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L24[00:47:05] <shadekiller666> damn you
steve and your fat arms!!
L25[00:47:25] <shadekiller666> thats a
pretty sick model though
L26[00:48:09] <dvntsix> it's either go to
1.8 and work with the skinnier arms and somehow force usage of the
skinny arms, or remodel -_-
L27[00:48:25] <shadekiller666> remodel,
sorry
L28[00:48:45] <dvntsix> why's that?
L29[00:49:09] <shadekiller666> because the
skinny models are tied to the sam model
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L31[00:50:13] <shadekiller666> and forcing
skinny arms could break people's skins, or could even be really
hard to do
L32[00:50:41] <dvntsix> well I'd like to
force player skins and I heard that's possible in 1.8 rather than
1.7
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L34[00:51:39] <shadekiller666> i recommend
not just going for the "easy" option
L35[00:52:39] <dvntsix> but, I mean, how
long can you stay on 1.7
L36[00:52:50] <shadekiller666> what?
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L38[00:53:05] <shadekiller666> i don't
recommend that either
L39[00:53:13] <dvntsix> true
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L50[01:21:57] <Zaggy1024> hm, is there a
simple way to make a quick Collection wrapper for an array?
(preferably one that doesn't require me to write a new class
:P)
L51[01:22:11] <Zaggy1024> Arrays.asList is
rather wasteful in this case
L52[01:22:26] <shadekiller666>
Lists.newArrayList()
L53[01:22:30] <Zaggy1024> erm
L54[01:22:33] <Zaggy1024> that's the same
as asList
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L56[01:23:39] <Zaggy1024> just want an
unmodifiable wrapper for Slot[]
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L59[01:29:36] <Zaggy1024> meh, guess I'll
just use asList
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L61[01:31:06] <shadekiller666> or
ImmutableList.of()
L62[01:33:25] <Zaggy1024> hm, that clones
the array
L63[01:33:30] <Zaggy1024> but i guess it's
the best I'll get
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L73[02:04:23] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150813 mappings to Forge Maven.
L74[02:04:26] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150813-1.8.zip (mappings
= "snapshot_20150813" in build.gradle).
L75[02:04:37] <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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L104[02:36:32] <Zaggy1024> whee, network
trouble
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L107[02:41:37] <Zaggy1024> hm, does anyone
know what exactly the different modes are for slotClick?
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L121[03:16:07] <dvntsix> what would cause
'gradlew eclipse' to not set up the eclipse folder?
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L132[03:39:44] <Zaggy1024> dvntsix, what
did you try to set up the workspace from?
L133[03:40:11] <dvntsix> from?
L134[03:40:55] <Zaggy1024> yes, what did
you download?
L135[03:41:07] <dvntsix> the latest 1.8
src
L136[03:41:23] <Zaggy1024> hm
L137[03:42:15] <Zaggy1024> I assume you
ran setupDecompWorkspace first
L138[03:42:45] <dvntsix> yeah. I've
retried it with a fresh dir a few times with different combinations
of commands
L139[03:43:43] <Zaggy1024> let me try
it
L140[03:44:02] <Zaggy1024> crap
L141[03:44:07] <Zaggy1024> I don't have my
java home set up
L142[03:44:24] <dvntsix> afterwards, when
I point eclipse to the eclipse folder, then open the 'Minecraft'
project, I get
http://prntscr.com/8435im
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L144[03:46:31] <Tim020> Woo exam results
day for me :D
L145[03:46:46] <Zaggy1024> woo?
L146[03:46:50] <Zaggy1024> I guess
woo
L147[03:46:56] <Zaggy1024> if you're
confident :P
L148[03:47:17] <Zaggy1024> dvntsix, no
errors when setting up I assume?
L149[03:47:33] <Zaggy1024> I just got one
but it's probably because I uninstalled and reinstalled java
L150[03:47:49] <Tim020> Well I've already
got the results and I have my place at uni! So I'm a happy camper
:D
L151[03:48:04] <dvntsix> it's all good,
haven't looked thru -debug because I don't know what I'm looking
at
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L153[03:48:42] <Zaggy1024> I wouldn't know
what I was looking at either, really
L154[03:48:52] <Zaggy1024> I mainly mean
if it says BUILD FAILED
L155[03:48:58] <Zaggy1024> because that's
bad :P
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L157[03:49:11] <dvntsix> true. nah, it's
all good. I'm going to retry with anti-virus disabled
L158[03:49:18] <Zaggy1024> jeez, I'm up
late
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L162[03:54:15] <Zaggy1024> I think my dev
env Minecraft instance is keeping it from setting up the
workspace
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L164[03:55:35] <dvntsix> ugh, I swear this
happened last time I set up. can't remember what I did
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L169[04:11:22] <Zaggy1024> for once Mojang
saves me a little work on my GUI :P
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それでは、また。)
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L203[05:18:16] <Tim020> Anyone have
experience making WAILA interaction that could point me in the
right direction? :)
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L208[05:36:09] <trab> Tim020: Ask tterrag
when he is around
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L225[06:23:25] <luacs1998> !dcc
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L227[06:24:22] <luacs1998> !gm
activateBlockOrUseItem 1.7.10
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L238[06:48:29] <Wuppy> is it possible to
only release an alpha build on the google play store
L239[06:48:39] <Wuppy> which you can only
see if you know about it (email/link or wahtever)
L240[06:48:55] <Wuppy> and it does not
show up if someone looks for apps by the same developer
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L249[07:00:23] <Wuppy> dvntsix, run the
command prompt as an admin
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L258[07:23:59] <dvntsix> Wuppy: that
didn't work. it seems to be a file permission problem but I've done
all I can to grant full access
L259[07:25:03] <Wuppy> hmm, I dont really
know another way :<
L260[07:26:54] <dvntsix> dang
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L270[08:29:08] <tterrag|ZZZzzz> dvntsix:
have you tried turning it off and on again?
L271[08:29:56] <dvntsix> yis
L272[08:30:51] <dvntsix> I was just
posting in #forgegradle - it might be a permission problem, but I'm
admin and I can manually create directories but gradle can't
-____-
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L275[08:37:09] <sham1> He is fail
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L282[08:56:22] <diesieben07> lol the
things that happen when you join random servers...
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L287[09:13:17] <Vorquel> When rendering in
the world from an event is there a better way to render than using
the tessellator?
L288[09:14:00] <Ordinastie_> no
L289[09:14:18] <Vorquel> Cool. Thanks
Ordinastie_
L290[09:16:20] <tmtu> Vorquel: what do you
mean better?
L291[09:16:24] <tmtu> faster,
easier?
L292[09:17:27] <Vorquel> easier, more
advisable
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L294[09:20:21] <Vorquel> faster would also
be nice. I don't have much experience in graphics (read:
none)
L295[09:21:08] <Ordinastie_> some
mods/libraries exist to help easing rendering
L296[09:23:41] ***
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L297[09:24:26] <Vorquel> such as?
L298[09:24:30] <gigaherz> it also depends
on what are you rendering
L299[09:24:36] <Ordinastie_> MalisisCore?
:p
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L302[09:28:41] <Vorquel> how so
gigaherz?
L303[09:28:59] <gigaherz> well
L304[09:29:14] <gigaherz> it works
differently if you are drawing an ISBRH or a TESR,
L305[09:29:25] <gigaherz> it works
differently if it's jsut "a bunch of cubes" or an .OBJ
model
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L307[09:30:04] <Ordinastie_> and that
again, depends on whether you're using a lib :)
L308[09:30:11] <Ordinastie_> or my lib
rather :p
L309[09:30:17] <gigaherz> it's different
if it's a block, an item, or an entity
L310[09:30:19] <gigaherz> and yes,
L311[09:30:28] <gigaherz> it's different
if you use raw minecraft, or Ordinastie_'s lib ;P
L312[09:31:09] <gigaherz> it's also
different if you do it in 1.7.10 or 1.8
L313[09:31:31] <Ordinastie_> unless... (ok
I'll stop it :p)
L314[09:31:43] <Vorquel> The current mod
I'm working on is intentionally small, so adding a library is out
of the question, unfortunately. It's also 1.7.10
L315[09:32:04] <Ordinastie_> then,have fun
with addVertexWithUV()
L316[09:32:41] <Vorquel> I'm trying to add
an overlay to a block when you look at it with a specific item
equiped. So I'm using DrawBlockHighlightEvent.
L317[09:36:33] <Vorquel> I don't think I
completely understand binding textures either. I know how to use
the renderEngine function, but I don't know the limitations or best
practices.
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L323[09:58:31] <gigaherz> hmmm
L324[09:58:52] <gigaherz> I jsut realized
my TESR is drawing before water
L325[09:58:59] <gigaherz> meaning you
can't see water behind it
L326[09:59:20] <gigaherz> is there a way
to tell mc my TESR is transparent and needs to be drawn in
order?
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L332[10:09:48] ***
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L333[10:11:54] <Kobata> gigaherz,
tileentity.shouldRenderInPass?
L334[10:12:10] <Kobata> That's not
entirely the same I guess
L335[10:12:39] <Kobata> There doesn't
appear to be a way to inject it into the middle of the sorted pass
because TESRs are rendered with entities, not blocks
L336[10:16:09] <gigaherz> hmm
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L339[10:16:23] <gigaherz> meh
L340[10:18:15] <gigaherz> so as it is
(didn't look at shouldRenderInPass yet), I have two choices, it
seems
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L342[10:18:30] <gigaherz> #1, my TESR
writes depth info, and the water never draws behind it
L343[10:18:45] <gigaherz> #2 I disable
depth info, and water draws over the TESR, hiding it
L344[10:20:53] ***
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L345[10:21:35] <gigaherz> ah
shouldRenderInPass with pass==1 seems to have worked=
L346[10:21:47] <Kobata> Yeah, pass=1 makes
it run after (all) the transparent
L347[10:22:28] <Kobata> Which means it can
still me screwy if you're trying to do translucency yourself, just
in the other direction
L348[10:22:33] <gigaherz> aha
L349[10:22:34] <gigaherz> yeah
L350[10:22:37] <gigaherz> if I put water
in front of it
L351[10:22:43] <gigaherz> the TESR still
draws after it
L352[10:22:59] <Kobata> You can't make it
correct both ways easily without doing a big renderer rewrite
L353[10:23:00] <gigaherz> bth, I prefer
that ;P
L354[10:23:13] <gigaherz> I'd rather have
it draw after, th an kill water
L355[10:23:18] <Kobata> Same reason all
the particles always seem to draw behind water
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L358[10:26:17] <gigaherz> better than no
water XD
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L361[10:36:47] <gigaherz> hmm is water
drawn without depth writes enabled?
L362[10:40:56] <Kobata> probably
L363[10:41:27] <gigaherz> that'd explain
why everything is ultimately broken ;P
L364[10:41:40] <gigaherz> if water did
write to depth
L365[10:41:48] <gigaherz> I'd draw on pass
0 without depth writing
L366[10:42:07] <gigaherz> and then draw
again on pass 1 with depth testing enabled
L367[10:42:38] <gigaherz> the pass 0 would
ensure it is always drawn behind water, and pass 1 would ensure
anything that's in front of water is also drawn in front of
water
L368[10:42:47] <gigaherz> it wouldn't be
perfect
L369[10:42:51] <gigaherz> since things
owuld be drawn twice
L370[10:42:56] <gigaherz> but it would be
much better than it is now ;P
L371[10:43:06] <Kobata> It looks like at
least depth masking is turned off
L372[10:43:26] <gigaherz> bb in a bit,
need some groceries
L373[10:43:32] <Kobata> Which... is the
write, according to the gl docs
L374[10:43:50] <gigaherz> yeah masking
enables writes to the specific buffers
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L381[10:52:20] <shadekiller666> my
computer has been virus scanning for 8:35 minutes and is like 7/8
of the way done
L382[10:52:34] <shadekiller666> its over
15,000,000 items scanned
L383[11:00:10] <dangranos> meh
L384[11:00:20] *
dangranos uses linux and most best antivirus..
L385[11:00:42] <shadekiller666> lol
L386[11:00:44] <dangranos> Common
Sense™
L387[11:03:45] <shadekiller666> lol
L388[11:03:52] <shadekiller666> i'm on
windows defender
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L407[11:45:12] <sickan> For some reason
onBlockActivated() being implemented in a block results in
onItemUse() not being called in my Item
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L409[11:45:22] <sickan> Why?
L410[11:45:45] <sham1> maybe the
onBlockActivated return true
L411[11:47:00] <diesieben07> yeah thats
how MC works
L412[11:47:18] <diesieben07> if you open a
door with a sword, you don't suddenly start blocking
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L414[11:48:17] <gigaherz> so,
L415[11:48:31] <sickan> Ah, thank
you
L416[11:48:55] <gigaherz> anyone feels
like helping me figure out why AE2's storage bus doesn't update
properly when inserting items into my block from within the ME
interface
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L419[11:49:48] <gigaherz> hmmmm
L420[11:49:51] <gigaherz> I just had a
funny idea
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L422[11:50:02] <gigaherz> cna I detect
when rain is fallin onto my block? :D
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L424[11:50:53] <sickan> Check if it's
raining and if it's exposed to the sky?
L425[11:51:00] <gigaherz> true
L426[11:51:01] <gigaherz> XD
L427[11:51:08] <gigaherz> so the
idea:
L428[11:51:21] <gigaherz> my block is a
rift, so it "opens up" to a special dimension
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L430[11:51:33] <gigaherz> I was thinking,
if the feature is enabled
L431[11:51:40] <gigaherz> to randomly
convert empty buickets into water buckets
L432[11:51:41] <gigaherz> XD
L433[11:51:44] <gigaherz> buckets*
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L436[11:53:32] <diesieben07> there is a
hook for that actually
L437[11:53:34] <diesieben07> cauldrons use
it
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L439[11:55:02] <gigaherz> when the
contents of an inventory change
L440[11:55:12] <gigaherz> is there
something that should be called to notify neighbours that it
happened?
L441[11:55:20] <diesieben07> markDirty on
a TE
L442[11:55:25] <diesieben07> that updates
comparators and the like
L443[11:55:28] <gigaherz> aha
L444[11:56:22] <sickan> So I implemented
rotation for blocks
L445[11:56:29] <sickan> Should they rotate
clockwise or counterclockwise?
L446[11:57:50] <gigaherz> what do other
machines do? XD
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L448[11:58:58] <patrick96> I think it is
clockwise for chests, when looked at from above
L449[12:00:08] <Tim020> I tend to go for
clockwise because it's familiar to people
L450[12:00:40] <sickan> Ah, thank you
:)
L451[12:02:35] <ollieread> If inventory
slots are default, input, output, fuel, result etc, what would be a
good term for that as a whole?
L452[12:02:38] <ollieread> Purpose?
L453[12:02:48] <patrick96> You could use
the rotation matrices in ForgeDirection, if you can make sense of
them ;)
L454[12:02:58] <McJty> ollieread, in my
mod I call it the 'type' of slot
L455[12:03:11] <ollieread> How did I not
think of that..
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L457[12:03:32] <sickan> How do I insert
into an ISidedInventory, specifically for canInsertItem? Is there a
way to find a free slot without iterating?
L458[12:03:45] <gigaherz> nope
L459[12:03:49] <sham1>
blockState.cycleProperty(facing) is my way of having rotateable
blocks
L460[12:04:10] <gigaherz> you get the
slots for the facing
L461[12:04:13] <gigaherz> iterate over
them
L462[12:04:27] <gigaherz> find one that
you can insert into and is compatible
L463[12:04:55] <gigaherz> there may be
some lib that does it
L464[12:05:04] <gigaherz> but overall,
that's how inventories are designed
L465[12:05:11] <gigaherz> (which is rather
crappy, imo)
L466[12:08:12] <sickan> Could be
better
L467[12:08:25] <gigaherz> yeah that's why
I said there may be libs that help with that
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L469[12:14:12] <gigaherz> hmmmm
L470[12:14:31] <gigaherz> is there some
method called right before a TE is about to be destroyed?
L471[12:15:15] <gigaherz> (well, or
unloaded)
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L473[12:15:46] <diesieben07> breakBlock?
:D
L474[12:15:53] <gigaherz> hmm I see
onChunkUnload
L475[12:15:55] <diesieben07> and
ChunkEvent.Unload
L476[12:15:59] <diesieben07> oh and
that
L477[12:16:35] <sickan> Woo, I made my
Grinder block :D Can now output into chests and into the
world
L478[12:16:37] <gigaherz> unless Java has
something existing for event management that can handle weak
references and remove an event target when the object is garbage
collected
L479[12:16:38] <gigaherz> ....
L480[12:16:43] <gigaherz> thne I wouldn't
bother ;P
L481[12:16:54] <sickan> baby steps
L482[12:17:02] <diesieben07> java does
have that.
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L484[12:17:13] <gigaherz> then I'll have
to read up on it
L485[12:17:24] <diesieben07> WeakReference
+ ReferenceQueue
L486[12:17:26] <sham1> BTW diesieb, if I
for instance use worldObj.getTileEntity with blockpos that points
to a unloaded chunk, does it get loaded
L487[12:17:33] <gigaherz> aha
L488[12:17:36] <diesieben07> yes it
does.
L489[12:17:42] <sham1> And if so, does it
stay loaded when you use the instance you get
L490[12:17:55] <diesieben07> i think it
unloads it next tick
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L513[12:47:55] <gigaherz> hmf no that
won't work
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L515[12:48:06] <gigaherz> the GC doesn't
remove things magically
L516[12:48:12] <diesieben07> that is
true.
L517[12:48:20] <diesieben07> well,
actually it isn't
L518[12:48:24] <diesieben07> the GC is
pretty magical
L519[12:48:26] <gigaherz> so basically I
teleported myself to +10000
L520[12:48:32] <gigaherz> but the
TileEntity instances still exists
L521[12:48:39] <gigaherz> they didn't
disappear just because the block was unloaded
L522[12:48:47] <gigaherz> the GC hasn't
run yet.
L523[12:48:50] <diesieben07> true
L524[12:48:54] <diesieben07> they will
*eventually*
L525[12:48:55] <gigaherz> so yeah
breakBlock + unload
L526[12:49:00] <diesieben07> thats the
point of WeakRefs
L527[12:49:03] <gigaherz> otherwise I'll
be chunkloading
L528[12:49:11] <diesieben07> wat
L529[12:49:18] <diesieben07> why?
L530[12:49:24] <gigaherz> markDirty calls
world.somethingsomething(x,y,z)
L531[12:49:39] <diesieben07> and...?
L532[12:49:48] <gigaherz> doesn't
accessing an unloaded part of theworld load it?
L533[12:49:53] <diesieben07> it
does.
L534[12:49:59] <diesieben07> but why do
you call markDirty on unloaded TEs?
L535[12:50:13] <gigaherz> my rifts can be
cloned
L536[12:50:23] <gigaherz> allowing you to
access the same contents from different blocks
L537[12:50:36] <gigaherz> a bit like
enderstorage ender chests
L538[12:51:07] <diesieben07> so?
L539[12:51:09] <gigaherz> I was trying to
get all the active rifts to get themselves marked as dirty
L540[12:51:13] <gigaherz> to see if that
fixes AE2
L541[12:51:29] <diesieben07> you can just
check isInvalid on the TE
L542[12:51:44] <gigaherz> oh? I didn't
know it had such a thing
L543[12:51:55] <diesieben07> well now you
do ;D
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L545[12:59:16] <gigaherz> gah!
L546[12:59:19] <gigaherz> stupid
AE2!!
L547[13:00:37] <gigaherz> it definitely
works better
L548[13:00:44] <gigaherz> but sometimes it
doesn't realize there are new slots
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L551[13:06:47] <diesieben07> gigaherz,
your inv size changes?
L552[13:06:56] <gigaherz> yes
L553[13:06:59] <diesieben07> heh
L554[13:07:02] <diesieben07> glhf
L555[13:07:16] <gigaherz> it always has
exactly one free slot ;P
L556[13:07:28] <diesieben07> there are
probably lots of idiots out there who assume "oh of course
this will not change"
L557[13:07:40] <gigaherz> yeah I just
hoped AE2 wouldn't be one of those
L558[13:07:41] <gigaherz> XD
L559[13:07:46] <gigaherz> but I give
up
L560[13:07:56] <diesieben07> is ae2 open
source?
L561[13:08:21] <gigaherz> I don't think
so
L563[13:08:28] <diesieben07> well
L564[13:08:29] <gigaherz> oh?
L565[13:08:31] <diesieben07> make an issue
then :D
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L590[13:49:34] <gigaherz> ;P
L591[13:50:31] <yueh> just send a
blockupdate xD. AE2 is probably not the only thing which has issues
if you change the inventory without any notification
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L594[13:52:17] <yueh> comparators should
also be an issue without blockupdates
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L596[13:53:42] <gigaherz> that's the
issue, as far as I can tell, the only thing I'm not doing is
world.markBlockForUpdate
L597[13:53:49] <masa> so does changing the
contents of chests etc also cause block updates in vanilla?
L598[13:54:13] <gigaherz> but as far as I
can tell, all that does is send the changes to the client
L599[13:54:21] <gigaherz> and I see no
reason to send anything to clients
L600[13:54:48] <gigaherz> markDirty
already does the onNeighborBlockChanged
L601[13:55:07] <gigaherz> I guess I could
do markBlockForUpdate, then just do markDirty on the
client...
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L604[13:57:15] <yueh> gigaherz:
world.notifyBlocksOfNeighborChange?
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L607[13:59:52] <gigaherz> the chest
doesn't call that though
L608[14:00:02] <sham1> When there is a
block update, do you have to check it on the block code
L609[14:00:03] <gigaherz> it just calls
markDirty() which already sends onNbeighborChange
L610[14:01:25] <gigaherz> it does call
notifyBlocksOfNeighborChange on openInventory() and
closeInventory()
L611[14:01:44] <gigaherz> but not when the
items are inserted by a hopper
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L615[14:05:21] <diesieben07> yueh,
gigaherz no. block updates are NOT a good idea to use for
inventories.
L616[14:05:31] <gigaherz> doesn't matter
though
L617[14:05:33] <gigaherz> it still
desyncs
L618[14:05:34] <diesieben07> comparators
listen to the markDirty thing and so should you.
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L620[14:06:51] <gigaherz> I did say in the
issue, "I just checked, markDirty calls world.func_147453_f,
which sends onNeighborChange(), it's not just for saving
purposes."
L621[14:07:05] <gigaherz> onNeighborChange
!= onNeighborBlockChange
L622[14:07:18] <diesieben07> yep
L623[14:07:34] <diesieben07> and forge
even has a hook for the comparator "through the block"
change detection
L624[14:07:48] <gigaherz> heh
L625[14:08:08] <gigaherz> so that's waht
it was :D
L626[14:08:16] <diesieben07> what?
L627[14:08:26] <gigaherz> the markDirty()
checks x+1, and x+`1+1
L628[14:08:31] <gigaherz> if the +1 is
solid
L629[14:08:38] <gigaherz> well, for each
ForgeDirection
L630[14:08:40] <gigaherz> ;P
L631[14:09:00] <diesieben07> i meant
getWeakChanges in a Block
L632[14:09:07] <diesieben07> if that is
true, they get notified "through the wall"
L633[14:09:31] <gigaherz> check
func_147453_f
L634[14:09:42] <diesieben07> i did.
L635[14:09:57] <gigaherz> oh yeah
L636[14:10:02] <diesieben07> you can only
notify "through" solid blocks
L637[14:10:03] <gigaherz> Isee what you
mean
L638[14:10:05] <diesieben07> thats what
that is.
L639[14:10:15] <gigaherz> if the block at
the other side of a solid returns true for weak changes
L640[14:10:25] <gigaherz> I misread
L641[14:10:32] <gigaherz> I thought
getWeakChanges was something else
L642[14:10:33] <gigaherz> ;P
L643[14:11:03] <gigaherz> anyhow, I setup
the whole "listener list" to ensure all involved blocks
with the shared inventory are marked as dirty
L644[14:11:38] <gigaherz> and even then,
the AE2 interface still manages to show items that are not in the
block anymore
L645[14:12:19] <diesieben07> still saying
its AE2 :D
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L659[14:39:32] <HassanS6000> How would I
get the operators in 1.7.10
L660[14:42:41] <HassanS6000> diesieben07,
you there?
L661[14:43:14] <gigaherz> what
operators?
L662[14:43:14] <diesieben07> yes
L663[14:43:58] <Ivorius> !go *
1.7.10
L664[14:44:02] <Ivorius> !go +
1.7.10
L665[14:44:07] <Ivorius> Pretty sure
that's how it works
L666[14:44:51] <HassanS6000> diesieben07,
how would I get the list of OPS from a server Forge 1.7.10
L667[14:45:03] <HassanS6000> or set or
array or whatever..
L668[14:45:03] <diesieben07> and you ask
me specifically because...?
L669[14:45:12] <HassanS6000> becuz u told
me how to do it in 1.8 :3
L670[14:45:30] <gigaherz> oh THAT kind of
operator
L671[14:45:30] <gigaherz> XD
L672[14:45:36] <gigaherz> (no idea)
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L674[14:46:36] <HassanS6000> xD
L675[14:46:39] <diesieben07> if you want a
real list you need reflection
L676[14:46:56] <HassanS6000> how to tell
if a player is an op lol
L677[14:47:03] <HassanS6000> that's all I
need to know
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L679[14:47:16] <diesieben07>
ServerConfigurationManager#canSendCommands
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L685[14:50:09] <HassanS6000> uh that
doens't exist
L686[14:50:17] <HassanS6000> !gm
canSendCommands 1.7.10
L687[14:50:24] <HassanS6000> oh it
apparently does
L688[14:50:31] <diesieben07> update your
mappings
L689[14:50:39] <diesieben07> or use the
func whatever equivalent
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L698[15:04:59] <OrionOnline> Guys anyone
having experience with rendering animations on models?
L699[15:06:55] <Ivorius> Yup
L700[15:06:56] <Ivorius> b3d?
L701[15:06:58] <yueh> diesieben07: not on
inventory update in case of some items enters/leaves it, but if the
whole inventory itself changes like the amount of slots
L702[15:07:16] <diesieben07> i dont see
any reason to issue a block update.
L703[15:07:29] <diesieben07> markDirty
calls onNeighborChange on the block
L704[15:07:29] <OrionOnline> Ivorius, no
actually OBJ
L705[15:07:42] <diesieben07> which is
where comaprators udpate, and any Inventory checker should,
too
L706[15:08:01] <Ivorius> You can't animate
obj
L707[15:08:08] <Ivorius> Unless you
individually refer to vertices
L708[15:08:10] <gigaherz> well you can
make it bigger, or spin
L709[15:08:13] <gigaherz> or anything like
that
L710[15:08:15] <Ivorius> But that's
touching raw data
L711[15:08:25] <OrionOnline> Is it
possible to load b3D in 1.7?
L712[15:08:32] <Ivorius> Nope
L713[15:08:32] <gigaherz> or you can
render it piece-wise referring to the subparts
L714[15:08:33] <yueh> normal
onNeighborChange does invalidate the cache for storagebuses
L715[15:08:45] <Ivorius> What gigaherz
said
L716[15:08:48] <gigaherz> the
WavefrontModel lets you render each group separately
L717[15:08:51] <Ivorius> fry does that
too
L718[15:08:56] <Ivorius> But it's not
pretty
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L720[15:09:04] <Ivorius> Models are
supposed to be animated on the basis of model data
L721[15:09:12] <Ivorius> Not by hardcoding
trs
L722[15:09:34] <diesieben07> yueh, all i'm
saying is, imho this is YOUR bug, not gigaherz' ;)
L723[15:09:36] <OrionOnline> That is what
i am doing, but it makes it so that i can not rotate the model as
one whol
L724[15:10:03] <Ivorius> Sure you
can
L725[15:10:11] <Ivorius> push matrix,
rotate, render pieces, pop matrix
L727[15:10:45] <gigaherz> it's not
rotate
L728[15:10:47] <OrionOnline> Yet that
messes up the positions of elements that have their origin set to
something else then 0,0,0
L729[15:10:47] <gigaherz> but I do scale
and color
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L731[15:10:52] <gigaherz> animated based
on current world's time
L732[15:11:08] <gigaherz> OrionOnline:
translate to -x,-y,-z, rotate
L733[15:11:12] <gigaherz> then translate
back to x,y,z
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L735[15:11:22] <OrionOnline> that whould
actually do it........
L736[15:11:25] <OrionOnline> hmm
L737[15:11:28] <gigaherz> yeah ;P
L738[15:11:34] <gigaherz> "rotate
around pivot"
L739[15:11:35] <gigaherz> means
L740[15:11:40] <gigaherz> translate pivot,
rotate, untranslate
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L742[15:12:32] <OrionOnline> hmm, would
that not mean, render static part, move pivot, rotate, render
animated part, reset rotation, untranslate, next part....?
L743[15:12:45] <gigaherz> sure
L744[15:13:13] <gigaherz> matrix
operations are relatively cheap, don't be afraid to do a few extra
;P
L745[15:13:20] <OrionOnline> hmm i might
be able to make that work..... (should actually be fairly easy),
one other thing, why do i have todo a scale times 50 to render in
the inventory?
L746[15:13:38] <gigaherz> times 50?!
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L748[15:13:46] <gigaherz> wtf is the size
of your block/item?
L749[15:14:00] <OrionOnline> yeah, thje
model render fine as entity, in hand and in third person
L750[15:14:02] <gigaherz> a block is
rendered on a 1x1x1 box
L751[15:14:05] <OrionOnline> but not in
the inventory
L752[15:14:13] <gigaherz> hmmm
L753[15:14:20] <OrionOnline> the siye 0.3
for x, 0.7 on the y and 0.15 on the z
L754[15:15:02] <OrionOnline> even a normal
vanilla book i have to scale 50 times to see
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L756[15:15:35] <gigaherz> hmmm
L757[15:15:36] <gigaherz> ah
L758[15:15:49] <OrionOnline> ....?
L759[15:15:51] <gigaherz> maybe it's
related to the tesellator's "set bound based on
whatever"
L760[15:15:58] <gigaherz> can't remember
the exact name
L761[15:15:58] <OrionOnline> might
be
L762[15:15:58] <gigaherz> XD
L763[15:16:29] <OrionOnline> There is
nothing with bounds in the tesselator .......
L764[15:16:37] <gigaherz> n owait
L765[15:16:38] <gigaherz> renderer
L766[15:16:38] <gigaherz> XD
L767[15:16:48] <gigaherz>
renderer.setOverrideBlockTexture(block.getIcon(0, 0));
L768[15:16:48] <gigaherz>
renderer.setRenderBoundsFromBlock(block);
L769[15:16:49] <gigaherz>
renderer.renderStandardBlock(block, x, y, z);
L770[15:16:49] <gigaherz>
renderer.clearOverrideBlockTexture();
L771[15:16:49] <OrionOnline> the
IItemRenderer?
L772[15:17:01] <gigaherz> although
L773[15:17:04] <gigaherz> that's for my
ISBRH
L774[15:17:06] <gigaherz> not TESR
L775[15:17:11] <gigaherz> so it may not
apply
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L777[15:17:23] <OrionOnline> I am not even
using an TESR, as it is just an Item i am trying to render
L778[15:17:29] <gigaherz> I have never
used IItemRenderer
L779[15:17:33] <OrionOnline> so a plain
old IItemRender
L780[15:17:36] <gigaherz> since it's gone
from 1.8
L781[15:17:36] <OrionOnline> hmm
L782[15:17:38] <gigaherz> I ignore
it
L783[15:17:39] <gigaherz> XD
L784[15:17:51] <gigaherz> I wanna keep the
mod easy to port
L785[15:17:53] <OrionOnline> How do you
render cusom models for items/blocks then in 1.7ß
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L787[15:18:04] <gigaherz> I don't, the
block is a cube in inventory form
L788[15:18:06] <sham1> 1.7 beta?
L789[15:18:07] <sham1> Jeez
L790[15:18:14] <OrionOnline> NOT
BETA
L791[15:18:21] <gigaherz> you typed a beta
character
L792[15:18:22] <gigaherz> XD
L793[15:18:24] <williewillus> lol
L794[15:18:26] <OrionOnline> that is
supposed to be a question makr XD
L795[15:18:33] <gigaherz> 1.7ß
L796[15:18:34] <williewillus> for items
use iitemrenderer
L797[15:18:36] <gigaherz> well fix your
encoding XD
L798[15:18:37] <OrionOnline> stupid german
keyboard.... ARGH
L799[15:18:37] <sham1> Well it is etzet
instead...
L800[15:18:39] <williewillus> for blocks
tesr or isbrh
L801[15:19:07] <sickan> Is there a way to
compare two ItemStacks to see if they can stack with each
other?
L802[15:19:45] <gigaherz> sure, the game
does it
L803[15:19:45] <gigaherz> XD
L804[15:19:50] <yueh> all i know is that
it is only happening with a single mod and there is no dev build to
debug it
L805[15:20:15] <sickan> Yes but how?
L806[15:20:25] <gigaherz> I have no idea
what method it is
L807[15:20:26] <gigaherz> XD
L808[15:20:36] <gigaherz> hmm wait
L810[15:20:46] <gigaherz> ah
nevermind
L811[15:20:50] <sham1> Mh, I'd like not to
create a GUI for my filter pipes, but whatever
L812[15:20:53] <sham1> meh*
L813[15:21:08] <sickan> Thank you :)
L814[15:21:13] <gigaherz> sickan: the
Container has a "mergeItemStacks"
L815[15:21:14] <gigaherz> method
L816[15:21:18] <gigaherz> you could take a
look at it too ;P
L817[15:21:29] <sham1> Or rather, I do not
enjoy making GUIs
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L820[15:22:23] <sickan> Would making a
tech mod without any GUIs be OK design-wise?
L821[15:22:35] <yueh> why shouldn't
it?
L822[15:22:37] <gigaherz> I did
L823[15:22:43] <sham1> It could work
L825[15:22:46] <gigaherz> XD
L826[15:23:07] <sham1> Well, you also add
only one block really
L827[15:23:50] <sham1> Also, I still am
not over your tess code you showed us yesterday
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L829[15:30:40] <OrionOnline> Going for the
manual move attempt now
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L831[15:32:17] <OrionOnline> Dang the
translations in blender do not match the ones MC........
L832[15:32:24] <OrionOnline> That is just
stupid
L833[15:35:04] <Ordinastie_> if you export
right, they do
L834[15:35:17] <OrionOnline> they do
L835[15:35:24] <OrionOnline> just in a
different order.....
L836[15:35:30] <OrionOnline> x,z,y ion
minecraft
L837[15:35:37] <OrionOnline> is x,y,z in
Blender......
L838[15:35:45] <OrionOnline> which messes
it up for me
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L840[15:37:33] <OrionOnline> Slowly
getting there
L841[15:39:11] <capitalthree> not just
blender but everything ever besides minecraft
L842[15:40:58] <OrionOnline> oke .... Good
to know, i know DirectX has even a different origin
L843[15:41:14] <OrionOnline> that i knew,
but minecraft is sometimes a mistery to me
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L845[15:43:34] <OrionOnline> Oke entity
and first person done,
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L850[15:57:20] <OrionOnline> Finally all
mode are rendering now the animation YEAY ...
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L852[16:00:59] <Zaggy1024> yeah, I've
probably got Y as vertical so ingrained in me that I won't be able
to change my habits easily when I do something else
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L861[16:09:02] <gigaherz> Zaggy1024:
almost every computer game uses Y as vertical
L862[16:09:07] <gigaherz> only some CAD
programs do otherwise
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L865[16:09:27] <Zaggy1024> hm
L866[16:09:29] <Zaggy1024> ohai
gliby
L867[16:09:36] <Gliby> hey
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L871[16:14:39] <Gliby> oh wow when u type
my name in google something actually pops up
L872[16:17:17] <diesieben07> when you type
my *real* name into google something actually pops up
L873[16:17:20] *
diesieben07 be famous
L874[16:17:47] ***
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L875[16:18:06] <Zaggy1024> you should tell
us your name so we can stalk you >:D
L877[16:18:26] <Gliby> i feel so
proud
L878[16:18:40] <diesieben07> its NOT hard
to find out my name.
L879[16:18:46] <Gliby> it's not?
L880[16:18:53] <Gliby> if its not just
tell us, u know
L881[16:19:20] <gigaherz> I'm #1 when I
search my nickname on google
L882[16:19:20] <gigaherz> ;P
L883[16:19:35] <diesieben07> no :P if you
care, spend some effort :D
L884[16:19:36] <sham1> Oh god they shout
onto their mics in that vid
L885[16:19:37] <sham1> Eww
L886[16:19:37] <Gliby> a measure of
frequency equivalent to one thousand million (109) cycles per
second.
L887[16:19:50] <diesieben07> (hint... my
github is enough)
L888[16:20:19] <Gliby> i too like the
number 7
L889[16:20:23] <diesieben07> :D
L890[16:21:37] <Gliby> i need more hints
diesieben07
L891[16:21:50] <diesieben07> package names
are a thing.
L892[16:22:07] <diesieben07> also the
stuff you will find on google is not that interesting
L893[16:22:23] <Gliby> hello take
L894[16:22:38] <diesieben07> this is
definitely getting weird.
L895[16:22:40] <sham1> :P
L896[16:22:41] <diesieben07> but
hello.
L898[16:22:52] <Gliby> oh god
L899[16:22:56] <Gliby> i'm so proud
L900[16:23:05] <sham1> what is your mod
anyway
L901[16:23:11] <Gliby> the voice chat
thingy
L902[16:23:20] <sham1> oh
L903[16:23:22] <sham1> nice
L904[16:23:34] <Gliby> i'm 50% proud that
isn't not crashing and burning, and 50% proud that someone is
actually using it
L905[16:23:38] <diesieben07> so many
minecraft videos on youtube that NOBODY watches...
L906[16:24:40] <sham1> You can find
something with my real name and stuff...
L907[16:24:59] <Gliby> i doubt anyone
could find my real name
L908[16:25:12] <gigaherz> oh hey there's a
song with my name on it
L910[16:25:13] <gigaherz> XD
L911[16:26:07]
⇨ Joins: r4wk
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L912[16:26:19] <Gliby> my computer has 3.4
of u
L913[16:26:19]
⇨ Joins: minecreatr
(uid97422@id-97422.charlton.irccloud.com)
L914[16:26:35] <gigaherz> no
L915[16:26:50] <gigaherz> your computer
has 3.4 only if you add a "t" to my nickname
L916[16:26:50] <gigaherz> ;P
L917[16:27:06] <Gliby> i have
L918[16:27:42] <gigaherz> I'm gigaherz,
purposefully without a t, not a misspelling
L919[16:27:48] <gigaherz> ;P
L920[16:28:06] <Gliby> i'm always going to
remember you by gigahertz
L921[16:28:41] ⇦
Quits: AforAnonymous
(~bitch2k@178.165.128.152.wireless.dyn.drei.com) (Killed (NickServ
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lolinternet!~bitch2k@91.141.0.146.wireless.dyn.drei.com)))
L922[16:29:26] <gigaherz> I'd rather you
remember me as "gigahertz without a t"
L923[16:29:27] <gigaherz> ;P
L924[16:30:01] <gigaherz> I didn't know
originally, but it appears "herz" means heart in german,
so think of me a giga-heart ;P
L925[16:30:01]
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L926[16:30:19] <diesieben07> can confirm,
it does.
L927[16:30:21] <Gliby> that is so
sweet
L928[16:30:46] <Gliby> love times 10 to
the power of 9
L929[16:31:58] ⇦
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L931[16:32:41] <sham1> I never even
noticed that there was a t missing from your name
L932[16:32:46] <sham1> Huh
L933[16:32:48] <sham1> The more you
know
L934[16:33:10] <gigaherz> XD
L935[16:33:46] <sham1> nyway, I do not
appreaciate having to write a lot of packets for my GUI to
work
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L939[16:34:47] <Lepidus> What's the best
way to prevent terrain/structures from generating in the world in
neighboring chunks?
L940[16:35:10] ⇦
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L941[16:35:11] <Lepidus> Unfortunately,
you can't check if there are nearby generations because sometimes
nearby chunks have not yet been generated
L942[16:35:49] <diesieben07> uhmm what
exactly?
L943[16:37:22] <Lepidus> like, in my
IWorldGenerator class, in my generate method(), I am generating a
certain terrain in the world, however I don't want to generate
anything if there are nearby generations
L944[16:37:40] <Lepidus> like for example,
in vanilla Minecraft a village would not generate right next to a
desert temple, I believe
L945[16:38:24] <Lepidus> in my case, I
don't want to generate a tower if there's already a tower in a
neighboring chunk
L946[16:38:29] <Lepidus> is this
possible?
L947[16:38:47] <diesieben07> oh it
would
L948[16:38:51] <diesieben07> its just VERY
RARE ;)
L949[16:39:16] <Lepidus> oh okay :p
L950[16:39:32] <gigaherz> well if it's
YOUR generations, it's easy to do, just make an algorithm that
decides what to generate in such a way that it's matematyically
impossible for two neighbouring chunks to generate the same
L951[16:39:33] <gigaherz> XD
L952[16:39:41] <Lepidus> I guess that
works yeah :p
L953[16:39:42] <gigaherz>
mathematically*
L954[16:39:59] <Lepidus> just gotta think
of a good algorithm to do that though
L955[16:40:07]
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L956[16:40:14] <Lepidus> I guess I could
just only do it in chunks that are multiples of 5, or something
silly like that
L957[16:40:21] <gigaherz> that's how
nether does it
L958[16:40:22] <gigaherz> ;P
L959[16:40:38] <gigaherz> the nether
fortresses are in a very neatly regular grid
L960[16:40:38] <gigaherz> ;P
L961[16:40:42] <OrionOnline> If i do a
GL11.glPushmatrix, does it reset the direction of the axis after
rotating?
L962[16:40:47] <gigaherz> no
L963[16:41:00] <gigaherz> pushmatrix
literally just pushes the matrix into the stack
L964[16:41:06] <gigaherz> doesn't change
anything about the current matrix
L965[16:41:23] <OrionOnline> oke
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L967[16:41:31] <gigaherz> and popmatrix
literally just pops the matrix and restores the previous one
L968[16:41:32] <gigaherz> meaning:
L969[16:41:40] <gigaherz> 1. any changes
you make in between are 100% lost
L970[16:42:00] ***
Calcium|Ded is now known as Calcium
L971[16:42:03] <gigaherz> 2. you have to
apply any successive changes, either by adding things to the
existing matrix, or by calling glLoadIdentity()
L972[16:42:39] <gigaherz> keep in mind
that opengl internally only stores a 4x4 extended matrix
L973[16:42:46] <gigaherz> it has no
concept of the "list" of actions you did to it
L974[16:42:54] <gigaherz> a glRotate call
simply applies a rotation to the matrix
L975[16:42:59] <gigaherz> resulting in a
modified 4x4 matrix
L976[16:43:08] <gigaherz> a glTranslate
simply applies a translation to the matrix
L977[16:43:08] <gigaherz> etc
L978[16:43:38] <gigaherz> the fun part of
transformation matrices
L979[16:43:53] <gigaherz> is that the
successive transforms simply aggregate more information
L980[16:44:56] <gigaherz> to the matrix,
it doesn't matter which sequence of transforms you did, all it
cares is about the 4x4 grid of coeficients, that are applied to the
input number, to generate an output number
L981[16:45:21] <gigaherz> and when used
right, ANY combination of rotations, translations, scalings, and
projections, can be applied
L982[16:45:42]
⇨ Joins: Raga_BM (~K@180.245.165.117)
L983[16:49:19] <Gliby> all cool people use
Matrix4f and glMultMatrix to transform
L984[16:50:07] <gigaherz> nah cool people
send the matrices as uniform buffer objects directly to the
shaders
L985[16:50:09] <gigaherz> ;P
L986[16:50:27] <Gliby> nah cool people use
vulkan
L987[16:51:01] <Gliby> sending uniforms to
shaders is so 2014
L988[16:51:20] <Gliby> writing directly to
gpu is the new thing
L989[16:51:21]
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L991[16:53:51] <sham1> Opengl 3.2+ Is
still plenty viable
L992[16:54:56] <williewillus> people
familiar with the RF api: does IEnergyProvider just mean "you
can take RF out of this" or does it mean "this gives RF
to others that want it"?
L993[16:55:42] <gigaherz> the former
L994[16:55:44] <gigaherz> it means
"you can take"
L995[16:55:59] <gigaherz> the providers
are responsible of manually pushing to neighbours
L996[16:56:12] <williewillus> ah
okay
L997[16:57:13] <sham1> Networks that work
by pushing instead of pulling are better IMO
L998[16:57:47] <gigaherz> both work
L999[16:57:49] <gigaherz> in fact
L1000[16:57:55] <gigaherz> it can be done
so that it's neither
L1001[16:57:58] <sham1> Pulling
wörks
L1002[16:58:01] <gigaherz> you can
require cables
L1003[16:58:08] <gigaherz> and have the
cables both pull and push
L1004[16:58:16] <gigaherz> and have all
the providers and receivers be just passive
L1005[16:58:45] <sham1> But at least for
me with pulling is that you have to know where to pull from
L1006[16:59:00] <gigaherz> same for
pushing lol
L1007[16:59:00] <sham1> While with push
you just push forward
L1008[16:59:14] <gigaherz> the provider
has to scan the neighbours
L1009[16:59:15] <sham1> Ideally without
pushing backwards
L1010[16:59:20] <gigaherz> see which ones
are receivers
L1011[16:59:29] <gigaherz> and provide
power
L1012[16:59:34] <gigaherz> ideally
calculating how much each will take
L1013[16:59:38] <gigaherz> so they can
share fairly
L1014[16:59:59] <sham1> Well with pulling
you "have" to know the entire network
L1015[17:00:03] <gigaherz> no
L1016[17:00:10] <gigaherz> it's exactly
the same
L1017[17:00:10] <gigaherz> XD
L1018[17:00:14] <gigaherz> scan
neighbours
L1019[17:00:17] <gigaherz> ask how much
they have available
L1020[17:00:22] <gigaherz> suck
fairly
L1021[17:00:31] <sham1> :D
L1022[17:00:31] <gigaherz> what you mean
is retrieval-style pulling
L1023[17:00:49] <gigaherz> where there
aren't intermediate buffers in each single block
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L1025[17:01:24] <gigaherz> but that's
exactly the same for "ender-style" transfer pipes
L1026[17:01:27] <sham1> But you also need
to query if you even can pull from the neighbor
L1027[17:01:37] <gigaherz> that scan
targets, and shove the power directly
L1028[17:01:44] ***
le683 is now known as le683|Zzz
L1029[17:01:50] <gigaherz> well
L1030[17:02:14] <gigaherz> for(facing) {
if provider add to list }
L1031[17:02:28] <sham1> Well, my pipes
generally will be push - only usually
L1032[17:02:33] <gigaherz> for(providers)
{ get available power }
L1033[17:02:39] <gigaherz> calculate
"fair sucking"
L1034[17:02:46] <gigaherz> for
(providers) { pull }
L1035[17:02:53] <sham1> SUCKLING FOR
EVERYONE
L1036[17:02:56] <OrionOnline> Dang my
animation seems to flicker ...
L1037[17:03:04] <gigaherz> did oyu take
the partial ticks into account?
L1038[17:03:51] <OrionOnline> yeah
L1039[17:04:04] <OrionOnline> wait i will
upload an example
L1040[17:07:16] <williewillus> well I'm
trying to write a decent emc transport api instead of the one-clsas
hackjob that's there, and it seems like the existing system is
based on pushing
L1041[17:07:19] <williewillus> so pushing
it is :p
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L1044[17:08:36] <OrionOnline> when the
book is open the flippers
L1045[17:08:45] <gigaherz> ehhhh
L1046[17:08:50] <gigaherz> hwo did you do
the animation itself?¿
L1047[17:09:48] <gigaherz> that looks
like you aren't stopping the animation after it should be
completed?
L1048[17:10:39] <OrionOnline> It a
integer in the NBTTag of the stack, it liniearly scales between 0
and 135 degrees
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L1050[17:11:11] <OrionOnline> every tick
of the stack in the inventory it adds one, as long as it is less
then 6
L1051[17:11:54] <gigaherz> ah
L1052[17:12:08] <gigaherz> then add a
7th, and if 7, use the final angle of 6 without interpolation
L1053[17:12:08] <gigaherz> ;P
L1054[17:12:15] <gigaherz> or the 6th
itself
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L1056[17:12:24] <OrionOnline> ah
oke
L1057[17:12:29] <gigaherz> I believe your
issue is that you still scale after it reaches 6
L1058[17:12:30] <gigaherz> ;p
L1059[17:13:32]
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L1060[17:14:51] <OrionOnline> Yeah
L1061[17:14:54] <OrionOnline> it is
working just fine now
L1062[17:16:19]
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L1065[17:22:55] <OrionOnline> Okay i am a
happy camper and go to bed
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L1067[17:23:04] <OrionOnline> Big thanks
to gigaherz for the help on the rendering
L1068[17:23:11] <gigaherz> np
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L1093[18:18:46] <Lepidus> should be
possible to reduce the obviousness of this a bit though
L1094[18:19:18] <killjoy> You should make
that transparent
L1095[18:19:37] <gigaherz> what?
L1096[18:19:44] <killjoy>
*transparency
L1097[18:19:53] <gigaherz> Oh the spacing
between stuffs
L1098[18:20:28] <gigaherz> Lepidus: that
can be fixed, dont' do it only "every 5"
L1099[18:20:30] <gigaherz> do it
like
L1100[18:21:52] <gigaherz> ............
random crap: ((x+z)%7 + (x-z)%5)%11 == 0
L1101[18:22:12] <killjoy> That's a lot of
mods
L1102[18:22:25] <gigaherz> oh
whoops
L1103[18:22:27] <gigaherz> I meant to
write
L1104[18:22:32] <gigaherz> ((x+z)*7 +
(x-z)*5)%11 == 0
L1105[18:22:40] <killjoy> heh
L1106[18:23:17] <gigaherz> btw
L1107[18:23:32] <gigaherz> plot those
things on a bitmap first, so you know how the spacing looks
like
L1108[18:23:32] <gigaherz> XD
L1109[18:25:17]
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L1110[18:25:19] <Zaggy2048> I see that
sharex
L1111[18:25:22] <Zaggy2048> :)
L1112[18:26:57] <Lepidus> <3
sharex
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L1119[18:38:07] <ollieread> Does that
look blue to you guys?
L1120[18:38:44] <gigaherz> yes
L1121[18:38:48] <ollieread> ffs
L1122[18:38:55] <gigaherz> grayish blue,
but yes
L1123[18:38:59] <Gliby> ewwww self hosted
images
L1124[18:39:03] <ollieread> Fucking
photoshop
L1125[18:39:05] <Lepidus> Blueish gray
more like :P
L1126[18:39:07] <Drullkus> lol
L1127[18:39:17] <ollieread> Gliby: ew,
people who don't know what they're talking about
L1128[18:39:30] <ollieread> That's not
self hosted
L1130[18:39:42] <Lepidus> :o
L1131[18:39:45] <gigaherz> RGB of the
background color is 200,212,241
L1132[18:39:50] <ollieread> That's a
screenshot of the photoshop canvas
L1133[18:40:06] <gigaherz> disable color
profiles
L1134[18:40:20] <gigaherz> or use
paint.net ;P
L1135[18:40:34] <Gliby> use gimp
L1136[18:40:38] <Gliby> everyone loves
using that
L1137[18:41:02] <Gliby> gimp for
programmers, by programmers
L1138[18:41:10] <Lepidus> PDN is more
accessible/easy to learn
L1139[18:41:22] <Drullkus> Yeah
L1140[18:41:25]
⇨ Joins: AforAnonymous
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L1141[18:41:25] <Gliby> yeah but gimp
gives you street cred
L1142[18:41:28] <Drullkus> I can'tuse
.pdn fules
L1143[18:41:34] <gigaherz> not from me,
Gliby
L1144[18:41:35] <gigaherz> XD
L1145[18:41:38] <Drullkus>
#PhotoshopFirstWorldProblems
L1146[18:41:39] <gigaherz> Iconsider gimp
to suck XD
L1147[18:41:54] *
Drullkus uses photoshop
L1148[18:41:59] <ollieread> Colour
management policies are all off :/
L1149[18:42:07] <killjoy> I use photoshop
for photos
L1150[18:42:15] <killjoy> gimp for
generated
L1151[18:42:17] <Drullkus> ?
ollieread
L1152[18:42:23] <Gliby> gigaherz that's
just like, your opinion man
L1153[18:42:27] <Drullkus> killjoy: I do
everything in photoshop lol
L1154[18:42:36] <Drullkus> Including the
fantastic textures you see in chisel
L1155[18:43:01] <Lepidus> Chisel
<3
L1156[18:43:03] <gigaherz> Gliby: sure,
but you still get no cred from me ;P
L1157[18:43:17] <Lepidus> the default
textures in that mod are so much better than most mods
L1158[18:43:18] <Lepidus> great
work
L1159[18:43:39]
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L1160[18:43:47] <gigaherz> yeah although
I often end up using the same small bunch
L1161[18:43:55] <gigaherz> because
somehow the rest just never feel right
L1162[18:43:55] <gigaherz> XD
L1163[18:43:59] <ollieread> This was all
fine before updating to Windows 10, ffs
L1164[18:44:06] <gigaherz> ollieread: it
was?
L1165[18:44:13] <gigaherz> photoshop has
always done color management for me
L1166[18:44:29] <gigaherz> red looks
orangeish, green is yellowish and blue is cyanish
L1167[18:44:35] <gigaherz> I got used to
it XD
L1168[18:44:39] <gigaherz> at least grays
are grays
L1169[18:44:42] <gigaherz> that'd be
extremely annoying
L1170[18:44:47] <gigaherz> hmmm
L1171[18:44:58] <gigaherz> maybe if you
configure color management in windows to use the sRGB
profile?
L1172[18:45:02] <ollieread> I recall the
first launch "The colour profile is wrong for this
monitor"
L1173[18:45:22] <ollieread> Heh, was auto
converting exported to sRGB
L1174[18:45:45] <gigaherz> AH
L1175[18:45:50] <gigaherz> photoshop
-> edit -> color settings
L1176[18:46:17] <gigaherz> I didn't know
about that
L1177[18:46:17] <gigaherz> XD
L1178[18:46:47] <ollieread> I can't
lol
L1179[18:46:56] <ollieread> Trying to do
anything with Windows colour creates an unknown error
L1180[18:47:05] <ollieread> Google kindly
gives me results for Windows 7 and 8
L1181[18:47:24] <Gliby> would you kindly
give me all your money
L1182[18:47:28] <gigaherz> o_O
L1183[18:47:32] <Lepidus> gigaherz, I'm
so tempted to just do
(x%3&&z%3&&random.nextInt(10)<1) or
somethin
L1184[18:47:35] <Gliby> now u have too
because bioshock
L1185[18:47:46] <Lepidus> I'm lazy
:/
L1186[18:47:57] <ollieread> I never got
that far in the original bioshock
L1187[18:47:59]
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L1188[18:48:17] <ollieread> and all my
money goes on the monthly cost for cloudapp (s.ollieread.com)
:P
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L1191[18:49:16] <Gliby> "maybe he
writes computer programs"
L1192[18:49:28] <Lepidus> wait, why pay
for cloudapp when there are similar solutions for free? what are
its advantages?
L1193[18:49:28] <gigaherz> Lepidus: heh,
then you may as well just do random()<0.2) and fuck if things
happen to be together
L1194[18:49:29] <gigaherz> XD
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L1196[18:49:44] <ollieread> Lepidus: of
all those that I came across, it's the best
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L1198[18:50:05] <Lepidus> gigaherz, it's
a /little/ better then that because they can't directly border each
other
L1199[18:50:05] <ollieread> It's also
free, I just pay for more space and to be able to point a custom
domain at it
L1200[18:50:52] <ollieread> Which is like
£49.99 a year, maybe
L1201[18:51:13] <ollieread> No, that's my
copy.com account
L1202[18:51:15] <ollieread> Christ
knows
L1203[18:55:24]
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L1206[18:59:59] <nickaa827> Hi
L1207[19:00:09] <nickaa827> Is this where
I can get help learning to mod
L1208[19:01:09] ***
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L1209[19:01:42] <Gliby> this is where
people sometimes help or harass if you dont know something
L1210[19:02:03] <Ivorius> At your
service, ready to flame
L1211[19:03:01] <nickaa827> Ok then
L1212[19:03:20] <nickaa827> So where can
I find good tutorials on 1.8 modding?
L1213[19:03:25] <Gliby> do you know
java?
L1214[19:03:28] <nickaa827> Yea
L1216[19:03:46] <nickaa827> I took AP
Comp Sci last year and (not tooting my own horn) and got a 5
L1217[19:04:00] <Gliby> that's
nice.
L1218[19:04:07] <Ivorius> 5 is the worst
you can get in my country
L1219[19:04:19] <Gliby> 5 is the most
average
L1220[19:04:22] <nickaa827> oh
L1221[19:04:30] <nickaa827> Where I live
it’s the highest:P
L1222[19:04:33] <nickaa827> It’s
1-5
L1223[19:04:44] <wizjany> AP tests go 1
(lowest) to 5 (highest)
L1224[19:04:50] <nickaa827> Yea
L1225[19:04:59] <wizjany> european
systems generally rank by marks though, 1-5/6
L1226[19:05:06] <wizjany> whereas here we
usually do A-D/F
L1227[19:05:08] <Ivorius> Anyway
L1228[19:05:12] <Ivorius> Docs, sample
code
L1229[19:05:14] <wizjany> ap tests are
their own thing
L1230[19:05:19] <nickaa827> k
L1231[19:05:23] <nickaa827> So the docs
thing
L1232[19:05:25] <nickaa827> Thanks
L1233[19:05:33] <Ivorius> There are a few
tutorials too, but for a skilled programmer that would be too
slow
L1234[19:05:49] <wizjany> getting a 5
doesn't mean being a skilled programmer tbh
L1235[19:06:13] <Ivorius> Never said so,
but he did say he can program
L1236[19:06:25] <Ivorius> Although I'd
doubt it a bit if he needs to ask to find tutorials
L1237[19:06:27] <Ivorius> lol
L1238[19:06:31] <wizjany> never said you
said so :P
L1239[19:06:45] <nickaa827> There’s a
difference between knowing Java and how to mod :P
L1240[19:06:54] <wizjany> it's basically
the same
L1241[19:06:57] <wizjany> you google your
problem
L1242[19:07:07] <wizjany> and find the
answer buried under 100 useless responses
L1243[19:07:18] <nickaa827> k
L1244[19:07:38] <Gliby> wait i thought
being a good programmer is to know how to look on stackoveflow
:D
L1245[19:07:38] <Lepidus> the vast
majority of problems I've had with modding have been more to do
with a terrible self-education in Java than with actual
Forge-related stuff >.<
L1246[19:07:52] <Lepidus> if you have
good fundamental knowledge then everything you need should be
pretty much online
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L1249[19:16:51] <williewillus> is there a
function anywhere to map values to every element in a set?
L1250[19:17:04] <williewillus> I'm sure
guava has one but i can't find :p
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L1252[19:18:15] <shadekiller666> i
thought sets were collections of single objects? not of key:value
pairs
L1253[19:19:22] <williewillus> I know, I
want something that does, for example, <set>.map(elem ->
elem.getSomeAttribute()) and it returns a Map of elem:attribute
pairs. in java 7
L1254[19:20:07] <shadekiller666> is there
nothing in Maps?
L1255[19:20:31] <shadekiller666> like one
of the newWhateverMap()s?
L1256[19:20:50] <shadekiller666> is there
a Sets class in guava?
L1257[19:21:13] <williewillus> ah yeah
found it
L1258[19:21:23] <williewillus>
Maps.asMap(set, function)
L1259[19:21:33] <shadekiller666> there ya
go
L1260[19:21:42] <shadekiller666> all you
need to do is make the function :P
L1261[19:21:52] <shadekiller666> which is
what the lambda is in java 8
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L1263[19:22:30] <gigaherz>
shadekiller666: IF you don't capture any variables ;P
L1264[19:22:54] <gigaherz> if you do,
then there's some more crazy things ;P
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L1266[19:23:08] <shadekiller666>
lol
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L1269[19:25:29] <williewillus> yeah
noncapturing lambdas are, what is it, 10x faster than capturing in
java 8? something like that, watched a talk about it but I don't
remember
L1270[19:26:09] <shadekiller666>
capturing meaning?
L1271[19:26:17] <williewillus> capturing
variables from the enclosing class
L1272[19:26:49] <williewillus> like if an
anonymous class uses variables from its outer class that it isn't
explicitly given, that's called capture
L1273[19:27:05] <shadekiller666>
ahh
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L1276[19:29:28] <FusionLord> is it
possible to make a recipie that transfers nbt data?
L1277[19:30:51] <williewillus> yeah
L1278[19:30:53] <williewillus> custom
IRecipe
L1279[19:31:05] <williewillus> you can
check whatever you want and give back whatever you want
L1280[19:31:35] <williewillus> things
that transfer nbt in vanilla: fireworks, banners, book
copying
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L1282[19:31:50] <FusionLord> thanks
willie
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L1302[19:54:56] <gigaherz> hahaha
L1303[19:54:57] <gigaherz> Oracle: Google
Has "Destroyed" the Market For Java
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L1305[19:55:07] <gigaherz> claiming that
'Android has now irreversibly destroyed Java's fundamental value
proposition as a potential mobile device operating system,'
L1306[19:55:31] <gigaherz> really? no one
would be using the java language on mobile if it wasn't for
android
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L1308[19:55:54] <gigaherz> they are
simply butthurt that Google didn't want to pay royalties
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L1315[20:01:28] <gigaherz> ah
L1316[20:01:36] <gigaherz> I wondered wtf
"chat builder" was supposed to mean
L1317[20:01:36] <gigaherz> XD
L1318[20:02:06] <killjoy> Let me link you
to that class
L1319[20:02:13] <gigaherz> hmm
L1321[20:02:19] <gigaherz> I'd make
methods for colors and formatting stuff
L1322[20:02:58] <killjoy> It's a state
based builder
L1323[20:03:02] <gigaherz> yes I
mean
L1324[20:03:06] <williewillus> what does
Google mean when they say "Don't use something like
Predicates.instanceOf(ArrayList.class) because it's not consistent
with equals"?
L1325[20:03:08] <gigaherz>
cb.red().text("")....
L1326[20:03:32] <killjoy> that would
throw an ise
L1327[20:03:45] <gigaherz> ??
L1328[20:03:51] <killjoy> illegal state
exception
L1329[20:04:02] <killjoy> you need to
create a component before you can color it
L1330[20:04:29] <gigaherz> oh so it works
backwards
L1331[20:04:39] <williewillus> not really
backwards :p
L1332[20:04:44] <gigaherz> well
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L1334[20:04:46] <williewillus> you want
stuff before you can color
L1335[20:04:49] <killjoy> calls to link()
or format() refer to the previous
L1336[20:04:51] <gigaherz> backwards from
how you'd create a formatted string
L1337[20:04:54] <gigaherz> if oyu did it
typing on the chat
L1338[20:05:11] <williewillus> yeah i
guess
L1339[20:05:28] <williewillus> I wonder
which would be more clear
L1340[20:05:34] <gigaherz> I'd do
something like
L1341[20:06:19] <gigaherz>
ChatBuilder.new().red("basic red
text").bold().text("bold
stuff").morestuff.reset();
L1342[20:06:24] <williewillus>
cb.text("redfoo").color(RED).text("greenbar").color(GREEN)
versus
cb.color(RED).text("redfoo").color(GREEN).text("greenbar")
L1343[20:06:53] <gigaherz> missed a
.build() at the end ;P
L1344[20:07:05] <killjoy>
s/color/format
L1345[20:07:27] <shadowfacts> oooh, very
nice
L1346[20:07:27] <gigaherz> yeah imo the
formatting codes are basically fixed, so why not make explicit
methods for them? ;P
L1347[20:07:45] <gigaherz> anyhow
L1348[20:07:50] <gigaherz> your toy, your
rules ;P
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L1355[20:23:24] <Zaggy2048> making a new
crafting system can be pretty boring
L1356[20:23:34] <Zaggy2048> although I
think part of it is just that I'm sleepy
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L1359[20:26:15] <Gliby> why do u need a
new crafting system?
L1360[20:26:44] <gigaherz> why not?
;P
L1361[20:27:59] <Zaggy2048> You know why
if you've been paying attention Gliby :P
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L1363[20:28:26] <LexManos> Honestly I
would prefer the more macrostyle chat builder
L1364[20:28:50] <gigaherz> Zaggy2048: I
sortof have, and I have no idea what you are doing
L1365[20:28:54] <gigaherz> pay attention
!= remembering ;P
L1366[20:29:04] <Zaggy2048> not you,
Gliby
L1367[20:29:10] <Zaggy2048> he's kind of
on the team working on this mod
L1368[20:29:15] <Zaggy2048> kind of
L1369[20:29:19] <gigaherz> Oh
L1370[20:29:23] <LexManos> new
ChatText(RED, "redfoo", GREEN, "greenbar",
BOLD, "greenbold", RESET, "White!")
L1371[20:29:31] <Zaggy2048> he can read
the chat we discuss stuf in
L1372[20:29:37] <gigaherz> ah :)
L1373[20:29:57] <Zaggy2048> basically I'm
making a crafting table with an extra thing that makes rthe mod's
tool heads
L1374[20:30:11] <tterrag|laptop> lex:
chat components aren't horrible thought. they allow some neat
stuff
L1375[20:30:16] <tterrag|laptop>
though*
L1376[20:31:27] <tterrag|laptop> I agree
that chat string construction is clunky though
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L1380[20:35:33] <LexManos> naw was just
saying my personal preference to the above two formats. Because
).color( is more verbose then ,
L1381[20:35:52] <tterrag|laptop> ah I
missed out on the earlier convo
L1382[20:36:00] <tterrag|laptop> my
buffer must have cleared
L1383[20:36:19] <Abs0rbed> any reason a
block wouldn’t be rendering in an inventory or the ground, but does
when placed in the world? I’m calling the ModelLoader and
getItemFromBlock but I still get nothing
L1384[20:36:25] <Abs0rbed> I just get the
purple squares
L1385[20:36:35]
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L1386[20:36:36] <gigaherz> do you
register the itemblock?
L1387[20:36:51] <Ri5ux> How do I get a
list of server operators in 1.7.10? Cant find it.
L1388[20:36:54] <williewillus> do you
have an "inventory" variant specified?
L1389[20:37:00] <gigaherz> Abs0rbed:
1.8?
L1390[20:37:15] <williewillus> obviously
gigaherz :p
L1392[20:37:24] <williewillus> Ri5ux:
ServerConfigurationManager.ops
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L1394[20:37:38] <williewillus> or rather
<serverobject>.getConfigurationManager.getOps()
L1395[20:37:39] <Abs0rbed> by “inventory”
I assume you mean the way I’m useing ModelLoader, yes I used
“inventory”
L1396[20:37:47] <williewillus> no in your
json
L1397[20:38:05] <Abs0rbed> oh oh no I
don’t think soi
L1398[20:38:13] <Ri5ux> getOps() doesnt
exist, but I found it now. Thanks :)
L1399[20:38:27] <williewillus> yeah your
blockstate json needs to declare an inventory variant
L1400[20:38:27] <tterrag|laptop> !gm
getOps
L1401[20:38:32] <tterrag|laptop> yeah
nope :P
L1402[20:39:48] <gigaherz> if you don't
have blockstates
L1403[20:39:54] <gigaherz> then
"normal" works as inventory
L1404[20:40:01] <gigaherz> but if oyu use
blockstates "normal" doesn't exist anymore
L1405[20:42:00] <Abs0rbed> so just add
“inventory” to the blockstate under “normal” and use the same
model?
L1406[20:42:25] <gigaherz> do you declare
properties in the block?
L1407[20:42:40] <gigaherz> do you make
use of the blockstates?
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L1410[20:43:06] <gigaherz> it's the same
question ;P
L1411[20:43:19] <gigaherz> because if the
answer is "no", then "normal" SHOULD work
L1412[20:43:34] <gigaherz> but if the
answer is "yes", then change "normal" to
"inventory", because normal doesn't exist anymore
L1413[20:44:34] <Abs0rbed> the block
doesn’t have different states, just a solid block that doesn’t like
being textured in an inventory
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L1416[20:44:41] <gigaherz> okay
L1417[20:44:45] <gigaherz> then
"normal" should work
L1419[20:44:53] <gigaherz> it works for
me just fine
L1420[20:45:03] <gigaherz> and I simply
register it like this
L1422[20:45:20] <gigaherz> so if it's not
working for you
L1423[20:45:23] <gigaherz> show
code
L1424[20:45:26] <gigaherz> you must have
a typo somewhere
L1425[20:45:27] <gigaherz> ;P
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L1433[20:50:18] <Zaggy2048> ugh,
dilemmas
L1434[20:50:33] <Abs0rbed> as far as I
know, the names are working correctly
L1435[20:53:43] <gigaherz> yeah I can't
see anything wrong with the block
L1436[20:53:55] <gigaherz> you seem to be
missing an addVariant call for the item
L1437[20:53:58] <gigaherz> but the block
seems right?
L1438[20:53:59] <gigaherz> XD
L1439[20:54:38] <Abs0rbed> would I need
an addVariant?
L1440[20:54:39] <gigaherz> although
ModelBakery.addVariantName may only be needed if you have
subitems
L1441[20:55:01] <Abs0rbed> that’s what I
assumed, it’s just one type
L1442[20:55:05] <gigaherz> I call
ModelBakery.addVariantName(item, ElementsOfPower.MODID +
":" + itemName); for all items anyhow
L1443[20:55:06] <gigaherz> ;P
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L1445[20:55:44] <gigaherz> you have
registerModels in preInit, the names seem right,
L1446[20:55:48] <gigaherz> I have no idea
what's wrong
L1447[20:56:21] <gigaherz> are there no
messages in the log?
L1448[20:56:26] <gigaherz> there should
be error messages in the debug log
L1449[20:56:30] <gigaherz> if the loader
failed somehow
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L1451[20:59:03] <williewillus> i always
thought you had to specify an "inventory"
L1452[20:59:21] <gigaherz> ?
L1453[20:59:23] <Abs0rbed> I’m not
specifying a render type in my block, adding it now just in
case
L1454[20:59:32] <gigaherz> Abs0rbed: nah
that's unnecessary
L1456[20:59:49] <williewillus> I mean I
thought "inventory" was not optional based on whether you
had "normal" variant or not
L1457[21:00:10] <gigaherz> williewillus:
you need to register the model for "inventory", but the
blockstates can have only "normal"
L1458[21:00:27] <Abs0rbed> is the
blockstate necessary?
L1459[21:00:33] <gigaherz> mc/forge maps
"inventory" to "normal" if there are no
blockstates
L1460[21:00:36] <gigaherz> no Abs0rbed,
they are not
L1461[21:00:48] <gigaherz> look at my
block above
L1462[21:01:18] <Abs0rbed> so becuase my
block has no subtypes/renders other than the complete cube, do I
need to make a blockstate.json?
L1463[21:02:21] <williewillus> yes,
blockstate json is always required
L1464[21:02:22] <Zaggy2048> how annoyed
would you be if an item that you make one tool head from was
non-stackable?
L1465[21:02:32] <Zaggy2048> (and of
course one tool head makes one tool)
L1466[21:03:17] <williewillus> wait what
is Names.block.bone_block
L1467[21:03:17] <gigaherz> what?
L1468[21:03:22] <williewillus> is that
the same as the game registry name?
L1469[21:03:26] <Abs0rbed> yeah
L1470[21:03:29] <williewillus> hm
L1471[21:03:32] <Abs0rbed> just a holder
for names
L1472[21:03:42] <gigaherz> Abs0rbed is
just over-organized
L1473[21:03:42] <gigaherz> XD
L1474[21:04:08] <gigaherz> Abs0rbed: you
could just have made a constant in the block class though ;P
L1475[21:04:18] <gigaherz> like
BlockBone.NAME
L1476[21:04:20] <gigaherz> ;P
L1477[21:04:21] <Abs0rbed> It’s not much
overhead at all to create the classes and store the variables
xD
L1478[21:04:40] <williewillus> try
putting the path of the json directly in the
setCustomModelResourceLocation and run it once
L1479[21:04:41] <gigaherz> no but it's a
lot of overhead to constantly switch files to see what the value
is
L1480[21:04:42] <gigaherz> XD
L1481[21:05:08] <Abs0rbed> well from my
registry I’d constantly have to switch to BlockBone then, same
dif
L1482[21:05:37] <gigaherz> yeah but then
everything is self-contained ;P
L1483[21:05:40] <gigaherz> anyhow
L1484[21:05:45] <gigaherz> I just put the
values all over the place
L1485[21:05:46] <gigaherz> ;P
L1486[21:05:51] <gigaherz> I'm
disorganized in that ;P
L1487[21:05:51] <williewillus> well you
don't touch game registry names that often, I think it's alright to
use literals in that case
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L1489[21:06:00] <williewillus> or just
GameRegistry.findUniqueIdentifierFor(obj).name
L1490[21:07:21] <Abs0rbed> so is
Item#getItemFromBlock the same as GameRegistry#findItem?
L1491[21:08:06] <williewillus> well
functionally I guess, but they do different things
L1492[21:08:25] <williewillus> one's
block -> ItemBlock, the other's names -> Item
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L1495[21:12:31] <Abs0rbed> ugh.
L1496[21:12:35] <Abs0rbed> I found
it.
L1497[21:12:54] <Abs0rbed> I put
blocks/blockModel instead of block/blockModel in the
itemModel.json
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L1501[21:17:02] <Abs0rbed> well I’m
dissapointed in myself
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L1504[21:18:31] <williewillus> heh blame
mojang for that one
L1505[21:18:42] <williewillus> textures
use plural form but the models use singular??
L1506[21:18:46] <williewillus>
textures/blocks
L1507[21:18:50] <williewillus>
models/block
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L1510[21:23:42] <Kolatra> What is the
difference between using @EventHandler and @SubscribeEvent?
L1511[21:24:01] <gigaherz> EventHandler
is exclusively for the main Mod things
L1512[21:24:23] <gigaherz> while
SubscribeEvent is for thigns you register using an EVENT_BUS
L1513[21:24:23] <gigaherz> ;P
L1514[21:24:30] <Kolatra> Ah okay.
Thanks.
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L1516[21:27:58] <williewillus> iirc Only
your @Mod annotated obj receives @Mod.EventHandler events (the
primary fml loader state events)
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L1518[21:28:48] <tterrag|laptop>
williewillus, correct
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L1534[21:55:44] <tterrag|laptop> killjoy,
what part specifically?
L1535[21:55:54] <killjoy> in
general.
L1536[21:56:12] <killjoy> I moved some
methods up, changed some hierarchies
L1537[21:56:22] <tterrag|laptop> not for
anyone using the 2-arg GuiSetting constructor
L1538[21:56:35] <tterrag|laptop> or
GuiSetting.getInput()
L1539[21:56:44] <killjoy> Hm..
L1540[21:56:46] <killjoy> Ok.
L1541[21:57:18] <killjoy> Right now, the
only classes that extend that class directly are internal.
L1542[21:57:28] <tterrag|laptop>
otherwise...I thiknk?
L1543[21:57:35] <gigaherz> hmm does java
not check the method names while loading classes?
L1544[21:57:37] <tterrag|laptop> not sure
how extension changes can affect binaries
L1545[21:57:44] <tterrag|laptop>
gigaherz, what?
L1546[21:58:04] <killjoy> jvm doesn't
have too many method name restrictions
L1547[21:58:07] <gigaherz> oh wait I see,
those methods are internal
L1548[21:58:32] <gigaherz> ah
nevermind
L1549[21:58:37] <gigaherz> it's not even
renamed, just uses a different one XD
L1550[21:59:08] <killjoy> which line are
you looking at?
L1551[21:59:27] <gigaherz> the first
change
L1552[21:59:37] <killjoy> In
GuiSelectColor?
L1553[21:59:38] <gigaherz> I thought you
had renamed getTextField to getInput
L1554[21:59:54] <killjoy> getTextField()
has become depreciated
L1555[22:00:06] <gigaherz>
deprecated*
L1556[22:00:09] <killjoy> w/e
L1557[22:00:12] <gigaherz> depreciation
is something else ;P
L1558[22:00:15] <killjoy> it calls
getInput() anyway
L1559[22:00:19] <gigaherz> yeah
L1560[22:00:21] <gigaherz> hmm
L1561[22:00:26] <gigaherz> well you DID
remove some methods
L1562[22:00:36] <killjoy> I moved
them
L1563[22:00:49] <gigaherz>
GetValue/SetValue?
L1564[22:00:57] <killjoy> I moved them
down.
L1565[22:01:00] <killjoy> *up
L1566[22:01:10] <killjoy> They are now in
GuiSetting.GuiSettingWrapped
L1567[22:01:13] <gigaherz> ah I see
L1568[22:01:40] <gigaherz> yeah the nthe
only meaningful change is the removal of that constructor
L1569[22:01:56] <killjoy> Which was also
moved.
L1570[22:02:19] <gigaherz> you can't pull
up a constructor though
L1571[22:02:44] <killjoy> Again, the only
classes that extended that class were part of the utils.
L1572[22:02:54] <gigaherz> yeah in that
case it may be safe
L1573[22:03:00] <gigaherz> but it's still
a binary-breaking change
L1574[22:03:42] <killjoy> Better safe
than sorry then
L1575[22:03:43] <tterrag|laptop>
gigaherz, moving the method between classes *might* screw up
invokes
L1576[22:03:44] <tterrag|laptop> not
sure
L1577[22:03:46] <tterrag|laptop> test
;P
L1578[22:03:59] <gigaherz> hmm
L1579[22:04:11] <gigaherz> well if it's
just pulled up, it should still be able to resolve it on the
superclass?
L1580[22:04:28] <killjoy> I'm almost
positive it's not source compatible
L1581[22:04:32] <gigaherz> although no
idea how that works in java
L1582[22:04:59] <tterrag|laptop> this is
TIAS territory
L1583[22:05:03] <killjoy> well, it might
be.
L1584[22:05:08] <gigaherz> in C++/C#, you
have a virtual table, and only methods declared as virtual are
resolved on superclasses
L1585[22:05:13] <tterrag|laptop> no one
is going to be able to tell you for sure if ALL of those changes
MIGHT break something
L1586[22:05:57] <gigaherz> so in C++/C#
the answer would be a simple "if it's not virtual, it's a
breaking change", in java... no idea.
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L1588[22:10:23] <williewillus> whatd you
do, move a method up the class hierarchy?
L1589[22:10:32] <gigaherz> a few
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L1591[22:12:18] <killjoy> I've determined
that it doesn't break binary compatibility
L1592[22:12:40] <williewillus> i think it
*shouldn't*
L1593[22:12:54] <williewillus> because
invokevirtual calls are dynamically bound as they occur
L1594[22:12:59] <williewillus> but not
sure
L1595[22:13:01] <killjoy> It doesn't
break in the sense that it's an optional update
L1597[22:13:44] <killjoy> It's just that
behavior will change without it
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L1616[22:55:32] <Abs0rbed> is there any
good way to register a recipe to be in all spots of a crafting grid
without doing each possible positioning?
L1617[22:55:41] <Abs0rbed> and without
making it shapeless?
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L1619[22:57:32] <williewillus> it should
do that automatically?
L1620[22:57:35] <williewillus> what kind
of recipe is it?
L1621[22:57:50] <Abs0rbed> shaped ore.
but they only mirror horizontally
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(~mraof@pool-71-115-24-49.rcmdva.fios.verizon.net)
L1623[23:03:21] <HassanS6000>
lexmanos
L1624[23:04:02] <HassanS6000> hAI
L1625[23:04:12] <HassanS6000> Sorry that
was my friend being a retard
L1626[23:04:23] <LexManos> ..
L1627[23:05:03] <williewillus> lol
L1628[23:05:08] <HassanS6000> :3
L1629[23:05:30] <HassanS6000> Note to
self: Don't open your IRC client with a friend on Teamviewer
L1630[23:06:26]
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L1631[23:06:33] <iPixeli> whys that
L1632[23:06:55] <iPixeli> oh.... didnt
read above first.
L1633[23:07:12] <iPixeli> *face
palm*
L1634[23:07:34] <Abs0rbed> also how can I
easily get the oredict name of an item?
L1636[23:08:20] ***
le683|Zzz is now known as le683
L1637[23:08:31] <williewillus> Abs0rbed:
OreDictionary class has a bunch of methods for that
L1638[23:08:36] <iPixeli> whats the
error?
L1639[23:08:54] <FusionLord> paste bin
link
L1640[23:09:00] <Abs0rbed> trying to get
obsidian, not getting a return value. I’ll try again
L1641[23:09:18] <williewillus> btw,
BlockPos has built-in serialization methods
L1642[23:09:24] <williewillus> toLong()
and fromLong()
L1643[23:09:52] <iPixeli> your values are
too large...
L1644[23:09:59]
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L1645[23:10:12] <williewillus> is that
really possible?
L1646[23:10:22] <williewillus> vanilla TE
sync packets are just like this
L1647[23:10:27] <FusionLord> so the
packet is too big?
L1648[23:10:29] <williewillus> whats
being stored in the te?
L1649[23:10:44] <FusionLord> lots
lol
L1650[23:10:57] <iPixeli> Gosh I've had a
similar error like this long ago
L1651[23:10:59] <williewillus> then just
sync what needs to be seen clientside
L1652[23:11:16] <iPixeli> if only I could
remember why I did without digging out my code
L1654[23:12:45] <iPixeli> hmmm I think it
might be loading all the things into one var
L1655[23:12:55] <iPixeli> like putting
them together instead of apart.
L1656[23:13:02] <iPixeli> so it does end
up being too large
L1657[23:13:21] *
iPixeli attempts to find old code
L1658[23:14:17] <iPixeli> 2 year old
code....
L1659[23:15:32] <Unh0ly_Tigg> iPixeli,
any news on modjam 5?
L1660[23:15:36] *
HassanS6000 grabs the old hard drives sitting behind
you
L1661[23:16:05] <iPixeli> Keep your eyes
on twitter ;) other than that nothing I can share yet
L1662[23:16:13]
⇨ Joins: Searge|office
(~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L1663[23:16:25] <Unh0ly_Tigg> kk
L1665[23:16:55] <iPixeli> FusionLord I
don't even remember if I fixed it or not ^^"
L1666[23:17:05] <iPixeli> I loaded things
in a different way...
L1667[23:17:42]
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L1668[23:18:11] <iPixeli> I've been away
from minecraft too long...
L1669[23:18:15] <iPixeli> is this
packet250
L1670[23:18:31] <FusionLord> no, my own
custom packet
L1671[23:18:42] <FusionLord> netty
L1672[23:19:36] <iPixeli> I wonder if
this would be of any use to you then :P
L1673[23:19:53] <iPixeli> I guess its
still writing/reading values
L1675[23:21:28] <iPixeli> I think the
error is due to decodeInto
L1676[23:21:43] <iPixeli> Put breakpoints
on line 41
L1677[23:21:49] <iPixeli> and check what
the value is...
L1678[23:23:18] <iPixeli> Putting
together a paste incase its useful... I'm snipping ugly, 2yr old
code :)
L1679[23:23:29]
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L1680[23:26:04] <FusionLord> Line 41 of
what?
L1681[23:27:10] <iPixeli>
net.fusionlord.cabinets3.packets.CabinetSyncPacket
L1682[23:27:10] <FusionLord> also should
note that it isn't always crashing...
L1683[23:27:22]
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L1684[23:27:34] <iPixeli> Find out what
combination of vars crash it
L1685[23:28:01] <iPixeli> because
according to java, its too much
L1686[23:29:09] <FusionLord> seems we
aren't reaching decodeInto
L1687[23:29:38] <iPixeli> Also do this
below the reads. System.out.println(x+"
"+"y"+" "+z);
L1688[23:29:50]
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L1689[23:29:52] <iPixeli> thats
unexpected.
L1690[23:29:57] <FusionLord> indeed
L1691[23:30:17] <iPixeli> wait...
L1692[23:30:41] <iPixeli> changing a int
into a byte
L1693[23:31:57] <FusionLord> ?
L1695[23:33:24] <iPixeli> I don't know
anymore :P I'm too tired for this
L1696[23:34:43]
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L1698[23:37:48] <williewillus> whoah
what's IThrowableEntity in fml.common.registry
L1699[23:37:53] <williewillus> looks
extremely ancient
L1700[23:38:12] <iPixeli> the only way
you can get your exception is if: your values are being read
together rather than separate, the value is too large to begin
with
L1701[23:38:23] <williewillus> also, use
the BlockPos serialization methods :|
L1702[23:38:26] <williewillus> they're
there for a reason
L1703[23:38:30] <iPixeli> at least as far
as I can think right now.
L1704[23:38:34] <williewillus> (hint:
mojang uses them)
L1705[23:38:46] <williewillus>
pos.toLong() and BlockPos.fromLong(long)
L1706[23:38:47] ***
TehNut is now known as TehNut|Sleep
L1707[23:38:57] *
iPixeli goes away to sleep | willie got dis.
L1708[23:39:06] <iPixeli> ;)
L1709[23:39:41] <williewillus> lol
L1710[23:39:49] <williewillus> most
likely it's your cabinet having too much data
L1711[23:40:22] <williewillus> holy
moly
L1712[23:40:26] <williewillus> what is
that packethandler .-.
L1713[23:40:29] <williewillus> use
SimpleNetworkWrapper
L1714[23:40:46] <iPixeli> Ages ago~
L1715[23:40:59] <FusionLord> that was
current in 1.7.10
L1716[23:41:00] <FusionLord> xD
L1717[23:41:06] <williewillus> no,
FusionLord's
L1718[23:41:11] <williewillus> use
SN
L1719[23:41:12] <williewillus> *SNW
L1720[23:41:14] <iPixeli> oh
L1721[23:41:22] <williewillus> almost 3/4
of that class can...not exist
L1722[23:41:27] *
iPixeli really goes away now
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L1730[23:43:26] <williewillus> (ignore
the fragmented emc stuff in the middle that's specific to my
mod)
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