running on a dedicated
server?
L2051[17:16:57] <diesieben07> there is no
differencer between dedicated and integrated server
L2052[17:17:04] <diesieben07> (as far as
you should be concerned)
L2053[17:17:27]
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L2054[17:17:43] <mathew_653> What vars
should i look at for making the model animate?
L2055[17:17:46]
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L2056[17:18:26] <Lepidus> diesieben07, I
would think so. However when I put code into ServerTickEvent it
runs fine in singleplayer but crashes the dedicated server with
"NoSuchMethodError" or sometimes
"NoClassDefFound"
L2057[17:18:40] <diesieben07> because the
methods you are using are @SideOnly
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L2059[17:18:56] <diesieben07> if you
modify the FoodStats you need to access the fields directly with
reflection
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L2061[17:20:28] <Lepidus> diesieben07, so
in that case there is some difference.
L2062[17:20:39] <diesieben07> this has
nothing to do with the server though
L2063[17:20:49] <diesieben07> the server
itself behaves exactly the same
L2064[17:22:03] <Lepidus> Alright. Well I
will try to implement reflection to get access to FoodStats on the
serverside. But smbarbour's code seems to run without it.
L2065[17:22:33] <diesieben07> it will
crash a dedicated server.
L2066[17:23:50] <Lepidus> Ok. Should I
learn how to use access transformers for this case (hunger is being
updated twice/second for every player if it's relevant) or just
reflection?
L2067[17:23:59] <diesieben07> no
L2068[17:24:05] <diesieben07> ATs are
awful
L2069[17:24:21] <Simulac> hmm can any of
you guys suggest a good way to add edges to adjacent nodes in my
graph (a node contains a BlockPos obj)
L2070[17:24:35] <diesieben07> and you
only need to replace the method that have @SideONly
L2071[17:25:07]
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L2072[17:25:14] <diesieben07> Simulac,
for (EnumFacing face : EnumFacing.values()) { BlockPos b =
pos.offset(face); /* do stuff */ }
L2073[17:25:34] <Lepidus> Are there good
tutorials for using reflection to accomplish something like this
then? All the recent threads on reflection seem to actually
reference ATs instead
L2074[17:25:54] <diesieben07> reflection
is a general Java thing
L2075[17:26:00] <diesieben07> there are
plenty of non-minecraft tutorials
L2076[17:26:07] <Lepidus> Ah ok
L2077[17:28:57]
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L2078[17:30:06] <smbarbour> It will crash
a dedicated server? It didn't during testing
L2079[17:31:00] <diesieben07> impossible,
you are using a @SideOnly(Side.CLIENT) method
L2080[17:31:23] <smbarbour> I don't have
any SideOnly code
L2082[17:33:10]
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L2085[17:33:39] <Lepidus> With many catch
blocks for possible exceptions
L2086[17:33:47] <diesieben07> why are you
using Class.forName?
L2087[17:34:00] <diesieben07> and no, it
doesn't.
L2088[17:34:06] <diesieben07>
setFoodStats is not @SideOnly, you can use that directly.
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L2090[17:35:14] <Lepidus> Oh you're
right, no need for the forName. As for the other thing, it's
actually setFoodLevel which I believe is @SideONly
L2091[17:35:26] <diesieben07>
setFoodLevel is not @SideOnly
L2092[17:35:36] <Lepidus> Is
getFoodLevel() then?
L2093[17:35:39] <diesieben07> actually in
1.7.10 it is
L2094[17:35:42] <Lepidus> Yeah.
L2095[17:35:42] <diesieben07> look at the
code.
L2096[17:35:52] <diesieben07>
getFoodLevel is not
L2097[17:36:03] <diesieben07> and
invoking the method using reflection makes no sense
L2098[17:36:08] <smbarbour> Strange...
Why are those SideOnly? They don't access anything that's
client-specific
L2099[17:36:08] <diesieben07> you need to
access the *field* using reflectino
L2100[17:36:20] <diesieben07> the
obfuscator strips anythign that is not used
L2101[17:36:29]
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L2102[17:36:30] <diesieben07> since they
are only used from client code, they don't exist on the
server
L2103[17:37:55] <Lepidus> diesieben07, so
I want to get the foodLevel variable inside FoodStats and change
that via reflection?
L2104[17:38:05] <diesieben07>
exactly.
L2105[17:38:09] <Lepidus> Okay, that
makes sense.
L2106[17:38:12] <Lepidus> Never used
reflection before.
L2108[17:40:23] <diesieben07> you need
getDeclaredField for private fields
L2109[17:40:40] <diesieben07> and you
need to call setAccessible on the field otherwise it will throw an
exception at you
L2110[17:40:59] <diesieben07> and you can
initalize the "Field" field *once* in a static
initializer
L2111[17:41:07] <diesieben07> but other
than that: yes.
L2112[17:43:20] <Simulac> GREAT,
concurrency error. My favourite kind.
L2113[17:43:33] <Simulac> got to make
undirected graph threadsafe now
L2114[17:43:35]
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L2115[17:43:49] <yueh> concurrency is not
threadsafe
L2117[17:43:59] <Subaraki> any way to
light up this area ?
L2118[17:44:08] <Subaraki> i'm miking a
diving suit, so i'd like to be able to see underwater
L2119[17:44:19] <Subaraki> apart from
faking / imitating night vision, is there another way ?
L2120[17:44:54] <mathew_653> Subaraki, i
know something that will point you in the right direction for
disableing underwater fog.
L2121[17:45:09] <Subaraki> that has
already been done
L2122[17:45:13] <Subaraki> doesnt affect
the lighting
L2123[17:45:48] <yueh> you can easily
umm.. achieve CMEs in a single thread
L2124[17:46:23] <killjoy> iter =
list.iterator(); list.add(thing); iter.next();
L2125[17:46:27] <killjoy> throws
CME
L2126[17:47:49]
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L2127[17:48:22] <yueh> not always
L2128[17:48:29] <Lepidus> diesieben07,
still having issues running it on a dedicated server. It throws:
java.lang.NoSuchFieldException: foodLevel.
L2129[17:48:45] <Lepidus> I did use
getDeclaredField and setAccessible(true)
L2130[17:49:45] <smbarbour> It baffles
the mind that the methods to modify the food stats only exist on
the client. That's the kind of thing that should only occur on the
server.
L2131[17:50:08] <diesieben07> Lepidus,
minecraft is obfuscated. you need to check for the srg name
too
L2132[17:50:15] <diesieben07> !gf
foodLevel 1.7.10
L2133[17:50:32] <diesieben07> in this
case: field_75127_a
L2134[17:50:54] <Lepidus> Ah, how do I
find the srg name for fields?
L2135[17:51:18] <diesieben07> see the
message i posted that starts with an !
L2136[17:51:19] <Subaraki> like that >
!gf foodLevel 1.7.10
L2137[17:51:23] <diesieben07> it will
tell you
L2138[17:51:24] <Lepidus> Oh is there a
bot or something?
L2139[17:51:28] <Subaraki> yup
L2140[17:51:33] <yueh> Simulac: i'm not
sure, but it sounds more like an implementation issue that an issue
with concurrency
L2141[17:51:44] <Simulac> yeah it
is
L2142[17:51:52] <Lepidus> !gf
foodSaturationLevel 1.7.10
L2143[17:52:01] <Lepidus> MCP <3
L2144[17:52:02] <Simulac> I'm doing
something stupid to test it
L2145[17:52:13] <yueh> it don't see any
reason currently do even modify your collections in this way
L2146[17:52:43] <smbarbour> Actually...
You CAN modify it server side.
L2147[17:52:49] <smbarbour> Without
reflection
L2148[17:53:20] <yueh> the most trivial
way just needs say a Map<BlockPos, Cost> and a
PriorityQueue
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L2150[17:54:13] <Simulac> yeah I've made
barebones A* and I'm just add all the blocks around me to test if
it works
L2151[17:54:21] <Lepidus> But changing
the getDeclaredField() to use this field name throws errors when I
build in Eclipse (I presume because the names are not obfuscated
when testing), do I need to build the mod with Gradle in order to
test it if I'm using reflection?
L2152[17:54:28] <Simulac> don't worry,
it's error from own stupidity
L2153[17:54:39] <smbarbour> Lepidus: You
can read the food level and saturation level using the methods,
calculate a delta for the values, and use the addStats method to
apply the delta to those fields
L2154[17:54:59] <Lepidus> Oh, addStats
isn't @SideOnly? >.<
L2155[17:55:00] <smbarbour> addStats is
not SideOnly
L2156[17:55:11] <diesieben07> Lepidus,
you must use *both* field names.
L2157[17:55:12] <Lepidus> That would
definitely be easier...
L2158[17:55:16] <diesieben07> check for
one, if it fails, use the other
L2159[17:55:58] <yueh> just to make sure,
you're using a priority queue?
L2160[17:56:44]
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L2161[17:56:54] <Simulac> No I'm
not
L2162[17:56:56] <Lepidus> smbarbour, does
this addStats method support negative values?
L2163[17:57:09]
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L2164[17:57:16] <diesieben07> it
doesnt
L2165[17:57:22] <smbarbour> It does
fairly simple math and it should
L2166[17:57:24] <diesieben07> read it's
code... it doens't work for all possible things
L2167[17:57:29] <yueh> uh. that would
make it way easier
L2168[17:57:44] <Lepidus>
Math.min(p_75122_1_ + this.foodLevel, 20); Seems like nothing
preventing you from using negative values
L2169[17:57:53] <smbarbour> The
saturation level is more complicated, but the food level is
straightforward
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L2171[17:57:58] <diesieben07> yeah but
the next line is important...
L2172[17:58:12] <Lepidus> I don't need to
play with saturation fortunately.
L2173[17:58:15] <Lepidus> Just going to
leave that value as 0
L2174[17:58:43] <Simulac> @yueh yeah I
know, I think I've messed up a lot of things
L2175[17:59:02] <Simulac> I'm going to
try from scratch tomorrow
L2176[17:59:17] <smbarbour> Yeah, if you
pass 0 for the saturation, it ends up as
Math.min(foodSaturationLevel, foodLevel)
L2177[17:59:39] <Simulac> I've never
implemented A* before, so it's been an experience.
L2178[18:00:15] <Lepidus> I'm just
ignoring saturation. My mod takes over the hunger bar for its own
purposes, I don't really care about saturation
L2179[18:02:51] <Lepidus> It works!
Thanks for your help smbarbour and diesieben07, it's greatly
appreciated.
L2180[18:03:11] <yueh> hm. isn't A*
actually really trivial for this case? just a priorityqueue with
the distance as heuristic (simple comparator) and then just loop
over it until empty or path found and just keep adding air blocks
(or if a height of 2?)
L2181[18:04:09] <yueh> maybe also add the
starting point as pivot and limit the range (to not traverse the
whole world)
L2182[18:04:33] <Simulac> a priorityqueue
with heuristic comparator... huh
L2183[18:04:40] <Simulac> that's
interesting
L2184[18:05:17] <Simulac> wait, it would
turn into greedy best first search then wouldn't it?
L2185[18:06:12] <yueh> depends on your
terminating condition
L2186[18:06:31]
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L2188[18:07:04] <mathew_653> What are my
best bets here
L2189[18:07:23] <mathew_653> I need to
access the base of my base class..
L2190[18:08:10] <mathew_653> My class is
extending RenderPlayer but needs to access EntityLivingBase what is
RenderPlayers extending class.
L2191[18:08:11] <calclavia> Forge 1.8
seems to cause texture glitches in Mac
L2192[18:08:41] <calclavia> Just by
installing forge stable with no mods, textures in Minecraft gets
messed up. Not sure if this is a known issue
L2193[18:08:49] <calclavia> Only occurs
on Mac
L2194[18:08:58]
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L2196[18:11:05] <Ivorius> It doesn't on
mine
L2197[18:11:09] <Ivorius> So you're doing
it wrong.
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L2199[18:11:46] <mathew_653> Is there a
good way to do super.super?
L2200[18:12:49] <calclavia> Ivorius:
you're using a Mac?
L2201[18:12:57] <Ivorius> Yes
L2202[18:13:04]
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L2203[18:13:14] <calclavia> Ivorius:
which build are you on? I'll retry clean install
L2205[18:13:23]
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L2206[18:13:24] <Ivorius> Google is your
friend.
L2207[18:13:31] <Ivorius> calclavia: I
tried many builds
L2208[18:13:49] <Ivorius> Worked
throughout all including one 2-3 days ago
L2209[18:14:07] <Ivorius> Try updating to
latest or stable
L2210[18:14:20]
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L2211[18:14:25] <mathew_653> So say i
need to access a parent of a parent class for the sake of tryign to
save time is there a good way?
L2212[18:14:25] <calclavia> Ivorius:
thanks, weird issue. Going to nuke my Minecraft and retry
L2214[18:15:01] <Ivorius> Don't save
time
L2215[18:15:06] <Ivorius> Read the
answer.
L2216[18:15:08] <mathew_653> ok
L2217[18:15:29]
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L2218[18:16:02] <mathew_653> I understand
the concept of oop.
L2219[18:18:41] <mathew_653> I am trying
to draw a reskinned player and i have this thus far, now i am
trying to translate line 31 into a usable line
http://pastebin.com/qHdy3sme
L2220[18:19:15] <mathew_653> I took a few
parts from the base player draw as the events are canceled(for
testing reasons)
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L2225[18:27:10] <mathew_653> Alright, its
getting late over here!
L2226[18:27:14] <mathew_653> Nighty
night.
L2227[18:27:42] <shadekiller666>
hmmm
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L2229[18:28:47] <shadekiller666> so now
that i have a fix for that ExtendedBlockState bug in place, i seem
to have an issue with rotations stacking on the block models
through the obj loader for some reason...
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L2231[18:29:31] <jackalodian> so I was
able to get the items to change their name color, but how do I do
that for blocks?
L2232[18:29:53] <shadekiller666> well,
not stacking perse, its more of each new transformation applies a
90 degree rotation on the previous, for other blocks
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L2313[21:30:58] <williewillus> is there
another lightweight "recipe shower" mod besides NEI?
:|
L2314[21:31:44] <urielsalis> TMI?
L2315[21:32:04] <tterrag> TMI yeah
L2316[21:32:13] <tterrag> there was
another one in the works by mezz but it didn't get far
L2317[21:32:32] <tterrag> or maybe it
did?
L2318[21:32:33] <tterrag> idk :P
L2319[21:33:01] <Vigaro>
CraftingGuide?
L2320[21:33:13] <urielsalis> Naila? (or
whatever it was called)
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L2322[21:33:36] <Vigaro> Waila? That is a
different thing
L2323[21:34:05] <urielsalis> ah, I always
install those two and I mix them :P
L2324[21:34:12] <urielsalis> (NEI and
Waila)
L2325[21:36:54] <gigaherz> same happens
to me with openblocks + extra utilities
L2326[21:36:59] <gigaherz> I can never
remember which one has which things
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L2330[21:47:40] <shadekiller666> so
apparently there is some magical secret required to get models to
rotate properly, because i can't seem to figure out how the hell to
do it...
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L2333[21:55:21] <killjoy> I think my
mouse has just become useless (without a restart)
L2334[21:55:36] <killjoy> I think I need
to restart my DE
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L2336[22:00:02] <Flashfire> Is it a bad
practice to use one movingsound class for 3 separate sounds?
L2337[22:01:20] <tterrag> no?
L2338[22:01:26] <Flashfire> Ok,
thanks
L2339[22:01:30] <tterrag> heck I use one
class for every machine sound in the mod
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L2348[22:08:09] <JOshua__> im here i made
it finally
L2349[22:08:35] <JOshua__> you guys habe
no idea how hard a place this is to get to for a noob old man like
me
L2352[22:09:22] <urielsalis> Note: It
only crashes in forge
L2353[22:09:25] <JOshua__> okay there is
my launch report and crash report help me please
L2354[22:09:37] <JOshua__> yeah works the
regular way
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L2356[22:11:10] <shadekiller666>
O.o
L2357[22:11:22] <JOshua__> so werid that
i can see this converation in my other window but have to type in
this one lol
L2358[22:11:29] <shadekiller666> you need
to disable the loading bars
L2359[22:11:41] <JOshua__> okay step one
?
L2360[22:12:59] <tterrag> JOshua__: look
in splash.properties
L2361[22:13:02] <tterrag> in the config
folder
L2362[22:13:05] <tterrag> and disable
it
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L2364[22:14:08] <shadekiller666> line 10,
set enabled to false
L2365[22:14:25] <JOshua__> okay is that
in the minecraft folder
L2366[22:14:49] <shadekiller666> its in
the config folder for forge
L2367[22:15:08] <shadekiller666> so
.minecraft/config
L2368[22:15:17] <minecreatr> how do I get
if the current environment is obfuscated?
L2369[22:16:08] <shadekiller666> what is
it that breaks those loading bars anyway?
L2370[22:16:46] <tterrag> minecreatr:
Launch.blackboard.get("fml.deobfuscatedEnvironment")
L2371[22:17:11] <tterrag> it returns
Boolean
L2372[22:17:22] <tterrag> well, the
declared type is Object, but yeah
L2373[22:17:46] <JOshua__> werid i dont
have a config
L2374[22:18:00] <shadekiller666>
...
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L2376[22:19:42] <shadekiller666> in your
.minecraft folder there should be a config folder
L2377[22:19:52] <JOshua__> ive got
nothing in my C:\Users\joshua57350\AppData\Roaming\.minecraft
L2378[22:20:03] <JOshua__> ive got
assets
L2379[22:20:05] <tterrag> why are you
suggesting .minecraft
L2380[22:20:11] <tterrag> is that where
you are launching from? how are you launching?
L2381[22:20:11] <JOshua__> crash
reports
L2382[22:20:22] <tterrag> .minecraft
isn't necessarily the working directory
L2383[22:20:32] <minecreatr> thanks
tterrag
L2385[22:20:57] <JOshua__> well it has
the launcher executable jar file in it so yeah ? i dont knoww
L2386[22:21:45] <shadekiller666> tterrag,
thats the log from the minecraft launcher
L2387[22:22:09] <shadekiller666>
"launching in C:\...\Roaming\.minecraft"
L2388[22:22:37] <JOshua__> libraries,
logs, mods, resourcepack, saves, server resource pack, versions and
thats it for folders
L2389[22:22:47] <shadekiller666> ok
L2390[22:23:05] <shadekiller666> so make
a config folder
L2391[22:23:07] <JOshua__> i am using
1.8.7
L2392[22:23:27] <calclavia> is there an
event that gets called when all mods finished loading?
L2393[22:23:49] <tterrag> JOshua__: post
your fml-client-latest.log
L2394[22:23:55] <JOshua__> okay made the
folder
L2395[22:23:59] <tterrag> from the logs
folder
L2396[22:24:04] <tterrag> I think this
might be an FML bug
L2397[22:24:06] <tterrag> they never do
mkdirs()
L2398[22:24:40] <shadekiller666> do what
tterrag said whilst i see if i can give you a copy of the file you
need
L2399[22:24:53] <JOshua__> shoot whats
the website for sharing that called again
L2400[22:25:16] <tterrag>
paste...bin?
L2401[22:25:27] <tterrag> ubuntu paste
would work as well
L2402[22:25:28] <tterrag> anything
L2403[22:25:28] <AstralSorcerer> there is
a FMLLoadComplete event that gets fired after PostInit
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L2405[22:25:54] <tterrag> calclavia: ^
FMLLoadComplete is probably your best bet
L2406[22:26:03] <calclavia> tterrag:
thanks
L2408[22:26:49] <JOshua__> there she
is
L2409[22:26:54] <tterrag> [21:09:00]
[Client thread/ERROR] [FML/]: Could not save the splash.properties
file
L2410[22:26:56] <tterrag> as I
expected
L2411[22:27:14] <JOshua__> gotta say a;;
these codes and stuff i feel like sandra bullock in the net
lol
L2412[22:27:20] <tterrag> cpw|out:
bug!!
L2413[22:28:00] <shadekiller666>
what?
L2414[22:28:27] <JOshua__> what?
L2415[22:28:35] <shadekiller666> tterrag,
might also be good to note he's on java 1.8.0_25 on 32 bit vista,
if that matters
L2416[22:28:42] <shadekiller666> sandra
bullock in the net?
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L2418[22:29:18] <shadekiller666> josh,
you are using the latest version of forge right?
L2419[22:29:28] <calclavia> tterrag: is
that called like, when you get to the Minecraft screen?
L2420[22:29:37] <tterrag> calclavia:
dunno exactly
L2421[22:29:42] <tterrag> shadekiller666:
the issue is it SHOULD be created
L2422[22:29:56] <tterrag> unless
Loader.initializeLoader() is called after
SplashProgress.start()
L2423[22:29:57] <JOshua__> i think i have
two versions now
L2424[22:30:02] <shadekiller666> cal, its
called before the Mojang logo comes up
L2425[22:30:36]
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L2426[22:30:39] <JOshua__> yeah .1450 and
.1491
L2427[22:30:47] <JOshua__> should i
delete one ?
L2428[22:31:04]
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L2429[22:31:06] <tterrag> yes, it
is
L2430[22:31:14] <tterrag> JOshua__: just
create a "config" folder in there and it'll work
L2431[22:31:19] <tterrag> this is an FML
bug and I know exactly where
L2432[22:31:43] <JOshua__> well i did put
the empty config folder in want me to try it now?
L2433[22:31:49] <shadekiller666>
http://pastebin.com/KG1KmRG0 and if simply creating
a config doesn't work, make a new text file called
splash.properties and put that in it
L2434[22:31:59] <shadekiller666> ya
L2435[22:32:28]
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L2436[22:32:57] <shadekiller666> tterrag,
so is it basically expecting the game to have been run once before
forge launches? that would make a config folder
L2438[22:33:31] <tterrag> I documented
the problem there
L2439[22:33:37] <tterrag> shadekiller666:
making the folder is all that's needed
L2440[22:33:43] <tterrag> it's the lack
of a mkdirs() call that is the problem
L2442[22:33:56] <tterrag> File will
automatically create a new file, but it won't create
superfolders
L2443[22:34:07] <JOshua__> nope didnt
work
L2444[22:34:11] <tterrag> JOshua__: it
will still crash, but now you should have the splash.properties
file
L2445[22:34:27] <JOshua__> holy crap i
do
L2446[22:34:30] <JOshua__> lol
L2447[22:34:53] <JOshua__> so now what do
i do with that file
L2448[22:35:00] <shadekiller666> open
it
L2449[22:35:10] <shadekiller666> find the
line that says "enabled"
L2450[22:35:16] <shadekiller666> change
true to false
L2451[22:35:19] <JOshua__> it wants to
knoiw with what i would like it opened
L2452[22:35:21] <shadekiller666> then
save and relaunch
L2453[22:35:23] <tterrag> notepad
L2454[22:35:24] <tterrag> notepad++
L2455[22:35:26] <tterrag> wordpad
L2456[22:35:27] <tterrag> anything
L2457[22:36:03] <shadekiller666> open it
with a can openner
L2458[22:36:08] <JOshua__> okay got it
change to false and saved now what
L2459[22:36:15] <shadekiller666>
relaunch
L2460[22:36:22] <shadekiller666> and you
should be fine
L2461[22:36:31]
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L2462[22:37:20] <JOshua__> not gonna lie
shade that was some great computering you did there
L2463[22:37:33] <shadekiller666> its not
that hard tbh lol
L2464[22:37:49] <shadekiller666> second
line of your stack trace was "SplashProgress"
L2465[22:38:39] <shadekiller666> which
means that was the cause of the problem, which is not a surprise as
multiple people have had issues with the new splash screen
L2466[22:39:12] <shadekiller666> tterrag,
why it also doesn't try to make the config folder when it attempts
to make a default one...
L2467[22:39:30] <JOshua__> shade, thats
not your last name is it? cause that would be a big creapy
coincidence
L2468[22:39:41] <shadekiller666> lol
no
L2469[22:40:05] <shadekiller666> just a
name my 12 year old brain came up with a long time ago
L2470[22:40:34] <JOshua__> okay lol well
thanks guys gotta get that morph mod for my boy and then i will be
the hero of the home lol
L2471[22:41:22] <tterrag> shadekiller666:
it does
L2472[22:41:29] <tterrag> but that comes
AFTER splash progress is started
L2473[22:41:35]
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L2474[22:41:37] <tterrag> and the logic
is not duplicated
L2475[22:42:27] <shadekiller666> so by
the time fml has made a new one the game is already in the middle
of crashing
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L2477[22:43:37] <tterrag> well the game
crashes inside SplashProgress.start() which has no trycatch
L2478[22:43:43] <tterrag> so it never
gets to the other part
L2479[22:46:09] <shadekiller666>
hmm
L2480[22:46:19] <tterrag> it's called a
bug for a reason :P
L2481[22:48:15] <shadekiller666> in one
of the crash logs he posted i saw Could not load splash.properties,
will create a default one, then Could not save the
splash.properties file, then the game crashed :p
L2482[22:48:37] <shadekiller666> oh josh,
you could probably re-enable the splash screen
L2483[22:48:48] <shadekiller666> now that
everything has been initialized
L2484[22:49:12] <tterrag> no
L2485[22:49:17] <tterrag> it won't work
on his GPU
L2486[22:49:17] <tterrag> period
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L2488[22:49:23] <tterrag> not creating
the splash.properties doesn't crash
L2489[22:49:48] <shadekiller666> ok
L2490[22:49:52]
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L2492[22:50:37] <shadekiller666> i'm
wondering if i should pull the fix i created for the
ExtendedBlockStates into its own PR...
L2493[22:51:13] <shadekiller666> cuz
thats a fairly significant issue and its currently waiting on the
OBJLoader to be pulled to fix it
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L2496[22:53:29] <tterrag> atomic commits
are always best
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L2498[22:53:37] <tterrag> don't make
multiple distinct changes in one PR
L2499[22:53:50] <shadekiller666>
right
L2500[22:54:14] <shadekiller666> ok,
whats the easiest way to pull that and the related changes out into
their own PR?
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L2502[22:54:55] <shadekiller666> so i
just have to clone again and move the changes over to that?
L2503[22:55:01] <shadekiller666>
do*
L2504[22:55:45] <tterrag> did you already
squash commits?
L2505[22:56:07] <shadekiller666> for the
PR that is currently on yes
L2506[22:56:11]
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L2507[22:56:15] <tterrag> hmmm
L2508[22:56:24] <shadekiller666> i ammend
commit, then rebase to upstream/master and force push
L2509[22:56:25] <tterrag> well the commit
you made to fix that might still be in your reflog
L2510[22:56:30] <tterrag> yeah that's a
bad idea really
L2511[22:56:35] <tterrag> don't squash
until it's push-ready
L2512[22:56:42] <tterrag> that way if you
screw up...like you did... ;P
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L2514[22:56:54] <tterrag> but the commit
SHOULD still be in your reflog
L2515[22:56:59] <tterrag> run `git
reflog`
L2516[22:57:45] <shadekiller666> well,
there are a lot of commits in the reflog
L2517[22:58:04]
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L2518[22:58:47] <tterrag> find the one
you need....
L2519[22:59:08] <tterrag> you DID
remember to name your commits well...right?
L2520[22:59:32] <shadekiller666> lol, its
the latest commit anyway
L2521[22:59:39] <tterrag> ok
L2522[22:59:47] <tterrag> so find the tag
for that (probably something like HEAD@{X}
L2523[23:00:01] <shadekiller666> because
ive been ammending, they all have almost the same commit message
:P
L2524[23:00:04] <tterrag> then you can
createa new branch and git cherry-pick [tag]
L2525[23:00:12] <tterrag> yeah that's a
really horrible way to do things
L2526[23:00:15] <tterrag> you see why
now...
L2527[23:00:40] <shadekiller666> what
would the better way to do it be?
L2528[23:00:56] <tterrag> commit
normally
L2529[23:00:59] <shadekiller666> if i'm
trying to maintain a single commit for the OBJLoader PR
L2530[23:01:01] <tterrag> squash once
your PR is ready to be pulled
L2531[23:01:05] <tterrag> and not
before
L2532[23:01:31] <Zaggy1024> anybody have
any idea where the stars are rendered?
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L2535[23:02:27] <shadekiller666>
RenderGlobal
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L2548[23:26:07] <Sollux-Captor>
ello
L2549[23:27:26]
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L2550[23:27:45] <Sollux-Captor> did this
chat die?
L2551[23:28:34] <Zaggy1024> no
L2552[23:28:41] <Zaggy1024> but it's not
particularly alive either
L2553[23:29:13] <tterrag> it's nearing
1AM eastern
L2554[23:29:19] <tterrag> people getting
to bed in murica :P
L2555[23:29:30] <tterrag> it always winds
down around this time
L2556[23:29:39]
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L2557[23:29:41] <Sollux-Captor> xD
L2558[23:29:42] <Sollux-Captor> ye
L2559[23:29:51] <Corosus> winds down /
the serious get serious
L2560[23:29:59] <Sollux-Captor> speaking
of which :/ i need to fix my computer's time in the BIOS
L2561[23:31:10] <Sollux-Captor> -.- UTC
for some reason when im in EST
L2562[23:31:35] <zml> bios is supposed to
be utc
L2563[23:31:39] <Sollux-Captor> erm i
mean pacific time
L2564[23:31:56] <Sollux-Captor> sry didnt
mean UTC xD
L2565[23:32:02] <zml> well, unless you're
on windows which handles time in a broken way
L2566[23:32:12] <Sollux-Captor> anyways,
my comp clock is 3 hours behind :P
L2567[23:32:21] <Sollux-Captor> im on
windows xD
L2568[23:32:41]
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L2569[23:33:07] <shadekiller666> tterrag,
i have a new local branch, how do i make it an actual branch on
github
L2570[23:33:27] <tterrag> shadekiller666:
git push -u [remote] [branch]
L2571[23:33:34] <tterrag> -u is short for
--set-upstream
L2572[23:33:37] <tterrag> don't ask
why
L2573[23:33:46] <Sollux-Captor> xD
L2574[23:34:37] <Sollux-Captor> feels
great to be back from vaction and back onto a normal "lets gop
chat with strangers on IRC" :D schedual
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L2576[23:35:20] <shadekiller666> hmmm
what to name the new branch
L2577[23:35:35] <Sollux-Captor> "new
branch"
L2578[23:35:39] <tterrag> erm
L2579[23:35:48] <tterrag> if you are
already on the branch then you already named it
L2580[23:35:51] <Sollux-Captor> i'd
personally name it my name
L2581[23:36:22] <shadekiller666> so would
the command be "git push -u UnlistedPropertyValue
UnlistedPropertyValue"?
L2582[23:36:54] <Sollux-Captor> is ur
branch name UnlistedPropertyValue?
L2583[23:37:00] <shadekiller666>
mhmm
L2584[23:37:10] <shadekiller666> and it
exists remotely, but not on github
L2585[23:37:25] <tterrag> is that also
the remote name?
L2586[23:37:37] <tterrag> (I don't think
it is
L2587[23:38:02] <tterrag> do `git remote
list` :P
L2588[23:38:33] <tterrag> the remote that
points to your fork is LIKELY origin (origin is the original cloned
location)
L2589[23:38:56]
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L2590[23:39:07] <shadekiller666>
erm
L2591[23:39:40] <shadekiller666> its
origin/master i believe
L2592[23:40:03] <tterrag> Not master
though. ...
L2593[23:40:16] <Illy[WoW]> don set your
new branch's remote to master >.>
L2594[23:40:28] <shadekiller666>
...
L2595[23:40:42] <Illy[WoW]>
origin/foobranchname
L2597[23:42:12]
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L2598[23:42:59] <Illy[WoW]> oh i thought
you were useing cli
L2599[23:43:11]
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Orwell))
L2600[23:43:24] <Illy[WoW]> dont know how
to use sourcetree
L2601[23:43:37] <shadekiller666>
UnlistedPropertyValue exists on my computer, but not on
github...
L2602[23:43:47] <shadekiller666> i need
to put it on github
L2603[23:44:12] <shadekiller666> and
sourcetree has a terminal for things that aren't available in the
menus
L2604[23:44:46]
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L2605[23:45:04] <shadekiller666> now, how
do i put that branch on github?
L2606[23:46:52] <tterrag> git push -u
origin UnlistedPropertyValue
L2607[23:47:22] <tterrag> CLI ftw
L2608[23:49:35] <shadekiller666> damn
it... missed a commit
L2609[23:50:24] <Sollux-Captor> damnit vs
damn it?
L2610[23:59:15] <shadekiller666> screw it
i'll just clone the forge repo again
L2611[23:59:37] <aaa801> Did anything
change from 1336 to latest that would make
event.map.registerSprite(new ResourceLocation(s)); return a null
texture?
L2612[23:59:59] <aaa801> i have code that
works fine in 1336, but in latest the textures don't appear attall
when using latest, and the stitch is 0,0 dimensions