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L8[00:11:46] <PrinceCat> Omg, login servers
are alive.
L9[00:18:09] <killjoy> session's still
down
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L30[01:09:18] <codahq> there's still down
for me
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L56[02:04:06] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150723 mappings to Forge Maven.
L57[02:04:09] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150723-1.8.zip (mappings
= "snapshot_20150723" in build.gradle).
L58[02:04:20] <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/
L59[02:04:43] ⇨
Joins: Zaggy2048
(~Zaggy1024@75-168-10-128.mpls.qwest.net)
L60[02:08:26] <codahq> did anybody get to
read what this supposed DDOSer tweeted before their account got
suspended?
L61[02:09:17] <codahq> for how many users
mc has and for how much money it's made i'm surprised they don't
have their authentication servers distributed and protected a
little better than this.
L62[02:09:45] <codahq> it's kind of been a
10 hour long outtage.
L63[02:10:05] <shadekiller666> hey, they
have some of the most reliable auth servers of most games
L64[02:10:06] <codahq> no failover
obviously
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L66[02:12:30] <dangranos> well, they can be
most reliable
L67[02:12:57] <dangranos> but if they're
robust but they're the only servers.. if they fail everything
fails
L68[02:13:25] <codahq> i hope he lives in a
country where he will be in harms way financially for the trouble
he's causing.
L69[02:13:41] <codahq> this supposed
hacker.
L70[02:13:50] <codahq> or ddoser
L71[02:14:27] <dangranos> IF found
L72[02:15:00] <codahq> so... apparently
some traffic is getting through
L73[02:15:09] <codahq> i jsut got
through.
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L76[02:20:30] <Bugboy1028> grrr
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L78[02:23:03] <codahq> lol
L79[02:23:12] <tmtu> grrrumble
L80[02:23:13] <codahq> i guess the
structures i builti for my villagers don't count as houses
L81[02:23:32] <Cazzar> DO they have
doors?
L82[02:23:36] <codahq> it started to rain
and they are freaking out because the ai task for getting inside is
running and they can't get in
L83[02:23:45] <codahq> yeah, but the square
immediately in front of them is covered
L84[02:23:49] <codahq> sunlight is two
away
L85[02:23:54] <codahq> so i think the doors
don't count
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L87[02:25:00] <codahq> i haven't looked at
the code in a while but i think that is how they count it
L88[02:25:36] <codahq> i wish java
supported partial classes
L89[02:25:58] <tmtu> what's a partial
class
L90[02:26:46] <shadekiller666> would that
be cla
L91[02:26:53] <codahq> you can define a
class with the same name as an existing class but as partial
L92[02:26:54] <shadekiller666> instead of
class
L93[02:27:06] <codahq> and then add methods
to existing classes
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L95[02:27:15] <codahq> it would be handy
for adding things to vanilla classes
L96[02:27:33] <codahq> it's a c#
thing
L97[02:27:55] <codahq> probably a totally
hack and probably against all sound methodology in somebody's book
of rights and wrongs
L98[02:27:55] <shadekiller666> but it would
also run a high potential for breaking the hell out of
compatibility
L99[02:27:57] <codahq> but i love it
L100[02:28:11] <tmtu> that only works if
you recompile everything, no?
L101[02:28:48] <codahq> not sure about
that actually. i'm not sure i've ever tried to add a partial to a
compiled library
L102[02:29:59] <codahq> anyway... i'm
out
L103[02:30:05] <codahq> night,
folks.
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L114[02:45:29] <killjoy> I found this
script online to fix a hardware problem with my mouse, but I have
no idea how to run it.
L115[02:45:42] <killjoy> I think it's vbs,
but it doesn't run as one.
L116[02:45:54] <shadekiller666> fix a
hardware problem?
L117[02:46:04] <killjoy> mouse double
clicks
L118[02:46:05] <shadekiller666> wouldn't
that be a firmware problem?
L119[02:46:08] <killjoy> It's like a
filter
L120[02:46:29] <shadekiller666> ok
L121[02:46:43] <killjoy> I'm starting to
think that it's power shell
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L123[02:49:14] <killjoy> Nope. not
ps1
L125[02:50:35] <xaero> I'd presume a macro
for the AutoHotKey language, since it's on the AHK forums
L126[02:51:02] <killjoy> Well this
software is news to me
L127[02:51:35] <killjoy> I was hoping it
was vbs
L128[02:52:10] <xaero> yea, you'll need
that runtime, not sure if it's interpreted or compiled
L129[02:52:57] <killjoy> And I just
realized I have 2 instances of hexchat open...
L130[02:53:03] ⇦
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L131[02:53:13] <killjoy> This is what I'm
dealing with.
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L133[02:53:18] <killjoy> I only clicked to
open it once.
L134[02:53:48] <shadekiller666> so does
killjoy ping you twice?
L135[02:54:05] <killjoy> * killjoy1 has
quit (Quit: Leaving)
L136[02:54:10] <shadekiller666> lol
L137[02:54:22] <killjoy> using that logic,
shade should ping you
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L139[02:54:33] <shadekiller666> nope
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L141[02:57:09] <killjoy> I should learn
the language and see if I can fix dragging.
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L143[02:57:52] <killjoy> basically the
opposite effect
L144[02:57:57] <shadekiller666> or just
get a new mouse...
L145[02:58:04] <killjoy> But that requires
money
L146[02:58:13] <shadekiller666> or update
the drivers
L147[02:58:22] <killjoy> Why fix a
hardware problem when you can fix it with software?
L148[02:58:43] <shadekiller666> its not a
hardware problem if you can fix it with software
L149[02:58:43] <killjoy> You have the
mindset of a pc gamer.
L150[02:59:04] <killjoy> Game's running
slow? Time for an upgrade!
L151[02:59:34] *
shadekiller666 is an animator, needs pc capable of le
rendering
L152[02:59:49] <sham1> Did you just say
le
L153[02:59:57] <shadekiller666> though the
damn thing takes for ever to boot up
L154[03:00:01] <shadekiller666> le
maybe...
L155[03:00:08] <sham1> Meh
L156[03:00:44] *
shadekiller666 thinks it may be time to defragment the harddrive
again
L157[03:00:49] <killjoy> I should do
something about my jumpy scroll wheel.
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L159[03:02:09] <killjoy> It's one of those
efficiency wheels (weighted, unlockable)
L160[03:02:24] <shadekiller666> efficiency
wheels?
L161[03:02:52] <killjoy> It's weighted and
you can spin it
L162[03:03:02] <killjoy> flick it and it
zooms across the page
L163[03:03:09] <killjoy> think
flywheel
L164[03:03:19] <shadekiller666> does it
actually keep spinning?
L165[03:03:25] <killjoy> Yes
L166[03:03:32] <shadekiller666> mine
too
L167[03:03:37] <killjoy> M705
L168[03:03:42] <shadekiller666> Logitech
M325
L169[03:03:57] <killjoy> Mine has a thumb
button that I never use.
L170[03:04:06] <shadekiller666> + the
smooth scroll software plugin
L171[03:04:14] <killjoy> I was going to
use it with the macros mod, but it originally broke it.
L172[03:04:19] <shadekiller666> does your
wheel move left and right?
L173[03:04:25] <killjoy> Yes.
L174[03:04:32] <shadekiller666> so nice to
have
L175[03:04:45] <killjoy> le side scroll
masterrace
L176[03:04:50] <shadekiller666> yesh
L177[03:04:54] <killjoy> Not all programs
support it :9
L178[03:05:07] <shadekiller666> or at
least having buttons for the same purpose
L179[03:05:07]
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L180[03:05:18] <killjoy> ever used it in
notepad++?
L181[03:05:36] <shadekiller666> not that i
know of, what does it do?
L182[03:05:49] <killjoy> If you do it in
intervals, it works.
L183[03:06:09] <shadekiller666> is yours
wireless
L184[03:06:15] <killjoy> if you hold it,
it just changes the scrollbar to classic and moves that
across.
L185[03:06:18] <killjoy> Yes.
L186[03:07:04] <shadekiller666> do you use
the "unifying receiver" for more than one device? i have
a K360 keyboard and i'm using 2 ports instead of one
L187[03:07:14] ⇦
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L188[03:07:25] <killjoy> I have the
k750
L189[03:07:32] <killjoy> (wireless solar
keyboard)
L190[03:07:40] <shadekiller666> as i found
that the unifying software resulted in one of the two stopping
working periodically
L191[03:07:40] <killjoy> I wish my mouse
was solar
L192[03:07:51] <killjoy> Yeah, it's not
great
L193[03:07:59] <killjoy> I think it's
related to range
L194[03:08:10] <killjoy> My next mouse,
I'm going blutooth
L195[03:08:22] <killjoy> unifying just
uses 2.4ghz
L196[03:08:23] <shadekiller666>
distance-wise they're less than 2 feet from the receivers
L197[03:08:53] <killjoy> low power = low
range
L198[03:09:14] <shadekiller666> but theres
a few pieces of particle board between the two
L199[03:09:24] <shadekiller666> and the
computer is up against a wall
L200[03:09:33] <killjoy> I have an
aluminum pc case between mine
L201[03:09:45] <killjoy> Well, not right
now.
L202[03:09:59] <killjoy> My keyboard is
literally 4 in from the receiver.
L203[03:10:04] <shadekiller666> i'm also
running my desktop on wifi
L204[03:10:12] <killjoy> And my mouse is
on the other side of it.
L205[03:10:24] <killjoy> mmhm
L206[03:10:49] <shadekiller666> i didn't
want to drill a hole through my closet to run ethernet so
L207[03:11:09] <killjoy> My wifi card is
ooold
L208[03:11:19] <killjoy> It still uses
pci
L209[03:11:40] <shadekiller666> i haven't
had much issue with it tbh
L210[03:12:21]
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L211[03:12:28] <killjoy> I have a Ralink
RT61 Turbo
L212[03:12:59] <killjoy> (2009)
L213[03:13:09] <shadekiller666> ASUS PCI-E
N15
L214[03:13:31] <killjoy> Yours has 2
anentai. 2!
L215[03:13:36] <shadekiller666> mhmm
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L217[03:13:45] <killjoy> I wish I had dual
band
L218[03:14:09] <killjoy> But nope. I just
get a single one that always gets 11Mbps connections.
L219[03:14:23] <shadekiller666> :/
L220[03:14:23]
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L221[03:14:31] <killjoy> Max is 52
L222[03:14:39] <shadekiller666>
interesting
L223[03:15:03] <Devoenix> When your making
a custom model for a set of armour
L224[03:15:12] <shadekiller666>
you're*
L225[03:15:23] <Devoenix> do you make four
indevidual models, six, or just one
L226[03:16:16] <shadekiller666> uhh one i
think
L227[03:17:22] <Devoenix> .-. so it's the
names of the indevidual boxes that determines rather if it's a
chestplate or a pair of boots or something else like that?
L228[03:17:41] <shadekiller666> i would
assume so
L229[03:20:28] <Devoenix> ... kden
L230[03:20:47] <Devoenix> and boxes can
overlap eachother, right?
L231[03:21:04] <shadekiller666> uhhh
L232[03:21:06] <shadekiller666>
sure?
L233[03:21:16] *
shadekiller666 never made a suit of armor
L234[03:21:22] <Devoenix> :I
L235[03:22:11] <shadekiller666> i know, so
helpful
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L238[03:25:24] <laci200270> refreshing
gradle project how many time can use?
L239[03:25:35] <laci200270> in idea
L240[03:25:38] <shadekiller666> ?
L241[03:26:26] <laci200270> I pressed
refresh gradle project
L242[03:26:26] <laci200270> and refreshing
since half hour
L243[03:26:26] <laci200270> that is
normal?
L244[03:27:14] <shadekiller666> uhhh, not
usually, but if its the first time then it makes sense that it
would take a bit of time
L245[03:27:34] <laci200270> ok
L246[03:27:49] <laci200270> i 'll close it
in task manager
L247[03:28:07] <shadekiller666> uhh, is it
making progress?
L248[03:29:37] <laci200270> now i'm wait
for idea loading
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L250[03:31:20] <laci200270> i might need
to switch hdd
L251[03:31:36] <laci200270> the disk is
always 100% used
L252[03:31:56] <shadekiller666> ...
L253[03:32:01] <shadekiller666> thats not
possible
L254[03:32:10] <laci200270> and free space
in c 60mb
L255[03:32:23] <laci200270> thats an old
IDE hdd
L256[03:32:25] <shadekiller666> you need
to clear some stuff out
L257[03:32:45] <laci200270> the total
capacity originnaly 80gb
L258[03:32:45] <shadekiller666> thats why
Intellij is taking so long, it doesn't have space
L259[03:33:10] <laci200270> but the PCB
replaced so the capacity is 40 gb
L260[03:33:37] <laci200270> and that
splitted to 2 parts so 20gb-20gb
L261[03:34:10] <laci200270> my 180GB hdd
died when I replaced the PSU
L262[03:34:58] <laci200270> I plugged in
wrongly the cable
L263[03:35:06] <laci200270> when the PC
running
L264[03:35:14] <laci200270> it is not good
idea
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L281[04:33:00] <Tim020> Is there a max
size of GUI that minecraft can draw?
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L283[04:37:00] <sham1> why dont you find
out ;P
L284[04:38:12] <Tim020> Trying to ;)
L285[04:38:54] <Tim020> Haha, fixed that
problem :D
L286[04:39:03] <sham1> how
L287[04:39:07] <sham1> and what was
it
L288[04:39:43] <Tim020> Wasn't drawing the
full GUI, so I specified the xSize and ySize but that didn't fix
however a restart of the debug worked :)
L290[04:40:10] <sham1> :P I like the
name
L291[04:40:14] <sham1> Impossible
chest
L292[04:40:24]
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L293[04:40:38] <Tim020> Haha, kinda a
reference to Doctor Who :P
L294[04:40:43] <Tim020> *it's bigger on
the inside* :P
L295[04:40:57] <sham1> So it is TARDIS
:
L296[04:41:07] <Tim020> A TARDIS chest yea
:D
L297[04:41:53] <sham1> Also I noticed that
you mod for 1.7
L298[04:42:04] <Tim020> I do
L299[04:42:15] <sham1> Why?
L300[04:42:41] <Tim020> Because of how
much custom rendering and stuff I do, 1.8 scares me :P
L301[04:42:49] <sham1> You can custom
render in 1.8
L302[04:42:58] <sham1> You totally
can
L303[04:43:09] <Tim020> Are you able to
dynamically update the block bound size?
L304[04:43:17] <sham1> Umn
L305[04:43:24] <Tim020> Based on the
meta-data of the block?
L306[04:43:33] <sham1> what do you
mean
L307[04:43:55] <sham1> Like you can change
the hitboxes for blocks if that is what you mean
L308[04:44:11] <Tim020> Yea that :P
L309[04:44:24] <sham1> You can totally do
that
L310[04:44:54] <Tim020> Does it all have
to be predefined in the JSON file though?
L311[04:45:02] <sham1> No
L312[04:45:14] <sham1> You change the
collisions for blocks inside the code
L313[04:45:23] <Tim020> Ah fair
enough!
L314[04:45:25] <sham1> Only thing you do
with JSON is give your block models
L315[04:45:55] <Tim020> So no longer
defining the model within the TESR then?
L316[04:46:14] <sham1> You can use TESRs
as well
L317[04:46:30] <sham1> But if your model
is certain kind you can do it with JSON as well
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L320[04:48:49] <Tim020> Where is the
texture defined for the block, because within my TESRs I set the
texture dynamically based on certain conditions
L321[04:49:08] <sham1> In the model file
itself
L322[04:49:26] <sham1> You can also do it
in the blockstate file thanks to forge blockstate.json
L323[04:50:55] <Tim020> Huh, that might
cause me some problems then... :P
L324[04:51:07] <sham1> why
L325[04:52:31] <Tim020> Because I set
which texture to use as the model is being rendered, it depends on
the NBT of the Tile Entity
L326[04:53:08] <sham1> getActualState lets
you set certain blockstates, and you can use your TE to help with
thatbecause you get your block's position and a world access
object
L327[04:53:25] <sham1> block access
even
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L330[04:54:22] <sham1> This method sets
values depending on surrounding TEs
L331[04:54:28] <sham1> And it works with
your own as well
L332[04:56:02] <Tim020> Hmm fair enough,
might have a proper look at updating to 1.8 over summer then
:)
L333[04:56:10] <sham1> Okay
L334[04:56:23] <sham1> If you have any
questions then just ask ahead
L335[04:56:54] <Tim020> Cheers :)
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L341[05:13:28] <luacs1998> !gc
ItemInWorldManager
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L352[05:55:34] <McJty> Question. I'm
separating part of my mod in a separate project. So this will
generate a jar with utilities and stuff.
L353[05:55:44] <McJty> What's the best way
to use this new jar inside my original mod project?
L354[05:55:57] <diesieben07> maven
dependencies
L355[05:56:11] <McJty> How will that work?
What do I have to do to get something in maven?
L356[05:56:21]
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L357[05:56:49] <diesieben07> well, first
you need a maven repo, either a local one on your computer or a
remote one on some server.
L358[05:57:03] <McJty> Are there any repos
that are free to use?
L359[05:57:28] <diesieben07> probably,
maven central is free, but some conditions apply
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L361[05:58:02] <sham1> What would those
be
L362[05:58:19] <jamierocks> there is this
bintray thing i've seen be used
L363[05:58:40] <Termin8or> You can get a
webserver for free, even hosting, and then set it up on there
L364[05:59:05] <McJty> hmm
L365[05:59:12] <McJty> All sounds a bit
complicated. Isn't there an easier way?
L366[05:59:31] <McJty> What if I don't use
maven? How would I do it then?
L367[05:59:45] <diesieben07> copy the jar
into the "libs" folder
L368[06:00:05] <McJty> Ok. I'll start with
that and later when I feel like it I can look into maven
L369[06:00:29] <McJty> Thanks
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L375[06:14:21] <sham1> The fact that you
can host maven artifacts with guthub is kinda interesting
L376[06:14:41] <diesieben07> why would
anyone do that...
L377[06:14:49] <sham1> I dont know
L378[06:14:56] <sham1> But it is a
possibility regardless
L379[06:15:24] <diesieben07> since maven
uses wagons you can host a repo on anything that you can make a
wagon for
L380[06:15:49] <sham1> :P
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L383[06:16:35] <sham1> I'd like to know a
good and free maven service
L384[06:16:42] <sham1> Would be useful to
say the least
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L395[06:33:04] <Simulac> sup
L396[06:34:55] <Simulac> Hey guys what is
isCurrentViewEntity?
L397[06:35:46] <diesieben07> the viewpoint
entity can change
L398[06:35:53] <diesieben07> you can
spectate other players or even entities
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L400[06:36:53] <sham1> Technically players
are entities ;)
L401[06:37:13] <diesieben07> yes yes
:D
L402[06:37:38] <gigaherz> so are items on
the ground
L403[06:37:45] <gigaherz> although you
cna't spectate those, I think
L404[06:37:46] <gigaherz> XD
L405[06:37:51] <sham1> Aww
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L407[06:37:56] <Simulac> I see
L408[06:38:06] <gigaherz> would be fun,
though
L409[06:38:16] <diesieben07> only living
entities .D
L410[06:38:20] <Simulac> I'm still messing
around with the MotionX, Y, Z to make the player move a block
forward/sideways what not
L411[06:38:31] <gigaherz> hmmmm
L412[06:38:48] <gigaherz> we need a mod
that lets you spectate a minecart
L413[06:38:52] <Simulac> It turns out that
was the main problem with pathfinding
L414[06:38:55] <gigaherz> but as seen from
the FRONT of the minecart
L415[06:38:59] <gigaherz> not as a riding
entity
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L417[06:43:12] <Simulac> WTF, apparently
there are two methods calleed moveForward and moveStrafing
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L419[06:44:03] <diesieben07> *fields
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L421[06:45:46] <Simulac> oh sorry
yeah
L422[06:46:41] <Simulac> im guessing
assigning 1f to it, makes it move 1 block forward every tick?
L423[06:48:01] <diesieben07> something
like that
L424[06:50:23] <gigaherz> so it seems
there were big issues with MC yesterday night?
L425[06:51:44] <gigaherz> at least based
on all the youtubers' tweets about the auth servers being down
;P
L426[06:51:55] <Simulac> oh right
L427[06:52:04] <Simulac> I didn't
know
L428[06:52:43] <Simulac> moveForwarding
and moveStrafing are used when riding entities D:
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L431[06:57:12] <laci200270> this tutorual
is good
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L433[06:58:31] <gigaherz> laci200270: and
what was it?
L434[06:58:41] <gigaherz> because I
believe we went through all the steps here on irc ;P
L435[06:59:01] <laci200270> i not found
the gradle refresh button
L436[06:59:17] <laci200270> so i thinked
it may works
L437[06:59:21] <laci200270> but not
L438[06:59:46] <laci200270> so the button
on the bottom left corner
L439[07:00:00] <gigaherz> ah
L440[07:00:03] <sham1> no
L441[07:00:06] <gigaherz> one of the first
things I did in IDEA
L442[07:00:07] <sham1> It shows you the
sidebar
L443[07:00:14] <gigaherz> was to change
the mode from hiding everything
L444[07:00:18] <gigaherz> to keeping the
sidebars showing
L445[07:00:28] <gigaherz> I have the
gradle panel always visible
L446[07:01:00] <laci200270> i just
searched the gradle panel
L447[07:01:06] <laci200270> but i not
found it :D
L448[07:01:15] <sham1> I have it visible
whyenever I do any gradle stuff
L449[07:06:40] <laci200270> i switched
back to the old idea view... but how can I hide the gradle
sidebar?
L450[07:07:13] <sham1> bottom left
corner
L451[07:07:26] <laci200270> i clicked
that
L452[07:07:33] <laci200270> but sidebar
still present
L453[07:07:55] <sham1> showeth me a
screenshot of thy IDEA
L454[07:09:22] <laci200270> now that
switched to maven project
L455[07:09:35] <sham1> give me a
screenshot
L456[07:09:39] <laci200270> oh now
good
L457[07:09:44] <sham1> Ok
L458[07:09:52] <laci200270> i clicked thje
little arrow
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L460[07:16:15] *
laci200270 's mod's assets are WORKING
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L468[07:22:58] <laci200270> where idea
puts the classpath files?
L469[07:23:00] <laci200270> i mean the
resources
L470[07:23:46] <diesieben07>
build/classes
L471[07:23:52] <laci200270> ok
L472[07:24:03] <diesieben07> you should
not care
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L491[07:55:39] <Simulac> ughhh how do I
get this motion stuff to work!
L492[07:55:47] <sham1> Why do you need
it
L493[07:56:09] <Simulac> Need the player
to step a block in forwards/backwards/left/right direction
L494[07:56:30] <sham1> Again, why
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L496[07:56:39] <sham1> Cant you let them
walk themselves
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L498[07:56:47] <Simulac> It's for my
pathfinding
L499[07:57:24] <sham1> For the third
time
L500[07:57:26] <sham1> Why
L501[07:57:36] <sham1> What path are you
trying to create
L502[07:58:13] <Simulac> The player marks
a point, my pathfinding algorithm calculates the path, player walks
to point
L503[07:58:29] <Simulac> however, my
player can't step properly
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L505[08:00:35] <sham1> For
convenience?
L506[08:01:04] <Simulac> Yeah, sort of
like an autowalking thing
L507[08:05:08] <Ordinastie> at
bspkrs.util.FakeWorld.func_72945_a(FakeWorld.java:367) <= I get
a crash because the FakeWorld doesn't give a provider
L508[08:05:33] <Ordinastie> a
IChunkProvider
L509[08:05:38] <sham1>
"FakeWorld"
L510[08:05:47] <sham1> What a nice name
for a class
L511[08:05:51] <Ivorius> Simulac: mc
already has a pathfinder
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L513[08:05:56] <Ivorius> Why do you not
use that
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L515[08:07:37] <Simulac> Because I want to
try my own
L516[08:07:49] <Simulac> Pathfinding isn't
the problem
L517[08:08:02] <Simulac> It's getting the
player to move
L518[08:08:19] <Ivorius> There's an entity
move method
L519[08:08:26] <Ivorius> Which takes
forward and strafe values
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L521[08:08:47] <Simulac> moveEntity?
L522[08:08:56] <Ivorius> Possibly, don't
have code open
L523[08:09:06] <Ivorius> Vanilla is your
friend
L524[08:09:18] <Simulac> that takes x,y,z
and is teleports the player
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L526[08:09:33] <Ivorius> ...
L527[08:09:39] <Ivorius> That's set
position
L528[08:09:47] <Ivorius> There is a move
method
L529[08:09:51] <Ivorius> Just look for
yourself
L530[08:09:55] <Simulac> Yeah I'm
searching for it
L531[08:09:57] <Ivorius> Don't do it with
motion
L532[08:10:06] <Simulac> thanks
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L534[08:12:24] <Ordinastie> wow, I think
they fixed some of the MCF bufs! Hallelujah!
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L536[08:14:55] <Sannholm> !dcc
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L540[08:31:58] <Ivorius> Ordinastie: Yeah,
for a while now
L541[08:32:03] <Ivorius> It's actually
fucking usable again
L542[08:32:09] <Ivorius> Such a weird
thought
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L557[09:09:31] *
unascribed sets up a piston clock so his block
refreshes
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L563[09:17:08] <laci200270> where can I
enable hotspaw in idea?
L564[09:17:42] <diesieben07> wut
L565[09:18:23] <laci200270> the thing when
you modifiy something's source code ctrl s and replace the class in
the jvm
L566[09:18:31] <diesieben07> you just
launch in debug mode. done.
L567[09:18:48] <Quetzi> hotswap i
guess
L568[09:19:01] <Quetzi> nothing to do with
over hot animal feet
L569[09:19:16] <diesieben07> lol
L570[09:19:53]
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L571[09:20:03] <Quetzi> laci, in idea you
have to hit the shortcut for 'make' to hotswap
L572[09:20:34] <diesieben07> yeah, idea
doesn't "auto-make" like eclipse
L573[09:20:37] <laci200270> what
shortcut?
L574[09:20:43] <diesieben07> but once you
compile, it hotswaps
L575[09:20:51] <diesieben07> ctrl-f9
L576[09:20:57] <laci200270> ok
L577[09:21:02] <sham1> I hink you can have
auto-make on
L578[09:21:06] <diesieben07> or the button
left of the launch config selection
L579[09:21:06] <sham1> But do not quote me
on that
L580[09:21:29] <diesieben07> you can
L581[09:21:35] <diesieben07> but:
"only works while not running/debugging"
L582[09:21:40] <diesieben07> which is
stupid
L583[09:21:43] <diesieben07> not sure why
that is
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L590[09:35:52] <laci200270> now much
better
L591[09:36:11] <laci200270> mc not
throwing error messages of missing models simple renders
nothing
L592[09:37:16] <laci200270> any
ideas?
L593[09:38:39] ***
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L602[10:03:23] <killjoy> How can people
sit on forks?
L603[10:03:40] <sham1> le wat
L604[10:04:17] <killjoy> on github, they
fork a repo and not do anything with it
L605[10:04:29] <tmtu> what do you
mean
L606[10:04:30] ***
Vigaro|AFK is now known as Vigaro
L607[10:04:59] <killjoy> they fork a repo,
then they don't contribute.
L608[10:05:03] <sham1> I have a fork of
MinecraftForge just because
L609[10:05:12] <sham1> When I want to make
a PR I can use it
L610[10:05:19]
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L611[10:05:25] <killjoy> But you do make
PRs
L612[10:05:33] <sham1> no I dont
L613[10:05:39] <sham1> If I had any need
to
L614[10:05:41] <killjoy> You could
L615[10:07:05] <williewillus> most people
just dont clean out their forks :p
L616[10:07:14] <williewillus> they just
fork to poke one or two things or make a pr
L617[10:07:17] <williewillus> and then
forget about it
L618[10:07:26] <unascribed> no, he means
people who just fork something and do nothing with it
L619[10:07:30] <unascribed> no prs, no
branches, no commits
L620[10:07:33] <unascribed> they just fork
it and leave it
L621[10:07:36] <unascribed> they don't
even sync it
L622[10:07:40] <killjoy> They don't even
sync it
L623[10:07:41] ***
Vigaro is now known as Vigaro|AFK
L624[10:07:44] <williewillus> well they
probably intended to do something with it
L625[10:07:46] <williewillus> then left
it
L626[10:07:49] <unascribed> I've seen it
done to my repos a few times and it makes no sense
L627[10:07:51] <williewillus> you don't
know :p
L628[10:08:03] <unascribed> it's usually
by people with no contributions, so maybe they think it's GitHub
terminology for "like"
L629[10:08:28] <killjoy> If I don't have a
fork ready, I wait until I'm ready to publish before I fork.
L630[10:09:06] <yueh> and you realize that
the forks on github are not the real amount?
L631[10:09:40]
⇨ Joins: NPException
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L632[10:09:46] <williewillus> doesn't
count forks of forks?
L634[10:10:12] <yueh> just the ones github
knows about
L635[10:10:22] <unascribed> someone with
very few contributions that seems to just star stuff and make
issues
L636[10:10:26] <gigaherz> nah I have
forked things in the past just for backup purposes
L637[10:10:29] <unascribed> so i'd assume
they see fork as a "super-like"
L638[10:10:33] <tmtu> killjoy: does it
matter?
L639[10:10:37] <gigaherz> in case the
original repo gets deleted -- which has happened to me in the
past
L640[10:10:38] <gigaherz> ;P
L641[10:10:39] <killjoy> Not really.
L642[10:10:54] <tmtu> if i want to mess
around with a repo i usually fork it and clone it
L643[10:11:58] ***
Vigaro|AFK is now known as Vigaro
L644[10:12:14] <sham1> Time to fork your
repo for no reason :P
L646[10:12:58] <gigaherz> I forked
;P
L647[10:13:12] <gigaherz> did I do any
work? nope. did I ever plan to? nope.
L648[10:13:19] <gigaherz> but it was too
amazing not to get my own copy of it
L649[10:13:20] <gigaherz> ;P
L650[10:13:32] <killjoy> "ported to
c#" 48% java
L651[10:13:37] <Simulac> Since I can't get
the step to work, I made it draw a path of diamonds
L652[10:13:43] <Simulac> this looks
cool
L653[10:13:44] <Simulac> as heck
L654[10:14:04] <gigaherz> killjoy: well it
IS an automated conversion XD
L655[10:15:28] <tmtu> don't fork my repos
:<
L656[10:15:31] <Simulac> I wish I could
show you guys this awesome pathfinding
L657[10:15:45] <Simulac> but recording it
would take up too much memory xD
L658[10:15:55] <sham1> Show us the
code
L659[10:15:58] <tmtu> 0 forks and
proud
L660[10:16:10] <sham1> tmtu, what is your
git username
L661[10:16:13] <Simulac> It's just simple
best first search
L663[10:16:29] <yueh> like i mirror a
couple of repos and could infinitely fork them again
L664[10:16:38] <yueh> without github being
able to track it
L665[10:16:42] <Simulac> I said awesome,
because I find it's ability to solve mazes awesome
L666[10:16:43] <sham1> The hell even is
that
L667[10:16:54] <gigaherz> hmmm
L669[10:17:05] <gigaherz> maybe I should
port that to server-side forge ;P
L670[10:18:36] <gigaherz> mah why bother
we already have the magnum torches ;p
L671[10:20:47] <sham1> The hell is that
Potato repo even about
L672[10:22:20] <gigaherz> an obvious
joke
L673[10:22:30] <gigaherz> looks like a
Java tutorial on inheritance ;p
L674[10:27:09] <williewillus> what's a
good emc value for sponges :p
L675[10:27:41] <gigaherz> 2048?
L676[10:28:04] <williewillus> too
high
L677[10:28:05] <williewillus> :p
L678[10:28:21] <williewillus> I was
thinking 64 or 128
L679[10:28:35] <gigaherz> well are they
craftable in your pack?
L680[10:28:45] <williewillus> 1.8
L681[10:28:57] <gigaherz> yeah in 1.8 they
aren't craftable
L682[10:28:57] <gigaherz> XD
L683[10:29:02] <tmtu> sham1: not like i
have any other significant repos
L684[10:29:06] <gigaherz> they are a rare
drop from elder guardians
L685[10:29:11] <gigaherz> and they spawn
in those rooms
L686[10:29:19] <gigaherz> but only a few
spawn
L687[10:29:27] <gigaherz> so they are a
rare item
L688[10:29:31] <gigaherz> so it can't be
too cheap
L689[10:30:44] <gigaherz> if you give them
a value that's too low, you basically make them "free"
once you get the first one
L690[10:31:05] <gigaherz> if it's too
high, you'd just go find temples instead of using EMC
L691[10:31:31] <yueh> this applies to any
item with an EMC value. regardless of 1 EMC or 2^32 EMC xD
L692[10:32:06] <gigaherz> yeah the
question is, how much EMC are you willing to pay to spawn a new
sponge?
L693[10:32:23] <gigaherz> at which point
you'd go "fuck that" and remove the water with dirt
instead?
L694[10:32:37] <unascribed> sand*
L695[10:32:42] <gigaherz> eh sand**
L696[10:32:54] <gigaherz> I was thinking
of sand
L697[10:32:57] <gigaherz> but typed
dirt
L698[10:32:58] <gigaherz> XD
L699[10:33:45] <yueh> you have infinite
EMC, so it's not a question xD
L700[10:34:04] ⇦
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L701[10:34:29] ⇦
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seconds)
L702[10:36:02] <gigaherz> yueh: well
depends
L703[10:36:32] <gigaherz> I played through
a save with Ancient Warface, ProjectE, and Tinker's
L704[10:36:43] <gigaherz> (and a few
others, but those were the primary mechanics)
L705[10:37:29] <gigaherz> and I had a big
treefarm and such getting burned into EMC directly, and I still
neve got around to building the highest tier armor
L706[10:37:29] <gigaherz> ;P
L707[10:38:59] <williewillus> still proud
of my vanilla + projectE + ic2 2500 mB lava / sec exploit xP
L708[10:39:00]
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L709[10:39:05] <williewillus> free
L710[10:39:05] <yueh> it might work in a
pack tuned exactly for any conversion mod, but default stuff will
just not work xD
L711[10:39:29] <yueh> no idea about
projectE, but i have a 1:16EMC loop with EE3
L712[10:39:48] <williewillus> lol
"EE3 balanced" ;P
L713[10:40:01] <williewillus> but yeah
took advantage of the end platform regenerating every time
L714[10:40:33] <williewillus> and theres a
transmutation to lava, so basically toss an item in every 10
seconds, transmute, then have ic2 pumps suck it up, and boom 25
free buckets of lava
L715[10:41:37] <yueh> EE3 just requires
botania
L716[10:41:44] <Quetzi> 1:16, that
all?
L717[10:42:19] <gigaherz> lol
L718[10:42:22] <Quetzi> pretty sure you
can macerate sand for 256x
L719[10:42:32] <gigaherz> lol
L720[10:42:36] <Quetzi> or pulverise
it
L721[10:42:54] <williewillus> what do you
get from macerating sand?
L722[10:43:00] <Quetzi> mybe its
128x
L723[10:43:07] <Quetzi> silicon
L724[10:43:14] <williewillus> ooh yeah
lol
L725[10:43:41] <gigaherz> lol XD
L726[10:43:45] ⇦
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reset by peer)
L727[10:43:53] <Quetzi> and that is even
ae2 yueh :p
L728[10:43:59] <gigaherz> I didn't have
those fancy machines in my save ;P
L729[10:44:51] ⇦
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L732[10:46:34] <yueh> Quetzi: you mean
EIO?
L733[10:48:31] <Quetzi> its ae2
silicon
L734[10:48:32] <yueh> as we only have a
quartz dust => silicon recipe, so with considering the energy
cost it's actually a loss
L735[10:48:52] <Quetzi> i don't know what
mod adds the recipe
L736[10:49:20] ⇦
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L737[10:49:22] <yueh> EIO
L738[10:49:25]
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L739[10:49:31] <yueh> it adds sand =>
silicon
L740[10:49:40] <yueh> but in this case ae2
disables its own silicon
L742[10:50:45] <Simulac> i know it's
basic, but at least it works :D
L743[10:50:51] ***
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L744[10:51:49] <unascribed> yeah... the
fundamental problem with EE is the "equivalent"
part
L745[10:51:55] <unascribed> it needs to be
"extremely inequivalent" exchange
L746[10:52:12] <williewillus> NOVA has JS
bindings now?
L748[10:53:00] <calclavia> williewillus:
you mean this ^?
L749[10:53:05] <williewillus> yeah
L750[10:53:06] <williewillus> nice
L751[10:53:24] <calclavia> And yes, NOVA
JS is a special edition
L752[10:53:33] <gigaherz> unascribed: well
it's not EE's fault that there are cheaty recipes ;P
L753[10:54:41] <yueh> if you balance
something around a limited supply and EE introduces an infinite
amount of it..
L754[10:55:04] <unascribed> ^
L755[10:55:11] <unascribed> you *cannot*
balance a mod with the assumption EE will be there
L756[10:55:13] <unascribed> it breaks
*everything*
L757[10:55:25] <williewillus> hehe
L758[10:55:39] <williewillus> I (no bias I
swear!) enjoy playing with it :p
L759[10:55:54] <unascribed> I don't enjoy
playing with EE because I don't like cheaty mods
L760[10:55:55] <yueh> i'm still convinced
that no conversion mod will work without an actual loos
L761[10:55:55] <yueh> *loss
L762[10:56:01] <unascribed> if I wanted to
cheat, I'd op myself and turn on NEI Cheat Mode
L763[10:56:02] <gigaherz> unascribed:
sure
L764[10:56:04] <gigaherz> so you either
have EE
L765[10:56:08] <gigaherz> or you have mod
balance
L766[10:56:08] <gigaherz> ;P
L767[10:56:21] <williewillus> To some
people (me) "perfect balance" is irrelevant
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L769[10:56:26] <williewillus> if the mod
is fun I'll play
L770[10:56:29]
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L771[10:56:30] <gigaherz> in fact
L772[10:56:34] <gigaherz> I put ProjectE
in that pack
L773[10:56:36] <yueh> or have separate
input/output EMC values, say cobble costs 1 EMC to craft, but
produces 0 (basically anything which can be regenerated)
L774[10:56:45] <gigaherz> BECAUSE
"limited supply" was annoying me
L775[10:56:48] <williewillus> we're
working on the split in/out emc's
L776[10:56:48] <unascribed> maybe even an
"adaptive" EMC system
L777[10:56:55] <unascribed> where if you
manage to get tons upon tons of something
L778[10:56:59] <unascribed> it assumes a
mod is making it easy
L779[10:57:01] <unascribed> and makes it
worthless
L780[10:57:15] <gigaherz> a
supply&demand system
L781[10:57:19] <unascribed> better
L782[10:57:24] <gigaherz> if you insert
many of a thing into EMC
L783[10:57:27] <gigaherz> the emc value
drops
L784[10:57:31] <gigaherz> if you remove
many of a thing
L785[10:57:33] <gigaherz> the emc value
raises
L786[10:57:38] <unascribed> raise ur
emc
L787[10:57:50] <unascribed> \(°∞°)/
L788[10:58:08] <yueh> which than probably
has some very strange side effects related to rounding errors
L789[10:58:17] <unascribed> wat
L790[10:58:39] <williewillus> I also don't
use PE for blatant "generate infinity things using
condenser", I love making big complicated exploit setups like
that end platform one
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L792[10:58:47] <unascribed> Pocket
Exchange?
L793[10:58:48] <yueh> find some loops were
constantly raising/lowering the EMC value will produce an
overflow
L794[10:59:33] <gigaherz> hmm you'd still
want to "know" the origina value
L795[10:59:42] <gigaherz> and just
calculate a insert-to-remove ratio
L796[11:00:04] <gigaherz> it would be
complex.
L797[11:00:12] <gigaherz> probably
exploitable
L798[11:00:13] <gigaherz> but still
L799[11:00:33] <gigaherz> it's simply the
flaw of being able to craft something th at's meant to be
uncraftable
L800[11:00:43] <gigaherz> and why EE or at
least ProjectE
L801[11:01:12] <gigaherz> doesn't have EMC
values for Ores, or items that are only found on chests
L802[11:01:41] <yueh> and without careful
calculation it can easily raise the EMC value infinitely or drop it
to zero
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L804[11:02:15] <williewillus> we have
values for the uncraftable vanilla items (mainly because ee2 had
them) but nothing else
L805[11:03:03] <MattDahEpic> how would one
do the thing like extra utils does with the chat *replacing* rathar
than just spamming with new chat lines
L806[11:03:36] <diesieben07> hack into
GuiChat :D
L807[11:05:02] ***
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L810[11:09:38] <MattDahEpic> diesieben07,
not seeing anything that could help in there
L811[11:10:43] <diesieben07> well, what
exactly are you trying to do?
L813[11:12:35] <MattDahEpic> something
like the acceleration duct countdown timer in that
L814[11:13:51] <diesieben07> no idea what
you mean
L815[11:14:12] <static> I'm trying to
implement some tweaks to the vanilla Chicken in a new class, but
when i try to override the vanilla chicken in postInit with
"EntityList.addMapping(ChickenTweaks.class,
"Chicken", 93, 10592673, 16711680);
L816[11:14:12] <static> " I get an
illegal exception because the ID is already registered to the
vanilla "Chicken". What might I do to fix this?
L817[11:14:14] <MattDahEpic> let me get a
timestamp
L818[11:15:32] <diesieben07> static, dont
replace the chikcen :p
L819[11:15:54] <static> then how else
would I implement my tweaks?
L820[11:16:11] <sham1> The chicken has
done nothing to you and you wish to replace it :O
L821[11:16:15] <sham1> You monster
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L823[11:16:25] <static> yes it has. It
makes annoying sounds for one
L824[11:16:47] <sham1> They're not
annoying :(
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L826[11:17:16] <static> its my opinion,
you don't have to agree with it, only acknowledge that it is not
the same as yours
L827[11:17:50] <sham1> But your opinion is
wrong
L829[11:18:31] <static> I'm not going to
argue about this. I just want to know how I can do what I want
without the game preventing me
L830[11:18:53] <MattDahEpic> asm
static
L831[11:18:55] <MattDahEpic> asm
L832[11:19:09] <MattDahEpic> or, just
remove te chicken sound and itll stop
L833[11:19:18] <MattDahEpic> because
theres no sound to play
L834[11:19:40] <static> Is that really the
only way? Because I've seen it done the way I'm trying to do it
previously.
L835[11:19:55] <MattDahEpic> key word:
previously
L836[11:20:13] <static> And the total
cessastion of a particular sound isn't the only thing I'm trying to
do.
L837[11:20:17] <killjoy> For some reason,
I want to see people named all 50 java keywords
L838[11:20:22] <killjoy> we have static
already...
L839[11:20:24] <diesieben07> static, it
depends on what you want to do.
L840[11:20:41] <diesieben07> MattDahEpic,
RenderGameOverlayEvent
L841[11:20:45] <MattDahEpic> we need
someone named int now
L842[11:20:50] ***
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L844[11:20:59] <MattDahEpic> yay
L845[11:21:50] <killjoy> or const
L846[11:22:06] <killjoy> someone take an
unused keywrod
L847[11:22:07] <static> well for one, make
the chickens with their small hitboxes stop running in circles when
they take damage. Even if I'm not trying to kill them, and I'm just
throwing eggs to spawn more chickens, its annoying to see them
running around like their heads have been cut off
L848[11:22:33] <diesieben07> thats AI, you
can change AI wihtout changing the entity class
L849[11:22:47] <MattDahEpic> eggs deal 0
damage though, like snowballs
L850[11:22:52] <MattDahEpic> theres no
harm
L851[11:22:57] <static> Could you please
elaborate diesel?
L852[11:23:04] <killjoy> Unfortunately
they also don't knockback
L853[11:23:05] <diesieben07> lol
diesel
L854[11:23:07] <killjoy> *players
L855[11:23:35] <static> ah, font is tiny
on my screen, hard to read :/ sorry :P
L856[11:23:42] <diesieben07> static,
EntityLiving#tasks is public. you can remove and add AI tasks as
you wish
L857[11:24:00] <static>
tasks.removeTask(this.aiPanic);
L858[11:24:26] <diesieben07> except you
dont want "this"
L859[11:24:34] <diesieben07> you want the
instance of hte Entity, use EntityJoinWorlEvent
L860[11:24:56]
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L862[11:27:51] <williewillus> so i
discovered yesterday that clientside TE's get one extra tick after
their chunk has unloaded/become an EmptyChunk 0.o
L863[11:28:07] <williewillus> is that a
bug lol
L864[11:28:14] <sham1> Oh those silly
clients
L865[11:28:18] <sham1> They have no power
here
L866[11:32:26] <tterrag> williewillus:
it's not just clientside
L867[11:32:30] <static> I'm afraid I don't
quite understand what I'm supposed to do with that
diesieben07
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L869[11:32:52] <williewillus> huh
L870[11:32:55] <williewillus> I couldn't
reproduce it on server
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L873[11:39:40] <static> could I get you to
explain how I am supposed to use EntityJoinWorldEvent to accomplish
this?
L874[11:39:57] <MattDahEpic>
subscribeevent
L875[11:40:07] <MattDahEpic> its passed in
on the event
L877[11:41:10] ***
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L878[11:41:18] <static> okay, that wasnt
quite what I meant...
L879[11:43:36] <williewillus> (evt.entity
as EntityChicken).tasks.taskEntries.remove(index)
L880[11:43:54] <williewillus> aipanic isnt
a field so you cant just do tasks.remove, this is a bit more
hardcoded but it should work
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L882[11:47:16] <static> evt.entity?
L883[11:47:46]
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L884[11:47:53] <williewillus> when you
receive the event
L885[11:47:57] <williewillus> it has the
entity as a field
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L887[11:48:22] <MattDahEpic> thats what i
said...
L888[11:48:53] <williewillus>
@SubscribeEvent public void onChickenJoin(EntityJoinWorldEvent evt)
{ if (evt.entity instanceof chicken) { <do what I sent above>
}
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L893[11:53:57] <static> what did you mean
by evt.entity?
L894[11:55:05] <williewillus> ...
L895[11:55:08] <williewillus> evt is the
param
L896[11:55:10] <gigaherz> do you even know
Java? XD
L897[11:55:12] <williewillus> entity is a
field on the event object
L898[11:55:14] <sham1> Do you know how to
java
L899[11:55:47] <static> evt throws an
error...
L900[11:55:56] <gigaherz> [18:48]
(williewillus): @SubscribeEvent public void
onChickenJoin(EntityJoinWorldEvent evt) { if (evt.entity instanceof
chicken) { <do what I sent above> }
L901[11:56:01] <gigaherz> [18:48]
(williewillus): @SubscribeEvent public void
onChickenJoin(EntityJoinWorldEvent evt)
L902[11:56:07] <gigaherz>
onChickenJoin(EntityJoinWorldEvent evt)
L903[11:56:11] <gigaherz>
EntityJoinWorldEvent evt
L904[11:56:11] <williewillus> evt
L905[11:56:13] <gigaherz> oh look here it
is!
L906[11:56:20] <sham1> I cannot handle the
stupid
L907[11:56:29] <williewillus> that's mean
:p
L908[11:56:35]
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L909[11:56:38] <sham1> I know
L910[11:56:40] <sham1> But still
L911[11:56:45] <williewillus> but anyways,
you subscribe to events and you receive them as parameters to
handle
L912[11:56:55] <sham1> How much do you
know java static?
L913[11:56:56] <williewillus> an entity
event will quite intuitively have the entity attached
L914[11:57:02] <static> why are you being
rude to me sham1 ? I'm trying, and I've spent hours trying to
figure it out before I came here. this was my last resort.
L915[11:57:50] <sham1> Because not knowing
how data is passed around to methods is kinda bad
L916[11:57:52] <static> sham1, I'm not
great with java, mostly just enough to have a clue whats going on
most of the time when I look at existing code that isn't full of
arbitrary variables/constants/etc
L917[11:58:08] <static> I'm very much
still learning
L918[11:58:24] <gigaherz> okay you have a
class somewhere
L919[11:58:33] <gigaherz> with a method
marked with @SubscribeEvent
L920[11:58:42] <gigaherz> with a single
parameter of type EntityJoinWorldEvent
L921[11:58:52] <gigaherz> we'll call this
one parameter "evt"
L922[11:58:58] <gigaherz> but oyu can call
it whatever you want in your code
L923[11:59:13] <gigaherz> the name is
unimportant asl ong as you make use of the right name when
referencing it
L925[11:59:40] <gigaherz> then you want to
register an instanceo f that class as an event handler
L926[11:59:42] <gigaherz> on the event
bus
L927[11:59:57] <Mitchellbrine> Ooh, cool
Laceh
L928[11:59:57] <gigaherz> this will
internally look for methods which have @SubscribeEvent
L929[12:00:37] <gigaherz> and add them to
the appropriate event
L930[12:01:40] <sham1> Nice building
Laceh
L932[12:01:54] <gigaherz> the event
registration looks a bit like this
L933[12:02:08] <gigaherz> but instead of
"new GuiOverlayMagicContainer()", you'll want an instance
of YOUR class
L934[12:02:45] <gigaherz> which given that
it handles entity joins, you couldcall
"EntityJoinHandler"
L935[12:03:10] <gigaherz> (but that's just
a suggestion, the name does not matter, only the @SubscribeEvent,
and the single parameter of type EntityJoinWorldEvent)
L936[12:04:05] <williewillus> and that you
register it to the bus
L937[12:04:19] <gigaherz> well yeah
XD
L938[12:04:43] <gigaherz> otherwise Forgw
would have no idea that you want it to get called
L939[12:04:58] <gigaherz> Forge*
L940[12:05:44] <williewillus> how does
eventbus even work to invoke subscribed events without reflection,
i wonder
L941[12:05:46] <gigaherz> are you
following static?
L942[12:06:01] <gigaherz> without
reflection? I assumed it DID use reflection
L943[12:06:13] <static> I think so, I'm
just trying to catch up. I've only got one screen, so I'm going
back and forth between my windows
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L945[12:06:20] <williewillus> oh it does
use reflection lol
L946[12:07:25] <williewillus> I wonder how
much faster it would get if it used something like
MethodHandles
L947[12:07:56] <gigaherz> I'm not sure
that really works
L948[12:07:56] <sham1> MethodHandles are a
bitch to work with
L949[12:08:01] ⇦
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L950[12:08:06] <gigaherz> canyo ueven put
methodhandles in a List<>?
L951[12:08:56] <williewillus> i wouldn't
know, Ive never used them
L952[12:09:09] <Zaggy1024> agghhhh
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L954[12:09:31] <williewillus> but the docs
seem to indicate that they're faster in most cases but the
flexibility lends more complexity to code
L955[12:09:32] <Zaggy1024> is there a way
to find out where a packet is coming from on the client when the
packet should be coming from the server?
L956[12:09:32] <williewillus> that uses
them
L957[12:09:35] <gigaherz> static: I'd
suggest you put a debug print inside the event handler, and tell us
when you manage to get the debug print to show up ;p
L958[12:09:38] <sham1> From Class class
you can get Method instance and AFAIK from that you can get all the
annotations of the method
L959[12:09:50] <Zaggy1024> I tried setting
a breakpoint in the packet's constructor and it didn't hit it
L960[12:09:56] <sham1> Yay for meta
classes
L961[12:10:04] <gigaherz> Zaggy1024: are
you using SNW?
L962[12:10:12] <Zaggy1024> I'm not using
anything
L963[12:10:27] <Zaggy1024> what's SNW?
:P
L964[12:10:34] <gigaherz>
SimpleNetworkWrapper
L965[12:10:34] <williewillus> well right
now how the bus works is it wraps everything you pass to
bus.register() in an object that finds your annotated fields and
generates wrapper objects to reflectively call them
L966[12:10:36] <sham1>
SimpleNetworkWrapper
L967[12:10:38] <Zaggy1024> oh
L968[12:10:41] <gigaherz> the thing that
manages the IMessages
L969[12:10:47] <Zaggy1024> lol, thought
you were talking about a mod or some crap
L970[12:10:51] <Zaggy1024> yeah, I have
one of those
L971[12:10:51] <gigaherz> nah
L972[12:10:58] <Zaggy1024> but I'm not
dealing with one of my packets
L973[12:11:04] <gigaherz> doesy ou
IMEssage have a parameterless constructor?
L974[12:11:06] <williewillus> i was
wondering if the wrapper objects instead found your annotated
methods and generated MH'es for them
L975[12:11:07] <gigaherz> Oh.
L976[12:11:07] <Zaggy1024> It's the
vanilla block change packet
L977[12:11:11] <gigaherz> that was the
question XD
L978[12:11:19] <gigaherz> if the packet
involves was relatedto SNW or not
L979[12:11:23] <Zaggy1024> ah
L980[12:11:25] <Zaggy1024> sorry
L981[12:11:46] <Zaggy1024> anyway... for
some reason my block is being set to air when I overrode
removeByPlayer
L982[12:11:51] <Zaggy1024> but only on the
client
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L984[12:12:10] <Zaggy1024> and the stack
trace from setBlockState says that it's coming from
S23PacketBlockChange
L985[12:12:31] <Zaggy1024> but breakpoints
on its constructor aren't being called for a block being set to
air
L986[12:13:02] <williewillus> breakpoint
the actuall processPacket maybe?
L987[12:13:04] <laci200270> Zaggy1024,
maybe multiple constructors?
L988[12:13:19]
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L989[12:13:22] <static7s> stupid ethernet
cable
L990[12:13:30] <laci200270> or that has
only one?
L991[12:13:32] <Zaggy1024> I put a
breakpoint on its no parameter constructor
L992[12:13:38] <Zaggy1024> and the one
that takes the data it will send
L993[12:13:49] <laci200270> put to every
constructor
L994[12:13:49] <Zaggy1024> the one with
data wasn't hit when sending a change to air
L995[12:14:03] <Zaggy1024> those are the
two constructors, man
L996[12:17:25] ***
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L998[12:18:51] <Zaggy1024> huh
L999[12:19:05] <Zaggy1024> it's breaking
the block from somewhere else, it seems like
L1000[12:19:13] <Zaggy1024> I made it do
nothing in removeByPlayer
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L1002[12:22:09] <williewillus> do b3d
model files contain the texture inside them?
L1003[12:22:36] <sinkillerj> Unless it
has changed in 1.8 Forge only supports external texture files
L1004[12:22:37] <laci200270> i think
no
L1005[12:23:13] <Ivorius> The texture
name in the b3d has to be your resource location
L1006[12:23:21]
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L1007[12:23:33] <Ivorius> Which is kind
of annoying because it means you can't properly test it
L1008[12:23:34] <Ivorius> But meh
L1009[12:23:49] <Ivorius> (On windows
anyway)
L1010[12:24:55] <PaleoCrafter> wut
L1011[12:25:00] <PaleoCrafter> you can
test it just fine :P
L1012[12:25:06]
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L1013[12:25:06] <shadekiller666> willie,
yes
L1014[12:25:26]
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L1015[12:25:31] <shadekiller666> but you
can use forge blockstate jsons to override the texture that is
applied
L1016[12:25:36] <PaleoCrafter> it doesn't
have to be your resource location, the texture variables exist for
a reason
L1017[12:25:59] <Ivorius> It didn't work
before
L1018[12:26:00] <williewillus> kk
L1019[12:26:01] <Ivorius> It works
now
L1020[12:26:02] <Ivorius> So :P
L1021[12:26:12] <shadekiller666> similar
thing for OBJs
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L1023[12:26:54] <williewillus> can I
apply a b3d model only to an item form of a block? (block form is a
chest tesr)
L1024[12:27:50] <sinkillerj> JSON would
still be better IMO, the model is only 2 cubes
L1025[12:28:08] <williewillus> but
there's a b3d of the chest already made :p
L1026[12:28:28] <sinkillerj> Just because
you can use it doesn't mean you should
L1027[12:30:13]
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L1032[12:39:20] <Zaggy1024> huh.
L1033[12:39:40] <Zaggy1024> I made the
plain Block removeByPlayer not do anything, and it seems as though
all the normal blocks stay
L1034[12:39:43] <Zaggy1024> but plants
don't
L1035[12:40:08] ***
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L1036[12:40:17] <Zaggy1024> they come
back when I right click, so the server isn't doing anything
L1037[12:40:24] <Zaggy1024> but
apparently the client is setting the blocks to air
L1038[12:41:59]
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L1044[12:55:21] <laci200270> my block not
want to render :/
L1045[12:55:34] <Lex_> -.-
L1047[12:55:59] <PaleoCrafter> oh
dear
L1048[12:56:46] <laci200270> what is
this
L1049[12:57:29] <Ivorius> ahaha
L1050[12:57:33] <Ivorius> People never
learn
L1051[12:57:44] <sinkillerj> Well at
least they picked a good name
L1052[12:58:40] <sham1> The hell is
that
L1053[12:59:12] <Zaggy1024> heh, no
backwards compatibility
L1054[12:59:16] <laci200270> the joke is
based on forge
L1055[12:59:19] <Zaggy1024> sounds like a
nightmare for modders
L1056[12:59:27] <gigaherz> but
L1057[12:59:36] <gigaherz> if you put
"everything" into that... forgery
L1058[12:59:54] <gigaherz> ah
wahtever
L1059[12:59:55] <laci200270> you write a
mod once?Ok.REWRITE!
L1060[13:00:08] <gigaherz> not even worth
thinking about it
L1061[13:00:09] <gigaherz> Xd
L1062[13:00:37] <Lex_> the part thats
dumb is the 'removal of metadata'...
L1063[13:00:48] <Lex_> last i looked he
didnt remove it he just added more of it
L1064[13:00:49] <Zaggy1024> I'm curious
about that
L1066[13:02:13] <danielhuisman_> Wondered
when you would notice Forgery
L1067[13:03:01] <Zaggy1024> well, you
know, Independence Day needed a little dance in it
L1068[13:03:18] <Lex_> i remember noting
it when you did your whole blockstates crap
L1069[13:03:30] <Lex_> but now you're
pining all the issues in the forge repo from yours -.-
L1070[13:04:28] <sham1> That forgery
thing sounds like a bad april fools joek
L1071[13:04:55]
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L1074[13:07:32] <Zaggy1024> without
backwards compatibility, I can imagine a lot of stupid users
downloading the wrong Forgery version and breaking the mods they
want to use
L1075[13:07:34]
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L1077[13:07:52] <Zaggy1024> sounds like
fun for the modders to sort through all the idiots saying their
mods don't work
L1078[13:08:06] <gabizou|laptop> almost
sounds like you'd be taking a step back
L1079[13:08:30] <danielhuisman_> I know
users are stupid and most versions will be backwards compat
L1080[13:09:03] <danielhuisman_> There
will occasionally be a bit of a breaking release, more often than
Forge itself
L1081[13:09:35] <danielhuisman_> And it
might be less useful for normal mods, but for our mod AgeCraft, it
will be quite useful
L1082[13:09:40] <gigaherz> hmm I was
watching an mc video
L1083[13:09:44] <gigaherz> and it got
methinking
L1084[13:09:46] <Lex_> What is so special
about your mod?
L1085[13:10:00] <gigaherz> has anyone
ever made a rollercoaster mod? something with more
"flexible" tracks andsuch
L1086[13:10:06] <Lex_> yes
L1087[13:10:12] <gabizou|laptop>
undoubtedly yes
L1088[13:10:19] <gabizou|laptop> might
not be updated
L1089[13:11:01] <PaleoCrafter> I wonder
why people always say ASM and incompatibility in one breath
xD
L1090[13:11:23] <Lex_> because most
people who write coremods are morons
L1091[13:11:31] <Lex_> which is why I
WANT to make it harder to write coremods
L1092[13:11:46] <Lex_> But i'll never be
able to because bitches be bitches
L1093[13:11:49] <PaleoCrafter> heh
L1094[13:11:49] <Ivorius> Let's face
it
L1095[13:11:52] <Ivorius> You just think
most people in general are morons :P
L1096[13:11:59] <Lex_> Let's face
it.
L1097[13:12:01] <Lex_> I'm right.
L1098[13:12:01] <Zaggy1024> It seems kind
of pointless to (apparently) do away with metadata when it's so
easy to make IBlockState -> metadata automated
L1099[13:12:14] <Zaggy1024> if Mojang
does it, that's just great
L1100[13:12:19] <PaleoCrafter> Zaggy1024,
it will :P
L1101[13:12:21] <Lex_> He didnt do away
with metadata.
L1102[13:12:27] <Lex_> He just made block
ids and meta both ints
L1103[13:12:29] <Lex_> or some shit
L1104[13:12:31] <PaleoCrafter> the
current system is just an intermediary step
L1105[13:12:33] <Zaggy1024> but for now,
we just gotta live with what we got, not make fundamental changes
to the world format
L1106[13:12:42] <danielhuisman_> That was
what ExtendedMetadata did, but not what Forgery will do
L1107[13:12:46] <Zaggy1024> yeah Paleo I
know :)
L1108[13:12:49] <Lex_> But yes, the goal
on Mojangs end IS to get rid of metadata
L1109[13:12:50] <shadekiller666> giga,
i'm a co dev on a roller coaster mod
L1110[13:12:57] <gigaherz> oh?
L1111[13:12:58] <Zaggy1024> but doing it
in a modding API just doesn't seem right
L1112[13:13:26] <shadekiller666> google
Rollercoaster, you should find the Planet Minecraft page on it, we
just released a new build a while ago
L1113[13:13:27] <Lex_> danielhuisman_,
Little advice from someone who has been doing this for years. The
more you deviate from vanilla the worse off you'll be.
L1114[13:13:30] <Zaggy1024> plus it's
duplicate (and harder) effort
L1115[13:13:41] <gabizou|laptop> iirc, it
was Mojang's intention to do away with all metadata entirely at
some point.
L1116[13:13:50] <Lex_> You'll do maybe
one or two mc updates. but as soon as something confusing comes
along you'll say fuck it.
L1117[13:14:51] <danielhuisman_> Yeah, I
well aware that will happen at some point
L1118[13:14:51]
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L1119[13:15:06] <PaleoCrafter> uh,
writing drupal 7 modules is so ugly
L1120[13:15:22]
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L1121[13:15:29] <Lex_> And you're
marketing Forgery as something that will be updated faster and more
reliably?
L1122[13:15:31] <Lex_> really...
L1123[13:16:27] <danielhuisman_> The
readme might not be fully accurate at this point :P
L1124[13:16:39] <Lex_> So.. you're
lieing....
L1125[13:16:50] <danielhuisman_> Does
anybody know how to link issues on GitHub without getting
references?
L1126[13:16:53] <gabizou|laptop> word of
advice, be as truthful as possible with the start of your
project.
L1127[13:16:58] ***
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L1128[13:17:13] <danielhuisman_> We're
aiming for fast updates
L1129[13:17:22] <gigaherz>
shadekiller666: oh, when I see planetminecraft, I ignore thepage
usually XD
L1130[13:17:32] <gabizou|laptop> unless
you say that you have an update for 1.8.7, don't say you'll have
fast updates.
L1131[13:17:40] <gabizou|laptop> (and
show it of course)
L1132[13:17:41] <Lex_> You're lieing,
simple as that, it may even be to yourself but you're lieing.
L1133[13:18:06] <shadekiller666> Lex, i
tried making that "clean blockstate" method, but its very
difficult to generate a clean blockstate that the blockstate id map
can actually find
L1134[13:18:08] <Zaggy1024> you talking
about fast updates to new versions of MC, or between versions, or
both?
L1135[13:18:10] <shadekiller666> giga
lol
L1136[13:18:26] <Zaggy1024> updates to
new MC versions aren't ever going to be fast unless you have a big
team working on it
L1137[13:18:31] <Zaggy1024> at the same
tiem
L1138[13:18:57] <shadekiller666> we're
starting a rewrite, because codebase is getting out of control, and
i think we'll start putting it on curse and stuff
L1139[13:19:27] <gabizou|laptop>
shadekiller666, clean blockstate method?
L1140[13:19:32] <shadekiller666> ya
L1141[13:19:35] <gabizou|laptop>
ellaborate?
L1142[13:20:32] <shadekiller666>
currently, if you return an ExtendedBlockState containing at least
one IProperty and one IUnlistedProperty from any methods in your
block except createState() and getExtendedState(), the block won't
be placeable
L1143[13:20:47] <shadekiller666> or if it
is placeable, the game won't find its model
L1144[13:21:44] <shadekiller666> this is
because ExtendedBlockStates get put into the blockstate id map in
Block (well, GameData first, then Block), even though that map
shouldn't ever contain them
L1145[13:21:44] <gabizou|laptop>
interesting
L1146[13:21:54] <Lex_> shade no its
not
L1147[13:21:57] <Lex_> you have a
table
L1148[13:21:59] <Lex_> fucking use
it
L1149[13:22:25] <Lex_> either way
L1150[13:22:26]
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L1151[13:22:29] <gabizou|laptop> that's
what I was going to bring up, there IS a blockstate table
L1152[13:22:35] <Lex_> bitch at fry when
hes back he designed it
L1153[13:22:49] <shadekiller666> the
propertyValueTable?
L1154[13:22:54] <Lex_> either way oh god
i feel like shit u.i
L1155[13:23:11] <Lex_> i dont fucking
know when you make a blockstate it makes a table.
L1156[13:23:21] <Lex_> And then when you
do .with(IProperty)
L1157[13:23:25] <Lex_> it reads from that
table
L1158[13:23:54] <shadekiller666> ya, i
know which table that is, hmm
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L1160[13:24:43] <Lex_> God i wish there
were people who actually knew what they were doing on here, I've
been meaning to update to 1.8.7 seince I got back in the country,
but ive been sick as shit seince then. haven't been able to move
-.-
L1161[13:24:48] <Lex_> anyways
L1162[13:25:15] <Lex_> all extended
blockstates should have a refernce to the normal state that it's
derrived from
L1163[13:25:20] <Lex_> which should be in
that table
L1164[13:25:49] <gabizou|laptop> I'm
assuming there isn't an entry in the forgewiki on how to make your
own blockstates?
L1165[13:25:58] <williewillus> hope you
feel better soon lex
L1166[13:26:04] <Lex_> probably not as
you dont make them
L1167[13:26:10] <shadekiller666> ok, i'll
rewrite the constructor for ExtendedBlockState
L1168[13:26:20] <PaleoCrafter> lol, the
forge wiki
L1169[13:26:21] <gabizou|laptop> I'm
assuming you had a delayed con flu, lex?
L1170[13:26:45] <Lex_> probably combined
with the fucking travelers sickness
L1171[13:26:50] <Lex_> fuck water in any
other country
L1172[13:27:04] <sham1> Here we actually
have some very good water
L1173[13:27:08] <sham1> No need for
bottles here
L1174[13:27:11] <williewillus> where are
you sham :p
L1175[13:27:29] <Lex_> here is good water
as well, but london and dublin have shit.
L1176[13:27:31] <shadekiller666> that
table contains IProperty, Comparable, and IBlockState
L1177[13:27:34]
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L1178[13:27:37] <Lex_> also sham1 poke
villagers
L1179[13:27:42] <sham1> Okay
L1181[13:27:47] <sham1> williewillus,
Finalnd
L1182[13:28:03] <sham1> I shall tickle
them
L1183[13:28:19] <gabizou|laptop> ohh,
different area of documentation
L1184[13:28:31] <Lex_> i dont care what
the fuck you do as long as you either fix the registry
L1185[13:28:34] <Lex_> or write me a test
mod
L1186[13:28:45] <Lex_> so that when i CAN
think straight i can tackel it
L1187[13:29:04] <shadekiller666> ok
L1188[13:30:06] <Lex_> netflix you need a
fucking 'skip intro' option you cunts
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L1190[13:30:40] <shadekiller666> i'll
take a look at storing an instance of the normal state, and update
fry's b3d example block to reflect the changes, or add another
block
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L1192[13:34:37] <iceman11a> I tried to
start up a local server. It's been a while sense I loaded or log
into this server. I keep getting the server crashed. Here the
report. can some one tell me why it's crashing
L1194[13:35:17] <shadekiller666>
lumien
L1195[13:35:17] <sham1> It cannot find
the class Resourceloader
L1196[13:35:19] <PaleoCrafter> iceman11a,
you loaded a client-side only mod on a server
L1197[13:35:25] <sham1> :P
L1198[13:35:32] <iceman11a> hmm, Ok
L1199[13:35:57] <tterrag> yep
L1200[13:36:06] <tterrag> resources are
clientside...resourceloader has no purpose on the server
L1201[13:36:55] <iceman11a> ok,
Thanks
L1202[13:39:25] <williewillus> how do you
get a tesr rendered block to have pretty block breaking
particles?
L1203[13:39:32] <williewillus> (not the
missingno ones)
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L1205[13:40:46] <Lex_> Shade:
L1206[13:41:24] <shadekiller666>
yes?
L1207[13:42:15] <PaleoCrafter>
williewillus, you either need to spawn them yourself or add a
normal JSON for the block :P
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L1209[13:42:41] <williewillus> if i add a
normal json, would it even load?
L1210[13:43:39] <PaleoCrafter> sure
L1211[13:44:05] <Lex_> BlockState
getClean(){ IProperty prop =
Iterables.find(getProperties().keySet()); return
super.withProperty(prop, getProperties().get(prop)); }
L1212[13:44:42] <shadekiller666> ok
L1213[13:44:43]
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L1214[13:44:49] <Lex_> Should work
intheory
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L1220[13:48:06] <shadekiller666> that
would have to be done for each StateImplementation contained in the
block state, but it should work
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L1226[13:50:41] <shadekiller666> you have
a BlockState, which "contains" StateImplementations, the
StateImplementations are the actual mapping between properties and
their individual values
L1227[13:51:09] <shadekiller666> its a
rather strange setup
L1228[13:51:41] <Lex_>
stateimplementation is each entry in the table
L1229[13:51:43] <shadekiller666> but when
you call withProperty(), it makes a new instance of
StateImplementation, or returns one that already exists
L1230[13:51:55] <Lex_> when you call
withProperty
L1231[13:52:18] <Lex_> if it has no
unlisted
L1232[13:52:25] <Lex_> or all unlisted
are absent
L1233[13:52:35] <Lex_> it looks it up in
the table
L1234[13:52:50] <Lex_> and returns the
same instance from the table always
L1235[13:52:53]
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L1236[13:53:00] <Lex_> hence why forcing
it to call the super.withProperty
L1237[13:53:06] <Lex_> to return the
instance from the table
L1238[13:53:18] <shadekiller666> ok
L1239[13:53:21] <Lex_> would always
return the same object
L1240[13:54:30]
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L1241[13:56:02] <Lex_> but ya looking
more into iut
L1242[13:56:17] <shadekiller666>
Iterables.find() wants a Predicate, would that be a predicate
returning true if the property already has a mapping in the
table?
L1243[13:56:39] <Lex_> just a predicate
that returns true
L1244[13:56:53] <Lex_> it was just a
hacky thing to get a valid property
L1245[13:57:00] <shadekiller666>
ahh
L1246[13:57:35] <PaleoCrafter>
set.iterator().next() ? :P
L1247[13:57:41] <Lex_> sure
L1248[13:57:46]
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L1249[13:58:22] <shadekiller666>
O.o
L1250[13:59:38] <shadekiller666>
"cannot convert from IBlockState to StateImplementation"
even though StateImplementation extends a class that implements
IBlockState?
L1251[14:00:06] <Lex_> upcasting is an
issue
L1252[14:00:43] <shadekiller666> so just
return IBlockState instead?
L1253[14:02:45] <Lex_> sure whatever
idgaf you should be able to deal with ti
L1254[14:04:07] <Lex_> ya IBlockState
would be the valid return
L1255[14:04:21] <Lex_> and add
IBlockState getClean() to IExtendedBlockState
L1256[14:04:57]
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L1257[14:05:04] <Lex_> should also fix
BlockState
L1258[14:05:12] <Lex_> to not create
ExtendedBlockStates
L1259[14:05:21] <Lex_> if there are no
unlisted properties
L1260[14:06:56]
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L1261[14:07:39] <shadekiller666> it
shouldn't create them unless BlockState() is called from
ExtendedBlockState, as ExtendedBlockState overrides
createState()
L1262[14:09:43] <Lex_> yes
L1263[14:09:51] <Lex_> but probably a
good idea to clean that as well
L1264[14:10:07] <Lex_> with a if
(unlisted.isEmpty()) return super.createState
L1265[14:10:15] <Lex_> just in case
L1266[14:10:43]
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L1268[14:10:58] <shadekiller666>
upcasting seems to be an issue too...
L1269[14:11:25] <shadekiller666> cannot
convert from IBlockState to StateImplementation, wonder if thats
because BlockStateBase is abstract
L1270[14:11:55] <shadekiller666>
derp
L1271[14:12:01] <shadekiller666> said
that already
L1272[14:12:07]
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L1277[14:17:13] <shadekiller666> is there
any reason why BlockStateBase exists?
L1278[14:17:24] <Lex_> blame mojang
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L1282[14:21:01] <AtomicStryker> heya, has
anyone messed around with tile entities and their nbt data in 1.8?
im upgrading ruins to allow storing tile entity nbt data aswell,
and on 1.7 it works grand, but on 1.8 i have trouble getting the
nbt data back into the tile entities
L1283[14:21:15] <sham1> NBT works the
same
L1284[14:21:19] <AtomicStryker> no
errors, i tried adding the te into chunk list world list etc,
marking it dirty
L1285[14:21:28] <AtomicStryker> if it DID
it would work
L1286[14:21:43] <sham1> Umn
L1287[14:21:44] <shadekiller666> from
what i can tell StateImplementation could get away with
implementing IBlockState by itself
L1288[14:21:45] <sham1> Code please
L1290[14:22:33] <sham1> The hell is
this
L1291[14:23:06] <AtomicStryker> i added a
bunch of random calls because the anvil loading is slightly
different in 1.8
L1292[14:23:22] <sham1> Still
L1293[14:23:25] <AtomicStryker> and im
trying to either get it to work or crash
L1294[14:23:30] <sham1> Just waht the
hell are you trying to achieve
L1295[14:23:40]
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L1296[14:23:50] <Lex_> it could
L1297[14:23:52] <Lex_> however
L1298[14:23:57] <Lex_> cycleproperty is
in base
L1299[14:23:58] <AtomicStryker> you know
my ruins mod?
L1300[14:24:02] <Lex_> they decided to do
it that way
L1301[14:24:03] <Lex_> dont know
why
L1302[14:24:06] <sham1> Umn no I actually
dont
L1303[14:24:10] <Lex_> dont question
it
L1304[14:24:18] <shadekiller666>
alright
L1305[14:24:23]
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L1306[14:24:24] <AtomicStryker> basically
you can "parse" mc ingame block structures into a
template format
L1307[14:24:34] <AtomicStryker> which
saves position meta and such
L1308[14:24:48] <AtomicStryker> and then
randomly specks the world with all templates you have, by biome
weight n stuff
L1309[14:25:03] <AtomicStryker> its mc
structures on steroids
L1310[14:25:37] <AtomicStryker> now
consider this valid json/nbt:
{x:-205,y:72,z:211,Items:[0:{Slot:12b,id:"minecraft:trapped_chest",Count:1b,Damage:0s,},1:{Slot:13b,id:"minecraft:log",Count:1b,Damage:1s,},2:{Slot:14b,id:"minecraft:stone",Count:1b,Damage:0s,},3:{Slot:21b,id:"minecraft:grass",Count:1b,Damage:0s,},4:{Slot:23b,id:"minecraft:coal_ore",Count:1b,Damage:0s,},],id:"Chest",Lock:"",}
L1311[14:25:54] <AtomicStryker> its for a
trapped chest, and should restore its inventory
L1312[14:26:07] <AtomicStryker> in 1.7
similar code works (easier one actually)
L1313[14:26:13] <Lex_> 0.o
L1314[14:26:16] <AtomicStryker> in 1.8
the resulting chest remains empty
L1315[14:26:16] <Lex_> thats valid?
L1316[14:26:23] <AtomicStryker> yeah
sure
L1317[14:26:36] <AtomicStryker> not my
fault mc uses numbers LOL
L1318[14:26:51] <AtomicStryker> oh wait
actually
L1319[14:27:00] <AtomicStryker> i just
now see 1.8 uses ids. good. 1.7 didnt
L1320[14:27:10]
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L1321[14:27:22] <Lex_> names yes
L1322[14:28:01] <AtomicStryker> my
substring shit is just because ruins is a very old mod
L1323[14:28:08] <AtomicStryker> with a
legacy all the way back to alpha
L1324[14:28:14] <AtomicStryker> and i
didnt want to break templates lolololoo
L1325[14:28:24] <sham1> you could
rewrite
L1326[14:28:47] <AtomicStryker> sure. or
i could do nothing
L1327[14:29:08] <shadekiller666> what are
the rules for importing a forge class into vanilla vs calling the
class with the full path? ie IExtendedBlockState vs
net.minecraftforge.common.property.IExtendedBlockState?
L1328[14:29:20] <Lex_> no imports
L1329[14:29:28] <shadekiller666> ok
L1330[14:29:57] <sham1> Hmm, for some
reason in VillagerProfession the name-field is
ResourceLocation
L1331[14:30:05] <Lex_> yup
L1332[14:30:26] <sham1> If it is a name
then shouldnt it be more like a string than anything
L1333[14:30:31] <Lex_> nope
L1334[14:30:31] <shadekiller666> because
the skin changes with profession
L1335[14:30:31] <williewillus>
PaleoCrafter: you said I could specify a block breka texture on a
tesr block by defining a json model for it? I made a blockstate
json and a dummy model that just has the texture variable and it
doesnt work :| do I need empty/dummy elemnts too?
L1336[14:30:41] <sham1> ah
L1337[14:30:44] <Lex_> ResourceLocation
forces the use of domains
L1338[14:30:54] <Lex_> has nothing to do
with skins
L1339[14:31:05] <Lex_>
"minecraft:smith"
L1340[14:31:12] <shadekiller666> oh
L1341[14:31:15] <Lex_> or
"sexymod:twatface"
L1342[14:31:16] <sham1> the texture-field
is for skins I presume
L1343[14:31:21] <PaleoCrafter> I think so
williewillus
L1344[14:31:22] <Lex_> yup
L1345[14:31:28] <AtomicStryker> ugh the
1.8 issue is almost certainly caused by async chunk loading
L1346[14:31:30] <shadekiller666> would
that tell the game what lang file to look for?
L1347[14:33:07] <PaleoCrafter> that
existed in 1.7 already, AtomicStryker :P
L1348[14:33:42] <AtomicStryker> not like
this
L1349[14:33:49] <AtomicStryker> tile
entity loading was different
L1350[14:34:22] <AtomicStryker> the
"old" code is still there but its calling some async
methods instead
L1351[14:34:29] <AtomicStryker> in which
i cant even find where the te nbt is parsed
L1352[14:34:52] <PaleoCrafter> if that's
an issue for you though, you're doing something terribly
wrong
L1353[14:35:02] <sham1> Jeez that
VanillaTrades trades-array
L1354[14:35:05] <sham1> 4D array :P
L1355[14:35:31] <williewillus> hrm that
still dosnt work
L1356[14:36:15] <PaleoCrafter> hm... look
at the beacon :P
L1357[14:37:42]
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L1358[14:38:08] <sham1> Meh
L1359[14:38:09] <williewillus> maybe i
need dummy faces too
L1360[14:38:26] <sham1> What do the
fields in PriceInfo's constructor mean again?
L1361[14:40:48] <williewillus> i think
it's just a range of prices
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L1363[14:41:45] <Lex_> ya that 4d
array
L1364[14:41:48] <Lex_> thats vanilla for
you
L1365[14:41:58] <sham1> I dont even
L1366[14:42:54] <sham1> And thus I
discovered that I need ITradeList[][] for it to work
L1367[14:42:57] <sham1> Yay for
vanilla
L1368[14:42:58] <williewillus> aha there
we go
L1369[14:43:01]
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L1370[14:43:03] <williewillus> need dummy
faces for it
L1371[14:44:22] <sham1> what do the last
cells of the 4d array be
L1372[14:44:44] <sham1> Because with
VanillaTrades the first two are the profession and the career I
think
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L1374[14:46:25] <williewillus> are you
allowed to specify cullface on multiple sides?
L1376[14:46:52] <williewillus> like
"cullface": "north,down"
L1377[14:48:17] <sham1> And then I
noticed that VillageProfession#register and VillageCareer#init are
both private...
L1378[14:48:28] <sham1> Just what the
hell
L1379[14:52:11] <sham1> Lex, should I
make that a PR or what
L1380[14:54:04] <AtomicStryker> ok wtf is
this shit ... i stepped through the entire tile entity addition
process, and it still had all its itemstacks in inventory when it
was finished adding to the loaded te list
L1381[14:54:14] <AtomicStryker> which
means the inventory was dumped somewhere after
L1382[14:55:17] <AtomicStryker> Running
342985ms behind, skipping 6859 tick(s)
L1383[14:55:21] <AtomicStryker>
heuheuehu
L1384[14:55:45] <sham1> Maybe run that on
a seperate thread
L1385[14:56:13] <williewillus> that would
make it worse lol
L1386[14:56:24] <PaleoCrafter> the fuck
are you doing
L1387[14:56:47] <AtomicStryker> stepping
through te addition all the way, jeez
L1388[14:57:28] <AtomicStryker> now how
do i find out when the inv is nulled, there is no obvious line to
breakpoint
L1389[14:59:26] <sham1> step into methods
and see
L1390[14:59:28] <OrionOnline> Is there a
way to get a EntityPlayer from its ID?
L1391[14:59:57] <sham1>
World#getPlayerEntityByUUID
L1392[14:59:58] <PaleoCrafter> entity ID
(int) or UUID?
L1393[15:00:24] <OrionOnline> UUID, need
to basically store the owner of a Item and retrieve it later
L1394[15:00:47] <AtomicStryker> you can
always loop the playerlist and look for him
L1395[15:00:48] <iceman11a> This server I
have has been more then 6 months sense I loaded it up or even
played it. It has some machines setup on it that I need that part
and I can't seem to get the server to start up
L1396[15:00:52] <sham1> Welp, while I
wait for lex to return to me, I'm ork on my own mod now
L1397[15:01:12] <iceman11a> It starts up
and just hangs.
L1398[15:01:25] <sham1> Maybe the server
has a hangover
L1399[15:01:53] <iceman11a> if it did, I
would give it a sleeping pill
L1400[15:02:13] <killjoy> Is there an
easy way to debug models?
L1401[15:02:23]
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L1402[15:03:13] <PaleoCrafter> debug them
in what regard, killjoy? :P
L1403[15:03:53] <killjoy> entities
L1404[15:04:05]
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L1405[15:04:10] <PaleoCrafter> still too
vague
L1407[15:06:13]
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L1408[15:06:20] <killjoy>
Nevermind.
L1409[15:06:34] <killjoy> The things I'm
working on is mod code
L1410[15:09:07] <AtomicStryker> hmm
checking te immediatly after setting it and a moment later reveals
it was exchanged for another instance
L1411[15:09:19] <gigaherz> do you change
the blockstate?
L1412[15:09:29] <gigaherz> you have to
override shouldBeReplaced if so
L1413[15:09:39] <AtomicStryker> see code,
i set blockstate before setting te
L1414[15:09:46] <gigaherz> yeah I mean
after
L1415[15:10:04] <AtomicStryker> no i do
not change state after
L1416[15:10:14] <AtomicStryker> (atleast
i dont think so)
L1417[15:10:54] <gigaherz> eh
shouldRefresh* is the name
L1418[15:10:57] <gigaherz> not
shouldBeReplaced XD
L1419[15:11:46] <gigaherz> the default
impl is "return !isVanilla || (oldState.getBlock() !=
newSate.getBlock());", if you have a TE and still use multiple
blockstates, you usually want to override it without the
"!isVanilla||"
L1420[15:12:41] <gigaherz> (unless the TE
you use depends on the blockstate, then it will be more complex
than that)
L1421[15:12:51] ***
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L1423[15:13:37] <sham1> You need to check
spoecific values
L1424[15:14:48] <AtomicStryker> AHA
L1425[15:14:51] <AtomicStryker> fixed
it
L1426[15:14:56] <gigaherz> yay ^_^
L1427[15:15:07] <AtomicStryker> despite
the add method checking for prev te and removing it if
present
L1428[15:15:12] <AtomicStryker> i HAVE to
remove the old one
L1429[15:15:16] <AtomicStryker> else it
magically reappears
L1430[15:15:46]
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L1432[15:18:28] <AtomicStryker> you have
all failed me. but i still love you
L1433[15:18:52] <gigaherz> lol
L1434[15:19:28]
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L1435[15:22:21] <sham1> how did we fail
you
L1436[15:23:54] <gigaherz> none of our
suggestions were even related to his issue ;P
L1437[15:24:18] <sham1> Vague/10
L1438[15:26:05] ***
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L1439[15:26:32] <AtomicStryker> they
didn't even believe me theres in fact a 1.8 difference
L1440[15:26:35] <AtomicStryker> i cry
every tiem
L1441[15:27:14] <shadekiller666>
hmm
L1442[15:27:36] <sham1> I cri
everytiem
L1443[15:27:47] <sham1> Liek if you cri
everytim
L1444[15:27:56] <AtomicStryker> also, im
just waiting for the first guy to prove ruins is now so complex he
can sql inject it
L1445[15:27:59]
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L1446[15:28:10] <AtomicStryker> i will
find that person and murder him with a rusty fork
L1447[15:28:25] <sham1> SQL inject a
minecraft mod
L1448[15:28:27] <sham1> Wut
L1449[15:28:37]
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L1450[15:28:40] <shadekiller666> lex,
i've encountered a situation where getClean() return
super.withProperty() doesn't actually downcast into a normal
IBlockState, because StateImplementation.withProperty returns
"this" if this.properties.get(property) == value
L1451[15:29:01] <sham1> Downcasting
^^
L1452[15:29:08] <AtomicStryker> its a
joke regarding the amazing complexity of the template format
L1453[15:29:41] <AtomicStryker> i already
have to edit-out bracketed elements, do my split parsing, then edit
the bracket parts back in
L1454[15:29:47] <AtomicStryker> because
the syntax breaks all over
L1455[15:30:12] <shadekiller666>
complexity of a template format? i wrote a template format that
works almost exactly like crafting recipe registration
L1456[15:30:13] <gigaherz> say out loud
"Ruins, spawn structure '; DROP TABLE Templates'"
L1457[15:30:23] <sham1> :D
L1458[15:30:27]
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L1459[15:30:34] <AtomicStryker> the ';'
would in fact break
L1460[15:30:38] <AtomicStryker> jokes on
you
L1461[15:30:41] <gigaherz> XD
L1462[15:31:13] <shadekiller666> the key
to writing good apis is to write the usage code first
L1463[15:31:28] <shadekiller666> how will
the person using the api want to interact with it
L1464[15:31:52] <shadekiller666> after
you've done that you have a better understanding of what the api
needs to do
L1465[15:32:19] <yueh> or you made a
horrible mistake with your usage code
L1466[15:32:51] <shadekiller666> how
would you do that?
L1467[15:33:53]
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L1468[15:34:02] <gigaherz> never
underestimate the crazy thingspeople will want to do ;P
L1469[15:34:33] <gigaherz> "why the
F would you even want to do that?" is said way to often, here
and anywhere else
L1470[15:34:34] <gigaherz> ;P
L1471[15:34:38] <sham1> Never
under-estemate the stupidity of the Man
L1472[15:36:34] <sham1> I love marker
interfaces/traits
L1473[15:37:00] <yueh> hmm. is there some
common value for how much energy a piece of coal should
produde?
L1474[15:37:10] <sham1> It burns for 800
ticks
L1475[15:37:12] <sham1> So
L1476[15:37:23] <sham1> What sort of
energy
L1477[15:37:33]
⇨ Joins: Lex__
(~Lex@50-76-111-34-static.hfc.comcastbusiness.net)
L1478[15:37:33]
MineBot sets mode: +o on Lex__
L1479[15:37:49] <yueh> RF or
equivalent
L1480[15:37:57] <shadekiller666> lex,
i've encountered a situation where getClean() return
super.withProperty() doesn't actually downcast into a normal
IBlockState, because StateImplementation.withProperty returns
"this" if this.properties.get(property) == value
L1481[15:38:06] <sham1> That's a real
hard question
L1482[15:38:21] <AtomicStryker> depending
on whom you ask, coal is not even flammable and slowly poisons you
while in inventory
L1483[15:38:31] <AtomicStryker> else it
would be too op
L1484[15:38:42] <sham1> Certain isotopes
should be radioactive yes
L1485[15:38:46]
⇨ Joins: DemoXin
(~DemoXin@adsl-98-84-222-77.gsp.bellsouth.net)
L1486[15:39:23] <yueh> like the player
itself?
L1487[15:39:24] <AtomicStryker> of coal?
radioactive carbon? wait its called carbon dating
L1488[15:40:28] <yueh> and working with
living things xD. so everything living thing is radioactive
L1489[15:40:28] <sham1> Anyway Lex, I hit
a dilema with the villager thing. The VillagerProfession's register
methbod and VillageCareer's init-methods are both private, making
it quite diffcult to register new professions or careers without
reflection. Should I change that and make PR or what
L1490[15:40:41] <sham1> Carbon-14 is
radioactive
L1491[15:41:09] <Lex_> those methods are
intended to be privatre
L1492[15:41:15] <sham1> Okay
L1493[15:41:18] <Lex_> the ones which use
the crap arrays from vanilla
L1494[15:41:23] <Lex_> use the ones that
arnt crap[
L1495[15:41:27] <Lex_> and shade
L1496[15:41:29] <Lex_> figure it
out
L1497[15:41:31] <Lex_> shouldnt be
hard
L1498[15:41:38] <shadekiller666>
alright
L1499[15:42:40] <yueh> but regarding the
power stuff, i simply feel the AE power gen is a bit
undertuned
L1500[15:42:57]
⇨ Joins: Girafi
(~Girafi@002130051076.mbb.telenor.dk)
L1501[15:43:09] <sham1> Well the thing
about AE is that most people who get into AE already have
energy-systems up
L1502[15:43:25] <yueh> just in case
L1503[15:45:59] <sham1> So lex, I am
using the VillageRegistry's register-method, how should I add my
custom career into my custom profession
L1504[15:46:17] <Lex_> you have a custom
profession
L1505[15:46:21] <sham1> yeh
L1506[15:46:22] <Lex_> register it in
that
L1507[15:46:30] <Lex_> dont go through
the registry
L1508[15:46:50]
⇦ Quits: candybar
(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net) (Ping timeout:
192 seconds)
L1509[15:47:26] <sham1> I think I am
doing this wrong, because I have custom instance for a test
profession
L1510[15:47:44] <sham1> But there is
nowhere I can put the career into that
L1511[15:48:16]
⇦ Quits: ssfdre38
(~ssfdre38@172-10-164-174.lightspeed.sntcca.sbcglobal.net) (Read
error: Connection reset by peer)
L1512[15:50:03] <Lex_> THEN FIGURE OUT A
FUCKINGWAY
L1513[15:50:10]
⇦ Quits: Loetkolben
(~Loetkolbe@ipb2197df6.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1514[15:50:11]
⇦ Quits: Galvas (~Galvas@179.235.7.66) (Quit:
Leaving)
L1515[15:50:22] <sham1> Okay
L1516[15:50:43] <Lex_> vanilla shows you
how for the basics, it hasnt been expanded to modders because
nobody fucking cares to actually look at it without just bitching
that it is broken
L1517[15:50:50] <Ordinastie> yeh, sham1
do the fucking job your paid for!
L1518[15:50:56] <Lex_> try and do what
you wnat and keep it without breaking all the shit
L1519[15:50:57] <Ordinastie> *you're
><
L1520[15:51:04] ***
Ordinastie was kicked by MineBot (Banned: fuck off
(1w)))
L1521[15:51:20] <Lex_> if there is shit
lacking then fucking address it
L1522[15:51:32] <Lex_> last i looked
everything SHOULD of been fine working on its own
L1523[15:51:37] <progwml6> that ip
hehehe
L1524[15:51:47] <Lex_> but its been ages
and i am nowhere in the right state of mind to be working on that
shit right now
L1525[15:52:04] <sham1> Understood
L1526[15:52:27] <Lex_> This is the 16th
time ive been to the toilet today and i started shitting blood 7
trips ago -.-
L1527[15:52:32] <Lex_> fuck you
england
L1528[15:53:06] <tmtu> chipotle?
L1529[15:53:42] <Lex_> no just the entire
country in general
L1530[15:53:46] <Lex_> probably the
water
L1531[15:54:35]
⇦ Quits: tambre
(~tambre@3f52-f394-35ec-412d-ed01-8a1c-07d0-2001.dyn.estpak.ee)
(Ping timeout: 378 seconds)
L1532[15:55:15] <Ivorius> Eh
L1533[15:55:22] <Ivorius> Shitting blood
is not normal
L1534[15:55:28] <Ivorius> Go to a doctor,
immediately
L1535[15:55:33]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L1536[15:56:22] <Ivorius> It's not
unlikely to be a tumor or similar, actually
L1537[15:56:58] <Lex_> that involves
moving and fuck that. {also shitloads of money} i just need to wait
for my roommates to get home to pump me full of whatever the fuck
they can get there hands on at the pharmisy
L1538[15:57:31] <Ivorius> If you want to
die, do that
L1539[15:57:39] <Ivorius> Blood from
colon is no laughing matter
L1541[15:59:34]
⇦ Quits: AstralSorcerer (~AstralSor@2601:981:c002:98c0::4)
(Ping timeout: 202 seconds)
L1542[15:59:35] <Skuli> probably just
burst a hemorrhoid from all the shitting
L1543[16:00:13] <shadekiller666> or could
be dehydrated, which is also likely
L1544[16:00:24]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Ping timeout: 202 seconds)
L1545[16:01:00]
⇦ Quits: AtomicStryker
(~AtomicStr@p4FFEBB56.dip0.t-ipconnect.de) (Quit:
Leaving)
L1546[16:01:23]
⇦ Quits: Hea3veN (~Hea3veN@190.244.255.190) (Quit:
leaving)
L1547[16:01:45]
⇨ Joins: popbob
(~fff@cpe-74-76-252-115.nycap.res.rr.com)
L1548[16:02:10] <Lex_> ya wont jump to
cancer just yet as it appears im not the only american to have
these issues from minecon
L1549[16:02:17] <Lex_> but, ya fucking
annoying
L1550[16:03:15] <Skuli> also some
dyes
L1551[16:03:22] <Skuli> Like Publix sells
rainbow bread
L1552[16:03:31]
⇨ Joins: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net)
L1553[16:03:33] <Skuli> and what they
don't tell you is your shit turns rainbow if you eat it
L1554[16:03:36] <Skuli> from the dyes
they use
L1555[16:04:01]
⇦ Quits: popbob (~fff@cpe-74-76-252-115.nycap.res.rr.com)
(Read error: Connection reset by peer)
L1556[16:04:16] <Flashfire> Hey, does
someone know how to preload large movingsounds (up to 4 minutes
long) that would otherwise freeze the client for 10 seconds or
so?
L1557[16:04:25] <yueh> in the right
order?
L1558[16:04:36]
⇦ Quits: sinkillerj
(~sinkiller@nc-71-49-180-149.dhcp.embarqhsd.net) (Remote host
closed the connection)
L1559[16:04:44] <williewillus> cant you
stream movingsounds?
L1560[16:04:55] <Flashfire> Idk I just
use playSound
L1561[16:05:16] <diesieben07> set
streaming to true in the sounds.json
L1562[16:05:24] <Flashfire> Alright
L1563[16:06:06] <Flashfire> Does true
have quotes or no quotes?
L1564[16:06:27] <diesieben07> no quotes
of course
L1565[16:06:36] <Flashfire> Alright
L1566[16:07:33]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-180-149.dhcp.embarqhsd.net)
L1567[16:09:18] <ThePsionic> Hmm, got
access to GitHub's First Look programme for the new desktop
launcher
L1568[16:10:24] <williewillus> no
linux
L1569[16:10:25] <williewillus> ?
L1570[16:10:41] <williewillus> bleh
L1571[16:10:51] <ThePsionic> No, only mac
and windows
L1572[16:10:56] <Flashfire> Setting
streaming to true didn't change anything
L1573[16:11:06] <tmtu> ThePsionic: gibe
gibe
L1574[16:11:12] <Flashfire> Maybe I put
it in the wrong place
L1575[16:11:13] <yueh> launcher? to add a
splashscreen to your browser?
L1576[16:11:18] <ThePsionic> have to sign
up for it tmtu
L1577[16:11:22] <ThePsionic> lemme fetch
a link
L1579[16:11:43] <Flashfire> I know I was
already trying to load it
L1581[16:11:56] <Flashfire> This irc
blocks the proxy I use to speed up my internet
L1582[16:12:07] <tmtu> i signed up a
month ago
L1583[16:12:08] <tmtu> :/
L1584[16:12:43] <Flashfire> Oh
"stream" not "streaming"
L1585[16:13:39] <Flashfire> Thanks for
the help
L1586[16:13:47]
⇨ Joins: candybar
(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L1587[16:14:04] <ThePsionic> They added a
timeline overview for branches
L1588[16:14:04]
⇦ Quits: Dimitriye98
(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net) (Read error:
Connection reset by peer)
L1589[16:14:07] <ThePsionic> This is
fucking amazing
L1590[16:14:11]
⇨ Joins: Tim020
(~Tim0@cpc25-farn7-2-0-cust147.6-2.cable.virginm.net)
L1591[16:14:16] <ThePsionic> Also it's
not shit anymore like it used to be
L1592[16:14:54]
⇨ Joins: Dimitriye98
(~Dimitriye@c-24-4-16-73.hsd1.ca.comcast.net)
L1593[16:15:18]
⇨ Joins: AstralSorcerer
(~AstralSor@2601:981:c002:98c0::4)
L1594[16:15:30] <yueh> i haven't seen a
usable git gui for now
L1595[16:16:21] <gigaherz> I'm a
"fan" of TortoiseGit
L1596[16:16:26] <gigaherz> it makes
thecomplexity of git bearable ;P
L1597[16:16:38] *
shadekiller666 prefers sourcetree
L1598[16:16:57] <ThePsionic> Yeah same
shadekiller666
L1599[16:17:19] <ThePsionic> The update
to the GitHub program is okay-ish but sourcetree is still better
imo
L1600[16:17:35] *
gigaherz shudders at the thought ot GitHub for Windows
L1601[16:17:39] <gigaherz> of*
L1602[16:18:09] <yueh> the github once is
just crap and sourcetree kinda meh
L1603[16:18:43]
⇦ Quits: Termin8or (uid93719@id-93719.charlton.irccloud.com)
(Quit: Connection closed for inactivity)
L1604[16:18:46] <ThePsionic> tbh it's
slowly becoming better
L1605[16:18:57] <ThePsionic> it's still
crap but i guess it's a bit shiny now
L1606[16:18:58] <yueh> fetching origin
takes easily a minute or more (if not completely failing)
L1607[16:18:59] <gigaherz> is it?
L1608[16:19:01] <ThePsionic> glistening
in the moonlight
L1609[16:19:06] <ThePsionic> it is
L1610[16:19:15] <ThePsionic> fetching
origin is rather fast now
L1611[16:19:24] <gigaherz> when I saw
that it's styled after "Modern UI" apps, it broke my
brain
L1612[16:19:25] <yueh> with
sourcetree
L1613[16:19:31] <ThePsionic> oh
L1614[16:19:31] <ThePsionic> yeah
L1615[16:19:47] <ThePsionic> sourcetree
works nice but the startup time is deadly
L1616[16:19:53]
⇨ Joins: theshadowzz (Mibbit@161.210.98.138)
L1617[16:19:56] <yueh> the time it takes
to fetch is enough to do everything with the cli
L1618[16:20:31] <yueh> and rebasing with
the guis usually won't work
L1619[16:20:39] <gigaherz>
"minimalistic gui with beautiful typography" is not what
one expects for one of the essential tools in creating software
;P
L1620[16:21:26] <shadekiller666>
especially when you need the jaws of life to get to the things the
ui doesn't have buttons for...
L1621[16:21:37] <gigaherz> it works for
email
L1622[16:21:45] <gigaherz> but then
again, a text UI works foremail too
L1623[16:21:52]
⇨ Joins: turmfalke_
(~turmfalke@p54A686FE.dip0.t-ipconnect.de)
L1624[16:21:57] <shadekiller666> email
isn't that complicated of a concept :P
L1625[16:22:04] <gigaherz> it works for
news, because news have always been just a block of text and some
images
L1626[16:22:22] <gigaherz> it works for
pictures, because it looks a bit like a physical album
L1627[16:22:28]
⇦ Quits: Joban (~Joban@host-a281.res.openband.net) (Read
error: Connection reset by peer)
L1628[16:22:31] <gigaherz> but source
control?
L1629[16:23:00] <PaleoCrafter>
minimalistic UIs work for everything if done correctly :P
L1630[16:23:16] <gigaherz> I haveto
disagree ;P
L1631[16:23:42] <ThePsionic> but yeah so
far the only addition to the GitHub for Windows client is a branch
tracker
L1632[16:23:58]
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L1633[16:24:25] <gigaherz> heck I'd even
understand a pureposefully minimalistic app
L1634[16:24:33] <gigaherz> with just a
button to commit & push
L1635[16:24:34] <gigaherz> ;P
L1636[16:24:47] <gigaherz> but then, you
dont' advertise that as the "better" way to use
github
L1637[16:25:22] <gigaherz> I guess they
do advertise it as "easy" not "good"
L1638[16:25:34] <yueh> and then ban
everyone for committing their complete workspace
L1639[16:26:04] <ThePsionic> "Whoops
I accidentally pushed my entire C drive"
L1640[16:26:13] <gigaherz> "GitHub
for Idiots"
L1641[16:26:33] <gigaherz> although we
have to admit the learning curve of plain cli git is quite
steep
L1642[16:26:33] <Tim020> Weee having fun
implementing my own take on scroll bars :D
L1643[16:26:46] <gigaherz> even if you
have previous experience with svn or similar
L1644[16:26:53] <gigaherz> or maybe more
so if you do
L1645[16:26:56] <yueh> that makes it
actually worse
L1646[16:27:07] <gigaherz> these days the
first thing I tell someone who comes from the SVN world
L1647[16:27:27] <gigaherz> is "all
the operations you did on svn, are now local -- git has a different
set of commands for interacting with the remote side"
L1648[16:27:28]
⇦ Quits: SoundLogic (~SoundLogi@natewp.scls.lib.wi.us) (Ping
timeout: 202 seconds)
L1649[16:27:41] <gigaherz> this resolves
like 90% of the confusion ;P
L1650[16:28:00] <ThePsionic> at least
you're having fun Tim020 :P
L1651[16:28:23] <Tim020> I am quite
enjoying myself, I must admit :P
L1652[16:28:51] <gigaherz> Tim020: heh, i
have implemented a couple GUI managers in the past (not for
minecraft, though)
L1653[16:29:07] <gigaherz> and scrollbars
have alwyas been the "UGH" moment that makes me think
"meh it's good enough as it is"
L1654[16:29:24] <gigaherz> I wrote an
entire layout engine
L1655[16:29:48] <gigaherz> with support
for "boxes" with margin, padding, separate horizontal
& vertical alignment,
L1656[16:29:59] <Tim020> The back end
keeps getting more complicated :D Interfacing all the things ;)
IGuiWidgets, IWidgetProciver, IGuiScreen :D #interfaceparty
:P
L1657[16:30:02] <gigaherz> auto-fit to
parent and/or content
L1658[16:30:13] <gigaherz> but I still
didn't feel like implementing scrollable panels XD
L1659[16:31:58] <shadekiller666> does
extending an abstract class make it so that the child class can't
be cast from an instance of the interface that the abstract class
implements?
L1660[16:32:35] <Tim020> Haha, I
currently have it so that the scroll bar is able to interact with
the container of the gui :D
L1661[16:32:41] <Tim020> progress is
being made
L1662[16:34:33] <gigaherz> in Win32, the
scrollbar is just a separate gui control, and it sends messages to
the parent window
L1663[16:34:41] ***
Vigaro is now known as Vigaro|AFK
L1664[16:34:46] <gigaherz> the scrolling
panel is simply a window inside a window
L1665[16:34:57] <gigaherz> the outer
window does the clipping, the inner one scrolls the contents
L1666[16:35:30]
⇨ Joins: Cojosan
(~Cojo@2606:a000:1106:c0d9:78dc:4d05:ab07:eb5f)
L1668[16:35:59] ***
jamierocks is now known as jamie
L1669[16:36:03] ***
jamie is now known as jamierocks
L1670[16:36:04] <williewillus>
shadekiller666: shouldn't be
L1671[16:36:08]
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(Ping timeout: 192 seconds)
L1672[16:36:28] <gigaherz> in my GUI
engine, I guess I'd have implemented it in a conceptually similar
way: the scrolled window would change its "inner
transform" to apply a translation, while setting up a clipping
rectangle to use for the contents
L1673[16:36:38] <williewillus> if you
have interface -> abstract -> concrete you should be able to
do (concrete) interface
L1674[16:36:46] <williewillus> as long sa
its actually an instance of said concrete of course
L1675[16:37:21] <Lex__> Shade no why
would it?
L1676[16:37:26] <shadekiller666> i keep
getting errors saying that a method written to take IBlockStates
can't take StateImplementations
L1677[16:37:27] ***
Lex__ is now known as LexLap
L1678[16:37:29] <gigaherz>
shadekiller666: yo ucan ALWAYS cast A to B, even if it's not of the
same type, but implicit casting only happens upward through the
hierarchy
L1679[16:37:42] <gigaherz>
shadekiller666: that makes no sense
L1680[16:37:43] <LexLap>
teamviewer?
L1681[16:37:48] <Flashfire> Can streaming
sounds repeat?
L1682[16:37:55]
⇦ Quits: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com) (Quit:
pixlepix)
L1683[16:37:59] <shadekiller666> sure
lex
L1684[16:38:33] <shadekiller666> lex,
pm?
L1685[16:38:36] <LexLap> yar
L1686[16:38:47]
⇦ Quits: modmuss50 (uid42264@id-42264.ealing.irccloud.com)
(Quit: Connection closed for inactivity)
L1687[16:38:56] <Flashfire> My
movingsound repeated before I set stream to true, is there a way to
get it to repeat while stream is true?
L1688[16:40:42] <Flashfire> I have to go
in a couple minutes so if anyone knows I'd appreciate it
L1689[16:41:05] <gigaherz> no idea,
sorry
L1690[16:41:33]
⇨ Joins: Giraffestock
(uid90791@id-90791.ealing.irccloud.com)
L1691[16:41:33] <Flashfire> Ok
L1692[16:42:08] ***
Cojosan is now known as Cojo
L1693[16:42:47] <Flashfire> Have to go
now, oh wewll
L1696[16:43:38] <gigaherz> XD
L1697[16:46:36]
⇦ Quits: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net) (Ping timeout: 202
seconds)
L1698[16:47:29] <williewillus> welp
L1699[16:47:41] <williewillus> I just
found you can just manually set the repeat field on the
movaingsound
L1700[16:48:43] <gigaherz> heh
L1701[16:50:14] <Simulac> this stepping
method is driving me nuts
L1702[16:50:19]
⇨ Joins: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L1703[16:50:43] <killjoy> I for one
welcome my new angry zues overlord
L1704[16:52:16] <Simulac> Right, if
motionX, Y, Z get called every tick
L1705[16:52:30] <Simulac> and I want to
move 1 block east (positive X)
L1706[16:52:35] <williewillus>
yeah?
L1707[16:52:38] <Simulac> in a natural
movement speed
L1708[16:52:43] <Simulac> at a*
L1709[16:53:11] <Simulac> I got to set
motionX = 0.2, wait for it to be called 5 times
L1710[16:53:14] <Simulac> so it moves 1
block
L1711[16:53:46] <Tim020> No... You want
to set motionX = 0.2 once and wait for 5 ticks to pass
L1712[16:54:12] <Simulac> yeah you're
right
L1713[16:54:13] <Tim020> Well technically
you could set it each tick, but that seems kinda pointless to me
:P
L1714[16:55:02] <Simulac> is there any
easy to wait five ticks
L1715[16:55:18] ***
Ashlee is now known as Ashlee|off
L1716[16:55:21] <williewillus> id just
set it each tick
L1717[16:55:28] <Simulac> do I subscribe
to a tick event, tell a counter to start, check if its five, move
on?
L1718[16:55:36] <williewillus> so you
dont have to mess with delaying or doing stuff like that^
L1719[16:56:02] <Tim020> Are you within
an entity class?
L1720[16:56:11] <Simulac> No
L1721[16:56:16] <Simulac> I'm doing it
for the player
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L1723[16:56:39] <Tim020> What method are
you setting the motion in?
L1724[16:56:51] <Simulac>
mc.thePlayer.motionX = 0.2;
L1725[16:57:00] <Simulac> I'm setting the
field value
L1726[16:57:18] <Simulac> there are no
methods to do what I want, afaik
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L1729[16:58:27] <Tim020> Where do you
call that from?
L1730[16:58:29] <gigaherz> Simulac: I
think he means where in your code assigns that
L1731[16:58:29] <gigaherz> XD
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L1733[16:58:40] <Simulac> oh right
L1734[16:58:44] <Tim020> Quite righ
gigaherz XD
L1735[16:58:47] <Simulac> didn't read
that correctly
L1736[16:58:47] <Tim020> right*
L1737[16:58:55] <Simulac> sorry I'm a bit
tired haha
L1738[16:59:13] <Simulac> my own
movePlayer(BlockPos target) method
L1739[16:59:28] <gigaherz> who calls
that?
L1740[16:59:29] <gigaherz> XD
L1741[16:59:40] <williewillus> if you're
doing that to a clientplayer you could use partial ticks to make it
even smoother :p
L1742[16:59:48] <williewillus> since
clients control their own movement
L1743[16:59:49] <Simulac> partial
ticks?
L1744[17:00:00] <gigaherz> rendering code
happesn every frame
L1745[17:00:02] <gigaherz> instead of
every tick
L1746[17:00:19] <Simulac> I see
L1747[17:00:27] <gigaherz> so rendering
functions can update the player position based on the time between
ticks
L1748[17:00:31] <gigaherz> (the partial
tick)
L1749[17:01:29] <Simulac> Well, all I
need is my player to move 1 block in given direction (N E S W)
exactly every time
L1750[17:01:36] <Simulac> or my
pathfinding is going to mess up horriblyt
L1751[17:02:13] <Simulac> I'm just trying
to think of an easy way to do it
L1752[17:03:12] <Simulac> I think
counting ticks would work
L1753[17:03:15] <Simulac> I'm going to
try it
L1754[17:03:16] <Tim020> If you're within
a class that extends entity, you should have access to an
updateEntity() method, set the motion in there and then use the
lifetime of the entity to wait for 5 ticks :) Should do the
job
L1755[17:03:57] <yueh> also sounds like
your pathfinding has some issues (it should not depend on the speed
at all)
L1756[17:03:59] <williewillus> well the
entity lifetime field is public
L1757[17:04:04] <williewillus> doesn't
matter if you're in the class or not
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L1759[17:04:19] <Simulac> Yeah, sadly I'm
doing this for the player and I don't have access to an entity
clas
L1760[17:04:19] <williewillus> public int
ticksExisted
L1761[17:04:26] <williewillus> er the
player is an entity
L1762[17:04:30] <williewillus> ?
L1763[17:04:58] <Simulac> yueh, it
doesn't depend on the speed. It depends on the player moving
exactly where it tells it to
L1764[17:05:59] <Simulac> That could work
willie
L1765[17:06:18] <Simulac> Yeah I know the
player is an entity
L1766[17:06:33] <Simulac> I meant I don't
have access to PlayerSP class
L1767[17:06:43] <yueh> hmm. wasting about
2.5mb of duplicate string data
L1768[17:07:02] <diesieben07> use
intern() ;)
L1769[17:07:18] <yueh> that's what i
considered
L1771[17:07:40] <williewillus> Simulac:
of course you do :p
L1772[17:07:44] <williewillus> if you're
doing it on the client of course
L1773[17:07:48] <yueh> moving them to a
static final might also be an idea
L1774[17:07:58] <diesieben07> that
automatically interns them ;D
L1775[17:08:21] <yueh> algo was a bit
lazy in some stuff
L1776[17:08:31] <yueh> or overly
defensive
L1777[17:08:59] <yueh> like pushing the
gl state/stack before invoking a method which does the same
L1778[17:09:20]
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L1783[17:20:30] <Simulac> I just
realised
L1784[17:20:42] <Simulac> 5 ticks is 1/4
of a second
L1785[17:20:59] <Simulac> so I'm trying
to my player at 4 b/s
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L1787[17:21:41] <Tim020> Yes...
L1788[17:21:49] <Simulac> well I'm
stupid
L1789[17:22:39] <Tim020> :P
L1790[17:23:10] <yueh> hmm. static final
doesn't change anything xD
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L1794[17:25:25] <boboch3> Hello guys. I
have a custom furnace. want he plays a sound when he is active.
Someone advised me to use a packet, but I can't get my params
(coord) back. Any idea please? Here il my packet calling
http://pastebin.com/cbX51KFh and here my message
http://pastebin.com/U7YsZVzm . I don't see where i
am wrong. Thanks for any help
L1795[17:26:13] <DarkEvilMac> Hi, I'm
trying to use RenderGlobal.drawOutlinedBoundingBox but for whatever
reason it doesn't seem to be doing anything. I just used the
buildcraft implementation because it's just for debugging but I
don't see why it wouldn't work... here's the relevant code snipped
http://hastebin.com/qasoyinaku.java
L1796[17:26:16] <boboch3> this.x, this.y,
this.z and this.sound are always 0 instead of theirs good
values
L1797[17:26:21] <diesieben07> boboch3,
don't implement IMessageHanlder and IMessage on the same
class.
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L1799[17:26:40] <boboch3> diesieben07,
why?
L1800[17:26:50] <diesieben07> it hides
the problem you are having :P
L1801[17:27:08] <diesieben07> and it
makes no sense
L1802[17:27:10] <diesieben07> they are
different thigns
L1803[17:27:30] <diesieben07> also... why
in the fuck are you sending ints as strings
L1804[17:27:38] <DarkEvilMac> boboch3,
also, don't always write as a utf string, it's a waste when it
comes to the coords
L1805[17:27:44] <DarkEvilMac> or what he
just said
L1806[17:27:57] <DarkEvilMac>
buf.writeInt is the correct method I think
L1807[17:28:04] <DarkEvilMac> then
buf.readInt
L1808[17:28:11] <boboch3> I did that
because the in required the maxsize and I don't know it
L1809[17:28:19] <diesieben07> wut
L1810[17:28:28] <boboch3> i'm in
1.7.10
L1811[17:28:32] <diesieben07>
buf.writeInt
L1812[17:28:34] <diesieben07> takes one
param
L1813[17:28:38] <DarkEvilMac> ^
L1814[17:28:46] <DarkEvilMac> I think you
might have used setInt instead
L1815[17:28:53] <DarkEvilMac> don't
bother with setint
L1816[17:29:41] <williewillus> i
implement message and messagehandler on the same class .-.
L1817[17:29:41] <boboch3> I've got only
writeVarInt and writeVarShort
L1818[17:29:44] <tmtu> diesieben07: i
thought it intern()'d every string :o
L1819[17:29:48] <williewillus> not
bytebufutils
L1820[17:29:54] <williewillus> just the
buffer object
L1821[17:29:58] <boboch3> oh ok
L1822[17:30:07]
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L1823[17:30:08] <diesieben07> tmtu, every
string constant in the class file.
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L1825[17:30:18] <tmtu> oo
L1826[17:30:35] <boboch3> I don't
understand why I did this sh*t xD
L1827[17:30:42] <diesieben07> so if two
classes have "FooBar" in their constants, they share the
*same* String object
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L1829[17:32:57] <boboch3> diesieben07,
What do you suggest to me to do to avoid to have IMessageHanlder
and IMessage on the same class?
L1830[17:33:18] <boboch3> which one I
have to kkep
L1831[17:33:21] <boboch3> keep*
L1833[17:33:34] <diesieben07> you must
have 2 classes
L1834[17:33:42] <yueh> not sure about the
string constant suff
L1835[17:33:44] <yueh> *stuff
L1836[17:33:50] <boboch3> I changed it
;)
L1837[17:34:13] <boboch3> thanks
diesieben07, i'm looking on it
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L1840[17:37:51] <williewillus>
diesieben07: whys it important to have the two classes separate? i
currently have mine in the same class and I'll change it, but just
wondering :p
L1841[17:38:29] <diesieben07> because it
a) makes no sense and b) encourages the problem that boboch is
having
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L1844[17:46:56] <boboch3> diesieben07, I
modified as you saif but now I can't register my message anymore
:s
L1845[17:47:16] <diesieben07> show your
cod
L1846[17:47:20] <boboch3>
INSTANCE.registerMessage(MessagePlayingSound.class,
MessagePlayingSound.class, 3, Side.CLIENT);
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L1848[17:47:28] <tmtu> your cod, not
code!
L1849[17:47:31] <diesieben07> ...
L1850[17:47:36] <diesieben07> you need to
pass yoru handler class of course
L1851[17:47:39] <diesieben07> not your
message
L1852[17:47:47] <boboch3> lol ok xD
L1853[17:47:58] <boboch3> i'm tired sorry
but I would like to end this tonight
L1854[17:49:08] <boboch3> still have the
same issue
L1855[17:49:10]
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L1856[17:49:12] <boboch3> argument not
applicable
L1857[17:49:18] <boboch3>
INSTANCE.registerMessage(MessagePlayingSoundHandler.class,
MessagePlayingSoundHandler.class, 3, Side.CLIENT);
L1858[17:49:19] <smbarbour> Having
IMessage and IMessageHandler on the same class would be akin to
building a new post office every time you wanted to mail a
letter.
L1859[17:49:32] <diesieben07> are you
really that stupid or are you messing wiht me
L1860[17:49:57] <diesieben07> the
arguments have names
L1861[17:49:59] <diesieben07> read
them.
L1862[17:50:02] <diesieben07> use
brain.
L1863[17:50:08] <Simul> :']
L1864[17:51:49] <boboch3> thanks it works
now
L1865[17:52:42]
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L1869[17:57:40] <Simul> this is really
stupid
L1870[17:57:50] <Simul> i'm on a hunt for
the magic number
L1871[17:58:26] <diesieben07> 792
L1872[17:58:54] <Simul> I'm down to the
3rd decimal point
L1873[17:59:22] <Simul> in the region of
0.455-0.456
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L1880[18:07:01] <Simul> 0.455 seems
really close
L1881[18:07:09] <Simul> anyway, enough
hunting for tonight
L1882[18:07:17] <Simul> I'm going to
sleep
L1883[18:07:25] <Simul> see you
guis
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L1888[18:13:44] <Lepidus> Hi, is there a
method similar to drawTexturedModalRect in Gui that does the same
thing, but scales the image by a certain amount?
L1889[18:13:57] <Lepidus> I notice there
are methods func_146110_a and func_152125_a but I don't know what
they do.
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L1909[18:55:33] <shadekiller666> lepidus,
!gm <function> will tell you what they're deobf names are if
they have any
L1910[18:55:48] <Lepidus> !gm
func_146110_a
L1911[18:56:30] <Lepidus> !gm
func_152125_a
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L1913[19:02:44] <DarkEvilMac> So would
anyone have an idea as to why my bounding boxes aren't rendering
with that implementation? I'm pretty much clueles..
L1914[19:02:49] <DarkEvilMac>
*clueless.
L1915[19:03:02] <shadekiller666> what
implementation
L1917[19:03:48] <shadekiller666> that
link is broken
L1918[19:04:22] <DarkEvilMac> oh, one
sec.
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L1924[19:06:12] <shadekiller666> what is
the -1 you're passing into
RenderGlobal.drawOutlinedBoundingBox?
L1925[19:06:19] <DarkEvilMac>
color.
L1926[19:06:42] <DarkEvilMac> if it's -1
it doesn't set color.
L1927[19:06:47] <williewillus> what was
the method that specified that TE's shouldn't be destroyed in a
meta/state change?
L1928[19:06:48] <PrinceCat> Uhm, you
shouldn't pass -1..
L1929[19:06:59] <shadekiller666> pass
0xFF000000
L1930[19:08:23] <DarkEvilMac> no
change.
L1931[19:09:43] <williewillus> nvm its
shouldrefresh
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L1934[19:12:30] <tmtu> DarkEvilMac: pass
0xFFFFFFFF :D
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L1936[19:13:16] <DarkEvilMac> tmtu,
plz
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L1941[19:25:17] <minecreatr> what is the
point of fields in tile entities?
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L1943[19:26:08] <tterrag> minecreatr: not
sure if serious...
L1944[19:26:23] <minecreatr> oh no I dont
mean fields like in java xD tterrag
L1945[19:26:30] <minecreatr> I mean the
getField method added in 1.8
L1946[19:26:35] <minecreatr> that is
funny though xD
L1947[19:26:59] <tterrag> oh uh
L1948[19:27:01] <tterrag> dunno
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L1950[19:27:40] <shadekiller666> i think
its similar to the data watcher stuff for normal entities
L1951[19:28:02] <shadekiller666>
getField(1) for a furnace returns cookTime or something like
that
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L1953[19:29:10] <tterrag> it's mojang's
half-baked attempt at some kind of TE API it seems
L1954[19:29:20] <tterrag> "I know
what will help, magic numbers!"
L1955[19:29:34]
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L1956[19:29:38] <DarkEvilMac> tterrag, no
more magic numbers please
L1957[19:29:40] <DarkEvilMac> they
hurt
L1958[19:29:44] <shadekiller666> but they
completely overlooked the fact that no one except them knows wtf
"getField(arbitrary value)" means
L1959[19:29:53] <tterrag> shadekiller666:
isn't it obvious?
L1960[19:30:01] <tterrag> mojang doesn't
*care* about other people using their code
L1961[19:30:16] <shadekiller666> the #1
and #2 rule of api design is write your usage code first
L1962[19:30:30] <tterrag> they aren't
designing an API
L1963[19:30:34] <tterrag> they are
designing a closed-source game
L1964[19:30:41] <minecreatr> but dont
tileentities fields already get synced with the client if you send
the tile update packet?
L1965[19:31:15] <gigaherz> it's up to
you
L1966[19:31:20] <gigaherz> yousync
through getDescriptionPacket
L1967[19:31:26] <gigaherz> which is not
implemented by default
L1968[19:31:35] <minecreatr> I do sync
through that
L1969[19:31:39]
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L1970[19:31:41] <minecreatr> so does that
mean fields are useless?
L1971[19:31:46] <gigaherz> ?
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L1973[19:31:55] <gigaherz> fields are
used by a different system
L1974[19:32:09] <gigaherz> it's for like,
the progressbar in the furnace
L1975[19:32:11] <gigaherz> things like
that
L1976[19:32:30] <gigaherz> I don't
remember which method caused them to sync
L1977[19:32:49] <tterrag> just ignore it,
like most idiotic mojang systems
L1978[19:32:53] <tterrag> unless you HAVE
to use it
L1979[19:32:59]
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L1980[19:33:01] <tterrag> which you
don't
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L1987[19:59:33] <infinitefoxes_> I can't
seem to figure out how to speed up the animation that items with
EnumAction.BOW have.
L1988[19:59:39] <infinitefoxes_>
getMaxItemUseDuration only adjusts how long I can use the item
for
L1989[20:00:00] <infinitefoxes_> ...
which is exactly what it's name suggests
L1990[20:00:24] <gigaherz> I'm not sure
that it can be adjusted
L1991[20:00:33] <gigaherz> but I have
never looked at that so I wouldn't know
L1992[20:00:39] <gigaherz> I use the bow
animation for my wands
L1993[20:00:46] <gigaherz> and I just
took it as it is ;p
L1994[20:00:50] <shadekiller666> how does
one undo a git commit and rebase?
L1995[20:01:08] <infinitefoxes_> git
reset --soft?
L1996[20:01:17] <gigaherz> depends on
what you want to achieve
L1997[20:01:26] <gigaherz> if you want to
undo a commit
L1998[20:01:35] <gigaherz> reset
--mixed?
L1999[20:02:04] <shadekiller666>
nvm
L2000[20:02:09] <shadekiller666> aborted
the rebase...
L2001[20:02:19] <gigaherz> oh I thought
you meant
L2002[20:02:30] <gigaherz> "undo the
commit" and "rebase" as separate operations
L2003[20:02:31] <gigaherz> XD
L2004[20:02:41] <tterrag> infinitefoxes_:
yeah the animation is hardcoded, sadly it does not adjust to usage
length
L2005[20:04:15] <infinitefoxes_> hm, I'll
just put up with it then
L2006[20:04:57] <tterrag> infinitefoxes_:
actually uh, it does seem to interpolate to some degree
L2007[20:05:03] <tterrag> f10 =
(float)itemstack.getMaxItemUseDuration() -
((float)entityclientplayermp.getItemInUseCount() - p_78440_1_ +
1.0F);
L2008[20:06:09] <tterrag> ah no, here is
the problem...
L2010[20:07:36] <tterrag> hardcoded to 3
different icons
L2011[20:07:39] <tterrag> that's mojang
for you \o/
L2012[20:08:37] <tterrag> infinitefoxes_:
you could probably write your own renderer to get around that
limitation
L2013[20:08:45] <gigaherz> the bow
""swing"" movement is hardcoded though
L2014[20:09:30] <tterrag> what swing
movement?
L2015[20:09:39] <tterrag> the
"bounce" ?
L2016[20:09:50] <gigaherz> wait
nevermind
L2017[20:10:01] <gigaherz> my brain was
adding non-existing details
L2018[20:10:57] <williewillus> are you
talking about the fov change? :p
L2019[20:10:58] <gigaherz> no wait
L2020[20:11:01] <gigaherz> there IS an
animation
L2021[20:11:08] <williewillus> yeha its
the fov
L2022[20:11:14] <gigaherz> yeah
L2023[20:11:17] <williewillus> the actual
item just switches between the three icons
L2024[20:11:19] <gigaherz> well
L2025[20:11:23] <gigaherz> there's no fov
for the player
L2026[20:11:23] <williewillus> and the
fov gives the illusion of a pullback
L2027[20:11:25] <gigaherz> only for the
item
L2028[20:11:26] <gigaherz> XD
L2029[20:11:38] <gigaherz> which I'd
like
L2030[20:12:06]
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L2033[20:17:26] <infinitefoxes_> tterrag:
You wouldn't happen to have any resources on writting a custom
renderer, would you?
L2034[20:17:29] <infinitefoxes_> or just
pointers, really
L2035[20:17:40] <tterrag> depends on what
version you are working with
L2036[20:18:05]
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L2037[20:18:14] <infinitefoxes_> I'm
using 1.8
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L2039[20:18:38] <tterrag> then...no
:P
L2040[20:18:47] <tterrag> you're pretty
much stuck with json models for items...which idk if that's even
possible to do with
L2041[20:18:59] <infinitefoxes_> of
course
L2042[20:19:12] <infinitefoxes_> 85% of
the time I ask questions on here it's because of Mojang's silly
json crap
L2043[20:19:25] <williewillus> what are
you trying to do?
L2044[20:19:48] <infinitefoxes_> trying
to speed up the animation bows use
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L2046[20:23:44] <williewillus> on your
own item?
L2047[20:23:49] <williewillus> you can do
it
L2048[20:24:09] <infinitefoxes_> how
so?
L2049[20:24:14]
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L2050[20:24:21] <williewillus>
item.getModel allows you to return a different model based on how
long the item as been in use
L2051[20:24:32] <Giraffestock> o/
L2052[20:24:42] <Giraffestock> is there a
wiki page or something on 1.8 differences?
L2053[20:24:51] <Giraffestock> figure its
time for me to start a new mod and idk where to begin :D
L2054[20:24:54] <tterrag> williewillus:
sure it doesn't just pass a hardcoded value?
L2055[20:25:10] <williewillus> its
hardcoded for bows first but forge added a hook
L2056[20:25:15] <infinitefoxes_>
williewillus: never even noticed getModel
L2057[20:25:18] <infinitefoxes_> I'll
take a look at it
L2058[20:26:56] <infinitefoxes_> hm
L2059[20:27:08] <infinitefoxes_> I want
to change the animation duration that items with EnumAction.BOW
have, though
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L2061[20:27:11] <infinitefoxes_> not the
model
L2062[20:27:22] <williewillus> you can do
that with this
L2063[20:27:34] <williewillus> you get
the raw number so you get to decide when the icon changes
L2064[20:28:06] <williewillus> by icon i
mean model, same symbolic thing in this case
L2065[20:29:01] <infinitefoxes_> when you
pull back a bow, the bow gently shifts back a little (not the
texture, the actual position on the screen)
L2066[20:29:06] <infinitefoxes_> the
texture for my custom item doesn't change when pulled back
L2067[20:30:16] <tterrag> the FOV
changes, not the camera position
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L2069[20:30:40] <williewillus> that's
because the stationary bow and the bow the moment you start
clicking are different models
L2070[20:31:04] <williewillus> (and the
drawback model in 1.8 is actually wrong, too far back and to the
right)
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L2072[20:32:35] <williewillus> so for
changing the icon based on time, use item.getModel. as for the rate
the fov narrows, that's based on the max and current item use
duration
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L2074[20:38:27] <williewillus>
Giraffestock: nothing's really different if you exclude the new
texture and rendering systems :p
L2075[20:38:41] <Giraffestock> it uses
GLStateManager or something right?
L2076[20:38:55] <williewillus> its
basically a helper around GL11.functions
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L2078[20:39:47] <Giraffestock> hm so
gradlew eclipse doesnt seem to have worked correctly D:
L2079[20:39:56] <Giraffestock> project
and classpath are in the 'main' dir
L2080[20:40:01] <Giraffestock> the
eclipse folder just has metadata
L2081[20:40:05] <williewillus> idk i
don't use eclipse :D
L2082[20:40:11] <infinitefoxes_> gradlew
setupDecompWorkspace eclipse?
L2083[20:40:19] <Giraffestock> thats what
i did\
L2084[20:40:21] <williewillus> i thought
you werent supposed to use the ide tasks
L2085[20:40:32] <infinitefoxes_> they
work fine for IntelliJ
L2086[20:40:33] <williewillus> doesnt
eclipse mars support build.gradle files?
L2087[20:40:36] <Giraffestock> since
when?
L2088[20:40:38] <williewillus> you're not
supposed to
L2089[20:40:39] <Giraffestock> eclipse
mars is a thing?
L2090[20:40:40] <Giraffestock> lol
L2091[20:40:46] <williewillus> don't use
the idea task
L2092[20:41:17] <Giraffestock> does
gradlew clean work?
L2093[20:41:23] <infinitefoxes_> doesn't
IntelliJ's gradle stuff call the idea task anyways?
L2094[20:41:24] <williewillus>
setupDecompWorkspace -> "import project" build.gradle
-> Run task genIntellijRuns for IDEA
L2095[20:41:27] <williewillus> no
L2096[20:41:30] <williewillus> :p
L2097[20:42:09] <Giraffestock> yeah
according to wuppy and stuff im supposed to do 'gradlew
setupDecompWorkspace eclipse'
L2099[20:42:18] <infinitefoxes_> (the FOV
doesn't even change for some reason)
L2100[20:42:25] <infinitefoxes_> I want
to change how quickly the item gets pulled back when held
L2101[20:42:32] <williewillus> so use the
method I told you :p
L2102[20:42:34] <williewillus> you get
the time
L2103[20:43:10] <williewillus> the fov is
based on max item use duration
L2104[20:43:16] <williewillus> so recheck
that i guess
L2105[20:43:24] <infinitefoxes_> It's the
same as the bow's
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L2107[20:44:26] <infinitefoxes_> You're
talking about int getMaxItemUseDuration(ItemStack stack)
L2108[20:44:26] <infinitefoxes_> when you
say 'max item use duration', right?
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L2110[20:44:42] <williewillus> yeah
L2111[20:44:46] <williewillus> hm
L2112[20:44:48] <williewillus> that's
weird
L2113[20:45:23] <infinitefoxes_> the
number returned by that method only affects how long you can hold
the item for before it calls onPlayerStoppedUsing()
L2114[20:45:34] <infinitefoxes_> or it
would seem, anyways
L2115[20:48:03] <williewillus> ah wait
the part I thought was for fov was for the stretching of the item,
hold on
L2116[20:48:08] <williewillus> lemme find
the fov part
L2117[20:49:50] <infinitefoxes_> I'm
looking to change the stretching thing, though
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L2120[20:52:15] <Flashfire> So now that
I'm back, does someone know if there's a way to make seamless loop
moving sounds that also stream?
L2121[20:52:28] <williewillus> yeah then
you want to change the max item use duration
L2122[20:52:42] <tterrag> Flashfire:
streaming is defined by your sounds.json
L2123[20:52:44] <tterrag> not the
ISound
L2124[20:52:49] <Flashfire> I know it
is
L2125[20:52:55] <tterrag> so, yes
L2126[20:53:01] <Flashfire> But once I
added "steam: true" it no longer repeats
L2127[20:53:06] <tterrag> oh?
L2128[20:53:12] <tterrag> well, that's
odd
L2129[20:53:18] <williewillus> you can
set the repeating field manually
L2130[20:53:34] <Flashfire> Maybe it was
a fluke, I should check again
L2131[20:53:43] <williewillus> blah = new
YourMovingSound(); blah.repeat = true;
L2132[20:53:45] <williewillus> play
sound
L2133[20:53:49] <Flashfire> Alright
L2134[20:55:25] <infinitefoxes_>
williewillus: I just tried again to change the max item use
duration, but it doesn't affect the stretching animation
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L2136[20:58:04] <williewillus> hm idk
then...ItemRenderer.func_178098_a clearly reads the
durations...maybe there's some hardcodage somehwere (in typical
mojang fashion)
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L2139[21:01:51] <DemoXin> infinitefoxes_:
What are you doing?
L2140[21:02:03] <williewillus> he wants
to change the rate the "stretch" animation applies
L2141[21:02:08] <williewillus> to items
that use enumaction.bow
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L2144[21:03:42] <williewillus> im
increasingly thinking that the stretch is hardcoded but I cant find
whyit doesnt keep stretching for things like the bow
L2145[21:03:57] <Flashfire> Well I just
let a song play and it repeated, I guess that one time was some
sort of fluke
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L2147[21:07:28] <infinitefoxes_>
hmm
L2148[21:07:30] <infinitefoxes_> I think
I figured itout
L2149[21:08:00] <williewillus> what was
it?
L2150[21:08:03]
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L2152[21:08:14] <infinitefoxes_> if I
decrement the value passed in player.setItemInUse by about 10, it
starts the animation half way through
L2153[21:08:46] <williewillus> mhm
L2154[21:08:57] <williewillus> the item
use counter starts at the max duration and decrements to 0
L2155[21:09:00] <williewillus> why
idk
L2156[21:10:40] <infinitefoxes_> when I
calculate how long it's been held down for though
(his.getMaxItemUseDuration(stack) - timeLeft), I have to add back
the 10 I removed
L2157[21:10:42] <infinitefoxes_> but
that's fine I guess
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L2160[21:32:02] <Flashfire> I just moved
my assets folder by accident and eclipse deleted all files and
folders
L2161[21:32:13] <Flashfire> With no
undo
L2162[21:32:51] <Zaggy1024> well...ok
then
L2163[21:33:05] <Zaggy1024> what all
files and folders? :P
L2164[21:33:16] <Zaggy1024> assets?
L2165[21:33:26] <Flashfire> Of my mod,
yes
L2166[21:35:26]
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L2168[21:41:41] <Flashfire> Ok so I can
access the files by windows search but they seem invisible
everywhere else
L2169[21:44:48] <shadekiller666> damn it
git...
L2170[21:45:26] <Flashfire> Nvm I found
where it actually put it ._.
L2171[21:45:52] <shadekiller666> fuck it,
i'm done for today
L2172[21:46:32] <shadekiller666> lex and
i got the problem fixed, but now git is fighting me...
L2173[21:46:53] <shadekiller666> why is
it that every other time i try to do something with git it fights
me
L2174[21:47:00] <tterrag> git is a
program
L2175[21:47:10] <tterrag> "fighting
you" is typically "not knowing how to use it"
:P
L2176[21:47:37] <williewillus> lol
L2177[21:47:51] <Me4502> Is there a way I
can make my coremod depend on another coremod?
L2178[21:47:57] <shadekiller666> you
could say that too
L2179[21:47:59] <Me4502> Basically I want
to make sure it loads afterwards
L2180[21:48:12] <pig> have you tried
coremodding the load order?
L2181[21:48:21] <williewillus> Me4502: 1.
why you coremodding 2. they load in the order the jars are
loaded
L2182[21:48:25] <williewillus> which is
system dependent
L2183[21:48:30] <williewillus> unless you
hijack the loading order too
L2184[21:48:34] <Me4502> Hmm
L2185[21:48:42] <Me4502> So there isn't a
way to ensure I am loaded after Sponge?
L2186[21:48:55] <williewillus> cant you
check vs the main sponge container?
L2187[21:49:02] <williewillus> oh nvm
derp
L2188[21:49:28] <Me4502> Basically I need
Sponge classes to be in the classpath when my coremod loads
L2189[21:49:31] <Me4502> Specifically for
Mixins
L2190[21:49:45] <shadekiller666>
mixins?
L2191[21:49:50] <williewillus> well
theyll be loaded as you need them?
L2192[21:49:53] <shadekiller666> wtf are
you doing with sponges?
L2193[21:50:01] <williewillus>
shadekiller666: the Sponge
L2194[21:50:06] <williewillus> the
nextgen plugin api thing
L2195[21:50:14] <shadekiller666> oh
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L2197[21:50:15] <Me4502> My coremod is
loaded before Sponge is put in the classpath
L2198[21:50:30] <Me4502> So the class
isn't loaded when necessary
L2199[21:51:00] <williewillus> hm idk how
their stuff works, have you tried asking their channel?
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L2201[21:51:17] <Me4502> I'm one of the
Sponge developers - this is more of a forge load-order
question
L2202[21:51:36] <Me4502> So there is no
way to override coremod load order?
L2203[21:51:51] <williewillus> oh
lol
L2204[21:51:58] <williewillus> not that I
know of, but there might be
L2205[21:52:14] <Me4502> Thanks - I'll
chat to Mumfrey when he gets on
L2206[21:52:17] <Me4502> He'll probably
know
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()
L2213[22:01:37] <Zaggy1024> yay
L2214[22:01:52] <Zaggy1024> my pebble was
messed up because I'm a derp
L2215[22:02:11] <Zaggy1024> but I still
don't understand why I couldn't find where the packet was being
created from
L2216[22:03:22]
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L2221[22:22:16] <minecreatr> for some
reason intellij cant find the Minecraft client to run....
L2222[22:28:10]
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(Quit: Nii-san is watching you.)
L2223[22:28:24] <Flashfire> How can I get
the instance of EntityPlayerMP to send to server from client?
L2224[22:33:39] <Flashfire> Nvm I didn't
know to use sendToServer
L2225[22:39:45]
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L2226[22:40:26]
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(~Cojo@2606:a000:1106:c0d9:78dc:4d05:ab07:eb5f) (Quit: If we wish
to explore, if we wish to see what's over the next hill, wonders
unfold before us; all we have to do is want it
enough.)
L2227[22:41:02]
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L2228[22:42:46] <Flashfire> Is there a
way to stop all sounds from only one sound category?
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L2231[22:49:51] <williewillus>
minecreatr: GradleStart?
L2232[22:50:00] <minecreatr> oh ok
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L2244[23:03:36] ***
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