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L1[00:00:02] <Ordinastie_> FusionLord, do
you know how to use a debugger ?
L2[00:01:14] <Zaggy2048> frickin
playerinteractevent
L3[00:02:26] <FusionLord> Ordinastie_, I
don't even know where i would start I know almost nothing about the
new blockstates
L4[00:02:43] <Zaggy2048> what in your code
isn't doing its job?
L5[00:03:04] <Ordinastie_> start from the
method in itemBlock that places the block
L6[00:04:02] <Ordinastie_> or from the
onBlockPlacedBy of your block
L7[00:05:05] <Zaggy2048> FusionLord, I don't
see anything in your code setting TYPE
L8[00:05:18] <FusionLord> first line of the
class Zaggy2048
L9[00:05:40] <Zaggy2048> that's not what I
meant lol
L10[00:05:45] <Zaggy2048> I mean setting
the property value in an IBlockState
L11[00:06:05] <FusionLord> does minecraft
not set it by meta by default?
L12[00:06:22] <Zaggy2048> why would
it?
L13[00:06:39] <Zaggy2048> it has no idea
what your metadata is in its item and block
L14[00:06:45] <FusionLord> cause meta is
from MINECRAFT not a mod
L15[00:07:06] <Zaggy2048> block and item
metadata aren't always the same
L16[00:07:18] <Zaggy2048> you have to
implement onBlockPlaced to make it change the state that gets
placed
L17[00:07:29] <Zaggy2048> onBlockPlaced,
not onBlockPlacedBy
L18[00:07:57] <Ordinastie_> FusionLord, but
MINECRAFT has no way to guess the link between metadata and your
properties
L19[00:08:01] <tterrag> or change the
default state
L20[00:08:27] <Zaggy2048> changing the
default state won't change what's placed according to the
itemstack
L21[00:08:34] <tterrag> um?
L22[00:08:40] <Zaggy2048> which I believe
is what he wants
L23[00:08:46] <tterrag> the block's default
state is the default state...whatever that is is what is
placed
L24[00:08:50] <tterrag> at least as I
understand it
L25[00:08:53] <Zaggy2048> yes I know
L26[00:09:04] <FusionLord> Ordinastie_, so
you think that getStateFromMeta is just in there for fun?....
L27[00:09:04] <Zaggy2048> but he wants to
change a property according to the metadata of an item
L28[00:09:08] <Zaggy2048> I told him how to
do that
L29[00:09:09] <tterrag> oh I see
L30[00:09:10] <tterrag> , ok
L31[00:09:21] <Ordinastie_> FusionLord, no
it's there JUST for disk I/O
L32[00:09:24] <Zaggy2048> FusionLord,
that's for serializing your state to the world data danget
L33[00:09:31] ⇨
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L34[00:09:42] <Zaggy2048> and like I said,
that metadata isn't at all guaranteed to be the same as item
metadata
L35[00:09:46] <Zaggy2048> nor should it
ever be assumed to be
L36[00:09:50] <Zaggy2048> or things will
break
L37[00:09:51] <Ordinastie_> ^
L38[00:10:15] ***
Zaggy2048 is now known as Zaggy1024
L39[00:10:20] <tterrag> I don't really see
why it needs to be there even for serializing
L40[00:10:22] <Ordinastie_> because you
could have 30 item meta values, with corresponding properties
L41[00:10:26] <tterrag> it knows all the
states, can't it internally map them?
L42[00:10:31] <tterrag> and provide
overrides if you need them?
L43[00:10:37] <Ordinastie_> tterrag, map to
what ?
L44[00:10:41] <FusionLord> just seems if
the item has subtypes it would default to setting the properties
with that meta...
L45[00:10:45] <tterrag> map all the states
to a meta
L46[00:10:52] <tterrag> if the idea was to
abstract meta, they did a horrible job
L47[00:10:55] <tterrag> considering you
still have to manually convert
L48[00:11:23] <Ordinastie_> because some
states doesn't necessarily need to be stored as meta
L49[00:11:35] <tterrag> and those states
could declare themselves as such
L50[00:11:37] <Zaggy1024> FusionLord,
you're sure your stacks have the proper metadata?
L51[00:11:41] <tterrag> in fact that's
already possible
L52[00:11:47] <Ordinastie_> some states
could be deducted from world, some state could be stored as
TE
L53[00:11:57] <tterrag> as I said,
overrides if you need them
L54[00:11:59] <tterrag> not required
L55[00:12:16] <Ordinastie_> tterrag, yeah,
I know what you mean, but I think the way it's done is ok
L56[00:12:22] <tterrag> ALMOST none of the
MC blocks use compex states
L57[00:12:27] <tterrag> they use simple
meta<->state
L58[00:12:28] <Ordinastie_> the
from/toMeta
L59[00:12:40] <tterrag> so from a vanilla
POV, it would make sense to make it automatic
L60[00:12:50] <Ordinastie_> maybe
L61[00:12:52] <Zaggy1024> a lot of MC
blocks use getActualState to set states
L62[00:12:57] <FusionLord> Zaggy1024, I
didn't, so I fixed that and now they do
L63[00:12:58] <Zaggy1024> automatic
conversion would be overridden in a lot of places
L64[00:13:01] <tterrag> sure
L65[00:13:10] <tterrag> fence...panes...any
others?
L66[00:13:16] <FusionLord> still placing
the default state
L67[00:13:19] <Zaggy1024> flower pots
L68[00:13:24] <Ordinastie_> probably
doors
L69[00:13:28] <tterrag> ...flower
pots?
L70[00:13:29] <Zaggy1024> yep
L71[00:13:31] ***
KJ4IPS is now known as KJ4IPS|Gone
L72[00:13:42] <Zaggy1024> still, a utility
would be nice
L73[00:13:44] <tterrag> oh I guess
L74[00:13:50] <tterrag> that's NOT the
majority of blocks though
L75[00:13:54] <Ordinastie_> but honnestly,
I've way dumber stuff in vanilla code that should be fixed before
that
L76[00:13:55] <Zaggy1024> true
L77[00:14:10] <Ordinastie_> *seen
L78[00:14:20] <tterrag> also true
L79[00:14:24] <Ordinastie_> still amazed
how they handled the rendering
L80[00:14:30] <Zaggy1024> but I think they
probably put off doing that stuff because they (I hope) want to
make metadata "unlimited"
L81[00:14:41] <Ordinastie_> the baked quad
and their usage
L82[00:14:42] <Zaggy1024> that's my
guess
L83[00:14:42] <FusionLord> do i even need
block states if it is only based on meta, there are only 3
variants...
L84[00:14:59] <Zaggy1024> erm, yes?
L85[00:15:04] <Zaggy1024> block states are
non-optional
L86[00:15:08] <FusionLord> and it has a
custom renderer
L87[00:15:13] <tterrag> "do I need
blockstates" "yes"
L88[00:15:16] <tterrag> period...pretty
much
L89[00:15:26] <FusionLord> well looking @
wool it doesn't
L90[00:15:28] <Zaggy1024> unless you wanna
do some riculously complicated crap
L91[00:15:37] <tterrag> public static final
PropertyEnum COLOR = PropertyEnum.create("color",
EnumDyeColor.class);
L92[00:15:38] <tterrag> errr?
L93[00:15:57] <FusionLord> hell wool
doesn't even have Block class it uses Block
L94[00:15:59] ⇦
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connection)
L95[00:16:07] <Zaggy1024> uhm
L96[00:16:11] <Zaggy1024> what the heck are
you reading
L97[00:16:11] <tterrag> registerBlock(35,
"wool", (new
BlockColored(Material.cloth)).setHardness(0.8F).setStepSound(soundTypeCloth).setUnlocalizedName("cloth"));
L98[00:16:15] <tterrag> what ARE you
reading??
L100[00:16:40] <Zaggy1024> now
anyway
L101[00:16:48] <Zaggy1024> override
onBlockPlaced and return what you want to
L102[00:16:51] <Zaggy1024> see if that
works
L103[00:16:56] <FusionLord> nevermind,
looking in the wrong place
L104[00:18:15] <tterrag> you have two
choices
L105[00:18:27] <tterrag> onBlockPlaced and
grab the held stack
L106[00:18:33] <tterrag> or a custom
itemblock that overrides getMetadata()
L107[00:18:35] <tterrag> that is
*it*
L108[00:18:49] <Zaggy1024> don't use
custom itemblock please :'(
L109[00:18:50] <Ordinastie_> hum?
L110[00:18:55] <Zaggy1024> it makes me cry
when vanilla does that lol
L111[00:18:55] <tterrag> tbh the second
way is cleaner
L112[00:19:01] <tterrag> Zaggy1024:
wat?
L113[00:19:05] <tterrag> you make custom
items all the time
L114[00:19:09] <tterrag> so custom
itemblocks is out of the question?
L115[00:19:14] <Zaggy1024> yes
L116[00:19:15] <tterrag> that makes no
sense
L117[00:19:26] ⇦
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L118[00:19:33] <Zaggy1024> because the
block is what's important, and custom ItemBlocks will just be
shells to do what Blocks already can
L119[00:19:41] <tterrag> lol...that makes
no sense
L120[00:19:45] <tterrag> ItemBlocks can
have behavior as well
L121[00:19:50] <tterrag> in this case the
behavior is what metadata to place
L122[00:20:18] <Zaggy1024> it makes sense
when the item does more than place a block
L123[00:20:31] <Zaggy1024> but it's just a
waste when all you do is override what state you place
L124[00:20:32] <Ordinastie_>
actually...
L125[00:20:38] <Ordinastie_> FusionLord,
was right
L126[00:20:44] <Zaggy1024> yeh
L127[00:20:46] <tterrag> Zaggy1024: a
"waste" ?
L128[00:20:53] <Zaggy1024> yes
L129[00:21:08] <Zaggy1024> why make a new
file when you can just use the one that you actually need?
L130[00:21:21] <tterrag> if you code
trying to make the least files, you're doing it wrong
L131[00:21:21] <Ordinastie_> by default,
onBlockPlaced return getStateFromMeta(meta);
L132[00:21:22] <Zaggy1024> it just
separates the code in a way that's not easy to track with the tools
in an IDE
L133[00:21:24] <tterrag> also, inner
classes, bam
L134[00:21:40] <tterrag> Ordinastie_: by
default, that value is always 0
L135[00:21:45] <tterrag> hence my
suggestion of a custom itemblock
L136[00:21:52] <Ordinastie_> no
L137[00:21:54] <Zaggy1024> lol you would
make an inner class rather than use a simple onBlockPlaced
method?
L138[00:21:57] <Zaggy1024> okay dude
L139[00:22:09] <Zaggy1024> your opinion,
whatever floats your boat and all that
L140[00:22:09] <Ordinastie_> by default
it's this.getMetadata(stack.getMetadata());
L141[00:22:26] <tterrag> Ordinastie_:
this.getMetadata returns 0
L142[00:22:28] <tterrag> check it
L143[00:22:46] <Ordinastie_> wow
L144[00:22:51] <tterrag> yes, stupid
L145[00:22:59] <tterrag> it's why
ItemBlockWithMetadata existed in 1.7
L146[00:23:05] <tterrag> but apparently
they got rid of that
L147[00:23:21] <Ordinastie_> hum, find
where wool make it work then
L148[00:23:29] ⇦
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L149[00:23:32] <tterrag> ItemCloth
L150[00:23:45] <Ordinastie_> ah
L151[00:23:50] <Ordinastie_> then you're
right :)
L152[00:23:58] <tterrag> Zaggy1024: OR you
could make a generic ItemBlock class that does this, which you
could also use later
L153[00:24:03] <tterrag> as this is a
pretty common construct
L154[00:24:25] <Ordinastie_> tterrag 1-0
Zaggy1024 >< sorry
L155[00:24:35] <Zaggy1024> well
L156[00:24:48] <tterrag> o/ \o/
L157[00:24:53] <tterrag> the victor!
L158[00:25:29] <Zaggy1024> it seems
strange to me to use a dumb getMetadata(int) method rather than
something that's aware of the entire itemstack, world, world
position, player, etc
L159[00:25:42] <tterrag> because you don't
NEED that context
L160[00:25:44] <tterrag> and it
complicates things
L161[00:26:00] <Zaggy1024> it is needed in
some cases (like logs)
L162[00:26:24] <FusionLord> tterrag, Thats
it thank you. I don't know how I missed the getMetadata(int
damage){} which by default ALWAYS returns 0.
L163[00:26:32] <tterrag> np
L164[00:26:38] *
tterrag scurries back to 1.7 land
L165[00:26:44] <FusionLord> lol
L166[00:26:52] <FusionLord> Thanks
again
L167[00:27:09] <Zaggy1024> actually I
lied, I do have a generic ItemBlock subclass lol
L168[00:27:20] <Zaggy1024> but I still use
onBlockPlaced a lot
L169[00:27:41] <Ordinastie_> question :
what would break if we changed default behavior of itemBlock to
return damage instead of 0 ?
L170[00:27:44] <Zaggy1024> mainly because
of my system that keeps track of item metadata -> block state
variants
L171[00:28:03] <Ordinastie_> so exactly
the current case :p
L172[00:28:03] <Zaggy1024> heh, that's a
good question
L173[00:28:10]
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L174[00:28:19] <Zaggy1024> hm?
L175[00:28:40] <Ordinastie_> item metadata
-> block state conversion
L176[00:28:52] <Zaggy1024> doesn't sound
to me like tterrag uses a container that keeps track of that
L177[00:29:10] <Zaggy1024> he's just using
a item metadata = block metadata
L178[00:29:29] <Zaggy1024> I get the
variant enum from item metadata, then set that in block state
L179[00:29:42]
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L180[00:30:08] <tterrag> it could
definitely be made more in-depth
L181[00:30:18] <tterrag> I was just
suggesting the solution I thought the best for the given
problem
L182[00:30:25] <Zaggy1024> and since I'm
never actually sure what the metadata of my blocks looks like with
my metadata helper class doing the work for me, I don't trust it to
work properly :P
L183[00:30:38] <Zaggy1024> without setting
it to variant enum, that is
L184[00:30:45] <Zaggy1024> yeh
L185[00:30:58] <Zaggy1024> well turns out
you were right and I had just forgotten that ItemBlock is metadata
stupid
L186[00:31:02] <Zaggy1024> lol
L187[00:31:07] <Ordinastie_> Zaggy1024,
the downside of the onBlockPlaced approach of yours, is that you
can't really be sure that entity placing the block is a
player
L188[00:31:13] <Ordinastie_> so what
happens when it's not ?
L189[00:31:30] <Zaggy1024> uh
L190[00:31:32] <Zaggy1024> whut?
L191[00:31:40] <Zaggy1024> so what if it's
not?
L192[00:31:59] <Ordinastie_> because you
want to fetch the itemStack metadata being held, right ?
L193[00:32:19] <Ordinastie_>
((EntityPlayer) placer).getHeldItem() or something
L194[00:33:40] <FusionLord> is there a
special method to update lighting of a block?
L195[00:34:03] <Ordinastie_> I'd look at
redstone lamps
L196[00:34:12] <Ordinastie_> or
glowstone
L197[00:34:20] <Ordinastie_> depending on
your case
L198[00:34:47] <FusionLord> thing is I'm
not changing the block, just the light level at that
location...
L199[00:35:35] <FusionLord> it works it
just ins't instant
L200[00:35:53] <Ordinastie_> you need to
override the world sensitive getLightValue and trigger a chunk
update
L201[00:35:57] <Zaggy1024> oh erm
L202[00:36:00] <Zaggy1024> that's not what
I was doing ordin
L203[00:36:10] <Zaggy1024> I have a
generic ItemBlockMulti like I said
L204[00:36:18] <FusionLord> chunk update
is what I was just about to try
L205[00:36:35] <Ordinastie_> I don't talk
about what you ARE doing, I'm talking about the solution you
advocated early in opposition of the custom itemBlock
L206[00:36:50] <Ordinastie_> FusionLord,
world.notifyBlockChange() maybe
L207[00:38:12] <Zaggy1024> yeah, I just
didn't remember that I had to override getMetadata in
ItemBlock
L208[00:38:13] <FusionLord> well
notifyLightSet is named conviently
L209[00:38:15] <Zaggy1024> which I still
think is stupid lol
L210[00:38:39] <Zaggy1024> wait why are
you trying to cause a chunk update?
L211[00:39:16] <Zaggy1024> better
question, how are you changing the light leve?
L212[00:39:18] <Zaggy1024> *level
L213[00:39:56] <Ordinastie_> I just
assumed he didn't do the dumb thing of just changing the lightValue
field ;)
L214[00:40:14] <Zaggy1024> I hope
not
L215[00:40:19] <Zaggy1024> but I expect he
didn't
L216[00:40:43] <Ordinastie_> but everybody
does that mistake at least once :)
L217[00:41:14] <Zaggy1024> yeah, I was
once a scrub that didn't realize what it meant for blocks to be
singletons :P
L218[00:41:19] <Zaggy1024> long ago
L219[00:41:44] <Ordinastie_> last time I
did that, I already knew it
L220[00:41:51] <Ordinastie_> I just forgot
when writing the code
L221[00:41:57] <Zaggy1024> lol
L222[00:42:05] <Ordinastie_> and then you
see all the block changing and you facepalm
L223[00:42:26] <Ordinastie_> you
understand immediately
L224[00:42:40] <Ordinastie_> but it's too
late, you're one of them now
L225[00:43:34] <FusionLord> Ordinastie_,
nope.... change the return on getLightValue
L226[00:43:46] <Ordinastie_> the world
sensitive version?
L227[00:43:59] <FusionLord> yeah
L228[00:44:06] <Ordinastie_> then it's
good
L229[00:44:10] <Zaggy1024> what are you
changing the light value according to?
L230[00:44:25] <Zaggy1024> only thing that
automatically checks for light value change is setBlockState
AFAIK
L231[00:44:34] <FusionLord> I know, it
already works. it just doesn't apply instantly
L232[00:44:46] <Ordinastie_>
notifyLightSet didn't work ?
L233[00:44:58] <FusionLord> the 'skin'
block that is in my te
L234[00:45:08] <FusionLord> nope....
L235[00:45:44] <Ordinastie_> you can do
either world.markBlockForUpdate(), world.markBlockForRenderUpdate()
or world.notifyBlockChange()
L236[00:45:59] <Ordinastie_> one of them
should work
L237[00:46:08] <Zaggy1024> danget
L238[00:46:13] <Zaggy1024> I was just
going to say markBlockForUpdate
L239[00:46:17] <Ordinastie_> I can never
remember which one
L240[00:46:41] <Ordinastie_> but as it's
light and it requires a redraw, renderUpdate() should be the
one
L241[00:46:41] <Zaggy1024> it's
markBlockForUpdate
L242[00:48:08] <Zaggy1024>
markBlockForUpdate does the same thing as
markBlockRangeForRenderUpdate
L243[00:48:17] <Zaggy1024> but for a
single block position
L244[00:49:34] <Ordinastie_> no they're
different
L245[00:49:58] ***
tterrag is now known as tterrag|ZZZzzz
L246[00:50:49] <Zaggy1024> Ordinastie_,
looked at the RenderGlobal code for it, they both do the same
thing
L247[00:51:08] <Zaggy1024>
markBlockForUpdate calls RenderGlobal's range render update
stuff
L248[00:51:09] <Ordinastie_> just reached
it :x
L249[00:51:16] <Ordinastie_> but
L250[00:51:17] <Ordinastie_> but
L251[00:51:30] <Ordinastie_> they do the
same thing only on the client
L252[00:51:37] <Zaggy1024> mm
L253[00:51:42] <Zaggy1024> does it even do
anything anywhere else?
L254[00:52:08] <Ordinastie_>
markBlockForUpdate() on the server notifies all the clients
L255[00:52:16] <Ordinastie_>
renderUpdate() does nothing on the server
L256[00:52:38] <Zaggy1024> ah
L257[00:52:42] <Zaggy1024> well that's
good then :P
L258[00:53:10] ⇦
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L259[00:54:09] <Zaggy1024> wasn't aware of
that, though, that's interesting
L260[00:54:46] <FusionLord> and none of
that works ;(
L261[00:55:09] <Ordinastie_> FusionLord,
show code
L263[00:56:51] <Zaggy1024> try
checkLight
L264[00:57:35]
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L265[00:57:44] <FusionLord> Ding ding
Zaggy1024 is the winner!!!
L266[00:57:45] <FusionLord> thanks
L267[00:57:48] <Zaggy1024> np
L268[00:58:05] <Zaggy1024> forgot I had
code that forced light update for one of my blocks before I made
the PR to fix setBlockState
L269[00:58:33]
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L271[00:59:06] <Zaggy1024> FusionLord, so
your light value depends on the stacks in your TE?
L272[00:59:16] <FusionLord> yes
L273[00:59:20] <Zaggy1024> just
curious
L274[00:59:31] <FusionLord> there is a
skin slot if glowstone is in it it lights up
L275[00:59:33] <Zaggy1024> I'm thinking
whether there's any way to solve that in general
L276[00:59:34] <Ordinastie_> I guess if
wants to light the place if it displays a glowstone
L277[00:59:54] <FusionLord> if there is a
crafting table in the skin slot, it acts as a crafting table
L278[01:00:02] <FusionLord> just different
things
L279[01:02:11] <FusionLord> Would be nice
if entities could give off light... dropped glowstone on the ground
and said wtf lol
L280[01:03:34] ⇦
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L282[01:05:37] <Zaggy1024> would be nice
if the MC lighting system wasn't utter crap, you mean :)
L283[01:05:55] <FusionLord> yeah thats
what I said right?
L284[01:06:19] ***
Ashlee|off is now known as Ashlee
L285[01:07:26] <FusionLord> What do you
think about a RPG-Like loot system? ....
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L288[01:09:45] <Zaggy1024> hm
L289[01:09:48] <Zaggy1024> could be
fun
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L292[01:13:54] <FusionLord> wait puush y u
upload as jpg
L293[01:14:31] <Ordinastie_> it
automatically detects what format is better
L294[01:14:44] <FusionLord> I fixed
it
L295[01:14:56] <FusionLord> only PNG from
now on
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L311[01:37:42] <FusionLord> is sit
possible to get the texture for a specific side anymore?
L312[01:38:20] <Zaggy1024> not
really
L313[01:38:40] <FusionLord> that is not
good...
L314[01:38:42] <sham1> Technically in 1.8
by having special blockmodel and stuffs
L315[01:38:43] <Zaggy1024> block models
can have multiple textures per side
L316[01:38:58] <killjoy> like the
jukebox
L317[01:39:02] <Zaggy1024> and multiple
block parts per seide
L318[01:39:04] <Zaggy1024> *side
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L320[01:40:56] <FusionLord> that makes it
hard to skin blocks
L321[01:41:50] <FusionLord> make me
curious as to how the miltiparts are going to work
L322[01:41:54] <FusionLord> if at
all
L323[01:42:48] <FusionLord> or covers/
facades
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L327[01:44:43] <FusionLord> the model
system was going to be reworked in 1.9 wasn't it?
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L332[01:51:38] <xaero> yea there was a
minecon talk about it
L333[01:52:33] <xaero> nice, someone
posted it on the wiki already
L335[01:53:58] <sham1> They still wont be
multiparts as in ChikenMultiParts
L336[01:54:04] <sham1> They are more like
sub-models
L337[01:54:27] <FusionLord> ^ right which
is what I was talking about
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L339[01:55:14] <FusionLord>
"texture": "#south" the #south is not required
id it?
L340[01:55:17] <sham1> You could propably
make FMP to 1.8 if you had custom baked models and stuff
L341[01:57:00] <FusionLord> if it is
required for cube.json then we may be in business
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L346[02:04:17] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150806 mappings to Forge Maven.
L347[02:04:21] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150806-1.8.zip (mappings
= "snapshot_20150806" in build.gradle).
L348[02:04:32] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L362[03:08:17] <shadekiller666> what if
endermen carrying slimeblocks could bump into mobs or the player
and "stick" them to the slimeblock
L363[03:08:32] <shadekiller666> or stick
items to the block or something
L364[03:09:08] <sham1> That'd be
funny
L365[03:10:26] <shadekiller666> i finally
figured out a way to make nice smoothly curving roller coaster
tracks
L366[03:10:40] <xaero> they could just as
well bounce them away though, reflecting the entity-moving
slimeblock mechanic
L367[03:10:43] <shadekiller666> and i'm
starting to feel more confident that this mod is possible
L368[03:11:24] <shadekiller666> haha,
sprint full speed at an enderman and get thrown super far away
:P
L369[03:13:38] <shadekiller666> although,
diagonal tracks are going to be interesting, because in the actual
roller coaster tycoon game, the diagonal track pieces are centered
on the corner of 4 blocks
L370[03:14:16] <xaero> shade, did you see
the command block roller coaster on /r/Minecraft today? Sloped
rails would make a nice touch
L371[03:14:26] <shadekiller666> no?
L373[03:15:11] <shadekiller666> for the
mod i'm writing, slopes are fairly easy :P
L374[03:15:36] <shadekiller666> though
aligning some of the block models with actual blocks in-game may
get interesting
L375[03:17:59] <shadekiller666> thats
interesting, i'm assuming that that works by teleporting the player
to different armor stands all at once
L376[03:18:06] <shadekiller666> or in
order i mean
L377[03:20:55] <shadekiller666> i still
need to figure out how to get more control over the camera
L378[03:21:26] <shadekiller666> in order
to be able to properly do loops and such
L379[03:23:46] <dangranos> ooh my
L380[03:23:52] <dangranos> that looks
awesome
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L382[03:24:11] <dangranos> ...this is made
on command blocks?
L383[03:24:20] <shadekiller666> mhmm
L384[03:24:21] <dangranos> inb4 hardcoded
track
L385[03:24:25] <shadekiller666> lol
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L387[03:24:34] <shadekiller666> well
L388[03:24:38] <shadekiller666> not
necessarilly
L389[03:24:52] <shadekiller666> he could
have command blocks that search for lime wool
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L393[03:29:15] <xaero> you can see a
hitbox on some invisiblocks sometimes
L394[03:34:58] <shadekiller666> i was
concerned that my models wouldn't really be too "in
proportion" with the minecraft player, as they're about .5-.6
blocks tall, but i think they might work
L395[03:40:17] <xaero> are normal
minecarts in proportion by your estimate? how tall are they?
L396[03:42:36] <shadekiller666> well the
player fits "inside" of a minecart
L397[03:42:47] <shadekiller666> and i
guess ya those would be in proportion
L398[03:43:04] <shadekiller666> minecarts
are 0.5 a block?
L399[03:43:24] <shadekiller666> we'll be
using custom train models
L400[03:44:05] <shadekiller666> and i hope
we can figure out how to make multiple riders ride in the same
"row" of seats without too much hackiness
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L405[03:56:08] <xaero> sounds cool, gl
:)
L406[03:56:52] <shadekiller666> well,
actually getting things to ride each other
L407[03:57:04] <shadekiller666> i suppose
riders could be chained
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L421[04:47:54] <MageProtocol> Is there
anything else I have to add to the class?
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L441[05:20:15] <Achielleus> hi
L442[05:20:21] <sham1> Hello
L443[05:21:05]
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L444[05:21:15] <Vorquel> greetings
L445[05:21:16] <Achielleus> we have a
problem on some pcs that the minecraft startup process gets stuck
on this screen
http://imgur.com/tajYtPC
L446[05:21:46] <sham1> It does not respond
it seems
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L448[05:21:48] <Achielleus> it works
perfect on some
L449[05:21:55] <Achielleus> but on other
pcs it just hangs
L450[05:22:40] <sham1> Mind launching that
Minecraft while having the console up so we can see what is the
problemo
L451[05:23:15] <Achielleus> yeah I have it
up
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L454[05:23:25] <sham1> mind putting it
into pastebin
L455[05:23:31] <Achielleus> sure give me a
moment
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L458[05:24:32] <Achielleus> if I force
close the hanging window and press play again it sometimes does
launch properly
L459[05:24:49] <Achielleus> but this
process can take some tries
L460[05:25:08] <sham1> Seems like there is
a very interesting coremod going on
L461[05:25:13] <Achielleus> I tried using
java 1.7 instead of 1.8 as well but same problem
L462[05:25:48] <sham1> using java 7
instead of 8 should not matter
L463[05:26:04] <Achielleus> I know but it
was worth the try :D
L464[05:26:17] <Achielleus> whats
interesting about the core mod(s) ?
L465[05:26:42] <sham1> this
"lumen"-mod seems to disable a lot of stuff
L466[05:26:53] <sham1> Interesting to say
the least
L467[05:27:28] <sham1> try to remove
that
L468[05:27:32] <Achielleus> that's for a
class environment to prevent them from burning everything
down
L469[05:27:52] <sham1> pardon?
L470[05:28:29] <Achielleus> I removed
lumen still stuck
L472[05:28:56] <sham1> Now the thing may
be read easier :P
L473[05:29:04] <Achielleus> haha
sorry
L474[05:29:25] <sham1> it's okay
L475[05:29:42] <sham1> It does not seem
like anything would be wrong
L476[05:29:56] <sham1> This is very weird
indeed
L477[05:30:20] <Achielleus> yeah we have
no clue what could cause it
L478[05:30:48] <Achielleus> and these are
pcs only used for minecraft and mc dev
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L480[05:31:17] <sham1> I seriously have no
idea what would be the cause
L481[05:31:28] <Achielleus> well thanks
for the help anyway
L482[05:31:34] <sham1> I'd wait here and
wait for someone who might know what is going on
L483[05:32:38] <Vorquel> does vanilla
minecraft crash on these pc's, or just modded?
L484[05:33:07] <Achielleus> vanilla
works
L485[05:33:23] <Vorquel> Then my
suggestion is to disable the splash screen.
L486[05:33:59] <Achielleus> Vorquel, how
would I go about that ?
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L488[05:34:08] <Vorquel> There should be a
file in your moded configs folder called splash.properties
L489[05:34:13] <Achielleus> ok
L490[05:34:25] <Achielleus> jup
L491[05:34:31] <Achielleus>
enabled=false
L492[05:34:32] <Achielleus> I
suppose
L493[05:34:45] <Vorquel> that should fix
it if thats the problem
L494[05:35:14] <Achielleus> yup that
works
L495[05:35:14] <Vorquel> Otherwise, wait
for someone who knows more than me
L496[05:35:16] <Vorquel> cool
L497[05:35:19] <Achielleus> ok
thanks
L498[05:35:32] <sham1> the splash screen
can be quite buggy
L499[05:35:39] <Vorquel> It breaks for me
too
L500[05:35:50] <Vorquel> That's why I know
what to do about it :P
L501[05:35:56] <Achielleus> ok thanks a
lot :D
L502[05:36:01] <Vorquel> np
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L513[05:59:33] <sham1> Please help,
laziness struck and I need some intensive to do stuff
L514[06:00:40] <Vorquel> what kind of
stuff?
L515[06:01:19] <sham1> I don't know
L516[06:01:24] <sham1> Something
L517[06:01:47] <McJty> Eh what a
coincidence. I also have to do something
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L532[06:31:43] <halvors> Is there any way
to set a configuration variable on runtime?
L533[06:32:22] <halvors> I have a variable
that is loaded from configuration when the mod loads, and it
provides a default. But what i want to do is let the user set it
from a ingame menu.
L534[06:33:20] <halvors> What i'm doing is
that i'm letting the user switch between the different energy
systems to display. I can set this variable that is loaded from the
configuration at runtime.
L535[06:33:41] <halvors> But it is not
saved to the configuration file.
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L544[06:42:37] <boni> halvors: then.. save
it as it's set?
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L555[07:22:01] <gigaherz> there was
another snapshot yesterday?
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L560[07:35:46] <halvors> boni: And i have
to call the configuration.sava() function afterwards=
L561[07:35:48] <halvors> ?
L562[07:35:54] <Szernex> hrm
L563[07:36:21] <gigaherz> halvors: if my
memory from the 1.4 days is still right, yes, you do
L564[07:36:22] <Szernex> when I try to
reobfuscate my mod I get an error "Unable to parse srg file,
unrecognized mapping type in line=PK:org/apache/commons/net
org/szernex/yabm2/commons-net"
L565[07:36:50] <gigaherz> o_O
L566[07:37:02] <gigaherz> wtf did you
change? XD
L567[07:37:08] <Szernex> lol
L568[07:37:11] <Szernex> it was missing a
space...
L569[07:37:16] <Szernex> after
"PK:"
L570[07:37:21] *
Szernex facepalms
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L585[07:59:05] <halvors> gigaherz: Thanks,
works like a charm :)
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L629[09:47:59] <OrionOnline>
ClientTickHandlers are registere to the FMLEvent Bus correct?
L631[09:49:15] <OrionOnline> OKey
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L634[09:49:51] <OrionOnline> Are client
ticks seperated from the server tick time?
L635[09:50:16] <pig> They're both
different threads
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L637[09:50:50] <OrionOnline> oke
L638[09:51:06] <OrionOnline> so the server
can be like 15 tps, but the client can still be 20 correct?
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L645[09:58:54] <gigaherz> q
L646[09:59:07] <gigaherz> oops
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L655[10:12:10] <Vorquel> Is there any
purpose in putting @SideOnly(Side.CLIENT) on the client side
methods in your items, or is it unnecessary?
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L660[10:17:38] <williewillus> Vorquel: if
it had sideonly in the superclsas, do it
L661[10:17:42] <williewillus> otherwise
you usually don't need them
L662[10:18:04] <Vorquel> That's what I
thought.
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L666[10:20:47] <Wilhelm> How's it
going
L667[10:21:55] <Vorquel> I can't
complain.
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L671[10:25:12] <Wilhelm> Good to hear,
better than some anyway :) Just had a quick question. I have a
Direwolf20 server I want to slap some plugins on my server to help
manage things (worldedit would be a nice example). I know Cauldron
was DMCA'd a while back, but is there any way to go about this now?
If I'm grasping this correctly, I'm pretty sure Forge is how the
full on mods (Thaumcraft) are done and not
L672[10:25:12] <Wilhelm> 'plugins', but I
figured I'd ask in here since the room for Cauldron is dead and
surely someone in here might know
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L677[10:31:26] <smbarbour> There is
WorldEdit as a Forge mod
L678[10:31:40] <Wilhelm> Does it require a
client side modification?
L679[10:31:53] <williewillus>
forgeessentials is a good basic "plugin" mod (there was
one other one but I don't remember the name)
L680[10:32:00] <williewillus> and you
might want to look at Sponge in the future
L681[10:32:08] <Wilhelm> I've heard about
Sponge actually
L682[10:32:11] <smbarbour> I don't believe
so, though the WE-CUI should work with it.
L683[10:33:15] <sham1> You can have
server-only or client-only forge mods
L684[10:33:25] <Wilhelm> My big fear is
that whatever I do is going to require manually updating the client
side. My users aren't tech inclined and we had a nightmare once
with FTB Ultimate where the portal sounds were bugged. I ended up
having to distribute the portal gun SFX manaully to each client
because it was bugged in the distribution. This sounds good
though
L685[10:34:13] <williewillus> ah
ultimate
L686[10:34:19] <williewillus> the
unmatched pack
L687[10:34:20] <smbarbour> There's really
nothing that Bukkit or Cauldron can do with plugins that Forge
can't do with mods. The only thing is that with Bukkit (not
Cauldron) you can have plugins without the client needing to
install anything at all. With Forge mods, even if they are purely
server-side, the client still needs Forge (at least prior to
1.8)
L688[10:34:42] <sham1> Why would you not
have forge
L689[10:34:44] <sham1> Just saying
L690[10:34:46] <Wilhelm> Well, we have
Forge, since all of our clients are on FTB
L691[10:34:48] <Quetzi> afaik worldedit
has a forge release now?
L692[10:35:07] <smbarbour> Yep. It
does
L693[10:35:10] <Wilhelm> But I fear
running into that damned error screen 'You are missing the
following mods' again. That was fun
L694[10:35:11] <Wilhelm> lol
L695[10:35:40] <smbarbour> There are a
fairly reasonable number of mods that happily work server-side
only
L696[10:35:44] <sham1> If you specify your
mod to be server-side only, it will not show that
L697[10:36:00] <Wilhelm> Fantastic, that
sounds like what I've been looking for
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L699[10:36:26] <Wilhelm> Heres a question
though
L700[10:36:29] <smbarbour>
ForgeEssentials, ServerTools, Morpheus, WorldEdit... Those can all
happily run server-side only
L701[10:36:39] <Wilhelm> Say we -did-
decide to add something extra to our server
L702[10:36:39] <Quetzi> Wilhelm, that
likely happened when forge fixed a bug and mods that didn't include
the correct notation had to fix themselves
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L704[10:37:00] <Wilhelm> Is there -any-
halfways decent way to have clients update without having to
manually distribute the files?
L705[10:37:18] <sham1> FTB
L706[10:37:22] <Quetzi> cursevoice
L707[10:37:30] <sham1> ATlauncher
L708[10:37:33] <smbarbour> MCUpdater
L709[10:37:49] <Wilhelm> Ok, FTB actually
lets you do that? I wasn't aware
L710[10:37:59] <sham1> Witrh custom
packs
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L712[10:38:59] <Wilhelm> We had the worst
time with Direwolf20 briefly. The Twilight Forest dungeon .. I
think it was the Glacier/Ice Tower. One of the Ice Cores self
destructs.. except they didn't include the code for it, so every
time one self destructed the server crashed because it couldn't
execute the function to handle it
L713[10:39:50] <Wilhelm> But it was fixed
almost immediately in the next version of Twilight Forest.. which
took DW20 about 5 months to get to
L714[10:40:48] <williewillus> technic
solder
L715[10:41:01] <williewillus> it has
"deltas" so you don't redownload the pack every
time
L716[10:41:06] <williewillus>
*entire
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L718[10:41:15] <sham1> WHy not make your
own custom pack for your server with all the mods from some famous
one like DW20 or something, and keep it updated by yourself
L719[10:42:31] <Wilhelm> Kind of debating
that now that you've said that's possible
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L721[10:46:14] <Wilhelm> Ok, so to make
sure I understand. It something is a 'Server Utility' it is a
server side mod only? I'm on Curse Forge and I'm noticing things
that I find hard to believe don't require a client side update,
lol
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L734[11:25:15] <NPException> can someone
tell me what the boolean return value of Block.onBlockActivated(..)
is used for?
L735[11:25:48] <NPException> I don't
really understand what the MC source is doing with it
L736[11:25:50] <shadekiller666> its true
if the block was activated, meaning skip the item's use if it has
one
L737[11:26:02] <NPException> ah
L738[11:26:12] <shadekiller666> ie. press
the button instead of block with the sword
L739[11:26:31] <NPException> thank you
very much :)
L740[11:27:57] <shadekiller666> np
L741[11:28:02] <williewillus> or
"open chest instead of dumping lava on yourself"
L742[11:28:04] <williewillus> I remember
that
L743[11:28:11] <shadekiller666> lol
L744[11:28:14] <gigaherz> XD
L745[11:28:20] <shadekiller666> have you
had that problem before willie?
L746[11:28:30] <gigaherz> I have
L747[11:28:37] <gigaherz> I was pressing
shift without realizing
L748[11:28:38] <gigaherz> XD
L749[11:28:45] <shadekiller666> gg
L750[11:28:57] <gigaherz> that's why I
don't like that crouch and "alternate use" are the same
key
L751[11:28:57] <shadekiller666> did you
also destroy the chest by setting it on fire?
L752[11:29:03] <gigaherz> no
L753[11:29:09] <gigaherz> I shift-clicked
again on time
L754[11:29:17] <gigaherz> I died,
regardless
L755[11:29:24] <gigaherz> but the chest
was safe ;P
L756[11:29:47] <williewillus> it was a bug
in beta or something
L757[11:29:54] <shadekiller666> were you
at least able to pick the bucket back up to put the lava in
it?
L758[11:29:59] <williewillus> where
opening a chest also used your right click item
L759[11:30:53] <shadekiller666>
strange
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L768[11:55:36] <SonarBeserk> what is the
best way to handle scheduling in forge?
L769[11:56:47] <diesieben07> tick
events
L770[11:56:53] <diesieben07> well, depends
on what exactly you want really
L771[11:57:08] <diesieben07> but with such
a generic question, tick events
L772[11:57:15] <SonarBeserk> im running a
runnable to update a redis instance
L773[11:57:36] <SonarBeserk> and sadly
forge lacks a proper scheduler by what it seems
L774[11:57:46] <diesieben07> "redis
instance"?
L775[11:57:55] <SonarBeserk> diesieben07:
key value storage
L776[11:58:02] <SonarBeserk> type of
db
L777[11:58:17] <diesieben07> and you can't
use the standard java scheduling because...?
L778[11:58:18] <SonarBeserk> but in any
case i need to insert data every 5-10 secs
L779[11:58:18] <gigaherz> well mc is a
game, it doesn't NEED a "proper scheduler"
L780[11:58:29] <gigaherz> you can schedule
tick events
L781[11:58:51] <SonarBeserk> gigaherz:
server code could benefit from scheduling howerver
L782[11:59:02] <gigaherz> how so?
L783[11:59:17] <gigaherz> it has a tick
scheduler
L784[11:59:30] <gigaherz> every block can
potentially tell the server to call back after X ticks
L785[12:00:05] <gigaherz> each dimension
has its own scheduler
L786[12:00:15] <SonarBeserk> im not making
any use of blocks or anything concrete in this case
L787[12:00:15] <gigaherz> and manages its
own time passage
L788[12:00:30] <diesieben07> as i said if
you just wnat to run something like a DB every 5 seconds
L789[12:00:37] <diesieben07> use the
standard java stuff
L790[12:00:44] <diesieben07>
ExecutorService and friends
L791[12:01:02] <SonarBeserk> diesieben07:
forge hates pooling from what ive seen
L792[12:01:11] <SonarBeserk> makes the
security manager freak out
L793[12:01:21] <gigaherz>
"pooling"?
L794[12:01:49] <SonarBeserk> part of a way
to work with the ExecutorService
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L796[12:02:15] <gigaherz> can you jsut say
what your issue is, instead of saying it "hates"?
L797[12:02:25] <gigaherz> does it
crash?
L798[12:02:27] <gigaherz> does it
corrupt?
L799[12:02:41] <gigaherz> does it just not
do anything at all?
L800[12:02:48] <SonarBeserk> i said it
makes the security manager freak out. thus causing the code to
totally fail
L801[12:02:55] <diesieben07> i am using an
ExecutorService just fine
L802[12:03:09] <diesieben07> and again,
stacktrace or GTFO.
L803[12:03:12] <gigaherz> yes but that's
not helpful, debug logs and crash reports may help us help
you
L804[12:03:12] <SonarBeserk> it ends up
stopping running the code and spits out a nasty error
L805[12:03:57] <SonarBeserk> well if i
attempt it again ill say.
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L817[12:21:18] <MattDahEpic> fallout 4
news: no level cap and game does not end when main storyline is
over
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L833[12:45:14] <smbarbour> I guess that's
a partial spoiler... The player's character doesn't die at the end
of the story.
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L839[12:55:19] <killjoy> !gm aqa.a
L840[12:55:27] <killjoy> !gm aqu.a
L841[12:56:58] <killjoy> Is it possible to
do something like !gm aqu.a:1073 for line number?
L842[12:57:36] <diesieben07> what would
that do?
L843[12:57:41] <diesieben07> actually,
no
L844[12:57:44] <diesieben07> there are no
line numbers
L845[12:57:45] <killjoy> There's multiple
methods named a.
L846[12:57:52] <killjoy> the line number
would narrow it down
L847[12:58:02] <killjoy> stack traces
don't give parameters
L848[12:58:06] <diesieben07> as i said,
there is no line number
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L850[12:59:32] <williewillus> line number
info is inconsistent because stripping and patches and all
that
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L852[13:05:46] <killjoy> What was the
latest build that doesn't break with optifine?
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L855[13:12:59] <sham1> is there a
one
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L864[13:36:01] <Vorquel> I'm getting an
inventory syncing issue when I call
player.inventory.decrStackSize(slot, 1); What is the best way to
update the client in this instance?
L865[13:37:25] <sham1> Send packet to
client that tell it that it has been updated
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L867[13:37:47] <sham1> Either descriptor
packet or a custom packet
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L869[13:38:18] <Vorquel> I've never used
discriptor packets before. How do those work?
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L871[13:38:56] <sham1>
worldObj.markBlockForUpdate(pos/x,y,z) sends your NBT data to your
client, provided you call on server side
L872[13:39:46] <diesieben07> this has
nothing to do wiht NBT data.
L873[13:39:47] <sham1> readFromNBT and
writeToNBT alongside getDescriptorPacket and onDataPacket are your
friend
L874[13:39:58] <diesieben07> you almost
never want to send the WHOLE nbt over.
L875[13:40:03] <sham1> Yeh
L876[13:40:16] <sham1> I'd much rather
send a custom packet
L877[13:40:22] <Ordinastie_> and
inventories are already synced
L878[13:40:22] <sham1> But this might be
easier to explain
L879[13:40:43] <diesieben07> even with the
default description packet you do not HAVE to send everything
L880[13:41:01] <diesieben07> also this is
not the usecase for descritopin packets
L881[13:41:02] <Vorquel> I know how to do
custom packets. I was hoping there was a vanilla way to update
player inventories
L882[13:41:04] <sham1> You dont HAVE to do
anything
L883[13:41:18] <diesieben07> this syncing
issue is fixed by calling player.openContainer.detectAndSendChagnes
on the server.
L884[13:41:33] <Vorquel> thanks
diesieben07
L885[13:41:46] <sham1> Yes, send those
chagnes
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L887[13:42:34] <Vorquel> That seems like a
bit much for a known change of a single inventory slot. I think a
custom packet is preferable in this case.
L888[13:42:45] <diesieben07> nope.
L889[13:42:49] <diesieben07> it doesn't do
"much" at all.
L890[13:43:06] <diesieben07> it just tells
MC to get its shit together
L891[13:43:28] <Vorquel> Ok, sounds
good.
L892[13:43:29] <diesieben07> normally this
method should be called every tick, but for some obscure reason
that i have yet to find out it sometimes doesn't work.
L893[13:44:03] <AtomicStryker> Vorque1:
just call inventory.markDirty
L894[13:44:40] <diesieben07>
AtomicStryker, that does precisely nothing.
L895[13:44:44] <diesieben07> (for
InventoryPlayer
L896[13:45:35] <AtomicStryker>
interesting. why do i have it in my code and why does it appear to
work
L897[13:45:42] <sham1> That is the best
functionality
L898[13:45:43] <AtomicStryker> or is the
inv synced by some other effect
L899[13:45:50] <sham1> To do precisely
nothing
L900[13:46:04] <Ordinastie_> as long as it
does it precisely
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L902[13:46:17] <diesieben07> as i said,
minecraft calls detectAndSendChagnes every tick for the open
container
L903[13:46:28] <diesieben07> and the open
container is always your inventory, if you are not looking at
something else
L904[13:46:39] <sham1> I'd think it should
be detectAndSendChanges
L905[13:46:47] <diesieben07> so, as i said
above, this desync bug should never happen
L906[13:47:04] <diesieben07> no, Chagnes,
dont correct me if you dont knwo wtf you are talking abotu
!!!111eleven
L907[13:47:28] ⇦
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それでは、また。)
L908[13:47:35] <Ordinastie_> dat angry
bot
L909[13:47:48] *
sham1 dies of laughter
L910[13:48:05] <Ordinastie_> dat homicidal
bot
L911[13:48:07] <sham1> And snorts
L912[13:48:15] <diesieben07> snorts?
:D
L913[13:48:21] <sham1> yes
L914[13:48:25] <sham1> I do that
sometimes
L915[13:48:25] <diesieben07> i seel.
L916[13:48:29] <diesieben07> *see
L917[13:51:21] <Vorquel> I didn't have any
container open, so I used detect and send changes on
inventoryContainer. That fixed it.
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L921[14:08:51] *
sham1 reincarnates
L922[14:09:33] <sham1> That was quite
horrible actually
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L926[14:13:47] <diesieben07> Vorquel, as i
said, if you "don't have any container open" you are
looking at your inventory. ALWAYS.
L927[14:13:56] <diesieben07>
player.openContainer is never null
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L929[14:25:00] <Vorquel> That last bit was
what I was worried about. Since I only ever make the function call
when no other container is open, I don't see how my way could fail.
Are you suggesting that openContainer is the more correct
option?
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L931[14:26:32] <diesieben07> well, your
way is completely equivalent to using openContainer
L932[14:26:38] <diesieben07> if you are
sure that no cotnainer is open
L933[14:26:41] <diesieben07> i was just
clarifying
L934[14:27:45] <Vorquel> I appreciate the
clarification. The possibility that some mod could open some
container in the background while my code is called makes your way
more appealing.
L935[14:29:01] <Vorquel> Unless that
container excludes the player's inventory for some reason,
preventing the update from reaching it.
L936[14:30:24] <Vorquel> I really only
care about updating the player's inventory though. Will calling
inventoryContainer.detectAndSendChanges() while another container
is open possibly break things?
L937[14:31:05] <diesieben07> that wouldn't
break things it would just not update.
L938[14:31:25] <diesieben07> since the
windowID (~containerID) doesn't match so the client just ignores
any packets regarding the inventory container
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L942[14:34:22] <Vorquel> Ok. Thank you for
that clarification. So there's no reason not to use openContainer
then.
L943[14:34:56] <diesieben07> i guess
so
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L954[14:53:25] <SonarBeserk> is it better
to register an entity by making use of the global id or mod entity
registering?
L955[14:53:35] <Ordinastie_> never use
global
L956[14:54:35] <killjoy> Is it possible to
antialias the fontrenderer when scaling?
L957[14:54:56] <SonarBeserk> Ordinastie_:
if global isnt meant to be used why is it not deprecated?
L958[14:55:15] <SonarBeserk> or documented
for that matter
L959[14:56:01] <diesieben07> for the same
reason that almost nothing else is documented: because YOU DIDN'T
WRITE IT :D
L960[14:56:26] <SonarBeserk> diesieben07:
my not writing it doesnt give it an excuse to not be
documented
L961[14:56:42] <diesieben07> i was being
sarcastic
L962[14:56:51] <diesieben07> obviously its
nto documented, because nobody has
L963[14:56:58] <diesieben07> if you think
it should be, go ahead.
L964[14:57:02] <diesieben07> Forge is
OpenSource
L965[14:57:16] <SonarBeserk> well that
would require knowing what the heck it does
L966[14:57:35] <diesieben07> what now?
registerModEntity?
L967[14:58:07] <SonarBeserk> that has
documentation more than register global entity id
L968[14:58:24] <diesieben07> true.
L969[14:58:38] <SonarBeserk> and im not
really sure which to use as the documentation of what the ints are
isnt very descriptive
L970[14:58:46] <SonarBeserk> and old
tutorials use the global method
L971[14:59:06] <diesieben07> which
waht?
L972[14:59:19] <diesieben07> and yes,
tutorials are stupid, thats known and we cant do anything abotu
that.
L973[14:59:54] <SonarBeserk> well the
thing is we need them when the wiki is out of date
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L975[15:00:03] <SonarBeserk> and i cant
find the new docs
L976[15:00:24] <diesieben07>
mcforge.readthedocs.org
L977[15:02:06] <SonarBeserk> why is that
not in the topic?
L978[15:02:21] <diesieben07> ask
lex.
L979[15:02:52] ***
Lex_ changes topic to 'Downloads: http://files.minecraftforge.net Documentation:
http://mcforge.readthedocs.org No PM's Without
invitation, WebChats are muted. Do not say Lex's full nick unless
nessasary. Stay on topic. Banned topics: Release ETAs, Official
API, 'MC would be better in {insert language here}' #ForgeGradle
for gradle questions'
L980[15:03:19] <Ordinastie_> could have
fixed the typo
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L983[15:04:53] <SonarBeserk> Ordinastie_:
why not use global? just registering the id is it not?
L984[15:05:05] <diesieben07> because there
are only 255 global IDs
L985[15:05:16] <diesieben07> and they have
NO guarantee whatsoever to be consistent
L986[15:05:23] <Lex_> There is zewro
benifit to using a 'global' id.
L987[15:05:24] <diesieben07> but they need
to, since they are used for spawn eggs
L988[15:05:32] <Lex_> no you dont
L989[15:05:39] <SonarBeserk> then why not
deprecate the method is my question?
L990[15:05:39] <diesieben07> well, now you
dont anymore
L992[15:06:23] <Lex_> Because modloader
compatibility and old dead code
L993[15:06:27] <diesieben07> i know
lex.
L994[15:06:49] <Lex_> I haven't gone
through and cleaned FML yet.
L995[15:06:59] <Lex_> i have other shit to
do.. like figure out fernflower.
L996[15:07:20] <Vorquel> I have a question
for you Lex. Why do you hate Scala?
L997[15:07:49] <Lex_> because scala is
shit and everyone who uses it pushes it like a fucking drug.
L998[15:08:13] <kashike> issues with
fernflower?
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L1002[15:08:48] <Lex_> It's local
variable parsing is horrid. Slowly working on fixing it so I can
restore generics.
L1003[15:08:48] <killjoy> I didn't
realize chat scaling had a setting off
L1004[15:09:10] <Ordinastie_> wasn't
there a working alternative to FF ?
L1005[15:09:21] <Lex_> None that were as
good as FF
L1006[15:09:34] <Lex_> FF is now open
source so i'm slowly working on cleaning it up and fixing it
up
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L1010[15:10:17] <williewillus>
Ordinastie_: you talking about procyon?
L1011[15:10:34] <Ordinastie_> yep
L1012[15:10:51] <Ordinastie_> I don't
know it, but I heard it's way better than FF
L1013[15:11:01] <Lex_> In my tests it was
not.
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L1041[15:25:59] <sham1> I heard there was
something here about scala
L1042[15:26:08] <williewillus> lol
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L1044[15:27:13] <minecreatr> ar
L1045[15:29:21] <sham1> Like while I
agree that sometimes people here get really into the mood to just
advertise scala and it becoming obnoxous, it still is not a reason
to put the language down
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L1053[15:31:18] <sham1> Just saying
L1054[15:31:29] <sham1> In other
news
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L1056[15:33:08] <diesieben07> just
saying, "in other news" is usually followed by, well,
some news.
L1057[15:33:29] <sham1> yeh
L1058[15:33:53] <minecreatr> does anyone
know why a container thinks that the amount of slots is different
then its super class
L1059[15:33:54] <sham1> Was trying to
gather up something interesting to say but nothing came to
mind
L1060[15:34:17] <minecreatr> I am
ovveriding slotClick on my container to test, and I can get the
slot at the index, but in the super container it throws an index
out of bounds exception
L1061[15:34:21] <minecreatr> doing the
exact same thing
L1062[15:34:36] <sham1> Also, reading
modder support is kinda sad sometimes
L1063[15:34:50] <diesieben07> minecreatr,
the subclass adds slots?
L1064[15:35:03] <diesieben07> tell me
about it sham
L1065[15:35:05] <minecreatr> well I have
a custom container so yes
L1066[15:35:22] <diesieben07> actually
yeah that was stupid of me.
L1067[15:35:23] <minecreatr> it uses
addSlotTOContainer
L1068[15:35:24] <diesieben07> need your
code.
L1070[15:36:31] <diesieben07> and the
error is where exactly?
L1071[15:36:44] <diesieben07> also, i see
*one* Container, you were talking about two.
L1073[15:37:09] <minecreatr> and the
error is in the Container.java
L1074[15:37:11] ***
Morphan1 is now known as MorphFK
L1075[15:37:11] <Ordinastie_> and are you
giving the same index to all your slots ?
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L1077[15:37:33] <diesieben07> show where
you open the GUI.
L1078[15:37:34] <sham1> It's not just
that people there do not show their code there, but that instead of
asking what they want to happen
L1079[15:37:36] <minecreatr> well the odd
thing is that the test code does the same exact code as
Container.java does
L1080[15:37:38] <minecreatr> but it
works
L1081[15:37:47] <sham1> they ask XY
questions
L1082[15:37:56] <sham1> or are very
vague
L1083[15:38:21] <minecreatr>
container.java is erroring when doing
inventorySlots.get(slotId)
L1084[15:38:28] <minecreatr> but I do
that in a test and it works perfectly
L1085[15:38:28] <diesieben07>
<diesieben07> show where you open the GUI.
L1086[15:38:30] <minecreatr> in the same
method
L1087[15:38:43] ***
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L1089[15:39:48] <diesieben07> first, only
open on the server.
L1090[15:39:58] <sham1> Was about to say
about that
L1091[15:40:32] ***
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L1094[15:41:56] <minecreatr> diesieben07,
second?
L1095[15:42:12] <diesieben07> well, does
the error still occur then?
L1096[15:42:49] <minecreatr> dont I need
that open gui code on server and client?
L1097[15:42:51] <minecreatr> why only
server?
L1098[15:43:47] <diesieben07> the server
will tell the clinet to open it.
L1099[15:43:50] <sham1> Because it opens
your container
L1100[15:43:55] <sham1> And then
that
L1101[15:44:02] ***
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L1102[15:44:11] <minecreatr> oh, I
thought that that goes through the IGuiHandler and does it based on
which side?
L1103[15:44:33] <diesieben07> it
does.
L1104[15:44:37] ***
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L1105[15:44:44] <minecreatr> then why
dont I do it on both sides?
L1106[15:44:58] <minecreatr> so it does
the container on server and gui on client
L1107[15:45:04] <sham1> yes
L1108[15:45:12] ***
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L1109[15:45:18] <minecreatr> adding if
(!worldIn.isRemote) makes it not even open diesieben07
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L1111[15:45:34] <williewillus> only open
on the server
L1112[15:45:36] <diesieben07> there is
your problem.
L1113[15:45:36] <sham1> Show your
IGluiHandler
L1114[15:45:41] <diesieben07> show your
IGuiHandler
L1115[15:45:42] <williewillus> Glui
L1116[15:45:46] <sham1>
*IGuiHandler
L1117[15:45:50] <diesieben07> its like
glue
L1118[15:45:52] <diesieben07> but
better
L1119[15:46:12] <sham1> I atleast
chagne'd that
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L1121[15:46:39] <diesieben07>
touche.
L1122[15:46:50] <sham1> Indeed
L1123[15:47:42] <sham1> How can you stand
being on Modder Support
L1124[15:47:48] <sham1> That just is so
weird to me
L1125[15:48:07] <diesieben07> i started
it adn well, now i am kinda "the guy" :D
L1126[15:48:42] <Ordinastie_> ^ remind me
of some breaking bad quote :p
L1127[15:48:49] <minecreatr> well I fixed
it xd diesieben07
L1128[15:49:00] <minecreatr> turns out
the server container was returning null....
L1129[15:49:04] <diesieben07> hehe
L1130[15:49:08] <minecreatr> xD
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L1132[15:51:02] <killjoy> Has anyone
messed with creating large GuiButtons?
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L1135[15:51:18] <diesieben07> large as in
wider or large as in higher?
L1136[15:51:27] <killjoy> taller
L1137[15:51:38] <killjoy> something not
20
L1138[15:51:40] <diesieben07> well, you
just have to re-write the rendering to take that into account
L1139[15:51:41] <Ordinastie_> I feel so
bad for people having to answer that question :p
L1140[15:51:49] <diesieben07> you have to
draw the top and bottom
L1141[15:51:52] <killjoy> I did that, but
it doesn't like resource packs
L1142[15:51:55] <diesieben07> and then
the middle repeated in between
L1143[15:52:06] <Flenix> Is there a nice
and easy way to make my EnumChatFormatted strings wrap to new lines
in chat while keeping the formatting? IE preventing this:
http://ctrlv.in/616910
L1144[15:52:14] <diesieben07> thats what
MC does with the width
L1145[15:53:05] <diesieben07> Flenix,
quick fix i can think of, but that is ugly: replace " "
with " " + EnumChatFormatting.MY_COLOR
L1146[15:53:37] <Flenix> Yeah suppose
that would work. Wasn't sure if there was just another better fancy
method I didn't know about. It is only this one chat line that does
it right now
L1147[15:53:37] <killjoy> Solution: Don't
use that
L1148[15:53:45] <killjoy> Use a chat
component
L1149[15:53:50] <Lex_> wtfux?
L1150[15:54:01] <PaleoCrafter>
diesieben07, I don't think it actually repeats stuff :P
L1151[15:54:01] <Lex_> pay by card?
L1152[15:54:07] <diesieben07> ?
L1153[15:54:30] <killjoy> If you're
sending messages to chat, don't use EnumChatFormatting in your
strings
L1154[15:54:44] <diesieben07> yes, of
course not
L1155[15:54:53] <diesieben07> but i
assumed that the chat componets have this problem too
L1156[15:55:01] <killjoy> Just when sent
to chat
L1157[15:55:15] <killjoy> Use
ichatcomponent.getChatStyle().setColor(color)
L1158[15:55:23] <diesieben07> yes of
course
L1159[15:55:24] <diesieben07> what
else
L1160[15:55:25] <Flenix> ^A fancy method
I didn't know about ;)
L1161[15:55:31] <Flenix> Thanking
you
L1162[15:55:32] <diesieben07> aaaha
:D
L1163[15:55:53] <killjoy>
EnumChatFormatting should be considered legacy
L1164[15:56:07] <diesieben07> well,
setColor takes EnumChatFormatting doesn't it
L1165[15:56:17] <killjoy>
EnumChatFormatting.toString() is legacy
L1166[15:56:22] <Flenix> And yeah lex,
working on a shop system. My mod already has physical money and a
digital storage system (bank account with atm and debit card), so
if they don't have money or a card in their inventory it suggests
using a card, in case they didn't know they could.
L1167[15:56:22] <diesieben07> yeah
L1168[15:56:40] <sham1> Yay for
IEEP
L1169[15:58:21] <PaleoCrafter>
diesieben07, the vanilla button just draws two parts of the
texture, each taking up half of its width :P
L1170[15:58:45] <diesieben07> so it cant
actually be infinite in size?
L1171[15:58:50] <PaleoCrafter>
indeed
L1172[15:58:58] <diesieben07> -.-
L1173[15:59:02] <sham1> depends what kind
of infinity you mean
L1174[15:59:08] <PaleoCrafter> what did
you expect? :P
L1175[15:59:14] <PaleoCrafter> it's
flipping Mojang
L1177[15:59:41] <PaleoCrafter> and I bet
the button code wasn't touch in ages
L1178[16:09:22]
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L1179[16:13:22] ***
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L1180[16:14:32] <OrionOnline> Guys any of
you having experience in Blender?
L1181[16:16:33]
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L1182[16:17:54] <OrionOnline> Anyone know
why i would have nearly two hundred thousend vertices in my model
when in the object mode, yet when i add them all up in the edit
mode i hva eonly 64
L1183[16:19:26]
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L1184[16:21:06] <killjoy> What's that
screen that shows up after you hit disconnect, but before the main
menu shows up?
L1185[16:24:53]
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L1186[16:27:18] <williewillus> killjoy:
it's the normal Loading Screen
L1187[16:27:36] <williewillus> same as
the "Building Terrain" one
L1188[16:27:40] <killjoy> It doesn't
matter for me anyway...
L1189[16:27:53] <killjoy> I just
discovered that pressing disconnect clears the chat
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L1194[16:31:15] <killjoy> In other news,
I figured out I have to use Exposable when serializing chat without
srg names
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L1203[16:58:53] <robotbrain> do I still
use package-info.java to declare @API for a scala mod?
L1204[16:59:09] <robotbrain> I assume
yes
L1205[17:00:20] <gigaherz> meh that was
disappointing, I looked at this channel wondering if there was
something that I could help with... and the question is about scala
:(
L1206[17:00:49] <robotbrain> heh
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L1212[17:08:28] <sham1> Robotbrain, it
works so yes
L1213[17:08:56] <sham1> Because at least
for me it didn't work with scala 's packet objects
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L1224[17:33:53] <osum4est> has
setUnlocalizedName for blocks been replaced by setBlockName?
L1225[17:34:14] <diesieben07> yes
L1226[17:35:47]
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L1227[17:36:07] <sham1> I think you have
setUnlocalizedName in 1.8
L1228[17:36:08]
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L1230[17:40:22] <PaleoCrafter> osum4est,
update your mappings :P
L1231[17:41:01] <osum4est> sorry, what do
you mean
L1232[17:41:23] <osum4est> also, should a
tile entitys name be different from its block's name?
L1233[17:42:22] <PaleoCrafter>
setBlockName is setUnlocalizedName again in the latest 1.7.10
mappings
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L1235[17:43:44] <osum4est> oh. how do i
update?? i started this project fairly recently...
L1236[17:44:23] <FusionLord> osum4est,
update what?... just joined
L1237[17:44:42] <osum4est> update my
mappings to change setBlockName back to setUnlocalizedName
L1238[17:44:54] <PaleoCrafter> add
mappings = 'stable_12' to your build.gradle's minecraft
section
L1239[17:45:00] <PaleoCrafter> and run
setupDecompWorkspace again
L1240[17:45:12] <FusionLord> ^There you
go :)
L1241[17:45:32] <osum4est> ah, cool. how
do i know which version is the newest?
L1243[17:46:00] <osum4est> awesome,
thanks
L1244[17:46:28] <diesieben07> osum4est,
about the TE name, the TE name should definitely include your
ModID, as shoudl your unlocalized name.
L1245[17:47:07] <PaleoCrafter> I thought
FML adds the mod id to TE names?
L1246[17:47:11] <diesieben07> nope
L1247[17:47:21] <osum4est> what about
items?
L1248[17:47:44] <diesieben07> what about
them?
L1249[17:47:59] <osum4est> should i
include my modid or noes fml add it?
L1250[17:48:04] <osum4est> does*
L1251[17:48:15] <diesieben07> unlocalized
name: include it
L1252[17:48:18] <diesieben07> register
name: FML adds it
L1253[17:48:22] <diesieben07> thats both
for items and blcoks
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L1255[17:49:13] <gigaherz> hm
setUnlocalizedName doesn't need the modid, I never added it and my
mods get the localized name just fine XD
L1256[17:49:21] <osum4est> ok, good to
know. and when i register my block and te, do i have to register
them with different name?
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L1258[17:49:38] <gigaherz> although
L1259[17:49:45] <gigaherz> that's for
blocks, I never called setUnlocalized for a TE
L1260[17:49:46] <gigaherz> XD
L1261[17:49:54] <diesieben07> gigaherz, i
will now add a block with the same name as yours and bam,
clash
L1262[17:51:03] <diesieben07> osum4est,
doesn't matter the names are independent
L1263[17:51:28] <osum4est> ok, nice
L1264[17:53:07] <gigaherz> diesieben07:
that's a whole different matter ;P
L1265[17:53:15] <diesieben07> no.
L1266[17:53:34] <gigaherz> I mean, the
modid is still not technically required, it's just a very good idea
to add it
L1267[17:53:34] <gigaherz> XD
L1268[17:53:53] <gigaherz> which may have
been your original meaning
L1269[17:53:58] <gigaherz> but not the
one I understood ;P
L1270[17:54:04] <diesieben07> that was my
original meaning
L1271[17:56:17]
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L1272[17:57:00] <gigaherz> I guess I'll
add modids to the string as soon as I finish taming this stego in
ARK
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L1278[18:09:34] <williewillus> no more
stupid potion metadata bitfields \o/
L1279[18:09:41] <williewillus> in the
snapshots potions are stored in nbt
L1280[18:11:34] <gigaherz> \o/
L1281[18:11:46] <diesieben07> well, they
supported that before
L1282[18:11:52] <diesieben07> MC jsut did
not *write* that format
L1283[18:11:59] <williewillus> yeah
L1284[18:12:07] <gigaherz> hmmm
L1285[18:12:17] <gigaherz> I'd like a mod
that changes recipes to use the cauldron instead
L1286[18:12:18] <gigaherz> XD
L1287[18:12:29] <gigaherz> drop the usual
potion ingredients into cauldron
L1288[18:12:35] <gigaherz> the nuse a
stick to stirr the mix
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L1290[18:12:49] <gigaherz> maybe heating
it up thaumcraft-style
L1291[18:12:50] <gigaherz> XD
L1292[18:13:23] <gigaherz> and no I don't
want the original potion system, that one was way too random
L1293[18:13:25] <williewillus> i like how
there's so many suggestions, both mod and on minecraftsuggestions
to add more stuff to the cauldron, but it's literally just a static
block with 3 states, it can't do anything lol
L1294[18:13:40] <gigaherz> oh sure
L1295[18:13:41] <williewillus> water
high, water med, water low, no water, 4 states I guess
L1296[18:13:50] <gigaherz> such a modded
cauldron would be a TE instead ;P
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L1298[18:14:04] <gigaherz> hmm
L1299[18:14:16] <gigaherz> although
that'd lag the heck out of anyone using cauldrons for redstone
purposes
L1300[18:14:29] <gigaherz> so maybe it
would only make sense for it to be a TE when it has items
inside
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L1302[18:15:06] <gigaherz> (which means
it would change from "cauldron" to
"filled"
L1303[18:15:50] <williewillus> how would
you know when items are put inside?
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L1305[18:16:00] <gigaherz> that's the one
big issue
L1306[18:16:20] <gigaherz> it would
require modifying the stock EntityItem
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L1308[18:16:27] <gigaherz> to know when
it's INSIDE a cauldron
L1309[18:16:29] <gigaherz> maybe
L1310[18:16:39] <williewillus> yeah it's
meh
L1311[18:16:56] <gigaherz> ormodifying
the cauldron to override the method that iscalled when an entity
enteres the block
L1312[18:17:06] <gigaherz> regardless, it
would require modifying the base cauldron
L1313[18:17:36] <gigaherz> well,
overriding BlockCauldron and reflecting the registrations for
it...
L1314[18:18:54] <williewillus> are you
talking about modding it or vanilla adding new stuff? :p
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L1316[18:19:17] <williewillus> if vanilla
wanted to add more they basically have to make a separate block
entirely if they didn't want to break saves (which thy dont)
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L1318[18:22:12] <FusionLord> anyone know
if it is possible to set prioity for a class in the prediction for
IDEA?
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L1320[18:22:32] <williewillus> iirc its
just alphabetical order by package
L1321[18:22:36] <diesieben07> oh no
L1322[18:22:41] <diesieben07> it is much
smarter than that :D
L1323[18:22:46] <williewillus> idk
:p
L1324[18:22:53] <diesieben07>
alphabetical order by package is eclipse monkey level
L1325[18:23:21] <FusionLord> so
diesieben07 is it possible?
L1326[18:23:49] <diesieben07> what
exactly do you want? disallow a class? always suggest class
X?
L1327[18:24:05] <FusionLord> change the
priority
L1328[18:24:16] <FusionLord> so this
class over that class
L1329[18:24:23] <FusionLord> without
removing that class
L1330[18:24:31] <gigaherz> williewillus:
I'm talking how a mod would approach creating such a potion-brewing
system, using the vanilla cauldron instead of a separate one like
thaumcraft
L1331[18:24:46] <diesieben07> in which
circumstances? idea doesnt always suggeest the same thing?
L1332[18:24:49] <diesieben07> why do you
want it?
L1333[18:24:50] <williewillus> oh you
would 100% need a separate one
L1334[18:25:06] <gigaherz> nah it would
be hacked up, ugly, but should work
L1335[18:25:06] <gigaherz> XD
L1336[18:25:09] <gigaherz> I mean
L1337[18:25:23] <gigaherz> modify the
vanilla cauldron, so that if it detects an item, it switches to a
separate one WITH TE
L1338[18:25:36] <FusionLord> lets say
99.99% of the time it will be classB not classA and when I want
classA I will switch manually
L1339[18:26:03] <diesieben07>
"it"? where are you doing the completion? this
matters.
L1340[18:27:26] <flappyy> gigaherz: would
it not be better to make the item change the cauldrom?
L1341[18:27:53] <flappyy> also
L1342[18:28:22] <flappyy> was using the
cauldron for brewing not the previous brewing system
L1343[18:28:36] <flappyy> because i
remember such a thing
L1344[18:28:41] <gigaherz> sortof
L1345[18:28:44] <gigaherz> in a very
crappy way
L1346[18:28:58] <gigaherz> because as far
as I remember, no one was able to figure out how to predict the
outcome
L1347[18:29:00] <flappyy> you didn't
mention quality
L1348[18:29:03] <gigaherz> and itw as so
random it was just stupid to use it
L1349[18:29:21] <flappyy>
Actuallllly.
L1350[18:29:21] <williewillus> i think
the idea autocompletion is smart enough to learn after a few times
you want a specific import
L1351[18:29:25] <gigaherz> my idea would
havebeen to use the same usual ingredients, and then stirr
L1352[18:29:27] <flappyy> Your
thing
L1353[18:29:43] <flappyy> is pretty much
added by Witchery, afaik
L1354[18:29:46] <FusionLord> diesieben07,
I figured it out
L1355[18:29:49] <flappyy> you use a thing
on a cauldron
L1356[18:29:53] <gigaherz> oooh?
L1357[18:30:01] <flappyy> then there's a
whole system of brews
L1358[18:30:11] <flappyy> it's not
vanilla, yeah
L1359[18:30:21] <flappyy> but it's
extensive to say the least
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L1361[18:31:22] <Gliby> is there a way to
determine if an itemstack is on the ground?
L1362[18:32:21] <williewillus> what do
you mean? itemstacks only exist in entity form on the ground
L1363[18:32:28] <williewillus> unless you
mean from an actual itemstack obj
L1364[18:32:34] <MattDahEpic> Gliby,
EntityItem
L1365[18:32:49] <Gliby> I only have
access to the ItemStack instance.
L1366[18:32:55] <Gliby> I need to
determine if it's on the ground
L1367[18:33:03] <MattDahEpic> you
cant
L1368[18:33:15] <MattDahEpic> with only
an ItemStack
L1369[18:33:22] <MattDahEpic> thats as if
its in the inventory
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L1371[18:33:55] <Gliby> what about this:
see if the itemstack is in the inventory
L1372[18:34:41] <diesieben07> you
can't.
L1373[18:34:48] <diesieben07> jsut the
ItemSTack doesn't tell you shit.
L1374[18:34:51] <MattDahEpic> AND HE
SPEAKS TRUTH
L1375[18:35:27] <Gliby> i'm looking for a
simple is itemstack in ur inventory thing
L1376[18:35:49] <PaleoCrafter> who is
"you"? :P
L1377[18:35:49] <MattDahEpic> if the
itemstack EXISTS its in an inventory
L1378[18:35:57] <simon816> you could
iterate over all stacks in the inventory and compare to determine
if it exists
L1379[18:36:23] <Gliby> that's what i'm
thinking simon816
L1380[18:37:10] <diesieben07> thats ugly
and hacky
L1381[18:37:20] <diesieben07> actually
no
L1382[18:37:25] <diesieben07> i am
misunderstanding
L1383[18:37:27] *
diesieben07 leaves
L1384[18:37:36] *
FusionLord says later :P
L1385[18:38:12] <simon816> if you want to
determine if the itemstack exists as an EntityItem you could
iterate over all entities in the world and compare
L1387[18:38:17] <robotbrain> oh boy
L1388[18:38:28] <Gliby> i found my
solution
L1389[18:38:30] <Gliby> thanks.
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L1391[18:39:53] <xaero> though, not in
player inventory does not necessarily mean exists on ground, it
could be in a chest or deleted from the world
L1392[18:40:03] <xaero> but you probably
know that
L1393[18:40:54] <MattDahEpic> you might
go looking for the player dropped item event and use that
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L1401[18:50:34] <SonarBeserk> what could
cause an entity to be spawnable from a spawn egg but not work when
calling a world's spawn entity method?
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L1404[18:51:01] <SonarBeserk> it is
registered fine as a mod entity
L1405[18:53:37] <simon816> maybe you
didn't set the location
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L1411[18:58:41] <SonarBeserk> also does a
render exist that can handle not having a texture?
L1412[18:58:51] <SonarBeserk> hoping to
at least kinda see the entity
L1413[18:59:09] <SonarBeserk> but i dont
recall the proper setup to have everything
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L1425[19:33:14] <MattDahEpic> what's the
use for modid in SidedProxy?
L1426[19:37:26] <MattDahEpic> !gm
Block.onBlockActivated 1.8
L1427[19:39:50] <MattDahEpic> !gm
Block.breakBlock 1.8
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L1429[19:44:30] <williewillus>
MattDahEpic: to steal some other mod's proxy into your field? no
idea :p
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L1432[19:48:48] <MattDahEpic> !gc
EntityItem
L1433[19:49:02] <MattDahEpic> !gm
EntityItem
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L1438[19:59:50] <MattDahEpic> !gm
IInventory.getFieldCount 1.8
L1439[20:00:11] <Zaggy1024> does anyone
have a recommendation for internal naming for entities?
L1440[20:00:22] <Zaggy1024> like
including the mod ID to keep conflicts to a minimum?
L1441[20:08:44] <Lex_> obviously
yes
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L1443[20:08:49] <Lex_> everything should
be scoped to your mod
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L1445[20:10:37] <FusionLord> does anyone
know where the player head renderer is?
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L1447[20:10:51] <FusionLord> in 1.8 that
is
L1448[20:10:52] <williewillus> like the
block?
L1449[20:10:59] <FusionLord> yes
L1450[20:11:04] <williewillus> it's
tesr'ed iirc
L1451[20:11:22] <FusionLord> yep just
found it
L1452[20:13:40] <SonarBeserk> okay so how
does one actually add a proper new entity in 1.8?
L1453[20:14:55] <Lex_> same way you did
in 1.7
L1454[20:15:09] <SonarBeserk> render
managers are now a thing for one
L1455[20:15:18] <MattDahEpic> what is
IInventory.getFieldCount supposed to return?
L1456[20:15:22] <SonarBeserk> and 1.7
entities are poorly documented at best anyways
L1457[20:15:43] <Lex_> s/1.7
entities/minecraft/
L1458[20:16:44] <SonarBeserk> ive played
with pre forge mc code and not really had issues
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L1460[20:17:25] <SonarBeserk> back in the
days of mcp and modloader as a basically incompetent coder and had
a nicer time. surely some docs could be written up for something
that commonly done
L1461[20:17:40] <Lex_> feel free to write
them
L1462[20:17:57] <Lex_> we have a
documentation repo for people to submit to and everything
L1463[20:18:07] <SonarBeserk> if i knew
how to do it i wouldnt exactly need to now would i?
L1464[20:18:15] <Lex_> as for saying that
mcp/modloader were "better" ya no that's just
retarded.
L1465[20:18:36] <Lex_> it takes one
person who gives a shit to do the research and write the
documentation
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L1467[20:18:44] <Lex_> I don't write it.
So quit bitching at me to do it.
L1468[20:19:23] <SonarBeserk> which would
imply the time to do the research fyi if it is time not needing to
be sunk writing code
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L1470[20:20:08] <MattDahEpic> what is
IInventory.getFieldCount supposed to return in 1.8?
L1471[20:20:11] <Lex_> What..
L1472[20:20:34] <Lex_> Matt: I would
suggest looking at any vanilla inventroy
L1473[20:20:43] <MattDahEpic> ...
L1474[20:21:01] <williewillus>
MattDahEpic: it's vanilla's very basic data syncing ystem for
containers
L1475[20:21:02] <williewillus> ignore
it
L1476[20:21:49] <williewillus>
SonarBeserk: adding entities has not changed in years, what are you
having problems with??
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L1478[20:22:10] <SonarBeserk>
williewillus: its due to having to consult google for each little
thing
L1479[20:22:29] <williewillus> google is
not a good reference...
L1480[20:22:32] <williewillus> vanilla
and other mods
L1481[20:22:34] <SonarBeserk> and the
best practices have changed, and things like RenderManagers were
not a thing for a long time
L1482[20:22:40] <williewillus> are
generally *mucH* better
L1483[20:22:46] <Lex_> If only there were
code examples and perhaps comments containing instructions on could
look at
L1484[20:22:52] <SonarBeserk>
williewillus: actual docs would also be nice
L1485[20:23:07] <williewillus> there are
hundreds of open source mods...
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L1487[20:23:16] <SonarBeserk> and most
big mods are typically closed source
L1488[20:23:19] <SonarBeserk> advanced
ones
L1489[20:23:31] <williewillus> so look at
the "less advanced" ones
L1490[20:23:33] <Lex_> RenderManagers
existed forever
L1491[20:23:38] <Lex_> and have nothing
to do with your custom entity
L1492[20:23:39] <williewillus> what kind
of entity you want to make?
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L1494[20:23:53] <SonarBeserk> just a
simply basic one that exists really
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L1496[20:24:10] <SonarBeserk> would like
it closer to the old human mob if possible
L1497[20:25:22] <Lex_> so you want to
create a player entity...
L1498[20:25:35] <SonarBeserk> a npc
essentially yes
L1499[20:25:54] <Lex_> If only there was
an example entity that existed that looked like a player...
L1500[20:25:59] <SonarBeserk> would
settle for even a villager by this point but it tends towards the
invisible side as ive been trying to make those
L1501[20:26:21] <williewillus> what
problems were you having?
L1502[20:26:45] <SonarBeserk> like said,
it would always render as invisible when trying earlier
L1503[20:27:02] <Lex_> doubt it would
render as invisible
L1504[20:27:11] <Lex_> probably didnt
exist on the client
L1505[20:27:14] <williewillus> have you
tried debugging to see if it was spawning?
L1506[20:27:19] <Lex_> because you didnt
register it in the registry correctly
L1507[20:27:21] <MattDahEpic> it should
be missingtex
L1508[20:27:26] <williewillus> no
MattDahEpic
L1509[20:27:38] <SonarBeserk> the name
would at times appear above where it was and it could be hurt
L1510[20:27:47] <williewillus> show
code?
L1511[20:28:13] <SonarBeserk> a
moment
L1512[20:28:36] <williewillus> anyways,
did you go through all the standard debugging stuff? breakpointing,
printing stuff out, to see a variety of things - is it spawning
clientside? where is it? etc. etc.
L1513[20:29:46] <Zaggy1024> I also am
curious where we should get a RenderManager to pass to the
constructor of Render
L1514[20:29:46] <MattDahEpic> !gm
IWorldNameable.getDisplayName 1.8
L1515[20:30:03] <williewillus> Zaggy1024:
from minecraft
L1516[20:30:12] <williewillus>
Minecraft.getRenderManager
L1517[20:30:18] <SonarBeserk> i tinkered
with it until i got frustrated, will have to redo the code a bit
and see if i have more luck
L1518[20:30:20] <Zaggy1024> mh
L1519[20:30:28] <Zaggy1024> kind of
strange that we have to do that IMO
L1520[20:30:51] <SonarBeserk> also fair
question while at it, are registered mod entity ids specific to
just that mod?
L1521[20:31:04] <williewillus> yes thats
why theyre called mod ids :p
L1522[20:31:06] <SonarBeserk> was
registered as entity 0 for my mod
L1523[20:31:34] <MattDahEpic> !gm
TileEntity.updateEntity 1.8
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L1525[20:31:51] <williewillus>
MattDahEpic: that method doesn't exist :p
L1526[20:32:00] <MattDahEpic> it changed
fro 1.7 to 1.8
L1527[20:32:02] <williewillus>
IUpdatePlayerListBox/ITickable.update()
L1528[20:32:10] <williewillus> TE's don't
tick by default
L1529[20:32:13] <williewillus> you have
to tell them to
L1530[20:33:13] <MattDahEpic>
williewillus, by...?
L1531[20:33:21] <williewillus> implement
IUpdatePlayerListBox
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L1533[20:33:34] <williewillus> (ITickable
in the next update, but that's its name rn)
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L1540[20:44:34] <SonarBeserk> okay i got
a entity to at least appear as a generic white column looking
thing
L1541[20:44:45] <SonarBeserk> how does
one a proper renderer?
L1542[20:45:35] <killjoy> So...
deadpool.
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L1546[20:49:18] <williewillus>
SonarBeserk: register one
L1547[20:49:32] <SonarBeserk> im
aware
L1548[20:49:42] <SonarBeserk> i mean in
the sense of making it work right
L1549[20:49:54] <SonarBeserk> each entity
has an associated renderer and model
L1550[20:50:13] <williewillus> if it's
just a white outline that means it's the default renderer, yours
didn't get called (if you made one)
L1551[20:50:51] <williewillus> anyways,
RenderingRegistry.registerEntityRenderingHandler(yourentity.class,
new YourClassThatExtendsRender())
L1552[20:51:06] <williewillus> in
YourClassThatExtendsRender, you have direct GL access so you can do
whatever
L1553[20:51:19] <williewillus> render a
model or what not. refer to vanilla.
L1555[20:54:34] <williewillus> when are
you calling that
L1556[20:54:51] <williewillus> make sure
it's after you register your items
L1557[20:54:59]
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L1559[20:56:55] <MattDahEpic>
williewillus, it registers (in this order): blocks, recipes, tile
entities, textures
L1560[20:57:33] <williewillus> try
breakpointing it right before, then use the debugger's
"step" buttons to go through it one by one
L1561[20:57:39] <MattDahEpic> k
L1562[20:57:58] <osum4est> what's the
difference between guicontainer and guiscreen? or does one extend
the other?
L1563[20:58:21] <MattDahEpic> container
is on server, screen is on client i believe
L1564[20:58:44] <williewillus> no, guis
are all client
L1565[20:58:59] <williewillus>
GuiContainer is for, containers like your crafting grid, chests,
dispensers, etc.
L1566[20:59:10] <williewillus> guiscreens
are for game interfaces - the settings page, the main menu,
etc.
L1567[20:59:18] <osum4est> should've
looked first. guicontainer does extend guiscreen
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L1570[21:00:34] <osum4est> so if i'm
making my own base gui class with some extra methods and things,
should i have it extend guicontainer? would it be bad if i then
extend that on a non container gui?
L1571[21:01:08] <williewillus> what kind
of gui is it?
L1572[21:02:22] <osum4est> well im going
to use my own base class on a workbench thing, so i'd use
guicontainer normally. but i don't want to make a duplicate base
class that just extends guiscreen for a settings screen for
example
L1573[21:02:32] <williewillus> yeah use
container then
L1574[21:03:21] <osum4est> if only you
could somehow extend two classes at once...
L1575[21:03:51] <williewillus> why would
you need to do that?
L1576[21:03:54] <williewillus> use the
container one?
L1577[21:04:14] <williewillus> also just
separate your settings screen into another class
L1578[21:04:21] <williewillus> don't try
to have the "one magical superclass"
L1579[21:04:31] <SonarBeserk> sigh....
arg
L1580[21:05:08] <osum4est> alright i know
what i'm going to do now...
L1581[21:09:09] <williewillus>
SonarBeserk: decided on a renderer to use? :p
L1582[21:09:22] <SonarBeserk>
williewillus: the seem to enjoy failing on me
L1584[21:10:01] <williewillus> what is
that
L1585[21:10:11] <williewillus> nothing is
happening
L1586[21:10:30] <SonarBeserk> was using a
complex serpent model from a tutorial i was glancing at
L1587[21:10:45] <SonarBeserk> it was
actually being registered which shows up at the bottom if you
refrehs
L1588[21:10:50] <SonarBeserk>
*refresh
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L1590[21:11:24] <williewillus> yeah but
you're not drawing the model
L1591[21:11:27] <SonarBeserk> It is
registered and spawns fine other than causing the client to have a
npe that is caused by but not causing an error in my code it
seems
L1592[21:11:40] <SonarBeserk> how am i
not drawing it?
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L1594[21:12:49] <Lex_> npe on the
client?
L1595[21:13:58] <SonarBeserk> yup
L1596[21:14:24] <williewillus> well first
of all there's no texture...
L1597[21:14:47] <SonarBeserk> that should
just fall back to the missing texture though shouldnt it?
L1598[21:15:20] <williewillus> I'm not
sure if entities do that
L1599[21:15:39] <Lex_> "there is an
error but i'm just gunna ignore it because screw
debugging"
L1600[21:15:42] <Lex_> And no entities
dont ahve a 'missing texture'
L1601[21:16:15] <SonarBeserk> they did
for a while i thought
L1602[21:16:20] <Lex_> nope
L1603[21:16:34] <SonarBeserk> hmm then
the npe is due to missing texture
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L1605[21:16:44] <williewillus> you really
shouldn't be ignoring npes....
L1606[21:16:57] <SonarBeserk> i had no
intention of doing so
L1607[21:17:02] <williewillus> and grab
the texture from wherever you got the model from and put it
in
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L1611[21:25:30] <SonarBeserk> hmm why do
entities not have a texture for when the texture is missing?
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L1613[21:27:43] <williewillus> ask mojang
lol
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L1617[21:29:56] <SonarBeserk>
williewillus: the lack of texture is pissing me off as i get a npe
crash when the texture is missing but i dont have a good way to
tell if it is in the right place
L1618[21:30:06] <williewillus> ??
L1619[21:30:12] <williewillus> just give
it a texture
L1620[21:30:28] <williewillus> idoubt
wherever you got the model from doesnt have a texture for it
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L1622[21:30:45] <SonarBeserk> it doesnt,
trying to fix something up
L1623[21:31:26] <williewillus> you're
better off using tabula to export the UV/texmap for the model so
you actually know what goes where lol
L1624[21:32:20] <SonarBeserk> woo i got
that to crash my game earlier
L1625[21:32:54] <SonarBeserk> fussing
about a statistics method being missing, will have to run it
outside a forge dev enviroment
L1626[21:33:22] <williewillus> wat
L1627[21:35:14]
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L1628[21:35:36] <Zorn_Taov> is it normal
for a new install of eclipse to not have the src directory at the
top?
L1629[21:35:44] <SonarBeserk> the most
recent tabula will crash if you try to run it with my dev
setup
L1630[21:35:49] <Kashike> what would be
the reasining for a field not being in MCPBot?
"field_180221_a" is not found, but: "FD: rs/a
net/minecraft/server/network/NetHandlerLoginServer$2/field_180221_a"
L1631[21:35:52] <Zorn_Taov> using forge
1492
L1632[21:37:53] <williewillus>
SonarBeserk: works fine for me
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L1634[21:38:12] <williewillus> Kashike:
it probably got a real name
L1635[21:38:18] <SonarBeserk> it gives me
a method not found exception
L1636[21:38:27] <williewillus> are you
using the deobf ones?
L1637[21:38:42] <Zorn_Taov> minecraft
version is also important
L1638[21:39:02] <SonarBeserk> i was not
no
L1639[21:39:11] <Kashike> williewillus:
it is a field in an anonymous class, no entry for it in
fields.csv
L1641[21:41:55] <williewillus> idk, that
class doesn't seem to have any fields for me
L1642[21:42:05]
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L1644[21:42:16] <osum4est> my mod
knowledge is failing me... is there an open source mod that uses a
guiscrollinglist?
L1645[21:43:03] <williewillus> fml?
:p
L1646[21:43:44] <Vorquel> infinite
inventory has one iirc
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L1650[21:46:58] <osum4est> it does, but
it looks like they built there own scrolling system. I just want to
use the built in guiscrollinglist. where is the creative gui
located?
L1651[21:49:21] <MattDahEpic> osum4est,
net.minecraft.client.gui.GuiContainerCreative
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L1656[21:54:13] <SonarBeserk> have a main
folder in resources that goes assets.test.serpent.serpent.png
L1657[21:54:14] <SonarBeserk> arg
L1658[21:58:30] <williewillus> well of
course you're pointing a different path
L1659[21:59:13] <williewillus> if you're
giving it test:textures/serpent/serpent.png then your texture
should be in assets/test/textures/serpent/serpent.png
L1660[21:59:20] <williewillus> missing
the "textures" level
L1661[22:00:54]
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L1662[22:02:58] <SonarBeserk> it does
have that
L1663[22:03:16] <SonarBeserk> wait
hmm
L1664[22:05:15]
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L1665[22:05:46] <williewillus> new
ResourceLocation("foo", "bar/baz.png")
translates into "assets/foo/bar/baz.png"
L1666[22:06:36] <SonarBeserk> still the
crash even with that
L1667[22:06:49] <SonarBeserk>
assets.test.textures.serpent.serpent.png exists
L1668[22:06:52] <williewillus> post
log
L1669[22:07:30] <Cazzar> also, which
ide?
L1670[22:08:18] <williewillus> i don't
think the two issues are related though, missing resources should
never cause a crash (or else cascading resource packs wouldnt work
:P)
L1671[22:10:05] <SonarBeserk>
intellij
L1672[22:10:49]
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L1673[22:11:20] <Cazzar> got idea {
module { inheritOutputDirs = true } } in the build.gradle?
L1674[22:11:54] <williewillus>
idea.module.inheritOutputDirs = true ;P
L1675[22:12:02] <williewillus> also post
the log of the crash, I'm curious
L1676[22:12:13] <gigaherz> idea {
module.inheritOutputDirs = true }
L1677[22:12:15] <gigaherz> ;P
L1678[22:12:19] <Cazzar> williewillus it
was just a copy paste
L1679[22:12:25] <Cazzar> from
#forgegradle
L1680[22:12:32] <williewillus> gigaherz:
wat even
L1681[22:12:40] <williewillus> either use
the brace or the dot notation lol
L1683[22:12:46] <gigaherz> williewillus:
nope
L1684[22:12:59] <gigaherz> that way it
gives emphasis on the fact that it's idea-specific
L1685[22:13:05] <gigaherz> but saves
braces
L1686[22:13:06] <gigaherz> XD
L1687[22:13:17] <gigaherz> also that way
I can disagree with everyone
L1688[22:13:17] <gigaherz> XD
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L1691[22:14:25] <Cazzar> okay then
L1692[22:14:50] <Cazzar> idea { module {
inheritOutputDirs = (closure)({ return true})() } }
L1693[22:15:07] <gigaherz> no that's
purposefully convoluted
L1694[22:15:11] <SonarBeserk> anyone have
a clue about that error?
L1695[22:15:12] <gigaherz> mine is
concise but with emphasis
L1696[22:15:14] <gigaherz> XD
L1697[22:15:46]
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L1698[22:16:14] <gigaherz> SonarBeserk:
okay go to that file
L1699[22:16:26] <gigaherz>
RendererLivingEntity.java line 179
L1700[22:16:30] <gigaherz> what's in
there?
L1701[22:16:33] <gigaherz> that should
give you a clue
L1702[22:16:34] <gigaherz> ;P
L1703[22:16:41] <williewillus> well try
the idea thing
L1704[22:16:54] <Cazzar> SonarBeserk:
13:15 <Cazzar> got idea { module { inheritOutputDirs = true }
} in the build.gradle?
L1705[22:16:58] <gigaherz> oops sorry,
endererLivingEntity.java line 266
L1706[22:16:59] <williewillus> (note you
need to resetup workspace) after you do that
L1707[22:17:15] <williewillus> gigaherz:
it's just failing to bind the texture so probably a resource
problem
L1708[22:17:46] <gigaherz> no wait
L1709[22:17:47] <gigaherz> Caused by:
java.lang.NullPointerException
L1710[22:17:47] <gigaherz> at
net.minecraft.client.renderer.entity.RendererLivingEntity.canRenderName(RendererLivingEntity.java:599)
L1711[22:18:00] <Cazzar> Because, we know
RenderLivingEntity works in 99.9% of other cases, we can assume
it's inputted data
L1712[22:18:11] ***
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L1713[22:18:13] <gigaherz> why are there
two exceptions in differentp laces?
L1714[22:18:14] <gigaherz> xD
L1716[22:18:47] <gigaherz> SonarBeserk:
can you do what they ask
L1717[22:18:58] <SonarBeserk> gigaherz:
?
L1718[22:18:59] <Cazzar> SonarBeserk: are
you even listening to what I have said twice? And others have
said
L1719[22:19:03] <gigaherz> and paste
"idea.module.inheritOutputDirs = true" at the end of your
build.gradle?
L1720[22:19:18] <gigaherz> if you don't
have it yet
L1721[22:19:20] <SonarBeserk> why would
that help?
L1722[22:19:26] <gigaherz> because
without that
L1723[22:19:32] <gigaherz> some resources
are NOT COPIED to the outout directory
L1724[22:19:37] <gigaherz> so they can't
be found on load
L1725[22:19:41] <Cazzar> Idea 13 changed
how the resources were layed out
L1726[22:20:10] <Cazzar> FML doesn't
compensate for it, and nor do i expect it to EVER so, that there
fixes the issue.
L1727[22:20:10] <gigaherz> so if the
issue is missing texture
L1728[22:20:12] <gigaherz> that would fix
it
L1729[22:20:14] <gigaherz> if that
doesn't fix
L1730[22:20:19] <gigaherz> then we can
continue looking elsewhere
L1731[22:20:37] <SonarBeserk> welp that
did seemingly nothing
L1732[22:21:01] <Cazzar> Did you re-setup
your workspace?
L1733[22:21:08] <gigaherz> [05:17]
(williewillus): (note you need to resetup workspace) after you do
that
L1734[22:21:10] <SonarBeserk> by running
what?
L1735[22:21:11] <Cazzar> Since, that is a
nessecity.
L1736[22:21:25] <gigaherz> "gradle
setupDecompWorkspace" or whichever one you ran
originally
L1737[22:21:31] <SonarBeserk> note i am
barely experienced with gradle
L1738[22:21:32] <Cazzar> no
L1740[22:21:39] <Cazzar> Click the button
in the circle.
L1741[22:21:46] <gigaherz> oh
L1742[22:21:54] <gigaherz> so refresh
gradle then
L1743[22:21:55] <gigaherz> XD
L1744[22:21:56] <Cazzar> Well,
ellipse.
L1745[22:22:20] <SonarBeserk> hmm i miss
my maven meh
L1746[22:22:33] <Cazzar> Maven would do
the same thing in this case :P
L1747[22:22:45] <Cazzar> If it is this
error.
L1748[22:22:53] <SonarBeserk> well
yeah
L1749[22:22:57] <SonarBeserk> but it runs
faster imo
L1750[22:23:36] *
Cazzar rants about the 100 optimizations you can put through gradle
to make it always ready to run, and makes it quick.
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L1752[22:24:23] <gigaherz> hmm is there
any mod that adds 2-wide fence gates?
L1753[22:24:48] <Cazzar> And yeah, that
screenshot to me points the issue to be EXACTLY what I
guessed
L1754[22:25:05] <SonarBeserk> which
is?
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L1756[22:25:46] <Cazzar> Since, FML adds
the resource pack to be located at [project]\build\classes\main
[project]\build\resources\main
L1757[22:26:04] <Cazzar> So, the
idea.module... should work.
L1758[22:26:17] <SonarBeserk> except it
doesnt
L1759[22:26:27] <SonarBeserk> its at the
very bottom of my build.gradle
L1760[22:26:36] <Cazzar> Did you
refresh?
L1761[22:27:14] <Cazzar> Because,
technically, that line changes how IDEA sets up the projects.
L1762[22:27:20] <SonarBeserk> trying one
thing, may have gotten the wrong version of it
L1763[22:28:03] <SonarBeserk> one was
module. and the other was module {
L1765[22:28:23] <SonarBeserk> and neither
seem to do anything
L1766[22:29:13] <SonarBeserk> and yeah i
did refresh first
L1767[22:29:37] <Cazzar> SonarBeserk: run
clean then retry :P
L1768[22:29:53] <Cazzar> It might be a
caching thing.
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L1770[22:31:11] <SonarBeserk> Cazzar:
nada
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L1773[22:34:11] <SonarBeserk> sigh
L1774[22:43:49]
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L1778[22:47:28] <Cazzar> Other than the
factor, you might be expecting resource packs to be working on the
server.
L1779[22:48:10] <SonarBeserk> the only
time im calling the render registry is from my client proxy
L1780[22:48:18] <SonarBeserk> else the
server would be crashing as well
L1781[22:48:47] <SonarBeserk> only server
issue i get is it being mad my connection keeps dropping
L1783[22:49:40] <Cazzar> I dunno
L1784[22:50:25]
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L1785[22:50:36] <SonarBeserk> hmm people
are officially out of ideas then?
L1786[22:50:57] <SonarBeserk> sad part is
im still not even sure it is a texture issue fully
L1787[22:51:19]
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L1790[22:53:17] <Aaronstar> test?
L1791[22:53:28] <SonarBeserk> ?
L1792[22:53:40] <Aaronstar> can you hear
me?
L1793[22:53:43] <SonarBeserk> oh you are
testing
L1794[22:53:44] <SonarBeserk> yeah
L1795[22:53:53] <Aaronstar> ok good
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L1797[22:54:33] <Aaronstar> ok, is Havvy
here?
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L1800[22:58:28] <tterrag> he's not in the
user list
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L1810[23:08:56] <SonarBeserk> hmm i need
to figure out who i was fussing with either
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L1814[23:09:48] <SonarBeserk> that
sources from initing a JedisPool
L1815[23:10:12] <Aaronstar> ok so im
trying to make my very first mod *i know nothing about coding java,
all the places i went to tought javascript and htms
L1816[23:10:42] <Aaronstar> but when i
reference the forge stuff it couldent find it
L1817[23:10:55] <tterrag> go learn
java
L1818[23:11:24] <kashike> SonarBeserk:
that happens with a lot
L1819[23:11:28] <kashike> jedis, mongodb,
etc
L1820[23:11:30] <Elec0> While you can
learn java while trying to learn modding minecraft, in practice
it's way too complicated
L1821[23:11:38] <Aaronstar> i looked
everywhare they only tought javascript
L1822[23:12:01] <tterrag> wat
L1823[23:12:04] <illyohs> >.>
L1825[23:12:13] <tterrag> javascript is
to java as caramel is to car
L1826[23:12:24] <kashike> SonarBeserk:
the solution is to disable the security manager, btw
L1827[23:12:43] <SonarBeserk> Elec0:
using it for something can help you practice use of it, but forge
is not friendly to new people
L1828[23:13:46] <Aaronstar> well, when i
load the mod in the editors minecraft it dosent see the mod
L1829[23:13:51] <tterrag> I learned
modding alongside college level java courses
L1830[23:13:57] <SonarBeserk> kashike:
doesnt that defeat the purpose of the security manager?
L1831[23:14:01] <tterrag> which STILL
wasn't optimal, but it's better than going in blind
L1832[23:14:10] <kashike> SonarBeserk:
yes :P
L1833[23:14:13] <killjoy> I went in
blind
L1834[23:14:29] <killjoy> Now I
understand basic asm
L1835[23:14:36] <Elec0> imo, it's way
better to learn at least the basics of Java and OOP before you get
into modding.
L1836[23:14:46] <SonarBeserk> tterrag:
but think how nice modding with something structured like sponge
:P
L1837[23:14:47] <Elec0> that way you're
only learning one set of thigns at a time
L1838[23:15:01] <SonarBeserk> less
constant combing for features
L1839[23:15:13] <killjoy> sponge doesn't
have modders. It has plugineers.
L1840[23:15:20] <tterrag> basic knowledge
of how to read code helps with most thigns in forge
L1841[23:15:32] <killjoy> gosh, look at
me using tvb terms
L1842[23:15:32] <Aaronstar> all i want to
do is get the base class runing first
L1843[23:15:49] <SonarBeserk> killjoy:
plugins play more friendly
L1844[23:15:58] <killjoy> No, the term
Plugineer
L1845[23:16:05] <killjoy> Mix between
plugin and engineer
L1846[23:16:11] <SonarBeserk> im
aware
L1847[23:16:17] <SonarBeserk> and it isnt
what i was referring to
L1848[23:16:22] ***
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L1849[23:16:36] <killjoy> Then I don't
know what you're saying
L1850[23:16:39] <SonarBeserk> a non
obfuscated experience is always nicer
L1851[23:16:44] <killjoy> Well yeah
L1852[23:16:47]
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L1853[23:16:48] <killjoy> That's a no
brainer
L1854[23:17:02] <Aaronstar> im using
eclipse
L1855[23:17:25] <Aaronstar> and
1.7.10
L1856[23:17:53] <killjoy> I might port
one of my client mods to when when they support what it
needs.
L1857[23:18:46] <SonarBeserk> if they
supported custom entities forge would likely not even be a thought,
too messy imo
L1858[23:19:10]
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L1859[23:19:12] <killjoy> I'm looking for
guis and messing with those
L1860[23:19:32] <Aaronstar> how do i
import all the forge files?
L1861[23:19:42] <killjoy> Aaron, use
gradle
L1862[23:19:48] <Aaronstar> i am
L1863[23:19:52] <Aaronstar> i think
L1864[23:19:56] <killjoy> gradlew
eclipse
L1865[23:20:02] <killjoy> then import the
project it creates
L1867[23:20:41] <killjoy> How many mods
do you think still use gradle 1.6?
L1868[23:21:05] <killjoy> Better
question: How many modders know how to update gradle?
L1869[23:22:37] <tterrag> killjoy: using
any gradle version is fine, as long as it builds the mod
L1870[23:22:41] <tterrag> that's why the
wrapper exists
L1871[23:22:49] <Aaronstar> src/main/java
is empty
L1872[23:22:50] <tterrag> as future
versions of gradle may break the build, so you can guarantee a
certain version is used
L1873[23:22:55] <tterrag> Aaronstar: then
fill it
L1874[23:22:57] <tterrag> then go learn
java
L1875[23:23:53] <Aaronstar> still dosent
load the mod
L1876[23:24:32]
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(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com) (Quit:
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L1879[23:25:11] <killjoy1> Thanks hexchat
for signing me into nickserv after joining #minecraftforge
L1880[23:25:40] <tterrag> use SASL
L1881[23:25:54] <tterrag> that way you
can auth during server join
L1882[23:25:55] <tterrag> not after
L1883[23:26:05] <Lex_> Is anyone else
getting fucking annoied at Sonar bitching at everything related to
minecraft modding as if this hasnt been the way it';s been forever,
and it's constantly improving?
L1884[23:26:19] <dangranos> who's
sonar?
L1885[23:26:24] <tterrag> a bit,
yes
L1886[23:26:24] <Lex_> Yes, An
abstraction layer is nice, BUT FORGE AND MCP MODDING IS NOT A
FUCKING ABSTRACTION LAYER
L1887[23:26:36] <tterrag> especially
since he's saying "just use sponge" sponge is a plugin
API
L1888[23:26:40] <tterrag> it's NOT the
same...at all
L1889[23:27:02] <dangranos>
#moddingdrama
L1890[23:27:03] <Lex_> ya no actually
it's really pissing me off
L1891[23:27:04] <dangranos> :D
L1892[23:27:16] <killjoy1> If you want to
mod with an abstraction, use fiberoptic's meddle.
L1893[23:27:22] <tterrag> wut
L1894[23:27:24] ***
SonarBeserk was kicked by MineBot (Banned: Fuck off bitching about
shit everyone already knows and doesn't care about.
(31d)))
L1895[23:27:27]
⇦ Quits: McJty (~jorrit@d8D872C55.access.telenet.be) (Quit:
Ex-Chat)
L1896[23:27:28] <tterrag> that's for
1.9
L1897[23:27:53] <killjoy1> m hm
L1898[23:27:54] <tterrag> the only true
abstraction API I know of for forge is NOVA (pls no banerino)
L1899[23:28:12] <killjoy1> Let's just
pretend you didn't say anything
L1900[23:28:18] <tterrag> I say nothing
about its quality, and I don't use it :P
L1901[23:28:25] <Lex_> Nova is still shit
last time I looked at it. Either way Forge isnt a fucking
abstraction layer.
L1902[23:28:43] <Cazzar> Yeah, i was
about to mention, quality wasn't mentioned, only intention
L1903[23:28:45] <Lex_> If I wanted to
write a fucking abstraction layer, and I had the fucking time, I
would.
L1904[23:28:55] <Lex_> But ya, not enough
fucking time.,
L1905[23:29:06] <Aaronstar> so from what
i understand it is trying to load forge files but cant find
them
L1906[23:29:10]
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L1907[23:29:11] <Aaronstar> ex import
net.minecraftforge.fml.common.Mod;
L1908[23:29:15] <killjoy1> I remember
being asked to help fix their build script.
L1909[23:29:39] <Cazzar> killjoy1: that's
because Calclavia doesn't know Gradle all that well
L1910[23:29:41] <Lex_> Aaron whats the
issue?
L1911[23:29:43] <tterrag> Aaronstar: you
never setup properly
L1912[23:29:51] <tterrag> lex: he refuses
to learn java and is trying to mod
L1913[23:29:56] <Cazzar> better than some
modders, just not completely.
L1914[23:30:01] <tterrag> and we linked
him to the step by step guide to setting up
L1915[23:30:02] <killjoy1> Well if
someone ask for gradle help, that means they don't know
gradle
L1916[23:30:03] <tterrag> sooo idk
L1917[23:30:04] <Aaronstar> i cant find a
teacher
L1918[23:30:14] ***
killjoy1 is now known as killjoy
L1919[23:30:15] <Lex_> Ah yes, no thats
dumb
L1920[23:30:23] <Lex_> Google has many
tutorials and free classes
L1921[23:30:25] <Cazzar> Aaronstar: you
don't always need a teacher to actually learn a programming
language
L1923[23:30:27] <Aaronstar> and on the
first line it was wrong
L1924[23:30:32] <tterrag> vswe's were
good and he has exercises
L1925[23:30:34] <Lex_> Fuck MIT and
Stanford even have free classes for it!
L1926[23:30:41] <tterrag> it's java from
a modder's perspective
L1927[23:30:44] <tterrag> enjoy
L1928[23:30:55] <Zaggy1024> Aaronstar,
what kind of experience do you have with programming outside
Java?
L1929[23:30:58] <Cazzar> I personally
Learnt, Java, C#, Ruby, PHP, JavaScript, Scala from self
motivation
L1930[23:31:01] <Cazzar> >:D
L1931[23:31:04] <Zaggy1024> if none,
learn or you won't get anywhere
L1932[23:31:11] <Aaronstar> a bit of
javascript
L1933[23:31:18] <Zaggy1024> how much is a
bit?
L1934[23:31:22] <Cazzar> Yeah, you might
have /some/ idea of OO
L1935[23:31:36] <killjoy> My first actual
piece of programming was making a chrome plugin to insert player
heads beneath someone's minecraft name on MCF.
L1936[23:31:36] <Aaronstar> made looping
rock paper scisers
L1937[23:31:41] <tterrag> afaik VSWE is
an actual professor
L1938[23:31:48] <killjoy> Then they
changed the forums and it broke
L1940[23:32:00] <tterrag> the modding
tutorials are for 1.6 however, so not super useful
L1941[23:32:02] <tterrag> but that's
another beast
L1942[23:32:27] <Cazzar> tterrag: I will
still point out VSWE's bitwise operations thing when people ask
about it :P
L1943[23:32:29] <killjoy> Just ignore the
@NetworkMod
L1944[23:32:34] <Cazzar> it's an
interesting one :P
L1945[23:32:40]
⇨ Joins: Jezza
(~Jezza@bps-gw.hrz.tu-chemnitz.de)
L1946[23:32:52] <Aaronstar> all i wanted
was to talk to the guy who made the guied i was following
L1947[23:32:52] <tterrag> Cazzar: where's
that?
L1949[23:33:00] <Cazzar> Bits and
pieces
L1950[23:33:18] <Zaggy1024> It sounds
like you're really going to need to learn some OOP language,
otherwise you're not going to get anywhere
L1951[23:33:37] <Zaggy1024> why do you
want to talk to some specific guy about such a general problem as a
broken workspace?
L1952[23:33:39] <Cazzar> Zaggy1024:
technically, JS is OO, but OO is barely used in it.
L1953[23:33:44] <Zaggy1024> well
yeah
L1954[23:33:57] <Zaggy1024> I don't
really think of it as OO, but I guess it is
L1955[23:34:00] <Lex_> The point is
L1956[23:34:04] <Zaggy1024> so few things
use that
L1957[23:34:12] <Aaronstar> because i was
following his guid when setting up the workspace
L1958[23:34:12] <Zaggy1024> AFAIK, at
least
L1959[23:34:13] <Lex_> Sadly it's a hard
life for programming.
L1960[23:34:17]
⇨ Joins: Brokkoli
(~Brokkoli@f050165072.adsl.alicedsl.de)
L1961[23:34:40] <Zaggy1024> Aaron, just
use the official one
L1962[23:34:53] <Lex_> You need to have a
mindset of problem solving and being able to dredge through things
to do research.
L1963[23:35:10] <Lex_> Once you get eh
basic syntax of the language
L1964[23:35:17] <Aaronstar> sorry noob
here, official one what?
L1965[23:35:20] <Lex_> Modding is just
learning a library
L1966[23:35:20] <tterrag> you know, the
one the FORGE DEVS WROTE? ._.
L1967[23:35:21] <killjoy> And knowledge
of the libraries
L1969[23:35:48] <Zaggy1024> start from
scratch
L1970[23:35:54] <killjoy> I would say I
know the JRE more than java.
L1971[23:35:57] <Aaronstar> fine ill
completely reinstall everything
L1972[23:36:00] <killjoy> Well,,,
mostly
L1973[23:36:03] <Zaggy1024> if that guide
doesn't work for you then tell us everything you did
L1974[23:36:05] <Zaggy1024> good
L1975[23:38:28]
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L1976[23:38:41] <Cazzar> hmm
L1977[23:38:56] <Zaggy1024> Aaronstar,
don't close the command prompt when it's done setting up
L1978[23:39:00] <Cazzar> I should set up
an install for Arch/Gentoo on a VM if I have HyperV
L1979[23:39:13] <Aaronstar> um from the
first time?
L1980[23:39:19] <Zaggy1024> no this
time
L1981[23:39:21] <Aaronstar> cause too
late
L1982[23:39:28] <Aaronstar> ok good
L1983[23:39:37] <Cazzar> Hmm
L1984[23:39:42] <Cazzar> Arch linux or
Gentoo? :P
L1985[23:39:44] <Aaronstar> i dident
close it last time either
L1986[23:39:58] <illyohs> Arch
<3
L1987[23:40:12] <Cazzar> illyohs: my ISP
has an arch repo mirror :P
L1988[23:40:29] <dangranos> why
L1989[23:40:29] <Cazzar> And they update
daily >:D
L1990[23:40:45] <Cazzar> dangranos: who
are you asking?
L1991[23:40:53]
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L1992[23:40:54] <dangranos> why they have
mirror?
L1993[23:40:58] <dangranos> your
ISP
L1994[23:41:01] <Cazzar> Because I asked
them to?
L1995[23:41:03] *
illyohs Steals Cazzar's ISP dont ask how he just does
L1996[23:41:15] <Cazzar> Because, in
australia we have a thing called limited downloading.
L1997[23:41:32] <Cazzar> Or, well, data
caps
L1998[23:41:46]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L1999[23:41:48] <Cazzar> And it's just
faster to download off my ISP's mirror than another one's
L2000[23:42:27] <Jezza> Not only that,
but we have shitty internet.
L2002[23:42:42] <Jezza> Thanks
Abbott..
L2003[23:43:03] <Cazzar> Average download
speed of about 620 KB/s
L2004[23:43:09] <Jezza> Wow
L2005[23:43:13] <Jezza> You must be in
the city.
L2006[23:43:22] <Cazzar> Nope!
L2007[23:43:24] ***
Gaz492|Away is now known as Gaz492
L2008[23:43:27] <Jezza> O_O
L2009[23:43:27] <Cazzar> Like, 2 hours
from melb
L2010[23:43:45] <Jezza> I was about to
ask Seymour, but I think that's closer.
L2011[23:43:56] <Cazzar> oh wairt
L2012[23:44:09] <Jezza> Benalla?
L2014[23:44:20] <Jezza> ...
L2015[23:44:32] <Jezza> Now... that's
just offensive...
L2016[23:44:49] <killjoy> I get that
sometimes
L2017[23:44:53] <Cazzar> mind you, that's
average speeds.
L2018[23:45:05] ***
Gaz492 is now known as Gaz492|Away
L2019[23:45:06] <killjoy> Time Warner?
Comcast?
L2020[23:45:10] <Jezza> I've never peaked
above 400 KB/s
L2021[23:45:19] <Jezza> Probably
Telstra
L2022[23:45:29] <Cazzar> Oh
L2023[23:45:31] <Jezza> We don't have TW
or Comcast in Australia
L2024[23:45:33] <Jezza> Thank fuck
L2025[23:45:38] <Zaggy1024> what is up
with Australian internet anyway?
L2026[23:45:42] <Jezza> Well
L2027[23:45:44] <Cazzar> I am also
listening to music videos in the background on youtube :P
L2028[23:45:57] <Cazzar> Though don't get
me to play an online game and upload at the same time.
L2029[23:46:05] <Jezza> It just got out
of date
L2030[23:46:08] ***
Gaz492|Away is now known as Gaz492
L2032[23:46:48] <Jezza> We use copper
everywhere, and as you can imagine, Australia isn't a small place,
so it costs a lot to upgrade a small area relative to population
density
L2033[23:46:56] ***
Gaz492 is now known as Gaz492|Away
L2034[23:47:02] <Cazzar> Geographically,
we are the same size as the US IIRC
L2035[23:47:12] <Jezza> I think we're
bigger.
L2036[23:47:18] <Jezza> By a small
amount
L2037[23:47:20] <Zaggy1024> :O
L2038[23:47:25] <Jezza> So, there was a
plan a couple of years back to upgrade the network
L2039[23:47:40] <Jezza> Called the
National Broadband Network, or NBN as you might know it.
L2041[23:47:59]
⇨ Joins: Hippocrite (~hippomast@101.86.16.90)
L2042[23:48:01] <Cazzar> damnit
L2044[23:48:11] <Cazzar> GJ copy
paste.
L2046[23:48:31] <Jezza> However, at the
same time, social standards were shifting, this was the gay
movement
L2047[23:48:37] <Jezza> For gay marriage,
etc.
L2048[23:48:49] <Zaggy1024> huh
L2050[23:48:58] <Zaggy1024> that
interfered with upgrades?
L2051[23:49:05] <Cazzar> About 20%
L2052[23:49:21] <Jezza> Now, Australia,
statistically, is a very conservative country
L2053[23:49:30] <Jezza> Not as high as
the US, but kinda close
L2054[23:49:57] <Jezza> I think we're 55%
while the US is 66% Christians
L2055[23:50:47] <Jezza> And when we had
an election, we had 2 main candidates, as is the case with the
stupid voting system
L2056[23:51:07] <Jezza> The 2 party
system, I'd recommend looking at CGPGrey's video on it
L2057[23:51:39] <Jezza> So, we have the
two power clashing in the election, and one side, the Labour side,
wanted to support gay marriage, and the NBN
L2058[23:51:59] <Jezza> But the other
side was basically the opposite of that
L2059[23:52:04] <Jezza> You can see where
this is going
L2060[23:52:13] ***
Gaz492|Away is now known as Gaz492
L2061[23:52:14] <Jezza> That side was the
Liberal side
L2062[23:52:36]
⇦ Quits: Brokkoli (~Brokkoli@f050165072.adsl.alicedsl.de)
(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L2063[23:53:10] <Jezza> And because of
the percentage of people who didn't want their failing marriage to
represent gays, or some shit, they all basically voted for Liberal,
and a couple of months later, the NBN was put a stop too.
L2064[23:53:21] <Jezza> It's a lot more
in depth than that, but that's the gist.
L2065[23:53:34] <Zaggy1024> huh,
wow
L2066[23:53:43] <Jezza> Sorry for the
spam all.
L2067[23:53:57] <tterrag> no problem, it
was a good explanation
L2068[23:54:09] <Zaggy1024> seems strange
to be opposed to smoething that would help business, but I expect
it was more complicated than that
L2069[23:54:10] <tterrag> I knew of the
NBN and copper problems, but not the election issues
L2070[23:55:52] <Jezza> Tony Abbott, the
head of the liberal party, based most, if not all, of his campaign
around both marriage is sacred and the copper is plenty faster
enough for everyone's needs.
L2071[23:56:21] <Jezza> He's a fucktard,
there's no other word to describe him.
L2072[23:56:24] ***
Gaz492 is now known as Gaz492|Away
L2073[23:56:31] <Jezza> He's also sexist,
and just a downright cock.
L2074[23:56:54] <Jezza> plenty fast
enough*
L2075[23:57:46] <Hippocrite> anyone know
why when I render a model with a custom item renderer it screws up
the lighting of the other blocks in the inventory?
L2076[23:58:10] <tterrag> Hippocrite: you
are leaking a GL flag
L2077[23:58:10] <Cazzar> re enable
lighting?
L2078[23:58:12] <Zaggy1024> you probably
changed the GL state and didn't reset it
L2079[23:58:18] <tterrag> don't change
lighting without undoing your changes
L2080[23:58:23]
⇦ Parts: Aaronstar (Aaronstar@68-204-162-109.res.bhn.net)
())
L2081[23:58:41] <Hippocrite> think is, I
haven't changed any GL booleans
L2082[23:58:43]
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(~Drullkus@2601:646:8301:c41e:7521:76c8:47ec:988e) (Remote host
closed the connection)
L2084[23:58:44] <Hippocrite> thing*
L2085[23:59:08] <tterrag> Hippocrite:
then show your code