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L13[00:24:27] <tterrag|away> ChirpChirp: you missed the colon
L14[00:24:28] <tterrag|away> ...
L15[00:24:31] *** tterrag|away is now known as tterrag
L16[00:24:50] <shadekiller666> welcome back :P
L17[00:24:59] <tterrag> thanks
L18[00:25:55] <Manusoftar> how should i subscribe an EntityInteractEvent?? @SubscribeEvent, @ForgeSubscribe, im on 1.8
L19[00:26:07] <tterrag> only one of those exists
L20[00:26:35] <MattDahEpic> and now... tterrag your host on "only one of those exists"!
L21[00:26:47] * MattDahEpic claps
L22[00:27:08] <TragicNut> Wasn't ForgeSubscribe removed in 1.5?
L23[00:27:17] <tterrag> yeah but way to spoil the answer
L24[00:27:25] <TragicNut> >.>
L25[00:28:44] <Manusoftar> i thought it was old...
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L27[00:29:36] <Manusoftar> i guess im registering the handler on the wrong bus as im checking the MineForge.EVENT_BUS handlers and i cannot find EntityInteract
L28[00:29:38] <MattDahEpic> make sure to push to the instance bus
L29[00:29:53] <MattDahEpic> FMLCommonHandler
L30[00:30:31] <Manusoftar> would it be a problem if the same class handles a different event on each bus??
L31[00:30:47] <Manusoftar> currently i need it to handle breakEvent and InteractEvent
L32[00:30:57] <MattDahEpic> you only register the instance once and all subscribes in that class are processed
L33[00:30:59] <shadekiller666> nope
L34[00:31:19] <shadekiller666> the event buses don't give a shit what else is in the class
L35[00:31:24] <Manusoftar> so i can register it to both buses
L36[00:31:31] <MattDahEpic> no
L37[00:31:31] <Manusoftar> can't i?
L38[00:31:36] <tterrag> yes you can
L39[00:31:48] <shadekiller666> they just call whatever method is labeled with the correct tag via reflection
L40[00:31:57] <MattDahEpic> but the commonhandler one puts it in the other via reflection
L41[00:32:23] <tterrag> ...what?
L42[00:32:34] <MattDahEpic> its too late here
L43[00:32:37] <Manusoftar> ok, a little coherence please :P
L44[00:33:02] <MattDahEpic> went to theme park today so tired+late = not good advice
L45[00:33:27] <shadekiller666> its fine to register one class on more than one bus
L46[00:34:00] <shadekiller666> they don't care about anything except the parameters that they take
L47[00:34:07] <Manusoftar> nice
L48[00:36:30] <Manusoftar> ok either beacons dont have an interact event or i screwing something
L49[00:36:44] <shadekiller666> they don't have one of their own, no
L50[00:36:57] <Manusoftar> im trying to intercept the event that gets fired when the player right click on a beacon
L51[00:37:02] <Manusoftar> how can i do that?
L52[00:37:04] <shadekiller666> you could use a combination of PlayerInteractEvent and GuiEvent
L53[00:37:22] <Manusoftar> shouldn't the firstone be enough?
L54[00:37:32] <shadekiller666> sure
L55[00:37:35] <Manusoftar> i mean PlayerInteractEvent
L56[00:38:01] <Manusoftar> ok im officially a moron, i was trying to capture EntityInteractEvent
L57[00:38:03] <Manusoftar> :P
L58[00:38:04] <shadekiller666> keep in mind, you have to cancel PlayerInteractEvent on both the server and client side
L59[00:38:17] <Manusoftar> ?
L60[00:38:31] <shadekiller666> PlayerInteractEvent fires twice
L61[00:38:37] <shadekiller666> once on server, once on client
L62[00:38:49] <shadekiller666> you have to cancel both to prevent the interaction
L63[00:39:43] <Manusoftar> how?
L64[00:39:53] <Manusoftar> should i register it to the server too?
L65[00:39:59] <shadekiller666> no
L66[00:40:09] <shadekiller666> it exists on both sides
L67[00:40:18] <shadekiller666> so it fires on both sides
L68[00:40:29] <Manusoftar> how do i cancel it on server side then??
L69[00:40:37] <Manusoftar> ?!
L70[00:40:41] <shadekiller666> same way you'd cancel it client-side
L71[00:41:13] <shadekiller666> just write the thing
L72[00:41:17] <shadekiller666> you'll figure it out
L73[00:41:57] <killjoy> Off the top of my head.... if (world.isRemote) e.setCancelled(true);
L74[00:42:06] <shadekiller666> ^
L75[00:42:10] <Manusoftar> im loosing it, i have a function annotatted with @SubscribeEvent which hadles the PlayerInteractEvent and if it finds that the player is trying to interact with the beacon it cancels the event, that i think is on client side, then where should i cancel the server side event???!!!!
L76[00:42:22] <shadekiller666> and if (!world.isRemote) e.setCancelled(true)
L77[00:42:30] <Manusoftar> oh!
L78[00:42:57] <shadekiller666> if that first cancel doesn't actually cancel it, add the sided check
L79[00:43:17] <Manusoftar> by the way. im assuming that PlayerInteractEvent.entity stands for the entity the player is interacting with, isn't it??
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L81[00:43:43] <shadekiller666> uhh
L82[00:43:55] <killjoy> That should be the player
L83[00:43:57] <shadekiller666> what other fields are there in PlayerInteractEvent
L84[00:44:21] <shadekiller666> theres an entity and a player instance in there iirc
L85[00:44:28] <Manusoftar> !gm PlayerInteractEvent
L86[00:44:45] <killjoy> mcpbot doesn't have forge things
L87[00:44:56] <Manusoftar> thats a pitty
L88[00:45:05] <killjoy> If the package isn't net.minecraft, it's not in mcpbot
L89[00:45:25] <killjoy> Just find a javadoc someone's hosting
L90[00:45:27] <Manusoftar> unfortunatelly it would be usefull to have forge too
L91[00:45:35] <shadekiller666> just do <instance of event>. and wait for the ide to pop up the window with the list of available things
L92[00:45:49] <shadekiller666> or just open PlayerIneractEvent.java
L93[00:46:00] <Manusoftar> yeah but i have to copy each one manually...
L94[00:46:03] <killjoy> Hm.. do you think the entity events would have a use for generics?
L95[00:46:11] <shadekiller666> copy each one manually?
L96[00:46:43] <Manusoftar> you asked what others it has
L97[00:46:46] <killjoy> PlayerEvent extends EntityEvent<EntityPlayer>
L98[00:46:49] <shadekiller666> ok
L99[00:46:52] <Manusoftar> if i have to write em...
L100[00:47:03] <shadekiller666> nvm
L101[00:47:10] <Manusoftar> i see there is entity, entityliving and entityplayer so far
L102[00:47:23] <shadekiller666> all of those are the player
L103[00:47:29] <killjoy> Look at the source and what calls it.
L104[00:47:34] <Manusoftar> and i dont think that a beacon would qualify as a living entity and neither a playerentity
L105[00:47:44] <shadekiller666> as PlayerInteractEvent extends 2 other event classes
L106[00:47:51] <killjoy> It's a tileentity
L107[00:48:00] <shadekiller666> you should have a block position in the event
L108[00:48:14] <shadekiller666> and/or an instance of the block being clicked on
L109[00:48:25] <shadekiller666> and maybe the TE if one exists?
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L111[00:49:19] <Manusoftar> it has a pos that is BlockPos but im afraid it could be the player pos... ???
L112[00:49:33] <shadekiller666> lol
L113[00:49:34] <shadekiller666> no
L114[00:49:39] <shadekiller666> thats the block clicked on
L115[00:49:58] <shadekiller666> what use would that event be if all of the information that it gave you was about the player?
L116[00:50:02] <Manusoftar> the EntityInteractEvent had target why they didnt put it too on the PlayerInteractEvent ??? that would have been much easier...
L117[00:50:17] <shadekiller666> you don't need a target
L118[00:50:35] <shadekiller666> the blockpos should be the block clicked on
L119[00:50:36] <Manusoftar> the same use of having three entity instances for the player i guess
L120[00:51:08] <Manusoftar> ok i'll try with that
L121[00:51:13] <Manusoftar> thanks!!!
L122[00:51:15] <Manusoftar> ;)
L123[00:52:29] <killjoy> "3 entity instances for the player" Generics would shrink that to 1.
L124[00:52:51] <shadekiller666> so i have a design question
L125[00:53:25] <shadekiller666> i'm a codev for a roller coaster mod that is meant to emulate Roller Coaster Tycoon, and we're starting a new rewrite
L126[00:53:46] <shadekiller666> and we need to come up with a good way of defining the track blocks
L127[00:54:46] <killjoy> So you need a path?
L128[00:55:06] <shadekiller666> we need to keep track of the "material" the track is made out of, the "piece" of track it is, and a list of valid pieces for every type of coaster in each material
L129[00:55:17] <shadekiller666> i was thinking like an enum for everything
L130[00:55:40] <shadekiller666> 1 enum per thing to track, so material, type, and piece
L131[00:55:57] <tterrag> are you planning on having an API? where people can add types/materials/pieces?
L132[00:56:09] <shadekiller666> were i'm really not sure what to do is how many blocks total to register
L133[00:56:11] <shadekiller666> idk ye
L134[00:56:13] <shadekiller666> yet
L135[00:56:36] <shadekiller666> one of my codevs suggested a json-based system that describes each type
L136[00:56:53] <shadekiller666> like its material, its valid pieces, a name etc
L137[00:56:57] <killjoy> I would write out the class objects.
L138[00:57:17] ⇦ Parts: Darkevilmac|Off (Darkevilma@pi.elitebnc.org) ())
L139[00:57:18] <tterrag> are the pieces TEs?
L140[00:57:48] <shadekiller666> should we do all of the tracks in 1 block or 1 block per piece, or 1 block per type
L141[00:57:51] <shadekiller666> uhhh
L142[00:57:59] <shadekiller666> probably
L143[00:58:05] <tterrag> then one block :p
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L145[00:58:33] <shadekiller666> unless we can do the math for the rollercoaster cars with out one and also store color data
L146[00:58:58] <killjoy> That would be a lot of blocks.
L147[00:59:05] <killjoy> But you could store color in metadata
L148[00:59:12] <killjoy> *variants
L149[00:59:19] <shadekiller666> 1 block for 50 different types of coaster * like at least 20 different pieces
L150[00:59:43] <killjoy> Exactly, A lot of blocks
L151[00:59:56] <shadekiller666> well
L152[01:00:02] <shadekiller666> thats a lot to cram into 1 block
L153[01:00:09] <tterrag> why?
L154[01:00:15] <tterrag> a TE can hold all that data
L155[01:00:18] <tterrag> why waste IDs
L156[01:00:21] <shadekiller666> true
L157[01:00:50] <killjoy> There's only 4056, right?
L158[01:00:54] <shadekiller666> ok so would enums be a good idea for distinguishing material/type/piece?
L159[01:01:07] <killjoy> I would use a class
L160[01:01:10] <shadekiller666> 4096* and no, theres more now i think
L161[01:01:32] <killjoy> I mathed wrong
L162[01:01:53] <tterrag> no, still 4096
L163[01:02:20] <tterrag> shadekiller666: enums are good
L164[01:02:26] <tterrag> but they are un-editable, obviously
L165[01:02:33] <tterrag> unless you are sneaky
L166[01:03:02] <tterrag> sneaky like https://github.com/Chisel-2/Chisel-2/blob/master/src/main/java/com/cricketcraft/chisel/item/chisel/ChiselMode.java
L167[01:03:18] <killjoy> If you want to do your json approach, remember that enums get serialized to name()
L168[01:04:31] <shadekiller666> well serialization wouldn't be the concern
L169[01:04:38] <shadekiller666> it would be deserialization
L170[01:04:58] <shadekiller666> and at that point the deserializer and the actual enum can be 2 different things
L171[01:05:12] <shadekiller666> tterrag, how is that editable?
L172[01:05:25] <tterrag> because it is only referenced by the interface
L173[01:05:45] <tterrag> https://github.com/Chisel-2/Chisel-2/blob/master/src/main/java/com/cricketcraft/chisel/api/IAdvancedChisel.java#L12-L34
L174[01:06:07] <tterrag> the enum is just our internal definitions
L175[01:06:28] <shadekiller666> ok
L176[01:06:50] <killjoy> It's essentially a wrapper?
L177[01:06:56] <shadekiller666> so there could theoretically be another enum somewhere that could be used to return values from getMode etc?
L178[01:07:02] <Lex_> if someone sees AbrarSyed tell him I need to talk to him.
L179[01:07:13] <shadekiller666> ok
L180[01:07:43] <tterrag> shadekiller666: yeah, or just a normal object
L181[01:07:45] <tterrag> doesn't have to be an enum
L182[01:07:51] <tterrag> you could define your own name() method :P
L183[01:08:21] <shadekiller666> but what do you guys think? 1 block/tile entity total and 1 class for material, 1 for type, and 1 for piece?
L184[01:09:40] <tterrag> sounds great, but you won't know if it works well until you do it :P
L185[01:09:49] <shadekiller666> ya lol
L186[01:10:03] <killjoy> Write out a UML and see if it fits
L187[01:10:11] <shadekiller666> this is a rewrite for the mod, and we had this weird enum system for pieces before
L188[01:10:22] <zml> wait people actually use UML?
L189[01:10:29] <killjoy> eh
L190[01:10:47] <killjoy> I didn't really learn about it until I took a college java class
L191[01:10:58] <shadekiller666> and because this is meant to emulate RCT, we have a Track Designer blocck that spawns a camera entity with an overhead view, like in RCT
L192[01:11:09] <shadekiller666> so the system needs to fit into that nicely as well
L193[01:11:28] <killjoy> rct was written entirely in assembly
L194[01:11:35] <shadekiller666> i know
L195[01:11:48] <shadekiller666> i'm not talking about running RCT in minecraft
L196[01:11:53] <killjoy> mmhm
L197[01:11:55] <shadekiller666> i'm talking about recreating it
L198[01:12:02] <killjoy> Back to the topic at hand..
L199[01:12:21] <shadekiller666> and the plan is to not allow these blocks to be placed by hand
L200[01:12:32] <killjoy> Make them technical blocks
L201[01:12:38] <shadekiller666> ?
L202[01:12:47] <killjoy> Minecraft won't allow technical blocks to be in your inventory.
L203[01:13:00] <shadekiller666> how does one define a technical block?
L204[01:13:06] <killjoy> See pistons
L205[01:13:19] <shadekiller666> oh, the piston arm right?
L206[01:13:28] <killjoy> and the moving piece
L207[01:14:47] <Lex_> Technical Blocks are blocks without ItemBlocks as thus cant be items and cant be in inventories
L208[01:17:03] <killjoy> shadekiller666, ^^
L209[01:17:22] <shadekiller666> oh
L210[01:17:35] <shadekiller666> so you just override Item getItem()
L211[01:17:38] <shadekiller666> and return null
L212[01:18:01] <shadekiller666> :/ that might complicate things a tiny bit though
L213[01:18:03] <shadekiller666> hmm
L214[01:19:06] <killjoy> So you want them in the inventory, but not placeable?
L215[01:19:11] <shadekiller666> no
L216[01:19:18] <shadekiller666> well
L217[01:19:38] <shadekiller666> i'm not 100% sure what blocks we want exactly
L218[01:20:07] <shadekiller666> in the last version we had a block that fabricated tracks from iron, and another that stored tracks
L219[01:20:19] <killjoy> Just make all tracks techncial and use a different id for your constructor
L220[01:20:49] <shadekiller666> and the idea was to pump those into the Track Designer, but that was when they were placeable by hand
L221[01:20:57] <shadekiller666> different id?
L222[01:21:06] <killjoy> Ok, how would this work?
L223[01:21:23] <killjoy> Instead of returning null, return a regular item.
L224[01:21:47] <shadekiller666> a dummy that could render the model of a block maybe?
L225[01:22:02] <shadekiller666> although tricking the map like that is a bit complicated
L226[01:22:15] <killjoy> Just make 1 item and 1 block.
L227[01:22:19] <killjoy> blocks are technical.
L228[01:22:25] <killjoy> items are just items.
L229[01:22:51] <killjoy> the items and blocks can match up.
L230[01:22:58] <shadekiller666> do the jsons for technical blocks still get read and what not?
L231[01:23:17] <killjoy> What do you mean?
L232[01:23:23] <shadekiller666> and would there need to be 2 different jsons that point to the same model, 1 for item 1 for block?
L233[01:23:39] <killjoy> That's how it normally is.
L234[01:24:38] <shadekiller666> also, jsons will be interesting with having so many different "blocks" in 1
L235[01:25:00] <killjoy> I thought TEs could do whatever they want with rendering
L236[01:25:16] <tterrag> a TESR in this case (non-animated models) would be a bad idea
L237[01:25:23] <tterrag> though you don't necessarily have to write jsons
L238[01:25:27] <tterrag> you could just use code models
L239[01:25:30] <tterrag> up to you
L240[01:25:38] <shadekiller666> well ya, but from what i was doing earlier today, getting a TESR to cooperate with the obj loader seems a bit tedious for some reason
L241[01:25:39] <tterrag> the forge json format would support what you want I think
L242[01:25:52] <shadekiller666> maybe i'm just not good with TESRs
L243[01:26:13] <shadekiller666> the models would be obj
L244[01:26:23] <shadekiller666> to allow for non-cubic track elements
L245[01:26:29] <shadekiller666> like loops
L246[01:27:27] <shadekiller666> actually come to think of it the jsons wouldn't be a problem at all
L247[01:27:52] <shadekiller666> could either define all models in a single obj, or define "submodel"s in the json
L248[01:29:32] ⇨ Joins: Saturn812 (~Saturn812@2.93.0.43)
L249[01:30:33] <killjoy> I tried out Edge browser. Wow
L250[01:30:41] <killjoy> It's so responsive
L251[01:30:44] <shadekiller666> lol
L252[01:30:50] <killjoy> I'm being serious
L253[01:30:55] <shadekiller666> its not fully completed yet
L254[01:31:08] <shadekiller666> chrome is notorious for being a resource hog
L255[01:31:13] <killjoy> Mhm
L256[01:31:23] <killjoy> it might be my extensions
L257[01:31:31] <killjoy> I'll start a guest session to see if it's that.
L258[01:33:51] <killjoy> Edge stays on my finger when I swipe.
L259[01:33:56] <killjoy> Chrome lags behind
L260[01:34:06] * killjoy is using a touch screen
L261[01:34:16] * shadekiller666 gathered that
L262[01:34:22] * killjoy killjoy wishes hexchat supported touch
L263[01:34:29] <killjoy> urp
L264[01:35:05] *** Ashlee|off is now known as Ashlee
L265[01:35:39] <killjoy> I'd make the switch if it supported extensions
L266[01:39:29] <shadekiller666> have you tried Cortana
L267[01:39:41] <killjoy> My audio drivers suck.
L268[01:39:53] <shadekiller666> ok?
L269[01:40:11] <killjoy> Cortana can't understand me well, but that's ok because I can't understand her either.
L270[01:40:56] <shadekiller666> lol
L271[01:42:24] <killjoy> I should try the solitaire app
L272[01:42:32] <killjoy> Then purchase premium
L273[01:42:59] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197df6.dynamic.kabel-deutschland.de)
L274[01:43:15] <Cazzar> killjoy: at least you have it http://upload.cazzar.net/images/o31ph0z
L275[01:43:33] <shadekiller666> cazzar, give it a while :P
L276[01:43:36] <killjoy> qq
L277[01:45:17] <Cazzar> shadekiller666: I know, I can just set my region to US
L278[01:45:26] <shadekiller666> true
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L281[01:49:43] <killjoy> It's a shame that doesn't also work for Netflix, right?
L282[01:51:03] <shadekiller666> wow cortana le borked atm
L283[01:51:16] <killjoy> Cortana very buggy... and slow
L284[01:51:26] <shadekiller666> i asked "how is master chief doing" and she said "i can't connect at the moment, try again later"
L285[01:51:30] <killjoy> It's because it contacts Microsoft with everything you say.
L286[01:51:43] <shadekiller666> mhmm
L287[01:51:44] <killjoy> It outsources its processing.
L288[01:52:03] <shadekiller666> do you keep it off of always-listening?
L289[01:52:20] <shadekiller666> where you have to push the button before "Hey Cortana" works?
L290[01:52:22] <killjoy> "There is a 'Master Chief' in your contacts. Would you like me to call him for you?"
L291[01:52:30] <shadekiller666> lol
L292[01:52:47] <shadekiller666> hahahahahaha
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L294[01:52:48] <killjoy> *Mister Chef
L295[01:53:30] <shadekiller666> "hey cortana how is master chief doing today?" "he just lost someone... very close to him. I think we should give him some space."
L296[01:53:40] <killjoy> Wouldn't it be funny if she got mad at you for mumbling?
L297[01:53:47] <shadekiller666> lol
L298[01:53:55] <killjoy> You stole her from him
L299[01:53:56] <Kobata> Pretty much all of these voice-recognition things do most of the processing remotely (other than the inital activation phrase)
L300[01:54:07] <killjoy> Siri does it with Apple
L301[01:54:19] <shadekiller666> ok google does it
L302[01:54:29] <Saturn812> they all does it
L303[01:54:33] <killjoy> Google's is web based
L304[01:54:41] <killjoy> It's in browser.
L305[01:54:42] <shadekiller666> actually they just got in trouble for out-sourcing their ok google processing to a third party company
L306[01:55:59] <shadekiller666> did they actually pay the lady that voiced Cortana in Halo to do the voice for win10 cortana
L307[01:56:07] <shadekiller666> or is it text-to-speech?
L308[01:56:15] <killjoy> Probably
L309[01:56:20] <killjoy> Microsoft probably owns her
L310[01:56:34] <killjoy> She is M$'s hoe
L311[01:56:43] <killjoy> slash bitch
L312[01:56:56] <shadekiller666> so the former?
L313[01:57:06] <killjoy> hehe, I can share onenote to onenote
L314[01:58:27] <shadekiller666> ok i need to enunciate more clearly when asking weird things to Cortana... or else i might end up on some watch list for odd searches on Bing
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L316[01:59:17] <killjoy> How does Bing handle certain how to queries?
L317[01:59:28] <shadekiller666> ?
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L319[02:00:12] <killjoy> On google, asking the right question will give you an immediate answer
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L321[02:00:32] <killjoy> Google "How to delete Windows.old"
L322[02:00:42] <shadekiller666> oh, Cortana handles some of those without even opening bing
L323[02:00:57] <killjoy> I mean the bing website. Not cortana
L324[02:01:05] <shadekiller666> like "whats the square root of 24" and she'll even read the answer
L325[02:01:12] <shadekiller666> oh, idk
L326[02:01:14] <killjoy> That's just math.
L327[02:01:18] <killjoy> Any computer can do math.
L328[02:01:25] <shadekiller666> well ya
L329[02:01:32] <shadekiller666> they're all glorified calculators
L330[02:01:33] <killjoy> Ask it how to do something.
L331[02:01:58] <killjoy> like making a zip file
L332[02:02:25] <killjoy> Ok, looks like bing has that answer
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L334[02:02:33] <shadekiller666> bing responded with a box similar to how google does things
L335[02:03:25] <killjoy> Bing doesn't know how to make eggs.
L336[02:03:35] <shadekiller666> i wish you could tell Cortana to close things
L337[02:03:48] <killjoy> Cortana doesn't have root access.
L338[02:04:04] <shadekiller666> she can open things
L339[02:04:11] <shadekiller666> "open calculator"
L340[02:04:14] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150801 mappings to Forge Maven.
L341[02:04:17] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150801-1.8.zip (mappings = "snapshot_20150801" in build.gradle).
L342[02:04:28] <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/
L343[02:04:40] <killjoy> Well universal apps will close themselves over time.
L344[02:05:10] <killjoy> lol, bing will tell you how to use google.
L345[02:05:42] <killjoy> Maybe bing is just using a wikihow api
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L348[02:08:50] <shadekiller666> aww
L349[02:08:58] <shadekiller666> "i don't think i can choose" :(
L350[02:09:09] <shadekiller666> stupid generic answer
L351[02:09:24] <wasliebob> Is there anything that i need to do to make sure a 1.8 mod requires only a server sided installation
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L355[02:25:34] <wasliebob> I´ve added acceptableRemoteVersions = "*" to my mod properties and also do a if(event.getSide() == Side.SERVER check in all the init events still no luck
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L357[02:31:34] <shadekiller666> did you know that a sphere is a 2 dimensional object?
L358[02:32:28] <tterrag> wasliebob: show code
L359[02:32:53] <wasliebob> It´s a huge mess, will git it though
L360[02:33:43] <tterrag> just pastebin you rmain class
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L362[02:36:36] <wasliebob> http://pastebin.com/xG9kdim3
L363[02:37:40] <wasliebob> This is the event class, warning this is a bit messy (http://pastebin.com/dDpM5Ugr)
L364[02:37:48] <tterrag> what's the crash?
L365[02:38:42] <wasliebob> No crash, it just says that i don´t have the mod installed on my client (it´s a server sided only mod)
L366[02:38:57] <tterrag> oh
L367[02:40:07] <tterrag> log?
L368[02:40:51] <wasliebob> Like i said, it just says, Missing mod [MODNAME] when trying to log into the server, nothing else
L369[02:42:05] <tterrag> there's a log
L370[02:42:07] <tterrag> post it
L371[02:42:12] <tterrag> it will have additional data
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L378[02:53:10] <wasliebob> Weird..., someone else tested it for me, didn´t work i tested itself (new build changed a few things that might mess it up) and no message
L379[02:56:03] <wasliebob> Thanks anyways :)
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L441[06:05:55] <laci200270> fry|S_I_S_, https://github.com/MinecraftForge/MinecraftForge/issues/2060
L442[06:08:10] <PaleoCrafter> laci200270, that puts too much control to the code and minimizes the abilities of resource paks
L443[06:08:42] <laci200270> why?
L444[06:09:03] <Lex_> what data int he json would determine those values?
L445[06:09:22] <Lex_> and if that is the case why not just have 'scale': [0.5, 0.5, 0.5'
L446[06:09:26] <Lex_> in the json and not in code?
L447[06:09:32] <PaleoCrafter> ^
L448[06:09:45] <laci200270> for cases where i need to animate
L449[06:09:47] <PaleoCrafter> everything should be decided based on the blockstate
L450[06:10:09] <Lex_> why would you need to animate
L451[06:10:16] <Lex_> and what in the json would specify animations?
L452[06:10:18] <PaleoCrafter> you won't get around TESRs for animations (unless something fundamentally changes about MC's rendering)
L453[06:10:47] <laci200270> if I can specify the rotation of a submodel
L454[06:10:59] <laci200270> that can make animations
L455[06:11:02] <laci200270> isn't it?
L456[06:11:13] <Lex_> eah sorta..
L457[06:11:15] <PaleoCrafter> you can specify the rotation for a submodel :P
L458[06:11:28] <Lex_> depends on how you specify 'animations'
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L460[06:12:30] <laci200270> rotate,offset something
L461[06:12:39] <laci200270> based on a variable
L462[06:13:28] <laci200270> and the example that i gave
L463[06:13:38] <PaleoCrafter> that isn't animation, that is just dictating values from code :P
L464[06:13:49] <laci200270> it can be a carpenter's block
L465[06:14:06] <laci200270> which with the current system impossible
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L468[06:14:32] <PaleoCrafter> stuff like carpenters blocks would use ISmartBlockModel and bake the models themselves
L469[06:14:38] <Lex_> what is impossible about a carpenters block?
L470[06:14:52] <PaleoCrafter> using a base JSON
L471[06:14:54] <Lex_> what is a carpenter's block.
L472[06:15:05] <laci200270> changing the texture
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L474[06:15:11] <laci200270> dynamicaly
L475[06:15:14] <Lex_> thats not impossible
L476[06:15:33] <Lex_> and depends on your definition of 'dynamically'
L477[06:15:51] <laci200270> set the texture from the code
L478[06:16:07] <Lex_> you're not getting this are you?
L479[06:16:13] <PaleoCrafter> again, ISmartBlockModel + vanilla JSON can do this :P
L480[06:16:21] <laci200270> oh
L481[06:16:26] <laci200270> thanks
L482[06:16:27] <Lex_> 'set the texture from code' is a bandaid for the old system
L483[06:16:44] <Lex_> Attack everything from a 'I want to acomplish this, how can I do it in the new system'
L484[06:16:54] <Lex_> not a 'I did this int he past so I MUST DO IT THE SAME';
L485[06:17:10] <PaleoCrafter> well, for carpenter's blocks there is no way around that, Lex :P (it allows you to use another block's texture for their custom stairs, beds etc.)
L486[06:17:52] <Lex_> well considering textures dont exist anymore like that
L487[06:17:58] <Lex_> there needs to be some other fix
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L489[06:18:22] <Lex_> however it doesnt sound like 'dynamic' anything
L490[06:18:34] <Lex_> Just sounds like a variation for every texture in the atlas
L491[06:18:42] <PaleoCrafter> that's what it is, yes
L492[06:19:46] <Lex_> its simple enough to bake all those models
L493[06:20:04] <Lex_> not sure how to specify that in the json.. how do you store the states?
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L495[06:20:23] <Lex_> 21/156
L496[06:20:55] <PaleoCrafter> I'd say they could go for a base JSON that uses vanilla texture variables (the #xyz stuff) and then just fill in that variable in an ISmartBlockModel based on the state
L497[06:21:08] <Lex_> well no
L498[06:21:19] <Lex_> because ISmartBlockModel shouldnt be BAKING anything
L499[06:21:31] <PaleoCrafter> well, return the baked model then :P
L500[06:21:34] <Lex_> all models and states should be known at resource reload time
L501[06:22:14] <laci200270> Lex_, but that would use terrible amount of RAM
L502[06:22:20] <Lex_> no it wouldnt
L503[06:22:30] <Lex_> and it'd be a lot better on the cpu
L504[06:24:48] <laci200270> and what about with botania's petal apothecary?
L505[06:25:01] <laci200270> where you need to throw items to the block
L506[06:25:13] <laci200270> and it renders every item
L507[06:25:19] <PaleoCrafter> that would be done with a TESR
L508[06:25:26] <PaleoCrafter> similar to the enchantment table
L509[06:25:31] <Lex_> either that
L510[06:25:41] <Lex_> or done with a ISmartBlockModel
L511[06:25:52] <Lex_> that simply returns a wrapper around multiple models
L512[06:26:02] <PaleoCrafter> that'd work too, yeah
L513[06:26:20] <PaleoCrafter> although he moves the stuff, I think
L514[06:26:29] <Lex_> maybe dunno
L515[06:26:41] <PaleoCrafter> point is that it's doable :D
L516[06:26:44] <Lex_> either way there isnt really a way to do special gl stuff
L517[06:26:52] <Lex_> with baked models because thats the entire point
L518[06:26:56] <Lex_> batch as much as you can
L519[06:27:00] <VikeStep> well, i successfully managed to launch MC Win10 in a debugger, but with no symbol table I have no clue where to look heh, so many threads
L520[06:27:06] <Lex_> atleast, thats my very limited understanding
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L523[06:38:20] <Kobata> VikeStep: Have fun getting anything changed to actually run, it's a bit crazy
L524[06:39:09] <VikeStep> yeah... I'm up to the part where I am doubting I can do anything heh
L525[06:39:28] <VikeStep> Right now I am just playing around in WinDbg, looking at the different threads, their stacktraces and register values
L526[06:39:45] <Kobata> I managed to get a modified package to install, then gave up at the point I would've needed to patch out all the store license checks...
L527[06:39:59] <Kobata> Debug logs show it does that like 5-6 times just starting
L528[06:40:25] <VikeStep> welp
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L534[06:57:24] <VikeStep> have fun for anyone else attempting it
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L537[07:01:02] <gigaherz> VikeStep: can you acyually modify anything i nthe exe?
L538[07:01:07] <gigaherz> aren't Windows Store apps signed?
L539[07:01:51] <VikeStep> yes they are signed
L540[07:01:58] <gigaherz> unless I'm wrong (could be, I don't really know), you'd probably need some sort of injection method
L541[07:02:28] <VikeStep> yeah, you would need to use DLL Injection
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L543[07:03:49] <gigaherz> would be interesting to do it from the opposite approach -- get some "cheat finder" app of sorts, and try to figure out things like the player health location in memory
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L545[07:04:34] <gigaherz> if you know the rough location, you could then try to set a memory breakpoint, see who writes there
L546[07:05:02] <VikeStep> That was the plan
L547[07:05:09] <gigaherz> and then you'd have found at the very least a "setHealth"/"addHealth"
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L549[07:05:16] <gigaherz> then you walk backward
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L551[07:14:35] <VikeStep> I'd probably need a value that is a little more unique, since there would be a whole lot of instances where 10 or 20 will pop up
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L553[07:15:51] <gigaherz> VikeStep: sure the point of cheat finders is that you keep narrowing down
L554[07:15:55] <gigaherz> find 20
L555[07:15:58] <gigaherz> you get 1459871456 results
L556[07:16:06] <gigaherz> drop off a 4-high cliff
L557[07:16:16] <gigaherz> find things that changed
L558[07:16:20] <gigaherz> let health regen,
L559[07:16:22] <gigaherz> find things that changed
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L561[07:16:57] <gigaherz> if the memory is dynamically allocated, you may have to find the "root pointer" of the class/struct
L562[07:17:00] <gigaherz> and see where it's assigned
L563[07:17:19] <gigaherz> this would happen during multiple runs
L564[07:17:24] <gigaherz> to see what's common
L565[07:17:39] <gigaherz> you'd end up with a hierarchy
L566[07:18:21] <gigaherz> WinMain creates X creates Y creates Z creates WhatSeemsToBeThePlayer
L567[07:19:22] <gigaherz> alternatively, you can work forward, disassemble main, painstakingly look for what each instruction does, give them names, move t othe next function
L568[07:19:37] <gigaherz> that method basically requires IDA Pro XD
L569[07:20:53] <VikeStep> IDA Pro is pretty much out of the option though unless you are going to pay for it
L570[07:21:03] <VikeStep> the free version is only for 32 bit applications
L571[07:21:03] <Kobata> gigaherz, VikeStep: Store apps are sandboxed well enough DLL injection pretty much doesn't work normally
L572[07:21:36] <gigaherz> Kobata: I suspected as much
L573[07:21:50] <gigaherz> wouldn't surprise me if they also use the protected path and disallow debuggers XD
L574[07:21:59] <Kobata> Now, it's not very hard to get the files (it's read-only if you have an elevated context), and with the SDK tools you can repackage & resign it
L575[07:22:06] <VikeStep> im using a debugger right now gigaherz :P
L576[07:22:21] <gigaherz> ah ;P
L577[07:22:24] <Kobata> Debuggers supposedly only work if the OS is in development mode
L578[07:22:43] <VikeStep> hmm, dont remember enabling that
L579[07:22:47] <Kobata> which is just a simple setting honestly, along with sideloading
L580[07:22:58] <gigaherz> but really
L581[07:22:58] <VikeStep> maybe it turned on when downloading Visual Studio
L582[07:23:00] <gigaherz> honestly
L583[07:23:17] <gigaherz> is it really worth trying to mod mcpe-for-win10 at this point? XD
L584[07:23:31] <gigaherz> it's a giant effort
L585[07:23:33] <Kobata> It just ends up being a pain to change anything because you have so many steps to go through, even if most of them aren't too hard indivually
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L587[07:23:55] <VikeStep> Kobata, are there no existing DLL Injectors for Universal Apps though?
L588[07:24:08] <Kobata> Not that I really know of?
L589[07:24:49] <Kobata> I'd be surprised if most of the normal ways worked -- there are a few possible ways (e.g., driver get to load arbitrary things everywhere)
L590[07:25:17] <Kobata> But store apps aren't supposed to be able to load dlls outside of the system ones and ones bundled in the package (and this signed)
L591[07:25:22] <gigaherz> well you'd need a small driver
L592[07:25:32] <Kobata> They can't even call the normal dll loading function themselves
L593[07:25:34] <gigaherz> a but like how uxstyle injects a memory patch for uxtheme
L594[07:25:55] <Termin8or> I can't even do so much as edit the WindowsApp folder, so it's gonna be hard
L595[07:26:13] <VikeStep> I accidentally made myself the owner of every single file and folder on my pc
L596[07:26:18] <VikeStep> although, nothing has backfired yet
L597[07:26:24] <gigaherz> XD
L598[07:26:25] <Kobata> Termin8or, you can't directly edit it
L599[07:26:31] <Termin8or> Yeah, I still get Acess denied
L600[07:26:58] <gigaherz> worst case, yo ucan pack the folder in backup mode
L601[07:26:59] <Termin8or> Is there absolutely no way of editing within it? Not even a registry edit
L602[07:27:02] <gigaherz> using winrar or similar
L603[07:27:12] <gigaherz> and then extract the files ignoring permissions
L604[07:27:14] <gigaherz> so reading isn't the issue
L605[07:27:18] <gigaherz> it's adding things to it
L606[07:27:20] <Kobata> All the files are hashed and verified against a signature
L607[07:27:28] <Termin8or> Oh yeah I can read it fine
L608[07:27:38] <Termin8or> It's just when editing that doesn't work
L609[07:27:52] <VikeStep> hmm, so I wonder how they are going to implement resource packs in the future if all the files are hashed against
L610[07:27:53] <gigaherz> I wonder how hard would it be
L611[07:27:58] <Kobata> The best way I can up with was amdin command prompt to copy it, then makeappx/signtool then sideload the result
L612[07:28:01] <gigaherz> to make a "universal app loader"
L613[07:28:03] <Termin8or> notepad ++ says the file is open in another program,, but it's not afaik
L614[07:28:08] <gigaherz> that runs external to the usual process
L615[07:28:14] <Kobata> VikeStep: It can read from a user storage for the savefiles/etc.
L616[07:28:25] <Kobata> It's just the main program package that's verified
L617[07:28:54] <gigaherz> Termin8or: win32 error codes don't specify
L618[07:29:02] <gigaherz> "access denied" and "access locked" are the same thing
L619[07:29:03] <gigaherz> ;P
L620[07:29:13] <Termin8or> Yeah
L621[07:29:42] <Vorquel> Would it be possible to write a wrapper that launches the app in an easier to modify mode?
L622[07:30:04] <VikeStep> I believe the WindowsApps can only be launched in the context of an AppContainer
L623[07:30:05] <Kobata> Sandboxed apps won't launch outside of the sandbox
L624[07:30:06] <gigaherz> that's what I just said
L625[07:30:08] <gigaherz> XD
L626[07:30:13] <VikeStep> at least that is what happened when I tried to run it
L627[07:30:16] <Termin8or> You can't load the exe without an App container
L628[07:30:20] <gigaherz> [14:27] (gigaherz): I wonder how hard would it be [14:27] (gigaherz): to make a "universal app loader" [14:28] (gigaherz): that runs external to the usual process
L629[07:30:29] <Kobata> There's a post somewhere on the hoops you have to run though to launch a sandboxed app
L630[07:30:50] <Vorquel> I didn't understand your earlier rendering of that statement, gigaherz, sorry.
L631[07:31:11] <gigaherz> sorry I shouldn't write using enter as a comma
L632[07:31:12] <gigaherz> XD
L633[07:31:34] <gigaherz> I have the bad habit of pressing enter every time there's a mental pause in the sentence
L634[07:31:59] <Vorquel> Didn't matter, I just didn't get what you said at first.
L635[07:32:04] <VikeStep> I'll have to figure out how to run the sandboxed app, the only way I could use the debugger was by attaching it to the process once it started
L636[07:32:14] <VikeStep> and that meant I couldnt sneak a breakpoint in the entry point
L637[07:32:21] <Kobata> VS community can launch + debug
L638[07:32:51] <Kobata> It's a slightly hidden option in the debug menu
L639[07:32:56] <VikeStep> Doesn't it just use WinDbg?
L640[07:33:12] <gigaherz> no
L641[07:33:18] <gigaherz> vs's debugger is based on the windbg engine
L642[07:33:22] <Kobata> "Other Debug Targets -> Debug Installed App Package..."
L643[07:33:28] <gigaherz> but that's just how much it "uses" windbg
L644[07:33:41] <gigaherz> all the debugging is otherwise integrated
L645[07:33:50] <gigaherz> the only exception is Kernel Debugging mode
L646[07:33:56] <gigaherz> which actually shows a windbg console
L647[07:33:56] <gigaherz> XD
L648[07:39:18] <Termin8or> Let's just hope that they work out how to allow mods, or it won't get much of a user base
L649[07:40:15] <VikeStep> well, lex mentioned yesterday that he was going to have a crack at it. so *crossed fingers* :P
L650[07:40:25] <Termin8or> Yh
L651[07:41:14] <Termin8or> It's amazing how mojang still haven't got a way to add even simple blocks to the game
L652[07:41:37] <lclc98> they actually use shaders for the app yay :)
L653[07:41:51] <Kobata> MCPE's code is insane
L654[07:41:55] <VikeStep> well, this time it's using DX11
L655[07:42:15] <Kobata> If you find the config file and edit it (it's near the world files), you can set crazy high view distance
L656[07:42:28] <Kobata> My system runs pretty well even at 128 chunks
L657[07:44:20] <lclc98> VikeStep, i think it has opengl support as the shader seem to be opengl
L658[07:44:31] <lclc98> but also has directx
L659[07:44:34] <Kobata> lclc98: That's the android/ios shaders
L660[07:44:45] <lclc98> aah
L661[07:44:51] <Kobata> D3D11 are the win10/probably winmo shaders
L662[07:45:08] <Kobata> Windows apps don't get to use opengl
L663[07:46:18] <Termin8or> Kobata it's using OpenGL
L664[07:46:28] <Termin8or> I remember tomasso saying it
L665[07:46:48] <tmtu> Kobata: wat
L666[07:46:59] <tmtu> did microsoft go full nazi now
L667[07:47:10] <Termin8or> And you can't edit files within the WindowsApp folder so how can you extend render distance
L668[07:47:15] <Kobata> tmtu: store apps have a whole bunch of stuff they aren't allowed to use
L669[07:47:37] <Termin8or> The furthest distance within the app is more than far enough.
L670[07:47:55] <Termin8or> Kobata im 90% sure it uses OpenGL
L671[07:48:02] <Kobata> Termin8or: %LOCALAPPDATA%/Packages/Microsoft.MinecraftUWP_[numbers]
L672[07:48:16] <tmtu> Termin8or: attach a debugger and inspect!
L673[07:48:19] <Termin8or> Oh, is there two folders ah ok
L674[07:48:34] <Kobata> That's the user store where config and worlds go
L675[07:50:23] <Termin8or> Ah ok
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L679[07:58:07] <Kobata> tmtu: Here's probably the simplest MS docs on what at a general level a store app can do: https://msdn.microsoft.com/en-us/library/windows/apps/hh464945.aspx
L680[07:58:49] <tmtu> bastards!
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L683[08:03:21] <Kobata> Termin8or: I just checked in VS -- the entire gl.h file is disabled in app mode
L684[08:04:03] <VikeStep> does VS support that minecraft modding plugin I saw aidancbrady talk about?
L685[08:04:06] <VikeStep> or is that only VS Code
L686[08:04:21] <Kobata> That's a full VS plugin, yeah
L687[08:04:30] <Kobata> Not very good, though
L688[08:04:30] <VikeStep> I'll have to try that out
L689[08:04:53] <Kobata> (Half of it is powered by a windowless copy of eclipse running in the background)
L690[08:05:14] <Vorquel> lolwut?
L691[08:05:27] <lclc98> ^
L692[08:05:30] <VikeStep> I seem to remember hearing something like that yeah
L693[08:06:06] <Kobata> It's got a copy of eclipse with a special plugin bundled for communication
L694[08:06:18] <Kobata> Then uses that for the auto completion and quick error reports
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L698[08:07:12] <VikeStep> huh, so no intellisense then
L699[08:07:26] <Kobata> Nah, it has it
L700[08:07:28] <gigaherz> "[15:06] (Kobata): Then uses that for the auto completion"
L701[08:07:29] <gigaherz> XD
L702[08:07:36] <Kobata> It's just using eclipse for intellisense
L703[08:07:58] <Kobata> I mean, it's kinda smart in a way so they don't need to do all that work themselves
L704[08:08:03] <VikeStep> i misread it woops
L705[08:08:06] <Kobata> But you might as well just be using eclipse at that point
L706[08:08:47] <VikeStep> thought you meant it used eclipse's auto completion
L707[08:09:12] <Kobata> Well.. it basically is, just linking it up to the intellisense display
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L727[09:07:13] <Razaekel> i mised most of the discussion, but is it safe to assume that it would be very hard, if not outright impossible, to mod Minecraft Win10 edition?
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L730[09:07:52] <gigaherz> o_O
L731[09:08:00] <gigaherz> Razaekel: withotu official support, yes
L732[09:08:05] <gigaherz> basic points:
L733[09:08:11] <gigaherz> 1. windows store apps run in a sandbox
L734[09:08:18] <gigaherz> 1a. yo ucan't modify the files
L735[09:08:47] <gigaherz> 2. it's very hard to run windows store apps outside the sandbox
L736[09:09:17] <gigaherz> 2b. we'd need a third-party sandbox emulator that is able to load and display modified store apps (it's bound to happen someday)
L737[09:09:26] <gigaherz> 3. we have no debug symbols whatsoever
L738[09:09:33] <gigaherz> eh 2a. above
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L740[09:10:00] <gigaherz> 3a. it's extremely hard to navigate optimized C++ codewithout debug symbols
L741[09:10:01] <Kobata> Eh, 2a/b isn't quite accurate
L742[09:10:21] <williewillus> you can sideload appx's
L743[09:10:24] <Kobata> You CAN make it run a modified version without too much issue, however it gets a different ID so the license checking fails
L744[09:10:48] <Kobata> So making it actually run basically requires disabling all those
L745[09:11:24] <Razaekel> hmm
L746[09:11:57] <gigaherz> hmmm
L747[09:12:07] <Razaekel> no debug symbols, and it's written in C++, so you'd get mostly assembly, and taking it back to actual C++ gets iffy
L748[09:12:13] <gigaherz> http://superuser.com/questions/496015/run-windows-store-apps-in-a-window-on-the-desktop-in-windows-8
L749[09:12:27] <gigaherz> in windows 8, you could run windows store apps in the "Windows Simulator" which ran in desktop
L750[09:12:34] <gigaherz> maybe that trick can still be abused somehow
L751[09:12:36] <gigaherz> but well
L752[09:12:57] <williewillus> well in windows 10 you just run it in a window :p
L753[09:12:59] <Kobata> honestly it was probably just an early version of how win10 does them in a window
L754[09:13:10] <gigaherz> ah
L755[09:13:12] <Kobata> some OS feature that wasn't really exposed
L756[09:13:16] <gigaherz> some other comment says it connects through RDP?
L757[09:13:37] <williewillus> eh don't think so
L758[09:13:42] <gigaherz> anyhow
L759[09:13:43] <williewillus> maybe that old way
L760[09:14:03] <Kobata> Hmm... well, I guess it could have if they really didn't have an easy way in 8
L761[09:14:09] <gigaherz> really, the most viable ways I can picture
L762[09:14:21] <gigaherz> are driver-enabled injection
L763[09:14:22] <Kobata> Enable remote desktop, sliently self-login to get a desktop-in-a-window
L764[09:14:34] <gigaherz> and a custom sandbox that can run windows store apps outside their walled garden
L765[09:14:35] <gigaherz> ;P
L766[09:15:07] <williewillus> the win10-native ones probably can do whatever they want, they 8/8.1 ones probably need a trick to be run windowed
L767[09:15:11] <Kobata> The solution I see most likely is using sideloading & locally patching a sideloaded one
L768[09:15:29] <gigaherz> that's not really a solution "for the masses"
L769[09:15:32] <Kobata> Copy original files (as admin) to temp, patch, build new package, self-sign
L770[09:15:48] <Kobata> It requires setting a windows option, but that's not restricted the way 8 did it
L771[09:15:51] <PaleoCrafter> delete META-INF? :P
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L773[09:16:02] <Kobata> More like delete meta-inf and make a new one
L774[09:16:08] <gigaherz> PaleoCrafter: yeah xcept imagine Java refused to load jar s without meta-inf
L775[09:16:16] <PaleoCrafter> I know, jk :P
L776[09:16:19] <gigaherz> so you had to self-sign the jars afterward ;p
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L778[09:16:36] <gigaherz> and keep the java installation in developer mode so that it allows self-signed to load at all
L779[09:17:00] <gigaherz> hotpatching launchers would have happened much sooner ;p
L780[09:17:33] <williewillus> someone didn't apply "rescale": true to their models :p : http://gyazo.com/19a08d794b83d45a13a4bcfdbe8334be
L781[09:17:58] <gigaherz> hm?
L782[09:18:35] <gigaherz> I have no idea what rescale does, or what's wrong with the screenshot xD
L783[09:18:37] <Razaekel> i like how it's listed as 'free beta access for existing java/pc owners'
L784[09:18:39] <williewillus> thats the win10 edition, the saplings are squished
L785[09:18:41] <Razaekel> free BETA
L786[09:18:51] <williewillus> which happens when you don't specify rescale in the json model
L787[09:18:51] <Razaekel> doesn't mean free access to the finished game
L788[09:18:56] <gigaherz> Razaekel: it is! ;P
L789[09:19:06] <gigaherz> williewillus: ah
L790[09:19:06] <williewillus> meh, either way it's crap
L791[09:19:25] <williewillus> the way they implemented things like the pc crafting interface is wonky
L792[09:19:36] <williewillus> don't see myself playing it seriously anytime soon
L793[09:19:36] <gigaherz> williewillus: just look at the furnace
L794[09:19:37] <gigaherz> XD
L795[09:19:43] <gigaherz> it's horrible to use with mouse
L796[09:19:53] <gigaherz> drag doesn't work at all
L797[09:19:58] <gigaherz> you have to click target, then click item
L798[09:20:02] <williewillus> oh yeah they botched that
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L800[09:21:19] <Kobata> Hopefully the UIs will get better
L801[09:21:37] <Kobata> It seems like they only bothered to make new main inventory/crafting, and the rest are just the normal PE ones
L802[09:21:44] <williewillus> yeah
L803[09:21:56] <Achielleus> I have a question about the b3d loader: when i load a model with it that has a texture connected to it, it defaults the resourcelocation to the textures folder. Is there a way to change the folder where the b3d model looks?
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L805[09:22:36] <gigaherz> Achielleus: you can map a texture from the blockstates json
L806[09:23:21] <gigaherz> "defaults":{ "textures": { "texturename": "resourcelocation" } }
L807[09:23:26] <gigaherz> using the forge blockstates system
L808[09:23:36] <gigaherz> as for items, I have no idea how that works
L809[09:23:42] <Achielleus> i'm using my own custom model loader, so currently i retexture the IModel in the code.
L810[09:23:48] <Achielleus> let me get a gist
L811[09:23:51] <gigaherz> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L812[09:24:07] <gigaherz> eh well then no idea
L813[09:24:08] <gigaherz> XD
L814[09:25:30] <Achielleus> https://gist.github.com/anonymous/ccd65e565472fd52452e
L815[09:25:38] <Achielleus> it works currently
L816[09:26:16] <Achielleus> but i still get the missing texture error
L817[09:26:34] <Achielleus> it's still looking for the textures/cable texture
L818[09:26:52] <Achielleus> idk why cus i'm not using that model
L819[09:27:49] <gigaherz> hmmm "particle" texture?
L820[09:28:13] <Achielleus> aaah
L821[09:28:24] <Achielleus> possibly let me check if the particles are correct
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L823[09:29:40] <Achielleus> the particles render correctly but let me look deeper into this
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L825[09:32:54] <Achielleus> hmm it appears that there is only one texture in a b3d model so it's not the particles
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L831[09:35:57] <Termin8or> Btw, tommaso has said he will add better interfaces and more options, to make it more PC friendly
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L852[10:20:28] <Teamy> can you prevent a certain item from being moved around in your inventory?
L853[10:20:51] *** williewillus is now known as willieaway
L854[10:21:06] <Teamy> well, make a custom item that can't be moved would be more accurate
L855[10:21:09] ⇨ Joins: MattMc (Matt@irc.codingmatt.me)
L856[10:21:29] <MattMc> For some reason my game keeps freezing at Created: 4096x2048 textures/blocks-atlas
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L858[10:21:37] <MattMc> i have 4GB of memory allocated and permgen 256
L859[10:21:57] <diesieben07> MattMc, logs
L860[10:21:59] <MattMc> I have been playing it fine before i went on vacation but now i'm back this happends
L861[10:22:05] <MattMc> there are none
L862[10:22:07] <MattMc> no crashes
L863[10:22:14] <diesieben07> there is always logs.
L864[10:22:19] <MattMc> well.
L865[10:22:21] <MattMc> yeah
L866[10:22:40] <diesieben07> also why the hell are you not using java 8
L867[10:22:41] <MattMc> https://gist.github.com/MattsMc/1ff37c37577a7365f308
L868[10:22:45] <MattMc> i am
L869[10:22:53] <MattMc> who saids i wasnt
L870[10:22:56] <diesieben07> then you dont have permgen
L871[10:22:57] <MattMc> :P
L872[10:23:01] <MattMc> meh multimc
L873[10:23:03] <MattMc> :P
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L875[10:23:37] <diesieben07> how long did you wait?
L876[10:23:47] <diesieben07> Teamy, yes you probably can.
L877[10:23:53] <MattMc> it takes about 7 minutes or so to get to this
L878[10:24:01] <MattMc> http://puu.sh/jlr9k/554dd8d186.png
L879[10:24:01] <Laceh> I made a cool thing :D
L880[10:24:07] <Teamy> Would it be an event I need to cancel or a method/property in the item to overwrite?
L881[10:24:28] <diesieben07> MattMc, did it work before with the loading screen?
L882[10:24:39] <MattMc> yes it has worked bore
L883[10:24:41] <MattMc> *before
L884[10:24:53] <MattMc> no update in the pack has been made
L885[10:25:12] <diesieben07> Teamy, PlayerOpenContainerEvent, it fires every tick as long as the player is looking at a container (which is *all* the time). then check if your Item is in one of the slots of the container and if so replace that slot with a custom Slot instance that prevents pickup
L886[10:25:19] <diesieben07> no idea then matt
L887[10:25:28] <MattMc> hmm there is one difference
L888[10:25:34] <Teamy> cool, thanks
L889[10:25:35] <MattMc> I installed windows 10
L890[10:25:38] <MattMc> lol
L891[10:25:52] <diesieben07> does it work if you disable the loading screen?
L892[10:25:59] <MattMc> how do i?
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L894[10:26:13] <diesieben07> config/splash.properties
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L896[10:26:54] <MattMc> OMG.. custom... loadingscreen..
L897[10:26:59] <MattMc> i will remember that one
L898[10:27:12] <laci200270> what's wrong?
L899[10:27:31] <laci200270> loadingscreen is good
L900[10:27:54] <dangranos> BUT CUSTOM LOADING SCREEN
L901[10:27:55] <MattMc> my minecraft freezes when it comes to one of the last stages of loading modded mincraft
L902[10:27:57] <dangranos> YOU DONT UNDERSTAND
L903[10:28:02] <MattMc> yes indeed
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L905[10:28:04] <MattMc> custom loading screen
L906[10:28:06] <MattMc> custom pack icon
L907[10:28:11] <laci200270> oh
L908[10:28:22] <diesieben07> wait you had a separate loadingf screen mod installed?
L909[10:28:22] <MattMc> is gonna be cool once i fix this issue
L910[10:28:27] <MattMc> no
L911[10:28:32] <diesieben07> then i have no idea what you are saying
L912[10:28:35] <MattMc> in the spash.properties
L913[10:28:38] <gigaherz> diesieben07: no he just never considered that a possibility ;P
L914[10:28:45] <diesieben07> aha
L915[10:28:49] <gigaherz> and he's now hyped at the chance to customize the loading screen for his pack
L916[10:29:01] <MattMc> http://puu.sh/jlrpH/3cfeb38b76.png
L917[10:29:04] <laci200270> :D
L918[10:29:19] <MattMc> only it has to launch for me
L919[10:29:22] <MattMc> otherwise there is no reason
L920[10:29:23] <MattMc> lol
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L922[10:29:36] <gigaherz> yeh try disabling first
L923[10:29:43] <gigaherz> if it works, then try updating drivers ;P
L924[10:30:01] <MattMc> i have latest drivers
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L926[10:30:14] <gigaherz> actually I haven't tried running my mod mod in win10 yet XD
L927[10:30:14] <MattMc> like the drivers got released on the windows 10 release date
L928[10:30:25] <gigaherz> 353.63 ones?
L929[10:30:35] <MattMc> i have intel
L930[10:30:37] <gigaherz> ah
L931[10:30:43] <gigaherz> eh can't help then ;p
L932[10:30:46] <killjoy> !gc hy
L933[10:30:59] <Teamy> alright, so would I remove the old slot from eventArgs.entityPlayer.openContainer.inventorySlots and replace it with one of my own?
L934[10:31:13] <killjoy> hm..
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L936[10:31:37] <killjoy> Does setting the serializer for IChatComponent also work when deserializing?
L937[10:31:45] <gigaherz> Teamy: there's a mod, that lets you customize the inventory size
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L939[10:31:51] <gigaherz> make it smaller or bigger than default
L940[10:31:58] <gigaherz> no idea if it's opensource XD
L941[10:32:07] <Teamy> lol I think it was in agskies
L942[10:32:25] <diesieben07> Teamy, just use .set on that
L943[10:32:31] <Teamy> okay
L944[10:35:10] <Teamy> So where in the slot class can I prevent the pickup?
L945[10:35:26] <md678685> should I update my mcp mappings from "snapshot_nodoc_20141130"?
L946[10:35:51] <PaleoCrafter> I would, md678685 :P
L947[10:36:08] <diesieben07> Teamy, look at the Slot class... the method name is really fucking obvious
L948[10:36:12] <md678685> Do you know which ones to use? I seriously have no idea
L949[10:36:34] <Teamy> oh god
L950[10:36:36] <Teamy> im so sorry
L951[10:36:38] <Teamy> thankyou
L952[10:36:43] <PaleoCrafter> http://export.mcpbot.bspk.rs md678685
L953[10:36:46] <diesieben07> md678685, its a date :D
L954[10:36:55] <diesieben07> just use yesterdays date for example
L955[10:37:19] <gigaherz> md678685: just keep in mind that fact that they will most probably have changed some names ;P
L956[10:37:27] <md678685> Okay, thanks
L957[10:37:40] <gigaherz> I do use "snapshot_20141130" though
L958[10:37:50] <gigaherz> since it's the one that comes with the build.gradle still
L959[10:37:51] <gigaherz> XD
L960[10:37:53] <PaleoCrafter> update, gigaherz D:
L961[10:38:12] <md678685> wait, what are the "nodoc" ones for?
L962[10:38:24] <gigaherz> well, why? I mean if there was a reason to use the newer one, wouldn't the forge package have been updated to use them? ;P
L963[10:38:25] <md678685> I just removed it from my build.gradle
L964[10:38:41] <PaleoCrafter> the Forge src thing is updated rarely, gigaherz :P
L965[10:39:02] <gigaherz> okay, I'll upgrade
L966[10:39:03] <gigaherz> XD
L967[10:39:11] <gigaherz> I assume I have to rerun setupDecompWorkspace afterward?
L968[10:39:16] <PaleoCrafter> they'll probably update to new mappings with FG 2.0 :P
L969[10:39:18] <PaleoCrafter> yes
L970[10:39:22] <md678685> yes
L971[10:39:33] <gigaherz> :3 win10's console window
L972[10:39:36] <md678685> Or setupDevWorkspace
L973[10:39:37] <gigaherz> freeform resizing :3
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L975[10:39:58] <gigaherz> nah I spend too much time looking at mc decompiledsources to figure out wtf am I doing
L976[10:39:59] <gigaherz> XD
L977[10:40:06] <md678685> oh
L978[10:40:26] <gigaherz> dev is ok if all you do is compile other people's mods ;P
L979[10:40:36] <diesieben07> then you dont even need dev
L980[10:40:39] <diesieben07> just run gradlew build
L981[10:40:40] <md678685> huh? gradle isn't downloading the new data
L982[10:40:52] <gigaherz> it did for me
L983[10:40:53] <gigaherz> :extractMcpData
L984[10:40:53] <gigaherz> Download http://files.minecraftforge.net/maven/de/oceanlabs/mcp/mcp_snapshot/20150801-1.8/mcp_snapshot-20150801-1.8.zip
L985[10:41:02] <Teamy> don't you ahve to add --refresh-dependencies ?
L986[10:41:04] <gigaherz> although my script uses --refresh-dependencies
L987[10:41:06] <diesieben07> no
L988[10:41:19] <diesieben07> --refresh-dependencies is just a force, it does that every day anyways
L989[10:41:30] <diesieben07> and if dependencies changed in your build script it will dopwnload them regardless
L990[10:41:37] <Teamy> when you change dependencies in the build.gradle I think you need to run gradle idea/eclipse to download them
L991[10:41:41] <diesieben07> --refresh just checks if the version you have changed (whihc should never happen)
L992[10:42:14] <gigaherz> Teamy: nah
L993[10:42:18] <md678685> up to date, apparently
L994[10:42:22] <gigaherz> I never do either
L995[10:42:23] <gigaherz> I use IDEA
L996[10:42:28] <gigaherz> with idea's own import feature
L997[10:42:34] <gigaherz> so I have never ever run either of them
L998[10:42:35] <gigaherz> XD
L999[10:42:56] <md678685> I don't think you're even supposed to use the idea task, are you?
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L1001[10:43:08] <diesieben07> indeed
L1002[10:43:17] <killjoy> I'm having an lwjgl issue.
L1003[10:43:21] <Teamy> why not?
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L1005[10:43:33] <diesieben07> its not very helpful
L1006[10:44:01] <md678685> IDEA import is better AFAIK
L1007[10:44:25] <gigaherz> okay help ;P
L1008[10:44:27] <MattDahEpic> !gm Block.createNewTileEntity 1.7.10
L1009[10:44:28] <gigaherz> "error: diamond operator is not supported in -source 1.6"
L1010[10:44:39] <killjoy> I'm currently rendering something semi-transparent on screen, but it renders overtop of and overrides the tab list.
L1011[10:44:42] <gigaherz> I added "sourceCompatibility = 1.8" to the gradle, but that's not working
L1012[10:44:43] <diesieben07> gigaherz, set source to not-1.6 :D
L1013[10:44:43] <gigaherz> XD
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L1015[10:45:11] <diesieben07> the error happens inside idea? or when running gradle build?
L1016[10:45:17] <gigaherz> gradle
L1017[10:45:28] <gigaherz> I hadn't tried to run the build target until now
L1018[10:45:33] <gigaherz> after I changed it to 1.8
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L1020[10:45:52] <killjoy> Do I have to do some blend method?
L1021[10:45:57] <diesieben07> this works fine for me gigaherz https://github.com/diesieben07/SevenCommons/blob/1.7/build.gradle#L99-100
L1022[10:46:10] <gigaherz> ah inside compileJava?
L1023[10:46:14] <gigaherz> I had them out there alone ;p
L1024[10:46:19] <md678685> refreshing dependencies because MCP refuses to update
L1025[10:46:25] <diesieben07> i have them inside because i am doing magic
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L1027[10:47:13] <gigaherz> javacTask: target release 1.6 conflicts with default source release 1.8
L1028[10:47:17] <gigaherz> hmmm
L1029[10:47:17] <gigaherz> XD
L1030[10:47:28] <md678685> set the target release?
L1031[10:47:55] <gigaherz> I have no idea what that means XD
L1032[10:48:14] <gigaherz> I REALLY don't understand gradle
L1033[10:48:14] <PaleoCrafter> it means "you're trying to get java 6 bytecode from java 8 code" :P
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L1035[10:48:48] <diesieben07> gigaherz, you need *both* lines that i linked
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L1037[10:49:06] <gigaherz> but I purposefully wanted binary to be java6
L1038[10:49:06] <gigaherz> ;P
L1039[10:49:17] <diesieben07> then you can't have java 8 source code
L1040[10:49:22] <md678685> For some reason the decompiled/deobf'ed code just vanished
L1041[10:49:25] <gigaherz> meh ;P
L1042[10:49:35] <gigaherz> well then sorry for java6 users ;P
L1043[10:49:43] <diesieben07> do what i do, display a warning for java 6 uses and be done with it
L1044[10:49:58] <md678685> and java7 users?
L1045[10:50:10] <MattDahEpic> !gm Block.onActivated
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L1047[10:50:17] <diesieben07> s/java 6/java < 8
L1048[10:50:18] <MattDahEpic> !gm Block.onActivated 1.7.10
L1049[10:50:38] <md678685> what?
L1050[10:50:45] <MattDahEpic> !gm Block.onBlockActivated 1.7.10
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L1052[10:51:23] <diesieben07> md678685, display a warning for java < 8 users and be done with it.
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L1055[10:53:13] <md678685> oh, okay
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L1057[10:54:01] <gigaherz> hmm what was the new name for IUpdatePlayerListBox? XD
L1058[10:54:17] <gigaherz> wait it's not that
L1059[10:54:38] <williewillus> net.minecraft.util.ITickable
L1060[10:55:10] <gigaherz> it's just getName -> getCommandSenderName
L1061[10:55:12] <williewillus> laci200270: I'm pretty sure what you're describing on that forge issue of yours is completely doable without a tesr
L1062[10:55:27] <williewillus> using either smart models or b3d/obj
L1063[10:55:27] <laci200270> how?
L1064[10:55:36] <gigaherz> !gm func_174815_a
L1065[10:56:24] <williewillus> yeah with smartmodels you can read the blockstate and return whatever baked model you want
L1066[10:56:39] <williewillus> use that tgether with unlisted props/extended state
L1067[10:56:47] <diesieben07> so for a 200-step animation you make 200 baked models? yeah right
L1068[10:57:31] <williewillus> what he described really wasnt an animation though
L1069[10:57:43] <williewillus> unless I'm misunderstanding :p
L1070[10:57:57] <laci200270> that was just an example
L1071[10:58:10] <PaleoCrafter> animations should always be done with TESRs, after all, you only really have access to partial ticks there :PO
L1072[10:58:42] <gigaherz> the cvoncept of partial ticks makes me shudder
L1073[10:58:42] <gigaherz> XD
L1074[10:58:50] <williewillus> why? :p
L1075[10:59:03] <williewillus> it's just the time between ticks so you can do things faster than 20fps :p
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L1077[10:59:23] <diesieben07> gigaherz, http://www.minecraftforge.net/forum/index.php/topic,12681.msg65852.html#msg65852
L1078[10:59:23] <gigaherz> yes but it's just so much of a hack
L1079[10:59:25] <gigaherz> the whole thing
L1080[10:59:26] <gigaherz> XD
L1081[10:59:30] <williewillus> ???
L1082[10:59:32] <PaleoCrafter> wut
L1083[10:59:34] <williewillus> its a vanilla thing
L1084[10:59:41] <PaleoCrafter> it's similar to delta time :P
L1085[10:59:46] <gigaherz> I know what they are
L1086[10:59:48] <gigaherz> XD
L1087[10:59:49] <diesieben07> its not a hack, it exists in pretty much every game
L1088[10:59:54] <williewillus> how else would you allow something to render > 20fps yet remain synced to the tick loop
L1089[10:59:59] <gigaherz> it's just measuring time in ticks
L1090[11:00:19] <gigaherz> and then having "some" functions require fractional tick times to adjust with the current framerate
L1091[11:00:19] <gigaherz> Xd
L1092[11:00:35] <diesieben07> nto some functions
L1093[11:00:39] <diesieben07> all things that animate smoothly
L1094[11:00:52] <diesieben07> read the post i linked.
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L1096[11:01:03] <gigaherz> williewillus: I'd write things based on a actually tracking time in seconds instead of a tick counter XD
L1097[11:01:10] <gigaherz> which is what I do for my gamedev stuff
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L1099[11:01:16] <diesieben07> and that would not be any different
L1100[11:01:26] <diesieben07> your frames would still not be in sync with your main logic loop
L1101[11:01:36] <diesieben07> the logic must execute at a fixed interval, frames dont necessarily do that
L1102[11:01:43] <gigaherz> well in my case, they are, because my logic loop runs per frame XD
L1103[11:01:47] <gigaherz> but anyhow
L1104[11:01:49] <williewillus> lol
L1105[11:01:49] <diesieben07> o..O
L1106[11:01:52] <williewillus> rip performance
L1107[11:02:00] <gigaherz> I mean on my gamedev stuff, not minecraft modding
L1108[11:02:01] <diesieben07> so if you have 60fps as opposed to 120 your game runs slower?
L1109[11:02:02] <diesieben07> great idea.
L1110[11:02:06] <gigaherz> no?
L1111[11:02:17] <gigaherz> I just do everything * time.delta
L1112[11:02:19] <gigaherz> XD
L1113[11:02:23] <diesieben07> wat
L1114[11:02:31] <williewillus> you just said logic runs per frame? so if I have laggy graphics it affects the game logic too
L1115[11:02:37] <gigaherz> yes
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L1117[11:02:41] <diesieben07> thats awful
L1118[11:02:45] <gigaherz> that's why there's a minimum time between frames
L1119[11:02:51] <gigaherz> eh max*
L1120[11:02:57] <williewillus> that's exactly why mojang separated clinet and server thread in 1.3 :p
L1121[11:03:05] <gigaherz> if more than 1/20 seconds have passed, the update pretends to be still 20fps
L1122[11:03:07] <williewillus> so logic isn't impacted by crappy clientside stuff
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L1124[11:03:18] <gigaherz> the game slows down, but the logic still works XD
L1125[11:03:29] <gigaherz> most PC games work that way
L1126[11:03:37] <gigaherz> the whole Unity3D engine is designed that way
L1127[11:03:59] <gigaherz> you have a gametime tracker, updates run between frames
L1128[11:04:11] <gigaherz> if it'srunning slowly it just pretends it isn't, and lets the game go slow-mo
L1129[11:04:24] <gigaherz> if it's running fast, thenyou don't care
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L1131[11:05:05] <gigaherz> and for things that require smooth intervals, there's FixedUpdates which run at a constant rate
L1132[11:05:08] <gigaherz> such as physics.
L1133[11:05:41] <gigaherz> ifi t's slow enough, the engine itself decides to run more than one FixedUpdate between frames
L1134[11:06:10] <killjoy1> What's the best way to deal with optional modules on curseforge?
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L1136[11:06:30] <killjoy1> Such as the bibliocraft wood packs.
L1137[11:07:11] <gigaherz> so, given that ALL my gamedev experience has been that fixed time steps are bad practice, and code should be framerate-aware, when I see any game doing otherwise, I shudder ;P
L1138[11:07:38] <gigaherz> I do understand and accept Minecraft's way, but that doesn't mean I agree with it ;P
L1139[11:07:53] <gigaherz> and no idea killjoy1 XD
L1140[11:08:02] <gigaherz> haven't done curseforge yet
L1141[11:08:43] <killjoy1> Anyway, off to my next order of business: inspect gson IChatComponent serialization.
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L1147[11:20:11] <laci200270> also thre is another example for that,just for items: AE2 compass
L1148[11:20:23] <laci200270> that would require 360 models
L1149[11:20:45] <gigaherz> compass is a special thing, though
L1150[11:21:05] <laci200270> but a good example
L1151[11:21:06] <gigaherz> IIRC the mc compass is redrawn every frame, and put into the image
L1152[11:21:16] <gigaherz> there aren't multiple models or images
L1153[11:21:22] <laci200270> yes
L1154[11:21:31] <laci200270> but thats hardcoded
L1155[11:22:29] <laci200270> so not usable for the modders, right?
L1156[11:22:36] <gigaherz> hmmm
L1157[11:22:37] <gigaherz> not sure
L1158[11:22:54] <gigaherz> I think you can create your own updateable "texture", and upload per frame like mc does
L1159[11:22:58] <gigaherz> but maybe not
L1160[11:23:06] <laci200270> it hardcoded
L1161[11:23:29] <diesieben07> You can extend TextrueAtlasSprite, yes
L1162[11:23:35] <diesieben07> just like in 1.7
L1163[11:24:08] <laci200270> and where i need to insert that texture?and how can I use it for blocks?
L1164[11:24:29] <gigaherz> but block textures already support animation
L1165[11:24:30] <diesieben07> you would register it using TextureStitchEvent
L1166[11:24:38] <diesieben07> and then you'd use it like any other texture
L1167[11:24:46] <diesieben07> also that
L1168[11:25:00] <gigaherz> also it would be global to ALL items/blocks
L1169[11:25:04] <diesieben07> wat
L1170[11:25:06] <diesieben07> oh
L1171[11:25:06] <diesieben07> yes
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L1173[11:25:29] <gigaherz> like you can't have two compasses pointing to different things
L1174[11:25:35] <gigaherz> because they share the same texture sprite
L1175[11:26:24] <diesieben07> yeah
L1176[11:26:27] <laci200270> yes
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L1178[11:26:50] <diesieben07> but as paleo said before, you need a TESR for animations like that anyways
L1179[11:26:59] <diesieben07> you cant just re-render the chunk every frame
L1180[11:27:53] <gigaherz> well the point of a dynamically changing texture is that the normal drawing code doesn't need to be aware of it, it just happens that the contents of the pixels change between frames ;P
L1181[11:28:34] <diesieben07> yup
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L1183[11:29:15] <gigaherz> hmmm can the "tint" change dynamically?
L1184[11:29:28] <gigaherz> hmm nah it would require rebuilding the vertex caches
L1185[11:29:54] <gigaherz> maybe if/once mc switches to shaders, we can make a material that takes a tint color as a shader parameter ;P
L1186[11:30:23] <gigaherz> hmm but that would still wouldn't do
L1187[11:30:25] <gigaherz> eh whatever
L1188[11:30:26] <gigaherz> really
L1189[11:30:35] <gigaherz> if your block needs "special treatment", it needs a TESR
L1190[11:30:55] <gigaherz> if it canshare the same exact look as every other block of its kind, then it does not
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L1192[11:31:16] <diesieben07> and it doesnt need to move that much :P
L1193[11:31:39] <gigaherz> well yeah if you want to have a model-based animation, that's special treatment XD
L1194[11:36:40] <laci200270> also there is any tutorial for ISmartBlockModel?
L1195[11:38:30] ⇨ Joins: McJty (~jorrit@d8D877543.access.telenet.be)
L1196[11:39:35] <williewillus> https://github.com/TheGreyGhost/MinecraftByExample/tree/225aefba6b587ce10b2d96d1c544c2c87e7916a5/src/main/java/minecraftbyexample/mbe05_block_smartblockmodel2
L1197[11:40:10] <laci200270> thanks
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L1199[11:41:52] <laci200270> i should do pipes with smart models or I should just use json submodels?
L1200[11:41:58] <md678685> how do you override left-clicking with an item? (like onItemRightClick)
L1201[11:42:25] <laci200270> md678685, you need an event
L1202[11:42:33] <laci200270> maybe onItemUse
L1203[11:42:45] <laci200270> i searching for it
L1204[11:42:58] <diesieben07> onItemUse = right click on block
L1205[11:43:04] <diesieben07> onItemRightClick = right click air
L1206[11:43:10] <diesieben07> onEntitySwing = left click
L1207[11:43:24] <md678685> Okay, thanks
L1208[11:43:41] <laci200270> md678685, http://www.minecraftforge.net/forum/index.php?topic=13501.0
L1209[11:43:44] <laci200270> maybe this
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L1214[11:49:06] <laci200270> hi shadekiller666
L1215[11:49:23] <laci200270> did you finished the eye?
L1216[11:49:29] <shadekiller666> yep
L1217[11:49:34] <shadekiller666> its on github
L1218[11:50:17] <laci200270> i hope it will be merged
L1219[11:50:49] <laci200270> b3d models are hate me
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L1221[11:52:38] <laci200270> what file it is the eye's code?
L1222[11:53:20] <laci200270> oh i found it
L1223[11:54:18] <md678685> is it necessary to define a model for blocks/items in 1.8?
L1224[11:54:51] <laci200270> md678685, yes
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L1226[11:55:01] <md678685> Oh
L1227[11:55:10] <md678685> Well, that explains my problem
L1228[11:55:22] <laci200270> md678685, you have any custom models?
L1229[11:55:35] <md678685> No
L1230[11:55:45] <md678685> Not yet
L1231[11:55:45] <laci200270> there is a tool that can generate jsons for you
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L1233[11:57:24] <laci200270> md678685, http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2306983-1-8-json-generator
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L1235[12:00:47] <md678685> should an entity freeze if I use setPositionAndUpdate?
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L1238[12:02:37] <diesieben07> lol wat... "We try to use all options to work. Hamachi/ NASA/ DDoS/ Military"
L1239[12:02:45] <diesieben07> the shit people say
L1240[12:03:17] <TurnedSlayer> windows 10 :D
L1241[12:03:32] <shadekiller666> what diesie?
L1242[12:03:50] <diesieben07> http://www.minecraftforge.net/forum/index.php/topic,32634.0.html
L1243[12:04:22] <TurnedSlayer> haha diesie
L1244[12:04:48] ⇨ Joins: laci200270 (~laci20027@31-46-236-243.pool.kapulan.hu)
L1245[12:04:48] <TurnedSlayer> fun with dumb people xD
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L1247[12:06:56] <md678685> First, they installed Hamachi. Then they called NASA for help, because they live on the Moon. They DDoSed NASA because they weren't responding, then used the Space Military to attack NASA to see if that would help.
L1248[12:07:03] <TurnedSlayer> yup
L1249[12:07:05] <TurnedSlayer> xD
L1250[12:07:18] <killjoy> I think I found a solution to my problem. http://pastebin.com/gbEukvUc
L1251[12:07:26] <diesieben07> if you can ddos nasa from your home dsl line...
L1252[12:07:32] <shadekiller666> man, if computers weren't good at telling us whats wrong where would we b
L1253[12:07:33] <diesieben07> i think i know why we are not on mars yet
L1254[12:07:39] <TurnedSlayer> xD
L1255[12:07:44] <shadekiller666> lol diesie
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L1257[12:08:03] <TurnedSlayer> fibre optic has come a long way... xD
L1258[12:08:07] <md678685> Not just any home dsl line, a DSL line on the moon
L1259[12:08:19] <md678685> DSL on the moon would be really slow
L1260[12:08:22] <diesieben07> on the moon? :D
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L1262[12:08:22] <diesieben07> lol
L1263[12:08:28] <md678685> You'd need fibre for that
L1264[12:08:31] <diesieben07> do they like... put a cable up there? :D
L1265[12:08:32] <shadekiller666> they must have a very expensive Wifi system
L1266[12:08:45] <md678685> "Then they called NASA for help, because they live on the Moon."
L1267[12:08:53] <gigaherz> the cable owuld sortof roll around the earth
L1268[12:08:58] <gigaherz> it would either snap,
L1269[12:09:01] <gigaherz> pull the moon closer
L1270[12:09:03] <diesieben07> haha
L1271[12:09:06] <gigaherz> or cause the earth to tidally lock to the moon
L1272[12:09:07] <diesieben07> pull the moon closer
L1273[12:09:09] <Ivorius> LAN cables are the sturdiest fucking thing
L1274[12:09:12] <diesieben07> WE ARE SCIENTISTS
L1275[12:09:24] <diesieben07> except the plugs Ivorius, except the plugs
L1276[12:09:27] <shadekiller666> giga, or make the moon revolve faster
L1277[12:09:41] <md678685> yeah, the plugs break too easily
L1278[12:09:42] <gigaherz> yes that's the point
L1279[12:09:42] <gigaherz> XD
L1280[12:09:48] <Ivorius> I'll go search amazon for a 225 000 km cable
L1281[12:09:52] <gigaherz> xcept
L1282[12:09:56] <gigaherz> if it spins faster, at the same orbit
L1283[12:10:02] <gigaherz> it owuld suddenly slingshot away
L1284[12:10:02] <gigaherz> XD
L1285[12:10:04] <md678685> We'd need need one that supports Terabit Ethernet
L1286[12:10:22] <gigaherz> better use long-range microwave emitters
L1287[12:10:23] <gigaherz> ;P
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L1289[12:10:37] <diesieben07> lazers
L1290[12:10:38] <shadekiller666> so it would spin faster then the cable would snap
L1291[12:10:40] <gigaherz> Wi-Moon
L1292[12:10:44] <md678685> scrap that, petabit connections
L1293[12:10:50] <diesieben07> no no
L1294[12:10:53] <md678685> Moon-Fi?
L1295[12:10:53] <diesieben07> terrabit
L1296[12:10:59] <gigaherz> nono
L1297[12:11:02] <gigaherz> Wifi is the home one
L1298[12:11:04] <shadekiller666> Wi-Moon-Fi
L1299[12:11:07] <gigaherz> WiMax is the one for streets and such
L1300[12:11:09] <gigaherz> so WiMoon
L1301[12:11:15] <diesieben07> what the heck is going on
L1302[12:11:21] <md678685> Moo-Fo?
L1303[12:11:26] <diesieben07> FooBar
L1304[12:11:35] <shadekiller666> Wii-U
L1305[12:11:38] <md678685> Just like our ideas, then
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L1308[12:12:44] <gigaherz> bb in a bit, need a few groceries
L1309[12:13:08] <md678685> The problem is, we'd need 50THz (terrahertz) omni-core processors to run the Space Internet
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L1311[12:14:00] <md678685> Cat <X>? (infinity)
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L1317[12:21:57] <TurnedSlayer> http://www.twitch.tv/tlovetech
L1318[12:22:02] <TurnedSlayer> everyone go follow tlove
L1319[12:22:10] <TurnedSlayer> Tlove is doing a lucky block day! For every follow on any social media he will get one lucky block. For every $5 donated he will get one lucky block, for every $15 he will get a pandora's box. A sub on beam or a new patreon is worth either 3 lucky blocks or 1 pandora's box
L1320[12:22:12] <shadekiller666> why?
L1321[12:22:27] <shadekiller666> ok?
L1322[12:24:32] <shadekiller666> so you're asking us to go follow some random guy and pay him money to open lucky blocks?
L1323[12:25:14] <heldplayer> I don't think advertising in random channels is a good thing to do
L1324[12:25:50] <Ivorius> It would be more appropriate if it was at least for charity or something :P
L1325[12:27:49] <shadekiller666> thats what i was hoping it would be about lol
L1326[12:30:21] <laci200270> shadekiller666, also why your OBJ loader not merged?
L1327[12:30:30] <laci200270> why fry needs for that?
L1328[12:31:31] <laci200270> *not merged yet
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L1350[13:32:49] <killjoy> Is there something similar to MinecraftSever.getGameProfiles() on the client?
L1351[13:33:35] <sham1> How has everything been going for you peoples
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L1353[13:36:59] <Mraof> I should make a script to update mappings, doing it manually is tedious
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L1356[13:39:09] <sham1|LOST> Can someone direct me to a good pathfinder algorithm that I can find path between blocks to a shortest exit
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L1359[13:45:21] <Lex_> A*
L1360[13:46:07] <sham1|LOST> Ah
L1361[13:47:32] <gigaherz> there's a ton of variants on A*
L1362[13:47:43] <gigaherz> which change some things in order to optimize for certain stuff
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L1364[13:48:09] <gigaherz> but the plain old A* is too straightforward and effective
L1365[13:48:22] <sham1|LOST> Closest possible exit from a network would be my usagw
L1366[13:48:23] <gigaherz> so all the variants sacrifice something in order to optimize something else
L1367[13:48:35] <gigaherz> yeah that's plain old A*
L1368[13:48:35] <sham1|LOST> So I need to implement that
L1369[13:48:42] <gigaherz> you want to have a graph
L1370[13:48:43] <gigaherz> that is
L1371[13:48:47] <Lex_> one of these days we're gunna have a new champion show up to overthrow the tyranny that is A*, but today is not this day.
L1372[13:48:50] <sham1|LOST> I can prolly implement it
L1373[13:49:16] <gigaherz> all you need is a function that, given a node, returns its neighbours
L1374[13:49:30] <gigaherz> and an heuristic that given two nodes, NEVER overestimates the cost
L1375[13:49:52] <gigaherz> if, at any point, you overestimate the cost, your heuristic is broken.
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L1378[13:50:08] <shadekiller666> does anyone have any good tutorials/examples for adding a new Structure (like village buildings) to the game?
L1379[13:50:46] <sham1|LOST> So lex, how has that test mod I made worked out for testing
L1380[13:50:48] <shadekiller666> and also, is it possible, using the presets for flat worlds, to tell a structure to only spawn in a specific place? or some other way to do so
L1381[13:51:38] <Lex_> havent touched it yet you took to long so I started on 1.8.2
L1382[13:52:00] <sham1|LOST> Ah
L1383[13:52:04] <Lex_> which means I need to fucking do a lot of fixes, re-working FernFlower u.u.
L1384[13:52:39] <Ivorius> shadekiller666: Depends
L1385[13:52:51] <Ivorius> Mostly on its size and complexity, it can vary a lot
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L1387[13:53:30] <Ivorius> Also, yes, you can make your structures spawn in specific places
L1388[13:53:34] <Ivorius> You're a goddamn coder .-.
L1389[13:53:39] <shadekiller666> lol
L1390[13:54:43] <shadekiller666> i want to make a structure thats a 4x4x4 daylight sensor that resets the time to day, that would be automatically spawned close to the player when they first create a flat world
L1391[13:54:58] <shadekiller666> i know there is a game rule for no daylight cycle but whatever :P
L1392[13:55:08] <Ivorius> wat
L1393[13:55:12] <Ivorius> If you're already making a mod
L1394[13:55:16] <Ivorius> Why not just set it
L1395[13:55:22] <killjoy> !gf 152798
L1396[13:55:41] <shadekiller666> good point
L1397[13:56:02] <shadekiller666> is there an event that fires when the player first creates a new world?
L1398[13:56:17] <shadekiller666> and after the spawn point has been set?
L1399[13:57:46] <Zaggy1024> when the player joins the world, perhaps?
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L1401[13:58:05] <shadekiller666> well, i would only want it to happen the first time
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L1405[14:00:09] <PaleoCrafter> shadekiller666, IEEP :P
L1406[14:00:26] <shadekiller666> ?
L1407[14:00:34] <PaleoCrafter> IExtendedEntityProperties
L1408[14:00:39] <shadekiller666> oh
L1409[14:06:56] <Zaggy1024> but then it would still repeat the placing of the structure when another player joins, wouldn't it?
L1410[14:07:13] <PaleoCrafter> true, WorldSavedData then :D
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L1412[14:09:44] <Ivorius> Personally, I wait for the chunk containing the spawn point to generate
L1413[14:09:44] <shadekiller666> ok
L1414[14:09:51] <sham1|LOST> Doesn't A* require you knowing the end point you want to reach already
L1415[14:09:55] <Ivorius> And then put my structure there
L1416[14:10:23] <Ivorius> No sham1, only for the 'default' heuristics
L1417[14:10:30] <Ivorius> A* is very simple
L1418[14:10:58] <sham1|LOST> I think I need to research heurestics
L1419[14:11:09] <sham1|LOST> Heuristics*
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L1423[14:25:55] <shadekiller666> Paleo, is WorldSavedData used to store NBT about the world?
L1424[14:26:02] <PaleoCrafter> xrp
L1425[14:26:04] <PaleoCrafter> *yep
L1426[14:31:03] <shadekiller666> do i need to make my own? or should i use MapData or something?
L1427[14:32:51] <PaleoCrafter> of course you create your own
L1428[14:33:06] <PaleoCrafter> but Ivorius' suggestion is better
L1429[14:33:36] <shadekiller666> ok, how do i determine when that happens? WorldGenEvent i would assume?
L1430[14:34:39] <Ivorius> I do it on world decoration events
L1431[14:34:42] <tmtu> PaleoCrafter: that sounds like a standard
L1432[14:34:45] <tmtu> IEEP
L1433[14:34:49] <Ivorius> But until my PR is pulled, they won't fire from superflat worlds
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L1435[14:35:00] <PaleoCrafter> it sort of is, tmtu :P
L1436[14:35:02] <Ivorius> There's a few other ways, like implementing WorldGenerator and registering it
L1437[14:36:47] <shadekiller666> IWorldGenerator? from FML?
L1438[14:36:55] <diesieben07> yes
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L1441[14:46:57] <shadekiller666> what do i register an IWorldGenerator with?
L1442[14:47:36] <osum4est> hello, i'm having trouble getting my gui's image to show. Right now, it's pink and black like it's missing a texture.
L1443[14:48:03] <shadekiller666> thats because the game didn't find it
L1444[14:48:04] <osum4est> the image is at watchcraft>src>main>resources>assets>watchcraft>textures>gui>watchinventory.png
L1445[14:48:36] <osum4est> and in the code i use new ResourceLocation("watchcraft", "textures/gui/watchinventory.png")
L1446[14:48:50] <Ivorius> Do you use IDEA?
L1447[14:48:53] <shadekiller666> 1. are you in intellij? 2. if so, do you have idea.module.inheritOutputDirs = true at the end of your build.gradle?
L1448[14:48:54] <osum4est> yes i do
L1449[14:49:06] <Ivorius> Add idea.module.inheritOutputDirs = true to your build.gradle
L1450[14:49:09] <Ivorius> And then refresh
L1451[14:49:27] <shadekiller666> Ivorius, where do i register an IWorldGenerator?
L1452[14:49:34] <osum4est> thank you!!
L1453[14:49:34] <Ivorius> Seriously?
L1454[14:49:48] <shadekiller666> i've never done anything with world gen
L1455[14:49:49] <Ivorius> Search for usages of the class as param
L1456[14:50:00] <Ivorius> There's like 5 at most probably
L1457[14:50:50] <osum4est> i would also like to ask, how do you guys learn new things? because i havent found many tutorials. So far i've been using open source mods as my bible (tconstruct, galacticraft, etc.)
L1458[14:51:01] <shadekiller666> asking in here
L1459[14:51:09] <shadekiller666> looking at open source mods
L1460[14:51:51] <ollieread> osum4est: Open source mods :P
L1461[14:51:55] <ollieread> making it up as I go along
L1462[14:52:00] <ollieread> and Ivorius, PaleoCrafter and diesieben07 lol
L1463[14:52:07] <ollieread> And some others that seem to be banned
L1464[14:52:28] <ollieread> Just don't ever mention mutliblock structures to Ivorius
L1465[14:54:02] <Ivorius> Yeah, you'll be dumbstruck by my superlative knowledge
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L1467[14:56:40] <gigaherz> osum4est: 1. look at minecraft's own code (but don't copy from it unless strictly necessary), 2. look at tutorials and opensource mods for examples, 3. ask here when unsure
L1468[14:57:17] <gigaherz> there's many things to take into account,
L1469[14:57:25] <gigaherz> such as modders often don't do it quite right
L1470[14:57:35] <gigaherz> so it's always nice to show your code around for review and suggestions ;P
L1471[14:57:52] <gigaherz> which is why we like when others make their mods opensource also
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L1474[15:00:37] <shadekiller666> and always try to figure out why a dev did what they did
L1475[15:01:06] <shadekiller666> sometimes they did it because they copied... but a lot of the time they did it because its a good way to do things
L1476[15:01:36] <PaleoCrafter> ahem, item.getUnlocalizedName().substring(5)
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L1478[15:04:25] <osum4est> what is minecraft's inventory gui class called?
L1479[15:04:34] <gigaherz> which one?
L1480[15:04:48] <osum4est> the survival one, when you press e
L1481[15:05:06] <gigaherz> GuiInventory?
L1482[15:05:41] <gigaherz> n owait that's the generic one hmm
L1483[15:05:41] <shadekiller666> O.o
L1484[15:05:42] <osum4est> *facepalm* i had to go in the inventory folder...
L1485[15:06:06] <shadekiller666> why don't players spawn at the same location as the world spawn...
L1486[15:06:07] <gigaherz> ah no nevermind
L1487[15:06:26] <PaleoCrafter> spawning is fuzzy, shadekiller666
L1488[15:06:28] <gigaherz> shadekiller666: hm? players haven't spawned at 0,0 for a long time ;P
L1489[15:06:39] <shadekiller666> 0,0 isn't the world spawn...
L1490[15:07:27] <shadekiller666> i made a flat world with the redstone preset, world spawn is marked as 872, 4, 539 for some reason
L1491[15:07:57] <shadekiller666> even though the world is solid sandstone up until block 56
L1492[15:08:01] <shadekiller666> y 56*
L1493[15:08:33] <PaleoCrafter> I guess MC creates the spawn always on y-level 4 for every superflat world
L1494[15:08:56] <PaleoCrafter> but the actual spawncode obviously won't let you spawn in a place where you'd suffocate :P
L1495[15:09:23] <gigaherz> sadly it DOES let you spawn underwater where you can drown
L1496[15:09:25] <gigaherz> XD
L1497[15:09:42] <gigaherz> or well, on the surface of the water, so you drop down, at least
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L1501[15:15:30] <Teamy> so I haev the playeropencontainerevent setup, but when I try and eventArgs.entityPlayer.openContainer.inventorySlots.set(i,mySlot) it doesn't replace the container slot in the inventory
L1502[15:16:10] <gigaherz> do you do it from the server?
L1503[15:16:11] <diesieben07> show your code.
L1504[15:16:18] <diesieben07> (and you need to do it on both sides)
L1505[15:16:18] <gigaherz> or the client?
L1506[15:16:21] <Teamy> ok one sec
L1507[15:16:22] <diesieben07> (so you probably need packets)
L1508[15:16:23] <gigaherz> because it has to happen in both
L1509[15:16:29] <gigaherz> do as diesieben07 says
L1510[15:16:35] <gigaherz> so*
L1511[15:16:38] <diesieben07> actually no packets
L1512[15:17:04] <Teamy> here is the event: http://puu.sh/jlHfx/8d79d26a8c.txt
L1513[15:17:16] <gigaherz> why do people NOT use gist?!
L1514[15:17:17] <gigaherz> XD
L1515[15:17:27] <Teamy> whatis gist?
L1516[15:17:28] <diesieben07> i dont care wtf people use
L1517[15:17:31] <gigaherz> you can litereally go to idea, select text, right-click -> create gist
L1518[15:17:36] <diesieben07> but: why do people not use fucking syntax highlighting
L1519[15:17:40] <gigaherz> Teamy: github's fancy pastebin
L1520[15:17:59] <gigaherz> supports multiple files in one paste, supports updating files
L1521[15:18:07] <diesieben07> also Teamy, check if you already replaced the slot.
L1522[15:18:08] <gigaherz> it's basically a mini-repository of its own
L1523[15:18:41] <Teamy> will do, but even if it was replacing its own slot it would still have worked wouldn't it?
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L1525[15:18:55] <diesieben07> again, you need to also do it on the client
L1526[15:19:00] <diesieben07> probably through ClientTickEvent
L1527[15:19:49] <diesieben07> actually, you can use PlayerTickEvent and catch both with one
L1528[15:20:25] <Teamy> okay
L1529[15:20:30] <osum4est> what is a container's transferStackInSlot used for?
L1530[15:20:37] <gigaherz> osum4est: shift-click
L1531[15:20:42] <osum4est> ah
L1532[15:20:43] <osum4est> thanks
L1533[15:20:53] <Teamy> so use TickEvent.PlayerTickEvent intead of onPlayerOpenContainer ?
L1534[15:20:56] <gigaherz> that piece of convoluted code exists to choose what goes where
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L1536[15:25:27] <diesieben07> yes Teamy
L1537[15:25:40] <Teamy> okay, thanks
L1538[15:25:42] <diesieben07> btw gigaherz, it doesn't have to be that convoluted
L1539[15:26:39] <gigaherz> hm?
L1540[15:26:59] <osum4est> does FMLNetworkHandelr.openGui open the gui on the server?
L1541[15:27:09] <tterrag> it calls your IGuiHandler
L1542[15:27:19] <tterrag> which does whatever you tell it to do on the server
L1543[15:27:20] <diesieben07> shift clicking doesnt have to be that convoluted
L1544[15:27:22] <tterrag> GUIs don't exist on the server
L1545[15:27:29] <diesieben07> and dont use that, use player.openGui
L1546[15:27:36] <tterrag> oh, yes ^
L1547[15:27:49] <osum4est> why, is using that better?
L1548[15:28:29] <tterrag> not really :P
L1549[15:28:37] <tterrag> but the player could theoretically override the openGui behavior
L1550[15:28:42] <tterrag> so it's TECHNICALLY more correct
L1551[15:28:46] <tterrag> if you have the player context, use it
L1552[15:29:05] <osum4est> oh ok. but if i use that i have to make sure to send a packet to the server to call that method, correct?
L1553[15:29:08] <Teamy> it worked, thanks diesie
L1554[15:29:09] <osum4est> for containers, at least...
L1555[15:29:21] <PaleoCrafter> no
L1556[15:29:23] <tterrag> osum4est: calling it on the server will automatically do it on the client
L1557[15:29:29] <PaleoCrafter> ^
L1558[15:29:31] <tterrag> but I don't think that works the other way around? correct me if I'm wrong
L1559[15:29:32] <gigaherz> diesieben07: any example of a non-convolued transferStack?
L1560[15:29:33] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/blocks/ContainerEssentializer.java#L67
L1561[15:29:39] <gigaherz> because mine's anything but straightforward
L1562[15:29:39] <gigaherz> XD
L1563[15:29:42] <PaleoCrafter> yeah, the server is the authority :P
L1564[15:29:49] <osum4est> yes, but i have to send a packet to the server to call it on the server in the first place, correct?'
L1565[15:30:06] <tterrag> ...what are you doing where you are only getting the GUI activation on the client?
L1566[15:30:07] <PaleoCrafter> well, osum4est, when do you want to open the GUI?
L1567[15:30:41] <diesieben07> gigaherz, https://goo.gl/DLg8nQ
L1568[15:30:46] <tterrag> gigaherz: https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/gui/AbstractMachineContainer.java#L69-L109
L1569[15:30:46] <Teamy> o/
L1570[15:30:48] <diesieben07> you just call that and be happy.
L1571[15:30:52] <tterrag> that's better than yours, but it could probably be better
L1572[15:30:58] <osum4est> i've implemented an inventory tab like in TC, so when i click that tab, the inventory opens. its all working right now using an IGuiHandler, but if i try to take an item out of my inventory it goes right back to where it was
L1573[15:31:11] <tterrag> oh, I see
L1574[15:31:14] <osum4est> i suspect that it's a problem with the server not opening the container
L1575[15:31:17] <tterrag> then yes you will probably need a packet
L1576[15:31:21] <gigaherz> diesieben07: I see
L1577[15:31:28] <tterrag> osum4est: why not look into how TC does it ?
L1578[15:31:40] <osum4est> that's what im doing XD
L1579[15:31:45] <osum4est> they send a packet to the server
L1580[15:31:55] <osum4est> just wondering why my IGuiHandler wasn't working
L1581[15:31:56] <tterrag> right
L1582[15:31:58] <tterrag> so do that
L1583[15:32:04] <tterrag> send a packet to the server THEN open the GUI
L1584[15:32:37] <osum4est> alright, i'll try that. thanks
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L1586[15:34:54] <osum4est> if i do it that way, do i still need a gui handler?
L1587[15:35:35] <osum4est> im assuming i do, and the gui handler will now get called from the server?
L1588[15:35:39] <tterrag> yes
L1589[15:35:46] <tterrag> FML will handle all that
L1590[15:35:50] <osum4est> awesome, i think i'm understaning this now
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L1598[15:44:44] <HassanS6000> What would be the best way to cancel the rendering of a player and only that player (on mp and sp)?
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L1600[15:44:53] <osum4est> when making my packet handler, and extending FMLIndexedMessageToMessageCodec, how do i know what types to give it?
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L1602[15:45:18] <diesieben07> HassanS6000, mp and sp are the same thing. and you want RenderPlayerEvent
L1603[15:45:37] <HassanS6000> Thanks diesieben07
L1604[15:45:53] <diesieben07> osum4est, don't use that, have a tutorial: http://goo.gl/sgAIk1
L1605[15:46:41] <HassanS6000> diesieben07, would I register that on server or client side
L1606[15:46:45] <osum4est> thanks, i was looking at galacticrafts code. tc uses MessageToMessageCodec it seems
L1607[15:46:52] <diesieben07> HassanS6000, ???
L1608[15:46:56] <tterrag> diesieben07: NU
L1609[15:46:59] <diesieben07> you would do it in preInit
L1610[15:47:04] <diesieben07> wat you want tterrag
L1611[15:47:07] <tterrag> http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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L1613[15:47:14] <diesieben07> merp
L1614[15:47:16] * PaleoCrafter prefers ^
L1615[15:47:18] <diesieben07> i like my tutorial better
L1616[15:47:25] <tterrag> so improve the official one
L1617[15:47:31] <tterrag> don't just not use it -.-
L1618[15:47:56] <PaleoCrafter> uh, look at those sexy justified paragraphs, and what genius styled the code tags in the warning thing? :P
L1619[15:48:34] <diesieben07> also I still dislike the "SimplIMpl" greatly.
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L1623[15:51:06] <diesieben07> tterrag, like what the fuck is this sentence: "You can obtain an IThreadListener with the mainThread variable on either the Minecraft instance (client side) or a WorldServer instance (server side)."
L1624[15:51:14] <diesieben07> i did not make that when I PRd the 1.8 warning thing
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L1626[15:51:40] <tterrag> Minecraft.mainThread or WorldServer.mainThread
L1627[15:51:46] <tterrag> I changed it when the code looked horrible inside the box
L1628[15:51:51] <tterrag> I could change it back to whatever yours was
L1629[15:52:10] <diesieben07> no no no
L1630[15:52:21] <diesieben07> the mainThread IS Minecraft.getMinecraft or the WorldServer
L1631[15:52:30] <diesieben07> it implements IThreadListener
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L1633[15:53:07] <tterrag> hmmm right
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L1635[15:53:17] <tterrag> your code confused me, I thought you grabbed mainThread from that class
L1636[15:53:52] <diesieben07> no i just had code there which used a variable named "mainThread" and hten i explained what that thing is :D
L1637[15:54:09] <diesieben07> i guess it is kinda confusing, but yours is even more
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L1639[15:54:35] <tterrag> " The easiest way to obtain an `IThreadListener` is either the `Minecraft` instance (client side) or a `WorldServer` instance (server side). "
L1640[15:54:39] <tterrag> better?
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L1642[15:54:44] <diesieben07> -easiest
L1643[15:54:46] <diesieben07> *THE* way
L1644[15:54:55] <tterrag> well
L1645[15:55:24] <tterrag> "The way to obtain an `IThreadListener` is using either the `Minecraft` instance (client side) or a `WorldServer` instance (server side). "
L1646[15:55:25] <tterrag> there
L1647[15:56:00] <diesieben07> top
L1648[15:56:04] <PaleoCrafter> diesieben07, I guess you could implement the scheduling yourself :P
L1649[15:56:16] <diesieben07> why would you do that :D
L1650[15:56:21] <PaleoCrafter> dunno
L1651[15:56:31] <tterrag> PaleoCrafter: that doesn't change the fact :P
L1652[15:56:33] <PaleoCrafter> to make your statement invalid? :P
L1653[15:56:33] <diesieben07> actually i do that, but i am not using any of this crap anyways :D
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L1655[15:57:28] <shadekiller666> how does one get the top most block (the one that can see the sky) from a block pos that is below that?
L1656[15:57:56] <Ivorius> Eh
L1657[15:58:05] <Ivorius> There is always exactly one solid block that can see the sky
L1658[15:58:12] <Ivorius> No matter from what height you're searching
L1659[15:58:17] <gigaherz> there's a method for it on World
L1660[15:58:38] <shadekiller666> what about getting the top most one at a specific x and z location
L1661[15:58:43] <gigaherz> worldIn.getTopSolidOrLiquidBlock()
L1662[15:58:51] <shadekiller666> ok
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L1664[16:00:35] <tterrag> diesieben07: happy? https://github.com/MinecraftForge/Documentation/commit/477c4e9347341c7d8d6cacf570f46391a70fb54f
L1665[16:01:11] <diesieben07> yes :P
L1666[16:01:51] <tterrag> all the open PRs seem to be dormant
L1667[16:01:56] <tterrag> I'm going to have to start doing things myself
L1668[16:01:59] <tterrag> yay...
L1669[16:02:15] <osum4est> to register a packet, it says to call INSTANCE.registerMessage(MyMessageHandler.class, MyMessage.class, 0, Side.Server); do i call that in the packets ctor?
L1670[16:02:39] <tterrag> no, god no
L1671[16:02:46] <osum4est> oh
L1672[16:03:06] <osum4est> where, then?
L1673[16:03:10] <diesieben07> tterrag, what do you want, I'll write something if i can.
L1674[16:03:12] <tterrag> anywhere during load
L1675[16:03:19] <osum4est> oh...
L1676[16:03:19] <tterrag> diesieben07: the 1.8 stuff needs work
L1677[16:03:23] <osum4est> that makes sense
L1678[16:03:25] <tterrag> osum4est: preinit, init, etc
L1679[16:03:30] <osum4est> thanks
L1680[16:03:31] <diesieben07> define "1.8 stuff"... :D
L1681[16:03:41] <tterrag> diesieben07: ISmartBlockModel
L1682[16:03:42] <tterrag> item models
L1683[16:03:45] <diesieben07> oh heck no
L1684[16:03:47] <tterrag> loaders
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L1686[16:03:50] <diesieben07> not doing rendering :D
L1687[16:03:52] <shadekiller666> lol
L1688[16:03:53] <tterrag> yeah that's what everyone says -.-
L1689[16:03:55] <ThePsionic> hrm, i have a problem
L1690[16:03:59] <tterrag> fry|S_I_S_ needs to write it
L1691[16:04:02] <shadekiller666> talking about documentation tterrag?
L1692[16:04:06] <tterrag> shadekiller666: yes
L1693[16:04:09] <PaleoCrafter> fry is shit at documentation :D
L1694[16:04:13] <shadekiller666> i could help out a bit with that
L1695[16:04:28] <tterrag> PaleoCrafter: I know ._.
L1696[16:04:30] <shadekiller666> i probably know the most about the system behind fry :P
L1697[16:04:34] <ThePsionic> the MySQL installation on my Ubuntu server is missing a my.cfg and I can't find a way to regenerate it
L1698[16:04:39] <tterrag> https://github.com/MinecraftForge/Documentation
L1699[16:04:40] <tterrag> go nuts
L1700[16:04:49] <tterrag> it's markdown formatted, simple stuff
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L1702[16:05:40] <ThePsionic> what do pls halp
L1703[16:05:40] <shadekiller666> so would i just make a new package named modelloaders or something?
L1704[16:05:50] <tterrag> shadekiller666: https://github.com/MinecraftForge/Documentation/pull/10
L1705[16:05:56] <tterrag> if you want to work off that, maybe leave him a comment
L1706[16:06:02] <tterrag> he has a lot done, but it's not finished
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L1709[16:07:57] <gigaherz> shadekiller666: remember to add your pages to the index in mkdocs.yml ;p
L1710[16:08:41] <gigaherz> I'd help a bit, but I probably don't know enough to actually document anything properly
L1711[16:08:41] <gigaherz> XD
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L1714[16:09:26] <gigaherz> aside of "how to write your own modelloaderregistry-compatible loader while waiting for shade's PR to land" ;P
L1715[16:09:26] <tterrag> I think the next thing I was going to do personally was the config system
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L1717[16:09:36] <tterrag> since it's so opaque and a lot of people don't know everything you can do with it
L1718[16:09:43] <tterrag> and there's also a lot of caveats to using it
L1719[16:10:23] <tterrag> like the fact that using getXXX over just get will add default/range comments automatically
L1720[16:10:23] <PaleoCrafter> the documentation already is 3 months old? :O
L1721[16:10:25] <tterrag> for whatever reason
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L1723[16:10:35] <tterrag> and the fact that you can have nested categories :P
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L1725[16:11:15] <osum4est> yay :D thanks tterray, got it to work via sending a packet
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L1727[16:11:47] <tterrag> np
L1728[16:11:49] <shadekiller666> is bobtwinkles talking about the difference between BlockState and ExtendedBlockState as well?
L1729[16:11:50] <tterrag> brb food
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L1731[16:12:18] <shadekiller666> thats an important thing to specify as returning one in the wrong place can cause unexpected things
L1732[16:13:20] <gigaherz> hmm I just had one facepalm idea
L1733[16:13:46] <tterrag|away> shadekiller666: it sounds convoluted but you could PR his fork so that it gets merged in with his existing PR :P
L1734[16:13:48] <tterrag|away> ok now gone
L1735[16:13:57] <shadekiller666> lol
L1736[16:14:02] <gigaherz> shadekiller666: maybe ExtendedBlockState should not extend BlockState, and instead have some inner .getExtendedState() that returns a special class which does?
L1737[16:14:07] <gigaherz> that would make it type-safe
L1738[16:14:07] <gigaherz> ;P
L1739[16:14:16] <shadekiller666> lol
L1740[16:14:24] <williewillus> ExtendedBlockState having a getExtendedState method?
L1741[16:14:25] <diesieben07> tterrag, don't make him do that, shadekillers git abilities are known to be fastly superior.
L1742[16:14:26] <williewillus> thats redundant
L1743[16:14:29] <shadekiller666> you have no idea how difficult that class would be to separate
L1744[16:14:46] <williewillus> and that would just move the problems form one class to another :p
L1745[16:15:04] <gigaherz> as I said
L1746[16:15:06] <gigaherz> facepalm idea
L1747[16:15:12] <gigaherz> which means it may be either genius or stupid
L1748[16:15:23] <shadekiller666> the fix lex and i made fixes the block placement problem but i think that returning EBSs in the wrong place makes it not find a model, i have to double check that though
L1749[16:15:29] <gigaherz> this time it was more stupid-ish
L1750[16:15:30] <gigaherz> ;p
L1751[16:16:00] <williewillus> well the only problem would be returning EBS instead of a regular BlockStateImpl, if you tried to do the reverse youd probably get a CCE
L1752[16:16:08] <williewillus> somewhere along the line
L1753[16:16:50] <shadekiller666> thats not ever a problem really, though that is an easy-to fix problem once you've made it
L1754[16:17:00] <shadekiller666> as java will tell you that you've been stupid :P
L1755[16:17:40] <shadekiller666> its the not finding of models and other errors that don't print stack traces that are the ones we want to avoid
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L1757[16:18:59] <williewillus> release a couple builds with debug lines everywhere and see how many people complain about those ;)
L1758[16:19:20] <shadekiller666> lol
L1759[16:19:27] * ThePsionic throws computer out of the window
L1760[16:19:33] <williewillus> 0 people complain -> it works
L1761[16:19:35] <shadekiller666> it gets really bad really fast lol
L1762[16:20:10] <shadekiller666> well, you'll always have print statements in the places where loops are and such, the things that get called every render tick
L1763[16:20:15] <ThePsionic> At this point I'm seriously considering a complete wipe of my Linux server
L1764[16:21:47] <ThePsionic> Fuck this I'm doing it
L1765[16:21:52] <ntzrmtthihu777> ThePsionic: whatcha got it for?
L1766[16:22:09] <ThePsionic> Oh wait
L1767[16:22:24] <ThePsionic> I'm actually using it for the bouncer I am currently using
L1768[16:22:25] <ThePsionic> Hrm
L1769[16:22:29] <ntzrmtthihu777> whats pissing you off at the moment?
L1770[16:22:56] <ThePsionic> Problem is MySQL cannot start for some reason, even though I completely uninstalled and re-installed everything even closely related to it
L1771[16:23:04] <ntzrmtthihu777> ThePsionic: distro?
L1772[16:23:32] <diesieben07> prepare for ntz rage
L1773[16:23:39] <ThePsionic> Ubuntu 14.04, x64
L1774[16:24:17] <ntzrmtthihu777> blarg.
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L1776[16:24:37] <ntzrmtthihu777> erm I mean BLARG!!!!!
L1777[16:24:49] <ThePsionic> of course
L1778[16:24:51] <ThePsionic> anyway
L1779[16:24:53] <diesieben07> called it!
L1780[16:24:54] <ntzrmtthihu777> permission errors?
L1781[16:24:59] <osum4est> where do i put additional mods (ccc & nei) to be loaded with my mod? i'm using intellij and puttting them in jars/mods doesnt work
L1782[16:25:21] <ntzrmtthihu777> osum4est: ... the jars folder is so dead now... what are you modding for?
L1783[16:25:27] <ThePsionic> I have literally no idea
L1784[16:25:38] <osum4est> 1.7.10
L1785[16:25:39] <ThePsionic> All I know is I'm quite peeved
L1786[16:26:16] <diesieben07> osum4est, libs folder is what you want.
L1787[16:26:42] <ntzrmtthihu777> ThePsionic: does 14.04 use systemd yet?
L1788[16:26:55] <ThePsionic> <ThePsionic> I have literally no idea
L1789[16:27:08] <osum4est> libs/mods or just libs/?
L1790[16:27:43] <osum4est> neither worked
L1791[16:28:09] <ntzrmtthihu777> osum4est: add them to your build.gradle
L1792[16:28:45] <shadekiller666> osum, put them in eclipse/mods i think, or eclipse/run/mods
L1793[16:29:12] <tterrag|away> guys
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L1795[16:29:28] <tterrag|away> Same dir as the build.gradle, make a libs folder
L1796[16:29:41] <tterrag|away> anything in there gets added to the class path
L1797[16:30:06] <ntzrmtthihu777> yeah, but if you add it as a dep in build.gradle it pulls it automagically when you setup your space :P
L1798[16:30:23] <tterrag|away> assuming whatever he's using has a maven
L1799[16:30:47] <ThePsionic> meh, it's 11:30PM, I'll look at this tomorrow if I remember
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L1801[16:32:15] <ntzrmtthihu777> ThePsionic: they do :P
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L1804[16:33:50] <osum4est> putting them in eclipse/mods works. but now i need to know where the mcp conf directory is
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L1807[16:34:45] <diesieben07> osum4est, 1.7 or 1.8?
L1808[16:34:51] <osum4est> 1.7
L1809[16:35:04] <diesieben07> (also fucking hell ChickenBones, get your shit together, even I can find the dir automatically)
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L1811[16:35:24] <Mimiru> .gradle\caches\minecraft\net\minecraftforge\forge\forgeversion\unpacked\conf
L1812[16:35:28] <tmtu> minecraft v9000 confirmed to be written in rust https://www.reddit.com/r/programming/comments/3ffer8/do_you_think_we_need_a_c_compiler_that_forces_the/cto70d8?context=10
L1813[16:35:30] <tmtu> /s
L1814[16:35:35] <Mimiru> That'l be either in ~, or documents
L1815[16:35:56] <ntzrmtthihu777> blarg! backslashes =_=
L1816[16:36:29] <osum4est> thanks, that worked
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L1831[16:54:09] <shadekiller666> !gm func_175757_a
L1832[16:55:51] <shadekiller666> !gm func_180713_a
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L1835[16:57:35] <Manusoftar> !gm func_175757_a
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L1837[16:59:26] <Manusoftar> i need to put two NBTTagLists on a dat file, but i need to append those lists on to the root of the file, how can i do it?
L1838[16:59:49] <diesieben07> oh the root of the file? what?
L1839[17:00:02] <Manusoftar> im making a screenshot to show what i mean
L1840[17:00:17] <Manusoftar> http://puu.sh/jlNXP/f5d51ada7a.jpg
L1841[17:00:19] <Laceh> http://i.imgur.com/Gxu82sh.png LD
L1842[17:00:20] <Manusoftar> see
L1843[17:00:23] <Laceh> :D*
L1844[17:00:42] <Manusoftar> both lists are at root level, not at another NBTTagCompound
L1845[17:00:45] <diesieben07> the root is always an NBTTagCompound
L1846[17:01:02] <PaleoCrafter> Laceh, the login text fields are a little to small compared to the rest
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L1848[17:01:30] <diesieben07> Manusoftar, http://wiki.vg/NBT#Specification
L1849[17:01:37] <PaleoCrafter> the whitespace between them is too large
L1850[17:01:38] <Laceh> let me see if I can increase them
L1851[17:02:10] <PaleoCrafter> and it seems lame in general :P (like visually, the darker area is way too empty etc.)
L1852[17:02:34] <Laceh> ?
L1853[17:02:34] <PaleoCrafter> and the text on the login button has to go up 1 or 2 pixels :P
L1854[17:02:38] <PaleoCrafter> dunno
L1855[17:02:52] <diesieben07> everything is huge except the important thing: the login
L1856[17:02:56] <PaleoCrafter> ^
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L1858[17:03:20] <PaleoCrafter> and the form doesn't look quite as slick
L1859[17:03:33] <Laceh> I didnt design it lmfao
L1860[17:03:41] <Laceh> err I design that panel
L1861[17:03:44] <Laceh> cyanide designed the rest
L1862[17:03:58] <diesieben07> also use some antialiasing on the cube in the top left
L1863[17:04:20] <diesieben07> and if "Add User" (sortof) has an icon (the +) make the rest also have one
L1864[17:04:23] <diesieben07> or make none have one
L1865[17:04:51] <diesieben07> and the edges of the social media icons look a bit weird, especially on the github one
L1866[17:05:07] <Manusoftar> yes but i guess that if i create an NBTTagCompound and then apply setTag("something", ublocks) where ublocks is the NBTTagList with key "UnbreakableBlocks" i believe the tree would look something like this -> ROOT -> something -> UnbreakableBlocks -> ...
L1867[17:05:34] <Laceh> diesieben07: the social media icons will be changed they are just placeholder
L1868[17:05:40] <PaleoCrafter> I hope so :P
L1869[17:05:47] <PaleoCrafter> they're rather inconsistent
L1870[17:05:49] <Laceh> they are multiple colours they need to be one so I can modify the colour
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L1872[17:06:48] <Laceh> the logo wasnt antialiased when drawn so it looks weird even if I antialias it when painting it
L1873[17:06:57] <diesieben07> Manusoftar, if you use CompressedStreamtools.write(NBTTagCompound, File) then no
L1874[17:07:31] <diesieben07> i honestly wonder how you created that file in the screenshot you posted
L1875[17:08:07] <diesieben07> actually no, makes perfect sense
L1876[17:08:14] <diesieben07> root is an NBTTagCompound with 2 entries
L1877[17:08:48] <Manusoftar> i was thinking i could end with something like this -> http://puu.sh/jlOvv/d3d084d583.png
L1878[17:09:05] <diesieben07> sure you can
L1879[17:09:33] <diesieben07> NBTTagCompound wiht 2 entries: one named "something" which is an NBTTagCompound and one named "MinesFound" which is an NBTTagList
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L1881[17:10:20] <Manusoftar> i want to avoid that, i want to make it like the first screenshot
L1882[17:10:30] <Manusoftar> just in case this is my code -> http://pastebin.com/Ksi4vwE4
L1883[17:10:51] <diesieben07> why are you not using WorldSavedData?
L1884[17:11:02] <Manusoftar> ?
L1885[17:11:13] <diesieben07> Saving any data into the world: WorldSavedData
L1886[17:11:27] <diesieben07> example: https://goo.gl/kufvvU
L1887[17:12:38] <Manusoftar> i wasn't even aware of it existance, although i thought something like that should exist
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L1891[17:14:45] <Manusoftar> i'll simplify my question, how can i append tags onto a dat (nbt) file??
L1892[17:15:00] <diesieben07> you cant and you shouldnt be writing the file manually
L1893[17:15:11] <diesieben07> you can write the file, like i already said
L1894[17:15:21] <diesieben07> you write an NBTTagCompound, that compound becomes the root of the file
L1895[17:15:23] <Manusoftar> as my second screenshot?
L1896[17:15:34] <diesieben07> yes
L1897[17:15:45] <diesieben07> and you should still not write the file manually
L1898[17:16:46] <Manusoftar> but then to read that file i will have to, first read the very first NBTTagCompound, and then read either UnbreakableBlocks or MinesFound, and finally get every item on the ListTag...
L1899[17:17:22] <diesieben07> exactly
L1900[17:17:25] <diesieben07> what else do you wnat?
L1901[17:18:55] <Manusoftar> it would be easier to skip the first step if possible, knowing that the file would be like the first screenshot, by the way, if NBTExplorer can actually write the file as the first screenshot i dont see why it shouldnt be possible to do as so from my mod... ???
L1902[17:19:44] <diesieben07> again... which first step
L1903[17:19:49] <diesieben07> the first step is to actually READ the file
L1904[17:19:53] <diesieben07> which gives you an NBTTagCompound
L1905[17:19:57] <Manusoftar> read the very first NBTTagCompound
L1906[17:20:11] <diesieben07> that is calling CompressedStreamTools.read
L1907[17:22:54] <Manusoftar> http://puu.sh/jlPoa/d71f7705bf.png the circle part seems redundant to me...
L1908[17:23:40] <diesieben07> you indeed do not need that
L1909[17:24:30] <Manusoftar> as i understand it, i will end with something like this -> http://puu.sh/jlPuO/3eb467e4c6.jpg
L1910[17:24:30] <Teamy> o/
L1911[17:24:41] <diesieben07> Manusoftar, no.
L1912[17:24:51] <Manusoftar> ?
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L1915[17:27:12] <Manusoftar> Now as you can see the squared part looks almost the same as my first screenshot -> http://puu.sh/jlPDZ/1ef572c2ab.jpg
L1916[17:28:13] <Manusoftar> but now everything is under another node (the actual root node) a redundant node to me...
L1917[17:29:28] <Manusoftar> and this is how the function should end (as i understood) http://pastebin.com/9XjdyFGU
L1918[17:29:53] <tterrag> Manusoftar: who cares how the file looks, if you know how the data was put into it you konw how to get it back out
L1919[17:29:57] <tterrag> stop obsessing over stuff that doesn't matter O.o
L1920[17:30:43] <Manusoftar> what can i say... im an engineer so, im obsessed with that kind of stuff =P
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L1926[17:42:06] <ntzrmtthihu777> goddammit intellij, I don't want you to handle version control, git off my case!
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L1928[17:45:14] <tterrag> hmm
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L1930[17:45:29] <tterrag> I feel like I need to call notifyBlocksOfNeighborChange, but that method loads neighboring chunks
L1931[17:45:34] <tterrag> how can I avoid this?
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L1933[17:54:50] <shadekiller666> update the blocks yourself?
L1934[17:55:14] <shadekiller666> gtg, bye
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L1938[17:57:40] <Achielleus> how to disable ambientocclusion for b3d models?
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L1940[18:04:54] <williewillus> for container.mergeItemStack, are the second and third params inclusiv eor exclusive?
L1941[18:05:01] <williewillus> (begin and end index)
L1942[18:05:08] <williewillus> I'm assuming invlusive beginning, exclusive end
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L1947[18:17:59] <osum4est> has anyone used AnimationApi?
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L1953[18:30:36] <Achielleus> i can't get rotations to work with my b3d models :/
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L1956[18:34:26] <Ivorius> Achielleus: https://github.com/Ivorforce/PandorasBox/blob/master/src/main/resources/assets/pandorasbox/blockstates/pandoras_box.json
L1957[18:34:28] <Ivorius> Believe in yourself
L1958[18:34:32] <Ivorius> And possibly update Forge
L1959[18:34:59] <Ivorius> You'll also need this https://github.com/Ivorforce/PandorasBox/blob/master/src/main/java/ivorius/pandorasbox/client/ClientProxy.java#L42-L50
L1960[18:35:40] <Achielleus> i have never quite understood the need for the customstatemapper could you explain?
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L1962[18:37:34] <Achielleus> Ivorius ?
L1963[18:37:47] <Ivorius> It is custom
L1964[18:37:49] <Ivorius> And it mapes states
L1965[18:38:16] <Ivorius> It is essentially IBlockState -> blockstate json entry
L1966[18:38:33] <Achielleus> ye but doesnt minecraft does it automaticly?
L1967[18:38:46] *** Cvolton__|-_-| is now known as Cvolton
L1968[18:40:00] <Ivorius> Nope
L1969[18:40:49] <Achielleus> but how does my furnace then know which rotation to use?
L1970[18:41:20] <gigaherz> minecraft has a basic implementation
L1971[18:41:24] <gigaherz> but you can replace it
L1972[18:42:02] <Achielleus> ah so the basic impl doesnt work for b3d's?
L1973[18:42:11] <williewillus> b3d has their own statemapper i thought
L1974[18:42:15] <williewillus> or you need your own
L1975[18:42:23] <Ivorius> Honestly
L1976[18:42:30] <Ivorius> I agree that the current system is super messy
L1977[18:42:45] <Ivorius> I'd prefer if json and b3d models were 100% interchangeable with the same code
L1978[18:42:47] <gigaherz> I thought using a .b3d file was just using forge blockstates json
L1979[18:42:56] <Ivorius> But I'm too lazy to PR
L1980[18:42:57] <gigaherz> with a "model": "something.b3d"
L1981[18:43:09] <Achielleus> ye but then rotations wouldnt work for me
L1982[18:43:16] <gigaherz> ?
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L1984[18:43:32] <gigaherz> oh no idea how you'd rotate a block model
L1985[18:43:43] <bob_twinkles> variants!
L1986[18:43:55] <gigaherz> wait
L1987[18:44:01] <gigaherz> can't you just have "y": 90
L1988[18:44:05] <gigaherz> in a variant, to rotate?
L1989[18:44:08] <bob_twinkles> yep
L1990[18:44:08] <Achielleus> http://pastebin.com/tFxnAcK8
L1991[18:44:14] * Ivorius slowclaps
L1992[18:44:16] <Achielleus> had this couldnt manage to get it to work
L1993[18:44:26] <gigaherz> oh, no idea then
L1994[18:44:33] <bob_twinkles> though actually now that I think about it, the b3d loader might not support it (yet?)
L1995[18:44:56] <bob_twinkles> I think the obj loader does though
L1996[18:44:57] <gigaherz> I honestly don't know, I never used custom models for blocks yet XD
L1997[18:46:11] <Achielleus> is there an obj loader for 1.8 bob_twinkles ?
L1998[18:46:16] <bob_twinkles> might need this to be merged first -> https://github.com/MinecraftForge/MinecraftForge/pull/2054
L1999[18:46:40] <bob_twinkles> though I think basic support is in...
L2000[18:47:01] <Achielleus> hmm know any classes where i could start looking?
L2001[18:47:27] <bob_twinkles> I think https://github.com/MinecraftForge/MinecraftForge/pull/1944 is the PR that added OBJ support
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L2003[18:47:58] <bob_twinkles> should just be the same as b3d models: load it with "mymod:magic_model.obj"
L2004[18:48:21] <Achielleus> i would imagine i need to activate the loader as with the b3d loader
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L2007[18:49:57] <Achielleus> i dont think it is in yet
L2008[18:50:04] <bob_twinkles> https://github.com/shadekiller666/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ForgeBlockStatesLoaderDebug.java
L2009[18:50:13] <bob_twinkles> ^ the test mod for the obj loader (I think)
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L2011[18:50:53] <bob_twinkles> though yeah, looks like it isn't merged yet
L2012[18:53:07] <Achielleus> ok back to b3d for now then
L2013[18:55:31] <williewillus> what's a good relatively small open source mod that needs 1.8 porting
L2014[18:55:35] <williewillus> im bored :p
L2015[18:59:48] <gigaherz> all of the smaller mods in FTB Infinity are either not opensource, or already 1.8
L2016[18:59:50] <gigaherz> :/ XD
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L2020[19:03:30] <osum4est> i'm trying to use renderplayerapi, but when i right click->add as library in intellij to actually use the api, minecraft crashes on startup
L2021[19:03:52] <osum4est> the *.jar is in eclipse>mods
L2022[19:04:03] <osum4est> if it isn't added as a library, minecraft loads the mod just fine
L2023[19:05:08] <osum4est> am i using it incorrectly?
L2024[19:05:14] <gigaherz> there's a process to adding it to gradle so that it gets included into the mods also
L2025[19:05:25] <williewillus> yeah do they have maven
L2026[19:06:18] <osum4est> not that i can find
L2027[19:06:18] <osum4est> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1283669-render-player-api
L2028[19:07:55] <osum4est> i may not even need it, i'm trying to animate the players right arm for the client in first person view
L2029[19:09:06] <HassanS6000> How would I animate a normal block in Forge 1.7.10
L2030[19:11:16] <HassanS6000> nvm
L2031[19:13:54] <osum4est> any ideas?
L2032[19:15:39] <osum4est> fixed it
L2033[19:15:55] <osum4est> it was loading it twice, creating a duplicated
L2034[19:16:12] <osum4est> stuck it in /libs and added as a library instead of eclipse/mods
L2035[19:21:27] <HassanS6000> In SpongeAPI 2.1 what replaced the method toLegacy from SpongeAPI 2.0
L2036[19:22:07] * HassanS6000 notices he was in the wrong IRC
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L2041[19:38:47] <williewillus> wtf
L2042[19:39:42] <williewillus> just started updating/maintaining an abandoned mod, and this sure is a novel way of dynamic dispatch/"polymorphism": http://i.gyazo.com/e886877e0eef2d35240652dbecec029c.png
L2043[19:44:23] <osum4est> heh, i made it so your head dissapears when you press f
L2044[19:44:26] <osum4est> best mod ever
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L2046[19:47:23] <Vorquel> What's the point of being generic if you just put a giant if statement to divide it back up, and waste time in the process?
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L2048[19:48:15] <Vorquel> might as well have a single function: doTheMod(Object... Everything)
L2049[19:49:10] <williewillus> Vorquel: talking about that screenshot?
L2050[19:49:16] <Vorquel> yep
L2051[19:49:21] <williewillus> even worse
L2052[19:49:24] <williewillus> look at the reflection
L2053[19:49:38] <williewillus> it's deciding the method name to call with a fucking string
L2054[19:50:03] <williewillus> (in the class there's tons of methods called itemSkeleton, itemCow, itemWhatever, etc.)
L2055[19:50:14] <williewillus> so it's "dynamically dispatching" a call based on what the type of the backpack is
L2056[19:50:23] <Ordinastie_> williewillus, can you gist the whole class?
L2057[19:51:22] <williewillus> I'm picking up a presumably dead mod I liked: https://github.com/Darkona/AdventureBackpack2/blob/master/src/main/java/com/darkona/adventurebackpack/common/BackpackAbilities.java#L81
L2058[19:51:28] <williewillus> its a mess .-.
L2059[19:52:22] <williewillus> swallowing exceptions three times in a row makes me cry
L2060[19:52:58] <Vorquel> Pure insanity. It's like they forgot how to call methods normally.
L2061[19:53:00] *** Keridos|away is now known as Keridos
L2062[19:53:39] <williewillus> no, this is what interfaces are literally for lol
L2063[19:54:14] <williewillus> IBackpackAbility.apply(player, world, stack)
L2064[19:54:41] <Vorquel> It's like they used differential equations because they forgot addition.
L2065[19:55:23] <Vorquel> There, thats a better statement. I hope :P
L2066[19:55:26] <Ordinastie_> I was hoping to see something you missed, required that so called "black magic" but nope, just bad and dumb design
L2067[19:55:38] <williewillus> heh
L2068[19:55:51] <williewillus> it has way too many classes for a bag mod too, everythinsg all scattered
L2069[19:55:58] <williewillus> but hey I'll clean it up, I like refactring shit :p
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L2071[19:58:22] <Ordinastie_> at least it's commented
L2072[19:58:54] <Ordinastie_> but sometimes : //Spiral search, because I'm awesome :)
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L2074[19:59:55] <Ordinastie_> oh, this is gold
L2075[19:59:56] <Ordinastie_> https://github.com/Darkona/AdventureBackpack2/blob/master/src/main/java/com/darkona/adventurebackpack/util/Utils.java#L438-L445
L2076[20:00:30] <gigaherz> wait doesn't instanceof DO check for null?
L2077[20:00:37] <williewillus> it does
L2078[20:00:40] <williewillus> for one
L2079[20:00:42] <williewillus> and for two, guava
L2080[20:01:01] <Ordinastie_> yep, instanceof null == false
L2081[20:01:08] <williewillus> null instanceof <X> or <X> instanceof null are both false
L2082[20:01:15] <Ordinastie_> I mean the other way around but you get it :p
L2083[20:04:02] <Vorquel> I thought for sure I tested that the other day and got the opposite result. Guess I'm crazy.
L2084[20:04:12] <Vorquel> Tested again and you're right
L2085[20:04:58] <Ordinastie_> this repo is full of wtf
L2086[20:05:16] <williewillus> it has way too many classes and external depsfor such a small mod
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L2090[20:08:38] <gigaherz> williewillus: is that, this? https://youtu.be/zqWdEfkTdSw?list=PLGN8WikMb4WH2xrNv9V3SccrlDdm-izkt&t=884
L2091[20:09:12] <gigaherz> sorry time is too early
L2092[20:09:13] <gigaherz> https://youtu.be/zqWdEfkTdSw?list=PLGN8WikMb4WH2xrNv9V3SccrlDdm-izkt&t=901
L2093[20:09:14] <gigaherz> ;P
L2094[20:09:48] <williewillus> yeah
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L2096[20:10:06] <gigaherz> well
L2097[20:10:23] <gigaherz> it's partially the other mods that change the animations and such
L2098[20:10:29] <gigaherz> but it seems just as broken practically as is the code
L2099[20:10:30] <gigaherz> XD
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L2101[20:12:52] <williewillus> should i attempt to clean it up then port to 1.8 or just start cleaning it on 1.8
L2102[20:12:59] <williewillus> i want to do the latter but the former probably is easier
L2103[20:13:19] <Ordinastie_> easiest is probably rewrite from scratch :p
L2104[20:13:50] <williewillus> would i need permission to use his assets if I did that?
L2105[20:13:54] <williewillus> as opposed to a fork
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L2108[20:14:27] <Ordinastie_> dunno, I always have original ideas :p
L2109[20:14:27] <diesieben07> well, fork it and make a commit that wipes all the code :P
L2110[20:14:33] <williewillus> lol
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L2112[20:15:46] <tterrag> his license is GPL, iirc you can use his assets as long as you are also GPL
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L2133[21:00:37] <DemoXin> RenderGameOverlayEvent.Text should only ever be called on the client side, right? so using Minecraft.getMinecraft() is safe?
L2134[21:01:04] <williewillus> as long as whatever class youre doing that in is ever loaded only clientside
L2135[21:01:06] <tterrag> correct
L2136[21:01:16] <tterrag> williewillus: well, not really
L2137[21:01:20] <williewillus> oh?
L2138[21:01:26] <tterrag> since it's referenced inside the method body, loading the class wouldn't cause any issues
L2139[21:01:39] <Cazzar> tterrag: You have to release with a GPL compatible license.
L2140[21:01:44] <williewillus> ah yeah
L2141[21:02:15] <lclc98> has anyone made any progress on win10 minecraft since like 12 hours ago?
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L2143[21:02:57] <williewillus> who plays that...? :p
L2144[21:03:36] <Flashfire> What's the best way to set a custom armor subitem's armor material without making them separate items?
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L2163[21:40:16] <Sollux-Captor> so uh.. if i want to make my own bloc material, would i want to extend "Material" or import it?
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L2165[21:42:03] <killjoy> How long has 1.8 shown itemstacks with negative count?
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L2167[21:43:54] <williewillus> killjoy: as far as i can remember they've done that
L2168[21:44:01] <williewillus> its just you rarely see negative itemstacks in vanilla
L2169[21:44:13] <killjoy> It wasn't like that in 1.7
L2170[21:44:41] <killjoy> You can use negative stacks to hack infinite stacks
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L2173[21:47:11] <Flashfire> I'm still trying to figure out how to set armor material for subitems
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L2175[21:52:10] <tterrag> Flashfire: wat?
L2176[21:52:20] <tterrag> Sollux-Captor: just create a new Material()
L2177[21:52:25] <tterrag> most things can be done just by calling setters
L2178[21:53:15] <Sollux-Captor> ye but then i get the problem that .setRequiresTool(); is not visable
L2179[21:54:43] <Sollux-Captor> http://prntscr.com/7ztpnc
L2180[21:54:59] <williewillus> hm the adventure backpack backpacks render the contents of the two fluid tanks when on the player / in inv / in world....but it's not very detailed
L2181[21:55:06] <Zaggy1024> return true from the method that gets the value that method sets
L2182[21:55:07] <Flashfire> It wants material in a constructor
L2183[21:55:09] <williewillus> I wonder if it can be done with the model system
L2184[21:55:13] <Flashfire> But I only instantiate one instance
L2185[21:55:33] <Flashfire> So how can I change it for an itemstack?
L2186[21:55:47] <williewillus> i don't think you can change materials for subitems
L2187[21:55:48] <Zaggy1024> you can't have subitems with damage reliably yet, AFAIK
L2188[21:56:00] <Flashfire> My item doesn't degrade
L2189[21:56:09] <Zaggy1024> hm
L2190[21:56:19] <Zaggy1024> willie may be right
L2191[21:56:27] <Flashfire> Yeah :/
L2192[21:56:36] <Flashfire> I guess i'll make separate items
L2193[21:57:17] <Zaggy1024> check what method returns the value you pass to the constructor
L2194[21:57:27] <Zaggy1024> if you can override it for itemstacks then you can combine the items
L2195[21:57:28] <Zaggy1024> otherwise not
L2196[21:57:31] <Zaggy1024> easy :P
L2197[21:57:58] <Flashfire> It's from vanilla init
L2198[21:58:00] <tterrag> Sollux-Captor: that is annoying yes
L2199[21:58:20] <mrkirby153> So what happens if I send a custom packet to a client that can't handle the packet?
L2200[21:58:22] <Flashfire> the item class
L2201[21:58:23] <tterrag> well in that case new Material(){ @Override public boolean isToolNotRequired() { return myValue; } }
L2202[21:58:24] <mrkirby153> Like a server side mod
L2203[21:58:38] <williewillus> fml ignores it. i think
L2204[21:59:06] <mrkirby153> Lets find out shall we? :D
L2205[21:59:36] <Sollux-Captor> thx tterrag, and if i wanted to i could just override that method in my class?
L2206[21:59:50] <Zaggy1024> can having a whole bunch of the different block types in a chunk or biome cause lag?
L2207[21:59:51] <Sollux-Captor> for shorter declaration purposes
L2208[22:00:08] <Zaggy1024> more than vanilla biomes, that is
L2209[22:00:19] <Zaggy1024> and I mean microstutter, actually :P
L2210[22:00:20] <tterrag> Sollux-Captor: yeah
L2211[22:00:24] <tterrag> of course
L2212[22:00:25] <Sollux-Captor> aight thx
L2213[22:02:07] <killjoy> I'm reading this changelog. "Added bugs"
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L2218[22:09:11] <HassanS6000> Can u access the server in readNBT?
L2219[22:09:19] <HassanS6000> Currently it's returning a null for this.worldObj
L2220[22:09:32] <HassanS6000> *the world from the server
L2221[22:09:47] <Ri5ux> How do you get the world object in readNBT? It's currently null at the time of reading from the NBT.
L2222[22:09:53] <Ri5ux> For TileEntities.
L2223[22:10:19] <gigaherz> what do you need the world for?
L2224[22:10:50] <Ri5ux> Getting other TileEntities
L2225[22:10:50] <HassanS6000> getting a TE
L2226[22:11:06] <HassanS6000> using coords
L2227[22:11:09] <gigaherz> which version of mc?
L2228[22:11:12] <HassanS6000> 1.7.10
L2229[22:12:02] <Ri5ux> ^
L2230[22:12:03] <gigaherz> hmm no idea how that'd work in 1.7.10
L2231[22:12:18] <gigaherz> in 1.8, the proper way to update things is using the Block's getActualState
L2232[22:12:42] <HassanS6000> uhh
L2233[22:13:01] <Zaggy1024> what do you need to do with other TEs in readNBT?
L2234[22:13:52] <HassanS6000> store em
L2235[22:14:03] <Ri5ux> No
L2236[22:14:06] <gigaherz> readFromNBT happens DURING loading
L2237[22:14:10] <Ri5ux> Do not need to store them.
L2238[22:14:14] <gigaherz> the rest of the entities haven't been loaded yet
L2239[22:14:21] <Ri5ux> Need to get the instance of it, but I already figured it out
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L2241[22:14:28] <gigaherz> you need to access that info AFTER all entities have got loaded
L2242[22:14:37] <Ri5ux> I figured that out.
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L2253[22:48:02] <osum4est> does anyone know what the parameters to biped.addBox(p1, p2, p3, p4, p5, p6) are?
L2254[22:48:44] <Zaggy1024> anybody know what it means if in the profiler gameRenderer.level.terrain_setup.culling.build_near is (seemingly) causing some serious stuttering?
L2255[22:48:57] <Zaggy1024> I have no idea what to do about this
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L2257[22:49:06] <Zaggy1024> this is in a custom dimension
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L2260[22:50:16] <williewillus> osum4est: presumably the corners of the box :p
L2261[22:50:27] <williewillus> also, who was working on that tabula json exporter?
L2262[22:50:35] <williewillus> that would really help what I'm doing rn XD
L2263[22:51:52] <Zaggy1024> do you already have the model made in tabula?
L2264[22:52:20] <Zaggy1024> I don't know anything about it but I was thinking if you know anything about Blender perhaps you could use that
L2265[22:52:36] <Zaggy1024> I've been using an exporter (modified to work better) from it for a while now
L2266[22:52:45] <Zaggy1024> *anything about tabula
L2267[22:53:35] <williewillus> i mainly want it because tabula can import java/old models, and if it then has json export that's a free java -> json converter :p
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L2270[22:59:53] <osum4est> also, when i use biped.addBox, can i assign just that box a unique texture?
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L2275[23:09:28] <tterrag> osum4est: probably not, why would you?
L2276[23:09:50] <osum4est> i'm trying to tack on a model to the players arm
L2277[23:09:57] <tterrag> I see
L2278[23:10:03] <osum4est> was thinking about doing addbox, but maybe theres a better way
L2279[23:10:03] <tterrag> just render your own thing
L2280[23:10:05] <tterrag> don't edit the model
L2281[23:10:34] <Manusoftar> Im using DimensionManager.getCurrentSaveRootDirectory() to get the path to the saves directory, for saving all the data that my mod needs to work is working like a charm buy at the initialization (when i need to load the data previusly saved) it gives me a NullPointerException. ???
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L2283[23:12:10] <Manusoftar> Im thinking that i might try loading the data on the event (whichever it is) that is fired when the world is being loaded instead of my mod initialization...
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L2285[23:14:07] <Manusoftar> well i cant find any world loading event between the fml.common.event s
L2286[23:14:11] <Manusoftar> any idea??
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L2290[23:18:06] <tterrag> Manusoftar: if there is no loaded world, there is no current save dir
L2291[23:18:13] <tterrag> you cannot use that method during initialization
L2292[23:18:18] <tterrag> only when a world is running
L2293[23:18:20] <osum4est> tterrag: can you think of any open source mods that do that? i'm not sure where to start...
L2294[23:18:27] <tterrag> osum4est: tons
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L2296[23:18:59] <Manusoftar> i found WorldEvent.Load i think that should work, shouldn't it?
L2297[23:19:13] <osum4est> tterrag: which one do you recommend i look at? one that adds a model onto the player...
L2298[23:19:28] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/item/darksteel/upgrade/GliderUpgrade.java#L75-L98
L2299[23:19:31] <tterrag> Manusoftar: yes
L2300[23:19:53] <Manusoftar> Great! thanks buddy!!!
L2301[23:19:55] <osum4est> tterrag: thanks
L2302[23:20:01] <tterrag> osum4est: bsically respond to RenderPlayerEvent.Post
L2303[23:20:21] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/item/darksteel/DarkSteelController.java#L404-L452
L2304[23:20:22] <tterrag> sorry
L2305[23:20:27] <tterrag> RenderPlayerEvent.Specials.Post
L2306[23:20:50] <tterrag> and I'll be honest a lot of that code is "inspired" from botania :P
L2307[23:21:30] <osum4est> oh, cool. thanks!
L2308[23:21:58] <tterrag> e.g. https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/item/darksteel/upgrade/IRenderUpgrade.java#L14-L32
L2309[23:22:58] <osum4est> i havent played with enderio, so i think ill play around with those items real quick first to see how they work in game
L2310[23:25:00] <tterrag> grab a fully upgraded dark steel chest plate from NEI
L2311[23:25:30] <tterrag> and press G for glider
L2312[23:25:38] <tterrag> it's a WIP render but it works
L2313[23:27:20] <tterrag> osum4est: oh you'll need the jenkins build
L2314[23:27:25] <tterrag> not the official release
L2315[23:27:29] <tterrag> that code hasn't made it to a release yet
L2316[23:27:39] <osum4est> that would explain me not seeing anything XD
L2317[23:28:06] <tterrag> http://ci.tterrag.com/job/EnderIO/
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L2319[23:30:34] <osum4est> really nice job on the mod btw, i just realized you were an author!
L2320[23:33:59] <osum4est> now i see it! looks great. I'll just need to attatch it to the arm rather than the body
L2321[23:34:40] <tterrag> you'll just need to take into account the arm rotations
L2322[23:34:45] <williewillus> is bc's main modid "BuildCraft" or "BuildCraft|Core"?
L2323[23:35:07] <osum4est> got it
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L2325[23:43:05] <tterrag> williewillus: https://github.com/BuildCraft/BuildCraft/blob/6.5.x/common/buildcraft/BuildCraftCore.java#L162
L2326[23:43:08] <tterrag> that took 30 seconds >___>
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L2328[23:43:30] <williewillus> sorrry :p
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