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L24[01:03:29] <killjoy> https://www.youtube.com/watch?v=7K6t77a9Rw0
L25[01:04:20] <killjoy> Someone needs to turn that into a mod
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L28[01:14:13] <dangranos> wai, you can name things in NMS?
L29[01:14:24] <dangranos> oh
L30[01:14:27] <dangranos> you cant :(
L31[01:14:57] <dangranos> oh
L32[01:15:01] <dangranos> nevermind
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L38[01:35:38] <FusionLord> Can anyone tell me if this is correct? http://puu.sh/jB09k/9ad04aa5c2.txt
L39[01:36:41] <Ri5ux> Nope, you used tabs.
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L41[01:37:15] <FusionLord> Ri5ux, what do you mean?
L42[01:37:22] <killjoy> Ignore him.
L43[01:37:26] <Ri5ux> I was just giving you shit.
L44[01:37:27] <killjoy> Tabs are fine.
L45[01:37:30] <FusionLord> Ahh
L46[01:37:41] <killjoy> What's it supposed to be "right" about?
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L48[01:38:34] <dangranos> heh
L49[01:38:44] <dangranos> at least it's not 2 vs 4 spaces tab stop
L50[01:38:58] <killjoy> I've seen 3 used.
L51[01:40:22] <dangranos> ._.
L52[01:40:35] <dangranos> what kind of monster uses 3 or 5 spaces?
L53[01:40:48] <killjoy> Someone should make a modpack called feed the bees. https://i.imgur.com/zgbZv3O.jpg
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L55[01:41:07] <dangranos> nobody did that yet?
L56[01:41:09] <dangranos> strange
L57[01:41:33] <killjoy> http://www.ftbees.com/
L58[01:41:51] <killjoy> But it's a server
L59[01:42:10] <dangranos> ew
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L65[01:54:09] <Wuppy> okay.. Fuck Apple
L66[01:54:13] <Wuppy> fuck those basterds
L67[01:54:26] <auenfx4> pear instead?
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L69[01:58:02] <Wuppy> I goddamn wish
L70[01:58:10] <Wuppy> have to make an iOS build of an app
L71[01:58:19] <Wuppy> so I have to run OS X
L72[01:58:23] <Wuppy> yosemite
L73[01:58:34] <auenfx4> yea, need xcode aparently?
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L75[01:58:37] <Wuppy> yip
L76[01:58:47] <Wuppy> but I can't get it to give me a free upgrade
L77[01:58:56] <Wuppy> because you need to fill in your payment information
L78[01:58:59] <Wuppy> which I do
L79[01:59:00] <killjoy> I'll take a pearPod any day.
L80[01:59:05] <auenfx4> how old machine?
L81[01:59:10] <Wuppy> and then it tells me to contact itunes support
L82[01:59:24] <Wuppy> and I explained my issue, the asshole just leaves
L83[01:59:38] <killjoy> Can't you use someone else's?
L84[01:59:50] <Wuppy> this one isn't mine either
L85[02:00:05] <Wuppy> but the fucking support person leaves\
L86[02:00:10] <Wuppy> that's even worse than valve
L87[02:00:14] <Wuppy> which is goddamn impressive
L88[02:00:31] <auenfx4> theres no power at work, so i cant remote in and look at my mac's itunes account
L89[02:03:32] <auenfx4> ok, aparently theres is power at work now
L90[02:03:35] <Wuppy> finally got a support person to react, she tells me: "as a customer myself I know how eager you are to upgrade your OS"
L91[02:03:47] <Wuppy> lol nope, I just have to do it for a stupid arbitrary apple system
L92[02:03:55] <auenfx4> running mavericks currently or older?
L93[02:04:08] <Wuppy> mountian lion or somethign
L94[02:04:19] <auenfx4> 10.8 ?
L95[02:04:24] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150814 mappings to Forge Maven.
L96[02:04:27] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150814-1.8.zip (mappings = "snapshot_20150814" in build.gradle).
L97[02:04:38] <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/
L98[02:04:43] <Wuppy> think so
L99[02:04:55] <auenfx4> my mac at work is running that too
L100[02:04:58] <auenfx4> still
L101[02:05:13] <auenfx4> planned to install yosemite today
L102[02:05:24] <auenfx4> but was at work for 30mins, and power went out
L103[02:05:34] <auenfx4> 6hrs later the power is back on, but i'm miles away :P
L104[02:06:11] <Wuppy> nice :P
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L106[02:06:24] <Wuppy> I have to update fr Xcode
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L108[02:06:31] <Wuppy> and I only just arrived at work
L109[02:08:21] <auenfx4> https://www.facebook.com/SutherlandShireNews/photos/a.626969893989091.1073741827.622905311062216/1049896805029729/?type=1
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L111[02:11:09] <auenfx4> ok, my computer at work has turned itself on
L112[02:11:17] <auenfx4> but the computer i need to use i assume hasnt
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L116[02:16:37] <Wuppy> that seems like a pretty massive power outage
L117[02:18:08] <auenfx4> yup
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L119[02:20:45] <auenfx4> main power link for 2 substations
L120[02:21:09] <auenfx4> https://www.facebook.com/SutherlandShireNews/posts/1050000448352698
L121[02:21:19] <auenfx4> also, raw sewage overflow ;)
L122[02:21:39] <Wuppy> that automatic "wait, I'll be right back message" :P
L123[02:22:55] <Wuppy> \o/ 'straya
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L125[02:36:36] <Unh0ly_Tigg> does anyone know of a language that doesn't use a vm (like java) and isn't intepreted (like lua), where arrays can be accessed via an index that can be 64 bits?
L126[02:39:22] <tmtu> c++?
L127[02:39:29] <xaero> wouldn't you eventually hit a hardware limit? not everyone has supercomputer amounts of RAM
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L130[02:41:28] <Unh0ly_Tigg> I know, but I'm working on designing my own bytecode file format, and I'm using 8 bytes for my constant pool size, so being able to store that in an array that can be accessed via 8 bytes without tricking the language.
L131[02:42:27] <yueh> um. how do you map the constant to an index?
L132[02:42:46] <Unh0ly_Tigg> the index in the constant pool array.
L133[02:43:13] <yueh> at compile time?
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L135[02:43:51] <Unh0ly_Tigg> in a similar manor to how java bytecode does it.
L136[02:44:24] <Unh0ly_Tigg> I guess I could just only use 4 bytes for the size and index of the constant pool...
L137[02:45:07] <yueh> java has a constant pool per classfile
L138[02:46:02] <Unh0ly_Tigg> yeah, I could probably even do it via 2 bytes instead, since I doubt that there would be a need for 65k constants...
L139[02:46:08] <Unh0ly_Tigg> in 1 file
L140[02:46:35] <yueh> there is always this one dev xD
L141[02:47:05] <yueh> but i doubt 2^64 per class/file are ever needed
L142[02:47:46] <Unh0ly_Tigg> well, the constant pool for the java.lang.String class only goes up to ~537
L143[02:47:56] <Wuppy> auenfx4, this is what we had last night.. https://scontent-ams2-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/q82/s720x720/11892475_686286408169068_2246886908182027464_o.jpg
L144[02:49:35] <yueh> are there even any compiled languages without an array (if we ignore the strange/esoteric ones)
L145[02:49:57] <Unh0ly_Tigg> scheme?
L146[02:50:00] <tmtu> lua :)?
L147[02:50:08] <yueh> not compiled
L148[02:50:13] <Unh0ly_Tigg> lua has tables, tables act as arrays
L149[02:50:16] <tmtu> java is not compiled either?
L150[02:50:25] <Unh0ly_Tigg> java compiles to bytecode
L151[02:50:29] <tmtu> lua too^
L152[02:50:35] <Unh0ly_Tigg> by default...
L153[02:50:46] <yueh> you asked for something not using a vm or interpreted
L154[02:50:53] <dangranos> asm
L155[02:51:09] <yueh> asm is one huge array xD
L156[02:51:15] <tmtu> lua always compiles to bytecode
L157[02:51:24] <Unh0ly_Tigg> I'm not going to write an entire vm in asm...
L158[02:51:36] <dangranos> why not?
L159[02:51:44] <Unh0ly_Tigg> I don't know asm...
L160[02:52:27] <Unh0ly_Tigg> I feel like it would take me longer to learn asm than it would to implement a vm in a language I know...
L161[02:52:47] <Saturn812> you don't need it to be super efficient and competetive
L162[02:53:30] <Unh0ly_Tigg> I would like it to be able to reach speeds similar to the jvm...
L163[02:53:39] <yueh> you could even write the first version as interpreter in any language and later move to a compiled one
L164[02:53:40] <tmtu> uh, good luck
L165[02:54:15] <Unh0ly_Tigg> maybe I could just write a custom loader for java that loads my custom bytecode and translates it into standard java bytecode...
L166[02:54:49] <yueh> or just write a compiler to java bytecode?
L167[02:55:30] <dangranos> what is he trying to do?
L168[02:55:53] <yueh> write a vm which can compete with the jvm
L169[02:56:17] <Unh0ly_Tigg> well, I'm setting it up so that the bytecode instructions for methods would actually be in different files from the class manifest, so that methods are only loaded when needed, and not when the class is loaded...
L170[02:56:43] <Unh0ly_Tigg> which is why I would need my own vm for handling that loading...
L171[02:56:50] <tmtu> why is that a good thing?
L172[02:57:00] <yueh> this sounds horrible
L173[02:57:34] <Unh0ly_Tigg> umm, it's a similar approach to what oracle is looking to do with one of the current projects, iirc.
L174[02:58:06] <yueh> um. wat?
L175[02:58:18] <yueh> jigsaw?
L176[02:58:46] <Unh0ly_Tigg> jigsaw deals with whole classes/packages.
L177[02:59:06] <Unh0ly_Tigg> https://www.youtube.com/watch?v=SPhJs4KpJBM I think it was near the end of this that he mentioned it.
L178[02:59:52] <yueh> i don't want to think about the IO overhead
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L181[03:02:08] <Unh0ly_Tigg> it would load all the files into memory, but the process of "file contents" -> "methods that can be referenced" would only happen when the method is first referenced.
L182[03:02:49] <yueh> but what would this improve? besides wasting more memory?
L183[03:03:13] <Unh0ly_Tigg> idk.
L184[03:03:27] <Unh0ly_Tigg> just wanted to see how feasible it would be.
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L186[03:04:12] <yueh> it could make sense above a certain threshold
L187[03:04:52] <yueh> like for methods with a thousands of instructions
L188[03:05:09] <Unh0ly_Tigg> or classes with lots of methods
L189[03:06:12] <yueh> don't think so
L190[03:06:32] <yueh> you would have to do something like a context switch for every single method
L191[03:06:44] <yueh> and make that everything threadsafe
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L193[03:07:48] <yueh> and it is actually better solved at compile time
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L195[03:10:44] <yueh> say have a good callgraph analysis to remove every unused method
L196[03:14:00] <yueh> but this might require some different approach regarding the visibility of methods/fields
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L199[03:15:53] <Unh0ly_Tigg> you'd basically be looking at a dependency graph of the whole system, and looking into nodes that have no other nodes referencing them for canidates for removing unused methods.
L200[03:16:39] <yueh> yes
L201[03:17:09] <yueh> but this probably requires a specific approach for libraries
L202[03:18:56] <Unh0ly_Tigg> you just tell the system what libraries to reference.
L203[03:19:32] <yueh> you can't remove unused methods from them. at least not public or protected methods
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L206[03:20:03] <Unh0ly_Tigg> you also tell it what jars can have methods culled.
L207[03:21:03] <yueh> it basically needs different targets for the compiler or some intermediate format for libraries
L208[03:21:38] <yueh> say you can compile libraries for an open world assumption and the final application as closed world
L209[03:23:47] <Unh0ly_Tigg> though, if method instructions are stored in separate files in the jar, then unused methods in a class are never loaded. so they don't cause any memory strain (if you don't care about IO overhead)
L210[03:24:48] <yueh> the time you need to wait to load a single method from a different file is probably slower than just parsing everything
L211[03:26:28] <tmtu> personally i'd go with lua bytecode :)
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L213[03:32:37] <yueh> i'd mostly say this part is really irrelevant as this stuff is run once and the amount of time it needs at runtime/development will never be gained over the runtime of the application
L214[03:33:00] <yueh> not even speaking about possible bugs. you really want your vm/bytecode as simple as possible
L215[03:34:49] <yueh> it's probably a nice idea, but i would not try to compete with the jvm for it
L216[03:36:11] <yueh> you could try to abuse the jvm for testing it. say design a new language/compiler and transform every method into its own classfile
L217[03:36:48] <tmtu> Unh0ly_Tigg: http://luaforge.net/docman/83/98/ANoFrillsIntroToLua51VMInstructions.pdf
L218[03:37:22] <Unh0ly_Tigg> I already decided against continuing, I thought about it, and decided it was too much work for me...
L219[03:37:47] <tmtu> lua is pretty well designed, apart from a few.. yeah..
L220[03:38:23] <yueh> isn't that said about all languages?
L221[03:38:37] <Ri5ux> lua, lolol
L222[03:38:48] <tmtu> c++ is pretty horrible designed, apart from nothing :)?
L223[03:39:45] <Unh0ly_Tigg> I'm surprised that we haven't come up with a computer that's not based on instruction lists...
L224[03:41:04] <yueh> what else? hope that it randomly spits out your expected result?
L225[03:42:37] <tmtu> Ri5ux: don't hate!
L226[03:42:55] <Unh0ly_Tigg> idk, since I've only experienced instruction list based computers
L227[03:43:52] <Jezza> Who's laughing at Lua?
L228[03:45:39] <Ri5ux> Me obviously
L229[03:46:47] <Jezza> Lua is amazing. The entire table mechanisim behind the whole language is awesome
L230[03:47:09] <Jezza> The global string constants are awesome, something java attempted to introduce and failed terribly.
L231[03:47:15] <Jezza> /rant
L232[03:47:16] <Jezza> :P
L233[03:47:26] <tmtu> doesn't java do string interning as well?
L234[03:47:36] <Jezza> Yes, it does.
L235[03:47:40] <Saturn812> every language probably does
L236[03:47:43] <Jezza> It just does it terribly.
L237[03:47:48] <Jezza> Well
L238[03:47:49] <Jezza> Depends
L239[03:47:56] <Jezza> Per class java does a contants pool
L240[03:48:03] <Jezza> But strings across that are stored
L241[03:48:12] <tmtu> my biggest pet peeves: global variables by default, 1 based indexing
L242[03:48:26] <Jezza> You can invoke .intern() on a string for Java to actually globably store it, but it's quite slow compared to just using another string.
L243[03:48:49] <Jezza> 1 based indexing you can change, but requires a fair amount of work for that to work.
L244[03:49:14] <Jezza> Also, 1 based indexing isn't that bad, it gets confusing, sure, but stops at that
L245[03:49:43] <Jezza> It's kinda a habit to use local now
L246[03:50:00] <Jezza> So, I'm not too bothered by the global variables, but I can see where you're coming from.
L247[03:50:12] <Jezza> I maintain that Lua is one of the best languages.
L248[03:50:21] <tmtu> yup
L249[03:50:25] <Jezza> I prefer Java because I love Java.
L250[03:50:40] <Jezza> but if I was to give a second award, it would be Lua
L251[03:51:25] <Ri5ux> I'd rather create a game in notepad: "this is a game. press keys to do stuff. press 't' to type a 't'."
L252[03:51:40] *** Ashlee|off is now known as Ashlee
L253[03:51:44] <Jezza> You've just described IRC...
L254[03:52:41] <Ri5ux> At least IRC replies to me when I talk to it.
L255[03:52:58] <Jezza> So, as the quote goes, IRC is multiplayer notepad.
L256[03:53:20] <Ri5ux> I like the multiplayer version much better.
L257[03:53:35] <Jezza> You don't have to play the singleplayer version.
L258[03:53:35] <Ri5ux> Except it doesnt have an edit function.
L259[03:53:46] <Jezza> No.. It doesn't.
L260[03:53:59] <Jezza> But that's MP for you
L261[03:54:10] <Zaggy2048> heh, I hate Lua :P
L262[03:54:15] <Zaggy2048> to each his own
L263[03:54:18] <Jezza> ^
L264[03:54:33] <Ri5ux> Lets bring back Windows 98.
L265[03:54:37] <Jezza> Lel no
L266[03:54:38] <Zaggy2048> haha
L267[03:55:05] <Jezza> My family didn't want to upgrade windows for fear of breaking things
L268[03:55:15] <Jezza> I was stuck on 98 for 7 years
L269[03:55:30] <Jezza> Those times are behind me
L270[03:56:03] <Ri5ux> My mom refuses to upgrade to Windows 10. Apparently isnt ready
L271[03:56:12] <Ri5ux> "It's too hard"
L272[03:56:19] <Jezza> I'll probably end up dual booting 10 and arch.
L273[03:56:49] <Jezza> http://i.imgur.com/Q26vQJx.jpg
L274[03:56:52] <Jezza> Boot manager!
L275[03:56:59] <Jezza> Or rather
L276[03:57:06] <Jezza> A sexy boot manager!
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L278[03:57:17] <Ri5ux> Is that a real thing or just a concept?
L279[03:57:21] <Jezza> Real thing
L280[03:57:26] <Ri5ux> What boot manager is that?
L281[03:57:29] <Jezza> rEFInd
L282[03:57:46] <Ri5ux> I like it.
L283[03:57:47] <Jezza> https://github.com/EvanPurkhiser/rEFInd-minimal
L284[03:57:50] <Zaggy2048> huh.
L285[03:57:52] <Jezza> It's very sexy.
L286[03:58:07] <Zaggy2048> If I had multiple OSes I would probably use that
L287[03:58:14] <Jezza> I'm normally not a minimal guy, but I love it...
L288[03:58:23] <Zaggy2048> unless there's some functionality I would miss from some other loader
L289[03:59:20] <Ri5ux> I'm confused as to why Windows 8's icon is a sideways set of squares.
L290[03:59:23] <Jezza> http://evanpurkhiser.com/rEFInd-minimal/
L291[03:59:36] <Jezza> To be fair, it looks nicer like that.
L292[03:59:36] <Ri5ux> The 10 one is fine tho
L293[03:59:56] <Jezza> It looks the same as 8
L294[04:01:01] <Ri5ux> Oh, I get it... another image was confusing me.. that's the icon for all Windows installations
L295[04:01:49] <Zaggy2048> wow, looking at rEFInd, I really think it needs a visual refresh of some kind
L296[04:01:59] <Ri5ux> wtf?
L297[04:02:06] <Jezza> Yeah, the default skin is shit
L298[04:02:15] <Ri5ux> Oh, the default ._.
L299[04:02:18] * Ri5ux is always lost
L300[04:02:20] <Jezza> There's a reason for that
L301[04:02:46] <Jezza> It's quite difficult to get a native resolution bootloader
L302[04:03:03] <Jezza> Well, bootmanager, as Linux takes care of most of that now.
L303[04:03:15] <Jezza> https://www.reddit.com/r/unixporn/comments/1i52xd/refind_i_never_knew_a_boot_manager_could_look_so/
L304[04:03:27] <Jezza> The reddit post that I got it from.
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L310[04:22:10] <Katielyn> Hm talk about linux while i setup my new network hardware.. Interesting.
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L316[04:29:34] <Zaggy2048> I'm intrigued by MCPE modding
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L321[04:55:37] <sham1> Was the recomended size for a GUI image 256*256?
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L328[05:05:52] <Wuppy> time to write some tutorials again :)
L329[05:05:59] <Wuppy> not on Minecraft mod development though
L330[05:06:05] <Zaggy2048> :O
L331[05:06:21] <Zaggy2048> oh hey, I just realized I can scroll background windows in Win 10
L332[05:06:28] <Zaggy2048> I'm assuming that's a system change
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L342[05:39:52] <Ri5ux> I was able to do that in Windows 8 I believe.
L343[05:40:03] <Zaggy1024> huh
L344[05:40:09] <Zaggy1024> hard to believe, but maybe I just missed it
L345[05:40:28] <Ri5ux> I've been using Windows 10 since the technical preview, so I cant be sure.
L346[05:40:36] <Ri5ux> first technical preview*
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L351[06:03:17] <Zaggy1024> heh, are Blocks really called Tiles? my life is a lie
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L353[06:04:42] <tmtu> Wuppy: what kind of tutorials
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L355[06:10:05] <Wuppy> tmtu, tutorials on how to build games using the system I've created at the company I've been working on for lamost 2 weeks now
L356[06:10:35] <tmtu> :o where do you work
L357[06:10:59] <Wuppy> http://banana-apps.com/
L358[06:12:43] * Ri5ux has been working on a launcher for his mod: http://imgur.com/HtpHT02,JK2LwXf#1
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L360[06:14:28] <Wuppy> looks fancy :)
L361[06:14:36] <Wuppy> for me it's simple interaction games for kids
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L366[06:20:18] <dvntsix> is diesieben's answer still relevant http://www.minecraftforge.net/forum/index.php?topic=28047.0
L367[06:20:41] <hasunwoo> there is no explaination for p_76397_1_ in mcpbot. anyone explain to me?
L368[06:20:54] <McJty> hasunwoo, that will require more context
L369[06:21:07] <McJty> hasunwoo, i.e. the class / function where that is used
L370[06:21:08] <hasunwoo> public boolean isReady(int p_76397_1_, int p_76397_2_) in Potion.java
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L372[06:21:17] <McJty> hasunwoo, did you try to ask mcpbot with that?
L373[06:21:24] <hasunwoo> yes but
L374[06:21:28] <tmtu> look at the method body?
L375[06:21:34] <tmtu> and callers
L376[06:21:47] <hasunwoo> public boolean isReady(int p_76397_1_, int p_76397_2_)
L377[06:21:48] <hasunwoo> {
L378[06:21:48] <hasunwoo> int k;
L379[06:21:48] <hasunwoo> if (this.id == regeneration.id)
L380[06:21:48] <hasunwoo> {
L381[06:21:48] <hasunwoo> k = 50 >> p_76397_2_;
L382[06:21:48] <hasunwoo> return k > 0 ? p_76397_1_ % k == 0 : true;
L383[06:21:49] <hasunwoo> }
L384[06:21:49] <hasunwoo> else if (this.id == poison.id)
L385[06:21:50] <hasunwoo> {
L386[06:21:50] <hasunwoo> k = 25 >> p_76397_2_;
L387[06:21:51] <hasunwoo> return k > 0 ? p_76397_1_ % k == 0 : true;
L388[06:21:51] <hasunwoo> }
L389[06:21:52] <hasunwoo> else if (this.id == wither.id)
L390[06:21:52] <hasunwoo> {
L391[06:21:53] <hasunwoo> k = 40 >> p_76397_2_;
L392[06:21:53] <hasunwoo> return k > 0 ? p_76397_1_ % k == 0 : true;
L393[06:21:54] <hasunwoo> }
L394[06:21:54] <hasunwoo> else
L395[06:21:55] <hasunwoo> {
L396[06:21:55] <hasunwoo> return this.id == hunger.id;
L397[06:21:56] <hasunwoo> }
L398[06:21:56] <hasunwoo> }
L399[06:21:57] <hasunwoo> sorrry
L400[06:22:06] <dvntsix> lol'd
L401[06:22:08] <McJty> !gm Potion.isReady
L402[06:22:22] <hasunwoo> !gm Potion.isReady
L403[06:22:32] <McJty> It doesn't tell unfortunatelly
L404[06:23:04] <hasunwoo> is there any other way to figure out parameter"s deobfuscated name?
L405[06:23:47] <tmtu> find out what they do
L406[06:23:57] <McJty> hasunwoo, read the code
L407[06:24:02] * dangranos slaps hasunwoo with pastebin, hastebin, gist and all the other paste services
L408[06:24:04] <hasunwoo> okay
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L417[07:07:14] <hasunwoo> !ff effectiveness
L418[07:07:26] <hasunwoo> !gf effectiveness
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L420[07:15:01] <SirWill> hey, for what is getPersistentChunksFor() used for?
L421[07:16:57] <SirWill> it is somehow very high https://i.imgur.com/3IBE0uN.png
L422[07:18:03] *** Cazzar|Away is now known as Cazzar
L423[07:18:14] <Jezza> Ri5ux, http://sworiginal.deviantart.com/art/Lightness-for-burg-181461810
L424[07:18:41] <Jezza> You were wondering about the windows icon for rEFInd-minimal
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L426[07:23:37] <gigaherz_v> SHIELDS! in one hour-ish
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L428[07:23:46] <gigaherz_v> https://twitter.com/Dinnerbone/status/632163416749252608
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L454[08:06:36] <yueh> gigaherz: if you can provide a dev build, i'll debug it.
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L456[08:09:49] <ExeTwezz> Hey guys, maybe a silly question, but I can't find a diamond in net.minecraft.item, can you help me? There's no net.minecraft.item.Item.Diamond (article on the wiki uses it as Item.Diamond)
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L458[08:11:05] <ExeTwezz> IDEA complains when I import net.minecraft.item.Item.Diamond.
L459[08:11:15] <diesieben07> not every item uses a separate class
L460[08:13:25] <Wuppy> welp.. this tutorial is already 7 pages long
L461[08:13:29] <Wuppy> and I'm not even done yet
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L463[08:20:13] *** bilde2910 is now known as bilde2910|away
L464[08:20:48] <Cazzar> ExeTwezz: Items.diamond IIRC
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L466[08:20:57] <Cazzar> Is the reference to it.
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L468[08:21:35] <Cazzar> I really need to get my jekyll blog working on windows again.
L469[08:21:40] <Wuppy> yo Cazzar how're you doing
L470[08:21:57] <Cazzar> Wuppy: enjoying OneGet in windows 10 >:D
L471[08:22:04] <Wuppy> oneget?
L472[08:23:04] <Cazzar> Essentially a package manager for windows 10
L473[08:23:44] <Cazzar> Wuppy: this: http://upload.cazzar.net/images/MnhJpL9
L474[08:23:54] <vedalken254> Cazzar: is that built-in to windows 10?
L475[08:23:58] <Cazzar> Yep
L476[08:24:02] <Wuppy> looks complicated
L477[08:24:14] <vedalken254> ahhhh
L478[08:24:29] <Wuppy> ugh the office is too damn empty :<
L479[08:24:32] <diesieben07> typical ms
L480[08:24:34] <Wuppy> only 1 other person here
L481[08:24:34] <Cazzar> vedalken254: Get-Command -Module PackageManagement
L482[08:24:37] <diesieben07> "Find-Package"... what the fuck
L483[08:24:49] <vedalken254> is it only accessible from PowerShell, Cazzar?
L484[08:24:50] <gigaherz> yueh: in a moment, brb
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L486[08:25:04] <Cazzar> vedalken254: Yeah, no command prompt since, it is a powershell module
L487[08:25:16] <Cazzar> I personally use PS more nowadays
L488[08:25:31] <Cazzar> Since, they also have syntax highlighting in PS
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L490[08:25:36] <vedalken254> Cazzar: ahhh... but can PS use command prompt commands too?
L491[08:25:40] <Cazzar> Yes
L492[08:25:43] <vedalken254> oooo
L493[08:25:56] ⇨ Joins: PieGuy128 (~PieGuy128@69.157.254.23)
L494[08:26:27] <vedalken254> Cazzar: that's something i was unaware of... and plus PS automatically gets Admin privileges anyways
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L496[08:26:37] <Cazzar> vedalken254: no, it doesn't
L497[08:26:49] <vedalken254> Cazzar: weird... mine always has
L498[08:26:59] <Cazzar> That's your OS config
L499[08:27:10] <Cazzar> Since, I have to explicitly start with admin: http://upload.cazzar.net/images/MnhJpL9
L500[08:27:25] <Cazzar> Wait, wrong link http://upload.cazzar.net/images/t0fS1zs
L501[08:27:29] <ExeTwezz> lol, I have female skin
L502[08:28:03] <Cazzar> Wow, my music library apparently is approaching 1000 hours...
L503[08:28:12] <Cazzar> And passes.
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L505[08:31:09] ⇨ Joins: spda (~spda@89.148.10.124)
L506[08:32:03] <spda> Hello
L507[08:32:22] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L508[08:32:32] <diesieben07> hello
L509[08:32:38] <Cazzar> Hai
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L511[08:33:36] <spda> Do you have an idea about how to send a chat message, a regular one, like the one you write on your keyboard, not to the player only?
L512[08:35:16] <Lumien> ?
L513[08:35:23] <Lumien> You mean like simulate a text message from a player?
L514[08:35:45] <Ordinastie_> MinecraftServer.getServer().getConfigurationManager().sendChatMsg(msg);
L515[08:36:13] <Cazzar> Hmm I might eventually get another Miku model
L516[08:39:05] <ExeTwezz> do you all have female skin while testing your mod too?
L517[08:39:14] <bspkrs> Wuppy, sounds like a good time to pound out some code :)
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L519[08:39:50] <Wuppy> bspkrs, I'm working on a tutorial on how to do google analytics/facebook/soomla integration for people who start working here in 2 weeks
L520[08:40:03] <vedalken254> Cazzar: lol
L521[08:40:07] <Wuppy> it also contains how to implement a bunch of systems I've written myself
L522[08:40:28] <Cazzar> vedalken254: What?
L523[08:40:55] <vedalken254> Cazzar: the music library... also, in 8.1 yeah it auto-did admin PS... now it's not... hmmm
L524[08:41:01] <vedalken254> that's odd
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L526[08:41:09] <vedalken254> oh well
L527[08:41:13] <spda> Not a simulated chat message, a real chat message, sent by the current player, seen by other players
L528[08:41:15] <gigaherz> GEH
L529[08:41:24] <bspkrs> Wuppy, sounds datarific
L530[08:41:28] <bspkrs> I likes data
L531[08:41:38] <Wuppy> it's nice :)
L532[08:41:40] <gigaherz> ever since I upgraded to win10, it seems nvidia drivers like to fail
L533[08:41:54] <Ordinastie_> spda, Minecraft.getMinecraft().thePlayer.addChatMessage(msg);
L534[08:42:04] <gigaherz> updated to latest drivers, they worked ok, until a windows update forced me to reboot
L535[08:42:11] <gigaherz> now I have no secondary screen, and a clean install didn't hlep ¬¬
L536[08:42:41] <bspkrs> I'm working on reimplementing a clinical indicator rules process in python for disease management
L537[08:42:47] <Cazzar> gigaherz: download them off geforce, reboot install, if not work, repeat, with downloaded version
L538[08:43:02] <gigaherz> I always get thedrivers from nvidia.com
L539[08:43:40] <Cazzar> Trust me, a day 2 upgrade was a pain in the ass
L540[08:43:43] <Cazzar> http://upload.cazzar.net/images/BWNc6Yt
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L542[08:44:36] <Ordinastie_> why is your left screen shifted ? :p
L543[08:44:57] <Cazzar> It's both physically smaller and logically smaller
L544[08:45:32] <Cazzar> http://upload.cazzar.net/images/5K2pbNX vs 1080p
L545[08:45:38] <hasunwoo> !gm func_71020_j 1.7.10
L546[08:46:11] <hasunwoo> how can i add potion particle on my custom potion effect?
L547[08:46:45] <Ordinastie_> but it seems weird they're not aligned
L548[08:47:19] <Cazzar> Ordinastie_: when you actually see it physically, it makes sense.
L549[08:47:29] <Ordinastie_> http://puu.sh/jBhRn.jpg
L550[08:47:41] <Cazzar> Since with that I get roughly visually level mouse movement, instead of a jump up or down.
L551[08:47:49] <Ordinastie_> ok, actually, I didn't know you could move them :p
L552[08:47:55] <gigaherz> Cazzar: I had Insider Preview on my laptop for a while before release ;P
L553[08:48:08] <Cazzar> gigaherz: I had insider on my laptop, and my desktop previously
L554[08:48:17] <gigaherz> anyhow
L555[08:48:18] <gigaherz> the point is
L556[08:48:31] <Cazzar> And didn't have this pain. Though it took me about 4-8 reboots to get the display driver to co-operate
L557[08:48:41] <gigaherz> nvidia.com-downloaded driver, works well after I install it, but stops working after I reboot ¬¬
L558[08:48:48] <gigaherz> anyhow time to try again
L559[08:48:50] <gigaherz> brb
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L561[08:49:07] <Cazzar> Hell, I got this from the driver manager in W10 trying to install a driver: https://twitter.com/cazzar99/status/626618839812415488/photo/1
L562[08:51:33] <Cazzar> ... 2.5 days...
L563[08:51:35] <spda> Ordinastie_, I've tried it, and the text only appears to the current player, I want it to be like normal chat text, aka other players see the text as normal chat text
L564[08:51:49] <diesieben07> are you doing it from the client or the server?
L565[08:52:06] <diesieben07> (or, if you don't know: when should this message occur?)
L566[08:52:27] <spda> After a button press
L567[08:52:33] <diesieben07> in a GUI?
L568[08:52:40] <spda> Nope, keybinding
L569[08:52:45] <diesieben07> well, same deal
L570[08:52:48] <spda> I just want it to do normal chat
L571[08:52:57] <spda> like, press H to say Hi
L572[08:53:18] <diesieben07> Minecraft.getMinecraft().thePlayer.sendChatMessage("hello World");
L573[08:54:08] <spda> Thanks =D
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L577[08:59:13] <gigaherz> there back on 353.60
L578[08:59:18] <gigaherz> at least these work.
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L581[08:59:27] <gigaherz> okay so...
L582[08:59:32] <gigaherz> how do I make a dev jar?
L583[09:00:06] <Cazzar> https://github.com/Cazzar/JukeboxReloaded/blob/master/gradle/3.artifacts.gradle#L44-L52
L584[09:00:41] <gigaherz> the licensing header is part of the deobfJar task?
L585[09:01:04] <Cazzar> No
L586[09:01:24] <Cazzar> Just misplaced.
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L590[09:08:35] <Cazzar> Ok youtube
L591[09:08:48] <Cazzar> Why did you just take me from vocaloid to Yandere Creepypasta.
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L600[09:16:42] <Ordinastie_> Cazzar, you seem to know you shit
L601[09:16:49] <Ordinastie_> do you know a good yuri anime ?
L602[09:18:00] *** williewillus is now known as willieaway
L603[09:18:59] * Cazzar opens up E:\Anime...
L604[09:19:37] <Ordinastie_> (F:\Animes for me :p)
L605[09:19:38] <Cazzar> oFf the top of my head.. no, though, Yuri or Shoujo-Ai?
L606[09:19:58] <Cazzar> Ordinastie_: that's just my bigger one :P
L607[09:20:30] <Ordinastie_> more mature stuff
L608[09:20:52] <Cazzar> Hm
L609[09:21:07] <Cazzar> Because, I know some Shoujo undertoned ones.
L610[09:22:11] <Ordinastie_> I started one not long ago, but it was way too childish
L611[09:23:13] <Cazzar> I know one that's kinda both Yuri and non, with a bit of masochism and guro..
L612[09:23:19] <Cazzar> don't ask me how I found that one...
L613[09:24:25] <Ordinastie_> shoot, I'll see if I like it
L614[09:24:44] <Cazzar> Lemme find the name again
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L616[09:24:59] <Cazzar>
L617[09:25:03] <Cazzar> Rin: Daughters of Mnemosyne
L618[09:25:51] <Cazzar> Ordinastie_: I Just have a feeling that something like this conversation shouldn't be in this channel, just to be save, move it to another chan? :P
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L620[09:26:03] <Ordinastie_> #malisis :)
L621[09:28:06] <gigaherz> oaky I give up, I have no idea how to modify the gradle stuff
L622[09:28:09] <gigaherz> okay*
L623[09:28:09] <gigaherz> XD
L624[09:28:36] <gigaherz> I apparently created a deobfJar task, but I don't see any jar being generated anywhere
L625[09:28:36] <gigaherz> XD
L626[09:29:41] <Cazzar> gradle deobfJar?
L627[09:30:17] <gigaherz> ran it from withi nidea
L628[09:30:22] <gigaherz> BUILD SUCCESSFUL
L629[09:30:38] <diesieben07> or add this: https://github.com/diesieben07/SevenCommons/blob/1.7/build.gradle#L105
L630[09:30:44] <diesieben07> then build will also run deobfJar
L631[09:33:34] * gigaherz facepalms
L632[09:33:36] <gigaherz> wait
L633[09:33:40] <gigaherz> I was looking int he wrong folder XD
L634[09:33:51] <gigaherz> edited the wrong mod's build.gradle
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L636[09:35:11] <gigaherz> I made use of your stuff regardless ;P
L637[09:35:16] <gigaherz> looks nicer
L638[09:35:23] <gigaherz> (than what I botched up before)
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L646[09:41:22] <hasunwoo> what is dataWatcher for? in minecraft src
L647[09:41:28] <hasunwoo> networking stuff?
L648[09:41:55] <SkySom> Entity network stuff
L649[09:42:18] <diesieben07> it makes sure for example that your health is kept in sync via packets
L650[09:42:27] <diesieben07> it checks for changes every tick, and if something changed, it sends a packet
L651[09:42:51] ⇨ Joins: spaceemotion (~spaceemot@f050167175.adsl.alicedsl.de)
L652[09:42:56] <hasunwoo> okay
L653[09:43:52] <gigaherz> yueh: sorry took a while, relatively new to this stuff: https://github.com/gigaherz/Ender-Rift/releases/tag/v0.51
L654[09:44:24] <yueh> np
L655[09:45:19] <MalkContent> so. I'm trying to replace archimedes ships mod with archimedes ships plus on my server
L656[09:45:27] <MalkContent> and want players to basically not notice
L657[09:45:41] <MalkContent> meaning i have to replace the old blocks with the new ones
L658[09:46:04] <MalkContent> anyone here knowledgeable about doing that?
L659[09:46:09] <williewillus> is the new one based on the old one?
L660[09:46:19] <MalkContent> only in spirit
L661[09:46:25] <gigaherz> hmm how do I make multiple files "related"?
L662[09:46:27] <gigaherz> in curseforge
L663[09:46:27] <MalkContent> has the "same" blocks
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L665[09:46:40] <diesieben07> you probably have to go in and edit the level.dat
L666[09:46:44] <williewillus> you could manually fiddle with the idmap
L667[09:46:47] <williewillus> but ymmv on that
L668[09:46:48] <diesieben07> so that FML thinks the IDs match up
L669[09:47:02] <MalkContent> yes, something like that was my thought
L670[09:47:45] <gigaherz> ah foundit
L671[09:47:47] <gigaherz> additional files
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L673[09:48:57] <MalkContent> guess nbt editing is the way?
L674[09:49:27] <gigaherz> either that, or you make an upgrade-wrapper-mod
L675[09:49:32] <gigaherz> that "handles" the old blocks
L676[09:49:43] <gigaherz> by replacing them with the new variants as soon as they load
L677[09:50:12] <gigaherz> but an offline upgrader is probably best
L678[09:50:28] <gigaherz> it can be exhaustive, unlike the mod approach
L679[09:50:38] <MalkContent> if i can just do it by editing the level.dat i'll just do that
L680[09:50:44] <gigaherz> yeah
L681[09:50:50] <gigaherz> not just level.dat
L682[09:50:55] <gigaherz> also the chunks
L683[09:50:58] <gigaherz> region files
L684[09:51:03] <gigaherz> have NBT data for TileEntities
L685[09:51:07] <yueh> gigaherz: it does not like the .obj and crashes with an ModelFormatException
L686[09:51:13] <MalkContent> o shit
L687[09:51:17] <gigaherz> hmm old forge?
L688[09:51:19] <MalkContent> forgot about that
L689[09:51:34] <gigaherz> someone had that issue until they updated to a newer forge for 1.7.10
L690[09:51:39] <yueh> current recommended
L691[09:51:47] <MalkContent> old tiles... hmm
L692[09:52:28] <gigaherz> yueh: geh the recommended is older than I worked with
L693[09:52:50] <gigaherz> I wrotethe mod using 1481, and then tested it on 1492 to ensure it still worked, didn't think to test the recommended XD
L694[09:53:28] <yueh> we usually stick with the recommended forge version as there are a bunch of mods depending on us
L695[09:53:57] <gigaherz> I'l ltry to figure out what changed in the loader in between 1448 and 1481
L696[09:54:26] <gigaherz> foundit
L697[09:54:27] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/commit/e7724c13ccecb7d82d482e8ee5b112d252c9d4d1
L698[09:54:33] <gigaherz> I can fix that
L699[09:54:40] <gigaherz> if it just doesn't like numbers without a decimal point
L700[09:56:35] <yueh> hm. then i'll just replace them
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L702[09:59:20] <gigaherz> okay should be fixed... testing then uploading new bugfix release ;P
L703[09:59:32] <gigaherz> (testing that I didn't mess the obj)
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L705[10:01:50] <gigaherz> v .. vt ... vn ... nothing changed in f... seems ok
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L708[10:04:24] <gigaherz> https://github.com/gigaherz/Ender-Rift/releases/tag/v0.52
L709[10:04:25] <gigaherz> done
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L712[10:04:41] <williewillus> does waila tell you the meta number of the block youre looking at?
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L716[10:06:21] <gigaherz> yes williewillus
L717[10:06:26] <gigaherz> accessor.getMetadata()
L718[10:07:22] <williewillus> yeah got it, but I meant ingame ;p was a config
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L721[10:07:49] <yueh> seems you have missed some numbers xD
L722[10:08:02] <hasunwoo> can i cancel outgoing packet?
L723[10:08:17] <gigaherz> hm?
L724[10:08:19] <diesieben07> yours? any?
L725[10:08:26] <hasunwoo> particle packet
L726[10:08:29] <diesieben07> (the answer is yes in both cases)
L727[10:08:32] <yueh> some 1s
L728[10:08:34] <diesieben07> but its uglier for vanilla packets
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L730[10:08:42] <gigaherz> ohshit
L731[10:08:43] <gigaherz> >_<
L732[10:08:52] <gigaherz> my regex failed me
L733[10:08:52] <hasunwoo> do i need ASM?
L734[10:08:58] <diesieben07> no
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L736[10:09:43] <gigaherz> yueh: i'll fix and force-push
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L739[10:10:08] <hasunwoo> can you give me a hint how to cancel outgoing packet?
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L741[10:10:17] <diesieben07> do you know how netty works?
L742[10:10:20] <yueh> seems like the center ones
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L744[10:10:38] <hasunwoo> i don't
L745[10:10:47] <diesieben07> then that is your first step ;)
L746[10:10:53] <hasunwoo> okay
L747[10:11:02] <gigaherz> some 0s too
L748[10:11:29] <yueh> and -1
L749[10:11:36] <gigaherz> yeah used a better regex now ;P
L750[10:11:52] <gigaherz> can't find any more lonely digits
L751[10:13:51] <gigaherz> oops
L752[10:14:18] <gigaherz> somehow managed to get a 0.0-1 without a space
L753[10:14:19] <gigaherz> XD
L754[10:14:29] <gigaherz> now I have to revise the whole thing XD
L755[10:16:45] <yueh> s/(.)-(\d)/\1 -\2/ ?
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L757[10:20:54] <gigaherz> https://github.com/gigaherz/Ender-Rift/releases/tag/v0.52 -- new jars and forge-pushed tag ;P
L758[10:21:03] <gigaherz> the old 0.52 never happened.
L759[10:23:03] <yueh> -1 xD
L760[10:23:10] <yueh> or better -1$
L761[10:23:48] <gigaherz> seriously?
L762[10:24:01] <gigaherz> GAH
L763[10:24:17] <gigaherz> I used to think I could handle regex.
L764[10:24:23] <gigaherz> today... I can't.
L765[10:24:40] <thelaughingman> Is this Ender Rift mod functional? I wanna try eet
L766[10:24:42] <gigaherz> ONE, I MISSED A SINGLE ONE
L767[10:24:52] <gigaherz> thebadshepperd: yes, as long as you use a newer forge than recommended
L768[10:24:59] <gigaherz> ;P
L769[10:25:10] <yueh> you should count the lines starting with "v" and then count all lines with 3 .
L770[10:25:19] <gigaherz> heh
L771[10:25:48] <thelaughingman> Dang I have to use 1448 for my server to function xD
L772[10:26:00] <gigaherz> then wait for 0.53
L773[10:26:05] <thelaughingman> Cool
L774[10:26:05] <gigaherz> I'm not forge-pushing again ;P
L775[10:26:16] <thelaughingman> :}
L776[10:27:27] <gigaherz> yueh: did it the hard way
L777[10:27:32] <gigaherz> wrote search for "v[nt]? -?[0-9]\.[0-9]+ -?[0-9]\.[0-9]+( -?[0-9]\.[0-9]+)?"
L778[10:27:40] <gigaherz> and looked for any non-fully-highlighted line
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L781[10:28:06] <gigaherz> everything is green (xcept the F lines)
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L783[10:30:06] <gigaherz> https://github.com/gigaherz/Ender-Rift/releases/tag/v0.53
L784[10:30:15] <gigaherz> I need to setup a CI
L785[10:30:38] <gigaherz> get automatic builds without needing to tag releases ;P
L786[10:31:15] <yueh> there enough free ones
L787[10:31:20] <diesieben07> travis-ci is nice but a bit of a hassle to get going
L788[10:31:31] <diesieben07> drone.io is simplistic, but works well
L789[10:31:54] <thelaughingman> So this version works with 1448? :D
L790[10:32:05] <gigaherz> hopefully.
L791[10:32:09] <yueh> or things like cloudbees or openshift for a full jenkins
L792[10:32:17] <thelaughingman> ill try it out in a bit
L793[10:33:02] <gigaherz> yueh: if you dont' want to add some RF energy source, edit the config file so the energy levels are all 0, and it should work, I think ;P
L794[10:33:42] <yueh> openshift actually provides some cloud type vps stuff for free, and jenkins is one of the preconfigured ready to uses stuff
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L798[10:39:31] <sham1> how well does drone.io work with scala :3
L799[10:39:51] <diesieben07> it should work just fine
L800[10:40:02] <sham1> Hmm
L801[10:40:02] <Cazzar> Personally I use travis, with a working setup.
L802[10:40:05] <diesieben07> you just tell it to run gradlew build and it will ;)
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L805[10:40:35] <diesieben07> what i did not like about travis is that you have to install groovy on your local machine to get hidden environment vars
L806[10:40:40] <sham1> My mod does depend on scala 2.11.7 and the experimental java 8 backend so I am kinda nervous
L807[10:40:44] <Cazzar> https://github.com/Cazzar/CazzarCoreLib/blob/master/.travis.yml < that
L808[10:41:07] <sham1> how good is it doing java 8
L809[10:41:07] <Cazzar> Well, that works for my scope.
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L811[10:44:29] <gigaherz> I'll steal that and try travis ;P
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L813[10:45:04] <yueh> travis just won't archive artifacts, so you have to push them somewhere
L814[10:45:15] <gigaherz> ah
L815[10:46:39] <Cazzar> hence, the uploadArchives
L816[10:47:00] <gigaherz> how do you configure where to upload? ;P
L817[10:47:19] <Cazzar> https://docs.gradle.org/current/userguide/maven_plugin.html
L818[10:48:27] <yueh> and store the login credentials inside the .travis.yml
L819[10:48:47] <Cazzar> I wouldn't suggest that
L820[10:49:00] <yueh> i know xD
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L823[10:49:15] <Cazzar> https://github.com/Cazzar/CazzarCoreLib/blob/master/gradle/3.release.gradle#L33
L824[10:49:26] <Cazzar> System.getenv works well in travis.
L825[10:50:05] <yueh> and where do they get the data from?
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L827[10:50:21] <Cazzar> You provide it to them in the repo config
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L829[10:50:30] <Cazzar> as well as set the flag to keep the env private.
L830[10:50:32] <yueh> oh. they changed that?
L831[10:50:42] <yueh> last time i tested it, there was nothing
L832[10:50:44] <yueh> just the .yml
L833[10:50:48] <Cazzar> one sec.
L834[10:50:57] <FusionLord> Does anyone know if there is a helper method that can get an EnumFacing from two BlockPos?
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L836[10:51:29] <Cazzar> yueh: http://upload.cazzar.net/images/bD7Dg1q
L837[10:51:50] <yueh> ok. reseting the cache every tick is bad xD
L838[10:51:59] <diesieben07> and now i can just make a PR to your repo which sends those vars to my email :P
L839[10:52:22] <gigaherz> LOL
L840[10:52:36] <Cazzar> And then I will contact Overmind to reset them?
L841[10:52:46] <diesieben07> ...
L842[10:52:51] <diesieben07> great security you got there.
L843[10:52:58] <Cazzar> I know, it's not good at all
L844[10:53:20] <diesieben07> see if you really want them private (hidden from PRs) you need them encoded in the travis.yml
L845[10:53:26] <diesieben07> but for that you need ruby...
L846[10:53:37] <diesieben07> which is what i was complaining about
L847[10:53:54] <Cazzar> Or, I can do the one thing which will make it foolproof
L848[10:54:03] <Cazzar> My own CI!
L849[10:54:07] <diesieben07> ...
L850[10:54:10] <Cazzar> (as in install)
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L853[10:57:29] <gigaherz> uhm
L854[10:57:29] <gigaherz> https://coderwall.com/p/9b_lfq/deploying-maven-artifacts-from-travis
L855[10:57:35] <gigaherz> this page explains how to setup travis to use encrypted variables
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L857[10:58:17] <diesieben07> yes
L858[10:58:27] <diesieben07> see this line: "sudo gem install travis"
L859[10:58:29] <diesieben07> thats ruby.
L860[10:58:36] <gigaherz> ah
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L862[10:58:59] <Cazzar> personally, I don't mind :P
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L864[10:59:24] <Cazzar> Then again
L865[10:59:34] <Cazzar> http://upload.cazzar.net/images/oXdX5Jq I use ruby
L866[10:59:49] <diesieben07> why in the world would you use ruby
L867[11:00:36] <Cazzar> Because, Jekyll?
L868[11:00:53] <diesieben07> i have no idea what that is
L869[11:01:04] <Cazzar> http://jekyllrb.com/
L870[11:01:08] <Cazzar> Also, Github pages
L871[11:01:25] <Cazzar> Is compat with Jekyll (or a thin version thereof) so, yeah
L872[11:01:41] <sham1> ruby :C
L873[11:02:05] <gigaherz> oh well I'll leave travis running as a way to know if my commits arebroken
L874[11:02:05] <Cazzar> Personally, I don't get people's issues with it, it has it's own applications.
L875[11:02:11] <gigaherz> but it won't be doing any uploading for now
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L877[11:02:27] <diesieben07> if a language has their own package manager i start running already.
L878[11:02:31] <yueh> hm. no idea currently. but sending neighbor updates every tick is not ideal
L879[11:02:57] <diesieben07> anyways, time for barbecue.
L880[11:03:01] <Cazzar> So diesieben07 you run from python?
L881[11:03:04] <Cazzar> pypi
L882[11:03:20] <Cazzar> And, .NET (NuGet)
L883[11:03:26] <gigaherz> yueh: enderio's inventory pannel seems to refresh once a second, but I guess only if the GUI is open
L884[11:03:58] <Cazzar> IMHO it's not that strong of a defence for the dislike.
L885[11:04:06] <FusionLord> anyone know how to get an EnumFacing from one blockPos to another blockPos? is there a helper class?
L886[11:04:20] <gigaherz> FusionLord: I'm not aware of any helper
L887[11:04:28] <sham1> I think you can get a vec3i between 2 blockposes
L888[11:04:35] <sham1> I'm not sure though
L889[11:04:44] <yueh> AE is way more complex than that
L890[11:05:30] <gigaherz> yeah I know, that's why it was so puzzling andfrustrating when I realized it wasn't working right
L891[11:06:07] <yueh> hm. it's even multiple updates per tick
L892[11:06:09] <diesieben07> Cazzar, idk, but yes, it feels stupid to me that the *language* dictates a package manager
L893[11:06:17] <diesieben07> java has maven, but thats just a de-facto standard
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L896[11:06:20] <diesieben07> whatever.
L897[11:06:49] <yueh> twice for RF and then for every inventory change
L898[11:06:59] <gigaherz> it probably just the every language wants something done using al lthe fancy features of that language
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L900[11:07:54] <gigaherz> yueh: ah, it's not per tick though, I just call markDirty() whenever something changes -- independently of when
L901[11:08:00] <tmtu> <diesieben07> if a language has their own package manager i start running already.
L902[11:08:03] <tmtu> wat
L903[11:08:13] <gigaherz> I don't actually have an update() override XD
L904[11:08:21] <gigaherz> maybe I should
L905[11:08:22] <yueh> recieving RF always calls markDirty(), even for simulate
L906[11:08:38] <sham1> And I am puzzled by that
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L909[11:08:46] <gigaherz> ensure markDirty is only called once, until update() resets it
L910[11:08:51] <sham1> Fluid API does not do that so why would RF
L911[11:09:07] <gigaherz> nono I do
L912[11:09:13] <gigaherz> receiveEnergy has a call to markDirty()
L913[11:09:15] <gigaherz> ;P
L914[11:09:35] <gigaherz> which I may have added for debugging purposes only
L915[11:10:17] <MalkContent> wee
L916[11:10:24] <MalkContent> shit worked
L917[11:10:30] <sham1> Gayzo upon my artistic vision for a GUI
L918[11:11:18] <sham1> https://gyazo.com/1b6dacd6d9ddec2cad27fd592d1d9d20
L919[11:12:14] <yueh> there is always the option to register a custom inventory handler through the AE api xD
L920[11:12:18] <sham1> I suck at art :(
L921[11:12:52] <gigaherz> heh
L922[11:13:12] <sham1> Maybe I should actually have a space for a search bar as well
L923[11:13:18] <gigaherz> would that make it connect directly to the AE network, or still need a storage bus?
L924[11:13:27] <yueh> storage bus
L925[11:13:49] <yueh> it's how we handle DSUs for example
L926[11:13:57] <gigaherz> I may look into that later, then
L927[11:14:10] <yueh> of course it's also possible to attach it directly to the grid
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L929[11:14:17] <gigaherz> at the very least, it would only update whenever the inventory changes, insteadof every single time the RF number changes ;P
L930[11:15:00] <gigaherz> speaking about that, I shouldn't markDirty() if the energy didn't change, or if it's simulate
L931[11:15:01] <gigaherz> XD
L932[11:15:06] <yueh> is the markDirty() even necessary?
L933[11:15:17] <gigaherz> I have no idea
L934[11:15:34] <gigaherz> hmmm
L935[11:15:40] <gigaherz> actually, not is itn', not for energy
L936[11:15:43] <gigaherz> isn't*
L937[11:15:56] <gigaherz> all markDirty does is poke the neighbors
L938[11:16:12] <yueh> you'll probably want to mark the chunk as dirty to ensure it's saved correctly. but also notifying the neighbors about it?
L939[11:16:30] <gigaherz> nah tiles are saved always, on chunk saving
L940[11:16:37] <gigaherz> I think
L941[11:16:39] <yueh> it won't really solve it. but at least debugging is easier as it does not spam everything
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L943[11:16:45] <OrionOnline> Does anybody know how you register custom metals to the TiC API?
L944[11:16:49] <gigaherz> ah no
L945[11:16:58] <gigaherz> markDirty DOES call markTileEntityChunkModified
L946[11:17:09] <sham1> OrionOnline, you could look from the TiC API to find out ;)
L947[11:17:10] <OrionOnline> is that ForgeInterModComms, or do i need to implement the API?
L948[11:17:22] <yueh> but the AE api is pretty versatile, if someone wants they could even store things like EMC inside it
L949[11:18:14] <gigaherz> yeah I have used the thaumcraft storage thingy with AE2
L950[11:18:39] <yueh> haven't looked at the code for it. and if the are actually fully utilizing it
L951[11:19:07] <gigaherz> https://github.com/Nividica/ThaumicEnergistics
L952[11:19:07] <gigaherz> ;P
L953[11:19:25] <yueh> oh yeah. they use their own GridCache for Essentia
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L957[11:22:23] <sham1> OrionOnline, this might be helpful: https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/tconstruct/library/TConstructRegistry.java
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L959[11:24:07] <OrionOnline> Cause i need all liquid casting recipes from TiC, yet at the time i am currently doing it (post-init, only those from TiC itself are registered and not those of other mods, so i am trying to figure out if there is a way to capture them after the load)
L960[11:26:05] <OrionOnline> Anyone know a mod that adds cusom metals to the TiC casting system (that is not Thermal Foundation), need something to test with?
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L966[11:43:48] <OrionOnline> what was the gradle command to rebuild the workspace when i changed a dependency?
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L968[11:43:58] <ollieread> setupDecompWorkspace
L969[11:44:00] <ollieread> I think
L970[11:44:09] <OrionOnline> okedokie
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L977[11:59:30] <Cazzar> setupXWorkspace decompiles, you might be thinking eclipse/idea
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L989[12:20:44] <williewillus> what's the purpose of net.minecraft.client.resources.data.IMetadataSectionSerializer? 0.o
L990[12:21:18] <williewillus> looking through a 1.7 to port it to 1.8 and they seem to be using it like some sort of primitive blockstate system
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L993[12:29:33] <Ordinastie_> williewillus, if for sections in JSONs
L994[12:29:51] <williewillus> so its just a json helper?
L995[12:30:02] <Ordinastie_> ils a serializer
L996[12:30:07] <Ordinastie_> *it's
L997[12:30:16] <Ordinastie_> a base for them
L998[12:30:32] <williewillus> so what is it used for in vanilla?
L999[12:30:50] <Ordinastie_> look the type heirarchy
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L1002[12:34:56] <williewillus> was positive Z north or south?
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L1005[12:39:10] <williewillus> nvm its south
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L1007[12:45:28] <Pennyw95> 40 minutes passed and curse still hasn't approved the mod :\
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L1018[13:01:07] MineBot sets mode: +v on CJ-Railcraft
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L1026[13:07:14] <Pennyw95> has anyone tried to upload a mod to curse during the last hour?
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L1041[14:01:11] <williewillus> is isIndirectlyPowered now shouldCheckWeakPower in 1.8?
L1042[14:01:31] <shadekiller666> i would assume so
L1043[14:01:43] <shadekiller666> !gm isIndirectlyPowered
L1044[14:02:06] <shadekiller666> !gm shouldCheckWeakPower
L1045[14:02:25] <shadekiller666> i guess those are forge methods
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L1056[14:15:41] <williewillus> what were the lines to set source and target lang level in gradle?
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L1059[14:20:41] <shadekiller666> sourceCompatibility = 1.version targetCompatibility = 1.version i think
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L1062[14:26:02] <shadekiller666> version being java 7 or java 8 or whatever, 1.7, 1.9
L1063[14:26:05] <shadekiller666> 1.8*
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L1065[14:31:11] <ExeTwezz> I can not login at the forum :\
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L1067[14:35:46] <ExeTwezz> nvm
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L1077[15:00:25] <jstuie> Hey, quick question. Is there a way to disable the log prefixes (E.G. [21:41:11 INFO]:) ? They are causing issues with a server wrapper I am using
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L1079[15:00:42] * Szernex sighs
L1080[15:00:53] <Szernex> guess you can't have fastcraft and cofhtweaks installed at the same time
L1081[15:01:12] <SkySom> Pretty sure cofhtweaks says that in the instructions
L1082[15:01:25] * Szernex didn't read instructions
L1083[15:01:46] <jstuie> men don't read instructions unless we are forced to
L1084[15:01:52] <Szernex> ^
L1085[15:02:10] <Szernex> so which one should I use then...
L1086[15:02:13] <shadekiller666> unless we've broken something and need to know how to fix it*
L1087[15:02:26] <Szernex> cofhtweaks gives me quicker chunk loading but nasty chunk rendering issues
L1088[15:02:27] <jstuie> i find fastcraft to be the better option
L1089[15:02:32] <Szernex> fastcraft doesn't seem to do that much
L1090[15:02:41] <shadekiller666> what does cofhtweaks do?
L1091[15:03:01] <jstuie> on the surface it doesn't, but it fixes inneficiencies in minecraft's code that have been there since the game came out
L1092[15:03:12] <Szernex> http://pastebin.com/Jk9fWCvb shadekiller666
L1093[15:05:12] <shadekiller666> and what does fastcraft do?
L1094[15:05:51] <shadekiller666> i know it makes the game run better but how does it do so compared to cofhtweaks
L1095[15:06:03] <Szernex> no idea
L1096[15:06:06] <jstuie> Optimizations/tweaks FastCraft applies are very broad and include the following:
L1097[15:06:06] <jstuie> - FPS improvements (client), benefits depend heavily on PC, mods and the world
L1098[15:06:06] <jstuie> - TPS / simulation improvements through faster code and better algorithms
L1099[15:06:06] <jstuie> - Lag spike elimination from world generation, light calculations and chunk loads
L1100[15:06:06] <jstuie> - RAM savings of around 200 MB for a decent amount of mods
L1101[15:06:07] <jstuie> - Faster chunk loading (client/server) and rendering (client)
L1102[15:06:09] <jstuie> - Faster game startup
L1103[15:06:11] <jstuie> - Minor network bandwidth reduction in some scenarios
L1104[15:06:21] <jstuie> copied from download page
L1105[15:07:03] <Szernex> I'd just like the culling, collison and AI reduction thing from cofhtweaks...
L1106[15:07:25] <shadekiller666> then use cofhtweaks
L1107[15:07:44] <Szernex> well, could only use it on the server then
L1108[15:07:58] <Szernex> at least on my client it gives me the nasty holes in the world
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L1110[15:09:13] <williewillus> cofhtweaks doesnt work for me period
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L1112[15:09:23] <williewillus> for fastcraft if I turn on the experimental async culling i get massive boosts
L1113[15:09:41] <Szernex> wut, where is that
L1114[15:10:07] <LexManos> fastcraft is shit.
L1115[15:10:10] <LexManos> We do not support it here.
L1116[15:10:15] <jstuie> Basically FastCraft makes changes to minecraft code to make it more efficient. COFHTweaks cuts things out in order to save resources to be used elsewhere
L1117[15:10:33] <jstuie> It is usefull but causes a lot of issues
L1118[15:10:37] *** jstuie was kicked by LexManos (No, that is 100% incorrect please dont spread lies.))
L1119[15:11:12] * Szernex sighs
L1120[15:12:08] <LexManos> And on a side note, all these custom 'we make shit better cuz we know better then everyone!' is stupid if there is actually a performance improvement that is needed, properly test it and submit it to forge to be reviewed/tested.
L1121[15:12:11] <LexManos> Anyways
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L1123[15:12:32] <williewillus> hows rewriting the decompiler going :p
L1124[15:13:43] <jstuie> Hey, i wasn't spreading lies, I misunderstood something. you could have corrected my misunderstanding rather than kicking me.
L1125[15:13:47] <LexManos> annoying but progressing
L1126[15:13:50] <LexManos> we know where the issue is
L1127[15:14:07] <LexManos> just not how to fix it in the current codebase
L1128[15:14:39] <tterrag|away> jstuie: a kick was his way of telling you that
L1129[15:14:41] <shadekiller666> what exactly is the problem?
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L1132[15:15:58] <LexManos> FF calculating local variable scopes is the issue.
L1133[15:17:10] <shadekiller666> interesting
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L1135[15:21:22] <jstuie> anyways, does anyone know an answer to my question from earlier?
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L1137[15:22:08] <shadekiller666> uhh
L1138[15:22:14] <diesieben07> jstuie you can create a log4j.xml
L1139[15:22:59] <diesieben07> https://logging.apache.org/log4j/2.x/manual/configuration.html
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L1143[15:26:25] <diesieben07> jstuie, got my link?
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L1146[15:27:02] <tterrag> why is renderEngine null in pre-init?
L1147[15:27:09] <tterrag> it is initialized in startGame() which is long before
L1148[15:27:13] <tterrag> what is nulling it out?
L1149[15:27:44] <shadekiller666> something related to the title screen?
L1150[15:27:58] <shadekiller666> it initializes to grab that texture doesn't it?
L1151[15:28:02] <jstuie> diesieben07, Sorry, i didn't catch it my connection died
L1152[15:28:16] <diesieben07> tterrag, it is initialized right *after* preInit
L1153[15:28:29] <tterrag> diesieben07: really?
L1154[15:28:29] <shadekiller666> which is really stupid
L1155[15:28:32] <tterrag> how is it used in the splash then?
L1156[15:28:45] <tterrag> mad hax I suppose :P
L1157[15:28:49] <diesieben07> jstuie, you can create a log4j.xml - https://logging.apache.org/log4j/2.x/manual/configuration.html
L1158[15:28:50] <shadekiller666> ya
L1159[15:28:52] <diesieben07> yes, mad hax.
L1160[15:29:01] <tterrag> ok then, I can work around that
L1161[15:29:09] <jstuie> ah, i'll take a look at that, ty
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L1163[15:29:33] <shadekiller666> the splash progress stuff is quite hacky, thats why it causes abnormal crashes and texture rendering on some machines
L1164[15:29:51] <williewillus> in 1.8 what's the difference and usage of isFullCube/isNormalCube/isOpaqueCube?
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L1166[15:30:14] <shadekiller666> isOpaque is a combination of Full and Normal i think
L1167[15:30:22] <shadekiller666> i know its a combination of 2 others
L1168[15:30:39] <shadekiller666> isNormalCube refers to ambient occlusion i think
L1169[15:31:21] <shadekiller666> and FullCube is the difference between normal blocks and slabs? like "should adjacent faces be culled" or something
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L1171[15:34:25] <tterrag> diesieben07: so I am returning my own fontrenderer extension from Item#getFontRenderer
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L1173[15:34:30] <tterrag> no code changes, just calls super atm
L1174[15:34:32] <tterrag> but nothing renders
L1175[15:34:46] <LexManos> <shadekiller666> something related to the title screen?
L1176[15:34:48] <diesieben07> uhm
L1177[15:34:49] <diesieben07> idk? :D
L1178[15:34:50] <LexManos> ?
L1179[15:35:12] <tterrag> :(
L1180[15:35:22] <LexManos> everything should be setup just fine
L1181[15:35:29] <LexManos> nothing should be null when it shouldnt
L1182[15:35:36] <LexManos> it just should have no textures.
L1183[15:35:47] <tterrag> lex I didn't realize startGame() is called after preinit
L1184[15:35:51] <tterrag> http://puu.sh/jBF1l.png <-
L1185[15:36:15] *** Vigaro|AFK is now known as Vigaro
L1186[15:36:42] <LexManos> yes preinit is fkin early
L1187[15:37:09] <diesieben07> tterrag, can you show how you set up the FR?
L1188[15:38:25] <tterrag> diesieben07: https://gist.github.com/tterrag1098/646c6d0be45562d92e3a
L1189[15:38:28] <tterrag> everything relevant
L1190[15:39:59] <diesieben07> hmm yeah that looks like it should be fine
L1191[15:40:44] <diesieben07> oh
L1192[15:40:53] <diesieben07> you need to register it as a resource reload listener
L1193[15:40:57] <diesieben07> otherwise it doesn't do shit.
L1194[15:41:46] <diesieben07> which means you can't create it lazily like that, do it in init
L1195[15:42:06] <tterrag> hmm ok
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L1197[15:42:10] <tterrag> right, makes sense
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L1199[15:42:10] <tterrag> thanks
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L1209[16:03:56] <Vorquel> Just started updating one of my mods to 1.8. So much red...
L1210[16:04:03] <shadekiller666> lol
L1211[16:04:20] <shadekiller666> the majority is cpw.mods i would assume
L1212[16:04:51] <williewillus> and AABB and Vec3 factories -> constructors
L1213[16:04:57] <Vorquel> I already fixed those.
L1214[16:05:17] <shadekiller666> and BlockPos
L1215[16:05:28] <sham1|LOST> And blovkstate
L1216[16:05:34] <sham1|LOST> And EnumFacing
L1217[16:06:09] <sham1|LOST> And propably he has to make model files and blockstate.jsons
L1218[16:06:39] <williewillus> well depending on what mod it is those shouldn't take long
L1219[16:06:44] <Vorquel> This mod is blockless :P
L1220[16:07:41] <sham1|LOST> Umn
L1221[16:07:55] <sham1|LOST> What does it do
L1222[16:09:25] <shadekiller666> O.o why am i being prompted to provide a folder name for the mcp conf for the deobfuscator when i run the client from intellij?
L1223[16:09:49] <diesieben07> because mr chickenbones cant code :D
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L1225[16:10:25] <shadekiller666> i don't have any other mods installed, is that something from forge?
L1226[16:10:33] <diesieben07> you do
L1227[16:10:37] <diesieben07> this is code chicken core
L1228[16:11:09] <shadekiller666> oh right, it launches from /eclipse/ not /run/...
L1229[16:11:16] <shadekiller666> where is the mcp conf normally?
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L1231[16:11:36] <diesieben07> 1.8?
L1232[16:11:46] <sham1|LOST> Diesieb, contrary to what you say, fluid textures are stitched
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L1234[16:11:55] <shadekiller666> yes 1.8
L1235[16:12:03] <diesieben07> well, why does FLuid wnat a ResourceLocation then?!
L1236[16:12:26] <shadekiller666> to get the animation meta data file?
L1237[16:12:31] <diesieben07> .gradle\caches\minecraft\de\oceanlabs\mcp\mcp_snapshot\...\
L1238[16:12:36] <diesieben07> wat
L1239[16:12:54] <diesieben07> it used to be TextureAtlasSprite
L1240[16:13:04] <diesieben07> which gave you the coords for the stitched texture
L1241[16:13:08] <diesieben07> now you just get RL
L1242[16:13:09] <shadekiller666> it is
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L1244[16:13:14] <diesieben07> which doesnt tell you shit.
L1245[16:13:22] <sham1|LOST> So you would not have to use TextureStitchEvent.Pre in order to set textures or whatnot
L1246[16:13:34] <diesieben07> i am talking about OTHER mods using the texture
L1247[16:13:36] <diesieben07> in e.g. a tank
L1248[16:13:41] <shadekiller666> the resource location is run through a Function that spits out a sprite
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L1250[16:13:57] <diesieben07> wat
L1251[16:13:57] <sham1|LOST> You can get TextureAtlasSprites from those RLs
L1252[16:14:07] <sham1|LOST> I haz an example
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L1254[16:14:32] <sham1|LOST> Like I tried to bind the flowing texure manually and it was a mess
L1255[16:14:34] <shadekiller666> it basically calls into the TextureMapBlocks or whatever from Minecraft.getMinecraft()
L1256[16:14:36] <diesieben07> and this was changed because... ?
L1257[16:14:38] <sham1|LOST> Basically didnt work
L1258[16:15:09] <sham1|LOST> Again, I think convenience
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L1260[16:15:41] <diesieben07> how is it convenient that i now have to hack around to get to the uv coords? :D
L1261[16:15:47] <diesieben07> as opposed to just... well... using them? :D
L1262[16:16:00] <sham1|LOST> https://github.com/sham1/FluidCraft/blob/master/src/main/scala/com/github/sham1/fcraft/transport/tileentity/render/FCraftPipeRenderer.scala#L28
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L1264[16:16:12] <sham1|LOST> This is how you are suposed to do it
L1265[16:16:16] <sham1|LOST> Now
L1266[16:16:17] <diesieben07> thats awful...
L1267[16:16:28] <sham1|LOST> Yes
L1268[16:17:20] <sham1|LOST> But again, it was not fun ro subscribe to an event just to set textures
L1269[16:17:40] <diesieben07> ...
L1270[16:18:54] <sham1|LOST> But if it rubs you the wrong way, blame fry
L1271[16:19:13] <diesieben07> i dont care myself, its 1 line of code
L1272[16:19:26] <diesieben07> but there was already a question on the forums about it...
L1273[16:19:35] <diesieben07> which was not answered correctly as it seems
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L1275[16:19:41] <sham1|LOST> That was what I was referencing
L1276[16:19:48] <diesieben07> i know
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L1278[16:20:00] <sham1|LOST> I could post ther o clarify that
L1279[16:21:04] <diesieben07> i cant even find the thread anymore
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L1281[16:21:46] <sham1|LOST> www.minecraftforge.net/forum/index.php/topic,32966.msg172586.html#new
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L1283[16:21:53] <diesieben07> ty
L1284[16:22:29] <sham1|LOST> Time to write thee with this horrible tab keyboard
L1285[16:22:33] <diesieben07> see what they are doing is binding the small fluid texture
L1286[16:22:40] <diesieben07> which is not good
L1287[16:22:40] <sham1|LOST> Yeh
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L1289[16:23:46] <sham1|LOST> I can see that
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L1292[16:24:41] <diesieben07> and i can see this happening now all over the palce.
L1293[16:24:44] <sham1|LOST> Also, wqtching this fluid render code of mine reminds me that maybe I should commit stuff sometimes
L1294[16:25:31] <sham1|LOST> Like, I'd add a javadoc note saying something like: To
L1295[16:27:31] <sham1|LOST> To bind this fluid texture, consider binding TextureMap.locationBlocksTexture and get the UV from TextureAtlasSprite thatbyou get by Minecraft.getMinecraft.getTextureMapBlocks.getAtlasSprite(fluid.getFluid.getFlowing.toString)
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L1297[16:28:09] <sham1|LOST> Or have the deprecated TextureAtlasSprite methods do that
L1298[16:28:31] <diesieben07> consider? why consider? :D
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L1300[16:29:10] <sham1|LOST> I dont know
L1301[16:29:56] <sham1|LOST> You could say "to bind this fluid's texture, bind TextureMap...
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L1303[16:31:50] <Szernex> can someone eli5 what TESR refers to in terms of rendering?
L1304[16:32:50] <Zaggy1024> TileEntity renderer
L1305[16:33:07] <shadekiller666> TileEntitySpecialRenderer
L1306[16:33:11] <Szernex> when would I tell a mod to use that instead of WorldRenderer?
L1307[16:33:14] <Zaggy1024> it's the renderer for blocks with tile entities (which have a tick update)
L1308[16:33:22] <shadekiller666> if you want to animate your model
L1309[16:33:24] <Zaggy1024> it renders each frame, so you can animate stuff
L1310[16:33:29] <Szernex> ah, okay
L1311[16:33:31] <Szernex> thanks
L1312[16:33:34] <shadekiller666> like the lid openning on a chest
L1313[16:33:35] <williewillus> Szernex: if you're talking about the project red config, leave it on worldrenderer
L1314[16:33:36] <sham1|LOST> TEs dont always tick
L1315[16:33:41] <Zaggy1024> well
L1316[16:33:44] <Szernex> yes, I was talking about that
L1317[16:33:45] <williewillus> unless you're having problems
L1318[16:33:48] <Szernex> okay
L1319[16:33:49] <Zaggy1024> that's their main use I guess
L1320[16:33:50] <williewillus> tesr is slower
L1321[16:34:19] <sham1|LOST> TESR also allows customizing
L1322[16:34:29] <sham1|LOST> Because tesselator calls and such
L1323[16:34:58] <sham1|LOST> But it can slow your game down like sin in terms of FPS if you do not do it in limited amounts
L1324[16:35:35] <williewillus> those are all very general statements :p
L1325[16:35:48] <sham1|LOST> True
L1326[16:35:51] <Szernex> well it's good enough to convince me to not mess with it
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L1328[16:36:26] <sham1|LOST> But because TESR render code is called every frame, it will execute the OpenGL stuff every frame
L1329[16:36:59] <williewillus> err, you think other stuff is not rendered every frame? :p
L1330[16:37:02] <shadekiller666> hmmm
L1331[16:37:19] <sham1|LOST> Not all calls are made each frame
L1332[16:37:20] <sham1|LOST> That is why model baking exists
L1333[16:37:29] <sham1|LOST> In 1,8
L1334[16:37:42] <williewillus> anyways, I'm wondering how microblock mods will handle 1.8
L1335[16:37:56] <Lumien> Isn't there a microblock mod out from the creator of ae already?
L1336[16:37:56] <sham1|LOST> IBakedModel most likely
L1337[16:38:00] <killjoy> Using magic
L1338[16:38:04] <williewillus> no but how will those models be created?
L1339[16:38:08] <Lumien> At runtime?
L1340[16:38:09] <shadekiller666> in 1.8, if you call bindTexture and pass it a resource location pointing to something in the assets folder, will it still get loaded if intellij doesn't know what the resources folder is? ie. without inheritOutputDirs = true
L1341[16:38:13] <killjoy> Why not dynamically?
L1342[16:38:19] <williewillus> you can't do it at runtime
L1343[16:38:24] <Lumien> yes
L1344[16:38:26] <williewillus> there's thousands of combinations of microblocks
L1345[16:38:26] <Lumien> you can
L1346[16:38:28] <killjoy> What's to stop you from creating a resourcepack repo that generates your files?
L1347[16:38:29] <williewillus> thousands
L1348[16:38:38] <Lumien> Well yeah, but you only have to create the ones that exist in the world currently
L1349[16:38:50] <Zaggy1024> frak
L1350[16:38:54] <shadekiller666> uh no
L1351[16:38:54] <killjoy> Make them all TEs
L1352[16:39:00] <williewillus> oh i thought you meant at starttime
L1353[16:39:01] <shadekiller666> you have to create all of them at launch
L1354[16:39:07] <Lumien> shade why?
L1355[16:39:08] <Zaggy1024> getSlotAtPosition is private -.-
L1356[16:39:09] <williewillus> and no, we're not making them all TE's :p
L1357[16:39:11] <shadekiller666> once the game is running you can't insert any more
L1358[16:39:20] <Lumien> insert?
L1359[16:39:23] <Lumien> You can create new models
L1360[16:39:24] <Lumien> yesa
L1361[16:39:52] <shadekiller666> well, the system won't map an IBlockState to a new IBakedModel
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L1363[16:40:09] <williewillus> unlisted properties and smart models probably
L1364[16:40:10] <sham1|LOST> All modelscan be crated run-time
L1365[16:40:10] <Lumien> smart models
L1366[16:40:26] <shadekiller666> hmm
L1367[16:40:29] <shadekiller666> maybe
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L1369[16:40:35] <williewillus> sham1|LOST: you mean load time or actual world run time?
L1370[16:41:15] <sham1|LOST> I think you propably coyld do both
L1371[16:41:19] <Lumien> yeah
L1372[16:41:21] <sham1|LOST> Depends rally
L1373[16:41:39] <williewillus> I was thinking if it was possible, do it at actual world run time - generate a baked model for that specific microblock combinations if it doesn't exist and cache it
L1374[16:41:45] <williewillus> and get your smartmodel to use this cache
L1375[16:41:45] <shadekiller666> all you'd need to do is make 1 of each different type of micro-block
L1376[16:41:55] <williewillus> the question is how slow/fast is baking a new model while the world is running?
L1377[16:42:04] <sham1|LOST> And al the orientations
L1378[16:42:07] <shadekiller666> and then use retexturing and rotating to handle the rest
L1379[16:42:14] <shadekiller666> uhh
L1380[16:42:20] <shadekiller666> pretty quick
L1381[16:42:29] <williewillus> then it seems pretty viable then
L1382[16:42:30] <shadekiller666> and usually only happens once
L1383[16:42:34] <Szernex> hrm, okay I broke something somewhere...
L1384[16:42:42] <williewillus> and you don't even have to rotate the texture on the model, microblocks are uvlocked
L1385[16:42:49] <shadekiller666> previously baked models should be kept in a cache
L1386[16:42:57] <sham1|LOST> But I wont lie, TESRs are still very useful in 1.8
L1387[16:43:11] <shadekiller666> anyway
L1388[16:43:12] <williewillus> what do microblocks use right now?
L1389[16:43:28] <shadekiller666> back to my question about resources
L1390[16:43:39] <sham1|LOST> What about rewsaurses
L1391[16:43:57] <Szernex> http://pastebin.com/dvuDkYPb getting this error now after I added and then removed project red mechanical and fabrication...
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L1393[16:43:59] <sham1|LOST> Do you need more vespine gas?
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L1395[16:44:31] <williewillus> Szernex: TJP Relocation is throwing a fit
L1396[16:44:40] <Szernex> meaning?
L1397[16:44:43] <shadekiller666> minecraft can't seem to find the models for my blocks/items, but one of the mod's guis calls bindTexture and passes in 2 of our item textures, and the game can find those
L1398[16:45:01] <shadekiller666> the console prints "Model definition for location rc2:item.cone#inventory not found"
L1399[16:45:03] <williewillus> backup your copy of Relocation's config and delete the original
L1400[16:45:04] <shadekiller666> for everything
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L1402[16:45:40] <williewillus> shadekiller666: did you miss the ol new ModelResouceLocation(path, "inventory") ? :p
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L1404[16:46:03] <Szernex> williewillus you mean MrTJPCore.cfg?
L1405[16:46:25] <williewillus> whichever file controls "Forge" Relocation
L1406[16:46:31] <williewillus> which should not have Forge in the name
L1407[16:46:42] <Szernex> ForgeRelocation
L1408[16:46:47] <Szernex> is the only file related to relocation in the configs
L1409[16:46:59] <williewillus> yeah move that somewhere or copy and delete it
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L1411[16:47:50] <shadekiller666> willie, ItemModelMesher.register() right?
L1412[16:48:08] <sham1|LOST> Yush
L1413[16:48:11] <williewillus> i always used ModelLoader.setCustomModelResourceLocation, i think that works too though
L1414[16:48:27] <shadekiller666> hmm
L1415[16:48:41] <sham1|LOST> The ItemModelMesher one works
L1416[16:49:13] <shadekiller666> i could have swarn that standard item models worked by just having the jsons of the same name in the proper places
L1417[16:49:49] <williewillus> that was blockstates
L1418[16:50:14] <williewillus> vanilla only auto-finds blockstate jsons that match the game registry name of the block
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L1420[16:51:18] <Szernex> williewillus that helped, thanks
L1421[16:52:58] <shadekiller666> nope, still not finding the textures
L1422[16:53:08] <Szernex> okay, that's interesting
L1423[16:53:52] <sham1|LOST> Gotta love new modders not posting their code when they ask for help in Modder support ^^
L1424[16:53:53] <Szernex> forge microblock saws are ore dictionaried to materialHardenedLeather, foodSteamedPeas, listAllSeeds and seedSeaweed
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L1427[16:54:21] <sham1|LOST> Umn
L1428[16:54:30] <LexManos> Forge doesn't have a microblock system
L1429[16:54:38] <sham1|LOST> Nice names, i guess
L1430[16:54:39] <williewillus> ^
L1431[16:54:41] <Szernex> :D
L1432[16:54:50] <Szernex> well NEI tells me so
L1433[16:54:52] * Szernex shrugs
L1434[16:54:58] <smbarbour> FMP != Forge
L1435[16:55:23] <sham1|LOST> It'd be somewhat awesome if you took it from chickenbones and integrated it
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L1437[16:55:52] <sham1|LOST> I myself prefer calling it CMP for ChickenMultiPart
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L1440[16:57:01] <sham1|LOST> Also, where is AbredSyed so I can nudge at him to fix Forge building system?
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L1442[16:59:03] <sham1|LOST> Also, how has it been going lex?
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L1460[17:18:44] <shadekiller666> does ModelLoader.setCustomModelResourceLocation() work for non-forge-blockstate jsons?
L1461[17:19:02] <shadekiller666> variant "inventory" is not a thing in a normal item model json
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L1465[17:26:19] <williewillus> what do you mean?
L1466[17:26:27] <williewillus> you can use the forge "block"state format with items
L1467[17:26:32] <shadekiller666> i know
L1468[17:26:42] <shadekiller666> :/
L1469[17:27:31] <williewillus> if you want fine grained control over items I think you have to use the forge format
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L1471[17:27:56] <shadekiller666> i just want items with textures...
L1472[17:27:59] <williewillus> until we get itemstate jsons in 1.9 (or not becausewho knows mojang)
L1473[17:28:05] <williewillus> just use the vanilla ones then?
L1474[17:28:15] <shadekiller666> i'm trying
L1475[17:28:31] <shadekiller666> but they aren't being loaded, no matter what i do
L1476[17:28:49] <williewillus> recheck capitalizations and "item" vs "items"
L1477[17:29:08] <shadekiller666> models/item/themePark.json
L1478[17:30:17] <shadekiller666> the item constructor calls setUnlocalizedName("themePark");
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L1480[17:31:17] <shadekiller666> and then the console yells at me saying it can't find the model definition for location "rc2:item.themePark#inventory
L1481[17:31:24] <shadekiller666> "
L1482[17:31:52] <Zaggy1024> why do you have item.?
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L1484[17:32:09] <Zaggy1024> you shouldn't use unlcoalized names for resoruce locations
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L1486[17:33:22] <shadekiller666> right, so i tried item.getUnlocalizedName().substring("item.".length), which also doesn't work
L1487[17:33:34] <killjoy> Could I be running too many tests?
L1488[17:34:06] <killjoy> I'm doing six in a single @Test
L1489[17:34:15] <shadekiller666> also, what is the forge blockstate version of "builtin/generated"?
L1490[17:36:19] <sham1|LOST> What do you mean
L1491[17:37:36] <shadekiller666> iirc there was a special string for use in the "model" tag parameter in forge blockstate jsons to represent the "builtin/" models, but i might be wrong, i'll try with "builtin/generated" and see what happens
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L1493[17:43:01] <Zaggy1024> it wouldn't use a different path
L1494[17:43:18] <Zaggy1024> btw I'm pretty sure doing that substring crap is pretty frowned upon
L1495[17:43:48] <Zaggy1024> also you should probably use your registered name for the resource location
L1496[17:44:00] <Zaggy1024> since registered block IDs are resource locations themselves
L1497[17:44:00] <shadekiller666> would it be better to store a ModelLocation in the item's class itself?
L1498[17:44:39] <Zaggy1024> you don't wanta ModelResourceLocation, that's for the "blah:thing#state=value"
L1499[17:44:47] <Zaggy1024> you don't need that for registering
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L1502[17:45:24] <Zaggy1024> the way I do it is I pass the block ID to the register method and use that to make the model locations as well
L1503[17:45:30] <Zaggy1024> since they're almost always the same
L1504[17:45:40] <shadekiller666> i suppose its bad practice to register blocks and items using their unlocalized names then?
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L1506[17:45:48] <Zaggy1024> yeah, IMO
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L1508[17:46:07] <Zaggy1024> because it doesn't matter if unlocalized names change
L1509[17:46:23] <Zaggy1024> but if you change the block ID, even between versions, it won't load your blocks
L1510[17:46:44] <gigaherz> block ID I hope you mean the registry name
L1511[17:46:46] <gigaherz> ;P
L1512[17:47:30] <shadekiller666> giga, i'm trying to figure out why none of my blocks/items have models/textures even though intellij knows where the resources folder is
L1513[17:47:52] <killjoy> Are they in your classpath?
L1514[17:48:08] <shadekiller666> the resources?
L1515[17:48:13] <killjoy> I know in eclipse, it doesn't always update the files after I modify them.
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L1517[17:48:39] <gigaherz> well, almost every single case of someone coming here with a "model/texture isn't showing up", is either missing the ModelLoader.addCustomwhatever, or has a typo in the name
L1518[17:48:44] <shadekiller666> the models/textures are in resources/assets/rc2/
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L1520[17:49:18] <Zaggy1024> gigaherz, block IDs are pretty much registry names now to me :P
L1521[17:49:31] <shadekiller666> i've tried ModelLoader.addCustomwhatever and confirmed that its looking for the correct name, and its still not working
L1522[17:49:40] <Zaggy1024> they identify blocks, after all ;)
L1523[17:49:55] <Zaggy1024> shade, what does the log say about your models?
L1524[17:50:07] <gigaherz> yeah but it may cause confusion
L1525[17:50:18] <gigaherz> so it's best to refer to them as "registry names" ;P
L1526[17:50:18] <Zaggy1024> yeah
L1527[17:50:33] <shadekiller666> https://gist.github.com/shadekiller666/cfe091d5e9fffa407a35
L1528[17:50:43] <Zaggy1024> I wish block IDs had never been exposed :P
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L1530[17:51:05] <gigaherz> shadekiller666: forge blockstates or vanilla?
L1531[17:51:22] <gigaherz> brb
L1532[17:51:25] <Zaggy1024> shadekiller666, you still have tile. and item.
L1533[17:51:30] <Zaggy1024> get rid of that crap :P
L1534[17:52:07] <shadekiller666> for the tile.track models, they're forge blockstates. i've tried both vanilla and forge blockstates for item.themePark, and all the rest are vanilla
L1535[17:52:27] <Zaggy1024> resource locations don't have .s
L1536[17:52:37] <Zaggy1024> I don't know why you would have those in yours
L1537[17:52:45] <shadekiller666> thats not me passing in "item.themePark"
L1538[17:52:52] <Zaggy1024> oh
L1539[17:52:59] <shadekiller666> thats the game wanting "item.themePark" on its own...
L1540[17:53:12] <Zaggy1024> well how are you registering your blocks/items?
L1541[17:53:26] <Zaggy1024> seems to me you probably have those prefixes in your registry names if it's doing this automatically
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L1543[17:54:23] <shadekiller666> they're being registered to GameRegistry with their unlocalized names... because of course they are
L1544[17:54:32] <Zaggy1024> erm
L1545[17:54:40] <Zaggy1024> even though they shouldn't be? :P
L1546[17:55:07] <shadekiller666> i'm not the one who wrote the registration code :p
L1547[17:55:17] <Zaggy1024> then whoever wrote it is dumb lol
L1548[17:55:29] <Zaggy1024> tile. and item. should never be in registry names
L1549[17:55:53] <Zaggy1024> also registry names in vanilla use underscores rather than camel case (which is used in unlocalized names)
L1550[17:57:22] <Zaggy1024> how I have it set up I call 'Genesis.proxy.registerBlock(zircon_ore, "zircon_ore");' and then it registers the registry name on server and client and then registers the model son client
L1551[17:58:38] <Zaggy1024> well, I gotta go do dishes, so good luck
L1552[17:58:46] <Zaggy1024> hopefully changing that registration code fixes it
L1553[17:59:01] <shadekiller666> my codev thought it brilliant to have a class with a "registerBlocks()" method which initializes all of our item instances and then calls into a separate method to register each item, but didn't include a string parameter to specify the nam
L1554[17:59:04] <shadekiller666> e
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L1557[17:59:53] <gigaherz> ah
L1558[17:59:57] <gigaherz> so it's THE noob mistake
L1559[18:00:12] <gigaherz> trying to use getUnlocalizedName() in registration
L1560[18:00:23] <shadekiller666> apparently so
L1561[18:00:24] <shadekiller666> :/
L1562[18:00:33] <shadekiller666> why can't things all just have the same name
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L1565[18:03:18] <sham1|LOST> You can have setUnlocalizedName("foo") and registerBlock (fooBlock, "foo")
L1566[18:03:31] <Zaggy1024> plz no
L1567[18:03:43] <Zaggy1024> I mean your choice :P
L1568[18:03:47] <Zaggy1024> but I dislike that
L1569[18:04:59] <Zaggy1024> plus if you do that then people that extend your item/block won't have a way to register their item/block to their resource domain
L1570[18:05:18] <sham1|LOST> I myself name stuff in the way I described. It is very easy to do TBH
L1571[18:05:56] <gigaherz> they can shadekiller666, problem is that GETunlocalizedname adds "tile." or "item."
L1572[18:05:58] <gigaherz> XD
L1573[18:06:16] <sham1|LOST> And ".name"
L1574[18:06:19] <Zaggy1024> sham, yeah, it's easy
L1575[18:06:30] <Zaggy1024> nah .name is added by the localization stuff
L1576[18:06:38] <sham1|LOST> Wait?
L1577[18:06:50] <Zaggy1024> yeahp
L1578[18:07:19] <shadekiller666> no
L1579[18:07:30] <shadekiller666> ".name" is only added for tooltips
L1580[18:07:46] <shadekiller666> otherwise its just "item.name"
L1581[18:08:17] <shadekiller666> giga, didn't there used to be a getName()?
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L1583[18:09:30] <shadekiller666> wait, java 8 actually has a visible constructor for Pair<>?
L1584[18:09:49] <Zaggy1024> sham1, like I said, if you override setUnlocalizedName and register your item to your resource domain, subclasses can't prevent themselves being registered to that same domain without reflection
L1585[18:10:18] <Zaggy1024> plus registry name style is different from unloc name style
L1586[18:10:30] <Zaggy1024> but it's your code, so do what you want :P
L1587[18:10:54] <shadekiller666> oh, i was using the wrong Pair
L1588[18:11:16] <sham1|LOST> Why would I override setUnlocalizedName
L1589[18:11:51] <Zaggy1024> erm
L1590[18:11:55] <Zaggy1024> I thought that's what you were syaing you do
L1591[18:12:01] <sham1|LOST> No
L1592[18:12:04] <Zaggy1024> lol okay
L1593[18:12:06] <Zaggy1024> confusion
L1594[18:12:08] <sham1|LOST> I call it :-)
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L1602[18:41:31] <shadekiller666> in the forge blockstate jsons
L1603[18:42:15] <shadekiller666> if i have an item that can have multiple textures at different times, like wool, but isn't actually a block, how would i specify that?
L1604[18:42:42] <shadekiller666> and specify which texture to use at any given time?
L1605[18:42:58] <gigaherz> not sure, maybe check the bow
L1606[18:43:25] <shadekiller666> bows are hardcoded into renderModel
L1607[18:43:49] <gigaherz> yeah
L1608[18:43:59] <shadekiller666> theres an if-else chain that grabs one of the four bow models based on item damage
L1609[18:44:13] <gigaherz> not sure that you can do that without either using metadata and/or an ISmartItemMode
L1610[18:44:29] <shadekiller666> or nbt
L1611[18:44:42] <gigaherz> nbt +ISmartItemModel
L1612[18:44:51] <gigaherz> or damage values = subitems
L1613[18:45:14] <gigaherz> = variants
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L1622[19:02:23] <Abs0rbed_> Does ForgeDirection no longer exist?
L1623[19:04:02] <sham1|LOST> It was rendered not needed in 1.8
L1624[19:04:17] <Abs0rbed_> so do I just use an EnumFacing now?
L1625[19:04:23] <sham1|LOST> Yes
L1626[19:06:21] <tterrag|phone> Just don't say anything about UNKNOWN :p
L1627[19:06:37] <sham1|LOST> Basically that
L1628[19:11:24] <FusionLord> how can i get a mod container from mod id?
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L1630[19:13:28] <tterrag|phone> Loader.instance().indexedModList
L1631[19:13:31] <tterrag|phone> or some such
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L1633[19:18:46] <vedalken254> welp... prepare to shun the veddy! Had CoFH mods installed except for one key mod: CoFHLib... and apparently that caused some issue with Reika's Friction Heater from RotaryCraft to not generate XP for any Iron ore/flakes including the Nether ores kind.
L1634[19:19:05] * vedalken254 slaps self with shunhammer
L1635[19:19:51] <vedalken254> although i'm surprised CoFHCore didn't crash in that case
L1636[19:19:54] <tterrag|phone> cofhlib is shipped with core
L1637[19:20:04] <tterrag|phone> You don't need to install it explicitly
L1638[19:20:10] <vedalken254> tterrag|phone: hmmm... well weird
L1639[19:20:24] <tterrag|phone> likely reika is shipping APIs that breaks stuff
L1640[19:20:41] <vedalken254> Because prior to having Lib explicitly installed, it wouldn't do what it was supposed to
L1641[19:21:35] <vedalken254> tterrag|phone: after looking through DragonAPI, it shouldn't be... Only the RF API is located in there
L1642[19:21:45] <tterrag|phone> post logs
L1643[19:21:53] <tterrag|phone> If it crashed
L1644[19:22:00] <vedalken254> it didn't crash
L1645[19:22:04] <tterrag|phone> installing cofhlib should do nothing
L1646[19:22:14] <tterrag|phone> It's not even a mod
L1647[19:22:28] <tterrag|phone> Just a bunch of APIs and lib classes
L1648[19:23:43] <vedalken254> tterrag|phone: weird... because now XP is generated on Iron-Derived things by the Friction Heater whereas before i explicitly installed CoFHLib, it wouldn't
L1649[19:23:58] <tterrag|phone> Who knows
L1650[19:24:07] <tterrag|phone> But someone is being stupid that's for sure
L1651[19:24:24] <tterrag|phone> I'd start nuking mods to see if that fixes It first. ...otherwise you'll never know
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L1653[19:25:16] <vedalken254> tterrag|phone: i nuked everything except for Reika's Mods and CB's mods in my test that revealed it's a mod interaction somewhere.
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L1655[19:25:49] <tterrag|phone> right. it'd be good to find out which one so you can tell them they are doing something stupid
L1656[19:26:49] <vedalken254> yeah.... *$@#ing hell...
L1657[19:27:04] <tterrag|phone> Otherwise you won't be the last with the Issue
L1658[19:27:08] <vedalken254> probably not
L1659[19:27:18] <tterrag|phone> Start a binary search...half the mods at a time
L1660[19:29:01] <shadekiller666> well crap
L1661[19:29:37] <shadekiller666> the forge blockstate loader doesn't know how to load item models that specify "builtin/generated" as their "model"
L1662[19:29:49] <tterrag|phone> nope
L1663[19:29:52] <tterrag|phone> Never has
L1664[19:29:54] <tterrag|phone> iirc
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L1666[19:30:03] <gigaherz> wait forge blockstates... for items?
L1667[19:30:13] <gigaherz> I thought items went straight to models
L1668[19:30:20] <williewillus> you can use the forge states for items
L1669[19:30:22] <shadekiller666> well of course it never has, its only been revised once since its initial introduction
L1670[19:30:23] <williewillus> "block"states
L1671[19:30:32] <gigaherz> how? XD
L1672[19:30:40] <shadekiller666> same way you do for blocks
L1673[19:30:42] <williewillus> the only reason the forge states have to be in the blockstates/ folder is because there are no "itemstates" yet
L1674[19:30:48] <gigaherz> ??
L1675[19:30:50] <gigaherz> for blocks
L1676[19:30:50] <shadekiller666> you just skip the Item.getItemFromBlock() part
L1677[19:31:06] <gigaherz> the registry name is used as the blockstate json filename
L1678[19:31:07] <shadekiller666> and just pass the item to ModelLoader.setCustomModelResourceLocation()
L1679[19:31:18] <williewillus> literally you can do ModelLoader.setCustomModelRL(item, 0, <path-to-forge-blockstate-json>)
L1680[19:31:26] <gigaherz> Ah.
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L1682[19:31:49] <shadekiller666> it will not care if the item is an itemblock or not
L1683[19:31:52] <williewillus> actually I think it searches there automatically, no need to even put blockstates/ in the path
L1684[19:31:53] <shadekiller666> it will just load it
L1685[19:31:56] <gigaherz> I guess that explains why I was never able to figure out how to use a b3d model for an item
L1686[19:32:14] <shadekiller666> lol
L1687[19:32:22] <shadekiller666> its counter intutive
L1688[19:32:46] <gigaherz> I simply didn't imagine that forge owuld bother to look in blockstates for a non-block item
L1689[19:33:15] <shadekiller666> it just looks in blockstates/ for whatever the path of the resourcelocation you give it is
L1690[19:33:16] <williewillus> side-effect of not having "itemstates" from mojang
L1691[19:33:21] <williewillus> so it just got tacked onto the blocks
L1692[19:33:37] <shadekiller666> well
L1693[19:33:50] <shadekiller666> everything in minecraft relating to blocks, boils down to items
L1694[19:33:52] <williewillus> I'm not looking forward to the submodel stuff Mojang is doing, it's way too verbose
L1695[19:33:58] <williewillus> compared to the forge spec
L1696[19:34:17] <shadekiller666> i don't think the forge spec will go away
L1697[19:34:20] <williewillus> good
L1698[19:35:16] <shadekiller666> it already exists ontop of vanilla, why wouldn't it in 1.9
L1699[19:35:31] <williewillus> this is just blurgh https://gyazo.com/e5b229dc9c8b79fadc6f2925108cba25
L1700[19:35:46] <williewillus> turning JSON into a scripting language >.>
L1701[19:36:28] <shadekiller666> lol
L1702[19:36:41] <shadekiller666> might as well just parse javascript files at that point
L1703[19:37:11] <shadekiller666> but holy shit, do they have no concept of automating anything?
L1704[19:37:14] <williewillus> fire went from an abomination to slightly less abomination: https://i.gyazo.com/18bad69bd4cb35ef1e4725195e2b8ff8.png
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L1706[19:37:43] <williewillus> and the new item jsons look terrible
L1707[19:37:52] <williewillus> so much for improving the format in 1.9
L1708[19:37:55] <shadekiller666> what do those look like
L1709[19:38:43] <williewillus> well first of all, clock went from builtin/clock to having 64 jsons. idk which was worse
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L1711[19:39:21] <LexManos> bitch bitch bitch moan moan moan
L1712[19:39:28] <LexManos> *goes back to what he was working on*
L1713[19:39:46] <FusionLord> xD
L1714[19:39:46] <shadekiller666> 64
L1715[19:40:03] <williewillus> shadekiller666: and then these 64 jsons are selected via more scripting in a notation language!!! https://gyazo.com/d8aedd9fa4a09d3fdb532aedb59267f8
L1716[19:40:05] <shadekiller666> are there seriously 64 different states for the clocks?
L1717[19:40:11] <Abs0rbed_> anyone have a good example of how to do a tileEntity’s progress bar? Looking at the furnace code but I’m a bit overwhelmed
L1718[19:40:36] <shadekiller666> ...
L1719[19:40:40] <williewillus> yup
L1720[19:40:44] <FusionLord> ...
L1721[19:40:49] <shadekiller666> you know
L1722[19:41:04] <Abs0rbed_> or just where to look. never really made one before
L1723[19:41:35] <shadekiller666> that could have easilly been solved with 2 textures, 1 json, and a few keys that specify the interval of time between "switching models"
L1724[19:42:30] <shadekiller666> willie i would imagine that ItemClock has its own Deserializer though...
L1725[19:42:37] <shadekiller666> how bad is the compass
L1726[19:43:03] <williewillus> same monster hardcoded predicate selector
L1727[19:43:05] <williewillus> but only 32 jsons
L1728[19:43:22] <FusionLord> tterrag|phone http://puu.sh/jBUmK/a8dd038c83.png ???
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L1730[19:43:48] <shadekiller666> abs0rbed, in a furnace, the totalCookTime is used to determine the width of the "progress bar"
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L1732[19:44:15] <Abs0rbed_> and it uses that to paint the texturedModalRect with a percent of the arrow??
L1733[19:44:23] <shadekiller666> and the white arrow is just an overlay, and the width of the rectangle used to draw it is increased with respect to that
L1734[19:44:31] <shadekiller666> mhmm
L1735[19:44:55] <hasunwoo> if i call datawatcher.updateObject in EntityLivingBase at serverside, will it applied to client?
L1736[19:45:10] <tterrag|phone> FusionLord: ?
L1737[19:45:11] <williewillus> yeah it auto-syncs
L1738[19:45:18] <hasunwoo> thanks
L1739[19:45:20] <FusionLord> search and sorting
L1740[19:45:32] <tterrag|phone> yes that's the entire point of the datawatcher
L1741[19:45:48] <tterrag|phone> fusion how is the use going to know texture names?
L1742[19:46:13] <shadekiller666> so they reduced the number of jsons required for blocks... but surpassed the number that they got rid of with 2 items alone
L1743[19:46:42] <williewillus> basically heh
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L1745[19:46:56] <FusionLord> it is intuitive, most mods use texture names including the block name...
L1746[19:47:04] <FusionLord> also http://puu.sh/jBUxQ/081408b604.png
L1747[19:47:05] <shadekiller666> and they hard coded what the value for "time" means!
L1748[19:47:50] <shadekiller666> i would bet that there is some formula for turning 0.0078125 into an actual rotation value for open gl
L1749[19:48:17] <shadekiller666> unless thats a rotation value in radians passed straight into open gl...
L1750[19:48:36] <williewillus> idk how it's even supposed to work
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L1752[19:48:46] <williewillus> is the override supposed to apply when the predicate passes? how about submodels?
L1753[19:48:59] <williewillus> blurgh the forge variation will be better
L1754[19:49:26] <williewillus> let's take a look at these nbt structure files in the assets folder, which makes no sense
L1755[19:49:29] <shadekiller666> yep, when "time" == 0.0000000", that means that item/clock will override item/clock_00
L1756[19:50:04] <FusionLord> or 0? xD
L1757[19:50:05] <shadekiller666> nbt structure files... are those the "entity animation" files?
L1758[19:50:41] <williewillus> no, it seemse to define worldgen
L1759[19:50:49] <williewillus> which makes no sense because you can override assets with respacks
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L1763[19:52:57] <shadekiller666> structures can't be addeed with respacks
L1764[19:53:41] <FusionLord> not by befault
L1765[19:53:54] <FusionLord> d8
L1766[19:54:01] <williewillus> idk then https://gyazo.com/cd9c55dbf5e756d982d92bc1b6fdb529
L1767[19:54:05] <FusionLord> d**
L1768[19:54:35] <williewillus> in the blocks taglist there's a zillion tagcompounds each containing a 3-long int list for coords and an int tag called "state" that seems to always be 0
L1769[19:54:40] <FusionLord> wtf is that?...
L1770[19:54:50] <williewillus> stuff found in the snapshots
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L1772[19:55:03] <FusionLord> oh snapshots
L1773[19:55:42] <williewillus> in the assets folder
L1774[19:55:45] <shadekiller666> ship.nbt?
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L1776[19:56:19] <williewillus> assets/minecraft/structures/endcity/ship.nbt
L1777[19:56:30] <shadekiller666> maybe resource packs are loaded server-side in 1.9?
L1778[19:56:37] <williewillus> huh
L1779[19:56:53] <shadekiller666> in 1.8 respacks aren't loaded server-side
L1780[19:56:59] <shadekiller666> cuz they don't need to be
L1781[19:57:21] <williewillus> maybe they'll make that folder non-overrideably from respacks
L1782[19:57:42] <shadekiller666> but if they're allowing structures to be defined in them then the server needs to know about it when the world generates
L1783[19:58:13] <shadekiller666> then wtf is the point of putting it in a respack in the first place
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L1785[19:58:39] <shadekiller666> just save it to disk and be done with it
L1786[19:58:44] <williewillus> i guess they didn't have anywhere else to put it than in assets/
L1787[19:58:50] <shadekiller666> oh, and how big is that file btw?
L1788[19:59:11] <williewillus> 20k
L1789[19:59:30] <shadekiller666> and its storing 9048 blocks worth of data?
L1790[19:59:33] <shadekiller666> interesting
L1791[20:00:16] <williewillus> it's not the blocks, it seems incomplete
L1792[20:00:51] <williewillus> in that blocks list there's 9000 tag compounds which each have a set of coords (list of int tags) and a "state" int tag that's always 0
L1793[20:02:29] <shadekiller666> ok
L1794[20:03:17] <tterrag|phone> FusionLord: interested to see how that works with chisel
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L1803[20:11:49] <FusionLord> chisel released for 1.8 yet?
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L1805[20:12:06] <gigaherz> not quite yet, I believe
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L1807[20:12:55] <FusionLord> there is one by algorithmX2 on curese launcher
L1808[20:13:05] <gigaherz> https://github.com/Chisel-2/Chisel-2/tree/1.8
L1809[20:13:44] <FusionLord> well that explainis that
L1810[20:13:46] <FusionLord> xD
L1811[20:13:55] <gigaherz> I could be mistaken, but I believe it's WIP
L1812[20:14:25] <FusionLord> can't getting my List sorting to work...
L1813[20:15:11] <FusionLord> ofc i don't know that i need to sort with that search bar
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L1815[20:16:10] <FusionLord> gigaherz, would you say this should work? http://puu.sh/jBWkW/f841c5e53a.txt
L1816[20:16:30] <gigaherz> I have no idea
L1817[20:16:44] <FusionLord> nvm.... I have no other mods installed xD
L1818[20:16:49] <gigaherz> try adding some intermediate variables so it's readable and I'll try again
L1819[20:16:50] <gigaherz> XD
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L1821[20:17:12] <shadekiller666> you don't know how to read lambdas?
L1822[20:17:17] <FusionLord> ^
L1823[20:17:32] <gigaherz> sure I do
L1824[20:17:44] <gigaherz> I'd be just as confused if there were no lambdas
L1825[20:17:50] <shadekiller666> lol
L1826[20:17:50] <gigaherz> it's just too much content without enough visual separation
L1827[20:17:53] <FusionLord> xD
L1828[20:18:10] <gigaherz> there's a certain level of complexity where I simply can't distinguish one parenthesis from the other
L1829[20:18:14] <shadekiller666> ok wtf
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L1832[20:18:30] <gigaherz> and you can have statement-block lambdas.
L1833[20:18:36] <gigaherz> (a,b) -> {
L1834[20:18:36] <shadekiller666> so my track blocks now have their model when placed in the world
L1835[20:18:37] <gigaherz> ...
L1836[20:18:39] <gigaherz> return x;
L1837[20:18:39] <gigaherz> }
L1838[20:18:53] <shadekiller666> but nothing has models when in item form
L1839[20:19:17] <FusionLord> did you register them to the items?
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L1841[20:19:41] <shadekiller666> mhmm
L1842[20:19:52] <gigaherz> shadekiller666: blocks with states?
L1843[20:20:04] <shadekiller666> the track blocks have states, yes
L1844[20:20:08] <gigaherz> if so, you need to register the "inventory" item model, and have an "inventory" blockstate
L1845[20:20:18] <shadekiller666> i know
L1846[20:20:20] <FusionLord> shadekiller666, double check with this https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/java/net/fusionlord/cabinets3/client/ClientProxy.java#L29-L34
L1847[20:21:17] <shadekiller666> i'm quite sure
L1848[20:21:42] <FusionLord> and you registered the variants with ModelBakery?
L1849[20:21:50] <shadekiller666> mhmm
L1850[20:22:22] <FusionLord> hmm....
L1851[20:22:50] <FusionLord> code...?
L1852[20:23:03] <TehNut> shadekiller666: Do you have an inventory model?
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L1855[20:23:38] <shadekiller666> gimme a sec... lemme post my code
L1856[20:24:32] <gigaherz> FusionLord: you don't need variants for blocks, afaik
L1857[20:24:50] <gigaherz> they are meant for distinguishing subitems
L1858[20:25:11] <TehNut> ItemBlocks have subitems :p
L1859[20:25:13] <gigaherz> although, if you have multiple item versions of the blocks all using the same ItemBlock with different dmg/meta
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L1861[20:25:21] <gigaherz> then I guess it applies.
L1862[20:25:47] <FusionLord> shadekiller666, you need to add a display tab for them to the block.json https://github.com/FusionLord/CabinetsReloaded/blob/master/src/main/resources/assets/cabinets3/models/block/cabinet.json#L5-L18
L1863[20:25:55] <FusionLord> s/tab/tag
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L1865[20:27:16] <shadekiller666> not if its a forge blockstate json
L1866[20:27:26] <FusionLord> that is what i have
L1867[20:27:51] <shadekiller666> thats not a forge blockstate json
L1868[20:27:53] <FusionLord> nvm that is for scaling cause the third person scal is bad
L1869[20:28:38] <shadekiller666> in a forge blockstate json, in "inventory", set "transform": "forge:default-block"
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L1871[20:31:51] <FusionLord> oh right.... seperate blockstates .jsons for the variants
L1872[20:32:37] <FusionLord> so like when i register the variant cabinet_Left i had to make a blockstates/cabinet_left.json
L1873[20:32:42] <shadekiller666> here: https://github.com/RollercoasterTeam/Rollercoaster2/tree/master/src/main/java/rcteam/rc2
L1874[20:33:14] <shadekiller666> you shouldn't need more than 1 forge blockstate file for anything
L1875[20:33:43] <shadekiller666> none of the items have models
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L1877[20:34:17] <shadekiller666> the track blocks have a model, but only when they're placed in the world
L1878[20:36:05] <FusionLord> well I'm just telling you how i got it to work
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L1880[20:39:21] <shadekiller666> let me know if you have any questions whilst looking through that
L1881[20:40:04] <hasunwoo> how do i set tooltip color with addInformation?
L1882[20:40:17] <shadekiller666> EnumChatFormatting
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L1891[20:58:09] <Abs0rbed_> is it required that I make my own packets for sending Tile Entity data?
L1892[20:58:27] <williewillus> sending when?
L1893[20:58:36] <Abs0rbed_> getDescriptionPacket
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L1895[20:58:43] <tterrag> no
L1896[20:58:45] <williewillus> not for that method
L1897[20:58:50] <williewillus> use the vanilla packet
L1898[20:58:52] <tterrag> return new S35PacketUpdateTileEntity(xCoord, yCoord, zCoord, 1, tag);
L1899[20:58:56] <tterrag> or similar
L1900[20:58:58] <williewillus> that
L1901[20:59:38] <Abs0rbed_> but I do need a packet?
L1902[20:59:42] <williewillus> no
L1903[20:59:46] <williewillus> you return a vanilla one
L1904[21:00:06] <Abs0rbed_> no, I mean I need to override and have it return a packet. It returns null in the superclass
L1905[21:00:14] <tterrag> yes
L1906[21:00:22] <Abs0rbed_> all righty then
L1907[21:00:28] <tterrag> this is the typically "lazy packet" code https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/TileEntityEnder.java#L92-L102
L1908[21:00:37] <tterrag> but most of the time you do not need to send ALL the nbt
L1909[21:01:23] <Abs0rbed_> lol gotta love those function names
L1910[21:01:38] <tterrag> it's mapped in later versions
L1911[21:01:42] <tterrag> !!gm func_148857_g 1.7.10
L1912[21:01:43] <MCPBot_Reborn> === MC 1.7.10: net/minecraft/network/play/server/S35PacketUpdateTileEntity.getNbtCompound (gf.g) UNLOCKED ===
L1913[21:01:44] <MCPBot_Reborn> Name : g => func_148857_g => getNbtCompound
L1914[21:01:45] <MCPBot_Reborn> Descriptor : ()Ldh; => ()Lnet/minecraft/nbt/NBTTagCompound;
L1915[21:01:45] <MCPBot_Reborn> Comment : None
L1916[21:01:46] <MCPBot_Reborn> Last Change: 2014-04-02 06:31:06-04:00 (AbrarSyed)
L1917[21:01:52] <Abs0rbed_> oh wow xD
L1918[21:01:59] <Abs0rbed_> thanks didn’t know that was a thing
L1919[21:02:03] <tterrag> but I don't typically use custom mappings...they screw with deobf jars
L1920[21:02:20] <tterrag> Abs0rbed_: remember, use just one ! for private replies
L1921[21:02:23] <tterrag> !! is for public replies
L1922[21:02:32] <tterrag> and use #mcpbot
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L1924[21:03:05] <tterrag> oh uh, bspkrs, any chance !help could...not be !help? !help also fires the chanserv help >_>
L1925[21:03:06] <Abs0rbed_> !gm func_148857_g 1.7.10
L1926[21:03:14] <Abs0rbed_> whoops
L1927[21:03:22] <williewillus> you can pm MCPBot_Reborn
L1928[21:03:26] <Abs0rbed_> sorry :P
L1929[21:03:44] <shadekiller666> its fine if you do it once or twice
L1930[21:04:12] <shadekiller666> but if you're going to have a wall of !gm blah blah calls, do it in a private room with the bot :P
L1931[21:04:37] <Abs0rbed_> thanks
L1932[21:05:42] <bspkrs> tterrag, just pm it to the bot
L1933[21:06:02] <tterrag> yeah I guess
L1934[21:06:06] <bspkrs> I have auto-replacement for !help and all the other commands
L1935[21:06:17] <bspkrs> turns it into /msg MCPBot_Reborn help
L1936[21:06:33] <tterrag> heh
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L1938[21:06:34] <tterrag> nice
L1939[21:06:43] <tterrag> but what if you WANT cs help? :P
L1940[21:06:49] <tterrag> (yes I know you can /cs help)
L1941[21:06:50] <williewillus> lol
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L1943[21:07:27] <bspkrs> http://i.imgur.com/8Kgtn16.png
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L1953[21:36:44] <FusionLord> Abs0rbed_, that is the packet
L1954[21:36:56] <FusionLord> oops... I was scrolled up
L1955[21:36:58] <FusionLord> sorry
L1956[21:41:35] <Pikacz> Hi, erm. I've created an entity and a renderer for it. I've registered both the Entity and the Renderer. The Entity should spawn whenever an Entity is hit, and it does. Both the event handler and the spawning apparently takes place. The doRender method never gets called though. Have someone encountered this problem and knows what I've done wrong?
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L1962[21:44:41] <Pikacz> http://pastebin.com/zEwHumMu here is the code if someone would want to look through it.
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L1964[21:47:30] <tterrag> opinion, what looks better
L1965[21:47:38] <tterrag> this font size: http://puu.sh/jC19O.jpg
L1966[21:47:57] <tterrag> or this one http://puu.sh/jC1d9.png
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L1968[21:48:24] <tterrag> second one aliases, but it fits
L1969[21:48:27] <tterrag> first is a bit too big
L1970[21:48:40] <tterrag> this is using normal GUI res, large/auto looks ok
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L1972[21:48:58] <tterrag> large: http://puu.sh/jC1fV.jpg
L1973[21:50:33] <tterrag> whoops bad pic there
L1974[21:50:52] <tterrag> here is the second one properly http://puu.sh/jC1mu.jpg
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L1976[21:51:45] <Pikacz> The first one despite not fitting?
L1977[21:51:52] <Pikacz> At least it's very easily readable
L1978[21:52:22] <tterrag> right, that's my thoughts
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L1981[21:56:27] <Abs0rbed_> so if I have an item with a bunch of variants that use meta, do I have to do something special when registering the item? becuase new ItemStack(ModItems.gem, 3, 7).getItem(); doesn’t return a gray one…
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L1983[21:57:28] <tterrag> !gc EnumFacing 1.7.10
L1984[21:57:35] <tterrag> O.o
L1985[21:58:02] <williewillus> lol
L1986[21:58:10] <tterrag> since when is that in 1.7
L1987[21:58:12] <tterrag> TIL
L1988[21:58:14] <williewillus> ForgeDirection, Direction, Facing, and EnumFacing all existed in 1.7
L1989[21:58:28] <tterrag> just unused
L1990[21:58:29] <tterrag> odd
L1991[21:58:36] <shadekiller666> O.o
L1992[21:58:38] <williewillus> and i think a seperate sequence of numbers was used for ISideds too so that was fun
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L1994[21:59:17] <williewillus> besides the whole ForgeDirection.UNKNOWN stupid stuff i actually like using EnumFacing a lot more
L1995[21:59:59] <tterrag> yeah I just didn't know it was even there :P
L1996[22:00:06] <tterrag> weird that it wasn't stripped since it's not referenced
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L1998[22:01:21] <shadekiller666> is it litterally not used for anything in 1.7?
L1999[22:01:50] <tterrag> eclispe finds no references
L2000[22:01:59] <shadekiller666> interesting
L2001[22:02:32] <HassanS6000> Why is it that when MC Server Watchdog tries to shutdown because of ticks, FML throws a security exception or something of the sort and keeps on running the server?
L2002[22:02:33] <hasunwoo> eclipse dose not show run configuration even if i run setDecompWorkspace ecliope
L2003[22:02:35] <hasunwoo> eclipse
L2004[22:02:39] <hasunwoo> what is the problem?
L2005[22:02:55] <HassanS6000> hasunwoo, it's setupDecompWorkspace
L2006[22:03:05] <HassanS6000> and then gradlew eclipse
L2007[22:03:09] <hasunwoo> i know
L2008[22:03:16] <shadekiller666> they're the same thing
L2009[22:03:18] <HassanS6000> ik
L2010[22:03:25] <hasunwoo> i can edit code but i can't run minecraft client
L2011[22:03:39] <HassanS6000> U try doing it again?
L2012[22:03:52] <hasunwoo> yes
L2013[22:04:02] <shadekiller666> have you relaunched?
L2014[22:04:11] <HassanS6000> your IDE..
L2015[22:04:14] <hasunwoo> i relaunched eclipse
L2016[22:04:16] <shadekiller666> and have you tried whilst eclipse was closed?
L2017[22:04:17] <hasunwoo> eclipse
L2018[22:04:26] <hasunwoo> i think so
L2019[22:05:18] <hasunwoo> is there any way to generate run configuration for minecraft client ?
L2020[22:05:41] <shadekiller666> those two things should do it for you
L2021[22:05:51] <shadekiller666> i would ask in #ForgeGradle
L2022[22:06:30] <tterrag> hasunwoo: how are you importing the project?
L2023[22:06:39] <hasunwoo> yes
L2024[22:07:30] <tterrag> wat
L2025[22:07:32] <hasunwoo> and i got [ant:javac] warning: [options] bootstrap class path not set in conjunction with -source 1.6
L2026[22:08:03] <shadekiller666> thats fine
L2027[22:08:17] <shadekiller666> just means you're on a version of java > 6
L2028[22:08:22] <tterrag> hasunwoo: you didn't answer my question
L2029[22:08:28] <tterrag> HOW are you importing the project
L2030[22:08:31] <tterrag> "yes" is not a valid response...
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L2033[22:10:07] <hasunwoo> File-import-java-Existing projects into Workspace
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L2035[22:12:12] <tterrag> hasunwoo: ok you need to make your own then
L2036[22:12:14] <tterrag> it's pretty easy
L2037[22:12:17] <tterrag> main class is GradleStart
L2038[22:12:24] <tterrag> that does pretty much everything for you
L2039[22:12:31] <hasunwoo> i will try
L2040[22:14:41] <williewillus> HassanS6000: FML has a overzealous "nothing can call System.exit() except FML and MC" and it misses some things :p
L2041[22:15:05] <shadekiller666> not even forge?
L2042[22:15:09] <HassanS6000> williewillus, why hasn't anyone fixed it? :P
L2043[22:15:20] <williewillus> pr or report issue
L2044[22:15:20] <shadekiller666> its not really broken
L2045[22:15:24] <shadekiller666> well
L2046[22:15:26] <shadekiller666> normally
L2047[22:15:31] <HassanS6000> williewillus, I just reported the issue :P
L2048[22:15:36] <HassanS6000> On IRC xD
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L2050[22:15:51] <williewillus> that doesnt mean anything
L2051[22:15:54] <williewillus> go to github
L2052[22:15:56] <HassanS6000> Making an issue on GitHub is annoying doe
L2053[22:15:57] <shadekiller666> and its now off the screen
L2054[22:16:05] <HassanS6000> xD fine I'll do it in a bit
L2055[22:16:07] <shadekiller666> yes, but now no one can see it
L2056[22:16:10] <Abs0rbed_> if I have a bunch of subtypes with an item, will setting meta in an itemstack work without any other code?
L2057[22:16:13] <Abs0rbed_> https://github.com/drewhoener/PickaxePlus/blob/master/src/main/java/me/drewhoener/pickaxeplus/item/blocks/BlockGemOre.java#L118-L159
L2058[22:16:20] <Abs0rbed_> it’ll only drop white gems
L2059[22:16:37] <shadekiller666> getSubItems returns a list right?
L2060[22:16:42] <williewillus> nope
L2061[22:16:46] <Abs0rbed_> nope it’s a void
L2062[22:16:49] <williewillus> it's side-effect based :D
L2063[22:16:55] <williewillus> you pass it a list and the list gets modified
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L2065[22:17:11] <shadekiller666> oh
L2066[22:17:18] <williewillus> terrible
L2067[22:18:46] <williewillus> Abs0rbed_: your getItemDropped is way more complex than needed
L2068[22:18:54] <williewillus> you only need to return the Item dropped
L2069[22:19:06] <williewillus> all the itemstack business is unneeded
L2070[22:19:55] <williewillus> I'd put some kinda static fromMeta(meta) method in EnumType so you can clean up getStateFromMeta as well
L2071[22:20:28] <williewillus> same for getSpecialName
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L2077[22:24:12] <Abs0rbed_> yeah you’re right, cleaned them up a bunch
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L2079[22:24:54] <Abs0rbed_> but how would I return an item with a meta variant that’s the same as the block that was mined without an itemstack?
L2080[22:24:59] <williewillus> getItemDropped just tells the game what item to drop, you usually want to override getDamageDropped as well
L2081[22:25:04] <williewillus> so it doesn't just drop meta 0
L2082[22:25:24] <Abs0rbed_> ahhh thanks. wasn’t sure if there was another method
L2083[22:25:58] <williewillus> or maybe it was called damageDropped(), something like that. you get a iblockstate you can read properties from
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L2100[22:50:50] <Zaggy1024> how do you give MCPBot newlines for method descriptions?
L2101[22:52:43] <williewillus> does it insert them automatically?
L2102[22:52:53] <williewillus> !gm Render.doRender
L2103[22:53:45] <Zaggy1024> well I want to put in an @return for a method
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L2105[22:54:02] <Zaggy1024> but...I guess it might do that automatically as well as wrapping, I dunno
L2106[22:54:11] <tterrag> bug bspkrs :P
L2107[22:54:27] <williewillus> lol why does doRender still have that sentence about JAD
L2108[22:54:36] <williewillus> didn't we switch to fernflower in like, 1.3
L2109[22:54:43] <tterrag> yeah but it still applies
L2110[22:54:47] <tterrag> since FF didn't do generics either
L2111[22:55:18] <Zaggy1024> bspkrs, is it necessary to provide newlines in a method description at the start of an @return line?
L2112[22:55:36] <Zaggy1024> or will that be done by MCP automatically?
L2113[22:56:36] <McJty> Question. Is there a way to test in onBlockActivated if the user pressed ctrl while activating?
L2114[22:56:44] <McJty> Problem is that I have to do it on the server
L2115[22:56:49] <McJty> So I have no Keyboard obviously...
L2116[22:56:52] <Zaggy1024> er
L2117[22:57:00] <Zaggy1024> does it have to be ctrl?
L2118[22:57:03] <Zaggy1024> it can't be sneak?
L2119[22:57:05] <williewillus> you'd have to detect client side and tell the server
L2120[22:57:08] <McJty> Sneak is already taken
L2121[22:57:12] <williewillus> the only things server knows is sneak and sprint
L2122[22:57:19] <Zaggy1024> yeah, then you gotta send a packet from the client
L2123[22:57:25] <williewillus> so unless you want to require a sprinting start to open it ;p
L2124[22:57:26] <shadekiller666> for some people, like me, ctrl is taken too
L2125[22:57:33] <McJty> shadekiller666, for what?
L2126[22:57:39] <Zaggy1024> but McJty you have to make sure you use a bindable key
L2127[22:57:45] <shadekiller666> pick block
L2128[22:57:47] <Zaggy1024> otherwise people like me taht use ctrl for sneak will have it broken
L2129[22:57:53] <McJty> Ah
L2130[22:57:56] <McJty> How do I do that?
L2131[22:58:01] <shadekiller666> i hate having pick block on middle click
L2132[22:58:07] <Zaggy1024> well you could just check if sprint is pressed for one
L2133[22:58:16] <McJty> But sprint is not really a key is it?
L2134[22:58:21] <williewillus> it is a keybinding
L2135[22:58:22] <McJty> I mean that's just double tapping
L2136[22:58:25] <shadekiller666> well, is this feature something that needs to work in creative?
L2137[22:58:31] <williewillus> no, control key is sprint as of 1.7
L2138[22:58:31] <Zaggy1024> no there's a sprint key since...1.7?
L2139[22:58:42] <McJty> ah
L2140[22:58:44] <shadekiller666> i also remap sprint to F
L2141[22:58:53] <Zaggy1024> I remap it to shift
L2142[22:58:54] <Zaggy1024> :)
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L2144[22:59:06] <shadekiller666> ? where do you put sneak
L2145[22:59:09] <williewillus> both shift and control hurt my pinkie extremely badly >.>
L2146[22:59:09] <Zaggy1024> ctrl
L2147[22:59:12] <williewillus> when sprinting
L2148[22:59:12] <Zaggy1024> standard FPS controls
L2149[22:59:25] <williewillus> because I hold it down when I don't need to :p
L2150[22:59:35] <Zaggy1024> yeah me too
L2151[22:59:55] <Zaggy1024> I'm not really used to sprint toggle on
L2152[22:59:59] <shadekiller666> whenever i play parkour maps i fear that i'll break my shift button
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L2154[23:00:19] <williewillus> I tried doing something weird like a mouse 4 for sprint since you just need to tap it once to trigger the sprint but that was too strange
L2155[23:01:34] <shadekiller666> i really wish the vanilla keybinds supported the modifier keys and had them rebindable
L2156[23:02:27] <williewillus> you mean like the macro-keybind mod?
L2157[23:02:32] <shadekiller666> ya
L2158[23:02:34] <williewillus> that always lookd cool but too complicated for me
L2159[23:02:48] <bspkrs> Zaggy1024, use newlines
L2160[23:02:50] <shadekiller666> it can be a bit wonky
L2161[23:03:05] <Zaggy1024> \n you mean?
L2162[23:03:12] <bspkrs> yes
L2163[23:03:14] <Zaggy1024> k
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L2165[23:03:25] <Zaggy1024> I feel liek I tried that a while back and it didn't work, but all right
L2166[23:03:25] <bspkrs> if you want 2 in a row insert a space in between
L2167[23:03:25] <McJty> Hmm, isSprinting() doesn't seem to be true on the server side...
L2168[23:03:48] <williewillus> well they have to be actually sprinting
L2169[23:03:55] <McJty> williewillus, ok that's not useful then
L2170[23:04:01] <williewillus> you need a packet probably
L2171[23:04:15] <McJty> How can I make a new key that can be properly bound?
L2172[23:04:30] <williewillus> are you planning on making it Control?
L2173[23:04:50] <McJty> It doesn't matter much what key it is. I just need this to work :-)
L2174[23:05:02] <williewillus> I'd pick something not taken by vanilla then
L2175[23:05:13] <shadekiller666> i actually ended up writing an entire keybind system for one of the guis in the first version of roller coaster
L2176[23:05:31] <williewillus> some mod or another that I play (i think either factorization or ic2) has some stupid keybind named key.control registered by default
L2177[23:05:37] <williewillus> and all it does is conflict with sprint and break it
L2178[23:06:21] <williewillus> awww no they finally fixed the powered rail dupe machines in the snapshot
L2179[23:06:34] <shadekiller666> because of the nature of the gui there were keys that would have normally conflicted with movement keys
L2180[23:06:41] <bspkrs> McJty, https://github.com/bspkrs/WorldStateCheckpoints/blob/master/src/main/java/bspkrs/worldstatecheckpoints/WSCSettings.java#L28
L2181[23:06:54] <McJty> Thanks
L2182[23:07:02] <shadekiller666> so i made the system be bound to the gui itself, such that the keys were only tracked when the gui was open
L2183[23:07:12] <bspkrs> https://github.com/bspkrs/WorldStateCheckpoints/blob/master/src/main/java/bspkrs/worldstatecheckpoints/WSCSettings.java#L122-L141
L2184[23:09:15] <bspkrs> https://github.com/bspkrs/WorldStateCheckpoints/blob/master/src/main/java/bspkrs/worldstatecheckpoints/fml/WSCKeyHandler.java
L2185[23:09:54] <bspkrs> https://github.com/bspkrs/bspkrsCore/blob/master/src/main/java/bspkrs/fml/util/InputEventListener.java
L2186[23:09:59] <bspkrs> McJty, ^
L2187[23:10:07] <bspkrs> ;P
L2188[23:10:09] <McJty> yes, looking at all that. Thanks!
L2189[23:10:25] <bspkrs> steal all you want, I don't care
L2190[23:10:36] <McJty> :-)
L2191[23:10:59] <Zaggy1024> McJty, just a suggestion, but if you need to make a new key binding to interact with the block, perhaps you should think about different game mechanics :P
L2192[23:11:13] <McJty> Zaggy1024, well let me explain what I want to do
L2193[23:11:19] <Zaggy1024> ok
L2194[23:11:27] <bspkrs> the real meat of it is in that last link I pasted
L2195[23:11:33] <McJty> Basically I have a shield controller that you have to activate (compose) by right clicking with a wrench
L2196[23:11:43] <McJty> If you do that normally it will find all connected template blocks and form a shield out of it.
L2197[23:12:01] <McJty> But if you do that with ctrl pressed it will also consider template blocks connected that are on corners and edges.
L2198[23:12:07] <McJty> So it is a different mode to build your shield.
L2199[23:12:11] <bspkrs> oh
L2200[23:12:14] <Zaggy1024> ah
L2201[23:12:17] <bspkrs> you don't want a keybinding
L2202[23:12:19] <Zaggy1024> well...hm
L2203[23:12:34] <shadekiller666> you could make it a mode on the wrench
L2204[23:12:34] <bspkrs> just check for Keyboard.isKeyDown(key)
L2205[23:12:41] <shadekiller666> or that too
L2206[23:12:49] <McJty> bspkrs, well that's what I'm doing but that breaks on the server.
L2207[23:12:49] <Zaggy1024> erm
L2208[23:12:53] <McJty> As it has no Keyboard class
L2209[23:12:55] <McJty> Obviously
L2210[23:13:05] <shadekiller666> so only check on the client
L2211[23:13:09] <Zaggy1024> he can't really do that because then if someone binds another key to ctrl it might do something screwy
L2212[23:13:10] <bspkrs> yeah, you need to catch that on the client and send a packet
L2213[23:13:13] <Zaggy1024> it has to be based on some key binding
L2214[23:13:14] <McJty> Yes but the composing happens on the server.
L2215[23:13:21] <McJty> So it is back to sending a packet then
L2216[23:13:36] <williewillus> well either way you have to send a packet :p
L2217[23:13:42] <shadekiller666> zaggy at a certain point you run out of buttons on a keyboard anyway :P
L2218[23:13:48] <Zaggy1024> yes I know
L2219[23:13:58] <williewillus> its just you make a boolean in the packet determined by Keyboard.isKeyDown
L2220[23:14:06] <Zaggy1024> which is why I think querying the state of sprint would be best for htis situation if anything
L2221[23:14:10] <bspkrs> if you want to make it simple, use the crouch state
L2222[23:14:15] <McJty> Unless I can find another mechanic. By the way with isSprinting it worked if I actually run towards my shield while selecting it :-)
L2223[23:14:17] <bspkrs> if player.isSneaking()
L2224[23:14:21] <Zaggy1024> but...might be better to make right click without the wrench modify the shield's mode
L2225[23:14:28] <McJty> bspkrs, sneaking with a wrench picks up the shield :-/
L2226[23:14:53] <bspkrs> see if there is a way to check if the player is off the ground then
L2227[23:14:56] <Zaggy1024> why not when you hit the shield with the wrench?
L2228[23:14:57] <shadekiller666> then use shift left click
L2229[23:15:07] <shadekiller666> or left click
L2230[23:15:19] <McJty> Hmm, shift left click... That's perhaps an option
L2231[23:15:34] <shadekiller666> its a bit harder to capture though
L2232[23:15:45] <williewillus> not really just another callback
L2233[23:15:45] <Zaggy1024> is it?
L2234[23:15:48] <williewillus> blockClicked
L2235[23:15:51] <williewillus> or something similar
L2236[23:15:54] <williewillus> check redstone ore
L2237[23:16:00] <williewillus> it captures left clicks
L2238[23:16:00] <shadekiller666> blockClicked only fires on right clicks
L2239[23:16:01] <Zaggy1024> or the code that determines if a block is harvestable or whatevs
L2240[23:16:12] <shadekiller666> redstone captures left clicks?
L2241[23:16:16] <Zaggy1024> yea
L2242[23:16:23] <shadekiller666> ?
L2243[23:16:27] <Zaggy1024> yes it does
L2244[23:16:29] <Zaggy1024> :P
L2245[23:16:35] <shadekiller666> redstone breaks when you punch it
L2246[23:16:41] <williewillus> redstone ore
L2247[23:16:45] <Zaggy1024> lol
L2248[23:16:47] <shadekiller666> oh
L2249[23:16:51] <shadekiller666> derp
L2250[23:16:53] <Zaggy1024> I was so confused for a sec
L2251[23:16:55] <McJty> onBlockClicked works for this
L2252[23:17:02] <Zaggy1024> kool
L2253[23:17:07] <shadekiller666> oh it does?
L2254[23:17:15] <Zaggy1024> well sure
L2255[23:17:16] <McJty> yes, I use that already for the interactive buttons on my screens
L2256[23:17:20] <McJty> Fails in creative however
L2257[23:17:21] <williewillus> yeah it's onBlockClicked
L2258[23:17:28] <williewillus> that's what redstone ore uses to activate
L2259[23:17:38] <Zaggy1024> wait, if you have interactive buttons on screens why don't you do the same for the shield?
L2260[23:17:42] <Zaggy1024> just too much work?
L2261[23:17:47] <shadekiller666> mcjty, because things insta-break in creative
L2262[23:17:59] <williewillus> yeah I'd keep all your controls in one place
L2263[23:17:59] <McJty> Zaggy1024, that's a big change yes
L2264[23:18:04] <Zaggy1024> ok
L2265[23:18:05] <williewillus> if it's in a gui, put them all in the gui
L2266[23:18:07] <shadekiller666> you can prevent that when holding an item though
L2267[23:18:20] <williewillus> just use a sword in creative
L2268[23:18:21] <shadekiller666> ie swords
L2269[23:18:39] <Zaggy1024> but why left click on buttons instead of right click?
L2270[23:18:44] <Zaggy1024> seems strange to me
L2271[23:19:17] <Zaggy1024> you don't have to explain if you don'tw ant to :P
L2272[23:19:47] <McJty> Zaggy1024, because right click opens the gui for the screen
L2273[23:20:00] <McJty> And also it is left click on a vanilla button
L2274[23:20:09] <McJty> Or isn't it?
L2275[23:20:11] <williewillus> ??
L2276[23:20:14] <Zaggy1024> it wasn't last I knew
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L2278[23:20:21] <McJty> Ok, haven't clicked one recently :-)
L2279[23:20:21] <williewillus> like the button block?
L2280[23:20:22] <williewillus> :p
L2281[23:20:29] <shadekiller666> used to be, isn't any more
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L2283[23:20:35] <williewillus> they removed left clicking on button blocks a couple years ago
L2284[23:20:41] <Zaggy1024> huh
L2285[23:20:43] <williewillus> 1.3 or 1.4 i think
L2286[23:20:47] <Zaggy1024> I didn't know they were ever left click
L2287[23:20:50] <McJty> Ok, left click for my shield works.
L2288[23:20:51] <Zaggy1024> or I couldn't remember
L2289[23:20:55] <shadekiller666> levers just had it removed recently
L2290[23:20:55] <Zaggy1024> nice
L2291[23:21:04] <McJty> Good for a quick fix and I'll think about something better in the future.
L2292[23:21:28] <williewillus> it wasn't recent
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L2294[23:21:50] <Zaggy1024> by the way, water's tasty
L2295[23:22:02] <McJty> Hmm left click with a sword doesn't break the block but it also doesn't trigger onBlockActivated
L2296[23:22:10] <McJty> So I guess that for now this feature is unavailable inc reative
L2297[23:22:12] <McJty> in creative
L2298[23:22:12] <williewillus> that's because onblockactivated is right click
L2299[23:22:17] <williewillus> onblockCLICKED is left click
L2300[23:22:18] <shadekiller666> because the item absorbs the click
L2301[23:22:20] <McJty> I mean onBlockClicked.
L2302[23:22:26] <McJty> i.e. the shield isn't created
L2303[23:22:28] <McJty> ok
L2304[23:22:35] <williewillus> just test in survival heh
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L2306[23:24:53] <McJty> !gm RecipeFireworks.func_77572_b 1.7.10
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L2308[23:25:18] <williewillus> yeah the left clicking to activate doors/trapdoors/buttons/etc was removed in 1.4
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L2310[23:25:21] <shadekiller666> you can generally just call !gm with the func_...
L2311[23:25:26] <shadekiller666> ahh
L2312[23:25:42] <shadekiller666> when did creative become a thing?
L2313[23:25:46] <williewillus> beta 1.8
L2314[23:25:47] <shadekiller666> beta 1.8?
L2315[23:25:49] <shadekiller666> ya
L2316[23:26:02] <williewillus> an internet century ago
L2317[23:26:06] <shadekiller666> oh ya 1.4 was kind of a redstone update
L2318[23:26:15] <williewillus> 1.4 was the "Pretty Scary" update
L2319[23:26:31] <shadekiller666> which is like the biggest mc update almost isn't it
L2320[23:26:50] <williewillus> most vanilla updates are just marked by 1-2 major features, a bunch of minor ones no one cares about, and a bunch of bugs or broken quirks
L2321[23:27:19] <williewillus> for me 1.0 = The End, 1.1 = Removed ladder hitbox. Community rages. Hitbox reinstated in next release
L2322[23:27:23] <shadekiller666> mhmm
L2323[23:27:26] <williewillus> 1.2 = new save format and jungles
L2324[23:27:30] <killjoy> b1.9 was the end
L2325[23:27:31] <williewillus> 1.3 = internal server
L2326[23:27:37] <williewillus> b1.9 doesnt count lol
L2327[23:27:44] <killjoy> b1.9rc3
L2328[23:27:47] <williewillus> 1.4 = witches, wither, entities can travel through portals
L2329[23:27:53] <LexManos> b1.9 really? and the end is still shit...
L2330[23:27:54] <shadekiller666> b1.9 didn't exist :P
L2331[23:28:17] <williewillus> 1.5 = "Redstone update" aka add three redstone related things
L2332[23:28:19] <shadekiller666> in release 1.9 they're finally making it more fleshed out :P
L2333[23:28:33] <killjoy> it took them 10 major versions
L2334[23:28:39] <killjoy> *minor
L2335[23:28:40] <williewillus> 1.6 = omfg horses that suck and resource packs
L2336[23:28:43] <shadekiller666> hey, those redstone related things are freaking amazing if you know how to use them right
L2337[23:29:05] <williewillus> I'm just sayin mojang content updates are shit compared to for example terraria content updates
L2338[23:29:07] <williewillus> *saying
L2339[23:29:15] <williewillus> in terms of quantity and quality
L2340[23:29:17] <LexManos> why does it matter?
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L2342[23:31:19] <williewillus> it doesnt really matter, it just seems each release breaks more than it actually adds gameplay wise
L2343[23:31:33] <LexManos> Thats why we mod.
L2344[23:31:40] <williewillus> yup
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L2346[23:33:02] <LexManos> Engine wise minecraft has been steadily progressing twards better. Slow, but still progression.
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L2353[23:40:50] <Cazzar> Also, I believe there was quite a timeperiod between major content updates in terraria
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L2355[23:41:07] <shadekiller666> that too
L2356[23:41:17] <Cazzar> And that's less for Minecraft.
L2357[23:42:47] <Unh0ly_Tigg> I'm just curious as to if there will be a point where all the minecraft's rendering is done via glsl shaders.
L2358[23:42:50] <Cazzar> 1.2-1.3 was 2 years? With Mondter Manners, Halloween, Pumpkin moon, Frost moon, Fishing, Minecarts and Duke Fishron during the time.
L2359[23:43:11] <shadekiller666> unholy, that was supposed to be 1.9, but the guy working on it left
L2360[23:43:14] <Cazzar> I don't think you can do the entirety of rendering in GLSL
L2361[23:43:43] <Unh0ly_Tigg> shadekiller666, iirc, he was fired because of some hr/pr issues.
L2362[23:44:07] <shadekiller666> oh, well either way he's not there anymore
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L2364[23:45:11] <Cazzar> So, that's an interesting thing
L2365[23:45:30] <Cazzar> To get my blog to compile in windows, I need python 2.7 in my path
L2366[23:45:32] <Cazzar> Else, nope
L2367[23:45:56] ⇦ Quits: Drullkus (~Drullkus@c-73-162-160-76.hsd1.ca.comcast.net) (Ping timeout: 378 seconds)
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L2369[23:48:19] <shadekiller666> massive steaming pile of nope
L2370[23:49:12] <Cazzar> Seriously. http://upload.cazzar.net/images/lxgPBum
L2371[23:50:52] <Unh0ly_Tigg> why does the ruby gem have a python dependency? is it something that can't be done in ruby, or is it just that something was already implemented in python, and devs are lazy?
L2372[23:51:23] <Cazzar> I dunno
L2373[23:51:28] <Cazzar> Ask Liquid.
L2374[23:52:00] <Cazzar> Might actually just be a ruby wrapper for the pygments.
L2375[23:52:28] <Unh0ly_Tigg> oh, the pygments gem is literally a ruby wrapper for the python pygments syntax highlighter...
L2376[23:52:34] <Unh0ly_Tigg> https://github.com/tmm1/pygments.rb
L2377[23:52:50] <Cazzar> yeah
L2378[23:53:22] <Cazzar> Hmm, I kinda want to write up something...
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L2380[23:54:25] <Unh0ly_Tigg> if I was the dev of that gem, I'd just rewrite the highlighter in ruby, rather than use a python bridge to talk to it...
L2381[23:54:40] <Cazzar> If you want to, sure...
L2382[23:55:09] <Unh0ly_Tigg> thing is: I don't know ruby or python at all...
L2383[23:55:33] <Cazzar> Ruby is relatively simple.
L2384[23:56:25] <Unh0ly_Tigg> yeah, I'm about to go through the ruby track on codeacademy
L2385[23:56:57] <Cazzar> upload.cazzar.net is just a Ruby On Rails backend.
L2386[23:57:24] <Cazzar> Namely because of the MVC stuff, though the existance of Views in that app is... nothing.
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L2389[23:59:04] <Unh0ly_Tigg> I'd either just use imgur, or write something (probably in php) that uses imgur to actually host the image.
L2390[23:59:46] <Cazzar> Just, when I was uploading large images to imgur, they were extremely compressing the image, so it was near impossible to see some of the nessicary detail
L2391[23:59:53] <Cazzar> Hence, why I don't use it personally.
L2392[23:59:57] ⇨ Joins: Wastl2 (~Wastl2@x55b2fabe.dyn.telefonica.de)
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