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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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L39[01:36:41] <Ri5ux> Nope, you used
tabs.
L40[01:37:04] ⇨
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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?
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L55[01:41:07] <dangranos> nobody did that
yet?
L56[01:41:09] <dangranos> strange
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
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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
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
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.
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 :)
L212[03:30:20] ***
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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
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
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.
L274[03:56:52] <Jezza> Boot manager!
L275[03:56:59] <Jezza> Or rather
L276[03:57:06] <Jezza> A sexy boot
manager!
L277[03:57:15]
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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.
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.
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.
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
L333[05:06:39] ***
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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*
L347[05:44:29] ***
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L351[06:03:17] <Zaggy1024> heh, are Blocks
really called Tiles? my life is a lie
L352[06:04:40] ⇦
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L353[06:04:42] <tmtu> Wuppy: what kind of
tutorials
L354[06:08:18]
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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
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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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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?
L422[07:18:03] ***
Cazzar|Away is now known as Cazzar
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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L454[08:06:36] <yueh> gigaherz: if you can
provide a dev build, i'll debug it.
L455[08:07:55] ⇦
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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)
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
L462[08:17:57]
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L463[08:20:13] ***
bilde2910 is now known as bilde2910|away
L464[08:20:48] <Cazzar> ExeTwezz:
Items.diamond IIRC
L465[08:20:54] ⇦
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L466[08:20:57] <Cazzar> Is the reference
to it.
L467[08:20:59]
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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
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
L485[08:24:56] ⇦
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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
L489[08:25:34] ⇦
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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]
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L494[08:26:27] <vedalken254> Cazzar:
that's something i was unaware of... and plus PS automatically gets
Admin privileges anyways
L495[08:26:29]
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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
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.
L504[08:29:32] ⇦
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L505[08:31:09]
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L506[08:32:03] <spda> Hello
L507[08:32:22]
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L508[08:32:32] <diesieben07> hello
L509[08:32:38] <Cazzar> Hai
L510[08:33:33] ⇦
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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 :)
L518[08:39:31]
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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
L525[08:41:06]
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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
L541[08:43:46] ⇦
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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
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.
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
L560[08:48:53] ⇦
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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
L574[08:54:58]
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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?
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.
L587[09:03:01]
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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.
L592[09:09:05]
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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
L615[09:24:52]
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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
L619[09:25:54] ⇦
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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
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
L635[09:33:56]
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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]
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L652[09:42:56] <hasunwoo> okay
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
L672[09:48:56]
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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
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
L701[09:57:27]
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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)
L704[09:59:58] ⇦
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L705[10:01:50] <gigaherz> v .. vt ... vn
... nothing changed in f... seems ok
L706[10:03:29] ⇦
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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/
?
L756[10:20:46]
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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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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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L797[10:39:02] ***
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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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L804[10:40:24] ***
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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
L808[10:41:07] <sham1> how good is it
doing java 8
L809[10:41:07] <Cazzar> Well, that works
for my scope.
L810[10:44:25] ⇦
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L811[10:44:29] <gigaherz> I'll steal that
and try travis ;P
L812[10:44:58]
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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
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
L821[10:49:04]
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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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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)
L851[10:54:22]
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L853[10:57:29] <gigaherz> uhm
L855[10:57:35] <gigaherz> this page
explains how to setup travis to use encrypted variables
L856[10:58:00]
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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
L861[10:58:43]
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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
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
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
L894[11:06:19]
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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
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
L952[11:19:07] <gigaherz> ;P
L953[11:19:25] <yueh> oh yeah. they use
their own GridCache for Essentia
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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?
L1003[12:36:35]
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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 :\
L1008[12:49:28]
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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?
L1057[14:18:47]
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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*
L1064[14:28:45]
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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
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
L1109[15:09:08]
⇨ Joins: sickan
(~sickan@h109-225-124-159.dynamic.se.alltele.net)
L1110[15:09:13] <williewillus> cofhtweaks
doesnt work for me period
L1111[15:09:17] ***
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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
L1122[15:12:29]
⇨ Joins: jstuie (~jstuie@92.39.193.92)
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
L1140[15:25:03]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
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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
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
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?
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
L1196[15:42:10]
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L1197[15:42:10] <tterrag> right, makes
sense
L1198[15:42:10]
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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
L1233[16:11:54]
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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
L1243[16:13:13]
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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
L1249[16:13:50]
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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
L1253[16:14:15]
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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
L1259[16:15:40]
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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
L1263[16:16:05]
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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
L1274[16:19:41]
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L1275[16:19:41] <sham1|LOST> That was
what I was referencing
L1276[16:19:48] <diesieben07> i
know
L1277[16:19:58]
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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
L1280[16:21:29]
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L1281[16:21:46] <sham1|LOST>
www.minecraftforge.net/forum/index.php/topic,32966.msg172586.html#new
L1282[16:21:53]
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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
L1288[16:23:11]
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L1289[16:23:46] <sham1|LOST> I can see
that
L1290[16:23:55]
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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
L1299[16:28:52]
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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
L1327[16:36:00]
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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
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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
L1401[16:45:05]
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L1402[16:45:40] <williewillus>
shadekiller666: did you miss the ol new ModelResouceLocation(path,
"inventory") ? :p
L1403[16:45:42]
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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
L1436[16:55:26]
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L1437[16:55:52] <sham1|LOST> I myself
prefer calling it CMP for ChickenMultiPart
L1438[16:55:53]
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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?
L1441[16:57:38]
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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
L1492[17:38:43] ***
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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
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()?
L1582[18:08:42] ***
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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
L1614[18:53:39]
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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?
L1629[19:12:28] ***
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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
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?
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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
L1710[19:39:00]
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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
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
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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...
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
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?
L1775[19:55:55]
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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
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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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
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.
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
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
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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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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L1964[21:47:30] <tterrag> opinion, what
looks better
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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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L1973[21:50:33] <tterrag> whoops bad pic
there
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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?
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
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
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
L2282[23:20:30]
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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
L2305[23:24:19]
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L2306[23:24:53] <McJty> !gm
RecipeFireworks.func_77572_b 1.7.10
L2307[23:25:03]
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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
L2345[23:32:45]
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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
L2363[23:44:32] ***
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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]
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L2369[23:48:19] <shadekiller666> massive
steaming pile of nope
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...
L2377[23:52:50] <Cazzar> yeah
L2378[23:53:22] <Cazzar> Hmm, I kinda
want to write up something...
L2379[23:54:08]
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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.
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