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L1[00:00:23] <Stygander> Cazzar: nvm, i
meant java home, i already looked it up, trying to resetup since i
got a new computer and have been reading up on java and such
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L5[00:16:42] <mdttheory> Any suggestions on
using source control for a mod in development? For some reason
eclipse shits on me when I try to load the project on another
computer.
L6[00:16:48] <mdttheory> Perhaps only
sharing certain folders?
L7[00:18:36] <xaero> well, don't
sync/version control the workspace files; rather, resetup the
workspace on each computer
L8[00:18:56] <xaero> it's only one gradle
command to set up the workspace
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L10[00:19:47] <mdttheory> I tried
re-running the gradle command in the new workspace. I think you're
right but I guess I just have to track down which files to share;
the structure is still a bit strange to me.
L11[00:20:09] <mdttheory> Need the java
files and texture files
L12[00:20:48] <mdttheory> I guess just
forge/src
L13[00:23:02] <bob_twinkles> you want to
track build.gradle and src/
L14[00:23:38] <mdttheory> ah okay,
thanks12
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L16[00:23:42] <mdttheory> thanks!*
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L19[00:30:27] <killjoy> I wish I had a
macro to update usages of Tessellator
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L23[00:50:25] <Cazzar> hmm
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L30[01:20:47] <Zaggy1024> mmm
programming
L31[01:20:49] <Zaggy1024> delicious
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L68[02:04:05] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150722 mappings to Forge Maven.
L69[02:04:09] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150722-1.8.zip (mappings
= "snapshot_20150722" in build.gradle).
L70[02:04:19] <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/
L71[02:05:54] <Zaggy1024> would be cool if
we had methods that made damageable and stackable items
possible
L72[02:06:42] <tterrag> how would that even
work?
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L74[02:09:21] <hipsterpig> well you'd have
them if you coded them
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L116[02:19:12] <Zaggy1024> you just have
to reset the damage for half of a stack when it's split
L117[02:19:24] <Zaggy1024> and when one of
the items is destroyed, reset the damage
L118[02:19:47] <Zaggy1024> I think that
makes sense in my brain, but perhaps there would be other
problems
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L121[02:24:35] <tterrag> Zaggy1024: so are
you saying like factorio style? where when multiple stacked items
are damaged its really only damaging the "first"
item
L122[02:24:43] <Zaggy1024> yeah
L123[02:24:45] <Zaggy1024> exactly
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L136[02:34:07] <tterrag> Zaggy1024: did
you get that?
L137[02:39:16] <ZeuX> <tterrag>
Zaggy1024: so are you saying like factorio style? where when
multiple stacked items are damaged its really only damaging the
"first" item
L138[02:39:16] <ZeuX> <Zaggy1024>
yeah
L139[02:39:16] <ZeuX> <Zaggy1024>
exactly
L140[02:39:17] <ZeuX> last I saw
L141[02:42:18] <dangranos> there was
nothing else after that
L142[02:42:42] <Zaggy1024> er...should
there be?
L143[02:42:53] <dangranos> no
L144[02:43:13] <dangranos> envermind
L145[02:43:24] *
dangranos goes back to lurking
L146[02:43:39] <ZeuX> well, idk, either
tterrag wrote somethign after we didn't see or he didn't see
Zaggy1024's response
L147[02:43:48] <Zaggy1024> tterrag, did
you?
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L149[02:45:36] <tterrag> I got netsplit or
something just after I sent that
L150[02:45:36] <tterrag> ok
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L152[02:47:12] <tterrag> Zaggy1024: what I
said just after that
L153[02:47:15] <tterrag> <tterrag>
MC just wasn't designed for that though
L154[02:49:24] <Zaggy1024> oh
L155[02:49:31] <Zaggy1024> no I didn't see
that
L156[02:49:37] <Zaggy1024> and yeah, I
agree
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L158[02:49:58] <Zaggy1024> but I feel like
it could be, although it would probably require a lot of work
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L185[03:49:50] <Michael_> anyone know how
to get the dimension id in a tile entity? I'm trying to send
updates to all players around and cant figure out where to get the
dimension id
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L187[03:53:57] <sham1> World
provider
L188[03:54:38] <sham1> Or you could send
packets only to people tracking the chunk
L189[03:54:42] <ThePsionic> be pro
L190[03:54:42]
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L191[03:55:10] <Michael_> thanks
L192[03:55:28] <Michael_> and what do you
mean tracking the chunk?
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L194[03:56:54] <sham1> PlayerManager's
subclass PlayerInstance has a List of all people who track that
specific chunk
L195[03:57:06] <sham1> Get access to it
somehow and send it to those people
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L197[03:58:15] <Zaggy1024> isn't there a
method to send packets to players in a certain radius?
L198[03:58:17] <Michael_> why cant I just
send to people within 10 blocks? whats wrong with that
L199[03:58:59] <sham1> Is of better
L200[04:02:21]
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L203[04:04:53] <kroeser> Is anyone else
also having issues with block breaking particles for custom block
models?
L204[04:05:34] <kroeser> More specifically
in cases where an extendedblockstate is required, and the block
breaking particle code doesn't seem to be taking that into
account.
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L206[04:11:34] <Zaggy1024> is there a way
to get a MovingObjectPosition for the block being broken in
removedByPlayer without using the player look direction?
L207[04:11:44] <Zaggy1024> player look
direction isn't always accurate on the server :(
L208[04:18:34] <Zaggy1024> I guess I just
have to make a packet
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L216[04:51:00] <yueh> and it still allows
to infect the whole server? xD (the real server, not the minecraft
one)
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L221[05:09:01] <Laceh> yueh: yeah till i
figure out how to sandbox kawa
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L223[05:13:32] <Laceh> although yueh I
plan on writing a scheme interepreter for KPC if this problem isnt
sovleable with kawa
L224[05:15:21] <tmtu> scheme is super easy
to do
L225[05:15:53] <Laceh> tmtu: well because
scheme is minimalistic....
L227[05:16:18] <Laceh> but Ive got a job
that I have to do for Heph first before I finish KPC
L228[05:16:30] <tmtu> Heph?
L230[05:16:56] <yueh> yeah. i'm not really
convinced that kawa is supposed to be sandboxed
L231[05:17:12] <Laceh> well its not
L232[05:17:19] <tmtu> oh, thought you
meant real job :p
L233[05:17:28] <Laceh> tmtu: it is a real
job I suppose
L234[05:17:42] <Laceh> Im getting paid for
rewriting his bot and doing all the infrastructure for his website
and stuff
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L239[05:21:31] <yueh> writing a scheme
interpreter is easy. the hard part is the standard library (if
there is none to be reused)
L240[05:21:51] <Laceh> yueh: your welcome
to write it for me :P
L241[05:22:00] <Laceh> totes will credit
you :p
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L246[05:28:20] <yueh> writing parsers in
java sucks
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L272[06:23:18] <Michael_> sorry for the
stupid question, but what method do I override in item to set a
left click action?
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L274[06:24:02] <sham1> Events
L275[06:24:11] <sham1> You need to use
them
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L277[06:25:15] <Michael_> I need to use an
event?! Thats annoying.
L279[06:25:51] <sham1> Yes, because the
server does not know about you left-clicking with your item
L280[06:26:00] <gigaherz> left-click is
presumed attack
L281[06:26:09] <sham1> Send packet to
server and tell that "Hey, this client left-clicked - do
something"
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L283[06:26:17] ⇦
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L284[06:26:39] <gigaherz> attack/break,
that is
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L286[06:27:03] <gigaherz> you CAN define
tool caregories IIRC
L287[06:27:08] <gigaherz>
categories*
L288[06:27:18] <gigaherz> but they still
do the breaking effect
L291[06:28:44] <sham1> laci, that tutorial
is outdated
L293[06:29:32] <laci200270> sham1, i used
this on a 1.8 mod
L294[06:30:06] <sham1> And?
L295[06:30:29] <laci200270> it works
L296[06:30:35] <laci200270> the packet
stuff
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L302[06:32:59] <laci200270> so it
works
L303[06:36:02] <laci200270> sham1, and
this way of packet handling is much easier
L304[06:36:10] <sham1> How
L307[06:36:40] <gigaherz>
Interesting
L308[06:36:43] <laci200270> the only
depenxy is CCClib
L309[06:36:48] <laci200270> *depency
L310[06:36:49] <gigaherz> the new OBS
Multiplatform
L311[06:36:50] <sham1> Have you even tried
to use SNW
L312[06:36:53] <gigaherz> (rewrite of the
original OBS)
L313[06:36:59] <gigaherz> seems to support
multiple separate audio tracks
L314[06:37:15] <laci200270> i tried but
too complicated for me
L315[06:37:38] <laci200270> sending a
simple nbt tag is much easier for me
L316[06:37:43] <sham1> How is it too
complex!?
L317[06:37:51] <sham1> I dont even
L318[06:38:04]
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L319[06:38:07] <gigaherz> laci200270:
using SNW, you register each packet handler class separately
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L321[06:38:14] <gigaherz> you create one
separate clas for each message
L322[06:38:24] <gigaherz> so that they are
all nice&clean
L323[06:38:24] <ollieread> laci200270: You
need to learn about tab indenting
L324[06:38:25] ⇦
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L325[06:38:29] <gigaherz> no need to
switch() or anything
L326[06:38:33] <laci200270> yeah
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L328[06:38:47] <laci200270> but with this
way you can send a simple nbt tag
L329[06:39:00] <laci200270> that
searchable from keys
L330[06:39:30] <sham1> You know that with
SimpleNetworkWrapper you can also send NBT right?
L331[06:39:41] <ollieread> ^
L332[06:39:48] <laci200270> oh
L334[06:40:48] <ollieread> Though
actually, I don't even think I use that anymore
L335[06:41:08] <ollieread> Ahh yes I
do
L336[06:41:23] <gigaherz> I just use the
lazy description packet for that
L337[06:41:24] <gigaherz> XD
L338[06:41:51] <sham1> I just say screw
everything and have loads of partial update packets
L339[06:42:20] <sham1> No need to send a
descriptor packet whenever my fluid handle's fluid amount changes
or whatever
L340[06:42:55] <gigaherz> yeah that's
ideal
L341[06:43:03] <gigaherz> in fact it could
be done with NBT
L342[06:43:11] <sham1> Mmm
L343[06:43:13] <gigaherz> instead of a
"readFromNBT"
L344[06:43:17] <gigaherz> a
"readPartialFromNBT"
L345[06:43:21] <gigaherz> that ignores any
missing keys
L346[06:43:29] <sham1> But this was also a
good practice for reflection to get list of people tracking a
chunk
L347[06:43:32] <gigaherz> and keeps the
existing values
L348[06:43:56] <gigaherz> but
L349[06:44:08] <gigaherz> does the client
need to know the actual amount at all?
L350[06:44:22] <sham1> If you want to
render a GUI or something
L351[06:44:39] <gigaherz> yes but then yo
ucan just send packet updates only while there's a gui open
L352[06:44:43] <gigaherz> ;P
L353[06:45:05] <sham1> Also for instance
with pipes I want to have variable amout in there depending on how
much there is
L354[06:45:18] <sham1> So it can look
half-empty or whatever
L355[06:45:25] <gigaherz> yeah I suppose
you do want a "for display" value
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L373[07:25:29] <diesieben07> you have a
1.7 or older mod installed...
L374[07:25:40] <Ri5ux> Fuck, now I just
feel stupid.
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L376[07:28:19] <Ri5ux> Can't believe I
forgot about those.......
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L387[07:47:14] <ollieread> Anyone ever
encountered an issue where it rains crude oil?
L388[07:47:48] <diesieben07> doesn't sound
healthy
L389[07:47:59] <diesieben07> should
probably stay inside
L390[07:48:25] <ollieread> :P
L391[07:48:39] <ollieread> On the
minecraft server, it's dropping blocks
L392[07:48:50] <ollieread> Crude oil
blocks appear, but they're buggy waiting for a notification to
flow
L393[07:49:01] <ollieread> CPU jumps right
the way up, with ram and then the server crashes lol
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L395[07:49:19] <ollieread> Not my mod at
least lol
L396[07:49:42] <ollieread> Galacticraft
apparently
L397[07:52:15] <ollieread> God damn
L398[07:52:36] <gigaherz> oil rain
L399[07:52:39] <gigaherz> some peoplewould
be VERY happy
L400[07:52:41] <gigaherz> ;P
L401[07:52:44] ⇦
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L402[07:52:52] <ollieread> Not when it
stops everything ticking the second you connect
L403[07:52:55] <ollieread> and uses 100%
ram lol
L404[07:53:03] <gigaherz> yeah, that's a
downside.
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L407[07:57:25] <sham1> It's raining
oil
L408[07:57:35] <sham1> Halleluja it's
raining oik
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L417[08:15:36] <Simulac> hey guys
L418[08:18:24] <Simulac> I just started
playing some game agar.io and it's so damn addicting!
L419[08:20:15] <Ivorius> You're late,
lol
L420[08:21:59] ***
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L422[08:23:20] <Cazzar> It's been out for
a while.
L423[08:24:33] <Simulac> Yeah seems
so
L424[08:24:41] <Simulac> it's... so
colourful!
L425[08:26:39] <Simulac> anyway, now to
solve my problem with dijkstra
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L427[08:31:01] <gigaherz> Lol at Sips_
playing "Rad Rad Redemption"
L428[08:31:52] ⇦
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L435[09:00:37] ***
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L437[09:01:25] <Simulac> eh wtf my
dijkstra is trying to walk through walls
L438[09:03:06] <gigaherz> well you should
only consider a block a neighbour if the block has enough air space
to fit the entity, and is no more than the jump height blocks above
the current one
L439[09:03:06] <gigaherz> ;P
L440[09:04:07] <Simulac> It
L441[09:04:14] <Simulac> It's much worse
than that
L442[09:04:27] <Simulac> I haven't
implemented jump because I was just trying to see if it works
L443[09:04:46] <Ivorius> Why dijkstra
anyway
L444[09:04:47] <Simulac> my isWalkable()
just checks to see if the block is air so it can walk through
L445[09:04:53] <Ivorius> Isn't A* more
appropriate since it's a grid system
L446[09:05:08] <Simulac> Easy to
implement, A* with euclidean heuristic is basically dijkstra
L447[09:05:17]
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L448[09:05:19] <gigaherz> uh no?
L449[09:05:41] <Simulac> well that's what
I've been told
L450[09:05:58] <Simulac> A* with euclidean
heuristic in MC, is basically dijkstra
L451[09:06:01] <gigaherz> dijkstra doesn't
have heuristics
L452[09:06:21] <gigaherz> dijkstra is like
A* with heuristic always set to 0
L453[09:06:29] <gigaherz> not eucledian
XD
L454[09:06:40] <Simulac> Yeah I know but
the what I'm saying is, is that the effect of a euclidean heuristic
in A* is negligible in minecraft
L455[09:06:48] <Ivorius> wat
L456[09:06:51] <Ivorius> No?
L457[09:06:55] <gigaherz> why would it
be?
L458[09:06:55] <gigaherz> :/
L459[09:07:12] ***
alekso56 is now known as alekso56_off
L460[09:07:14] <gigaherz> from each
original position, you have a set of nodes you can walk to
L461[09:07:25] <Simulac> I don't know tbh,
yueh told me to make dijkstra and then I can always extend to
A*
L462[09:07:27] <gigaherz> and for each
node(block), you have an estimation of how far it is from the
target
L463[09:07:44] <gigaherz> that
estimation(heuristic) is better than nothing at all
L464[09:07:44] <gigaherz> XD
L465[09:07:55]
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L466[09:07:57] <gigaherz> it's used to
prioritize blocks with better "potential"
L467[09:08:07] <gigaherz> which gives a
result faster
L469[09:08:16] <gigaherz> that's a
different matter altogether
L470[09:08:42] <Ivorius> What are you
implementing anyway
L471[09:08:42] <gigaherz> but I'm not sure
that dijkstra over an infinite grid is a good idea
L472[09:08:43] <gigaherz> XD
L473[09:08:54] <Ivorius> Considering MC
has pathfinding already
L474[09:09:13]
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L475[09:09:43] <yueh> monotone
heuristic
L476[09:10:03] <yueh> and a euclidean
distance is one
L477[09:10:11] ⇦
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L479[09:10:21] <yueh> meh. fuck
jenkins
L480[09:10:24] ⇦
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L481[09:10:28]
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L482[09:10:37] <sham1> Welp, time to work
on my RF carrying method
L483[09:10:51]
⇨ Joins: MikrySoft
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L484[09:11:00] <gigaherz> will it be
energized plasma? :D
L485[09:11:06] <sham1> Yes ;)
L486[09:11:19] <sham1> Redstonemagnetic
containment tube
L487[09:11:34] <gigaherz> lol
L488[09:11:56] <sham1> Or just magnetic
containment tube for short
L489[09:12:08] <gigaherz> yeah
L490[09:12:43] <dangranos> how does that
even works?
L491[09:13:13] <Simulac> sorry guys i'm
back
L492[09:13:15] ***
TTFT|Away is now known as TTFTCUTS
L493[09:13:26] <gigaherz> dangranos: a
matter exciter turns normal matter into energized plasma
L494[09:13:35] <gigaherz> which is then
carried over a magnetic suspension tube
L495[09:13:37] <gigaherz> to theo ther
end
L496[09:13:48] <gigaherz> which captures
the heat back into RF
L497[09:13:48] <dangranos> how does that
carries energy though?
L498[09:13:57] <dangranos> wouldn't that
also need constantly be powered?
L499[09:14:11] <gigaherz> through the
Thermoredstonic effect, of course
L500[09:14:19] <gigaherz> nah
L501[09:14:26] <gigaherz> you can in real
life convert heat directly into electricity
L502[09:14:29] <Simulac> yeah I know it's
a bad idea to implement dijkstra but I just wanted to try small
mazes before I extend it to A*
L503[09:14:32] <gigaherz> and theother way
around
L504[09:14:37] <dangranos> i mean magnetic
suspension
L505[09:14:57] <gigaherz> well
L506[09:15:02] <sham1> plasma is like
electron soup with protons
L507[09:15:05] ***
Genuine|Away is now known as Genuine
L508[09:15:07] <dangranos> it's
redstonemagnetic suspension, right? that would need to be
powered
L509[09:15:13] <sham1> They are no longer
attracted to each other
L510[09:15:15] <gigaherz> maybethe tubes
have some thermoredstoneic coating, that powers the magnetic
system?
L511[09:15:20] <gigaherz> that
wouldexplain some losses :D
L512[09:15:22] <sham1> :P
L513[09:16:44] <sham1> I propably will
make them able to carry 4K RF/t so there would be some reason to
use them
L514[09:16:56] <sham1> 4096
L515[09:18:24]
⇨ Joins: S3 (~S3@216-220-250-118.midmaine.com)
L516[09:18:29] <S3> Hey guys
L517[09:18:36] <sham1> Or maybe I just
make it be like "suspended redstone tube" so I would not
have to make up so much technobabble about how the plasma is
created and what-not
L518[09:19:02] <gigaherz> but that would
have been the fun part XD
L519[09:19:13] <sham1> Yeh
L520[09:19:27] <sham1> Maybe I will
include multiple tiers of power transfer ;)
L521[09:20:53] <sham1> So the suspended
redstone tubes could be low tier and the electromagnetic
containment tubes with plasma would be more end-game
L522[09:22:10] <gigaherz> like the
Cryo-stabilized Fluxducts
L523[09:22:33] <sham1> Yeh
L524[09:23:29] <sham1> Those things are
able to carry basically infinite RF
L525[09:23:34] <sham1> Very high
amount
L526[09:23:48] <S3> I have a small project
with some others to handle the storage format of worlds differently
on disk. The only issue we have is that we're not sure if we can
use forge to replace a feature like that. Could somebody give us
some insight?
L527[09:24:06] <sham1> couldnt you use a
core mod?
L528[09:24:16] <diesieben07> the question
is... why? and what exactly do you want to change
L529[09:24:18] <S3> I thought those were
gotten rid of.
L530[09:24:25] <diesieben07> that is not
true
L531[09:24:35] <gigaherz> coremods exist,
but they are stored in the same folder
L533[09:24:58] <gigaherz> but still,
L534[09:25:05] <sham1> why
L535[09:25:08] <gigaherz> why woudl you
ever do something as crazy as replacing the storage format?
XD
L536[09:25:11] <sham1> Why'd you want to
do that
L537[09:25:13] <S3> :) O knmew you were
asking.
L538[09:25:18] <S3> I knew you would ask I
mean
L539[09:25:25] <S3> I know right?
L540[09:25:40] <sham1> So do you have a
reason or not
L541[09:25:40]
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L543[09:26:00] <gigaherz> yeah it's like
going to a surgeon and saying "hey canyou replace my working,
beating heart with this other one that I made myself?"
L544[09:26:01] <gigaherz> ;P
L545[09:26:13] <gigaherz> he's inevitably
going to say "why the F would you ever want to do
that?"
L546[09:26:13] <gigaherz> XD
L548[09:26:21] <Simulac> spooky scary
skeletons sends shivers down your spine
L549[09:26:27] <sham1> okay
L550[09:26:55] ***
Ashlee is now known as Ashlee|off
L551[09:27:05] <Simulac> just realised
your name is like saying "sham one" as in
"someone" xD
L552[09:27:23] <sham1> Oh it took you this
long to realize :P
L553[09:27:25] <gigaherz> I just read it
as "shami"
L554[09:27:30] <sham1> So do I
L555[09:27:43] <S3> Anyhow, we're going to
be experimenting with an algorithm which we didn't quite invent,
that can make maps extremely small without any compression. As well
as this, it is pretty simple.
L556[09:27:43] <sham1> Or I just say
sham
L557[09:28:11] <Simulac> this is
hilarious
L558[09:28:18] <Simulac> my player is just
moving round in circles
L560[09:28:28] <S3> I wanna see :D
L561[09:28:33] <diesieben07> so what you
wnat to replace is the chunk format
L562[09:28:34] <diesieben07> right?
L563[09:29:07]
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L566[09:30:00] ⇦
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Leaving)
L567[09:30:11] <Flashfire> Hey, I'm making
a custom version of the Wither boss and I have an issue with the
armor rendering
L568[09:30:26] <gigaherz> S3: after a
quick look
L569[09:30:30] <S3> that's definately
going to happen, but only if we're 100% sure it's not how it's
already basically stored, apparently the format has changed since
the past I just realize, so hmm..
L570[09:30:38] <gigaherz> I think
Minecraft has some sort of support for swapping save formats
already
L571[09:30:41] <Flashfire> In the
RenderWither class's constructor it adds the armor layer and my
render class extends RenderWither
L572[09:31:04] <Flashfire> So how can I
cancel that layer addition so it doesn't replace/overlap the one I
add in my own render class's constructor?
L573[09:31:52] <diesieben07> Flashfire,
layerRenderers is just a list. you can remove from it
L574[09:31:59] <diesieben07> it even has a
removeLayer method...
L575[09:32:02] <Flashfire> Oh, is that
so?
L576[09:32:20] <Flashfire> So after I call
super in my renderer's constructor I can just call to remove
it?
L577[09:32:31] <diesieben07> yes
L578[09:32:33] <gigaherz> S3: you may be
able to replace MinecraftServer.anvilConverterForAnvilFile with
your own custom class using reglection
L579[09:32:46] ⇦
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L580[09:32:48] <sham1> dont you mean
reflection
L581[09:32:53] <gigaherz> yes
L583[09:32:56] <gigaherz> it seems that
"ISaveHandler isavehandler =
this.anvilConverterForAnvilFile.getSaveLoader(p_71247_1_,
true);"
L584[09:33:00] <gigaherz> chooses which
save format to use
L585[09:33:14] <gigaherz> so you could
just return your own format whenever
L586[09:33:28] <gigaherz> it wouldn't even
need a coremod at all
L587[09:33:29] <S3> so before I really get
into it, since the formats have changed and etc etc..
L588[09:33:33] <Flashfire> Wow that's
quite simple, thanks again diesieben
L589[09:33:40] <S3> are blocks currently
stored in the chunk block by block?
L590[09:33:53] <gigaherz> the chunk stores
16 bits for the block
L591[09:34:03] <gigaherz> 12bit block ID +
4bit meta
L592[09:34:07] <gigaherz> same as
before
L593[09:34:10] <S3> and the chunk on file
literally stores every block id in that chunk?
L594[09:34:11] <sham1> yay for meta
L595[09:34:16] <S3> one by one
L596[09:34:17] <gigaherz> on top of that,
each block has an associated "block light level"
L597[09:34:20] <S3> (not in that
order)
L598[09:34:28] <S3> right
L599[09:34:35] <gigaherz> yes the chunk
file stores blockid+light for each block
L600[09:34:40] <S3> so our idea is not to
store them that way :)
L601[09:34:48] <gigaherz> TileEntity NBT
data is stored afterward
L602[09:34:50] <gigaherz> separately
L603[09:35:01] <S3> our idea is to instead
store a tree instead.
L604[09:35:17] <S3> the only issue there
is lighting
L605[09:35:22] ⇦
Quits: CJ-Railcraft (Railcraft@65.183.205.154) (Ping timeout: 202
seconds)
L606[09:36:59] <gigaherz> S3: well good
luck
L607[09:37:04] <gigaherz> no idea if it
will be beneficial
L608[09:37:15] <S3> our idea is to store a
tree which represents subdivisions of the chunk. Here's a benefit,
if the entire chunk was stone, it would only take one entry to
create the entire chunk. the file would be only a few bytes,
however, the problem there as you mentioned, is if lighting is
stored in every block..
L609[09:37:19] <gigaherz> but Mojang has
adopted modder-developed save formats in the past so...
L610[09:37:19] <gigaherz> ;P
L611[09:37:44] <gigaherz> Minecraft has
two light values
L612[09:37:47] <S3> it's basically the
same way cube2 stores its maps.
L613[09:37:50] <gigaherz> that are added
together, capped at 15
L614[09:38:08] <gigaherz> block level is
calculated based on all the light-emitting blocks around
L615[09:38:10] <gigaherz> and stored in
the chunk
L616[09:38:14] <gigaherz> sky level is
dynamic
L618[09:38:25] <gigaherz> the effective
lighting of a block is block+sky
L619[09:38:27] <gigaherz> capped at
15
L620[09:38:31] <sham1> I just love the way
I name my classes sometimes...
L621[09:38:44] <gigaherz> orwasi t
max(sky,block)?
L622[09:38:47] <gigaherz> I can't remember
XD
L623[09:39:45] <S3> yeah that makes it a
bit complicated, only because the complexity of the chunk increases
the complexity of the file, it will only become as complex as the
chunk could possibly be if every block was different, but with
lighting levels that would make most of them different now wouldn't
they?
L624[09:39:59] <S3> however.. lots of
blocks in the chunk share the same lighting?
L625[09:40:02] <S3> I assume
L626[09:40:13] <S3> unless horribly
modified
L627[09:41:31] <S3> either way, if this
format worked it would be possible to modify entire regions without
using a whole lot of memory..
L628[09:41:32] <gigaherz> okay it's
max(sky,block) ;P
L629[09:41:45] <S3> it would be extremely
fast
L630[09:41:56] <gigaherz> well your save
format couldeasily store the block AND light in separate
trees
L631[09:42:09] <S3> you're right
L632[09:42:12] <gigaherz> there's only 15
possible light values
L633[09:42:15] <S3> I didn't think of that
either
L634[09:42:16] <gigaherz> ;P
L635[09:42:27] <Ordinastie> gigaherz,
light is (sky << 16) | block
L636[09:42:33] <gigaherz> Ordinastie:
hm?
L637[09:42:37] <S3> so if I had to, I
could represent the chunk as blocks in an octotree, and then
represent the chunk as lighting in another octotree
L638[09:42:42] <S3> or merge them
L639[09:42:43] <gigaherz> when I loko with
F3
L640[09:42:56] <gigaherz> a position with
block 3 sky 10, shows light level 10
L641[09:42:59] <gigaherz> look*
L642[09:43:08] <gigaherz> and a position
with block 13 sky 4, is 13
L643[09:43:11] <Ordinastie> yes, but the
values are still there
L644[09:43:20] <gigaherz> oh you mean in
the save format?
L645[09:43:43] <Ordinastie> not sure in
the save format, but everywhere else
L646[09:43:44] ⇦
Quits: Subaraki
(~Artix@AClermont-Ferrand-552-1-216-200.w86-207.abo.wanadoo.fr)
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L647[09:44:02] <gigaherz> i see
L648[09:44:08] <gigaherz> I assumed it was
a global valie
L649[09:44:11] <gigaherz> value
L650[09:44:13] <S3> well imo the save
format should be completely seperated from the stuff that uses the
data.
L651[09:44:26] <gigaherz> getBlockLight()
{return block.light + world.skyLight; }
L652[09:44:30] <gigaherz> or something
like that ;P
L653[09:44:35] <S3> mods and such
shouldn't care how they are stored
L654[09:44:48] <gigaherz> S3: they aren't
supposed to
L655[09:44:56] <gigaherz> almost
everything is abstracted
L657[09:45:07] <gigaherz> the only
internal info you get is the meta value
L658[09:45:25] <gigaherz> (and in 1.8,
only because you decide how to map IBlockState to/from meta)
L659[09:45:38] <gigaherz> everything else,
including block IDs and such, is internal only
L660[09:46:07] <gigaherz> Lex and the
contributors have been doing a lot of work removing implementation
details from the registries and such
L661[09:46:13] <S3> itl be nice though
(especially for sysadmins that run servers) to store maps that are
normally several GB in MB or fractions of.
L662[09:46:22] <S3> without
compressing
L663[09:46:30] <gigaherz> why without
compressing?
L664[09:46:39] <S3> you don't usually need
compression with octotrees
L665[09:46:41] <S3> I mean you could
L666[09:46:51] <gigaherz> applying a quick
zlib over the resulting byte array would be simple ;P
L667[09:46:56] <S3> it would be
L668[09:47:13] <S3> but the octotree
itself sort of incidently compresses itself
L669[09:47:18] <gigaherz> yeah
L670[09:47:21] <S3> I mean its not a
compression algorithm, its a side effect
L671[09:47:27] <gigaherz> sparseness vs
tree overhead
L672[09:47:39] <S3> but you're right, the
worlds will be small enough that using zlib and octotrees would
make them super tiny
L673[09:47:54] <gigaherz> the octree woudl
be horrible if you created a world that's fully random
L674[09:47:54] <gigaherz> XD
L675[09:48:02] <S3> it would help gigaherz
for the complicated chunks people make
L676[09:48:04] <gigaherz> from 0 to
255
L678[09:48:20] <S3> if lightiong is stored
seperately yes
L679[09:48:36] <S3> but with octotrees
technically itd be no more complex in theory (usually) than the
format now
L680[09:48:54] <gigaherz> hmm wouldn't it
be a little bigger?
L681[09:48:54] <S3> but yeah the more
complex the more hellish
L682[09:48:57] <gigaherz> just from the
octree nodes?
L683[09:49:12] <gigaherz> hmm
L684[09:49:13] <gigaherz> although
L685[09:49:24] <gigaherz> if each octree
node stores the "default" block ID
L686[09:49:32] <gigaherz> and child nodes
only specify differences
L687[09:49:47] <gigaherz> then a full
chunk made 100% ofstone would still be sparse enough
L688[09:49:57] <gigaherz> well you have
the decompiled source
L689[09:50:04] <S3> right
L690[09:50:13] <gigaherz> and I just gave
you a way to provide custom safe formats without a coremod
L691[09:50:31] <gigaherz> you just have to
extend AnvilSaveConverter
L693[09:50:53] ***
helinus|off is now known as helinus
L694[09:51:33] <gigaherz> and use
Reflection to write the MinecraftServer.anvilConverterForAnvilFile
field from the current server instance
L696[09:52:00] <gigaherz> so have
fun
L697[09:52:14] <gigaherz> we'll be around
if you have a question or make something nice to show off
L698[09:52:14] <gigaherz> ;P
L699[09:52:39] <gigaherz> custom save
formats*
L700[09:52:42] <gigaherz> stupid
fingers
L701[09:52:52] <S3> Well cool. thanks for
your help. I know it's probably really weird to come in here and
mention custom save formats :P
L702[09:53:00] <shadekiller666> inb4 hes
hiding some key step that breaks everything if not done
correctly
L703[09:53:10] <S3> but we all came up
with this at our hackerspace last night and was like, OMG
L704[09:54:10] <S3> remembering that's how
sauerbraten actually manages to modify entire worlds larger than
your camera view in lightning speed on a pentium 4 :P
L705[09:55:52] <OrionOnline> Is there a
way to store data about the player?
L706[09:56:02] <gigaherz> ?
L707[09:56:05] <OrionOnline> Like
experience of something
L708[09:56:18] <gigaherz>
IExtendedEntityProperties
L709[09:56:22] <gigaherz> IEEP for
short
L710[09:56:40] <gigaherz> you can attach
an IEEP to an Entity, and it will allow you to store
information
L711[09:56:57] <gigaherz> it has its own
set of readFromNBT/writeToNBT for persistent storage
L712[09:57:06] <gigaherz> that get called
for all registered IEEPs
L713[09:57:41] <gigaherz> every mod that
adds new equipment slots, player-specific knowledge and such uses
those
L714[09:58:35] <OrionOnline> that is
exactly what i am looking for
L715[09:59:41] <OrionOnline> hmm ee3 seems
todo it differently
L716[10:00:10] *
gigaherz shrugs
L717[10:00:15] ***
willieaway is now known as williewillus
L718[10:00:15] <Simulac> This is extremely
weird
L719[10:00:32] <OrionOnline> gigy, you
know of mods who do it that way with the IEEP i mean?
L720[10:01:01] <shadekiller666> well
theres Thaumcraft, but thats closed source
L721[10:01:03] <Simulac> I'm using the
moveToBlockPosAndAngles method to move to a block position but it's
not moving there!
L723[10:01:32] <Simulac> it's moving like
diagonally away
L724[10:01:49] <gigaherz> I mean I know a
lot of mods that presumably use that
L725[10:01:57] <gigaherz> but I don't know
if they are opensource
L726[10:02:01] <gigaherz> so you'd have to
look yourself
L727[10:02:01] <gigaherz> XD
L728[10:02:15] <Simulac> guys
L729[10:02:22]
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L730[10:02:29] <Simulac> have any of you
used the moveToBlockPosAndAngles method?
L731[10:02:41] ***
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L732[10:02:56] <Ivorius> Hrm
L733[10:02:58] <gigaherz> nope
L734[10:03:06] <williewillus> for
entity?
L735[10:03:06] <Ivorius> Someone have some
sample code for 1.8 models
L736[10:03:11] <Ivorius> Something simple,
just the jsons
L737[10:03:30] <Simulac> I'm calling it on
the thePlayer
L739[10:03:55] <williewillus> Ivorius: if
youre using the vanilla format, assets/minecraft :p
L740[10:04:10] <gigaherz> but the
minecraft fence block is the best example out there
L741[10:04:10] <gigaherz> XD
L742[10:04:18] <williewillus> for the
forge json format, the test folder in the MinecraftForge
github
L743[10:04:20] <gigaherz> it has a good
set of blockstates
L744[10:04:29] <Ivorius> I know of the
vanilla jsons
L745[10:04:32] <williewillus> if you need
that many states you're better off using the forge format
L746[10:04:33] <Ivorius> I'm talking the
code side of things
L747[10:04:37] <gigaherz> Oh
L748[10:05:05] <Ivorius> i.e. how do I set
the model of an item
L749[10:05:12] <Ivorius> and how do I set
the model of a block
L750[10:05:21] <Ivorius> Done it with b3d,
but not with json yet
L752[10:05:34] <Ivorius> (Which is dumb
because really it should be the same method >.>)
L753[10:05:40] <gigaherz> well
L755[10:05:48] <gigaherz> your block
registration gives the block a name
L756[10:05:54] <gigaherz> which refers to
the blockstates json
L757[10:06:01] <gigaherz> and the
blockstates json refers to models
L758[10:06:13] <Ivorius> Ah, that's what
I'm looking for, thanks
L760[10:06:27] <gigaherz> the code I
pasted is only for the ITEM version of the block
L761[10:06:40] <gigaherz> you can create
an itemless block without registering it as an item
L762[10:07:12] <gigaherz> but the
blockstates json is mandatory
L763[10:07:26]
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L766[10:07:55] <laci200270> i can't get it
to work
L767[10:08:17] <gigaherz> laci200270:
uhh
L768[10:08:33] <gigaherz> you don't have
the forgethingy
L769[10:08:43] <laci200270> what
forgethingy?
L771[10:09:05] <shadekiller666>
"forge_marker": 1, has to be the 1st line if you want to
use the forge blockstate format
L772[10:09:06] <gigaherz>
"forge_marker": 1
L773[10:09:19] <gigaherz> your json uses
the forge blockstates, but it does NOT have the marker
L774[10:09:21] <gigaherz> so it's
invalid
L775[10:09:27] <gigaherz> because
Minecraft won't recognize that format
L777[10:10:00] <gigaherz> then you don't
need all that crap
L778[10:10:07] <williewillus> just use the
vanilla format then
L779[10:10:10] <laci200270> what
crap?
L781[10:10:22] <gigaherz> your blockstates
file can look like this
L782[10:10:31] <laci200270> oh
L783[10:10:33] <gigaherz> n oneedto have
defaults at all
L784[10:10:37] <gigaherz> just... point to
the model
L785[10:10:38] ⇦
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L787[10:11:28] <gigaherz> then put the
textures in the model itself
L788[10:11:33] <gigaherz> instead of the
blockstates file
L789[10:11:57] <gigaherz> you'll want a
line called "steel" and one called
"particles"
L790[10:12:04] <gigaherz> the particles
one is the texture used when breaking
L791[10:12:58] <laci200270> i now use
normal testing
L792[10:12:59] <gigaherz> sorry
"particle"
L793[10:13:00] <gigaherz> singular
L794[10:13:11] *
laci200270 hopes it will works now
L795[10:13:28] <gigaherz> laci200270: your
model json doesn't have textures
L796[10:13:31] <gigaherz> so it will looks
purple
L797[10:13:35] <laci200270> ok
L798[10:13:52] <gigaherz> you need a
"textures" block in it
L799[10:14:00] <gigaherz> with
"steel" and "particle"
L800[10:14:07] <gigaherz> in the model
itself, no need to put it in the blockstates
L801[10:14:55] <Simulac> guys
L802[10:15:02] <laci200270> oh and another
question: how can calaculate uv cordinates for models?
L803[10:15:09] <Simulac> do you guys know
the right motionX, Y, Z values to move exactly one step
L804[10:15:22] <williewillus> uh whaddya
mean calculate uv's :p
L805[10:15:24] ⇦
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L806[10:15:31] <williewillus> Simulac: one
step? you mean one block?
L807[10:15:36] <Simulac> yes
L808[10:15:45] <williewillus> well then
it'd just be 1
L809[10:15:45] <gigaherz> motion is
speed
L810[10:15:58] <Simulac> No 1 launches the
player
L811[10:16:03] <gigaherz> so I'm not sure
that there's a "right value"
L812[10:16:03] <williewillus> yeah bc
that's 1 every tick
L813[10:16:06]
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L815[10:16:13] <Simulac> O
L816[10:16:14] <laci200270> where i need
to put the textures in the texture map for json that i write in
notepad
L817[10:16:16] <gigaherz> no 1 means 1
block/tick or per second movement speed
L818[10:16:16] <gigaherz> XD
L819[10:16:21] <Simulac>
OOOOOOOOOOOOOOOHHHHHHHHHHHH
L820[10:16:22] <gigaherz> really
L821[10:16:29] <Simulac> and it all
becomes clear
L822[10:16:31] <Simulac> thanks
guys!
L823[10:16:37] <gigaherz> you need to keep
adjusting the value based on the speed you WANT
L824[10:16:38] <gigaherz> XD
L825[10:16:43] <williewillus> laci200270:
your textures need to be in assets/modid/textures/blocks/name
L826[10:16:43] <Simulac> I was trying out
different values
L827[10:16:48] <laci200270> yes
L828[10:16:50] <gigaherz> 0.2ish while
moving
L829[10:16:52] <gigaherz> 0 when
stopping
L830[10:17:01] <Simulac> yeah values close
to that worked well
L831[10:17:19] <gigaherz>
laci200270:
L833[10:17:23] <gigaherz> it looks like
that
L834[10:17:23] <williewillus> do the
fclient player's UUID match with their serverside
EntityPlayerMP?
L835[10:17:28] <gigaherz> put it below the
model elements or similar
L836[10:17:38] <Simulac> now I just to
find how to make the player look straight ahead (direction he is
moving)
L837[10:17:41] <gigaherz> the
"textures" part
L838[10:17:43] <gigaherz> not the
parent
L839[10:17:43] <gigaherz> ;P
L840[10:17:49] <gigaherz> but I have many
textures
L841[10:17:55] <laci200270> oh so textures
not longer stored in one file
L842[10:17:55] <gigaherz> you only need
"steel" and "particle"
L843[10:17:58] <gigaherz> I already said
that TWICE
L844[10:18:21] <gigaherz> laci200270: you
need one texture line for each #texture you have in the elements
list
L845[10:18:29] <gigaherz> since you just
have #steel
L846[10:18:29] <laci200270> ok
L847[10:18:33] <gigaherz> you only need
"steel"
L848[10:18:38] <gigaherz> but you ALSO
need "particle"
L849[10:18:41] <gigaherz> for when you
break your block
L850[10:19:03] <gigaherz> by the way, UV
coords are 0..16
L851[10:19:13] <gigaherz> the left/bottom
of the texture is 0,0
L852[10:19:14]
⇨ Joins: CovertJaguar (~you@65.183.205.154)
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L854[10:19:19] <gigaherz> the rop/right is
16,16
L855[10:19:22] <gigaherz> top*
L856[10:19:29] <laci200270> i still
getting errors like this: [FML]: Model definition for location
energymod:dieselGenerator#normal not found
L857[10:19:29] <williewillus> err I though
UVs began at top left
L858[10:19:33] <gigaherz> hmm
L859[10:19:42] <gigaherz> maybe
L860[10:19:44] <williewillus> U goes down,
V goes right
L861[10:19:47] <gigaherz> it confuses
me
L862[10:19:55] <gigaherz> Direct3D has
them top-down left-to-right
L863[10:19:57] <williewillus> also, any
questions about vanilla model format are answered by the vanilla
wiki lol
L865[10:20:02] <gigaherz> but raw Opengl
has them starting at the bottom
L866[10:20:21] <gigaherz> but I guess
Minecraft flips them back
L867[10:20:21] <gigaherz> ...
L868[10:20:22] <laci200270> my game still
not recognizes the model
L869[10:20:58] <gigaherz> do you have a
line "normal" in it?
L870[10:21:00] <shadekiller666> laci,
honestly its not that hard, find a vanilla block that applies the
model the same way yours does, and copy it
L871[10:22:42] <williewillus> update your
repo
L872[10:22:45] <williewillus> so we can
see
L873[10:22:46] <laci200270> where i define
the name that mc searches for the blockstate?
L874[10:22:50] <williewillus> you
can't
L875[10:22:55] <williewillus> it searches
using the game registry name
L876[10:22:56] <shadekiller666> its the
block name
L877[10:23:00] <laci200270> ok
L878[10:23:02] <williewillus> that you
registered the bloock with
L879[10:23:07] <diesieben07> you can
override it though
L880[10:23:13] <diesieben07> i think
IStateMapper does that
L881[10:23:24] <diesieben07> but i dont
see why you would need to
L882[10:23:30] <laci200270> because now
modified to use the vanilla wool to test it,but still says no model
found
L883[10:23:33] <PaleoCrafter> hm, anybody
know a nice IRC client that supports high DPI?
L884[10:23:41] <williewillus>
hexchat
L885[10:24:00] <shadekiller666> laci, its
the name of your block that it looks for...
L886[10:24:15] <PaleoCrafter> all blurry
for me, williewillus :P
L887[10:24:19] <williewillus>
really?
L888[10:24:20] <PaleoCrafter> do I have to
enable it?
L889[10:24:50] <williewillus> oh i did the
little "Disable display scaling on high DPI settings"
thing
L890[10:25:03] <williewillus> which makes
it look correct :p
L891[10:25:20]
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L892[10:25:26] <Tim020> o/
L893[10:25:46] <OrionOnline> Hey tim
L894[10:25:49] <OrionOnline> You TS?
L895[10:25:52] <PaleoCrafter> where's that
setting, williewillus? :P
L896[10:25:55] <gigaherz> PaleoCrafter:
maybe chatzilla since it's XML-based? ;P
L897[10:25:57] <Tim020> Sure :)
L898[10:26:46] <williewillus>
PaleoCrafter: right click one of the shortcuts or the hexchat exe
itself -> properties -> compatibility -> check that box
and relaunch
L899[10:26:54] <PaleoCrafter> ah
L900[10:27:24] <PaleoCrafter> lovely
L901[10:27:57] <laci200270> i updated the
repo
L902[10:28:08] <williewillus> a client
player entity and their respective entityplayermp share the same
uuid correct?
L903[10:28:22] <laci200270> williewillus,
yes
L904[10:28:41] <shadekiller666> isn't that
kinda against what a uuid is for?
L905[10:28:52] <williewillus> just
checking lol
L906[10:28:55] <shadekiller666> isn't
every object in java supposed to have a different uuid?
L907[10:29:06] <williewillus> no, uuid in
the scope of MC :p
L908[10:29:16] <shadekiller666> oh
L909[10:29:17] <tmtu> shadekiller666: uuid
for what
L910[10:29:38] <williewillus> laci200270:
1. change your blockstate back to say "model":
"energymod:generator" 2. go to your generator.json and
add textures
L911[10:32:06] <Simulac> I need to learn
concurrency
L912[10:33:20] <laci200270> i still see
nothing at the block
L913[10:33:30] <williewillus> paste or
push your new generator.json
L914[10:34:43] <laci200270> done
L915[10:35:10] <williewillus> wot
L916[10:35:16] <williewillus> where did
layer0 come from
L917[10:35:28] <williewillus> you use
texture variable steel but you never define it
L918[10:35:36] <laci200270> oh
L919[10:35:38] <williewillus> so define
steel
L920[10:36:01] <williewillus>
"steel": "energymod:blocks/wherever"
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L922[10:36:20] <laci200270> i still se
nothing
L923[10:36:21] <gigaherz> laci200270: did
you ignore everything I said?
L924[10:36:22] <gigaherz> XD
L925[10:36:26] <laci200270> bo
L926[10:36:28] <laci200270> *no
L927[10:36:34] <laci200270> just testing
it
L928[10:37:09] <laci200270> also no pruple
black block only nothing
L929[10:37:30] <williewillus> do you get
the missing model message?
L930[10:37:35] <laci200270> yes
L931[10:37:41] <williewillus> does it say
normal
L932[10:37:48] <laci200270> yes
L933[10:37:52] <laci200270> and
inventory
L934[10:38:06] <shadekiller666> why
L935[10:38:20] <shadekiller666> those are
forgeblockstate-only keys...
L936[10:38:40] <williewillus> no he means
in the missing mode messages
L937[10:38:43] <williewillus> those are
vanilla
L938[10:38:45] <williewillus>
anyways
L939[10:38:53] <williewillus> in your
block you still have a bunch b3d/extendedstate crap
L940[10:38:58] <williewillus> take it out
if you're going to use vanilla models
L941[10:39:03] <laci200270> maybe i need
to restart the whole game no just f3+t resource reloaod
L942[10:39:10] <shadekiller666> ...
L943[10:39:13] <williewillus> 0.o
L944[10:39:14] <shadekiller666> f3+s
L945[10:39:23] <gigaherz> laci200270:
uhhhh
L946[10:39:23] <shadekiller666> f3+t is
only textures
L947[10:39:26] <gigaherz> if you change
resources
L948[10:39:30] <gigaherz> you need to hit
"build" again
L949[10:39:34] <laci200270> f3+t what
does?
L950[10:39:34] <gigaherz> in order for
them to get copied
L951[10:39:43] <gigaherz> f3+t ==
f3+s
L952[10:39:45] <laci200270> i pressed
rebould
L953[10:39:51] <gigaherz> they used to be
for "textures" and "sounds" separately
L954[10:39:51] <williewillus> well
also
L955[10:39:54] <gigaherz> they do the same
thing now
L956[10:39:54] <diesieben07> yeah if you
change resources relaunch the game
L957[10:40:00] <williewillus> remove the
extended blockstate stuff
L958[10:40:06] <gigaherz> but
really,
L959[10:40:10] <gigaherz> your blockstate
file should look like
L961[10:40:17] <shadekiller666> if you
launch in debug mode you can change them without relaunching
L962[10:40:22] <gigaherz> you don't need
ANYTHING else in there
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L964[10:40:37] <laci200270> ok
L965[10:40:47] <gigaherz> shadekiller666:
you have to do Build -> Make Project, otherwise the resources
aren't copied over
L966[10:40:47] <laci200270> i now need to
go away
L967[10:41:09] <shadekiller666> not from
my experience
L968[10:41:31] <diesieben07> in eclipse
you dont have to
L969[10:41:44] <diesieben07> thats the one
thing i still miss in intellij :D
L970[10:41:49] <williewillus> ive never
had to do that
L971[10:42:02] <shadekiller666> thats
eclipse only? D:
L972[10:42:15] <shadekiller666>
#sadface
L973[10:42:18] <diesieben07> intellij uses
javac
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L975[10:42:25] <diesieben07> so you have
to explicitly tell it to build
L976[10:43:01] <shadekiller666> could one
write a script to auto-build on save if the game is running
L977[10:43:24] <diesieben07> yeah i tried
that but its not as smooth as in eclipse
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L979[10:43:51] <shadekiller666> but it
works with one button though right?
L980[10:44:33] <diesieben07> ?
L981[10:45:19] <shadekiller666> you just
hit save and the script rebuilds automatically right?
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L983[10:47:12] <diesieben07> yes, but in
eclipse it just all feels instant :D
L984[10:47:23] <shadekiller666> ya
well
L985[10:47:51] <shadekiller666> why does
no one ever talk about Netbeans
L986[10:48:32] <shadekiller666> thats what
i used in java class
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L993[11:05:03] <Ordinastie> anybody know
how to reference a vanilla texture for a model in a resourcepack
?
L994[11:05:13] ***
alekso56_off is now known as alekso56
L995[11:05:42] <gigaherz> Ordinastie:
sure, "minecraft:blocks/iron_block"
L996[11:06:20] <Ordinastie> doesn't work
:x
L997[11:06:24]
⇨ Joins: ElgarL
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L998[11:06:44] <gigaherz> weird
L999[11:07:04] <Ordinastie> wait, nvm, I
was derping
L1000[11:07:09] <gigaherz> ah no
minecraft:
L1001[11:07:09] <Ordinastie> thx
L1003[11:07:18] <gigaherz> just
"blocks/iron_block"
L1004[11:07:29] <gigaherz> or
"items/diamond"
L1005[11:07:30] <gigaherz> ;p
L1006[11:08:43]
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L1007[11:10:54] ***
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reset by peer)
L1010[11:22:38] ***
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L1011[11:26:07] <Simulac> I just ate
three packets of raspberries
L1012[11:26:10] <Simulac> they're so
good!
L1013[11:26:26]
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L1014[11:26:57] <gigaherz> we have black
ones around here
L1015[11:27:17] <gigaherz> I used to go
gather them
L1016[11:28:21] <gigaherz> ah no, the
ones around here are blackberries
L1017[11:28:24] <gigaherz> not black
raspberries
L1018[11:28:56] <gigaherz> very
sweet
L1019[11:28:58] <gigaherz> really nice
;P
L1020[11:29:12] <Simulac> my uncle grows
blackcurrants
L1021[11:29:19] <Simulac> they're so sour
I love em
L1022[11:29:45] <gigaherz> i hate
sour
L1023[11:29:46] <gigaherz> XD
L1024[11:29:49] <gigaherz> not as much as
bitter
L1025[11:29:54] <gigaherz> but I still
dislike it
L1026[11:30:09] <Simulac> I love sour
things but I don't think anyone can stand bitter...
L1027[11:30:34] <Simulac> except my mum,
she sometimes likes to eat this weird vegetable which is horribly
bitter
L1028[11:30:43] <gigaherz> some people
like bitter
L1029[11:31:05] <gigaherz> people drink
coffee without sweetening
L1030[11:31:24] <gigaherz> people drink
"bitter kas"
L1031[11:31:29]
⇨ Joins: blendermf
(~blendermf@dhcp-108-168-7-42.cable.user.start.ca)
L1032[11:31:32] <Simulac> BITTER
GOURD
L1033[11:31:33] <Simulac> that's it
L1034[11:31:44] <Simulac> It's horribly
bitter
L1035[11:32:05] <gigaherz> yeah some
people actually LIKE the taste of bitter things
L1036[11:32:13] <gigaherz> I dislike it
more than usual
L1037[11:32:13] <gigaherz> XD
L1038[11:32:16] <Simulac> I like coffee,
but some variants are just too strong
L1039[11:32:22] <gigaherz> I don't
L1040[11:32:26] <Simulac> americano for
example
L1041[11:32:37] <gigaherz> in order to
drink coffee without hating myself for it
L1042[11:32:48] <gigaherz> I'd need to
put moresugar in the cup than coffee
L1043[11:32:54] <Simulac> tbh I just
drink it for the boost
L1044[11:33:03] <gigaherz> and even thne
the taste of burned is just ugh
L1045[11:33:11] <diesieben07> tea is far
superior. go away coffee people :D
L1046[11:33:20] <gigaherz> coffee is much
better
L1047[11:33:27] <gigaherz> ehh
L1048[11:33:28] <gigaherz> tea is*
L1049[11:33:33] <gigaherz> wtf
fingers?!
L1050[11:33:36] <gigaherz> although I
can't really drink green tea
L1051[11:33:40] <Simulac> your fingers
like coffee
L1052[11:33:45] <Simulac> but your mind
likes tea
L1053[11:33:50]
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(~killjoy@cpe-24-74-204-200.ec.res.rr.com)
L1054[11:33:50] <gigaherz> Earl Grey
:3
L1055[11:33:52] <diesieben07> green
tea... come on now
L1056[11:34:02] <gigaherz> diesieben07:
green tea tastes funny to me
L1057[11:34:03] <killjoy> hot
L1058[11:34:07] <diesieben07> green tea
is drank by people who just brew it for 2 seconds anyways
L1059[11:34:08] <gigaherz> I need a lot
more sugar
L1060[11:34:10] <diesieben07> its
basically just hot water
L1061[11:34:16] <Simulac> the coffee
making community is so pretentious sometimes
L1062[11:34:18] <gigaherz> that's not
proper green tea XD
L1063[11:34:22] <diesieben07> i know
:P
L1064[11:34:23] <gigaherz> anyhow
L1065[11:34:27] <diesieben07> i drink
black tea
L1066[11:34:27] <gigaherz> earl
grey.
L1067[11:34:33] <gigaherz> I used to
drink black tea
L1068[11:34:37] <gigaherz> but then I
tasted earl grey
L1069[11:34:44] <williewillus> does
RegistryNamespaced.getNameForObject return domething different in
1.8? 0.o
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L1071[11:34:54] <gigaherz> although most
commonly, my preferred source of caffeine is cocacola zero
L1072[11:34:56] <williewillus> it returns
String in 1.7 but Object in 1.8
L1073[11:35:06] <diesieben07> probably
ResourceLocation willie
L1074[11:35:06] <gigaherz> tea I drink
more often in winter
L1075[11:35:14] <gigaherz> when I prefer
a hot drink rather than a cool one
L1076[11:35:14] <diesieben07> you can
drink cola zero? are you ill?
L1077[11:35:20] <gigaherz> ?
L1078[11:35:26] <gigaherz> I can either
drink normal, or zero
L1079[11:35:28] <diesieben07> that stuff
tastes fucking awful
L1080[11:35:32] <gigaherz> light tastes
like crap
L1081[11:35:38] <gigaherz> cherry cola is
horrid
L1082[11:35:43] <Simulac> "In order
to truly make ADEQUATE COFFEE, you must collect the best
ingredients. No, not from the shop. You must collect coffee beans
blindfolded standing on one leg whilst spinning on a summer
day."
L1083[11:35:43] <gigaherz> and pepsi is
just disgusting
L1084[11:35:44] <diesieben07> the sugar
replacement stuff makes me puke
L1085[11:35:53] <dangranos> kvas is best
drink
L1086[11:35:57] <dangranos>
</topic>
L1087[11:36:12] <gigaherz> diesieben07: I
actually like it quite a lot
L1088[11:36:16] <Simulac> THE TOPIC
CLOSING TAG OH NO
L1089[11:36:16] <diesieben07> :o
L1090[11:36:21] <diesieben07>
<topic>
L1091[11:36:24] <dangranos> pepsi is
better than cola though
L1092[11:36:25] <gigaherz> I did find it
funny at first
L1093[11:36:29] <gigaherz> but I got used
to Zero now
L1094[11:36:34] <gigaherz> andn ow the
normal one tastes funny
L1095[11:36:35] <gigaherz> XD
L1096[11:36:37] <dangranos> wut's
zero?
L1097[11:36:42] <gigaherz> CocaCola
Zero
L1098[11:36:42] <diesieben07> cola
without sugar
L1099[11:36:44] <gigaherz> has 0
sugar
L1100[11:36:55] <gigaherz> it uses a
different sweetener than cocacola Light
L1101[11:36:59] <Simulac> but lots of
terrible chemicals to make up for it!
L1102[11:37:03] <diesieben07> in my
opinion if you have to get used to something to like it... you are
doing something wrong :D
L1103[11:37:06] <gigaherz> which tastes
more like sugar
L1104[11:37:17] <gigaherz> diesieben07:
I'm fairly sure I'm a supertaster
L1105[11:37:26] <diesieben07> whatever
the fuck that is :D
L1107[11:37:38] <gigaherz> I'm edxtra
sensitive to spicy
L1108[11:37:42] <gigaherz> I'm extra
sensitive to bitter
L1109[11:37:48] <diesieben07> Ohh
ok
L1110[11:37:51] <gigaherz> there's some
foods that people like
L1111[11:37:53] <gigaherz> but taste like
crap to me
L1112[11:38:10] <gigaherz> I can't drink
alcohol
L1113[11:38:13] <diesieben07> i like
pretty much everything except seafood
L1114[11:38:22] <Simulac> I'm used to
spicy
L1115[11:38:23] <gigaherz> well
L1116[11:38:23]
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L1117[11:38:25] <gigaherz> look at that
list
L1118[11:38:34] <gigaherz> everything
mentioned in there, I dislike
L1119[11:38:37] <Simulac> I love
spicy
L1120[11:38:38] <gigaherz> because it
tastes funny
L1121[11:39:01] <Simulac> I use to eat
sister chili to the ghost chili once every week
L1122[11:39:03] <gigaherz> including
olives
L1123[11:39:11] <diesieben07> olives are
amazing
L1124[11:39:18] <gigaherz> I can only eat
them when they are processed and filled
L1125[11:39:19] <Simulac> Olives
<3
L1126[11:39:36] <diesieben07> well, you
dont just sit down in front of a plate of olives and eat JUST
olives...
L1127[11:39:39] <diesieben07> that would
be kinda weird indeed
L1128[11:39:53] <gigaherz> well
L1129[11:39:56] <gigaherz> that's how we
do it
L1130[11:39:57] <gigaherz> XD
L1131[11:40:00] <diesieben07> wut
L1132[11:40:01] <gigaherz> you go to a
restaurant
L1133[11:40:06] <gigaherz> they bring you
a plate of olives
L1134[11:40:18] <gigaherz> while waiting
for the main dishes
L1135[11:40:26] <diesieben07> ohhh as a
side dish, yeah
L1136[11:40:26] <Simulac> Starter olives
mhmmm
L1137[11:40:29] <diesieben07> with
bread
L1138[11:40:30] <diesieben07> yeah thats
nice
L1139[11:40:47] <gigaherz> we also put
them in salads
L1140[11:40:48] <Simulac> I like green
olives more than black olives
L1141[11:40:55] <gigaherz> oh yeah
also
L1142[11:40:59] <gigaherz> only green
ones, I can't stand black ones
L1143[11:41:14] <diesieben07> :O
L1144[11:41:17] <diesieben07> i like
both
L1145[11:41:28] <gigaherz> and only
bone-free and filled with anchovies
L1146[11:41:39] <gigaherz> which cancels
out the "ugh" taste that they have when raw ;P
L1147[11:41:56]
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L1148[11:41:59] <diesieben07> lol
L1149[11:42:22] <gigaherz> I do enjoy
olive oil though
L1150[11:42:27] <gigaherz> we use it for
cooking everything
L1151[11:42:40] <diesieben07> true
dat
L1152[11:42:50] <gigaherz> and for salad
dressing ;P
L1153[11:43:14] <diesieben07> ohh yea
salad with vinegar and oil... mhmm
L1154[11:43:21] <gigaherz> extra virgin
olive oil, vinegar, and optionally some salt
L1155[11:43:35] <gigaherz> although I
tendto prefer pink sauce
L1156[11:43:58] <gigaherz> (cocktail
sauce)
L1157[11:46:46] <Simulac> now you guys
are making me hungry
L1158[11:47:46]
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L1159[11:48:33] <tmtu> wee, got
apartment
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L1163[11:51:13] <shadekiller666> damn
power outages...
L1164[11:51:16]
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L1169[11:54:49] <Simulac> guys can
someone check if I'm doing my dijkstra's wrong?
L1171[11:55:19] <shadekiller666> does
anyone know if there are computer PSUs with built-in
batteries?
L1172[11:55:42] <gigaherz> never seen one
for desktops
L1173[11:55:49] <gigaherz> you usually
want an external UPS
L1174[11:56:09] <FR^2> is there any way
to make the server load a specific dimension so that dynmap can
render it? Or is there only the way to place some chunkloaders in
that dimension or wait until a player enters it?
L1175[11:56:26] <diesieben07> especially
since you usually dont want JUST your PC on UPS
L1176[11:56:40] <gigaherz> well, a
chunkloader is basically "causing a dimension to load
L1177[11:56:41] <gigaherz> ;p
L1179[11:56:56] <gigaherz> so you could
do the same that chunkloaders do
L1180[11:57:00] <shadekiller666> true,
having the monitors would be nice too :P
L1181[11:57:24] <gigaherz> Ordinastie:
use Unlisted properties for those values
L1182[11:57:34] <shadekiller666>
well
L1183[11:57:36] <gigaherz> but the
#inventory one won't be gone
L1184[11:57:38] <FR^2> gigaherz: Ah,
well, I'll place some chunkloader and that's it :/
L1185[11:57:44] <shadekiller666> be
carefull with unlisted properties atm
L1186[11:58:07] <shadekiller666> they're
broken in a specific case, that i'm implementing a fix for, PR
should be up later today
L1187[11:58:11] <PaleoCrafter>
Ordinastie, I'd say go for a custom StateMap
L1188[11:58:48] <Ordinastie>
PaleoCrafter, develop ?
L1189[11:58:50] <shadekiller666> if you
use at least one IProperty AND at least one IUnlistedProperty in
the same blockstate the game won't let you place the block
L1190[11:59:06] <PaleoCrafter> wat?
:P
L1191[11:59:25] <Ordinastie> you custom
StateMap stuff
L1192[11:59:51] <shadekiller666> ordin,
check the ModelBakeEvent example on the forge repo, that uses a
custom statemap
L1193[11:59:52] <PaleoCrafter> I can't
remember it myself :P
L1194[12:00:05] <shadekiller666> (which
is actually a pain in the ass for my blockstate fix...)
L1195[12:00:29] <shadekiller666>
ModelBakeEventDebug i mean
L1196[12:09:42]
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(Ping timeout: 202 seconds)
L1201[12:16:25] <laci200270> 1000 people
starred the Forge Repo :D
L1202[12:18:46] <Zaggy1024> anybody got a
good example for making a block that contains multiple separately
breakable parts?
L1203[12:19:02] <Zaggy1024> I've
apparently forgotten how to do the block breaking part
L1204[12:19:46] <laci200270> Zaggy1024,
you are using CBMP?
L1205[12:19:49] <Zaggy1024> more
specifically, I'm having problems keeping the client and the server
synced up
L1206[12:20:05] <laci200270> use
packets
L1207[12:20:11] <Zaggy1024> I tried
that
L1208[12:20:15] <laci200270> and?
L1209[12:20:23] <LexManos> sham1, any
luck?
L1210[12:20:37] <Zaggy1024> for some
reason the server tells the client to set the block to air after I
break two subblocks in quick succession
L1211[12:21:09] <Zaggy1024> and what's
cbmp?
L1212[12:21:22] <laci200270> Chicken
Bone's Multipart
L1213[12:21:33] <shadekiller666> well
shit
L1214[12:22:07] <sham1> Umn
L1215[12:22:20] <sham1> I forgot what I
was even testing about it :PO
L1216[12:22:24] <sham1> Vanilla
professions work
L1217[12:24:15] <LexManos> they do
because they are hardcoded
L1218[12:24:20] <Zaggy1024> hm, I'd
rather not add a dependency for such a simple block
L1219[12:24:28] <LexManos> i needed a mod
that added new professions that i could go through and test
L1220[12:24:33]
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L1221[12:25:40] <laci200270> Lex, your
are working on a hook for professions?
L1223[12:25:54] <LexManos> you should be
working on it
L1224[12:26:04]
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L1225[12:26:40] <LexManos> kill the
eclipse workspace and setup again
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L1227[12:27:04] <laci200270> or delete
the .lock file
L1228[12:27:14] <sham1> Ok
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L1230[12:27:32] <sham1> I'll do that but
ATM I am busy
L1231[12:28:15] <Zaggy1024> shade, can't
you just make a new workspace?
L1232[12:28:27] <shadekiller666> why the
hell would i do that
L1233[12:28:37] <Zaggy1024> because that
one is apparently broken?
L1234[12:28:39]
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L1235[12:28:39] <shadekiller666> worked
now anyway
L1236[12:28:47] <Zaggy1024> kcool
L1237[12:29:41] <shadekiller666> not
exactly sure why eclipse keeps forgetting where GradleStart is but
whatever
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L1242[12:34:07] <shadekiller666> so my
bug fix for the extended block states has a bug
L1243[12:34:34] <shadekiller666> where
one of the valid states of the IProperty doesn't actually get
loaded somehow...
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L1245[12:36:31] <williewillus> off by
ones? :D
L1246[12:37:51] <PaleoCrafter>
"fix"
L1247[12:38:04] <LexManos> -.-
L1248[12:38:09] <LexManos> herp
derp?
L1249[12:38:55]
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L1250[12:39:26] <williewillus> hows the
1.8.7 going?
L1251[12:40:43]
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L1252[12:41:40] <killjoy> anyone know
what I'm supposed to use instead of Renderblocks in 1.8?
L1253[12:41:55] <laci200270> killjoy,
jsons
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L1255[12:42:18] <killjoy> The method that
I need was renderItemIn3d
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L1257[12:42:44] <shadekiller666> i'm not
100% sure whats wrong
L1258[12:42:44] <Zaggy1024> do you want
to render an existing item model?
L1259[12:42:50] <Zaggy1024> or render a
texture in 3D?
L1260[12:42:55] <shadekiller666> i don't
think its an off-by-one
L1261[12:43:30] <williewillus> rendering
existing item models -> look at how item frames do it
L1262[12:43:41] <killjoy> No. I need to
see if an item should render in 3d.
L1263[12:43:45] <Zaggy1024> oh
L1264[12:43:49] <Zaggy1024> well that's a
whole other matter
L1265[12:43:52] <laci200270> i found why
MC doesn't recognize any model
L1266[12:43:56] <killjoy> I think it's if
an item has a block form
L1267[12:44:01] <killjoy> like
repeaters
L1268[12:44:05] <Zaggy1024> er,
wait
L1269[12:44:14] <Zaggy1024> all items
render in 3D, what do you mean by that exactly?
L1270[12:44:19] <Zaggy1024> do you mean
the generated item models?
L1271[12:44:35] <killjoy> I'm porting a
mod that's not my own. I'm confused by it, too.
L1272[12:44:42] <laci200270> idea not
adds it to the classpath
L1273[12:44:54] <shadekiller666> lex,
whilst i was testing things for the obj loader i noticed a bug
relating to ExtendedBlockStates that prevented the placement of a
block if said ExtendedBlockState had at least one IProperty AND one
IUnlistedProperty, because the IUnlistedProperties were getting
assigned Optional.absent() upon initialization
L1274[12:45:01] <Zaggy1024> killjoy, what
do you want to find out, exactly?
L1275[12:45:02] <laci200270> the resource
path
L1276[12:45:18] <PaleoCrafter>
laci200270, idea.module.inheritOutputDirs = true:P
L1277[12:45:35] <PaleoCrafter> I wonder
how you managed to not come across that earlier
L1278[12:45:42] <killjoy> The current
call is this.
L1279[12:45:42] <killjoy> if
(!(drop.getItem() instanceof ItemBlock) ||
!RenderBlocks.renderItemIn3d(Block.getBlockFromItem(drop.getItem()).getRenderType()))
{
L1280[12:45:42] <killjoy>
GL11.glTranslatef(0.02F, -0.06F, -0.02F);
L1281[12:45:42] <killjoy> }
L1282[12:45:45] <laci200270>
PaleoCrafter, where should i put this?
L1283[12:45:51] <PaleoCrafter> in your
build.gradle
L1284[12:46:07] <Zaggy1024>
ewwwwwwwww
L1285[12:46:11] <Zaggy1024> that code is
gross :(
L1286[12:46:17] <killjoy> not mine.
L1287[12:46:21] <Zaggy1024> yeah I
know
L1288[12:46:25] <killjoy> I'm not
judging.
L1289[12:46:26] <laci200270> I need to
rebuild or resetup after it?
L1290[12:46:27] <shadekiller666> so in
the Block.BLOCK_STATE_IDS map, you would have say 6 different block
states, each with a different EnumFacing value for
PropertyDirection, and each with Optional.absent() as the
IUnlistedProperty value, and when you go to place the block, the
blockstate getting passed in has a value for unlisted properties
that isn't Optional.absent()
L1291[12:46:29] <LexManos> whats wrong
with preventing a block from being placed if it's got a
IUnlisted?
L1292[12:46:41] <LexManos> The only
things that should be placeable are the low level IProperties
L1293[12:46:50] <PaleoCrafter> hit the
blue refresh button in the gradle sidebar, laci200270
L1294[12:47:08] <PaleoCrafter> sort of
defeats the purpose of the block, Lex? :P
L1295[12:47:10] <LexManos> so you'd need
to sanatize the set?
L1296[12:47:14] <shadekiller666> this bug
only occurs when you have one of both typse
L1297[12:47:34] <shadekiller666> having 0
of one type and 1 of the other works fine
L1298[12:47:34]
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L1299[12:47:35] <LexManos> no it doesnt
defeat the purpose of the block
L1300[12:47:44] <LexManos> we yess
L1301[12:47:48] <LexManos> because thats
how blockstates work
L1302[12:47:57] <LexManos> they use
isntance equivelency
L1303[12:48:00] <shadekiller666> well say
you have a directional block with a b3d model
L1304[12:48:06] <LexManos> IUnlisted is
just a hack for rendeirng
L1305[12:48:11] <LexManos> not world info
AT ALL
L1306[12:48:11] <diesieben07> the problem
is still that BlockState.StateImplementation.equals does not work
properly.
L1307[12:48:19] <shadekiller666> to
change the frame number on that b3d model, you need an unlisted
property
L1308[12:48:28]
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L1309[12:48:32] <shadekiller666> diesie,
that has nothing to do with it
L1310[12:48:48]
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L1311[12:48:50] <diesieben07> yes it
does, as i have told you 2000 times
L1312[12:48:58] <LexManos> to change the
frame number for a model you DONT need a unlisted property
L1313[12:49:02] <LexManos> you need SOME
property
L1314[12:49:04] <diesieben07> i am not
argueing with you anymore though
L1315[12:49:09] <shadekiller666> lex,
right, but the BLOCK_STATE_IDS map gets an instance of
ExtendedBlockState for anything with an unlisted property
L1316[12:49:32] <LexManos> If its a 'in
world state' then it needs to be PURELY IProperties
L1317[12:49:37] <shadekiller666>
b3dframeproperty is an iunlisted
L1318[12:49:40] <LexManos> and no
IUnlisted should be in there
L1319[12:49:57] <LexManos> Why is there a
custom frame property?
L1320[12:50:01] <LexManos> that sounds
dumb
L1321[12:50:11] <LexManos> It should be
EnumState
L1322[12:50:17] <LexManos> For example
chests:
L1323[12:50:32] <LexManos> WITH_LID_OPEN,
WITH_LID_CLOSED, WITHOUT_LID.
L1324[12:50:36] <LexManos> Thats 3
states
L1325[12:50:49] <LexManos> NONE of which
need to be a listed property
L1326[12:50:53] <shadekiller666> because
theres no way to pre-determine the total number of frames any
particular b3d model would have
L1327[12:50:54] <LexManos> as thats
purely rendering
L1328[12:51:13] <LexManos> And why do
blocks give a fuck about models?
L1329[12:51:17] <shadekiller666> chests
are hardcoded
L1330[12:51:55] <LexManos> Sounds to me
like you're doing somehting horribly wrong
L1331[12:52:08] <LexManos> blocks should
NEVER NEVER HAVE ANY DETAILS ABOUT ITS RENDERING
L1332[12:52:10]
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L1333[12:52:16] <PaleoCrafter> I'd argue
that getActualState with normal properties serves exactly the same
purpose, Lex, purely for rendering :P
L1334[12:52:24] <shadekiller666> they
dont, but the extended states are how the model system pairs an
IBlockState with an IModleState
L1335[12:52:28] <LexManos> IUnlisted is
designed to provide extra details that the render then can use to
determine rendering
L1336[12:52:34] <LexManos> NOT TO CARE
ABOUT RENDERING AT ALL
L1337[12:52:36]
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L1338[12:52:44] <shadekiller666> i
know
L1339[12:53:07]
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L1340[12:53:17] <LexManos> when you set a
block
L1341[12:53:26] <LexManos> it should set
it to a instance with NO IUnlisted at all
L1342[12:53:40] <LexManos> and BlockState
should have a .getCleanState() or something
L1343[12:53:58] <LexManos> that links up
with the one thats purely IProperties and created in the
table
L1344[12:54:03] <LexManos> get what im
saying?
L1345[12:54:03] <shadekiller666> but then
where would the model system get that information?
L1346[12:54:26] <LexManos> from a new
instance of the state with extra data
L1347[12:54:27] <shadekiller666> in that
case we would need an entirely different way of passing model
information
L1348[12:54:41] <LexManos> the world
should never have unlisted properties
L1349[12:55:07] <shadekiller666> when you
call state.withProperty(), thats where data is put in to determine
what information to use
L1350[12:55:33] <LexManos> yes?
L1351[12:55:52] <shadekiller666>
regardless of IProperty/IUnlisted
L1352[12:56:17] <laci200270> lex also
possbile my PR #2033 will be included in 1.8.7 forge?
L1353[12:56:22] <LexManos> no
L1354[12:56:28] <LexManos> i dont know
what the fuck it is
L1355[12:56:33] <LexManos> but your
starting to piss me off
L1356[12:56:40] <laci200270> the optional
thing
L1357[12:56:43] <LexManos> no
L1358[12:56:55] <laci200270> ok
L1359[12:57:11]
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L1362[12:58:38] <Simulac> hmm guys can
you see if I'm doing anything wrong in my isWalkable() method
L1364[12:58:45] <shadekiller666>
hmm
L1365[12:59:02] <williewillus> probably
want to use isAirBlock
L1366[12:59:02] <Simulac> because non-air
blocks get added to my openset
L1367[12:59:22] <Simulac> What method is
that?
L1368[12:59:25] <LexManos> So, what is
the 'bug' that you are seeing?
L1369[12:59:41] <LexManos> shade?
L1370[13:00:47] <shadekiller666> if you
look at World.setBlockState(), line 330 and 332
L1371[13:00:56] <PaleoCrafter> the entire
IUnlisted system is the bug, at least according to your explanation
:P
L1372[13:00:59]
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L1373[13:01:13] <Zaggy1024> ugh, where is
this packet coming from?
L1374[13:01:26] <shadekiller666> if you
follow 330 through chunk.setBlockState, it eventually tries to grab
some id number from Block.BLOCK_STATE_IDS,
L1375[13:01:39] <Zaggy1024> somehow the
client is getting a packet telling it to turn my block into air,
but the server isn't setting the block itself
L1376[13:02:06] <shadekiller666> if the
state passed into setBlockState() has something other than
Optional.absent() for IUnlisted properties and a non-empty
IProperty array, it fails
L1377[13:02:40] <shadekiller666> because
Block.BLOCK_STATE_IDS is an IdentityHashMap, and handles
equivalency differently than standard maps
L1378[13:02:54] <shadekiller666> so my
solution to this was to make a wrapper class for IUnlisted
values
L1379[13:03:21] <shadekiller666> that any
value passed to withProperty(IUnlisted, Object) would get put
into
L1380[13:04:01] <Simulac> williewillus,
there is no method called isAirBlock
L1381[13:04:03] <shadekiller666> and the
idea of this wrapper is to purposefully return true from its
equals() method if either itself or the thing being compared to has
a value of Optional.absent()
L1382[13:04:10] <williewillus> Simulac:
world.isAirBlock(pos)
L1383[13:04:26] <Simulac> oh right i was
doing World.
L1384[13:04:27] <Simulac> haha
L1385[13:04:28] <Simulac> thanks
L1386[13:04:29] <LexManos> well
L1387[13:04:30] <LexManos> the thing
is
L1388[13:04:43] <LexManos> we need to NOT
have the same instances for things with unlisted properties
L1389[13:04:43] <shadekiller666> and this
fixed the placement problem, and with the addition of a boolean to
determine when to do that "tricking" in equals, it works
with normal maps
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L1391[13:04:54] <LexManos> what we NEED
is a state.getClean()
L1392[13:04:58] <LexManos> that returns a
BlockState
L1393[13:05:03] <LexManos> with NO
IUNLISTED AT ALL
L1394[13:05:09] <LexManos> not even
Optional.absent
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L1396[13:05:19] <LexManos> and use that
in anything in the world
L1397[13:05:34] <shadekiller666> so
something inside of say, world.setBlockState() to ask for a version
of the extendedblockstate with just the IProperty data
L1398[13:05:39] <diesieben07> and whats
with the listed, but not-metadata properties?
L1399[13:05:43]
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L1400[13:05:44] <diesieben07> the world
doesn't carea botu those either
L1401[13:05:47] <Neon> Hello, do you know
of a mod that could help me finding ores, but in a balanced way?
For 1.7.10
L1402[13:05:56] <LexManos> well thats
differetn dies
L1403[13:06:09] <shadekiller666> diesie,
those can be converted to unlisted properties in
Properties.toUnlisted()
L1404[13:06:14] <LexManos> but yes we
need a way to convert a blockstate with unlisted
L1405[13:06:18] <diesieben07> are those
still present in the state to ID map?
L1406[13:06:22] <diesieben07> if so then
ok
L1407[13:06:22] <LexManos> to it's
table'd state without unlisted
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L1409[13:06:28] <LexManos> should be
simple enough to do
L1410[13:06:30] <shadekiller666> ok
L1411[13:06:43] <shadekiller666> that
also means that that has to be handled on block registration as
well
L1412[13:06:48] <shadekiller666> i'll
take a look
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L1414[13:07:24] <shadekiller666> i can't
seem to find exactly where the IBlockState->IModelState
conversion happens in the model system though
L1415[13:07:29] <LexManos> i havent
looked into it much because i trusted fry
L1416[13:07:37] <LexManos> but ya the
world should NEVER see an IUnlisted
L1417[13:07:40] <shadekiller666> that is
probably important in this case
L1418[13:07:56] <LexManos> go look at
getActulState
L1419[13:08:00] <shadekiller666> whats
strange is that this doesn't happen if there are no IProperties in
the extended state
L1420[13:08:08] <LexManos> and right
after its called is where its moved
L1421[13:08:59] <shadekiller666>
ooo
L1422[13:09:09] <shadekiller666> that
might be tough to work around
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L1424[13:12:33] <shadekiller666>
StateMapperBase.putStateModelLocaitons() iterates over the valid
states of the IBlockState and pairs it with a model resource
location
L1425[13:12:46] <shadekiller666> but that
doesn't seem to care about IUnlisted?
L1426[13:13:18] <diesieben07> it can't
care about IUnlisted
L1427[13:13:28] <diesieben07> thats the
point of unlisted: they are not enumerated
L1428[13:13:35] <diesieben07> not a fixed
set of values
L1429[13:13:52] <Simulac> good news guys,
my A* works
L1430[13:13:59] <Simulac> except it's
having trouble navigating mazes
L1431[13:13:59]
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L1432[13:14:04] <shadekiller666> also, if
a mod implements their own state mapper they'd have to deal with
this IExtended to IBlockstate replacement thing
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L1434[13:15:05] <diesieben07> no they
wouldn't, putting IUnlisted stuff there makes no sense
L1435[13:15:19] <diesieben07> as lex
said, IUnlisted only makes sense in conjunction with
ISmartBlockModel
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L1437[13:25:54] <McJty> How does one make
a build.gradle to simply create a jar file. i.e. not a mod?
L1438[13:26:04] <McJty> It is to split of
part of my mod into a common library
L1439[13:28:15] <PaleoCrafter> McJty, you
use the build task :P
L1440[13:28:44] <PaleoCrafter> or do you
want the library to be built out of the project, without making it
a separate project?
L1441[13:28:52] <McJty> Hmm... Problem is
that I don't know a thing about gradle. I just copy from other
build.gradle scripts until it works :-)
L1442[13:29:00] <McJty> No I want it to
be separate
L1443[13:30:30]
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L1444[13:30:30] <PaleoCrafter> I guess
you still need access to MC? :P
L1445[13:31:39] <McJty> indeed
L1446[13:32:02] <PaleoCrafter> then you
create a usual mod project and have a deobfuscated jar as
well
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L1449[13:33:02] <McJty> ok thanks
L1450[13:39:07] <iceman11a> I keep tring
to login to my server and every time I try it. I keep getting
(Failed to Login: The authenttication are currently down for
maintenance) Does this mean that no one can log in or ?
L1452[13:40:07] <diesieben07> yep,
multiplayer auth is down
L1453[13:40:09] <diesieben07> be
patient
L1454[13:40:39] <iceman11a> Oh Great.
Some one needs to do some thing about that
L1455[13:40:52] <diesieben07> someone at
mojang, yes
L1456[13:40:52] <iceman11a> ok,
Thanks
L1457[13:41:06] <iceman11a> I agree
L1458[13:43:44] <diesieben07> see,
already yellow again :)
L1459[13:44:47]
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L1460[13:45:15] <shadekiller666> damn it
fry...
L1461[13:45:42] <shadekiller666> he
rewrote half of the vanilla BlockState class to accomodate
IUnlistedProperty
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L1465[13:47:36] <Simulac> I wish there
was an open source implementation of A* in minecraft
L1466[13:48:08] <Simulac> Because I'm
getting really confused why mine is not working
L1467[13:48:39]
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L1468[13:48:44] <yueh> just to test, a
simple BFS/DFS would be really enough
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L1470[13:49:00] <shadekiller666> lex,
should i completely prevent instances of ExtendedBlockState from
ever being in the map, or just do the conversion that returns a
version with Optional.absent() instead of the actual IUnlisted
value?
L1471[13:49:10] <Simulac> My a* works in
the sense that it can get to a point
L1472[13:49:27] <Simulac> the problem
arises with its ability to detect walls
L1473[13:50:00] <Simulac> and it can't
traverse mazes
L1474[13:50:10] <Simulac> it bugs out and
goes round in circles
L1475[13:51:46] <yueh> as said, BFS/DFS
is easy to get it working
L1476[13:51:59] <Simulac> Yeah I'll try
that
L1477[13:52:03] <Simulac> thanks for all
your help yueh
L1478[13:52:23]
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L1479[13:52:32] <yueh> basically get it
to work right and only after that look if it's actually a
performance issue
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L1481[13:53:13] <Simulac> I think it
would make more sense to use BFS
L1482[13:53:19] <Simulac> DFS would
traverse minecraft forever
L1483[13:53:31] <yueh> the more
complexity you add, the harder it is to track the actual bug down.
especially when you're not that familiar with it
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L1485[13:53:48] <Simulac> Yeah I should
learn to walk first
L1486[13:53:49] <yueh> just limit
it
L1487[13:54:19] <yueh> say just cap it at
+- 16 blocks around the starting position
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L1489[13:54:51] <Simulac> ye
L1490[13:55:16] <Flenix> Is there any
sort of server-side to check if the player is holding a key/mouse
press (like LWJGL's Keyboard.isKeyDown)? or do I need to just send
a packet when the keys are pressed/released?
L1491[13:55:23] <yueh> which you also
need for a BFS
L1492[13:55:26] <diesieben07> you need
packets
L1493[13:55:37] <Flenix> Alright,
cheers
L1494[13:56:32] <Simulac> I wouldn't
necessarily need it for BFS would I
L1495[13:56:41] <yueh> the path finding
is actually even just a 2d grid in minecraft
L1496[13:56:52] <Simulac> if I had a goal
relatively nearby it shouldn't go traversing infinitely
L1497[13:57:10] <yueh> except with some
walls
L1498[14:01:48] <yueh> also your
isWalkable is not ideal
L1499[14:01:50]
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L1501[14:03:16] <yueh> you really want to
look if there is a solid block below and air above the actual block
(above is based on how height of the entity)
L1502[14:03:40] <yueh> as long as you
don't intent to let it fly
L1503[14:06:02] <shadekiller666> lex,
should i ensure that all blockstates in the blockstate id map are
regular IBlockStates or should i just do the replacement thing with
Optional.absent()?
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L1506[14:08:05] <LexManos> you need to
make sure that they are in the Basic BlockState's table.
L1507[14:08:35] <LexManos> and the only
thing in that table, should be ones with NO unlisted
L1508[14:08:51] <shadekiller666> so no
extendedblockstates in the id map then?
L1509[14:09:16] <shadekiller666> or the
propertyValueTable in BlockState?
L1510[14:09:24] <LexManos> if thats the
one that has the unlisted, then ya dont have those in there
L1511[14:09:36] <LexManos> block states
with unlisted shit are transitory
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L1513[14:09:55] <LexManos> used for
shuffeling data between the block/te and the renderer
L1514[14:10:00] <LexManos> should NEVER
be in the world
L1515[14:10:42] <shadekiller666> at that
point it almost doesn't seem like the right way of shuffling said
data...
L1516[14:11:23] <LexManos> maybe maybe
not
L1517[14:11:35] <LexManos> but thats what
is needs to be to not re-write the entire fucking rederning
engine
L1518[14:11:55] <shadekiller666> thats
part of the reason i wanted to go with a wrapper
L1519[14:12:09] <LexManos> you know what
would of been helpful
L1520[14:12:15] <LexManos> bringing this
shit up 6 months ago
L1521[14:12:18] <LexManos> when this was
designed
L1522[14:12:22] <LexManos> either way
IDGAF
L1523[14:12:28] <LexManos> this shouldnt
be a hard thing
L1524[14:12:29] <shadekiller666> i only
just noticed this a few weeks ago, sorry
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L1543[14:47:59] <mathew_653> Hi
guys
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L1546[14:50:16] <mathew_653> Got a small
bug with my implmentation thus far where I am drawing a player to
the screen, all works aside the animation of the players model
being choppy, this is targeting a 1.7.10 client and the relivent
code is pastebinned at :
http://pastebin.com/w1PAa4ZP
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L1548[14:50:59] <mathew_653> The movement
of the player is smooth, so it is not related to the models
origin.
L1549[14:51:09] <diesieben07> you
probably forgot to pass the partial ticks
L1550[14:51:33] <mathew_653> How do i
pass that arg?
L1551[14:51:47] <tterrag> it's part of
the render player event
L1552[14:51:48] <tterrag> or should
be
L1553[14:51:48] <mathew_653> Kinda having
trouble traceing that componant.
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L1555[14:52:06] <tterrag> yes,
RenderPlayerEvent.partialRenderTick
L1556[14:52:10] <mathew_653> I found the
var, event.partialticks but i am now wondering how i pass this to a
normal model.
L1557[14:52:13] <tterrag> that is very
important, it's the interpolation between ticks
L1558[14:52:22] <diesieben07> well, first
you need to take lastTickPos into ccound from the entity
L1559[14:52:28] <tterrag> atm your
animation is running at one step per tick, when the game could be
running at 30, 60, etc fps
L1560[14:52:50] <diesieben07> and then
the last arg to doRender is partialTicks
L1561[14:52:55] <diesieben07> you are
just passing 0
L1562[14:53:07] <mathew_653> Thanks, i
will tweak that and report back
L1564[14:54:09] <mathew_653> They a form
of delta calculation essentually?
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L1566[14:54:36] <tterrag> yes
L1567[14:54:58] <tterrag> it's just a way
of knowing how far towards the next tick you are, so you can
interpolate between values
L1568[14:55:14] <mathew_653> I suspected
as much as to say my interpolation was broken but i did't know
howto pass it through exactly
L1569[14:55:22] <tterrag> so if I wanted
to rotate 1 degree per tick, I would rotate ticks+partialTicks
degrees to interpolate
L1570[14:55:56] <mathew_653> ok
L1571[14:56:20] <mathew_653> Tweaked one
line now it is working but i am concerned about using a dummy
var.
L1572[14:56:31] <mathew_653> I now have
this
L1573[14:56:33] <mathew_653>
playerRender.doRender(event.entityPlayer, player.posX, player.posY,
player.posZ, 0.0f, event.partialRenderTick);
L1574[14:56:50] <mathew_653> But what is
the second to last var(seems to affect yaw)
L1575[14:57:41] <mathew_653> Btw i also
refacted the code elsewhere not to use the upd_ prefix
L1576[14:58:46] <mathew_653> But thanks
again
L1577[14:59:10] <tterrag> !gm
Render.doRender 1.7.10
L1578[14:59:10] <tterrag> ok mcpbot
L1579[14:59:10] <tterrag> fine
L1580[14:59:35] <mathew_653> If i do that
request will that bot pm me?
L1581[14:59:44] <williewillus> it replies
directly to you
L1582[14:59:57] <mathew_653> !gm
Render.doRender 1.7.10
L1583[14:59:59] <williewillus> but you
can also pm it, yes
L1584[15:00:25] <mathew_653> Hmm
L1585[15:00:35] <mathew_653> It did't
give a good answer.
L1586[15:01:05] <tterrag> no actual docs
on the method args still
L1587[15:01:06] <tterrag> so idk
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L1590[15:02:32] <mathew_653> When i fed
that arg the render ticks it caused the model to spin around
L1591[15:02:55] <mathew_653> So i presume
it is something to do with rotation(maybe a yaw delta?)
L1592[15:03:39] <mathew_653> Anyhow, I do
not see any negitive side effects of giving it a dummy value of
0.0f, just feels incorrect.
L1593[15:07:05] <mathew_653> btw
diesieben07, nice mod I could see someone making a super mario 64
adventure map with its help.
L1594[15:07:17] <diesieben07> which one?
:D
L1595[15:07:39] <mathew_653> CameraCraft,
the one you advertised effectively in your forge forum
signature.
L1596[15:07:51] <diesieben07> ohh
L1597[15:07:58] <diesieben07> well, its
like... outdated as fuck
L1598[15:08:04] <diesieben07> but thank
you
L1599[15:08:39] <Simulac> okay that's
weird
L1600[15:08:48] <mathew_653> ?
L1601[15:08:59] <Simulac> I use breadth
first search to pathfind (yes its just for testing)
L1602[15:09:10] <Simulac> and I move then
shuffle backwards
L1603[15:09:13] <Simulac> and then move
again
L1604[15:09:20] <Simulac> and shuffle
backwards a bit
L1605[15:09:24] <Simulac> I mean it works
but what the hell
L1606[15:11:48] <mathew_653> Alright
whats the best place to look if i want to change the name of a
player in the death messages he/her has?
L1607[15:12:35] <diesieben07> only
there?
L1608[15:12:37] <mathew_653> I am
guessing entitylivingdeath.
L1609[15:12:50] <mathew_653> And yea, i
don't really need to change their on connect name
L1610[15:13:05] <mathew_653> But it won't
matter if that occurs so long as it can be reverted
L1611[15:13:08] <diesieben07>
ClientChatReceivedEvent i would say
L1612[15:13:20] <diesieben07> or simpler,
PlayerEvent.NameFormat but that changes it everywhere
L1613[15:13:20] <mathew_653> Hmm
L1614[15:13:39] <mathew_653>
PLayerEvent.NameFormat?
L1615[15:14:07] <diesieben07> yes
L1616[15:14:18] <mathew_653> That sounds
like it will do two birds one stone as the goal of the project is
to make a means for a player to disguise them self'ves as an npc
for cutscenes.
L1617[15:14:48] <mathew_653> NameFormat
is server side correct?
L1618[15:15:59] <diesieben07> whatever
side calls player.getDisplayNameString
L1619[15:16:34] <mathew_653> Both ways,
nice.
L1620[15:16:45] <mathew_653> I
overestimated how hard that'd be :D
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L1623[15:24:06] <mathew_653> Gonna be off
for a bit, getting near a finished work for this project, then i
can get onto the next componant.
L1624[15:24:40] <mathew_653> Thankfully
the worse bug with the chat command side of stuff is that it don't
respect command block selectors.
L1625[15:25:12] <mathew_653> Speaking of
what
L1626[15:25:28] <mathew_653> How would i
make a command parse @p, @a and @r
L1627[15:25:29] <mathew_653> ?
L1628[15:25:42] <tterrag> look at how
vanilla does it?
L1629[15:26:12] <mathew_653> I tryied
that, but it did not really work how it should, the functions used
are not well documented.
L1630[15:26:41] <williewillus> you can
still guess at what they do
L1631[15:26:45] <williewillus> just take
a simple command
L1632[15:26:46] <williewillus> like
gamemode
L1633[15:26:50] <williewillus> that takes
selectors
L1634[15:27:06] <mathew_653> Yea i'll
give it a second whack
L1635[15:27:45] <mathew_653> Anyhow i'll
be around, when i get this all working, I can github the source for
both mods if anyones interested?
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L1638[15:31:57] <unascribed> mathew_653,
there's utility methods in CommandBase for resolving locations and
players that can parse the selector syntax as well as relative
locations
L1639[15:32:07] <unascribed> to use them
make sure you extend CommandBase instead of directly implementing
ICommand
L1640[15:32:48] <mathew_653> Ah i extend
CommandBase
L1641[15:33:02] <unascribed> I don't have
the source in front of me so I don't know the names of the methods,
but iirc their names are pretty obvious
L1642[15:33:10] <unascribed> you may need
to update your mappings to the latest snapshot if you don't see
them
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L1645[15:35:08] <flappyy> Oh boy, DDOS on
session servers time again
L1646[15:35:17] <flappyy> I sure love not
being able to play
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L1658[15:53:08] <calclavia> It's possible
to have Forge mods that don't require client counterparts right?
(e.g: if you're just writing some extra commands)
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L1660[15:53:17] <tterrag> calclavia: of
course
L1661[15:53:30] <Ashlee> yep
L1662[15:53:32] <calclavia> tterrag: I
remember there's a variable we need to set to get that
workign
L1663[15:53:39] <calclavia> so Forge
doesn't check it
L1664[15:53:40] <Ashlee>
remoteAcceptedVersions?
L1665[15:53:45] <Ashlee> in @Mod
L1666[15:53:45] <unascribed>
acceptableRemoteVersions="*"
L1667[15:53:46] <tterrag>
acceptableRemoteVersions
L1668[15:53:47] <unascribed> in your
@Mod
L1669[15:53:49] <Ashlee> close
enough
L1670[15:54:52] <calclavia> Ok thx
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L1672[15:57:59] <mathew_653> Hey got a
small question about PlayerEvent.NameFormat
L1673[15:58:28] <mathew_653> I presume if
i want to change the name used in chat/death messages there i'll
need to change event.username?
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L1675[15:58:55] <calclavia> So I do
acceptableRemoteVersions="*" to say that the client
doesn't require this mod?
L1676[15:59:00] <calclavia> tterrag:
^
L1677[15:59:15] <calclavia> That seems to
mean it'll accept any version of the client version of this
omd
L1678[15:59:23] <calclavia> not
nessearily the non-existence of the omd
L1679[15:59:26] <tterrag> it means it
will accept anything period
L1680[15:59:30] <calclavia> ok
L1681[15:59:30] <unascribed> it does, but
it (quite confusingly, honestly) allows no mod as well
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L1683[15:59:35] <tterrag> if you need
more complicated behavior you can make a connection handler
L1684[15:59:52] <unascribed> and if
you're in 1.7 you need a connection handler,
acceptableRemoteVersions is missing
L1685[16:00:01] <tterrag> uh no
L1686[16:00:03] <tterrag> it's in
1.7...
L1687[16:00:12] <unascribed> well, last
time I made a 1.7 mod it was missing
L1688[16:00:15] <unascribed> maybe it got
merged in
L1690[16:01:21] <tterrag> Dec 6
2013
L1691[16:01:23] <tterrag> so...not true
:P
L1692[16:03:46] <unascribed> okay, so
maybe i'm blind
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L1694[16:04:12] <boboch3> Hello guys.
I've created furnacelike TE. I want to play a sound depending of
the furnace temperature. I already have all the temperature related
stuff. I implemented the sound playing but i'm facing an issue. The
sound is never played before I open the TE gui once. After that it
is played as expected. When I save and go back to the game, I need
to interact with the furnace again before the sound is played. I
think there is som
L1695[16:04:12] <boboch3> e client /
server thing in this problem but I don't understand what. Thanks in
advance for any help
L1696[16:05:02] <tterrag> post code
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L1699[16:07:06] <boboch3> the interesting
part of the update for my problem
L1700[16:07:19] <tterrag> you're doing
logic on the clientside, which is bad
L1701[16:07:26] <unascribed> IIRC,
playSound doesn't send a packet
L1702[16:07:30] <tterrag> ^
L1703[16:07:35] <unascribed> the reason
this works only sometimes is because updateEntity is being called
on the client and server
L1704[16:07:38] <tterrag> do logic on the
server only
L1705[16:07:48] <unascribed> add if
(!world.isRemote) and use the packet version
L1706[16:07:49] <tterrag> send packets
for the client
L1707[16:08:35] <boboch3> so I have to
stay on serverside and send a packet to the client when I want to
play the sound?
L1708[16:08:43] <unascribed> yes
L1709[16:08:51] <boboch3> ok thanks
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L1714[16:23:22] <Flashfire> Is there a
way to get the state of a newly added neighbour block?
L1715[16:23:56] <mathew_653> The block
class has an event what is onNeighbourChange or simular.
L1716[16:23:58] <Flashfire> Basically I
want an onNeighborBlockChanged that triggers after the block is
added (or at least where I can access it)
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L1718[16:25:29] <Flashfire> Nvm this
seems like it's overcomplicating things, I'll do it another
way
L1719[16:26:18] <Simulac> guys my best
first search is trying to go through obstacles
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L1722[16:26:38] <Simulac> (yes I know
there some unecessary statements)
L1723[16:27:32] <Simulac> but anyone know
why it's trying to walk through non-air blocks?
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L1731[16:41:44] <mathew_653> Any good
examples of getting a cirtain players skin texture, for example say
I wanted herobrines(cliche example i know)?
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L1733[16:42:33] <mathew_653> oh, player
skulls!
L1734[16:42:33]
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L1736[16:44:04] <mathew_653> :D
L1737[16:51:50] <Flenix> Is there a way
to get a tile entity coordinates from an interacting player? Need
to edit some data in a TE when player does stuff in the GUI, but
not sure I trust the player to send the correct coordinates.
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L1739[16:53:41] <mathew_653> When the
player right clicks a block server side an event is fired you could
hook that or there(if memory serves) is a function for that in the
block class.
L1740[17:03:48] <williewillus> Flenix:
your TE?
L1741[17:03:58] <Flenix> Tile
Entity
L1742[17:04:11] <williewillus> I mean is
said TE from your mod / code you can control?
L1743[17:05:02] <Flenix> Oh, yes
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L1745[17:06:37] <smbarbour> 1) This is
the GUI for the TE, right? 2) Do you actually need the
coordinates?
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L1749[17:15:26] <tterrag> Flenix: your
IGuiHandler gets that data
L1750[17:15:31] <tterrag> pass it to your
Container/GUI
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L1752[17:15:55] <Flenix> I actually just
figured I can get it from the container server-side, just checking
what container the player is interacting with :P
L1753[17:16:32] <tterrag> ew
L1754[17:16:39] <tterrag> IGuiHandler
exists for a reason
L1755[17:16:40] <tterrag> thsi is
it
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L1758[17:20:27] <mathew_653> is using the
GameProfile object the best way to grab a players skin?
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L1760[17:25:51] <williewillus> a
currently-online player?
L1761[17:25:56] <williewillus> or an
arbitrary player's
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L1763[17:40:10] <Lepidus> Hey all, quick
question about Gradle.
L1765[17:40:48]
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L1767[17:41:09] <jamierocks> did you not
read the topic?
L1768[17:41:17] <Lepidus> Oh shoot, my
bad.
L1769[17:41:25] <jamierocks> :P
L1770[17:41:27] <Lepidus> I did
yesterday, just forgot it today lol
L1771[17:41:43] <jamierocks> i do this
type of stuff all the time xD
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L1773[17:49:14] <mathew_653> @Willie an
arbitrary player's
L1774[17:49:52] <shadekiller666> fuck
this is working less than the wrapper was...
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L1793[18:52:16] <shadekiller666>
...
L1794[18:53:22] <Lepidus> Anybody have
some good documentation for the .schematic file format or else a
good alternative for storing small sections of Worlds?
L1795[18:53:31] <shadekiller666> so...
turns out that if you return an IExtendedState from any method in
your block except getExtendedState... then you get the block
placement problem
L1796[18:53:53] <shadekiller666>
otherwise using a normal IBlockState works properlly
L1797[18:54:00] <shadekiller666> fuck
everything about that
L1798[18:55:17] <shadekiller666> i'm
curious where fry got the idea for extended states in the first
place...
L1799[18:56:19] <mathew_653> Nighty night
guys..
L1800[18:56:41]
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L1801[18:59:38] <gigaherz> Lepidus: hmm
maybe in mcedit, which I believe is opensource
L1803[19:00:19] <gigaherz> the official
wiki happens to have one such documentation ;p
L1804[19:00:34] <gigaherz> well not
official
L1805[19:00:37] <gigaherz> but you know
what I mean
L1806[19:01:36] <Lepidus> Yeah, I do
worry a bit that it might be outdated or not complete though
L1807[19:02:53] <PrinceCat> Just yolo it
and write your own.
L1808[19:03:09] <gigaherz> oh hey
PrinceCat, saw the result of my nbt serializer?
L1809[19:03:09] <gigaherz> ;P
L1810[19:03:20] <PrinceCat> No, omg I'll
go look now.
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L1812[19:03:50] <Sannholm> !dcc
L1813[19:03:55] <gigaherz> it's not a
single file anymore
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L1816[19:04:48] <PrinceCat> Oh lord, you
really did do some work on this.
L1817[19:05:19] <gigaherz> boredom.
L1818[19:06:17] <PrinceCat> Looks really
impressive.
L1819[19:07:46] <gigaherz> it has some
flaws ;p
L1820[19:08:19] <gigaherz> most notably,
I didn't take into account that user-registered mappers would be
appended to the end of the list
L1821[19:08:23] <PrinceCat> Oooh, how
does it go with the NaN and positive infinity?
L1822[19:08:37] <gigaherz> meaning if
someone tries to register something that extends
Set/Map/List,
L1823[19:08:40] <gigaherz> it would
ignore it
L1824[19:08:40] <gigaherz> XD
L1825[19:08:46] <gigaherz> so I should
probably insert at the beginning ;P
L1826[19:08:53] <gigaherz> but that would
also have its own issues
L1827[19:09:41] <PrinceCat> Does it also
handle like, arrays/lists of different objects?
L1828[19:09:57] <gigaherz> yes
L1829[19:10:07] <PrinceCat> Oh, I didn't
scroll down far enough...
L1830[19:10:10] <PrinceCat> I see it
now!
L1831[19:10:11] <gigaherz> XD
L1832[19:10:16] <PrinceCat> It's at the
bottom..
L1833[19:10:21] <gigaherz> check the list
of mappers ;P
L1834[19:10:42] <PrinceCat> Oh yep, there
it is.
L1835[19:10:58] <gigaherz> the first
thing it checks, is if your class implements
ICustomNBTSerializable
L1836[19:11:15] <gigaherz> if so, then it
calls writeToNBT/readFromNBT
L1837[19:11:25] <gigaherz> otherwise, it
goes through the basic primitives, enums, and such
L1838[19:11:34] <gigaherz> Then handles
lists and maps
L1839[19:11:39] <gigaherz> and finally if
everything elsefails
L1840[19:11:43] <gigaherz> ittakes it as
a gerneric object
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L1842[19:13:34] <PrinceCat> Anything it
particularly stumbles on in your testing or is it pretty
versatile?
L1843[19:14:24] <tterrag> gigaherz: you
should prioritize exact class matches
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L1845[19:14:27] <tterrag> so do 2
passes
L1846[19:14:35] <tterrag> if I register a
handler for HashSet, it should use that
L1847[19:14:43] <tterrag> but any OTHER
kind of set would use the defautl Set handler
L1848[19:14:48] <gigaherz> yeah
L1849[19:15:10] <gigaherz> but what
happens if a class is accepted by a mapper, but also has
ICustom?
L1850[19:15:18] <gigaherz> hmm
L1851[19:15:24] <tterrag> obviously the
implemented interface would win
L1852[19:15:39] <gigaherz> although I
could have a second-tier mapper
L1853[19:15:51] <gigaherz> that's in
between interface and the rest
L1854[19:15:56] <gigaherz> that checks
user-registered mappers
L1855[19:16:49] <gigaherz> or
alternatively a priority system
L1856[19:17:01] <gigaherz> and then
enumerate the mappers by priority
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L1861[19:39:28] <PrinceCat> Currency
conversion rates will be the death of me...
L1862[19:39:54] <PrinceCat> "Oh, I'm
only spending $35... rad... oh wait, USD... it's actually like $50
AUD"
L1863[19:41:22] <gigaherz> ugh is there
no multimap that returns the keys ordered but doesn't care about
the values? XD
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L1874[20:04:33] <minecreatr> anyone know
how to find a good texture artist/modeler?
L1875[20:09:03] <killjoy> You could ask
Drullkus nicely.
L1876[20:11:43] <shadowfacts> minecreatr:
unless you have a popular/famous mod Drullkus will probably say
no
L1877[20:13:29] <Mitchellbrine> Drullkus
is doing models for my new mod and my new mod is not famous
L1878[20:13:39] <Mitchellbrine> Well, I
do know him
L1879[20:13:55] <minecreatr> whats your
mod Mitchellbrine?
L1880[20:14:07] <minecreatr> and I sort
of know Drullkus, but he says he is really busy
L1881[20:14:10] <minecreatr> I actually
asked him
L1882[20:14:22] <minecreatr> to recommend
people who he knows who aren't super busy
L1883[20:14:27] <Mitchellbrine> was this
recently?
L1884[20:14:32] <minecreatr>
yesterday
L1885[20:14:36] <Mitchellbrine> yeah,
he's still working on my models
L1886[20:14:41] <Mitchellbrine>
soorry
L1887[20:14:49] <minecreatr> not your
fault xD
L1888[20:15:00] <gigaherz> XD
L1889[20:15:00] <minecreatr>
Mitchellbrine, I wish you and your mod luck
L1890[20:15:12] <Mitchellbrine> xD
L1891[20:15:16] <minecreatr> I just need
someone to make some models and textures for me :P
L1892[20:15:16] <Mitchellbrine> It's
working well
L1893[20:15:28] <Mitchellbrine> *shrug* I
don't know
L1894[20:15:46] <minecreatr> it seems
everyone is busy
L1895[20:15:49] <williewillus> gigaherz:
LinkedHashMultimap? :p
L1896[20:15:56] <minecreatr> or too
famous to make textures for a nobody
L1897[20:16:05] <minecreatr> :(
L1898[20:16:07] <Mitchellbrine> Lots of
people are busy, but that's how a community functions
L1899[20:16:25] <minecreatr> It just
feels like if someone with a big mod wanted it, they could get
anyone
L1900[20:16:33] <killjoy> go to mcf, make
post, artists needed
L1901[20:16:38] <williewillus> ew
mcf
L1902[20:16:38] <gigaherz> williewillus:
nope, "The collections returned by keySet, keys, and asMap
iterate through the keys in the order they were first added to the
multimap."
L1903[20:16:43] <minecreatr> the
mcmodding community has a very big curve
L1904[20:16:52] <minecreatr> its hard to
be succesful unless you are succesful
L1905[20:16:55] <gigaherz> I want the
items returned so that higher priority number goes first XD
L1906[20:17:07] <williewillus> gigaherz:
so you want some sort of tree multimap?
L1907[20:17:14] <Mitchellbrine> And you
want to get the good community minecreatr
L1908[20:17:21] <Mitchellbrine> If not,
you end up with the bad community
L1909[20:17:22] <williewillus> yeah guava
has TreeMultimap
L1910[20:17:30] <williewillus> guava has
everything xP
L1911[20:17:31] <gigaherz> I want
something that keeps the Keys sorted, but doesn't care about the
values
L1912[20:17:32] <Mitchellbrine> the
"y ur mod no werk" community
L1913[20:17:33] <minecreatr> what do you
mean by good and bad community?
L1914[20:17:34] <unascribed> Guava *is*
Multimap
L1915[20:17:41] <gigaherz> TreeMultimap
requires the values to be Comparable
L1916[20:17:45] <gigaherz> because it
also sorts them
L1917[20:17:48] <williewillus> how else
would you sort the keys?
L1918[20:17:51] <minecreatr> community of
users?
L1919[20:17:52] <williewillus>
magic?
L1920[20:17:57] <Mitchellbrine> If you
get FTB, you get a mix, lean towards good
L1921[20:18:02] <gigaherz> I JUST want
the keys sorted, the values don't matter
L1922[20:18:03] <gigaherz> geh
L1923[20:18:05] <Mitchellbrine> If not,
you have a chance of the bad community of users
L1924[20:18:06] <gigaherz> you know
what
L1925[20:18:10] <gigaherz> I'll just do
insertion sort.
L1926[20:18:13] <gigaherz> fuck maps
XD
L1927[20:18:22] <unascribed> why do you
need a *multi* map
L1928[20:18:26] <gigaherz> I don't
L1929[20:18:30] <gigaherz> it just seemed
the best fit
L1930[20:18:35] <unascribed> shouldn't
one class have one mapper?
L1931[20:18:39] <unascribed>
okay...
L1932[20:18:45] <gigaherz> no
L1933[20:18:45] <unascribed> maybe use
just a Map?
L1934[20:18:49] <gigaherz> one mapper can
take multiple classes
L1935[20:18:55] <unascribed> oh, it's
mapper->class
L1936[20:19:00] <gigaherz> no
L1937[20:19:04] <unascribed> ???
L1938[20:19:04] <gigaherz> it's
priority->mappers
L1939[20:19:06] <gigaherz> XD
L1940[20:19:16] <unascribed>
...List<Mapper>
L1941[20:19:27] <gigaherz> but then I
don't know which order to insert?
L1942[20:19:28] <gigaherz> XD
L1943[20:19:32] <williewillus> then
couldnt you just have a sortedset
L1944[20:19:33] <unascribed> add(idx,
mapper)
L1945[20:19:36] <unascribed> better
yet
L1946[20:19:38] <unascribed>
TreeSet
L1947[20:19:40] <williewillus> ^
L1948[20:19:43] <williewillus> based on
priority
L1949[20:20:20] <unascribed> for the
comparator, something like (a, b) ->
Integer.compare(a.priority(), b.priority())
L1950[20:20:25] <unascribed> then you win
all the things
L1951[20:20:44] <gigaherz> nah fuck
implementing Comparators and shit, I'll program the insertion sort
manually using a Pair<> ;p
L1952[20:20:45] <minecreatr> killjoy,
what part of mcf?
L1953[20:20:49] <unascribed> u wot
L1954[20:20:58] <killjoy> mod
develeopment
L1955[20:21:38] <unascribed> minecreatr,
what kind of textures?
L1956[20:21:48] <killjoy> Or make crappy
textures and wait for your mod to get popular enough that someone
gets frustrated and redoes them for you.
L1957[20:21:53] <williewillus> gigaherz:
that sounds like reinventing the wheel lol
L1958[20:21:55] <williewillus> just use a
treeset
L1959[20:21:59] <unascribed> killjoy's
solution also works sometimes
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L1961[20:22:08] <gigaherz> williewillus:
well all the wheels appear to be different variations of
"square" to me
L1962[20:22:13] <minecreatr> unascribed,
textures/models for machines
L1963[20:22:17] <williewillus> a TreeSet
fits what you need
L1964[20:22:18] <minecreatr> but I want
the mod to be good
L1965[20:22:22] <minecreatr> something
that takes effort
L1966[20:22:23] <williewillus> if you
want your mappers sorted by soething
L1967[20:22:30] <minecreatr> something
that people will enjoy
L1968[20:22:33] <unascribed> I could try
my hand at some textures and send renders
L1969[20:22:34] <gigaherz> I want the
sorting to be a SEPARATE number
L1970[20:22:35] <gigaherz> XD
L1971[20:22:37] <killjoy> Steal from
painterly
L1972[20:22:42] <unascribed> painterly is
ugly
L1973[20:22:47] <williewillus> why?
L1974[20:22:52] <williewillus> priority
is a property of the mapper
L1975[20:22:54] <williewillus> should
stay with it
L1976[20:22:55] <gigaherz> no it
isn't
L1977[20:22:59] <williewillus> 0.o
L1978[20:23:02] <unascribed> u wot
L1979[20:23:10] <gigaherz> I didn't WANT
it to be
L1980[20:23:13] <gigaherz> because the
mapper is an interface
L1981[20:23:20] <gigaherz> and I don't
want to give each mapper a getter
L1982[20:23:21] <unascribed> yes, so add
"int priority()"
L1983[20:23:23] <unascribed> it's that
simple
L1984[20:23:26] <gigaherz> so I wanted to
just
L1985[20:23:32] <gigaherz>
addMapper(priority, IMapper)
L1986[20:23:35] <unascribed> why
L1987[20:23:38] <williewillus> thats so
hardcoded
L1988[20:23:43] <gigaherz> because that
was supposed to require LESS EFFORT
L1989[20:23:45] <williewillus> if you use
a treeset it sorts it FOR YOU
L1990[20:23:53] <gigaherz> which java
just proved it was a wrong assumption
L1991[20:23:53] <gigaherz> XD
L1992[20:24:32] <williewillus> you could
implement Comparable on the mapper even and just do
Integer.compare(this.priority, other.priority)
L1993[20:24:35] <tterrag> unascribed:
saying painterly is ugly is saying Chisel is ugly :P
L1994[20:24:36] <williewillus> literally
lol
L1995[20:24:42] <gigaherz> yeahthat's
exactly what I didn't want to do
L1996[20:24:43] <gigaherz> XD
L1997[20:24:51] <williewillus> whats so
wrong with implementing comparable?
L1998[20:24:51] <minecreatr> tterrag, who
does the textures for enderio?
L1999[20:24:57] <tterrag> minecreatr:
CyanideX
L2000[20:24:57] <williewillus> versus
reimplementing a sort
L2001[20:24:59] <gigaherz> so every
single thing I have been doing in the last hour has been to avoid
that
L2002[20:25:00] <gigaherz> XD
L2003[20:25:10] <unascribed> I love how
minecreatr is complaining that "everyone is busy" and
then I offer to make textures and he ignores mee
L2004[20:25:11] <tterrag> well, he does
the new textures
L2005[20:25:16] <williewillus> you 1.
implement comparable 2. use a treeset 3. magic
L2006[20:25:23] <minecreatr> unascribed,
im not ignoring you xD
L2007[20:25:30] <minecreatr> just doing
multiple things atm
L2008[20:25:36] <williewillus> versus 1.
trying to find some niche map form to hold your priorities
separately or 2. trying to manually sort
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L2010[20:26:19] <gigaherz> it's just that
java doens't agree with me sometimes XD
L2011[20:26:34] <williewillus> its not a
java thing lol
L2012[20:26:38] <gigaherz> in C# I'd just
have done map.Keys.sorted()
L2013[20:26:39] <gigaherz> XD
L2014[20:26:47] <shadekiller666> so,
turns out that if you only return ExtendedBlockStates from
createBlockState and getExtendedState, then everything works
fine
L2015[20:26:54] <tterrag> you think C#
sorts the keys by magic?
L2016[20:27:07]
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L2017[20:27:07] <gigaherz> although
L2018[20:27:11] <williewillus> that's
"the language's libraries are different so it's a problem with
the language" :p
L2019[20:27:11] <gigaherz> C# doesn't
have a multimap
L2020[20:27:15] <gigaherz> so i'd have
had a similar problem
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L2022[20:27:18] <tterrag> neither does
java
L2023[20:27:20] <gigaherz> I never said
that!
L2024[20:27:30] <gigaherz> java doesn't
agree with me != it's a problem with java,
L2025[20:27:32] <tterrag> in fact, java
doesn't have any maps, that's not how it works :P
L2026[20:27:34] <gigaherz> the problem
are still my assumptions ;P
L2027[20:27:42] <williewillus> just use a
treeset omg :p
L2028[20:28:09] <gigaherz> I greatly
dislike having to change my design XD
L2029[20:28:24] <gigaherz> I will have
to, though
L2030[20:29:34]
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L2031[20:30:15] <shadekiller666> heres a
bit of a design question, if passing an ExtendedBlockState from
anything but a few select methods breaks things with regards to
block placement/model rendering, would it be best to allow any
method returning an IBlockState to return an extended one, then
convert it to a normal IBlockState, or would it be better to throw
an Exception or just leave a java doc comment?
L2032[20:30:54] <shadekiller666> probably
the conversion to IBlockState right?
L2033[20:31:33]
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L2038[20:37:57] <shadekiller666> anyone
have input for that question?
L2039[20:39:08] <gigaherz> converting to
IBlockState could have side-effects, so I'd probably throw an
exception instead
L2040[20:39:22] <gigaherz> but someone
else may disagree ;P
L2041[20:40:05] <shadekiller666>
converting is also really hard... because the blockstate id map
still won't find the right thing unless they are perfectly equal
:P
L2042[20:40:54] <williewillus> whichever
breaks the least things
L2043[20:41:44] <gigaherz> if conversion
was wanted
L2044[20:42:08] <gigaherz> the best
solution would possibly be to make ExtendedBS a wrapper that has an
internal instance with one of the actual states
L2045[20:42:20] <gigaherz> and when the
actual state is needed, just returns it
L2046[20:42:22] <gigaherz> BUT
L2047[20:42:25] <shadekiller666> thats
what i was thinking
L2048[20:42:29] <gigaherz> that'd imply
modifying a lot of minecraft code
L2049[20:42:33] <gigaherz> to obtain the
actual internal state
L2050[20:42:46] <shadekiller666>
ya...
L2051[20:42:47] <gigaherz> so I don't
think it's the best solution
L2052[20:43:19] <shadekiller666> a custom
exception might be the best option
L2053[20:43:33] <shadekiller666> to at
least tell you when you've derped up
L2054[20:43:48] <gigaherz> yup
L2055[20:44:02] <shadekiller666> not
necessarily crash, but warn
L2056[20:45:58] <gigaherz>
..........
L2057[20:46:08] <gigaherz> I just
realized something about my nbt serializer
L2058[20:46:19] <gigaherz> I didn't think
of handling actual NBT fields
L2059[20:46:19] <gigaherz> XD
L2060[20:48:30] <gigaherz> done. XD
L2061[20:51:56] <PrinceCat> Can I handle
an int being null, or do I have to give it a default value?
L2062[20:52:09] <gigaherz> ?
L2063[20:52:13] <PrinceCat> I think I
asked this before, but I don't remember.
L2064[20:52:23] <gigaherz> you mean my
serializer? or in Java?
L2065[20:52:24] <gigaherz> XD
L2066[20:52:31] <PrinceCat> Just in java,
haha.
L2067[20:52:39] <gigaherz> int can't be
null, but Integer can
L2068[20:53:00] <PrinceCat> I have an int
field that is declared but I want to check if it hasn't been given
a value yet.
L2069[20:53:12] <gigaherz> then it will
be 0
L2070[20:53:19] <tterrag> PrinceCat:
instance primitives have default values
L2071[20:53:23] <tterrag> local
primitives do not
L2072[20:53:30] <PrinceCat> Ah!
L2073[20:53:43] <tterrag> all numbers
default to 0
L2074[20:53:47] <tterrag> boolean
defaults to false
L2075[20:53:49] <PrinceCat> I'll set them
to -1 then upon declaration.
L2076[20:53:51] <tterrag> char
to...whatever the 0 char is
L2077[20:53:55] <gigaherz>
0/false/0.0/null
L2078[20:54:01] <tterrag> ^
basically
L2079[20:54:24] <gigaherz> C# has a
default(T) for generics, but java doens't need it because they all
are null ;P
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L2081[20:55:36] <gigaherz> GEH,
TreeSet.contains() returns true if two items compare == 0
L2082[20:58:36] <killjoy> Has anyone had
an issue where your nvidia drivers uninstalled themselves?
L2083[20:58:47] <Flashfire> Does someone
know how to get the source entity of an explosion in
onBlockDestroyedByExplosion if the entity ISN'T a subclass of
EntityLivingBase?
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L2085[20:59:49] <Flashfire> To be more
specific, if the explosion is caused by an instance of
EntityWitherSkull
L2086[21:00:22] <shadekiller666> is there
any particular location where Exception classes are stored?
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L2089[21:01:29] <Horfius> Was wondering
why this channel was so quiet on my list. Didn't reconnect after
nickserv derp XD
L2090[21:02:59] <killjoy> I'm being
turned off from nvidia right now...
L2091[21:03:00] <Horfius> Quick question.
If I have a TE that uses a TESR, should I spawn particle effects in
the TESR or in the TE?
L2092[21:03:27] <killjoy> I'm having to
reinstall this driver for the second time now.
L2093[21:04:03] <Flashfire> I would
assume TESR but I'm no expert
L2094[21:04:13] <Horfius> Neither am I
:/
L2095[21:04:20] <Horfius> Oh well, I can
work on AI until then :P
L2096[21:04:39] <PrinceCat> You could do
either, but doing it in the TE if you wanted them to happen after a
certain condition.
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L2098[21:04:49] <PrinceCat> Just use a
proxy and make sure you send it to all nearby players.
L2099[21:04:52] <Flashfire> I guess
nobody knows the answer to my earlier question
L2100[21:04:57] <williewillus> what
question?
L2101[21:05:11] <Flashfire> "Does
someone know how to get the source entity of an explosion in
onBlockDestroyedByExplosion if the entity ISN'T a subclass of
EntityLivingBase?"
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L2105[21:06:08] <tterrag> Horfius: I'd
say in the TE
L2106[21:06:11] <tterrag> no reason to do
logic every frame
L2107[21:06:11] <Flashfire>
getExplosivePlacedBy returns null if it's not a subclass of
EntityLivingBase so can't use that
L2108[21:06:17] <Horfius> Okay
L2109[21:06:31] <tterrag> renderers are
for rendering
L2110[21:06:43] <Horfius> Also, when you
call addTask in an entity, what does the first, integer value
represent?
L2111[21:06:57] <williewillus> id
:p
L2112[21:07:03] <PrinceCat> Flashfire, if
you're getting it from the Explosion class there's an exploder
field which is just en Entity?
L2113[21:07:09] <Horfius> Id of what? The
AI?
L2114[21:07:17] <PrinceCat>
EntityWitherSkull is a subclass of Entity
L2115[21:07:26] <williewillus> just a
list by ID of which number AI is registered :p
L2116[21:07:44] <williewillus> lower id's
have more priority
L2117[21:07:45] <Flashfire> It returns
null because it's not part of EntityLivingBase
L2118[21:07:52] <Horfius> So it's
priority
L2119[21:07:54] <Horfius> Not ID
L2120[21:08:04] <williewillus> well but
you can't have multiple tasks with the same number
L2121[21:08:06] <Flashfire> exploder
itself is private
L2122[21:08:19] <Horfius> I'm pretty sure
that's false
L2123[21:08:23] <williewillus> reflect
it
L2124[21:08:25] <PrinceCat> Oh, I see
what you mean.
L2125[21:08:31] <PrinceCat> Yeah, I'd
reflect it.
L2126[21:08:31]
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L2127[21:08:43] <Flashfire> Oh, I can do
that?
L2128[21:08:46] <Flashfire> Neat
L2129[21:09:05] <williewillus> ah yeah
it's priority Horfius
L2130[21:09:24] <Horfius> That was my
guess, was just verifying
L2131[21:09:27] <Horfius> Thanks :P
L2132[21:10:14]
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L2134[21:12:24] <Flashfire> Where can I
find a reference for minebot?
L2135[21:12:36] <williewillus> pm it
help
L2136[21:12:40] <Flashfire> Ah
L2137[21:12:43] <Flashfire> I was using
/help
L2138[21:12:49] <williewillus> you mean
mcpbot right
L2139[21:12:59] <williewillus> minebot is
the moderator, mcpbot is the mappings
L2140[21:13:02] <williewillus> :p
L2141[21:13:13] <Flashfire> Oh
whoops
L2142[21:13:14] <shadekiller666> hey lex,
question about the IUnlisted thing again, I discovered that if an
IExtendedBlockState is returned from any of the methods that ask
for IBlockState except for createState() and getExtendedState()
that the placement problem can happen, basically any method checked
when placing blocks in-world. and i was wondering what the best
thing to do would be if an extended state gets returned from
somewhere it
L2143[21:13:14] <shadekiller666>
shouldn't, I tried making a "clean" blockstate, but none
of the ways i tried resulted in the blockstate id map being able to
find the right state
L2144[21:15:25] <shadekiller666> should
there be an Exception for that? or at least FMLLog calls to inform
the user about the issue? should IExtendedBlockState be turned into
a wrapper?
L2145[21:19:14] <Flashfire> How do I get
a value from the Field object?
L2146[21:19:20] <tterrag> Flashfire:
.get()
L2147[21:19:22] <tterrag> ._.
L2148[21:19:24] <Flashfire> No
argument?
L2149[21:19:35] <tterrag> you pass the
instance of the object
L2150[21:19:40] <tterrag> that you are
accessing
L2151[21:19:46] <Ordinastie> or you know,
you read the docs
L2152[21:20:15] <Flashfire> I would but I
don't know where to find them
L2153[21:21:27] <Ordinastie> in you IDE?
Ctrl right click the field ?
L2154[21:21:44] <tterrag> hovering should
show javadocs
L2155[21:21:55] <Flashfire> I don't have
the source for it
L2156[21:22:02] <tterrag> javadoc !=
source
L2157[21:22:04] <Flashfire> For
Field.class
L2158[21:22:07] <tterrag> the JDK comes
with javadoc attached
L2159[21:22:15] <tterrag> unless your
install is horribly broken
L2160[21:22:17] <Ordinastie> (and source
too AFAIK)
L2161[21:22:19] <unascribed> in 1.7, is
it possible to render the "base" part of a block with
ISBRH and dynamic parts with a TESR?
L2162[21:22:25] <killjoy> If you download
the jdk tar, you get the sources
L2163[21:22:26] <tterrag> unascribed: of
course
L2164[21:22:39] <tterrag> killjoy: yeah
but in my experience they are not automatically attached
(eclipse)
L2165[21:22:41] <tterrag> however
javadocs are
L2166[21:22:54] <killjoy> Because they're
fetched online
L2167[21:23:06] <tterrag> oic
L2168[21:23:08] <tterrag> good
point
L2169[21:23:43] <Flashfire> Ordinastie:
Anyway, what object's instance did you mean? I'm using reflection
to access a private field so how can I pass it?
L2170[21:24:02] <Ordinastie> private
field on...?
L2171[21:24:03] <tterrag> you pass the
object which you are accessing...
L2172[21:24:04] <killjoy>
field.setAccessable(true)
L2173[21:24:08] <tterrag> it's an
instance field
L2174[21:24:12] <williewillus> no need
even for that
L2175[21:24:15] <williewillus> use
ReflectionHelper
L2176[21:24:15] <tterrag> so there must
be an instance to acces it...
L2177[21:24:30] <tterrag> also ^
L2178[21:24:33] <tterrag>
ReflectionHelper.findField
L2179[21:24:38] <tterrag> since you need
to worry about srg/deobf
L2180[21:24:44] <Flashfire> Ah
L2181[21:24:55] <unascribed> the proper
way to get a render type ID is to call
RenderingRegistry.getNextAvailableRenderId, correct?
L2182[21:25:30] <unascribed> during init,
that is
L2183[21:25:37] <unascribed> and then
store it in a field and return it in getRenderType
L2184[21:25:56] <tterrag> yes
L2185[21:26:05] <tterrag> and that should
match up with your ISBRH's getRenderID
L2186[21:26:11] <unascribed> ofc
L2187[21:26:21] <Flashfire> So, for this
instance: ReflectionHelper.findField(Explosion.class,
"exploder")?
L2188[21:26:33] <tterrag> you also need
to provide the srg name
L2189[21:26:40] <Flashfire> What's
that?
L2190[21:26:40] <tterrag> !!gf
Explosion.exploder
L2191[21:26:41] <MCPBot_Reborn> === MC
1.8: net/minecraft/world/Explosion.exploder (aqo.h) UNLOCKED
===
L2192[21:26:42] <MCPBot_Reborn> Name : h
=> field_77283_e => exploder
L2193[21:26:42] <MCPBot_Reborn>
Descriptor : Lwv; => Lnet/minecraft/entity/Entity;
L2194[21:26:43] <MCPBot_Reborn> AT :
public net.minecraft.world.Explosion field_77283_e # exploder
L2195[21:26:44] <MCPBot_Reborn> Comment :
None
L2196[21:26:44] <MCPBot_Reborn> Last
Change: 2014-09-25 17:13:59.298250-04:00 (_bot_update_)
L2197[21:26:48] <unascribed> ...there's
no metadata-sensitive version of getRenderType
L2198[21:26:56] <unascribed> refactor
time
L2199[21:26:56] <tterrag> unascribed:
nope! handle that in your ISBRH
L2200[21:27:00] <unascribed> ...good
point
L2201[21:27:04] <Flashfire> Ah
L2202[21:27:10] <unascribed> is there an
easy way to delegate to vanilla rendering?
L2203[21:27:13] <Flashfire> I did that
earlier
L2204[21:27:19] <tterrag> Flashfire: srg
names are the "middleman" for deobfuscation
L2205[21:27:29] <Flashfire> Field
exploder = findObfuscatedField(Explosion.class,
"exploder", "field_77283_e"); is what I did
before
L2206[21:27:30] <unascribed> I have a
BlockMachine that has mostly regular rendering mode blocks and one
that's special
L2207[21:27:32] <tterrag> they are used
so that the obfuscation between minor releases doesn't completely
screw us over
L2208[21:27:45] <tterrag> all MCP has to
do is remap what notch names point to what srg names, and all mods
continue to work mostly fine
L2209[21:28:10] <Flashfire> So I want to
get the value from that field
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L2211[21:28:26] <tterrag>
exploder.get(explosion) (this should not be that hard)
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L2214[21:28:47] <Flashfire> Oh that's the
object
L2215[21:28:54] <Flashfire> Don't know
why I didn't realize that earlier
L2216[21:29:05] <unascribed> you should
also put the MCP name after the SRG name so it does one lookup in
an obfuscated environment instead of two
L2218[21:29:13] <tterrag> ^^ yes
L2219[21:29:28] <tterrag> lolwut
L2220[21:29:46] <Flashfire> The end boss
of a huge maze structure that is generated once in a world
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L2222[21:31:57] <unascribed> what does
the return value of renderWorldBlock indicate?
L2223[21:32:12] <Ordinastie> if something
was drawn or not
L2224[21:32:24] <unascribed> and if it
returns false, what happens?
L2225[21:32:32] <unascribed> does it fall
back to vanilla behavior?
L2226[21:32:46] <Ordinastie> no
L2227[21:33:23] <Ordinastie> it just
tells if the process did draw something in world or not
L2228[21:33:25] <tterrag> if you return
false, it does not mark the chunk as having anything rendered in
it
L2229[21:33:28] <unascribed> ah
L2230[21:33:33] <unascribed> so it's just
an optimization
L2231[21:33:39] <tterrag> yes
L2232[21:33:42] <unascribed> so how would
I make it render a normal block in some cases?
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L2235[21:33:53] <tterrag>
renderer.renderStandardBlock
L2236[21:33:57] <Ordinastie> if you
return false and draw something it will crash in the case where the
chunk only has your block in it
L2237[21:34:01] <tterrag> the
RenderBlocks instance you are given is the key to most default
behavior
L2238[21:34:02]
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L2239[21:34:08] <unascribed> Ordinastie,
fun
L2240[21:34:19] <unascribed> tterrag,
yeah that seems only slightly painfully obvious now
L2241[21:34:20] <unascribed> sorry
L2242[21:36:35] <unascribed> all my
machines are now invisible
L2243[21:36:37] <unascribed> yay
L2244[21:40:39] <shadekiller666> giga, i
think the -correct- option would be to make it a wrapper, but i
think the best option would be FMLLog print statements
L2245[21:40:41] <unascribed> oh, I forgot
to register my renderer
L2246[21:40:43] *
unascribed facepalms
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L2251[21:46:16] <Vorquel> A world gen mod
that only uses vanilla blocks can be made to be server only,
correct?
L2252[21:47:02] <tterrag> I suppose
L2253[21:47:10]
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L2254[21:49:00] <Vorquel> You seem
conflicted, tterrag. Is there a good reason not to write the mod
that way?
L2255[21:49:48] <gigaherz> so I did all
the work to make it a TreeSet, and evne a TreeMultiset to fix the
issue of the TreeSet NOT liking duplicates,
L2256[21:50:12] <gigaherz> in the end I
got rid of Comparable and just wrote my own "orderly
insertion" code, and tonight was a waste of time ;p
L2257[21:50:20] <tterrag> Vorquel: nah it
would be fine
L2258[21:50:27]
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L2259[21:50:48] <Vorquel> Thats what I
thought. Just making sure I'm not about to do something dumb.
L2260[21:51:36] <gigaherz> it doesn't
need to "just" use vanilla blocks
L2261[21:51:40] <gigaherz> just as long
as it doesn't add any of its own
L2262[21:51:41] <gigaherz> ;p
L2263[21:51:51] <gigaherz> yo ucan play
around with other mods' blocks and items all you want
L2264[21:52:04] <unascribed> why do you
need duplicates
L2265[21:52:27] <Vorquel> I'm aware giga.
I didn't want to complicate th question.
L2266[21:52:33] <gigaherz> unascribed:
all these collections assume the items are equal if compareTo
returns 0
L2267[21:52:40] <unascribed> oh
L2268[21:52:47] <gigaherz>
collection.contains(item) returns TRUE if another item had the same
priority
L2269[21:52:55] <shadekiller666> earlier
i was thinking if it would be possible to make a TileEntity that
can handle more than 1 block at a time
L2270[21:52:59] <unascribed> I would use
a List and just use list.sort(myComparator)
L2271[21:53:04] <gigaherz>
shadekiller666: don't ;P
L2272[21:53:12] <unascribed> but if you
feel like doing that orderly insertion is better then whatever
:P
L2273[21:53:20] <gigaherz> well
L2274[21:53:29] <gigaherz> you could make
a TE that is "aware" of a multiblock structure
L2275[21:53:43] <gigaherz> unascribed:
that's the second point
L2276[21:53:49] <gigaherz> I really
wanted to keep the insertion ordering
L2277[21:53:56] <unascribed> all sorts in
java are stable
L2278[21:54:01] <gigaherz> yeah
L2279[21:54:15] <Vorquel> On those lines,
how does one make the client side optional while still requring the
same version when it's there?
L2280[21:54:21] <shadekiller666> giga,
that would be the idea yes
L2281[21:54:22] <unascribed>
acceptableRemoteVersions="*"
L2282[21:54:26] <unascribed> I should
make a hotkey that sends that :P
L2284[21:54:36] <unascribed> oh, and if
it's there then...
L2285[21:54:48] <gigaherz>
shadekiller666: the thing is, you must never have the same INSTANCE
in multiple blocks
L2286[21:54:58] <unascribed> you'd
probably need a @NetworkCheckHandler for that
L2287[21:55:06] <unascribed> it's more
complicated than just 'accept all' or 'accept these'
L2288[21:55:15] <gigaherz> either each of
the multiblock structure needs its own TE
L2289[21:55:19] <gigaherz> or you have a
central controller
L2290[21:55:22] <gigaherz> and the rest
are TE-free
L2291[21:55:27] <Vorquel> I just needed a
name. Thanks unascribed
L2292[21:55:45] <unascribed> central
controller is better as people *will* try to use your extra blocks
as decor
L2293[21:55:52] <unascribed> and tile
entities as decor is network-spammy
L2294[21:56:05] <gigaherz> Railcraft
tanks have a TE each block IIRC
L2295[21:56:12] <gigaherz> but only the
bottom-center block has the TE contents
L2296[21:56:24] <unascribed> yes but
there's non-TE equivalents of every nice-looking block in
Railcraft
L2297[21:56:26] <shadekiller666> well the
idea would be to provide a way to detect structure completion
without having to check all multiblock structures in the
world
L2298[21:56:28] <gigaherz> while the TC
Smeltery has an explicit controller
L2299[21:56:52] <unascribed> oh god this
is your structure-with-vanilla-blocks thing again isn't it
L2300[21:57:01] <shadekiller666> does TC
actively iterate over the structure to detect changes?
L2301[21:57:06] <gigaherz> no
L2302[21:57:09] <gigaherz> well
L2303[21:57:11] <gigaherz> probably
not
L2304[21:57:13] <shadekiller666> kinda
unascribed
L2305[21:57:30] <unascribed> everyone,
including Lex, has told you why that won't work :P
L2306[21:57:33] <gigaherz> it may have a
bounding box
L2307[21:57:44] <gigaherz> and detect any
block change within the bounding box
L2308[21:57:47] <gigaherz> and refresh
then
L2309[21:58:01] <gigaherz> I assume
there's a block changed event that would help with that?
L2310[21:58:26] <shadekiller666>
unascribed, just brainstorming
L2311[21:58:29] <gigaherz> but htat
raises other issues
L2312[21:58:47] <gigaherz> because doing
that would imply you have a list of all the TEs that are
"looking" for changes
L2313[21:58:47]
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L2314[21:58:52] <unascribed> okay, there
is no reason this code should work
L2315[21:58:58] <unascribed> but let's
start the game and test it anyway.
L2316[21:59:25] <gigaherz> ah that moment
at the end of a brain-dump
L2317[21:59:29] <gigaherz> where things
compile
L2318[21:59:36] <unascribed> YAY THE GAME
CRASHED
L2319[21:59:42] <gigaherz> but you are
convined it will fail
L2320[21:59:43] <gigaherz> XD
L2321[22:00:00] <gigaherz> I have many of
those moments ;P
L2322[22:00:07] <unascribed> IWorldAccess
is null
L2323[22:00:14] <unascribed> where the
hell is it expecting to get one of those from...
L2324[22:00:25] <unascribed>
>this.blockAccess
L2325[22:00:29] <unascribed> RenderBlocks
is stateful
L2326[22:00:31] <unascribed>
wonderful
L2327[22:00:53] <unascribed> okay,
hackjob time
L2328[22:01:06] <unascribed> in
renderInventoryBlock, set a boolean field to true, call
renderAsItem, then unset the boolean field
L2329[22:01:07] <Ordinastie> unascribed,
wth are you doing?
L2330[22:01:17] <unascribed> when the
boolean field is set, return renderType 0 instead of the
ISBRH
L2331[22:01:26] <unascribed> flawless
plan
L2332[22:01:29] <unascribed> 11/10
L2333[22:02:11] <gigaherz> lol
L2334[22:02:20] <unascribed> Ordinastie,
I'm making a block that has multiple blocks in it
L2335[22:02:23] <unascribed> some of them
are rendered vanilla
L2336[22:02:28] <unascribed> and one of
them is rendered specially
L2337[22:02:38] <unascribed> so my ISBRH
needs to detect this and call through to vanilla rendering
L2338[22:02:50] <unascribed> except in
renderInventoryBlock, calling renderBlockAsItem results in a
StackOverflow
L2339[22:03:53] <Ordinastie> don't call
renderBlockAsItem for the current item
L2340[22:03:58] <Ordinastie> just draw
it
L2341[22:04:13] <unascribed> the vanilla
renderStandardBlock expects an IWorldAccess
L2342[22:04:15] <unascribed> which I do
not have
L2343[22:04:31] <tterrag> there is no
"draw default item block" method
L2344[22:04:34] <tterrag> make your
own
L2345[22:04:38] <shadekiller666> do
changes to minecraft source files get put onto the forge repo? or
do they need to be applied in a patch file or something?
L2346[22:04:58] <tterrag> shadekiller666:
patch files
L2347[22:05:01] <tterrag> gradle
genPatches
L2348[22:05:20] <shadekiller666>
genPatches to apply the patch?
L2349[22:05:33] <tterrag> it generates
patches for the current changes to the source...
L2350[22:05:36] <tterrag> then you push
those
L2351[22:05:46] <shadekiller666> ahh
ok
L2352[22:05:49] <shadekiller666> thats
cool
L2353[22:06:44] <gigaherz> night
ppl
L2354[22:06:57] <unascribed> flawless
plan is flawless
L2355[22:07:00]
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L2356[22:07:02] <unascribed> they now
render
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L2358[22:08:53] <PrinceCat> Oh man, the
auth servers are totally destroying my mod right now..
L2359[22:09:12]
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L2360[22:09:55] <PrinceCat> I guess I
need a fallback instead of using the UUID as a lookup..
L2361[22:11:23]
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L2362[22:11:30] <killjoy> I wonder why
everything is down.
L2363[22:11:33] <killjoy> minecraft.net
is currently down
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L2365[22:11:53] <killjoy> textures are
"quite slow"
L2366[22:11:53] <PrinceCat> DDoS
apparently.
L2368[22:12:40] <killjoy> I think someone
wants minecon capes
L2369[22:12:59]
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L2370[22:13:16] <PrinceCat> Brute force
for days.
L2371[22:15:37] <PrinceCat> Surely
there's a fallback though, I did notice a usernamecache.json file
under the saves folder..
L2372[22:15:59] <PrinceCat> Oh no, looks
like just a forge thing?
L2373[22:16:03] <killjoy> That's for when
names change.
L2374[22:16:15] <killjoy> I thought it
was vanilla
L2375[22:16:27] <PrinceCat> Oh, you're
quite right it is..
L2376[22:16:39] <PrinceCat> But surely
when the auth server is down it'd look to that?
L2377[22:16:58] <PrinceCat> Instead of
just crashing me with a NPE when I try to access the player's
persistantID
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L2380[22:18:39] <PrinceCat> It might not
even be the auth servers messing it up, it could just be me..
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L2383[22:21:52] <Horfius> In an entity,
what is the difference between tasks and targetTasks?
L2384[22:22:47]
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L2385[22:23:11] <killjoy> Why don't you
just let gson serialize it for you?
L2386[22:23:55] <killjoy> You'd just need
to register a UUIDAdapter
L2387[22:24:07] <killjoy> it skips
nulls
L2388[22:24:38] <PrinceCat> It shouldn't
be null though, that's the thing.
L2389[22:24:51] <PrinceCat> I'm chasing
this around in circles trying to find out where it could be getting
nullified.
L2390[22:25:12] <Horfius> Try
@NotNull?
L2391[22:25:48] <killjoy> Could the
player's id be null?
L2392[22:25:53] <killjoy> Because
offline?
L2393[22:26:25] <PrinceCat> That's what I
thought originally...
L2394[22:26:37] <PrinceCat> But I mean,
come on surely they have a fallback to that...
L2395[22:26:44] <PrinceCat> You can't
just break EVERYTHING when the servers go down.
L2396[22:26:55] <killjoy> Well, they
don't normally call toString() on it
L2397[22:27:23] <killjoy> There's a class
in authlib for dealing with it
L2398[22:28:43] <PrinceCat> Does it
matter though if I call toString() on it?
L2399[22:28:50] <PrinceCat> That won't
change the fact it's null to begin with.
L2400[22:29:29] <killjoy> I think it's
UUIDTypeAdapter
L2401[22:32:06] <killjoy>
EntityPlayer.getUUID
L2402[22:32:40] <PrinceCat> It looks like
some kind of loophole in my code.
L2403[22:33:26] <PrinceCat> I've put a
breakpoint there and in the src the uuid is not null... but when it
goes to write it it's suddenly becomes null.
L2404[22:34:05] <killjoy> Put your
serializer in a separate class
L2405[22:34:19] <killjoy> private static
class Serializer ...
L2406[22:34:25] <shadekiller666>
Attempting to set block position BlockPos{x=319, y=56, z=-61} to
and IExtendedBlockState for block
tile.forgedebugmodelloaderregistry:custommodelblock! Block
placement and rendering may not work as expected!
L2407[22:34:44] <killjoy> Or in the
serizlie method, replace this with src
L2408[22:35:05] <shadekiller666> does
that seem like a decent error message to print when an
IExtendedState is passed to setBlockState in Chunk?
L2409[22:35:30]
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L2410[22:37:02] <killjoy> PrinceCat, you
got that?
L2411[22:37:09] <PrinceCat> Yeah,
kinda.
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L2413[22:38:43] <tterrag> PrinceCat: it's
a known fact that UUID implementation sucks
L2414[22:38:45] <tterrag> really really
sucks
L2415[22:38:53] <killjoy> This issue
isn't about UUID.
L2416[22:39:10] <tterrag> offline mode
gives null UUIDs? that's a thing and it sucks
L2417[22:39:27] <Mysticdrew> Yea it is a
but frustrating
L2418[22:39:28] <killjoy> It's because he
used the same class for his serializer as the object
L2419[22:40:25] <killjoy> class Thing
implements JsonSerializer<Thing>
L2420[22:41:11] <PrinceCat> *sigh* now I
can't test anything because login's down.
L2421[22:41:41] <killjoy> At least realms
is still online
L2422[22:41:53] <PrinceCat> Thank
god..
L2423[22:42:00] <PrinceCat> I don't know
what I'd do without Realms...
L2424[22:42:10] <PrinceCat> ...
L2425[22:43:05] <killjoy> There it
goes
L2426[22:43:14] <killjoy> *going
L2427[22:43:57] <tterrag> you should make
sure your mod works in offline mode...
L2428[22:44:01] <tterrag> this is
important
L2429[22:44:45] <PrinceCat> I'm just
passing my login details as a run argument.
L2430[22:45:08] <tterrag>
regardless
L2431[22:45:11] <PrinceCat> But you're
right... probably should have a username fallback.
L2432[22:45:14] <tterrag> your mod should
function without an online client
L2433[22:45:18] <tterrag> UsernameCache
exists
L2434[22:49:20] <PrinceCat> Is it because
my type adapter returns a no argument instance of the class?
L2435[22:49:47] <PrinceCat> The player's
UUID is set in the constructor...
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L2448[23:21:41] <killjoy> website's back
up
L2449[23:21:42]
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L2455[23:32:53] <PrinceCat> Still no
official word on the status though.
L2456[23:33:24] <Bugboy1028> PrinceCat,
they're just waking up
L2457[23:33:35] <PrinceCat> I forget that
timezones exist.
L2458[23:34:15] <PrinceCat> My favourite
thing to do right now is scour the forums and the subreddit for
posts about the server being down.
L2459[23:34:35] <PrinceCat> Take special
note of spelling, grammar and punctuation in every post.
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L2465[23:53:10] <codahq> frickin
authentication servers.
L2466[23:53:28] <xaero> frickin
ddos
L2467[23:53:35] <codahq> is that what is
happening?
L2468[23:54:00] <xaero> yea according to
/r/Minecraft
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L2470[23:59:50] <sham1> God damnit