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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...
L26[00:28:51] ⇨
Joins: Dimitriye98
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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??
L80[00:43:39] ⇨
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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] ⇦
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())
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
L144[00:58:32] ⇦
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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
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
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)
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
L279[01:45:34] ⇦
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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
L293[01:52:48] ⇦
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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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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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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
L521[06:27:52] ⇦
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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
L529[06:40:27] ***
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L533[06:57:01] *
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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
L676[07:51:15] ***
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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
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
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
L812[09:24:07] <gigaherz> eh well then no
idea
L813[09:24:08] <gigaherz> XD
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?
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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
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
L874[10:23:26] ***
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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
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?
L893[10:26:09]
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L894[10:26:13] <diesieben07>
config/splash.properties
L895[10:26:26]
⇨ Joins: laci200270
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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
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
L921[10:29:34] ***
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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
L938[10:31:49] ***
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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
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
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
L1014[10:44:58]
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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
L1019[10:45:39]
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L1020[10:45:52] <killjoy> Do I have to do
some blend method?
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
L1026[10:46:51]
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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
L1034[10:48:48] ***
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L1035[10:48:48] <diesieben07> gigaherz,
you need *both* lines that i linked
L1036[10:49:03]
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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
L1046[10:50:17]
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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.
L1053[10:53:08]
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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
L1076[10:59:18]
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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.
L1095[11:00:56]
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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
L1098[11:01:14]
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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
L1116[11:02:39]
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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
L1123[11:03:14]
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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
L1130[11:04:54]
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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?
L1135[11:06:13]
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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.
L1142[11:12:05]
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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
L1172[11:25:11]
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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
L1177[11:26:32]
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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
L1182[11:29:10]
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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]
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L1197[11:40:10] <laci200270> thanks
L1198[11:41:08]
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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
L1209[11:43:44] <laci200270> maybe
this
L1210[11:44:09]
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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
L1220[11:50:51] ***
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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
L1232[11:57:10]
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L1235[12:00:47] <md678685> should an
entity freeze if I use setPositionAndUpdate?
L1236[12:00:49]
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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?
L1243[12:04:22] <TurnedSlayer> haha
diesie
L1244[12:04:48]
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L1245[12:04:48] <TurnedSlayer> fun with
dumb people xD
L1246[12:05:05]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
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
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
L1261[12:08:22] ***
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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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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?
L1400[13:58:05] ***
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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
L1472[14:59:07]
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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
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?
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?
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
L1591[15:37:54]
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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
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
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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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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
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?
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
L1756[16:18:45] ***
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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.
L1775[16:24:26]
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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
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
L1817[16:37:21]
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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
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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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
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
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
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
L1908[17:23:40] <diesieben07> you indeed
do not need that
L1910[17:24:30] <Teamy> o/
L1911[17:24:41] <diesieben07> Manusoftar,
no.
L1912[17:24:51] <Manusoftar> ?
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L1916[17:28:13] <Manusoftar> but now
everything is under another node (the actual root node) a redundant
node to me...
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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L1957[18:34:28] <Ivorius> Believe in
yourself
L1958[18:34:32] <Ivorius> And possibly
update Forge
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?
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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
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 ?
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?
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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
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
L2017[19:00:28] ***
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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
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] *
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L2041[19:38:47] <williewillus> wtf
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?
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.
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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
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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L2091[20:09:12] <gigaherz> sorry time is
too early
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
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...
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
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!
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
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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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L2326[23:43:08] <tterrag> that took 30
seconds >___>
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L2328[23:43:30] <williewillus> sorrry
:p
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