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L1[00:03:39] ⇦
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L2[00:10:50] <Cazzar> Zaggy1024: "I
have a problem"
L3[00:11:10] <Cazzar> Obviously the perfect
way of saying you want help :P
L4[00:11:10] <Zaggy1024> "Anyone know
my problem?"
L5[00:11:21] <Zaggy1024> mhm, I have
telepathy
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L8[00:15:13] <Zaggy1024> seemingly it annoys
me too much when someone who seems to speak and understand English
quite well doesn't know how to communicate a problem in here
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L13[00:26:22] <Zaggy1024> bah I'm lazy so
I'm going to make the GUI always send its updates
L14[00:26:42] <Zaggy1024> hmm
L15[00:26:47] <Zaggy1024> or maybe I'm
not...
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L17[00:30:27] <Zaggy1024> eh, a compromise,
I'll send updates when it changes or every 5 ticks
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L23[00:57:07] <unascribed> anyone happen to
know a way to make Konversation transparent?
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L34[01:18:06] <laci200270> oh the host
offline
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L36[01:19:02] <williewillus> Zaggy1024: I
never found a solution for that
L37[01:19:10] <williewillus> :p
L38[01:20:25] <Zaggy1024> er, I thought I
told you the solution
L39[01:20:34] <williewillus> yeah but it
didn't work :p
L40[01:20:43] <williewillus> everything
either distorts the model or crashes
L41[01:20:45] <Zaggy1024> turning off
ambient occlusion for all the parts didn't work?
L42[01:20:48] <williewillus> nope
L43[01:21:04] <Zaggy1024> it just kept
distorting the model?
L44[01:21:07] <williewillus> yeah
L45[01:21:12] <Zaggy1024> danget
L46[01:21:17] <Zaggy1024> I could've sworn
that was the solution
L47[01:21:20] <williewillus> I put
ambientocclusion: false in both the model jsons and the state file
as well
L48[01:21:33] <williewillus> but I haven't
lookedat it in a while, maybe some more attempts might fix it
L49[01:22:11] <Zaggy1024> you put quotes
around ambientocclusion, right?
L50[01:22:57] <williewillus> yeah
L51[01:23:29] <williewillus> idea red
underlines if you don't have valid json in a .json file
L52[01:23:44] <williewillus> anyays I might
tackle it again tmrw, sleep now :p
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L54[01:25:08] <laci200270> mcpbot export
server is offline :/
L55[01:27:45] <Zaggy1024> willieaway, bug
me when you decide to tackle it so I can help :P
L56[01:32:30] <laci200270> oh the server
online :D
L57[01:32:49] *
laci200270 happy because he can run gradlew setupDevWorkpsace
:D
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L72[02:04:25] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150816 mappings to Forge Maven.
L73[02:04:29] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150816-1.8.zip (mappings
= "snapshot_20150816" in build.gradle).
L74[02:04:39] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L84[02:22:50] <nevercast> Is it still the
correct procedure to have Forge src duplicated for every mod?
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L86[02:25:36] <tterrag|ZZZzzz> no
L87[02:26:40] <unascribed> [CSS IS
AWES]OME
L88[02:26:49] <nevercast> That doesn't
match Documentation. What is the correct procedure, tterrag|ZZZzzz
?
L89[02:27:06] <unascribed> what do you mean
"duplicated for every mod"?
L90[02:27:12] <tterrag|ZZZzzz> forge src
was never needed period
L91[02:27:23] <tterrag|ZZZzzz> All you need
is the buildscript
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L93[02:27:43] <nevercast> Build from Maven
using Gradle, yes.
L94[02:28:02] <unascribed> if you mean the
"forgeSrc" jar in deps, that's just to let you see the
source in your IDE and it's not "duplicated"
L95[02:28:17] <nevercast> Are JavaDocs
available for Forge then? Perhaps a docs.jar and src.jar for
IntelliSense.
L96[02:28:20] <unascribed> if you've copied
the entire Forge sources into your project... then... well...
L97[02:28:38] <nevercast> unascribed, That
is the instruction given from the Documentation in the Channel
title.
L98[02:28:43] <unascribed> wot
L99[02:28:49] <nevercast> I think it's
stupid.
L100[02:29:13] <unascribed> the
"source" distribution is just a build.gradle and some
other junk
L101[02:29:18] <unascribed> not the entire
sources
L102[02:29:23] <tterrag|ZZZzzz> If you
think it's stupid then improve it
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L104[02:29:27] <unascribed> the
build.gradle is the only required file
L106[02:29:35] <tterrag|ZZZzzz> whining
doesn't help anyone
L107[02:30:19]
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L108[02:30:52] <nevercast> tterrag|ZZZzzz,
I'm not whining, please don't miss interpret. I'm only asking to
clarify the correct way to develop the mod. The instructions
described in the documentation are old, I joined IRC to clarify,
that is all. Thanks for your help, I'll take the advice and
investigate improving the documentation.
L109[02:30:53] <unascribed> yeah, the
"Source distribution" is just a build file and a bunch of
readmes and licenses
L110[02:30:57] <unascribed> you only need
the build.gradle
L111[02:31:24] <nevercast> s/miss
interpret/misinterpret/
L112[02:31:31] <tterrag|ZZZzzz> Not a
problem
L113[02:31:56] <tterrag|ZZZzzz> Though do
note that the typical "multi project" setup lacks
automatically created run configs
L114[02:32:29] <tterrag|ZZZzzz> That's the
main reason the docs are how they are
L115[02:32:42] <nevercast> Run
configurations are tedious but not difficult. Perhaps there is a
space that needs a script to fill it, there.
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L117[02:32:55] <tterrag|ZZZzzz> It begs a
separate section on multiproject
L118[02:32:59] <unascribed> if I could've
figured out how the hell Eclipse plugins worked, I'd have released
a plugin that lets you right-click -> Run As... > Forge Mod
(Client)
L119[02:33:12] <tterrag|ZZZzzz> already
exists actually
L120[02:33:14] <unascribed> oh?
L121[02:33:19] <tterrag|ZZZzzz> yeah
L122[02:33:20] <unascribed> if you mean
immibis's thingy
L123[02:33:23] <unascribed> that's too
much
L124[02:33:25] <tterrag|ZZZzzz> yes
that
L125[02:33:28] <unascribed> no
L126[02:33:29] <unascribed> :P
L127[02:33:45] <unascribed> I mean a set
of stupidly minimal tools to expedite Forge mods
L128[02:33:51] <unascribed> like a project
template and some simple launch configs
L129[02:33:52] <unascribed> nothing
more
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L131[02:38:17] <tterrag|ZZZzzz> I haven't
changed my run configs in ages
L132[02:38:23] <tterrag|ZZZzzz> It's not
something that comes up often
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L135[02:51:50] <Cazzar> Nah, when you know
how your IDE works, a run config like that is easy
L136[02:52:25] <Cazzar> For example, in
IDEA just have a module dependant on all other modules, then set
that as the classpath.
L137[02:57:39] <nevercast> Cazzar, In
which direction do you have the module dependencies?
L138[02:57:44] <nevercast> Proxy module
depends on Mod
L139[02:57:47] <nevercast> or Mod depends
on Forge ?
L140[02:58:21] <Cazzar> All of my mods,
depend on the same forge version
L141[02:58:50] <Cazzar> I have a
"proxy" module which, combines the classpath of all my
mods.
L142[02:59:15] <nevercast> Is this so all
mods are built during a Run?
L143[02:59:38] <Cazzar> So, therefore
Proxy => { ModA => Forge | ModB => Forge } Though, it
isn't efficiant
L144[02:59:43] <Cazzar> Yeah.
L145[03:00:14] <Cazzar> There's quite
likley a more... efficiant way of running it, if AbrarSyed was
around maybe he could help..
L146[03:00:51] <nevercast> Even looking at
the build.gradle, it looks like it was designed with the focus of
developing one mod at a time.
L147[03:01:04] <nevercast> That is rarely
the case with any developer though.
L148[03:03:10] <Cazzar> 1 counter to that,
is do you need to test all the mods at once?
L149[03:04:51] <nevercast> No, very
rarely. Though sometimes a mod may depend on a 'library' which is a
separate mod or coremod, and you may be testing interaction between
two mods, both of which may need to be built from source and loaded
in to a single client/server instance.
L150[03:05:35] <unascribed> if you add it
as a project dep in the IDE, you should just be able to debug it
normally
L151[03:05:35] <nevercast> In the past
I've made multiple configurations in IntelliJ for these cases.
"Standalone ModA", "Standalone ModB",
"ModA w/ ModB", "ModB w/ ThirdPartyA" etc
L152[03:05:58] <unascribed> isn't that the
point of run configs?
L153[03:06:17] <nevercast>
Absolutely
L154[03:06:21] <Cazzar> unascribed: that
is still possible
L155[03:06:29] <Cazzar> nevercast*
L156[03:07:20] <nevercast> I should be
able to just setup Forge1.8 and Forge1.7 as Gradle root projects,
and then sub-project them. This should enable me to share Forge
between mods when the same version is required.
L157[03:07:33] <Cazzar> You can do
that...
L158[03:08:01] <nevercast> I'm aware
Gradle is capable of it. I (currently) am not. Section 59 in Gradle
covers it however.
L159[03:08:24] <Cazzar> ForgeGradle
doesn't change how you can do your setups, just, it changes how you
look at it.
L160[03:15:10] <nevercast> Gradle does
caching yes?
L161[03:15:17] <nevercast> No, that is
Maven.
L162[03:15:24] <nevercast> I could have a
local Maven I guess.
L163[03:16:04] <nevercast> Query, Cazzar,
How do I expose Forge Source in IntelliJ for Debugging, without
using it for building?
L164[03:16:40] <nevercast> is there a
forge.src.jar kicking about? Do I need to generate one?
L165[03:17:10] <Cazzar> gradle(w)
setupDecompWorkspace makes one
L166[03:17:24] <Cazzar> And when you set
up your IDE, it should be linked.
L167[03:19:30] <nevercast> That task is
part of the Forge plugin "ForgeGradle" I'm
guessing.
L168[03:19:56] <Cazzar> Yes, it is a task
added by ForgeGradle.
L169[03:20:19] <Cazzar> It will decompile,
add forge, and download assets.
L170[03:21:00] <nevercast> Assets are not
likely needed for ForgeSrc
L171[03:21:08] <Cazzar> They are for
testing
L172[03:21:42] <Cazzar> There are 3 setup
tasks, Decomp, which depends on Dev, which depends on CI
L173[03:22:55] <Cazzar> CI does the
minimum to build essentially, so no source jars, as well as no
javadocs, Dev get's the assets (since you are assumed to be testing
with at least this) and Decomp decompiles minecraft as well.
L174[03:25:49] <nevercast> ForgeGradle
looks a lot bigger than it did last year.
L175[03:29:07] <nevercast> Would the
sourceJar task just generate the sourcejar..
L176[03:29:37] <Cazzar> I don't think
so
L177[03:29:56] <Cazzar> Since, that might
be a build task, because of it's common naming.
L178[03:30:21] <nevercast> Yeah it doesn't
seem to be a User task.
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L180[03:35:42] <nevercast> Cazzar, Assets
are downloaded to Mojang typical location?
L181[03:36:02] <Cazzar> ~/.gradle
somewhere.
L182[03:36:28] <nevercast> Directory
doesn't exist.
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L184[03:36:37] <nevercast> ./.gradle does,
and is 140kB
L185[03:36:50] <Cazzar> Windows. or
linux?
L186[03:37:14] <nevercast> Ehhh.. Both.
Tell me in Linux language. I'll find it.
L187[03:37:46] <Cazzar> Oh, I was just
going to ask, if you knew that I meant ~ to be %USERPROFILE%
L188[03:38:07] <nevercast> Oh yes, I'm
aware ~ is $HOME is %USERPROFILE% :)
L189[03:38:58] <Cazzar> Then, do you have
GRADLE_HOME set as a variable?
L190[03:39:25] <nevercast> Though good
point. Seems gradle escaped my chroot. GRADLE_HOME might need to go
in my .bash_profile
L191[03:39:46] <nevercast> It's in
Users\USERNAME\.Gradle, as you expected.
L192[03:39:53] <nevercast> It should be in
my Linux chroot though.
L193[03:41:52] <nevercast> Cazzar,
GRADLE_HOME="${HOME}/.gradle", That should do it,
yes?
L194[03:42:27] <Zaggy1024> hm, sneak+Q
doesn't seem to work properly for dropping items while in the
inventory GUI
L195[03:42:38] <Zaggy1024> when I open a
GUI it resets the stacks I dropped
L196[03:42:44] <Zaggy1024> does anyone
else see that happening in 1.8?
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L198[03:43:12] <Cazzar> nevercast: IIRC
yes,.
L199[03:43:48] <nevercast> the 'clean'
task depends on the Forge plugin, which downloads all the
dependencies. #WorldsMostIntensiveCleanTask
L200[03:44:04] <Cazzar> Blame Abrar
L201[03:46:55] <nevercast> Cazzar, In my
Linux Environment, USERPROFILE was mapped to Windows, where HOME
was mapped to Linux. Gradle.exe naturally preferred the former.
USERPROFILE set to HOME has fixed that. Set GRADLE_HOME for good
measure too. Thanks for everything! :)
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L204[03:54:01] <nevercast> FusionLord, Is
that a shelf?
L205[03:54:07] <FusionLord> cabinet
L206[03:54:47] <unascribed> I was
legitimately confused when I clicked onto the second
screenshot
L207[03:54:57] <unascribed> then I
remembered this is #minecraftforge
L208[03:55:08] <FusionLord> lol
L209[03:55:09] <nevercast> My first
reaction was "What the actual shit" and then yes same
thing, #minecraftforge
L210[03:55:29] <unascribed> I could tell
the lighting was off even on the first screenshot
L211[03:55:32] <unascribed> I play this
game too much
L212[03:56:07] <FusionLord> there is no
lighting :P
L213[03:56:15] <unascribed> exactly
L214[03:57:17] <nevercast> Cazzar, for
reference, $GRADLE_USER_HOME
L215[03:57:32] <Cazzar> nevercast: I
previously had it set :P
L216[03:57:36] <Cazzar> I just couldn't
remember it
L217[03:58:24] <nevercast> Yeah I set
gradle_home and was disappointed it didn't work, so wrote a
build.gradle that println gradle.gradleUserHomeDir
L218[03:58:32] <nevercast> Then for lols
tried that as the name of the Env
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L221[04:00:18] <unascribed> the second
"piston" still looks off
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L223[04:00:50] <FusionLord> lol i just
cannot get lighting right so i had shut it off
L224[04:00:57] <nevercast> Works >
GRADLE_USER_HOME=$GRADLE_USER_HOME gradle getHomeDir
L225[04:00:57] <unascribed> yeah, it's not
important
L226[04:01:00] <nevercast> Doesn't work
> gradle getHomeDir
L227[04:01:13] <unascribed> export
GRADLE_USER_HOME
L228[04:01:27] <nevercast> Why is it not
already exported!
L229[04:01:31] <nevercast> export | grep
GRADLE
L230[04:01:48] <unascribed>
GRADLE_USER_HOME=foobar makes a non-exported variable
L231[04:01:58] <unascribed> export
GRALDE_USER_FOGHFG=fgjfgd makes an exported one
L232[04:02:00] <unascribed> :P
L233[04:02:00] <nevercast> GRADLE_HOME is
there, GRADLE_USER_HOME is not exported. fml
L234[04:02:06] <unascribed> 10/10
L235[04:02:10] <nevercast> it's in
bash_profile, I thought they are all exported.
L236[04:03:02] ⇦
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L237[04:04:07] <Zaggy1024> FusionLord,
what version of MC is that in?
L238[04:04:16] <Zaggy1024> er nvm, forgot
about the window title :P
L239[04:04:25] ***
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L240[04:04:39] <nevercast> unascribed,
result varies if the variable is already exported. GRADLE_HOME was
already exported...
L241[04:05:07] <Zaggy1024> FusionLord, why
not make it a normal full block model when it's closed and then
switch to an open model (without the door) when it's opened?
L242[04:05:32] <Zaggy1024> and use the TE
to animate the door when it's showing the model without the
door
L243[04:05:45] <nevercast> EUGHH! Thank
you unascribed :) :) :) :) fixed now
L244[04:05:52] <unascribed> welcome
:P
L245[04:06:15] <unascribed> I'm going to
be logging off for the night, so any pings at me will be directed
to the bit bucket until I return
L246[04:06:18] <unascribed> cya
L247[04:06:28] <nevercast> Cya
L248[04:06:35] <unascribed> well, more
logging off for the morning
L249[04:06:36] <unascribed> but
still
L250[04:06:46] <nevercast> Haha who's
really counting what time it is
L251[04:06:53] <FusionLord> Zaggy1024, 1.8
and cause transparent textures
L252[04:07:06] <Zaggy1024> transparent
textures?
L253[04:07:14] <Zaggy1024> you mean alpha
blend? or just alpha clip?
L254[04:07:32] <Zaggy1024> well actually I
think block models can do both
L255[04:07:56] <Zaggy1024> see slime
block
L256[04:08:11] ⇦
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L258[04:08:46] <Zaggy1024> yeah, you can
do that with block models
L259[04:08:53] <Zaggy1024> like I said,
slime block :P
L260[04:08:53] ⇦
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L261[04:09:31] <Zaggy1024> and the slime
block has AO
L262[04:09:41] <FusionLord> I don't want
to :)
L263[04:09:44] <Zaggy1024> ok
L264[04:09:48] <nevercast> HAH
L265[04:09:53] <Zaggy1024> :)
L267[04:12:10] <FusionLord> every face can
have a different texture
L268[04:13:15] ⇦
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L269[04:14:04]
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L270[04:14:07] <nevercast> Whenever
developing in Java I feel like there is constantly a small child
demanding a piggyback ride but wont stop kicking me in the ribs or
solarplexus
L271[04:14:08] <FusionLord> It's almost
ready for release... I just keep getting a crash with packets and I
cannot for the life of me figure out why! grrrr
L272[04:14:24] <nevercast> New/Old laptop
WiFi = Broken.
L273[04:14:34] <FusionLord> xD
L274[04:16:47] <Zaggy1024> just so you
know fusion, that screenshot with lighting didn't look bad to
me
L275[04:16:58] <Zaggy1024> except for the
slightly too light second piston
L276[04:17:32] <Zaggy1024> oh and you
could do all those face textures, it would just be a little
complicated
L277[04:17:39] <FusionLord> the rest were
pistons :P
L278[04:17:43] <Zaggy1024> mostly a lot of
blockstates json stuff
L279[04:17:51] <Zaggy1024> er
L280[04:18:00] <Zaggy1024> well you should
show a row of your cabinets then :P
L281[04:18:18] <FusionLord> to texture
them all would take for ever...
L282[04:18:23] <Zaggy1024> frak why does
MC keep getting stuck on top of my windows
L283[04:18:24] <FusionLord> player
defined
L284[04:18:39] <Zaggy1024> hm
L285[04:18:52] <Zaggy1024> okay, yeah, you
couldn't do that with the forge blockstates json :P
L286[04:29:25]
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L288[04:35:49] <nevercast> When do I need
decomp vs dev workspace?
L289[04:36:59]
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L290[04:38:02] <FusionLord> decomp is for
minecraft source
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L297[04:42:31] <nevercast> Internet
PLEASE
L298[04:42:35] <Zaggy1024> what
the..
L299[04:42:36] <FusionLord> no...
L300[04:42:43] <Zaggy1024> why did it nick
you to Guest?
L301[04:43:00] <nevercast> Because it's a
registered nickname, so when I reconnect the dead account is
renamed.
L302[04:43:12]
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L303[04:43:14] <Zaggy1024> huh
L304[04:43:17] <Zaggy1024> no GHOST?
L305[04:43:20] <FusionLord> it nick'd me
FusionLord1 earlier
L306[04:43:40] <nevercast> REGAIN does
GHOST & NICK. Well it's meant to
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L310[04:52:13] <Cazzar> regain just
changes the nick IIRC
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L317[05:02:34]
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(~wasliebob@541F244C.cm-5-8a.dynamic.ziggo.nl)
L318[05:03:06] <wasliebob> is there a way
to render a block inside of a custom model (which is opaque with
GL11.glEnable(GL11.GL_BLEND);
L319[05:03:06] <wasliebob>
GL11.glBlendFunc(GL11.GL_SRC_ALPHA,
GL11.GL_ONE_MINUS_SRC_ALPHA);)
L320[05:03:49] <wasliebob> The block does
not exists, it´s a IIcon not a block (should be rendered as a
normal block in the end, 6 sides)
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L322[05:05:53] <PaleoCrafter> Sure, you
just have to get the order right ;)
L323[05:07:36] <wasliebob> first i´m
rendering the block itself after that the other thing
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L325[05:08:03] <PaleoCrafter> And it isn't
working?
L326[05:08:19] <wasliebob> I cannot see
what´s inside the block no
L327[05:08:39]
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L328[05:14:58] <wasliebob> I´ll pm you all
right?
L329[05:18:17] <PaleoCrafter> Nah, just
post code here :P
L330[05:18:29] ⇦
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L331[05:18:35] <PaleoCrafter> (i.e.
through pastebin)
L333[05:18:53]
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L334[05:18:56] <nevercast> Cazzar, Should
I be linking modules in IntelliJ or should I let Gradle handle the
dependencies? It doesn't seem that they just 'click' together. The
mod's build.gradle doesn't look like it's aware that the Forge
build.gradle is available in another module.
L335[05:20:22] <PaleoCrafter> We don't
know what it's supposed to look like, wasliebob
L336[05:20:40] <wasliebob> You should be
able to see it in the block, but you don´t
L337[05:20:44] <PaleoCrafter> nevercast,
that sounds like you're doing it wrong :P
L338[05:20:55] <PaleoCrafter> What is
"it"?
L339[05:21:04] <nevercast> IntelliJ.
L341[05:21:53] <PaleoCrafter> nevercast,
do you have a separate forge project you want your mods to use?
:P
L342[05:22:16] <wasliebob> You should be
able to see the Aspect in the block (the site i am looking at in
the picture is one which should be in the block, the other once´s i
set to see if it actually renders outside the block)
L343[05:22:31] <nevercast> I don't know if
it matters, but if all mods could use the one forge project that
would be nice. PaleoCrafter
L344[05:22:33] <PaleoCrafter> That's the
wrong order...
L345[05:22:55] <wasliebob> i told you
block aspect?
L346[05:23:01] <PaleoCrafter> Yeah, that's
not how it works, nevercast :P forge is just a normal
dependency
L347[05:23:42] <nevercast> PaleoCrafter,
So why is forge-src even a thing?
L348[05:23:50] <nevercast> Who the hell
actually needs it.
L349[05:23:58] <wasliebob> Works fine now
PaleoCrafter, thanks xD
L350[05:24:37] <PaleoCrafter> It's the
library you depend on, nevercast :P
L351[05:24:49] <nevercast> PaleoCrafter, I
meant the src zip.
L352[05:25:17] ⇦
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L354[05:25:27] <PaleoCrafter> Oh, that's
an artifact of old times and for noobs :P
L355[05:26:07] <PaleoCrafter> You
technically don't need anything but a build.gradle and a working
gradle installation of some form
L356[05:26:45] ⇦
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L358[05:27:14] <PaleoCrafter> Yes :P
L359[05:27:23] <nevercast> Fuck
sake.
L360[05:27:40] <PaleoCrafter> The src zip
is a template for a mod project, basically :P
L361[05:27:48] <nevercast> Eugh.
Gross.
L362[05:27:49] <nevercast> Okay
L363[05:27:55] <PaleoCrafter> Wut
L364[05:27:57] <diesieben07> nothing gross
about it.
L365[05:28:21] <nevercast> No no, I'm
disgusted with the time I spent on trying to smash this thing in to
some sort of dependency
L366[05:28:31] <diesieben07> haha
L367[05:28:43] <nevercast> Figured it spat
out a forge-deob + forge-src that I was meant to use.
L368[05:29:07] <nevercast> rm -rf
~/MinecraftDeps
L369[05:29:56] <diesieben07> at least you
understood it :D
L370[05:30:10] <diesieben07> many people
at this point say "but why this is stupid i have always done
it this way"
L371[05:31:26] ⇦
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L373[05:31:43] <nevercast> FFFUUU WiFi
Driver.
L374[05:31:50] <nevercast> Maven 9/10
times kills internet.
L375[05:32:25] <nevercast> I have connect
commands just to auto-ghost myself because it's so frequent.
L376[05:34:58]
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L377[05:38:53] <Zaggy1024> my crafting
system is finally close to done, I think
L378[05:38:58] <Zaggy1024> I hope I'm
right
L379[05:47:07] ***
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L381[05:51:59] <MalkContent> i need some
sage advice. anyone here upgraded to win10?
L382[05:52:28] <MalkContent> i have too
little space on c: so i thought "fine, I'll just download the
damn iso"
L383[05:52:47] <MalkContent> stupid
downloader ofc wants to save the temp file on c:
L384[05:52:51] <MalkContent>
woopdeefucking doo
L385[05:53:09] <diesieben07> free up space
on C:? :D
L386[05:53:14] <MalkContent> not possible
:/
L387[05:53:25] <MalkContent> super small
ssd
L388[05:53:57] <Cazzar> you need about
4-10 GB free on C to upgrade anyway
L389[05:53:58] <MalkContent> i mean, i do
have space, just not space enough for the upgrade/iso
L390[05:54:07] <Cazzar> Though, you can
download the upgrade ISO manually too.
L391[05:54:21] <MalkContent> which is what
i am trying to do
L393[05:54:45] <MalkContent> thinking of
doing a mklink on the temp folder the stupid tool uses
L394[05:54:48] <MalkContent> yes, that
tool
L395[05:55:09] <MalkContent> any idea how
to figure out the folder used?
L396[05:55:18] <Cazzar> Resource
Monitor?
L397[05:56:06] <MalkContent> that sounds
promising
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L401[06:04:20] <MalkContent> pretty sure
that's what i want, so thank you in advance. sadly the stupid thing
doesn't want to play ball and now i have to furiously restart and
kick things until it
L402[06:04:24] <MalkContent> s in order
again
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L414[06:27:46] <nevercast> Does Gradle
provide run targets ? If not, what is the entry point and do I need
to alter classpath/point fml at tweaks like the good days?
L415[06:28:36] <sham1> Gradle does provide
run targets
L416[06:28:43] <sham1> At least if you use
IDEA
L417[06:28:46] <nevercast> for
debugging?
L418[06:28:56] <nevercast> indeed I use
IDEA
L419[06:30:10]
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L420[06:31:53] <diesieben07> use
GradleStart as your main class
L421[06:32:21] <diesieben07> if you import
the build.gradle you will have a task genIntellijRuns that will
generate run configs for you
L422[06:32:37] <nevercast> nice.
L423[06:32:52] <nevercast> If I've already
an iml. It'll apply them there?
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L428[06:37:24] <diesieben07> how did you
get that iml?
L429[06:38:27] <nevercast> diesieben07,
Imported build.gradle
L430[06:38:34] <diesieben07> lol
L431[06:38:37] <diesieben07> well, then
yes of course.
L432[06:38:41] <diesieben07> thats what i
just said.
L433[06:38:56] <nevercast> .. HAH
L434[06:38:58] <nevercast> Hmm.
L435[06:39:16] <nevercast> Yes but it
doesn't work because I don't have an ipr
L436[06:39:24] <diesieben07> what
L437[06:39:31] <nevercast> Project is
directory format.
L438[06:39:35] <diesieben07> did you have
anything before you imported?
L439[06:39:35] <nevercast> .idea/
L440[06:39:52] ***
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L441[06:40:14] <nevercast> An empty
project with no modules. I need imported 6 build.gradle's (All
mods) in to the same project because it seemed like a great idea at
the time
L442[06:40:28] <diesieben07> yeah then the
task won't work.
L443[06:40:38] <diesieben07> make a run
config that launches GradleStart
L444[06:41:06] ⇦
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L445[06:41:49] <nevercast> diesieben07,
Also vmargs and working directory. But I can get those from
generated iws.
L446[06:41:59] <diesieben07> no need for
any vmargs
L447[06:42:06] <diesieben07> and working
dir does not matter
L448[06:42:09] <nevercast> diesieben07,
How do I debug multiple mods together?
L449[06:42:12] <diesieben07> you choose
whatever the hell you want
L450[06:42:15] <nevercast> Okay
noted.
L451[06:42:17] <diesieben07> in the same
instance?
L452[06:42:18] ⇦
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()
L453[06:42:22] <nevercast> same
instance
L454[06:42:47] <diesieben07> not
easily
L455[06:43:25] <nevercast> I think
ForgeGradle has made some great improvements.
L456[06:46:54] ⇦
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L457[06:47:14] <nevercast> diesieben07,
GradleStart is not found. Missing dependency?
L458[06:47:43]
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L460[06:48:51] <nevercast> Ah. gradle
cache is missing *forge/start
L461[06:49:04] <OrionOnline> I hate model
rendering in the Inventory
L462[06:49:14] <OrionOnline> For
somereason it is textureing the model wrong.....
L463[06:49:36]
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L464[06:49:56]
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L465[06:51:49] <laci200270> anybody knows
how can use chickenbones's deploader?
L466[06:51:58] <laci200270> *how can I
use
L467[06:52:52] <Ordinastie_> just
don't
L468[06:52:57] <Ordinastie_> deploaders
are bad
L469[06:53:19] <OrionOnline> what are
they?
L470[06:53:40] <nevercast> OrionOnline,
deploaders are bad, apparently.
L471[06:53:56] <laci200270> OrionOnline,
they are downloading depencies
L472[06:54:08] <OrionOnline> .. that is
just plain old stupid.
L473[06:54:20] <nevercast> What happens if
two mods download two deps of different versions?
L474[06:54:25] <nevercast> Which API do
you use?
L475[06:54:29] <nevercast> Which class is
loaded first?
L476[06:54:37] <OrionOnline> Can somebody
tell me why the model in the inventory has the outside texture on
the inside?
http://snag.gy/eF9xY.jpg
L477[06:54:39] <laci200270> i want to use
google's reflections api
L478[06:54:44] <nevercast> How long before
it explodes?
L479[06:54:52] <laci200270> what?
L480[06:55:18] <nevercast> laci200270, Are
you able to package the API ?
L481[06:55:27] <laci200270> i not
know
L482[06:55:32] ⇦
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L483[06:55:33] <laci200270> there is just
a jar
L485[06:58:09]
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L486[06:58:51] <diesieben07> why do you
want it? :D
L487[06:59:49] <laci200270> diesieben07, i
want a system that scanns my classes for an annonation and if found
it registers in the gameregistry
L488[07:00:19] <diesieben07> a) FML has
that functionality already b) that is a bad idea
L489[07:00:33]
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L490[07:00:56] <laci200270> why bad idea?i
think something like this @Block(id="blockid")
L491[07:01:26] <boni> why make a class for
each block, when you can have one class with many instances for
many blocks
L492[07:01:31] <diesieben07> yes, because
it is fragile
L493[07:03:00] <nevercast> diesieben07,
Pre-Run tasks ? Make fails with missing packages. Either the
workspace is not configured correctly or gradle isn't being used. I
suspect Gradle isn't being used.
L494[07:03:19] <diesieben07> did you run
setupDecompWorkspace? if so, it should work
L495[07:03:34] <nevercast> I did
indeed.
L496[07:03:42] <nevercast> Will it need to
be run multiple times (For each mod) ?
L497[07:03:48] <nevercast> I thought it
just populates the cache
L498[07:03:49] <diesieben07> yes, of
course
L499[07:03:57] <nevercast> Eugh wtf why..
okay :)
L500[07:05:31] <ExeTwezz> why I don't have
src/main/resources/assets.. is this just a directory, or
package?
L501[07:05:45] <nevercast> directory
L502[07:05:50] <nevercast> belongs to the
mod
L503[07:05:55] <nevercast> Looks
maven'y
L504[07:06:43] ⇦
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L506[07:07:28] <ExeTwezz> okay, the
tutorial says me to create a package by right-clicking on
assets
L507[07:07:28] <nevercast> Wait.. decomp
workspace eugh
L508[07:07:33] <nevercast> diesieben07,
devWorkspace is not enough?
L509[07:07:36] <ExeTwezz> and pressing new
-> package
L510[07:07:43] <Ordinastie_> dev won't
give your the src
L511[07:07:45] <ExeTwezz> but it isn't
available
L512[07:08:02] <nevercast> ExeTwezz,
Create a folder
L513[07:08:05] <nevercast> Package is for
src folders
L514[07:08:26] <diesieben07> devWorkspace
gives you .class files only (you can compile). decomp gives you
.java files with javadocs, etc. too
L515[07:08:27] <ExeTwezz> oh, thank
you
L516[07:08:57] <nevercast> Right. Was
planning just to build, but I guess IntelliJ wants that deob
sauce
L517[07:09:53] <nevercast> Hind sight..
probably shouldn't have forked 4 gradle setupDecomps at once
L518[07:09:57] <nevercast> Laptop =
Hot.
L519[07:10:02] <diesieben07> yes
L520[07:10:06] <diesieben07> if you did
ONE and hten the other
L521[07:10:14] <diesieben07> the 3 last
ones would have pretty much done nothing
L522[07:10:19] <nevercast> Yeah
L523[07:10:19] <diesieben07> caches are a
good invention
L524[07:10:54] <nevercast> Yes, I've been
relying on it so much I made the assumption it would cache things
I'd not generated yet. Hence the missing sources.
L525[07:11:40] ***
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L526[07:12:14] <nevercast> It would be
great to have a server for all my Maven/Gradle needs
L527[07:12:17] <nevercast> LAN
cache.
L528[07:12:25] <nevercast> No more
compiling on Laptop.
L529[07:15:56] ⇦
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L530[07:16:29]
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L531[07:16:34] <nevercast> -.-"
L532[07:18:35] <Wuppy> heh, borderlands
the presequel has some incredibly good homour :D
L533[07:18:53] <nevercast> I always loved
the Dialog from BL2
L534[07:18:57] <nevercast> How does it
compare?
L535[07:19:45] <Shuetox> is it possible to
set item name based on whos holding it?
L536[07:22:04] <nevercast> Shuetox, I
suspect strongly that the answer is yes
L537[07:22:15] <nevercast> Shuetox, Since
the name can be a computed value
L538[07:23:38] <Shuetox> how does one
compute it instead of taking it from the language file?
L539[07:23:39]
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L541[07:27:47] <nevercast> Shuetox, not
entirely sure
L542[07:27:52] <nevercast> You could add
it as lore
L543[07:27:55] <nevercast> See
ItemBlock.addInformation
L544[07:27:58] <Shuetox> that was my
backup plan
L545[07:28:08] <Shuetox> have a generic
name and more accurate name in lore
L546[07:28:09] <nevercast> I don't have an
environment setup yet
L547[07:28:24] <Wuppy> nevercast, if you
ask me, the presequel looks terrible compared to other games
released around the same time
L548[07:28:37] <Wuppy> it's also not as
good as BL2 if you ask me
L549[07:28:45] <Wuppy> but it's still an
incredibly enjoyable game
L550[07:29:56] <nevercast> I enjoyed BL2 a
lot. Maybe I'll consider playing it, or get someone else to buy it
and I try it on their machine.
L551[07:30:05] <OrionOnline> Finally, got
it to render and animate properly! Yeeay
L552[07:30:22] <Wuppy> nevercast, get it
on a discount
L553[07:30:28] <Wuppy> it's 100% worth it
then
L554[07:30:43] <nevercast> diesieben07,
setupDecompWorkspace completed. Deps still missing in IDEA.
Ideas?
L555[07:31:25] <gigaherz> nevercast:
reimport the gradle
L556[07:31:47] <gigaherz> it may work with
just refreshing the gradle itself
L557[07:31:49] <nevercast> Is there a
button for that? To reload gradle projects? Or is it a remove
module add module oepration
L558[07:31:58] <gigaherz> do you have the
gradle panel open?
L559[07:32:51] <gigaherz> in the gradle
panel, there's a blue refresh icon on the top left
L560[07:33:25] <nevercast> Gradle Panel,
Not open, is it available by Menu?
L561[07:33:41] ⇦
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L562[07:33:55] <nevercast> Found it
L563[07:33:57] <nevercast> Cheers.
L564[07:34:05] <laci200270> just another
question: where is waila API located?
L565[07:34:27]
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L566[07:34:37] <gigaherz> inside the WAILA
source package
L567[07:34:38] <gigaherz> ;P
L568[07:34:54] <laci200270> oh
L569[07:35:04] <laci200270> so no seperate
download?
L570[07:35:34] <nevercast> It has Maven I
think
L572[07:35:51] <ruifung> So... I've been
trying to fix a bug in ExtraCells, but I can't figure out how to
check if the part a tileEntity is associated with still exists in
the world...
L573[07:36:14] <gigaherz> sec trying to
find the repo
L574[07:36:21] <gigaherz> oh wait
L576[07:36:38] <gigaherz> yeah I was
looking for that
L577[07:36:38] <gigaherz> XD
L579[07:38:25] <PaleoCrafter> > not
using Darcula
L580[07:38:33] <laci200270> nevercast,
good luck for wait for this
L581[07:39:42] ⇦
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L586[07:42:52] <nevercast>
TODO.FixDrivers.Priority++;
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L589[07:47:37] <laci200270> nevercast,
what happended with your drivers?
L590[07:47:41] <laci200270>
*happened
L591[07:48:01]
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L592[07:48:03] <nevercast> New
installation. Default intel drivers are crap. Need to get HP
drivers for Wireless.
L593[07:48:20] <nevercast> Each time HDD
or CPU peaks out, the Wireless Device turns off
L594[07:48:53] <laci200270> for me the
drivers caused 90% fps drop
L595[07:49:42] <laci200270> with the new
drivers downloaded from NVDIA site instead of the one that was on
the VGA's CD much better
L596[07:49:56]
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L597[07:50:00] <vedalken254> laci200270:
yeah... all those CDs need to never be used
L598[07:50:32] <laci200270> sometimes they
needed
L599[07:50:41] <vedalken254> i mean if a
card is 2 years old, you COULD technically have 2 year old
drivers
L600[07:51:00] <laci200270> when I used XP
it wasn't recognized the installer my HDDs
L601[07:51:14] ⇦
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L602[07:51:14] <vedalken254> laci200270:
i'm referring to solely VGA
L603[07:51:17] <gigaherz> the only drivers
I ever use from the motherboard disks are the network ones to be
ablet o download the rest manually
L604[07:51:24] <Ordinastie_> anybody know
if it's possible to have different eclipse preferences per working
set
L605[07:51:25] <Ordinastie_> ?
L606[07:51:37] <laci200270> 2 years old
VGA card?it wuld be good.I have 6 years old
L607[07:51:39] <laci200270> :P
L608[07:51:44] <laci200270> *would
L609[07:52:26] <vedalken254> laci200270:
RAID Drivers are a different story but I prefer downloading the
RAID Drivers before I re-install... Plus 8/8.1 and 10 don't even
need the Manufacturer Specific Drivers for RAID anymore it
seems
L610[07:52:34] <vedalken254> at least if
it's fakeRAID
L611[07:52:37] <laci200270> not raid
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L613[07:52:39] <vedalken254> aka mobo
raid
L614[07:52:48] <laci200270> for sata
L615[07:52:59] <laci200270> for some
reason didn't recognized my hdd
L616[07:52:59] <vedalken254> laci200270:
LOL
L617[07:53:04] <vedalken254> i forgot you
said XP
L618[07:53:06] <vedalken254> derp
L619[07:53:37] <vedalken254> btw, before I
replaced this card I have now, It lasted a good 4 years
L620[07:53:54] <vedalken254> replaced the
card i had with the card i have now*
L621[07:53:59] <vedalken254> derp
L622[07:54:11] <laci200270> i killed my
old vga card by OC
L623[07:54:29] <laci200270> so I now need
to use this
L624[07:54:33] <vedalken254> laci200270:
my old GPU didn't die... I just wanted Mantle and better FPS
L625[07:54:55] <vedalken254> but I
overwrote the stock BIOS in my old GPU
L626[07:55:40] <laci200270> but the vga
was only the beginning
L627[07:55:47] <laci200270> my PSU gie
up
L628[07:55:52] <laci200270> so I
replaced
L629[07:56:07] <laci200270> but when I
replaced i short circuited my HDD
L630[07:56:10] <laci200270> so..
L631[07:56:18] <laci200270> I now use a
40GB hdd
L632[07:56:57] <vedalken254> laci200270: I
had certain pieces of my old MSI 890FXA-GD70 fail on me without
killing the complete board... specifically, my only PCI slot on the
board died shortly after my Warranty expired
L633[07:57:13] <vedalken254> i only
managed to replace it this past january
L634[07:57:29] <vedalken254> and I had it
the same amount of time I had the GPU
L635[07:57:38] <laci200270> how
died?
L636[07:58:19] <laci200270> i have a
LGA755 motherboard produced in 2002 and doesn't even any problems
:P
L637[07:58:20] <vedalken254> laci200270: i
have no idea how exactly the PCI slot died, but it just stopped
responding to any device plugged into it
L638[07:58:38] <vedalken254> laci200270:
my socket was AM3
L639[07:58:48] <vedalken254> new board is
AM3+
L640[07:59:00] <laci200270> the 8 core
thing?
L641[07:59:17] <vedalken254> FX-8370
yeah
L642[07:59:29] <laci200270> i was planned
to buy one but ended up buying a phone
L643[07:59:30] <vedalken254> but i regret
that decision wholeheartedly
L644[07:59:39] <vedalken254> should've
gone intel ffs
L645[07:59:53] ⇦
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L648[08:00:57] <vedalken254> sucky thing
was at the time, an Intel build that I wanted was well outside my
budget
L649[08:01:10] <laci200270> yeah
L650[08:01:17] <laci200270> the AMD is
much cheaper
L651[08:01:29] <vedalken254> course that
was early in the LGA2011-3 socket days
L652[08:01:38]
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L653[08:01:46] <vedalken254> now that
socket and DDR4 has dropped slightly in price
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L655[08:02:07] <laci200270> ddr4?
L656[08:02:16] <vedalken254> the 5930K
however, is still half a grand... yeah RAM
L657[08:02:21] <vedalken254> DDR4
RAM
L658[08:02:29] <laci200270> thats very
expensive
L659[08:02:35] <laci200270> for me
L660[08:02:40] <vedalken254> not as much
as it was initially
L661[08:02:44] <Pennyw95> I'm getting this
error: cannot convert from type Object to type ItemStack, is this
something obvious?
L662[08:02:53] <gigaherz> context.
L663[08:02:57] <gigaherz> pastebin.
L664[08:02:59] <laci200270> Pennyw95,
where you get this?
L665[08:03:26] <laci200270> vedalken254,
I'm still at ddr2
L667[08:04:41] <gigaherz> yeah you can't
do that
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L669[08:04:55] <gigaherz> try using
(List<ItemStack>) in the cast instead
L670[08:05:46] <Pennyw95> oh
L671[08:05:53] <Pennyw95>
ArrayList<ItemStack< works
L672[08:06:15] <Pennyw95> it's some error
avoiding thing isn't it
L673[08:06:25] <PaleoCrafter> Dat
hashing
L674[08:06:36]
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L675[08:06:49] <gigaherz> Pennyw95:
there's no need to use ArrayList directly, you can just use
List
L676[08:07:03] <gigaherz> but either
way
L677[08:07:26] <gigaherz> it's just a way
to convince the compiler that what it gets are ItemStacks
L678[08:07:27] ⇦
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L679[08:07:40] <Pennyw95> ok, I got it
:)
L680[08:07:52] <gigaherz> works around the
issue until we have proper generics information
L681[08:09:36]
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L682[08:10:07] <ThePsionic> gosh Steam
your item servers are so stable /s
L683[08:11:30] <laci200270> there is any
tutorials for the WAILA api?
L684[08:11:38]
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L687[08:12:40] <laci200270> thanks
L688[08:12:49]
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L689[08:12:53] ***
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L690[08:13:24] <laci200270> gigaherz, it
needs to somewhere registered?
L691[08:13:40] <gigaherz> yes
L693[08:13:44] <gigaherz> this initiates
the process
L694[08:14:01] <laci200270> thamks
L695[08:14:04] <laci200270> *thanks
L696[08:16:27] <Pennyw95> seems like for
(Object r : ) {} is not working...how do I do an iteration through
all ?
L697[08:17:16]
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L699[08:20:09] <PaleoCrafter> Pennyw95,
how about familiarising yourself with the language you're using
before doing a serious project? I've seen you way too often asking
most basic Java questions
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L702[08:23:00] <Pennyw95> I know I'm still
learning alot of it...but that is also the reason I'm doing a small
mod instead of what I hope to be able to code in a year from
now
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L705[08:26:09] <Blubberbub> Hello, is
there a version of getMovingObjectPositionFromPlayer that works
with sneaking? (In an onItemRightClick. Can't use onItemUse because
i need to target fluids)
L706[08:26:44] <gigaherz> what?
L707[08:26:50] <gigaherz> just do
player.isSneaking()?
L708[08:27:06] <Blubberbub> that vanilla
method returns the wrong block when sneaking
L709[08:27:27] <gigaherz> ah no idea
then
L710[08:31:57]
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L711[08:33:42] ⇦
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L712[08:36:18] <Ordinastie_> Blubberbub,
if you want your rayTrace to hit liquids, look at lillypad
L713[08:37:08] <Blubberbub> yea - problem
is, lilypad uses that buggy method -.-
L714[08:37:42] <Ordinastie_> what's buggy
?
L715[08:38:18] <Blubberbub> it ignores
sneaking
L716[08:38:32] <Ordinastie_> and ?
L717[08:38:56] <Blubberbub> it returns the
wrong block for some situations
L718[08:39:02] ⇦
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L719[08:39:03] <Blubberbub> thats
annoying
L720[08:39:26] <Ordinastie_>
getMovingObjectPositionFromPlayer has nothing to do with
sneaking
L721[08:39:53] <Blubberbub> it should
return the blockposition the player is looking at
L722[08:39:56] <Blubberbub> right?
L723[08:40:07] <Ordinastie_> yes, if it
hits one
L724[08:40:16] <Blubberbub> your viewpoint
changes when you sneak.
L725[08:40:49] <Ordinastie_> which is
taken in account by the method
L726[08:41:32] <Blubberbub> no
L727[08:42:36] <Ordinastie_> apparently
it's bugged in 1.7
L728[08:42:43] <Ordinastie_> looks like
it's fixed in 1.8
L729[08:43:02]
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L730[08:43:11] <PaleoCrafter> and you
should be ashamed for working for 1.7, so everything is fine
:P
L731[08:45:42] <Blubberbub> so i now need
to look at the 1.8 source, to see the fix, i guess
L732[08:47:03] <sickan> But there are no
1.8 modpacks
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L755[09:45:21] <MalkContent> quick
question: do i need to redownload java for win10 (coming from
win7)?
L756[09:45:26] <HassanS6000> Szernex,
you'd be quite good at it..
L757[09:45:32] <HassanS6000> MalkContent,
you shouldn't have to..
L758[09:45:42] <HassanS6000> MalkContent,
just do java -version in cmd
L759[09:45:43] <gigaherz> I didn't
L760[09:45:45] <Szernex> I doubt it
L761[09:45:53] <gigaherz> I use win10 and
the existing java worked just fine
L762[09:45:54] <Szernex> that I would
be
L763[09:46:09] <MalkContent> alright, fine
by me ^^
L764[09:46:09] <gigaherz> the only thing I
had to reinstall was the nvidia driver
L765[09:46:12] <HassanS6000> Szernex, :P
that README.md doe
L766[09:46:17] <Szernex> :P
L767[09:46:21] <HassanS6000> Same
gigaherz
L768[09:46:47] <gigaherz> wow that readme
is worse than mine
L769[09:46:48] <gigaherz> XD
L770[09:46:56] <Szernex> hey now
L772[09:47:32] <gigaherz> worse as in,
more loreish ;P
L773[09:47:36]
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L774[09:47:48] <Szernex> that's
better.
L775[09:48:01] <Szernex> I went even more
creative in the description for my pack
L777[09:49:31] <gigaherz> if I had
unlimited money in my bank account, I'd try to make an
anti-botania
L778[09:49:44] <gigaherz> a magic mod that
works by destroying natural things
L779[09:49:45] <gigaherz> XD
L780[09:49:51] <Szernex> that sounds
fun
L781[09:49:56] <gigaherz> well
actually
L782[09:50:01] <gigaherz> my WIP magic mod
already works a bit like that
L783[09:50:07] <gigaherz> but not
specifically natural
L784[09:50:07] <gigaherz> XD
L785[09:50:20]
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L787[09:50:39] <Szernex> but actually
doesn't TC kinda work like that?
L788[09:50:44] <Szernex> by breaking stuff
down into essentia
L789[09:51:19] <gigaherz> yeah but that's
not what I mean
L790[09:51:23] ⇦
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L791[09:51:28] <Szernex> yeah I know
L792[09:51:32] <gigaherz> I mean like, the
more henious the act, the more power you'd get out of it
L793[09:51:33] <Szernex> just from the way
you described
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L796[09:55:55] <gigaherz> back
L797[09:55:59] <gigaherz> so like
L798[09:56:20] <gigaherz> a bit in the
style of blood magic, you could get power out of damaging
enemies
L799[09:56:21] <gigaherz> but
L800[09:56:25] <gigaherz> instead of just
killing them
L801[09:56:37] <gigaherz> you'd get EXTRA
power the more you damage the same entity
L802[09:57:04] <gigaherz> so by keeping
them alive and making their suffering longer, you get more juice
than just killing large amounts of them in one blow
L803[09:57:06] <MalkContent> so overkill
damage counts
L804[09:57:10] <MalkContent> a.
L805[09:57:48] <gigaherz> anyhow, I have
enough WIP mods as it is
L806[09:57:48] <gigaherz> XD
L807[09:57:56] <MalkContent> so you get a
bloodgolem-punchingbag :3
L808[09:58:13] <gigaherz> yeah, but I
wouldn't make it easy
L809[09:58:42]
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L810[09:58:43] <gigaherz> the ritual that
damages, would do more damage the longer it acts on an entity, so
you'd have to optimize the healing in order to achieve a better
power ratio
L811[09:59:11] <MalkContent> i like it.
villager torture chamber
L812[09:59:21] <MalkContent> guessing you
have some sort of healing magic, too
L813[09:59:53] <gigaherz> nah if I were to
write that mod, it would be purely destructive, you'd have to
provide the healing by other means
L814[09:59:54] <gigaherz> ;P
L815[10:00:02] <gigaherz> be it a potion
launcher
L816[10:00:08] <gigaherz> or some other
mods' healing magic
L817[10:00:27] <gigaherz> but as I said,
no time/money
L818[10:00:30] <gigaherz> so feel free to
steal the idea
L819[10:04:34] <MalkContent> na
L820[10:04:58] <MalkContent> if i'm gonna
do anything anytime soon, it's gonna be finishing a thaumcraft
addon
L821[10:05:06] <MalkContent> or
contributing to project red
L822[10:05:09] <gigaherz> heh
L823[10:05:17] <MalkContent> or
maybe
L824[10:05:19] <MalkContent> just
maybe
L825[10:05:32] <MalkContent> i get off my
ass and finish my ThereAreNoHorses
L826[10:05:43] <MalkContent> replacing
horses with boars and other pigs
L827[10:05:56] <gigaherz> lol
L828[10:06:07] <MalkContent> horses are a
travesty
L829[10:06:07] <gigaherz> how about
rideable rams?
L830[10:06:14] <gigaherz> I miss my wow
dwarf
L831[10:06:16] <gigaherz> ;P
L832[10:06:21] <Szernex> stinking
dwarf
L833[10:06:25] <MalkContent> yea
L834[10:06:28] <MalkContent> fuck off
alliance scum xD
L835[10:06:35] <Szernex> sexy bloodelf
females <3
L836[10:06:57] <MalkContent> meh
L837[10:07:04] <MalkContent> long live the
forsaken
L838[10:07:15] <Szernex> those are very
skinny tho
L839[10:07:26] <Szernex> well, what I miss
most is my Tera elin warrior
L840[10:07:29] <MalkContent> (i have no
idea what wow is anymore, quit like 3 months after bc came
out)
L841[10:07:50] <Szernex> I quit right
after cata
L842[10:07:53] <MalkContent> anywho, rams,
i don't care
L843[10:08:04] <Szernex> install Twilight
Forest then :P
L844[10:08:06] <MalkContent> why the hell
not
L845[10:08:15] <FusionLord> raytrace is
only avaible on the client right?
L846[10:08:25] <MalkContent> the biggest
fun ive had in modding was
L847[10:08:35] <MalkContent> when i
animated the boat model
L848[10:08:45] <MalkContent> and i gave it
a small piggie tail
L849[10:08:54] <MalkContent> and messed up
the parameter
L850[10:09:02] <MalkContent> and it
helicoptered instead of waving left and right
L851[10:09:21] <MalkContent> and the
faster you went the faster it helicoptered
L852[10:09:23] <gigaherz> MalkContent: BC
was almsot as boring as classic
L853[10:09:30] <gigaherz> then Lich King
make Wow actually fun to play
L854[10:09:31] <Szernex> boo
L855[10:09:35] <Szernex> I liked Classic
wow
L856[10:09:40] <gigaherz> Ididn't
L857[10:09:43] <tmtu> FusionLord: no
L858[10:09:44] <Szernex> things were
actually kinda difficult back then
L859[10:09:44] <MalkContent> i liked
classic, too
L860[10:09:47] <gigaherz> I consider those
6 months one of the biggest wastes of time
L861[10:09:53] <gigaherz> basically I'm
not social enough to play in a guild
L862[10:09:59] <gigaherz> so I was in a
guild, but playing alone
L863[10:10:11] <Szernex> where like almost
every class had to do their class quests and stuff
L864[10:10:14] <gigaherz> every single
time I tried to get people to go on a dungeon
L865[10:10:14] <MalkContent> playing with
others was the whole point for me
L866[10:10:18] <Szernex> hunters for their
bow and quiver
L867[10:10:25] <MalkContent> then people
stopped and i stopped, too
L868[10:10:28] <gigaherz> I'd waste 2
hours LFG, then quit because the party was still incomplete
L869[10:10:38] <MalkContent> was pretty
glad i did because i can tell you i dont miss the mindless
grind
L870[10:10:39] ***
Lathanael|Away is now known as Lathanael
L871[10:10:45] <gigaherz> WOTLK added
dongeon finder
L872[10:10:49] <FusionLord> why does
onBlocPlace have to be pre TileEntity :(
L873[10:10:50] <MalkContent> at least in
minecraft i can build a dirtshak from my dirt grin
L874[10:10:51] <MalkContent> d
L875[10:10:52] <gigaherz> and that's when
I was able to actually PLAY
L876[10:11:05] <MalkContent> shack?
L877[10:11:07] <MalkContent> shack
L878[10:11:14] <gigaherz> Cataclysm was
ok
L879[10:11:20] <gigaherz> Pandaria was
nice
L880[10:11:27] <gigaherz> and Draenor was
interseting
L881[10:11:30] <MalkContent> anywho,
restart time. win10 demands i update >_>
L882[10:11:54] ⇦
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L883[10:11:55] <gigaherz> although I
stoppedp laying WOD because they didn't make the raids available on
the raid finder quickly enough
L884[10:11:57] <gigaherz> ;P
L885[10:12:00] <gigaherz> but
L886[10:12:14] <gigaherz> their announce
of the upcoming expansion was really interesting
L887[10:12:16] <gigaherz> they have me
sold
L888[10:12:35] <Szernex> well the fact
that it's still subscription based drove me off the most
L889[10:12:45] <gigaherz> the day wow
becomes f2p, wow will die.
L890[10:12:47]
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L891[10:12:51] *
Szernex shrugs
L892[10:12:56] <gigaherz> it's sad
L893[10:12:59] <gigaherz> but it's how it
will be
L894[10:14:01] <gigaherz> it won't be
long, though
L895[10:14:10] <gigaherz> they have
already been testing stuff for ingame store and such
L896[10:14:39] <gigaherz> it's just a
matter of time until the number of subscribers is low enough the
higher ups decide to change the model
L897[10:15:04] <gigaherz> I guess it will
depend on how much they sell the Legion expansion
L898[10:15:09] <gigaherz> I know I will
buy it
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L900[10:15:25] <gigaherz> and I know a few
people who have been demanding to see the Emerald Dream since day
1
L901[10:15:51] <gigaherz> and a lot of
people who have been demanding the Demon Hunter playable class
since Illidan was anounced as a boss enocounter
L902[10:16:26] <gigaherz> and Legion will
have both.
L903[10:16:27] <gigaherz> XD
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L905[10:22:45] <FusionLord> so tmtu you
are saying I can call this on the server?
Minecraft.getMinecraft().objectMouseOver.sideHit; ?
L907[10:24:41] <gigaherz> lol no, but
world.raytrace exists in the server
L908[10:25:00]
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L909[10:25:00]
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L910[10:25:03] <FusionLord> say what?
...
L912[10:25:51] <gigaherz> in fact. I use
player.raytrace in my wip mod ;P
L913[10:26:00] <gigaherz> to detect if the
player is looking at a dragon egg
L914[10:26:01] <gigaherz> ;P
L915[10:26:20] <gigaherz> player.rayTrace
also returns entity hits I believe
L916[10:26:34] <gigaherz> but I only care
about blocks XD
L917[10:27:39] <FusionLord> gigaherz, what
are the vectors?
L918[10:28:09] <gigaherz> ??
L919[10:28:20] <gigaherz> oh in
world.rayTrace? can't remember
L920[10:28:30] <gigaherz> player.rayTrace
uses the player look vector automatically
L921[10:28:31] <FusionLord> ok... :P
L922[10:28:52] <gigaherz> check the
history of that file, I used world.rayTrace before
L923[10:28:59] <gigaherz> but I switched
to player because it's a better fit
L924[10:29:00] <gigaherz> XD
L925[10:29:28] <gigaherz> ah no wait, git
is stupid and can't follow renames
L926[10:29:42] <FusionLord> crud I just
realized this is impossible :(
L927[10:30:09] <gigaherz> what is?
L928[10:30:20] <gigaherz> let's start
over
L929[10:30:24] <gigaherz> what do you want
to achieve?
L930[10:31:36] <FusionLord> i need the
face the player places the block on... the onBlockPlaced has the
side but is before the tileentity is created and on blockplacedby
is post and the raytrace will return the block that was just
placed
L931[10:32:11] <gigaherz> oh
L932[10:32:11] <gigaherz> well
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L934[10:32:19] <gigaherz> mc creates them
in a sequence
L935[10:32:24] <gigaherz> so you could
store it for later
L936[10:32:25] <gigaherz> XD
L937[10:32:43] <ollieread> What exactly
are you trying to do FusionLord ?
L938[10:33:19] <FusionLord> simalar to
block axis but with rotation aswell
L939[10:33:30] <FusionLord> and need to
store it in the te
L940[10:34:11] <gigaherz> actually
L941[10:34:16] <ollieread> I don't quite
follow
L942[10:34:16] <gigaherz> yo ucan just
have a custom ItemBlock
L943[10:34:19] <gigaherz> that manually
places
L944[10:34:24] <gigaherz> and THEN assigns
the TE afterward
L945[10:34:52] <gigaherz> the ItemBlock's
onItemUse should have the hit info also?
L946[10:34:54] <FusionLord> I'll just go
about it a different route.
L947[10:35:10] <gigaherz> yeah
L948[10:35:10] <FusionLord> let the player
set block facing and rotaion in the gui settings
L949[10:35:13] <FusionLord> :)
L950[10:35:15] <gigaherz> world, x,y,z,
side
L951[10:35:20] <ollieread> FusionLord: Am
I right in saying that you want a block that faces a particular way
(towards the player), when placed, like a furnace, but using the TE
instead of metadata?
L952[10:35:29]
⇨ Joins: Flan (~Flan@2.220.216.238)
L953[10:35:32] <gigaherz> you can do that
from the ItemBlock.
L954[10:35:40] <ollieread> or you can do
it from onBlockPlacedBy
L955[10:35:48] <FusionLord> no
ollieread
L956[10:35:59] ***
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L957[10:36:20] <FusionLord> ollieread,
that doesn't have theh face the player placed on
L958[10:36:32] <FusionLord> public void
onBlockPlacedBy(World world, BlockPos pos, IBlockState state,
EntityLivingBase entity, ItemStack stack)
L959[10:36:50] <ollieread> int l =
MathHelper.floor_double(entityLiving.rotationYaw * 4.0F / 360.0F +
0.5D) & 3
L960[10:37:01] <FusionLord> like i said I
just put it in the gui
L961[10:37:04] <ollieread> if(l== 0) {
ForgeDirection.getOrientation(2)
L962[10:37:05] <ollieread> etc etc
L963[10:37:15] <FusionLord> 1.8
L964[10:37:47] <ollieread> I'm not sure
why that wouldn't work in 1.8
L965[10:38:11] <Ordinastie_> he wants the
face hit when right clicked, the the facing of the player
L966[10:38:15] <Ordinastie_> *not
L967[10:38:38] <ollieread> Ahh
L968[10:38:44] <FusionLord> its fine,
thanks guys
L969[10:44:21] ***
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L971[10:55:22] <gigaherz> hey anyone has a
lib that would help me implement a scrollable, searchable gui
inventory? ;P
L972[10:55:40] <Ordinastie_> hum
L973[10:58:33] <gigaherz> I wanna give my
storage block an optional GUI, but I don't really want to spend too
much time writing a custom gui for it, since my idea is that you'd
use an external inventory aggregator as an intermediate, so if
someone has something that can take an IInventory and do all the
work... ;P ;P
L974[10:59:52] <Ordinastie_> I guess you
don't want hard dep anyway
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L986[11:28:54] <ExeTwezz> mcmod.info needs
to be in src/main/resources, right?
L987[11:29:27] ⇦
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L988[11:29:56] <diesieben07> jesus christ
windows 10 update is annoying as hell
L989[11:30:03] <gigaherz> yes.
L990[11:30:07] <gigaherz> to both.
L991[11:30:30] <diesieben07> i made a
bootable usb stick. it downloaded all the win 10 data agian, even
though it already had it
L992[11:30:47] <gigaherz> oh you mean the
upgrade process?
L993[11:30:50] <gigaherz> I just did it
inline
L994[11:30:53] <diesieben07> i then
discovered you cant just boot from an usb stick, you need to do an
in-place upgrade FIRST and THEN do an clean install
L995[11:30:56] <gigaherz> no usb or
anything
L996[11:31:03] <diesieben07> i dont trust
in-place updates
L997[11:31:18] <gigaherz> it worked quite
well
L998[11:31:33] <diesieben07> well, now i
am doing the in-place update, though the same app that created the
usb stick
L999[11:31:39] <gigaherz> yeah
L1000[11:31:42] <diesieben07> it is
downloading all the gigabytes *again*
L1001[11:31:49] <gigaherz> you don't
happen to have USBlyzer do you? ;P
L1002[11:31:50] <diesieben07> and now its
stuck at 16% searching for updates
L1003[11:31:57] <diesieben07> oh
17%
L1004[11:31:58] <diesieben07> wow
L1005[11:32:22] <gigaherz> it's automated
so, go watch a movie or something ;p
L1006[11:33:12] <diesieben07> how many
updates can this thing possibly download
L1007[11:33:15] <diesieben07> its like a
month old
L1008[11:33:32] <PaleoCrafter> it's just
searching for updates :P
L1009[11:33:45] <PaleoCrafter> and that
alone apparently takes ages, lol
L1010[11:33:47] <gigaherz> well win10
isn't like the previous windows
L1011[11:33:48] <diesieben07> it has been
searching for 30 minutes
L1012[11:33:52] <gigaherz> uh
L1013[11:33:56] <gigaherz> that's
weird
L1014[11:34:02] <gigaherz> shouldn't take
more than 5 minutes
L1015[11:34:03] <diesieben07> you cant
tell me that searching for updates takes 30 mintues for 18%
L1016[11:34:18] <diesieben07> well, maybe
not 30, but at least 15
L1017[11:34:39] <gigaherz> still, win10
has had some updates, but they are cumulative
L1018[11:34:39]
⇨ Joins: vsg1990
(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
L1019[11:34:56] <gigaherz> each update
package installs on top of the previous ones
L1020[11:35:02] <diesieben07> now it
jumped from 22% to 38%
L1021[11:35:04] <diesieben07> wat the
hell
L1022[11:35:35] <KilRoYDK> windows have
always been good at estimating things
L1023[11:35:46] <KilRoYDK> in a few
minutes you will jump back to 25%
L1024[11:35:52] <diesieben07> dont jinx
it
L1025[11:36:04] <gigaherz> lol no it
doesn't work that way XD
L1026[11:36:16] <gigaherz> it's the TIME
that jumps, not the %
L1027[11:36:23] <KilRoYDK> yesterday my
windows 7 used 20 mins installing update 14 of 22... 1-14 was
instant... and 15-22 was also instant
L1028[11:36:41] <gigaherz> and in the
file dialog, it has always been because it measurestime based on
file counts
L1029[11:37:00] <gigaherz> "I have
50 files to copy, the first 3 took 3 seconds... to 50 will take 50
seconds"
L1030[11:37:09] <ExeTwezz> do I need to
run setupDecompWorkspace after renaming a mod?
L1031[11:37:10] <diesieben07> yeah whcih
is utterly stupid
L1032[11:37:14] <gigaherz> "oh wait,
now that I copied the 4th, it took 5 minutes, so the total must be
6 hours!"
L1033[11:37:20] <diesieben07> but you
cant just do file size either
L1034[11:37:35] <diesieben07> 20.000 very
small files take longer to copy than 1 big file of the same
size
L1035[11:37:39] <diesieben07> and *much*
longr
L1036[11:37:40] <gigaherz> "oh wait
the 5th was only 6 minutes, the total must be 18
minutes!"
L1037[11:37:49] <KilRoYDK> i know it dont
work that way diesieben07 - but its kind of the normal joke about
windows...
L1038[11:37:59] <diesieben07> i
know
L1039[11:38:02] <gigaherz> nah the joke
goes like
L1040[11:38:04] <PaleoCrafter> ExeTwezz,
no
L1041[11:38:10] <gigaherz> Microsoft
developer:
L1042[11:38:23] <gigaherz> "Baby,
I'm out of work, I'll be home in 5 minutes, no wait 5 hours, no
wait 15 seconds"
L1043[11:38:49] <KilRoYDK> thought it was
a more NSFW joke..
L1044[11:38:54] <nevercast> haha
L1045[11:39:01] <gigaherz> I have seen
the SFW version, then
L1046[11:39:08] <gigaherz> but any joke
that's SFW
L1047[11:39:13] <ExeTwezz> well, I've
edited my mcmod.info, then runned "Minecraft Client" in
IDEA, and it didn't update in Mods menu
L1048[11:39:15] <gigaherz> will
eventually be converted into a NSFW
L1049[11:39:43] <PaleoCrafter> rule 35?
xD
L1050[11:39:48] <ExeTwezz> however, I've
run "gradlew build" and "gradlew runClient",
and everything was fine
L1051[11:39:59] <gigaherz> rule 34 of
jokes
L1052[11:40:20] <PaleoCrafter>
idea.module.inheritOutputDirs = true do you have this line in your
build.gradle, ExeTwezz?
L1053[11:40:33] <gigaherz> ah right, rule
35 applies best
L1054[11:40:33] <PaleoCrafter> if no, add
it in there (outside of any { } block)
L1055[11:41:00] <gigaherz> (I personally
prefer: idea { module.inheritOutputDirs = true } )
L1056[11:41:29] <PaleoCrafter> wait,
there actually is a rule 35? XD
L1057[11:43:30] <gigaherz> yes
L1058[11:43:39] <gigaherz> it states
"if there is no porn of it, there will soon be"
L1059[11:43:55] <PaleoCrafter> well
then
L1061[11:44:13] <ExeTwezz> is it normal
if it says "Cannot resolve symbol 'idea'"?
L1062[11:44:50] <gigaherz> no?
L1063[11:45:07] <diesieben07> yes thats
fine
L1064[11:45:16] <gigaherz> I have never
seen that message XD
L1065[11:45:24] <diesieben07> intellij
tries to do code-analysis in your build.gradle if you tell it
to
L1066[11:45:29] <diesieben07> but its not
very good at it
L1067[11:45:32] <gigaherz> oh right
L1068[11:45:41] <gigaherz> that spammy
message at the top I always ignore
L1069[11:45:43] <diesieben07> anyways,
windows 10 is done now.
L1070[11:45:49] <diesieben07> lets see if
this works
L1071[11:45:52] <diesieben07> see you on
the other side.
L1072[11:46:04] <gigaherz> have fun
waiting ;P
L1073[11:50:21] <ExeTwezz> I'm definitely
doing something wrong :\
L1074[11:50:59] <ExeTwezz> now it just
says to "contact the author for mcmod.info"
L1075[11:52:16] <FusionLord> ExeTwezz,
are you in your dev enviroment?
L1076[11:52:51] <ExeTwezz> what?
L1077[11:53:00] <ExeTwezz> if you mean am
I in IDEA, then yes
L1078[11:55:04] <ExeTwezz> > group=
"com.yourname.modid"
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L1080[11:55:57] <gigaherz> cna you
pastebin your build.gradle AND your modid?
L1081[11:56:00] <ExeTwezz> I have to
change that
L1082[11:56:20] <gigaherz> you don't
"have" to, but it's good if you do
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L1085[11:57:20] <PaleoCrafter> Wuppy, you
bastard, I must listen to this now ._.
L1086[11:57:35] <Wuppy> :P
L1087[11:57:59] <Wuppy> I want to say I'm
sorry, but that'd be a lie
L1088[11:58:05] <Wuppy> :P
L1090[11:58:44] <PaleoCrafter> did you
hit the refresh button in IDEA's gradle sidebar?
L1091[11:59:28]
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L1092[12:00:42] <gigaherz> meh
L1094[12:00:46] <gigaherz> ;p
L1095[12:01:38] <ExeTwezz> PaleoCrafter,
didn't change anything in Mods menu
L1096[12:02:04] <PaleoCrafter> make sure
the mod id in your mcmod.info and your @Mod annotation application
match
L1097[12:02:36] <Wuppy> I have now
listened to that song for 6 minutes already :<
L1098[12:02:39] <ExeTwezz> they do
L1099[12:02:40] <Wuppy> I may be going
insane
L1100[12:02:57] <PaleoCrafter> 6
minutes?
L1101[12:03:29] <gigaherz> when my
flatmate likes a song, he often puts it in loop
L1102[12:03:36] <gigaherz> soemtimes
using those 10hour videos
L1103[12:03:57] <gigaherz> at one
time
L1104[12:04:03] <gigaherz> he cut a
30second segment of a song
L1105[12:04:13] <gigaherz> and played it
in a loop
L1106[12:04:15] <gigaherz> it was
horrible
L1107[12:04:16] <gigaherz> XD
L1108[12:05:11] <gigaherz> btw anyone
here knows some good place to track tv show episodes?
L1109[12:05:27] <Wuppy> define
track
L1110[12:05:36] <gigaherz> get notified
when a new ep has aired
L1111[12:05:41] <gigaherz> and I can
start searching for it online ;P
L1112[12:06:00] <PaleoCrafter> don't you
know the schedule for all your favourite shows? :P
L1113[12:06:06] <gigaherz> nope
L1114[12:06:07] <gigaherz> XD
L1115[12:06:36] <gigaherz> I used to rely
on eztv's my shows list
L1116[12:06:51] <gigaherz> but I recently
learned that the site was taken over by a group of scammers, and
the eztv group disbanded
L1118[12:07:07] <gigaherz> then I won't
click.
L1119[12:07:08] <gigaherz> XD
L1120[12:07:34] <Wuppy> JUST DO IT
L1121[12:07:38] <PaleoCrafter>
amazing
L1123[12:09:29]
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L1124[12:09:32] <vsg1990> for the forge
universal jars is there a command line option for installing the
server? I only have access to a terminal.
L1125[12:10:00] <Wuppy> right
Paleo...
L1126[12:10:02] <Vigaro> Download the
installer
L1127[12:10:09] <Vigaro> Then run it
using the -installServer argument
L1128[12:10:22]
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L1129[12:10:43] <PaleoCrafter> isn't it
great, Wuppy?
L1130[12:11:10] <vsg1990> Vigaro: I'm
using "java -jar forge.jar -installServer", but it
complains about missing libraries.
L1131[12:11:27] <PaleoCrafter> make sure
it's the installer and not the universal jar
L1132[12:11:43] <vsg1990> PaleoCrafter:
Ah, I'll check that.
L1133[12:12:56] <vsg1990> That was it,
thanks.
L1134[12:13:04]
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L1135[12:13:18] <ExeTwezz> wait
L1136[12:13:22] <ExeTwezz> mcmod.info
needs to be in the root?
L1137[12:13:38] <gigaherz> in your
development environment,
L1138[12:13:44] <gigaherz> it's located
in src/resources/mcmod.info
L1139[12:13:48] <gigaherz> but after you
compile the jar
L1140[12:13:53] <gigaherz> it SHOULD end
up in the root of the jar
L1141[12:14:21] <gigaherz> if you used
the provided build.gradle, and set up the environment correctly,
this should happen automatically
L1142[12:14:22] <ExeTwezz> I have it in
src/main/resources by default
L1143[12:14:33] <gigaherz> yeah I
meantsrc/main/resources
L1144[12:14:34] <gigaherz> XD
L1145[12:16:17] <ExeTwezz> by the
way,
L1146[12:16:32] <ExeTwezz> how should be
mod's jar file called?
L1147[12:16:58] <gigaherz> convention is
to use a TitleCased version of your modid
L1148[12:17:05] <ExeTwezz> I've
modid-1.0.jar
L1149[12:17:08] <ExeTwezz> :\
L1150[12:17:16] <gigaherz> but I have
seen many variations
L1151[12:17:35] <gigaherz> some mods
have
L1152[12:17:45] <gigaherz>
[mcversion]ModId-version.jar
L1153[12:17:46] <PaleoCrafter> there is
no convention apart from the regular maven
artifact-version-classifier :P
L1154[12:17:47] <gigaherz> others
have
L1155[12:17:59] <gigaherz>
ModId-version-[mcversion].jar
L1156[12:18:01] <gigaherz> others
L1157[12:18:07] <gigaherz>
ModId-mcversion-version.jar
L1158[12:18:20] <ExeTwezz> no, you
misunderstood me
L1159[12:18:38] <gigaherz> ?
L1160[12:18:48] <gigaherz> then?
L1161[12:18:59] <ExeTwezz> modid-1.0.jar
is strange to me
L1162[12:19:18]
⇨ Joins: laci200270
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L1163[12:19:23] <gigaherz> you can
customize the archivesBaseName to use anything
L1164[12:19:38] <ExeTwezz> ok then
L1165[12:19:39]
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(~Kodos@2602:306:ce20:6c30:e0da:102b:46dc:4ab0)
(Leaving))
L1166[12:19:42] <gigaherz> the default
build.gradle will use
"archivesBaseName-version.jar"
L1167[12:19:46] <gigaherz> but you can
customize that too
L1168[12:20:16] <gigaherz> oh and if oyu
have secondary output tasks
L1169[12:20:25] <gigaherz> the classifier
tag will be appended at theend
L1170[12:20:34] <gigaherz> so if you have
a sourceJar task with classifier 'src'
L1171[12:20:45] <gigaherz> this task will
generate BaseName-version-src.jar
L1172[12:22:29] ***
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L1173[12:25:23] <ExeTwezz> ok
L1174[12:25:42] <ExeTwezz> I've refreshed
Gradle project
L1175[12:30:51] <ExeTwezz> t/help
leave
L1176[12:30:55] <ExeTwezz> sorry :P
L1177[12:31:37] <gigaherz> I remapped the
chat key in mc to be enter
L1178[12:31:38] <gigaherz> XD
L1179[12:31:43] <gigaherz> feels more
like MMOs
L1180[12:31:43] <gigaherz> ;P
L1181[12:32:02] ***
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L1184[12:42:46] <vedalken254> gigaherz:
you too? *highfive*
L1185[12:48:33] <gigaherz> heh
L1186[12:49:10]
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L1187[12:51:24] <nevercast> Ha I think
everyone does
L1188[12:51:32] <nevercast> it feels more
like Age Of Empires 1 tbh
L1189[12:52:26] <Mraof> I still just use
t
L1190[12:52:56] <Mraof> I remember for a
while my Minecraft still used i for inventory because it did in
earlier versions
L1191[12:53:03] <Mraof> And then I
mentioned it and someone thought it was weird
L1192[12:53:06] <gigaherz> yeah
L1193[12:53:09] <gigaherz> I'm
considering changing it back
L1194[12:53:18] <gigaherz> because I'm
getting used to pressing E to interact, in ARK
L1195[12:53:18] <gigaherz> XD
L1196[12:53:39] <gigaherz> then I go back
to MC, and I still try to press i to inventory
L1197[12:53:58]
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L1198[12:54:10] <SkySom> I still switch
back to i for mc
L1199[12:54:15] <SkySom> Never liked it
as e
L1200[12:54:21] <SkySom> Also switch q to
l
L1201[12:54:57] <Mraof> q and e are in
the same area as wasd
L1202[12:55:12] <Mraof> And should be
used for keys you need to press without delay
L1203[12:59:57]
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L1205[13:07:58] <Tim020> Does the server
keep a file of all the player's that have ever logged in?
L1206[13:08:48] ***
MattOfflineMc is now known as Mata
L1207[13:08:50] <sham1Mobile> Meh... I
cannot connect to my bouncer
L1208[13:09:03]
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L1209[13:09:24] <sham1Mobile> Annoys the
hell out of me...
L1210[13:09:52]
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L1214[13:24:53] <masa> Tim020: each
player has their player data file, so yes
L1215[13:25:13] <Tim020> masa, can I
access those files?
L1216[13:25:56] <masa> from a mod? yeah,
but I don't think you should, maybe at most list the files to se
what is there
L1217[13:26:20] <masa> what exactly do
you need them for?
L1218[13:26:43] <Tim020> I literally need
the list of players, and probably their UUID
L1219[13:27:03] <Tim020> player
names^
L1220[13:27:09] <masa> well since about
1.7.5-ish the files are named by the UUID
L1221[13:27:56] <Tim020> Where are they
stored?
L1222[13:28:01] <masa> do you need the
list of players that has ever logged into a server before your mod
was installed, or only the ones that log in while your mod is
installed?
L1223[13:28:35] <Tim020> before, every
player to have visited the server
L1224[13:28:56] <masa> they are in
world/playerdata directory since the UUID change
L1225[13:29:35] <masa> I think it was
world/players before, and they were named playername.dat back them,
now they are named UUID.dat
L1226[13:30:26] <Tim020> Now the question
is, can I access them from client side?
L1227[13:30:38] <masa> like I said, at
least don't write anything to those files directly from you mod or
you'll probably corrupt them, only list the files to get the
UUIDs
L1228[13:30:43] <masa> no
L1229[13:30:49] <masa> they are on the
server
L1230[13:31:04] <masa> why wold you need
it from a client?
L1231[13:31:40] <Tim020> Because I am
trying to implement a 'friends list', and I want to be able to see
every player's name from within a GUI
L1232[13:32:30] <masa> well you would
need a server side component to the mod which would send the
list
L1233[13:33:08] <laci200270> how can I
translate a text from language files?
L1234[13:33:33] <masa> from language
files?
L1235[13:33:43] <laci200270> I think:
supply with text.anything and get Anything
L1236[13:33:49] <laci200270> such as
blocks
L1237[13:33:51] <masa> you mean get the
translation that is defined in a lang file?
L1238[13:33:55] <laci200270> yes
L1239[13:34:20] <Tim020> masa, what would
be the easiest way to get a server side component?
L1240[13:34:27] <tterrag|ZZZzzz>
StatCollector.translateToLocal
L1241[13:34:38] <masa> on the server
side, StatCollector.translateToLocal() or something liek that, on
the client I18n.something()
L1242[13:34:55] <tterrag|ZZZzzz> ^
L1243[13:35:13] <tterrag|ZZZzzz> The
former is fine on the client though. but I18n is client only
L1244[13:35:15] <laci200270> thanks
L1245[13:35:21] <laci200270> I need it
for waila
L1246[13:35:32] <laci200270> text
tooltip
L1247[13:35:43]
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L1248[13:35:52] <masa> yeah I too use
StatCollector almost everywhere, except my GUIs use the I18n
one
L1249[13:38:00] <masa> Tim020: well, your
mod needs to also be installed on the server, and you would then
use custom packets to request and send the player list when
necessary
L1250[13:39:05] <tterrag|ZZZzzz> I use my
own clads
L1251[13:39:11] <masa> and there might
even be methods for getting the player list or something similar
already, I don't know...
L1252[13:39:14] <tterrag|ZZZzzz> But it
calls StatCollector
L1253[13:40:20] <masa> by which I mean
that maybe you don't have to go to such low level as listing the
files from the filesystem yourself, that seems a bit hacky
L1254[13:43:43]
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L1257[13:54:52] <ExeTwezz> why is
"${version} (1.0.0)" shown up as my mod's version in Mods
menu?
L1258[13:55:19] <ExeTwezz> I guess this
is a substitution fail
L1259[13:55:56] <ExeTwezz> but why is it
caused
L1260[13:57:27] <PaleoCrafter> that is
normal in-dev
L1261[13:57:30] <ExeTwezz> wait, I'm
supposed to change it...
L1262[13:57:47] <PaleoCrafter> it will
only get filled in once you actually build your mod through
grtadle
L1263[13:58:10] <ExeTwezz>
actually?
L1264[13:58:38] <ExeTwezz> isn't gradlew
build the only way to build?
L1265[13:59:04] <sham1Mobile> Dev
environment is different
L1266[13:59:05] <PaleoCrafter> yes,
that's what I mean by "actually", not running stuff
through gradle runClient or your IDE
L1267[13:59:50] <ExeTwezz> ok then
:)
L1268[14:05:43] <Tim020> Is there a way
to get the player display name from UUID?
L1269[14:06:07] <unascribed> if you have
the full GameProfile, there's a getName method
L1270[14:06:20] <unascribed> otherwise, I
think there's a UUIDToNameCache class or similar
L1271[14:09:57] <OrionOnline> What is the
games entry point for a dedicated server? Also the Minecraft
class?
L1272[14:11:06] <unascribed> Minecraft is
for the client
L1273[14:11:12] <unascribed>
MinecraftServer is for the dedicated server
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L1277[14:23:29] <shadekiller666> what is
the in-code name for spawn eggs?
L1278[14:23:47] <shadekiller666> oh,
"spawn_egg"
L1279[14:23:49] <shadekiller666>
derp
L1280[14:24:36]
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L1281[14:26:23] <Mata> Where can i get
forge for 1.8?
L1282[14:26:33] <Mata> on the
files.minecraftforge.net
L1283[14:26:40] <Mata> 1.8 is not
enabled
L1284[14:27:24] <shadekiller666> ?
L1285[14:27:32] <shadekiller666> yes it
is?
L1286[14:27:32] <PaleoCrafter> well,
because you're already on the 1.8 page :P
L1287[14:27:53] <Mata> That is the 1.7
page right?
L1288[14:28:00] <Mata> lol or am i just
thinking wrong
L1289[14:28:02]
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L1290[14:28:22] <shadekiller666> i'm
trying to make an item that adds layers to its texture based on
nbt, like how TiC does its tools
L1291[14:29:01] <shadekiller666> the only
examples of overlays i can find in vanilla are the spawn eggs and
leather armor, which both only use 2 textures per, and just change
the color
L1292[14:29:10] <shadekiller666> i want
to overlay an actual texture
L1293[14:29:36] <PaleoCrafter> 1.8 or
1.7?
L1294[14:29:52] <shadekiller666>
1.8
L1295[14:30:10] <PaleoCrafter>
ISmartItemModel, you should know this :P
L1296[14:30:30] <shadekiller666> thats
the only way to do this? theres no vanilla alternative?
L1297[14:30:44] <shadekiller666> or forge
alternative
L1298[14:30:45] <shadekiller666> ok
L1299[14:30:57] <PaleoCrafter> depends on
how much effort you want to put into it :P
L1300[14:31:44] <PaleoCrafter> you could
create a JSON for every possible combination and select it with a
custom ItemMeshDefinition thingy
L1301[14:35:46]
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L1302[14:36:13] <Max_Shen> Do I need to
@SideOnly an override of a @SideOnly method?
L1303[14:36:34] <shadekiller666> no
L1304[14:36:42] <shadekiller666> don't
ever put @SideOnly in your mod code
L1305[14:36:52] <Max_Shen> It's not mine,
it's the IC2 crops API.
L1306[14:37:00] <shadekiller666> that is
a tag made by the deobfuscator for vanilla's code
L1307[14:37:14] <shadekiller666> it
doesn't do anything to your mod's code
L1308[14:38:01] <PaleoCrafter> if you're
overriding a method that has it, yes you should put it on
there
L1309[14:38:03] <Lumien> I mean it does
:P
L1310[14:38:09] <PaleoCrafter> and yeah,
it does :P
L1311[14:38:09] <Lumien> It removes the
method on the server
L1312[14:38:15] <tterrag> shadekiller666:
lies
L1313[14:38:19] <Max_Shen> ...
L1314[14:38:33] <tterrag> Max_Shen: YES
you need to. SideOnly does not search hierarchies
L1315[14:38:43] <Max_Shen> Alright,
thanks.
L1316[14:38:46] <shadekiller666>
...
L1317[14:39:02] <shadekiller666> i was
told that @SideOnly shouldn't be used...
L1318[14:39:15] <sham1Mobile> It should
not
L1319[14:39:20] <Lumien> Overriding
methods you just have to
L1320[14:39:22] <Max_Shen> The javadocs
discourage use but in this case I don't have control over the
API.
L1321[14:39:26] <Lumien> If the
parameters contain client only classes
L1322[14:39:31] <tterrag> shadekiller666:
shouldn't be used on YOUR OWN
L1323[14:39:38] <tterrag> but if MC or
another mod uses it...you kinda have to
L1324[14:39:39] <sham1Mobile> But saying
that "it does nothing in your mod" is bullshite
L1325[14:39:50] <tterrag> also ^
L1326[14:40:08] <shadekiller666> ok
L1327[14:40:14] <shadekiller666> i was
wrong
L1328[14:40:27] <sham1Mobile> It very
much does stuff that you may not want
L1329[14:41:30] <sham1Mobile> Also, still
pissed that my bouncer is broken
L1330[14:43:46] <OrionOnline> Why would
the load of a MessageHandler that is only used on the client side
cause issues server side?
L1331[14:44:36] <Lumien> Define
issues
L1332[14:44:42] <sham1Mobile> Hmm, I
should propably make my rotatable blocks with configurable faces
with ISmartModel and IExtendedBlockState rather than JSON.
L1333[14:46:18] <PaleoCrafter> are you
using forge blockstates and submodels atm?
L1334[14:46:49] <sham1Mobile> Was
planning so
L1335[14:46:53]
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L1337[14:47:24] <sham1Mobile> But it
would have become very complex really fast
L1338[14:48:08] <PaleoCrafter> if the
JSON isn't overwhelmingly complicated, keep it :P
L1339[14:48:17] <PaleoCrafter> don't
forget dem resource packs
L1340[14:48:37] <sham1Mobile> They can
always modify the textures :D
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L1342[14:49:15] <OrionOnline> How can i
get the current PlayerEntity in a IMessageHandler on the client
side that makes the Server not crash?
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L1344[14:49:36] <ollieread>
FMLClientHandler.instance().getClientPlayerEntity()
L1345[14:49:44] <ollieread> As one
method
L1346[14:50:03] <OrionOnline> Hmm oke,
caus ei was currently using minecraft.getminecraft.thewPlayer
L1347[14:50:20] <OrionOnline> which is
fine for internal servers but dedicated ones donnot start
then...
L1348[14:50:41] <ollieread> Well I
actually have that code in ClientProxy#getClientPlayer
L1349[14:50:51] <ollieread>
CommonProxy#getClientPlayer returns null
L1350[14:50:59] <ollieread> So I just do
Technomagi.proxy.getClientPlayer()
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L1352[14:51:14] <ollieread> No need for a
null test, as if it's null I want it to break, because that
shouldn't be the case
L1353[14:51:19] <ollieread> I'm not into
failing gracefully
L1354[14:51:46] <PaleoCrafter> how about
getPlayer(MessageContext)? :P
L1355[14:51:53] <PaleoCrafter> then you
have client- and server player with one method
L1356[14:52:21] <OrionOnline>
PaleoCrafter, what do you mean, with
getPlayer(MessageContext)
L1357[14:52:24] <OrionOnline> ?
L1358[14:52:57] <PaleoCrafter> one
moment
L1359[14:53:06] <ollieread>
MessageContext.side
L1360[14:53:09] <ollieread> But
L1361[14:53:16] <ollieread> How exactly
are you going to get the server player?
L1362[14:53:47] <ollieread> Ahh
L1363[14:53:50] <PaleoCrafter>
ctx.getServerHandler().playerEntity
L1364[14:53:53] <PaleoCrafter> :P
L1365[14:53:56] <ollieread> Yeah, just
saw that
L1366[14:54:12] <OrionOnline> Does that
return a Player on the Client side aswell?
L1367[14:54:22] <PaleoCrafter> although
on the client you'd have to insert a side check and not just return
Minecraft.thePlayer
L1368[14:54:22] <OrionOnline> Cause that
is what i am looking for?
L1369[14:54:25] <ollieread> Nope
L1370[14:54:51]
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L1371[14:54:52] <tterrag> >server
handler
L1372[14:54:57] <sham1Mobile> Or
ctx.getClientHandler ().playerEntity on client.
L1373[14:55:05] <PaleoCrafter> you'd have
if(ctx.side.isClient()) return Minecraft.getMinecraft().thePlayer;
else return ctx.getServerHandler().playerEntity;
L1374[14:55:14] <ollieread>
if(ctx.side.equals(Side.CLIENT)) { return
FMLClientHandler.instance().getClientPlayerEntity(); } else {
ctx.getServerHandler().playerEntity)
L1375[14:55:16] <PaleoCrafter> no,
sham1Mobile :P
L1376[14:55:19] <ollieread> Or
isClient
L1377[14:55:24] <OrionOnline> Ah
oke
L1378[14:55:40] <sham1Mobile> Why
L1379[14:55:42] <PaleoCrafter> I'd use
referential equality for enums, ollieread :P
L1380[14:55:50] <PaleoCrafter> because
that simply doesn't exist :P
L1381[14:56:07] <PaleoCrafter> as there
only is one player on the client
L1382[14:56:12]
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L1383[14:56:19] <sham1Mobile> Not with my
IDE ATM as you might guess
L1384[14:56:23] <ollieread> I'll add that
to my list of refactors
L1385[14:56:36] <PaleoCrafter> don't
claim shit then, sham1Mobile :P
L1386[14:56:53] <PaleoCrafter> YouTube,
pls, let me watch just this one video
L1387[14:57:40] <PaleoCrafter> ._.
L1389[14:59:12]
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L1391[14:59:40] <Mata> Is there any way
to automatise the building of 1.7.10 and 1.8?
L1392[14:59:56] <Mata> I would guess its
hard since imports aren't the same
L1393[15:00:01] <Mata> #blamecpw?
L1394[15:00:28] <Lumien> OrionOnline just
stick your execute code in a seperate method and call it from your
main one
L1395[15:00:29] <ollieread> OrionOnline:
You can't have it in the packet
L1396[15:00:39] <ollieread> As Lumien
said :P
L1397[15:01:21]
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L1398[15:01:26] <OrionOnline> He???!!!,
Would that not still throw the Error whhile it loads up? As i stil
have a reference to that particular class inside my Handler?
L1399[15:01:33] <Lumien> try it
L1400[15:01:36] <Lumien> for me it works
fine
L1401[15:01:59] <PaleoCrafter> Mata,
uhm... s/cpw.mods.fml/net.minecraftforge.fml/ ?
L1402[15:02:06] <Mata> lol
L1403[15:02:10] <Mata> tru
L1404[15:02:28] <PaleoCrafter> or what
exactly are you trying to do, build a mod that compiles for both
1.7 and 1.8?
L1405[15:02:58] <Mata> well.. kinda
L1406[15:03:08] <Mata> i dont feel like
asm
L1407[15:03:09] <Mata> :P
L1408[15:03:13] <OrionOnline> Even with a
seperate function it sill crashes..........
L1409[15:03:14]
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L1410[15:03:23] <OrionOnline> #With the
same error on the same line
L1411[15:03:30] <LexManos> methods are
compiled in completion
L1412[15:03:44] <Mata> Hey Lex
L1413[15:03:56] <LexManos> so you have to
make any code that you dont want compiled on one side never
accessible from that side
L1414[15:04:02] <LexManos> thats the
entire point of the proxy system
L1415[15:04:30] <Mata> umm i kinda didn't
use the proxy system, since in preinit it has a event.getSide
L1416[15:04:32] <Lumien> Just putting my
client only code in a seperate method in the same class and
sticking that behind a worldObj.isRemote seems to work sometimes
though
L1417[15:04:43]
⇨ Joins: tmtu_
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L1418[15:04:44] <LexManos> well then
you're stupid
L1419[15:04:59] <LexManos> if you want
something not to run on the dedicated server
L1420[15:05:02] <LexManos> then use the
proxy system
L1421[15:05:12] <OrionOnline> LexManos,
so how do i get the currently active player in a MessageHandler
that handles ghanges to a IEEP coming from the server
L1422[15:05:18] ***
OrionOnline was kicked by LexManos (OrionOnline))
L1423[15:05:18] <Lumien> Stupid because
it works? :P
L1424[15:05:28] <Mata> But what would be
the difference between the oroxy system abd event.getSide()
L1425[15:05:30] <sham1Mobile> Lex, been
shouting to AbrayShed today yet?
L1426[15:05:42] <Mata> I can't seem to
find a valid reason to go through the pain
L1427[15:05:42] <Mata> lol
L1428[15:05:46] <LexManos> No i
havent
L1429[15:06:00]
⇨ Joins: OrionOnline
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L1430[15:06:05] <LexManos> mata Orion's
case is an exact point of why to go through the pain
L1431[15:06:19] <Mata> umm
L1432[15:06:22] <Mata> haven't read up
yet
L1433[15:06:22]
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L1434[15:06:22] <Mata> lol
L1435[15:06:24] <LexManos> Oh you're a
different thing
L1436[15:06:30] <PaleoCrafter> Lumien,
that can explode horribly :P
L1437[15:06:31] <LexManos> you're trying
to build for two versions at once
L1438[15:06:36] <LexManos> no, fuck
that
L1439[15:06:37] <Mata> well wanting to do
that :P
L1440[15:06:45] <Mata> that's why i
originally came here
L1441[15:06:46] <OrionOnline> Did i get
kicked for the Ping there (Then i am sorry)
L1442[15:06:51] <LexManos> Do not build
for both from the same codebase.
L1443[15:06:51] <Mata> LOL
L1444[15:07:01] <Mata> hmm
L1445[15:07:10] <Mata> because what i do
atm just feels repetitive
L1446[15:07:14] <Mata> :P
L1447[15:07:23] <LexManos> i know how to
make it not feel repetitive
L1448[15:07:25] <PaleoCrafter>
OrionOnline, ollieread and I have pointed out a method?
L1449[15:07:31] <Mata> how?
L1450[15:07:31] <LexManos> STOP FUCKING
BUILDING FOR A YEAR OLD FUCKING VERSION
L1451[15:07:37] <PaleoCrafter> you don't
want that code inside your message handler, but your proxies
:P
L1452[15:07:42] <OrionOnline> Ah
oke
L1453[15:07:48] <Mata> Lex a ton of
people still use 1.7
L1454[15:07:56] <Mata> just about every
modpack
L1455[15:07:58] <PaleoCrafter> guess why?
:P
L1456[15:08:02] <LexManos> I know,
because twats like you dont update.
L1457[15:08:09] <Mata> i update
L1458[15:08:11] <Mata> to 1.8
L1459[15:08:11] <Mata> :P
L1460[15:08:16] <Mata> i'm one of the
good guys
L1461[15:08:20] <Mata> Kappa
L1462[15:08:21] <LexManos> No no you're
not
L1463[15:08:22] <PaleoCrafter>
OrionOnline, in your server proxy, just return the one from the
context, and in the client proxy keep what you have right now
L1464[15:08:27] <OrionOnline> now i
understand, create a method in both the client and the common
proxy, but let the side only update to 1.8
L1465[15:08:31] <OrionOnline> ehm not to
1.8
L1466[15:08:38] <OrionOnline> update the
value of the IEEP
L1467[15:08:49] <OrionOnline> Got
it...... Jees sometimes my brain freezes
L1469[15:10:17] <Mata> lol
L1470[15:10:24] <shadekiller666> holy
crap... a single .obj file with 5 different track pieces ends up
being about 32k lines long...
L1471[15:10:26] <Mata> This just seems so
much easyer but meh
L1472[15:10:27] <Mata> lol
L1473[15:10:45] <shadekiller666> maybe
having all of the track models in a single file is not a very
feasible option...
L1474[15:11:02] <PaleoCrafter> text isn't
the most compact format, you know, shadekiller666 :P
L1475[15:11:18] <shadekiller666> ok
and?
L1477[15:11:26] <PaleoCrafter> just
saying :P
L1478[15:11:30] <Lumien> it seems to work
pretty reliable
L1479[15:11:40] <shadekiller666> how is
that supposed to help? i can't change the fact that .obj is a
text-based format
L1480[15:12:10] <PaleoCrafter> I'm saying
that you don't have to use obj :P
L1481[15:12:12] <PaleoCrafter> that's by
pure luck then, Lumien :P
L1482[15:12:31] <Lumien> Java is luck
based? :o
L1483[15:12:35] <Mata> Lol
L1484[15:12:38] <Mata> no
L1485[15:12:43] <Mata> Php is luck
based
L1486[15:12:48] <Mata> :P
L1487[15:12:51] <PaleoCrafter> the JVM
seems to error fairly randomly :P
L1488[15:13:08] <sham1Mobile> PHP is
suck-based
L1489[15:13:08] <LexManos> what the fuck
is that shit?
L1490[15:13:11] <PaleoCrafter> like, I've
artificially constructed some situations where it would fail
L1491[15:13:23] <PaleoCrafter> and others
which look fairly similar but do not fail
L1492[15:13:40]
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L1493[15:14:40] <Tim020> Does MC have a
method to get display name from UUID?
L1494[15:15:05] <sham1> Of course they
do
L1495[15:15:31] <sham1> How would they be
able to get your display name in the first place if there was no
such thing
L1496[15:15:39] <Mata> ^^
L1497[15:15:50] <Mata> I think player
should contain it as default
L1498[15:15:53] <Tim020> Where is the
function?
L1499[15:16:11] <Mata> since minecraft
players are uuid's and usernames are just nicknames
L1500[15:16:31] <Mata> i would think
.getName but that could be for the username
L1501[15:17:35] <Mata> !gf
func_146094_a
L1502[15:17:38] <Mata> !gm
func_146094_a
L1503[15:17:45] <Mata> lol that's
it
L1504[15:17:51] <Mata> func_146094_a
Tim020
L1505[15:18:09] <Tim020> !gf
func_146094_a
L1506[15:18:15] <Tim020> !gm
func_146094_a
L1507[15:18:34] <Mata> public static UUID
func_146094_a(GameProfile p_146094_0_)
L1508[15:18:39] <Mata> would have no idea
what the gameprofile is :P
L1509[15:19:22] <PaleoCrafter> Tim020,
UsernameCache.getLastKnownUsername methinks
L1510[15:19:44] <Mata> lol why is
EnumChatVisibility even in the entityplayer class, it seems so
inlogical
L1511[15:19:46] <Mata> *unlogical
L1512[15:21:44] <Mata> Hmm i am
intrested
L1513[15:21:57] <Mata> the class
NameFormat contains a username and display name
L1514[15:22:09] <Mata> that means one of
those tho would be the uuid
L1515[15:22:10] <Mata> i think :P
L1516[15:23:12] <Mata>
getCommandSenderName?
L1517[15:23:13] <PaleoCrafter> that class
is an event, you know
L1518[15:23:24] <Mata> ow really
L1519[15:23:25] <Mata> lol
L1520[15:23:31] <Mata> but still, it has
2 different things
L1521[15:23:48] <Mata> username is final
and so cant be changed, display name can :P
L1522[15:24:00] <PaleoCrafter> yeah, the
username is what the player is actually called
L1523[15:24:13] <PaleoCrafter> and the
display name is what will be displayed in chat and as nametag
L1524[15:24:32] <Mata> PaleoCrafter, and
the name that the player acctually has is the uuid right?
L1525[15:24:38] <PaleoCrafter> no
L1526[15:24:43] <Mata> what then?
L1527[15:24:45] <Mata> email?
L1528[15:24:45] <Tim020> What do I do to
fix the debug starting and saying "select an mcp conf dir for
the deobfuscator"?
L1529[15:24:48] <PaleoCrafter> the
nick
L1530[15:25:10] <Mata> that only happened
to me when trying to install codechichen core
L1531[15:25:40] <PaleoCrafter>
"fix" lol
L1532[15:25:47] <TehNut> Tim020: Does a
window pop up with your file system?
L1533[15:25:55] <Tim020> Yea
L1534[15:26:08] <Mata> I really have to
clean up my code one of these days
L1536[15:26:24] <TehNut> You need to
navigate to here and select the conf folder
L1537[15:26:42] <TehNut>
C:\Users\YOURUSERNAME\.gradle\caches\minecraft\net\minecraftforge\forge\YOURFORGEVERSION\unpacked\conf
L1538[15:27:09] <LexManos> dont use
ccc
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L1547[15:36:45] <Mata> because it isn't a
util
L1548[15:36:50] <Mata> but i cant think
of any names
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L1552[15:49:08] <shadekiller666> is there
syntax in a .gitignore to include a specific file extension?
L1553[15:49:18] <OrionOnline>
*.extension?
L1554[15:49:20] <sham1>
*.*extention*
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L1556[15:49:27] <OrionOnline> Sombody
know a good website developer?
L1557[15:49:30] <shadekiller666> that
excludes that extension
L1558[15:49:38] <OrionOnline> I need a
website for a project and i am the worst at it.......
L1559[15:49:50] <OrionOnline> Default the
extension is included
L1560[15:49:57] <shadekiller666> it seems
like sourcetree uses some sort of global .gitignore as well as a
repository-specific .gitignore
L1561[15:50:14] <OrionOnline> hmm i have
no idea, i am not using sourcetree
L1562[15:50:18] <shadekiller666> and i
want to allow .obj files only for this repo, but not globally
L1563[15:50:56] <shadekiller666> so that
i don't have to call "git add <path> -f" everytime
i make a new .obj file
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L1567[15:53:14] <shadekiller666>
ahh
L1568[15:53:21] <sham1> "Why are
people idiots" Human nature
L1569[15:53:47] <shadekiller666> if you
put an ! before the standard ignore syntax, it will override the
exclusion
L1570[15:53:58] <sham1Mobile> Yush
L1571[15:54:07] <OrionOnline> Is there
way to get the OreDic data dump?
L1572[15:54:17] <shadekiller666> so if a
.gitignore has *.obj and you want to later include objs, you would
put !*.obj
L1573[15:57:04] <Sephiroth> wouldn't you
simply just remove *.obj from .gitignore? :P
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L1576[15:58:25] <gigaherz> Sephiroth:
different files
L1577[15:58:35] <gigaherz> the global
gitignore has the "ignore all .obj files"
L1578[15:58:46] <gigaherz> but the local
one has "wait, I need .obj here!"
L1579[15:59:11] <shadekiller666>
mhmm
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L1581[15:59:40] <gigaherz> you can also
have per-folder .gitignore
L1582[15:59:40] <shadekiller666> so for
the repo-specific .gitignore, you have a line with !*.obj, and that
will allow all .objs for that repo only
L1583[15:59:41] <gigaherz> so like
L1584[15:59:45] <gigaherz> the root has
*.obj ignored
L1585[15:59:52] <gigaherz> but the
"models" folder has *.obj allowed
L1586[15:59:56] <shadekiller666> oh thats
interesting
L1587[16:00:17] <gigaherz> yeah just put
a .gitignore in the resources folder or so
L1588[16:00:19] <shadekiller666> well, in
this case the only .objs are in the models folder so it doesn't
really matter :P
L1589[16:00:35] <Vigaro> I find it easier
to ignore everything and whitelist just what I want
L1590[16:00:43] <Vigaro> That way I can
just throw stuff in there when I need to
L1591[16:00:51] <gigaherz> I prefer to
have per-repository .gitignores
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L1593[16:01:44] <shadekiller666> wow, i
just realized that the proper way to have all of these roller
coaster tracks is going to be very complicated when it comes to
blockstates...
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L1598[16:02:53] <williewillus> !gm
func_145845_h 1.7.10
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L1601[16:05:34] <Mata> its not the
cleanest code
L1602[16:05:35] <Mata> :P
L1603[16:05:40] <Mata> but it'll
work
L1604[16:06:32] <LexManos> I can do that
entire util in one line of code...
L1605[16:06:42] <Mata> lol
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L1607[16:06:52] <LexManos> CurseObject
obj = GSON.fromJson(json, CurseObject.class)
L1608[16:07:09] <Mata> umm
L1609[16:07:12] <LexManos> This isnt
sarcasem, this is just how json works.
L1610[16:07:20] <Mata> i added objects
and all
L1611[16:07:33] <Mata> i *tried* to make
it as easy as possible for people to implement :P
L1612[16:07:39] <Mata> and i think i done
that
L1613[16:07:40] <williewillus> wait
yeah
L1614[16:07:47] <williewillus> you don't
need that fancy stuff
L1615[16:07:58] <williewillus> json
engines serializes all of it for you :p
L1616[16:08:04] <Mata> ssht :P
L1617[16:08:09] <Mata> it works
L1618[16:08:10] <Mata> :P
L1619[16:08:56]
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L1620[16:10:03] <OrionOnline> Is the
oredictionary ItemStack (better say NBT) specific?
L1621[16:10:20] <LexManos> Seriously
dude, i'd suggest taking 10 mins and researching JSON/GSON, it will
make things a lot easier for you.
L1622[16:10:25] <LexManos> And no Orion
it is not
L1623[16:10:35] <Mata> I know about
json
L1624[16:10:41] <Mata> only i have never
used it in java
L1625[16:10:42] <Mata> :P
L1626[16:11:00] <LexManos> even in java
its the same, it serializes to and from objects. Thats the
point.
L1627[16:11:00] <OrionOnline> Hmm that is
sad
L1628[16:11:20] <shadekiller666>
JavaScript Object Notation
L1629[16:11:24] <OrionOnline> Is JSON not
Java Serialized Object Notation
L1630[16:11:32] <OrionOnline> Ah
JavaScript it is ... :D
L1631[16:11:37] <shadekiller666> its
notation designed to describe objects...
L1632[16:11:53] <LexManos> Orion: The Ore
dictionary is a hack to get around the fact that modders are
stupind and register multiple items for the same thing. The better
option is to Pull from it and dont create things when they already
exist
L1633[16:11:55] <sham1> OrionOnline,
technically it could be both, but it is Javascript object
notation
L1634[16:11:56] <OrionOnline> Then that
explains why all my nuggets turn into Obsidian
L1635[16:13:16] <OrionOnline> LEx, the
problem is i remove some recipes to make the game a tick harder (in
specific the possibility to craft nuggets from ingots through the
crafing grid), so i wanted to stay compatible with others and make
my nuggets OreDic compatible...
L1636[16:13:27] <OrionOnline> Which is
not going to work if i cannot get that to work.....
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L1638[16:14:30] <LexManos> ya, the
oredict does not take NBT into account
L1639[16:14:44] <LexManos> as it simply
is not designed to its a simple match system
L1640[16:14:58] <LexManos> what nuggets
are you adding?
L1641[16:16:16] <OrionOnline> ehmm
without addons, only iron and obsidian, but with addons it adds all
tinkers metals (including all ExtraTiC)
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L1643[16:16:31] <OrionOnline> Which adds
up to roughly 50 to a hunderd depending on the modpacl
L1644[16:16:33] <OrionOnline> pack*
L1645[16:16:39] <LexManos> why would you
do that doesnt tinkers construct add its own nuggets?
L1646[16:16:48] <LexManos> also iron
nuggets already exist dont they?
L1647[16:17:08] <OrionOnline> Yews but i
cannot make them heatable if they are my type of item
L1648[16:17:34] <OrionOnline> To be able
to heat the nugget they have to IHeatable (my interface) which they
are not (for obvious reasons)
L1649[16:17:55] <LexManos> why do they
need to be that?
L1650[16:18:13] <LexManos> Why not just
have a registry of vanilla items that can be 'wrapped' in your
iheatable
L1651[16:18:31] <LexManos> and make the
heated items revert back to vanilla when the heat dissapates
L1652[16:18:31] <OrionOnline> Hmm....
Technically they are...
L1653[16:18:45] <OrionOnline> I just did
not make a recipe that results in their nuggets.......
L1654[16:18:52] <LexManos> and then you
can simply not allow your items to be oredicted while
'heated'
L1655[16:19:10] <OrionOnline> They are
not oredic while heated, they are only when cooled of
L1656[16:19:25] <LexManos> mm
L1657[16:19:28] <LexManos> and when
cooled off
L1658[16:19:39] <LexManos> why cant they
just be minecraft:nuggestIron
L1659[16:19:42] <LexManos> instead of
your item?
L1660[16:20:08] <LexManos> I assume you
have a startHeating(ItemStack) function or something like that
right?
L1661[16:20:13] <OrionOnline> Actually
they should be....
L1662[16:20:32] <OrionOnline> They are
not turned back properly on cool down...
L1663[16:20:47] <LexManos> that sounds
more like a bug to me, then a issue with Forge/OreDict...
L1664[16:21:38] <OrionOnline> I never sad
that it was a issue with the ForgeDic
L1665[16:21:44] <OrionOnline> Just was
sad that it could not do that
L1666[16:22:00] <OrionOnline> Hmm i
should be able to pull the OreDic Registered Item, and if non
exists take mine
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L1668[16:31:14] <shadekiller666> once all
of the blockstate jsons have been parsed and models have been
assigned to variants, is it possible to change a model for a
specific variant?
L1669[16:32:02] <shadekiller666> also,
the maximum number of block IDs in 1.8 is 4096 right?
L1670[16:32:03] <OrionOnline> Dang that
will not work either, as their are mods that add things like
OreBerries (TiC) and the first entry it finds is that dang BERRY
Args
L1671[16:32:55] <williewillus> yes
maximum id's is 4096
L1672[16:33:02] <williewillus> until
mojang changes the world format
L1673[16:33:14] <williewillus> or some
modders decide to be dumb and change it themselves and break old
worlds
L1674[16:35:41] <Tim020> Ok still
stumped, can I get either an EntityPlayer or GameProfile from a
UUID? I cannot find it anywhere!
L1675[16:39:55] <Zaggy2048>
shadekiller666, you can specify a variant fully in forge
blockstates and it will replace the permutations it comes up
with
L1676[16:41:17] <masa> Tim020: there is a
method in World for getting a player by UUID
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L1678[16:41:54] <Mogul> hey gyus
L1679[16:41:57] <Mogul> eh, guys
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L1681[16:42:36] <shadekiller666> zaggy,
thats the problem, there could potentially be 100 or more different
"variations" of this block, and i'm trying to decide
whether i should eat up 1 block id per "style" of roller
coaster track, or figure out a way to only use up a few block ids
(like 1 id per "category" ie.
steel/wooden/inverted/water)
L1683[16:43:26] <williewillus> there
might be a method somewhere for it but that's the most
straightforward
L1684[16:43:27] <shadekiller666> i would
like to avoid the former because it means that the mod won't be an
id hog and significantly lower the amount of mods that could be
installed at once
L1685[16:43:40] <Mogul> Say, can anybody
tell me if there is a way to directly return a computed image as a
texture for a block - without registering it to the texture atlas
as a sprite? Perhaps something about using a custom renderer?
L1686[16:44:05] <williewillus>
ServerConfigurationManager.getEntityFromUuid maybe tim
L1687[16:44:06] <shadekiller666> computed
image?
L1688[16:44:20] <williewillus> if you
have direct gl access you can do whatever you want
L1689[16:44:40] <Tim020> And if the
player isn't live?
L1690[16:44:41] <Mogul> @shadekiller666
If possible, yes. That would be an image that I create at
runtime.
L1691[16:44:41] <shadekiller666> the
missing texture (the pink and black one) is dynamically
generated
L1692[16:45:15] <Mogul> Well, as far as I
could see it is still treated as a TextureAtlasSprite the more or
less usual way.
L1693[16:45:21] <shadekiller666> afaik
there isn't an easy way to completely bypass the
TextureAtlasSprite, but you can make a dynamic texture that gets
created and stitched at runtime
L1694[16:45:51] <williewillus> Tim020:
like creating a gameprofile from a uuid?
L1695[16:45:58] <Tim020> Yea
L1696[16:46:05] <Tim020> Basically
L1697[16:46:07] <shadekiller666> the
problem with only having those 4 blocks though, is how to determine
which of the many many models to use when
L1698[16:46:25] <Mogul> Hm, I would like
to avoid stitching as I guess that would still blow up the atlas if
I have many different variations of one texture.
L1699[16:46:48] <shadekiller666> tbh i
don't think you need to worry about the size of the atlas
L1700[16:46:48] <Mogul> williewillus said
something about GL - does this not have those restrictions?
L1701[16:46:57] <williewillus> yes
L1702[16:47:16] <williewillus> if you
have direct gl access you can bind whatever resourcelocation you
want and render it lol
L1703[16:47:17] <Tim020> williewillus,
getting a gameprofile from UUID would be very helpful
L1704[16:47:24] <shadekiller666> zaggy,
do you see the problem i'm trying to solve?
L1705[16:47:25] <Mogul> And how
complicated would that probably be, are there any decent tutorials
on that for Minecraft Forge modding?
L1706[16:47:32] <williewillus> but it
only works in tesrs or layers
L1707[16:47:37] <williewillus> what are
you needing to render?
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L1709[16:48:15] <williewillus> Tim020:
i'm not exactly sure how that works, try poking around authlib or
the server authentication/skin downloading mechanisms
L1710[16:48:20] <williewillus> what do
you need the GP for?
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L1712[16:48:38] <Mogul> Well, the idea is
to modify existing textures by overlaying another texture.
L1713[16:48:41] <Tim020> Getting the
display name for a player who may or may not be online at that
time
L1714[16:49:07] <jamierocks> sk89q wrote
something for that
L1715[16:49:20] <Mogul> As this other
texture would basically always be one of three or four variations
in rotated versions but I got a lot of base textures that would
increase the amount of textures needed exponentially if done the
usual way.
L1716[16:49:39] <williewillus> I'm sure
you can do that in a different way
L1717[16:49:54] <Mogul> Different from
accessing GL you mean?
L1719[16:50:06] <williewillus> can't you
just generate the sprites when the game loads?
L1720[16:50:27] <Mogul> I guess I could;
that would be the missing image sprite way.
L1721[16:50:45] <Mogul> That would still
be several hundret textures then though.
L1722[16:50:54] <williewillus> but it's
all in memory
L1723[16:51:01] <Mogul> Hm
L1724[16:51:01] <williewillus> if you
have all the base textures on disk
L1725[16:51:06] <williewillus> you just
rotate them on load
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L1727[16:51:31] <Mogul> Hm, thinking
about it, even when using GL those would have to be in memory,
right?
L1728[16:51:42] <Mogul> So I guess it
would really not make a difference.
L1729[16:51:59] <williewillus> using it
with gl will also murder performance unless you use a spritesheet,
which is what the atlas is basically :p
L1730[16:52:06] <Mogul> Meh.
L1731[16:52:29] <Mogul> Or perhaps rather
"yay", as that means I won't have to mess with GL
rendering.
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L1734[16:54:12] <Mogul> Well, thanks
guys, guess I will look into dynamically generated sprites once
more then.
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L1736[16:59:02] <LexManos> ...?
L1737[16:59:34] <LexManos> what are you
trying to do?
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L1744[17:23:12] <ExeTwezz> so, I have
assets\genericmod\lang folder shown up as assets.genericmod.lang in
IDEA, and I want to create assets\genericmod\textures :D
L1745[17:23:25] <ExeTwezz> how do
that?
L1746[17:23:30] <gigaherz> go to
assets
L1747[17:23:31] <gigaherz>
right-click
L1748[17:23:35] <gigaherz> create
package
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L1750[17:23:40] <gigaherz>
genericmod.textures
L1751[17:23:43] <gigaherz> or
L1752[17:23:45] <gigaherz> to
resources
L1753[17:23:50] <gigaherz> and
assets.genericmod.textures
L1754[17:23:56] <ExeTwezz> I've tried the
latter one
L1755[17:24:04] <gigaherz> or simpler:
show in explorer
L1756[17:24:07] <gigaherz> and create the
folder manually.
L1757[17:24:09] <ExeTwezz> and listed
directories in console
L1758[17:24:26] <ExeTwezz> and there were
assets.genericmod.textures
L1759[17:24:29] <gigaherz> heh
L1760[17:24:34] <gigaherz> maybe doens't
work for resource folders
L1761[17:24:41] <gigaherz> use "show
in explorer" or equivalent, then
L1762[17:25:13] <ExeTwezz> thank you
:D
L1763[17:25:25] <ExeTwezz> although I
wanted to do that in the IDE
L1764[17:26:51] <sham1Mobile> Now you
can
L1765[17:27:22] <sham1Mobile> As long as
you have two subentries on a package , you can add to it
L1766[17:27:33]
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L1767[17:32:06] <ExeTwezz> eh, is Paint
suitable for drawing textures?
L1768[17:32:17] <gigaherz> sure, but you
can't do transparency
L1769[17:32:20] ***
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L1770[17:32:22] <gigaherz> so I'd suggest
Paint.net
L1771[17:32:45] <gigaherz> if it's just
opaque, go ahead
L1772[17:33:35] <ExeTwezz> well that's
good
L1773[17:33:51] <gigaherz> really
anything that can save a .png file works
L1774[17:33:51]
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L1775[17:33:52] <gigaherz> ;P
L1776[17:34:47] <MalkContent> anyone know
if there was a mod made that updates maps when in the players
inventory rather than only in active slot?
L1777[17:35:02] <gigaherz> never heard of
it
L1778[17:35:07] <MalkContent> hrm
L1779[17:35:13] <gigaherz> doesn't mean
it doesn't exist
L1780[17:35:18] <gigaherz> I may just
have never heard of it
L1781[17:35:18] <gigaherz> ;P
L1782[17:35:41] <MalkContent> yea. im
just having a tough time googling for that
L1783[17:36:03] <MalkContent> cause
"map" doesn't bring up results for the map item
L1784[17:36:19] <gigaherz> yeah
L1785[17:36:21] <gigaherz> but
maybe
L1787[17:36:27] <gigaherz> maybe it's
somewhere in there, if one exists
L1788[17:36:28] <gigaherz> XD
L1790[17:39:51] <ExeTwezz> perfect
L1791[17:40:25]
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L1793[17:41:43] <MalkContent> whats
that
L1794[17:43:17] <ExeTwezz> texture editor
(for me) :p
L1795[17:43:49] <ExeTwezz> I mean it
wasn't made for me, but I treat is a texture editor
L1796[17:43:55] <ExeTwezz> it as*
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L1798[17:45:06] <MalkContent> a.
okay
L1799[17:45:16] <MalkContent> why not
just use gimp
L1800[17:45:19]
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L1801[17:45:51] <MalkContent> then again
it's nice to have the stuff online
L1802[17:46:59] <ExeTwezz> yeah
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L1805[17:50:09] <CapnJackH> How does one
implement great than 16x textures by default?
L1806[17:50:22]
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L1807[17:50:36] <gigaherz> CapnJackH:
they "just work"
L1808[17:50:46] <gigaherz> I usea 48x48
texture for my multiblock structure
L1809[17:50:50] <gigaherz> two, in
fact
L1810[17:51:05] <gigaherz> the stitcher
will simply allocate a bigger area for it
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L1812[17:51:51] <Vorquel> I rendered an
arbitrarily shaped jpeg in world for a joke. It's not like openGL
cares.
L1813[17:52:04] <CapnJackH> is that
elements of power? I will have to look at your git. The textures
don't show up for a block I added.
L1814[17:52:25] <gigaherz> no
L1815[17:52:26] <gigaherz>
ender-rifty
L1816[17:52:28] <gigaherz>
ender-rift*
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L1818[17:52:39] <gigaherz> 1.7.10
mod
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L1822[17:55:33] <CapnJackH> hmm. looked
at the code for the rift, doesn't look much different than mine. I
probably just didn't format something correctly. thanks!
L1823[17:56:35] <CapnJackH> has anyone
heard of someone trying to generate the shape of continents on
world creation and then have chunks generate using that
template?
L1824[17:56:41] <gigaherz> note that I
render a custom model on the ISBRH
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L1831[18:29:13] <ExeTwezz> how to set a
texture for a block?
L1832[18:29:21] <ExeTwezz> seems like
.setBlockTexture doesn't exist
L1833[18:29:39] <ExeTwezz> I've tried to
use it on GenericBlock that extends Block
L1834[18:30:01] <ExeTwezz>
.setBlockTextureName*
L1835[18:30:53] <Zaggy2048> exe, what MC
version?
L1836[18:31:03] <ExeTwezz> 1.8
L1837[18:31:12] <Zaggy2048> that's not
how it works in 1.8
L1838[18:31:16] <ExeTwezz> I guess
:\
L1839[18:31:22] <Zaggy2048> are you
basing your code off a tutorial for 1.7?
L1840[18:31:29] <gigaherz> 1.8 doesn't
have textures, it has models.
L1841[18:31:34] <Zaggy2048> ^
L1842[18:31:35] <ExeTwezz> lol
L1843[18:31:37] <gigaherz> the models
then can reference textures
L1844[18:31:43] <Zaggy2048> look up a
tutorial on 1.8 blocks
L1845[18:31:45] <gigaherz> but what you
assign to a block/item, is a model
L1846[18:32:09] <gigaherz> there's 3
steps to give a simple block a texture
L1847[18:32:26] <gigaherz> 1. create a
blockstates json file for it, that links the "normal"
blockstate to a model
L1848[18:32:52]
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L1849[18:33:00] <gigaherz> 2. create a
model json that uses "blocks/cube_all" (single texture)
or "blocks/cube" (one texture per face)
L1850[18:33:13] <gigaherz> 3. register
the item form of the block with the ModelLoader
L1854[18:34:25] <Zaggy2048> he should
probably follow a tutorial if he doesn't know that models exist in
1.8 tho :P
L1855[18:34:39] <ExeTwezz> I've started
modding yesterday :D
L1856[18:34:40] <Zaggy2048> there's a lot
more to it than just making jsons
L1857[18:34:51] <gigaherz> yeah
L1858[18:34:53] <gigaherz> but that's the
basics
L1859[18:35:05] <gigaherz> I still
recommend reading tutorials
L1860[18:35:13] <gigaherz> but a working
example is also good
L1861[18:35:20] <Zaggy2048> and make sure
they're for 1.8 if you're doing this on 1.8
L1862[18:35:27] <Zaggy2048> because
otherwise you will get very confused :P
L1863[18:35:31] <gigaherz> yeh
L1865[18:36:19] <ExeTwezz> I guess it's
for 1.8 :D
L1866[18:36:29] <gigaherz> yeh
L1867[18:36:36] <gigaherz> if it speaks
about models and jsons, it's for 1.8
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L1869[18:36:52] <gigaherz> although it's
done in the context of resource pack creation
L1870[18:36:58] <gigaherz> so it won't
speak about step 3 ;P
L1871[18:37:30] <ExeTwezz> huh, I guess
step 3 is the easiest
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L1876[18:54:20] <shadekiller666> what
does the Map that is returned from putStateModelLocations supposed
to be? <IBlockState, ModelResourceLocation>?
L1877[18:54:41] <gigaherz> context?
;P
L1878[18:54:55] <shadekiller666> a custom
state mapper
L1879[18:55:12] <gigaherz> okay. never
used them, but I can look
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L1881[18:55:52] <gigaherz>
StateMapperBase does
L1882[18:55:52] <gigaherz> Iterator
iterator =
p_178130_1_.getBlockState().getValidStates().iterator();
L1883[18:56:00] <gigaherz> eh wrong
paste
L1884[18:56:07] <gigaherz>
this.mapStateModelLocations.put(iblockstate,
this.getModelResourceLocation(iblockstate));
L1885[18:56:13] <gigaherz> so yes
L1886[18:56:19] <gigaherz>
<IBlockState, ModelResourceLocation>
L1887[18:56:20] <shadekiller666> ok
L1888[18:56:22] <shadekiller666>
hmmm
L1889[18:56:24]
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L1891[18:56:39] <shadekiller666> trying
to figure out how to best handle the blockstates for these
tracks
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L1893[19:08:22] <Shuetox> is it possible
to add something to someone elses tileEntity and find it easily
without searching for it?
L1894[19:08:29]
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L1895[19:08:41] <Shuetox> i kinda wanna
mark the block item and whenever they place that specific block i
get notified
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L1897[19:11:46] <gigaherz> Shuetox:
nope
L1898[19:11:51] <Shuetox> i think it
would be a bad idea to hook into the blockevent and check there for
a nbttag but i dont think there is any other way
L1899[19:12:04] <gigaherz> unlike an
item, which has NBT data, the TileEntity doesn't have anything by
iteslf
L1900[19:12:11] <gigaherz> it only
converts to NBT during saving
L1901[19:12:33] <gigaherz> so you can't
even really attach NBT to it
L1902[19:12:41] <Shuetox> well i only
need the coordinates of the block the item marked places
L1903[19:12:55] <Shuetox> the problem
will be when they break it tho
L1904[19:13:07] <Shuetox> i need to
re-apply the "mark"
L1905[19:13:39] <gigaherz> then you
should hook the block events, and keep a separate dictionary of
marked things
L1906[19:13:49] <gigaherz> yo ucan use
IWorldSaveData to store it
L1907[19:14:09] <gigaherz> eh not I
L1908[19:14:10] <gigaherz>
WorldSavedData
L1909[19:14:11] <gigaherz> XD
L1910[19:14:48] <ExeTwezz> um, why are
there four variants for grass block's model?
L1911[19:15:11] <gigaherz> hmmm
L1913[19:15:31] <gigaherz> grass, snow,
mycelium, podzol?
L1914[19:15:43] <ExeTwezz> the texture is
the same
L1915[19:15:57] <gigaherz> ah
L1916[19:16:00] <gigaherz> no idea
then
L1917[19:16:02] <gigaherz> maybe it's
just random
L1918[19:16:02] <ExeTwezz> wait, I
confused the terms
L1919[19:16:06] <gigaherz> so that it
shows rotated
L1920[19:16:10] <gigaherz> ah yeh
L1921[19:16:14] <gigaherz> that's
randomizing
L1922[19:16:22] <gigaherz> it has 4
random rotations for the grass block
L1923[19:16:51] <ExeTwezz> I've just
tested that and didn't see any difference between the blocks
:D
L1924[19:17:00] <ExeTwezz> they all look
the same
L1925[19:22:21] <Shuetox> gigaherz do i
wanna use setItemData on world to save my custom
WorldSaveData?
L1926[19:22:33] <gigaherz> what?
L1927[19:22:53] <Shuetox> u said i should
save nbt to worldsavedata
L1928[19:23:05] <Shuetox> or the
blocklist rather
L1929[19:23:23] <gigaherz> well
L1930[19:23:33] <gigaherz> first, you
create your own class, that inherits from WorldSavedData
L1931[19:23:49] <Shuetox> yea i've done
that part
L1932[19:24:04] <gigaherz> then you want
a method that obtains the WorldSavedData depending on which
dimension you are on
L1934[19:24:12] <gigaherz> something like
this if you want one instance for the whole save
L1935[19:24:25] <Shuetox> oh
thanks!
L1936[19:24:41] <gigaherz> or using a
different MapStorage I can't remember the name for
L1937[19:24:54] <gigaherz> then
L1938[19:24:57] <gigaherz> you just work
with it
L1939[19:25:14] <gigaherz> manging your
internal Map<BlockPos, Info> or wahtever
L1940[19:25:24] <gigaherz> make sure to
use markDirty()
L1941[19:25:32] <gigaherz> otherwise MC
will think nothing changed
L1942[19:25:40] <gigaherz> and won't
bother calling writeToNBT
L1943[19:25:51] <gigaherz> on
writeToNBT/readToNBT, you do the usual
L1944[19:26:01] <gigaherz> same method
you'd use if it was a TileEntity
L1945[19:26:07] <gigaherz> xcept you'll
have world-wide data
L1946[19:26:46] <gigaherz> if you plan on
have a LOT of data, it may be best to store the data in the chunks
somehow
L1947[19:26:47] <Shuetox> Thanks
alot
L1948[19:27:03] <Zaggy2048> ExeTwezz,
they look nearly the same, but they're rotated to look more random
in the world
L1949[19:27:07] <gigaherz> since this is
dimension-wide or save-wide, dpeending on which MapStorage you
use
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L1951[19:27:34] <gigaherz> ah yes
L1952[19:27:35] <gigaherz> MapStorage
storage = world.perWorldStorage;
L1953[19:27:43] <gigaherz> this storage
is dimension-specific
L1954[19:27:52] <gigaherz> instead of
being common to all saves
L1955[19:28:03] <gigaherz> so use
that
L1956[19:28:10]
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L1957[19:28:18] <gigaherz> because it's
best if you doin't keep the data for ALL DIMENSIONS loaded at once
;P
L1958[19:28:41] <nevercast> gigaherz, 5
hours later you still here chatting away :P
L1959[19:28:43] <ExeTwezz> Zaggy2048, I
thought there is one texture for each side
L1960[19:28:54] <gigaherz> nevercast: I'm
here while i'm awake ;p
L1961[19:29:05] <Shuetox> well if i just
keep blockpos in my worlddata it should be a problem if it's save
specific
L1962[19:29:14] <Zaggy2048> ExeTwezz,
what are you looking at?
L1963[19:29:30] <gigaherz> no but if you
plan on storing thousands of blockpos at once, it may be best not
to use up more RAM than necessary ;p
L1964[19:29:34] ***
Zaggy2048 is now known as Zaggy1024
L1966[19:29:42] <gigaherz> if it's just a
dozen, then not an issue ;P
L1967[19:29:55] <Shuetox> I dont know
what the player plan to do :P
L1968[19:30:03] ***
Vigaro is now known as Vigaro|AFK
L1970[19:30:21] <ExeTwezz> Zaggy1024,
yes
L1971[19:30:25] <Shuetox> i think
thousands of machines requiring power would rise issues way before
my blockpos thing does
L1972[19:30:29] <gigaherz> and I don't
know what the system is, so no idea if it's going to have "a
few" or "many per chunk" ;P
L1973[19:30:32] <Zaggy1024> those are
models, not textures
L1974[19:30:34] <Zaggy1024> like we
said
L1975[19:30:39] <Zaggy1024> you need to
read a tutorial
L1976[19:30:44] <ExeTwezz> I know it's a
model
L1977[19:30:54] <ExeTwezz> And then I
thought why there are four of them
L1978[19:30:54] <Zaggy1024> then why did
you say you thought it was textuers for each side?
L1979[19:31:14] <Zaggy1024> those
locations are models, not textures
L1980[19:31:20] <Zaggy1024> blockstates
tells the game where to look for models
L1981[19:31:43] <Zaggy1024> did you read
the beginning of the section on block states?
L1982[19:31:50] <ExeTwezz> you
misunderstood me
L1983[19:31:51] <Zaggy1024> it clearly
states that they link to models, not textures
L1984[19:31:56] <Zaggy1024>
er...okay
L1985[19:31:59] <ExeTwezz> :p
L1986[19:32:19] <ExeTwezz> I thought
there is the same texture for each side of the grass block
L1987[19:32:20] ***
Vigaro|AFK is now known as Vigaro
L1988[19:32:31] <ExeTwezz> so didn't get
why there are four models
L1989[19:32:46] <gigaherz> there is, all
that does is rotate aroudn the Y axis, so that the top looks less
patterned in the world
L1990[19:32:54] <Zaggy1024> those four
models are chosen randomly out of the list
L1991[19:32:56] <gigaherz> reduces the
aliasing effect when you watch a plains biome
L1992[19:33:14] <ExeTwezz> yes, I know
that
L1993[19:33:27] <ExeTwezz>
Zaggy1024*
L1995[19:34:04] <Zaggy1024> well then
what are you confused about? you're confusing me :P
L1996[19:34:26] <Zaggy1024> capn, looks
like a bit much
L1997[19:34:35] <ExeTwezz> Zaggy1024,
nothing about now :p
L1998[19:34:39] <Zaggy1024> I expect iron
doesn't exist in such huge quantities
L1999[19:34:49] <Zaggy1024> okay
lol
L2000[19:34:53] <Zaggy1024> sounded like
you were
L2001[19:34:57] <Zaggy1024> sorry
L2002[19:35:20] <ExeTwezz> I was but not
now
L2003[19:35:32] <ExeTwezz> I got it
L2004[19:35:34] <gigaherz> looks like
cork, capitalthree
L2005[19:35:36] <gigaherz> oops
L2006[19:35:39] <gigaherz>
CapnJackH**
L2008[19:36:44] <CapnJackH> Zaggy1024,
Iron does exist just like that.
L2009[19:37:30] <Zaggy1024> that
much?
L2010[19:37:36] <CapnJackH> hmm. maybe
I'll shift the color of the tan color a bit. It took way too much
time to make the connected texture that way.
L2011[19:37:45] <Zaggy1024> seems a
little crazy, but I suppose it tapers off in real life and that's
difficult to do in MC
L2012[19:38:18] <CapnJackH> There won't
be any vanilla iron ore in the world, so the deposits will be more
rich.
L2013[19:38:54]
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L2014[19:39:09] <gigaherz> iron ore comes
in many colors depending on its composition ;P
L2015[19:39:51] <Shuetox> does a
TileEntity still exist when getDrops is called in Block?
L2016[19:39:56] <gigaherz> nope
L2017[19:39:57] <gigaherz> sadly.
L2018[19:40:02] <Shuetox> dangit
L2019[19:40:09] <gigaherz> you have to
work around that if you want to drop an item with NBT
attached
L2020[19:40:14] <gigaherz> I have code
for that too ;p
L2021[19:40:25] <Zaggy1024> vanilla does
that too
L2022[19:40:32] <Zaggy1024> so you know
there's a way :P
L2024[19:40:45] <Shuetox> what vanilla
converts from block to enchanted i tem?
L2025[19:40:52] <Shuetox> or nbttaged
item*
L2026[19:40:55] <gigaherz> 260 to
271
L2027[19:40:58] <Shuetox> Thanks
L2028[19:41:18] <Zaggy1024> er, well, I
was thinking of chests dropping contained items
L2029[19:41:21] <gigaherz> getBlocks is
called in between those two functions
L2030[19:41:24] <Zaggy1024> it's kind of
the same thing in a way
L2031[19:41:38] <gigaherz> so it works
around the issue ;P
L2032[19:43:03] <Shuetox> getDrops you
mean?
L2033[19:43:16] <gigaherz> yes
L2034[19:43:59] <Shuetox> so you
setblocktoair in harvestBlock because your not calling
removedByplayer?
L2035[19:44:09] <Shuetox> you are*
L2036[19:44:30] <gigaherz> instyead of
letting removedByPlayer set to air
L2037[19:44:32] <gigaherz> you do it
manually
L2038[19:44:36] <gigaherz> AFTER
getDrops
L2039[19:45:03] <Shuetox> Alright, thats
cool
L2040[19:45:28] <Shuetox> i wonder if
thats what TE does with strongboxes :P
L2041[19:46:10]
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L2051[20:02:27] <shadekiller666> willie,
was it you that linked that screenshot of the nbt tags for
structures in 1.9?
L2052[20:04:05] <shadekiller666> nvm,
found it
L2053[20:05:34]
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L2056[20:13:11] <Zaggy1024> Anybody know
what the deal is with grum not wanting texture replacement in the
states jsons?
L2057[20:13:55] <Zaggy1024> it's
ridiculous that after the number of models they have just for
simple things, they still haven't made something that will work for
us modders who make even more complex models
L2058[20:14:10] <Zaggy1024> (and yes I
know 1.9 has submodels)
L2059[20:14:25] <gigaherz> IMO it's even
stupid to have two separate json files
L2060[20:14:31] <Shuetox> does json
support nbttags or only blockstates?
L2061[20:14:45] <Zaggy1024> what nbt
tags?
L2062[20:14:50] <Shuetox> on the
blocks
L2063[20:14:52] <Zaggy1024> there are no
NBT tags on blocks or TEs
L2064[20:14:53] <Shuetox> or items
L2065[20:15:03] <gigaherz> json doesn't
know about either
L2066[20:15:08] <Shuetox> ok
L2067[20:15:11] <gigaherz> json models
for blocks have "variants"
L2068[20:15:18] <Zaggy1024> I'm sure the
system for items will be the same as blocks, where you convert
special data to an item state
L2069[20:15:18] <gigaherz> which are
strings created from the blockstate properties
L2070[20:15:20] <tterrag|away> json is
for rendering
L2071[20:15:23] <tterrag|away>
period
L2072[20:15:25] <gigaherz> and items
don't have support for variants at all
L2073[20:15:33] <gigaherz> you have to
manually register the damage values manually
L2074[20:15:41] <tterrag|away> invisible
states don't need to be defined
L2075[20:15:47] <tterrag|away>
afaik
L2076[20:16:29] <gigaherz> "unlisted
states" aren't used to build the state string
L2077[20:16:45] <Zaggy1024> but
seriously, why does Grum not want texture replacement in states
jsons?
L2078[20:16:48] <gigaherz> in fact, they
aren't even stored in the block id map
L2079[20:17:01] <gigaherz> Zaggy1024:
they may have a more "purist" view of blockstates vs
models
L2080[20:17:08] <Zaggy1024> yeah
L2081[20:17:11] <gigaherz> and want the
blockstates to JUST be a map of variant<->model
L2082[20:17:37] <Zaggy1024> I understand
that a little, but the sheer amount of jsons it requires is
ridiculous
L2083[20:17:49] <Zaggy1024> that
distinction is making the assets folder a mess
L2084[20:17:56] <gigaherz> sure but most
are just parent: x, textures: y
L2085[20:18:07] <Zaggy1024> yeah
L2086[20:18:17] <Zaggy1024> exactly, and
that little data can easily be stored in blockstates :P
L2087[20:18:40] <Zaggy1024> but the way
they want it, it has to be separate, which makes creating these
files an absolute pain
L2088[20:18:52] <Zaggy1024> and I haven't
heard anything about a tool to automate the process from
Mojang
L2089[20:19:15] <Zaggy1024> if they're
going to push such a convoluted system, they need to at least make
it easier for us to use it
L2090[20:21:02]
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L2091[20:21:02] <LexManos> Its grums
choice zaggy
L2092[20:21:15] <LexManos> I understand
it, I just dont agree with it.
L2093[20:21:24] <LexManos> Hence Forge,
which is there to fix things
L2094[20:21:46] <Zaggy1024> yeah
same
L2095[20:22:16] <Zaggy1024> mostly
:P
L2096[20:22:29] <Zaggy1024> I get annoyed
sometimes, and apparently this is one of those times
L2097[20:22:31] <gigaherz> you are
complaining about it, though XD
L2098[20:22:46] <gigaherz> we just go
"meh, i'll have to keep customizing it a while longer"
;P
L2099[20:22:46] <LexManos> its not worth
complaining about it
L2100[20:22:56] <LexManos> because it
doesn't matter.
L2101[20:22:59] <gigaherz> we'll*
L2102[20:23:03] <Zaggy1024> yeah
L2103[20:23:03] <LexManos> Forge will
address it.
L2104[20:23:04] <Zaggy1024> I'll
stop
L2105[20:23:32] <Zaggy1024> I kind of
just wanted to know if anyone knew a good reason other than, as
giga said, a "purist" view
L2106[20:24:29] <LexManos> Don't question
it.
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L2116[20:33:05] <shadekiller666> what
launch phase is best to set a custom state mapper? init?
L2117[20:33:25] <tterrag> I'd guess
pre
L2118[20:33:32] <tterrag> that's where
most registrations go
L2119[20:33:38] <tterrag> but I don't
actually know
L2120[20:34:34] <shadekiller666> sometime
after block registration as it requires a block instance
L2121[20:34:40] <gigaherz> pre unless it
crashes, then init, I guess XD
L2122[20:34:56] <gigaherz> custom state
mapper is client-only?
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L2124[20:35:08] <gigaherz> I call my
proxy.preInit AFTER registering all my items & blocks
L2125[20:35:17] <gigaherz> and the
proxy.ini before recipes
L2126[20:35:18] <gigaherz> init*
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L2130[20:45:44] <Zaggy1024>
shadekiller666, you can create your blocks before
registration
L2131[20:45:59] <shadekiller666>
true
L2132[20:47:23] <Zaggy1024> I register my
state mappers before I've registered the blocks and it seems to
work
L2133[20:47:31] <Zaggy1024> perhaps it'll
break at some point though :(
L2134[20:47:40] <Zaggy1024> it shouldn't
though
L2135[20:49:44] <codahq> is it easy to
add new armor with a custom model? like if i wanted to do a brimmed
hat?
L2136[20:49:49] <codahq> (1.8)
L2137[20:49:57] <codahq> i've never tried
that yet
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L2139[20:50:21] <codahq> i've added armor
by adding a ArmorMaterial and that was ridiculously easy
L2140[20:50:30] <codahq> but it just
skins the existing model.
L2141[20:50:31] <gigaherz> hmm no
idea
L2142[20:50:47] <gigaherz> I havenever
seen something explicit for registering armor models
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L2145[20:53:31] <shadekiller666> if you
don't register the state mapper before the blocks the game never
calls it so you have to do it before registration
L2146[20:55:51] <Zaggy1024> Item states
will really make what I'm doing so much easier
L2147[20:55:58] <Zaggy1024> I hate having
to mess with bitwise crap
L2148[20:56:20] <Zaggy1024> well, trying
to automate it anyway
L2149[21:01:28] <codahq> yikes.
L2150[21:01:44] <codahq> i don't see a
way to add a new armor model easily.
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L2152[21:02:40] <codahq> i guess there
are two events for pre and post player model that i could do
something with
L2153[21:02:41] <gigaherz> if you verify
that there is indeed no way to have an item with a custom armor
model
L2154[21:02:59] <gigaherz> you could look
into having a registry for it, and PR to forge
L2155[21:03:55] <gigaherz> if it's just a
matter of having a transparent texture layer, and then drawing a
custom model on top, then it may not be worth adding yet another
change
L2156[21:04:00] <codahq> i'm way too lazy
for that, gigaherz. i'm a worse case scenario hobby modder. i have
a wife, kids, family and full-time job. i almost never contribute
to forge.
L2157[21:04:16] <codahq> i think i might
do that
L2158[21:04:20] <gigaherz> oh sure
L2159[21:04:29] <codahq> just have a
transparent texture layer
L2160[21:04:35] <codahq> and then draw
something silly on top of it
L2161[21:04:40] <gigaherz> I mean it will
be best to do that, if you ever consider writing a coremod that
ASMs that hook manually
L2162[21:05:33] <codahq> nah, i won't
coremod. depending on what these events do i might be able to do a
transparent layer and then render a hat
L2163[21:05:44] <gigaherz> if you have a
reasonable use case, and provide a reasonable "API" for
it, including a test case (example code that works), forge DOEs
accept PRs
L2164[21:05:48] <gigaherz> DOES*
L2165[21:06:06] <gigaherz> but yeah if
it's just something trivial that you can do easily with the
existing hooks...
L2166[21:06:16] <codahq> i think i
can
L2167[21:06:26] <codahq> i'll know
soon
L2168[21:06:32] <gigaherz> I mean, I
managed to write my own OBJ loader a few weeks before Forge had its
own variation of it
L2169[21:06:33] <gigaherz> ;P
L2170[21:06:52] <gigaherz> it wasn't fit
for blocks, only items, but hey, it worked ;P
L2171[21:07:01] <codahq> (my soon could
be weeks... like right now i'm going afk to put a kid to sleep. :P
)
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L2173[21:07:12] <gigaherz> have fun
;P
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L2176[21:20:08] <nevercast> Is there a
way to tell FML to ignore mod dependencies during dev?
L2177[21:20:41] <nevercast> I have
Jenkins' fillers for version numbers, obviously
required-after:Mod@[$VERSION,] doesn't work.
L2178[21:21:35] <nevercast>
Alternatively, can I gradle build and output deob'd jar to debug
against?
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L2183[21:27:00] <tterrag> nevercast: not
that I know of
L2184[21:27:08] <tterrag> I typically do
replacements for my deps
L2185[21:28:12] <Zaggy1024> oh frak
L2186[21:28:17] <Zaggy1024> I broke my UI
renderer
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L2188[21:28:44] <Zaggy1024> heh, all
because of one typo
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L2191[21:29:09] <tterrag> ;_;
L2192[21:30:16] <nevercast> tterrag,
"Replacements" ?
L2193[21:30:28] <HassanS6000> haha
tterrag
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L2195[21:30:38] <tterrag> nevercast: it's
part of gradle
L2196[21:30:43] <tterrag> you can replace
text before compilation
L2197[21:30:52] <nevercast> Oh.
L2198[21:30:54] <killjoy> It's part of
fg
L2199[21:31:00] <nevercast> Oh yes yes
correct.
L2200[21:31:03] <killjoy> unless you mean
the processResources block
L2201[21:31:10] <nevercast> tterrag, The
issue is that IntelliJ is not building with gradle.
L2202[21:31:16] <Zaggy1024> I Need Help
Mod!
L2204[21:31:18] <nevercast> Which task do
I run?
L2205[21:31:21] <nevercast> Oh
thanks
L2206[21:31:29] <tterrag> nevercast: no
but what you replace could be just "after"
L2207[21:31:32] <tterrag> instead of
"required-after"
L2208[21:31:50] <nevercast> Ohhh
L2209[21:31:56] <nevercast> I see. Make
it optional during dev?
L2210[21:32:05] <HassanS6000> lol
Zaggy1024
L2211[21:32:34] <tterrag> nevercast: it's
not "optional" so much as I just know that mod will
exist...it's a controlled environment
L2212[21:32:56] <nevercast> You are still
running a gradle task for your IDE build
L2213[21:33:00] <tterrag> killjoy: is it
FG?
L2214[21:33:03] <tterrag> nevercast: no,
I am not
L2215[21:33:04] <nevercast> Where mine is
using Make. I need to obviously change this.
L2216[21:33:11] <killjoy>
processResources is base gradle
L2217[21:33:18] <tterrag> you make the
SOURCE version of your deps not have any hard requirements
L2218[21:33:23] <nevercast> OH
L2219[21:33:27] <tterrag> then when you
ACTUALLY build your mod, you replace it with the real ones
L2220[21:33:28] <nevercast> Yes yes
L2221[21:33:36] <nevercast> Okay that
makes all the sense.
L2222[21:35:38]
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L2224[21:37:32] <nevercast> tterrag, an
IDE will debug from a gradle built jar anyway, right? So its still
an option?
L2225[21:37:53] <nevercast> There is a
build deobf?
L2226[21:37:56] <tterrag> uh
L2227[21:38:03] <tterrag> idk what you're
asking tbh
L2228[21:38:24] <nevercast> tterrag, Does
ForgeGradle provide a makeDeobfJar task?
L2229[21:38:32] <tterrag> uh not out of
the box
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L2233[21:41:00] <nevercast> Thanks
tterrag
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L2237[21:45:31] <a1285done> I am having
the weirdest crash when using the mod I made outside of my dev
enviroment
L2238[21:45:46] <a1285done>
java.lang.NoSuchMethodError:
net.minecraft.util.StatCollector.translateToLocal(Ljava/lang/String;)Ljava/lang/String;
L2239[21:45:54]
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L2240[21:46:12] <killjoy> a1285done, you
need to reobfuscate
L2241[21:47:35] <a1285done> Its the reobf
task in gradle right?
L2242[21:47:45] <killjoy> yes. Just
running build should run it
L2243[21:48:24] <a1285done> Ah, I see
why, I was running the wrong task at first
L2244[21:48:28]
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L2245[21:48:29] <a1285done> Thanks
L2246[21:48:36] <killjoy> Let me guess.
jar?
L2247[21:48:36] <tterrag> what task were
you running O.o
L2248[21:49:16] <a1285done> I was running
jar
L2249[21:49:41]
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L2250[21:49:44] <tterrag> ah..yeah that'd
do it
L2251[21:50:46] <gigaherz> yeah the
naming is confusing
L2252[21:51:01] <gigaherz> you'd expect
"build" to just compile things, and "jar" to
actually do the rest ;p
L2253[21:51:12] <a1285done> Thats exactly
what I thought
L2254[21:51:45] <Zaggy1024> wait, what do
they do then? :P
L2255[21:51:54] <Zaggy1024> I haven't
even built a mod with gradle yet, lol
L2256[21:52:13] <gigaherz> build does
everything necessary to get a working jar for release
environment
L2257[21:52:32] <gigaherz> jar is a
previous step for it
L2258[21:52:46] <gigaherz> not sure
exactly what happens after jar ;P
L2259[21:53:09] <killjoy> I think you
thought build was compileJava
L2260[21:53:16]
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L2261[21:53:21] <gigaherz> yes
L2262[21:53:31] <tterrag> reobf works on
the jar itself
L2263[21:53:32] <tterrag> iirc
L2264[21:53:34] <gigaherz> probably
because in most other development environments
L2265[21:53:40] <gigaherz>
"build" means "compile"
L2266[21:53:49] <gigaherz> and packaging
is a post-step that you only do when you need to ;p
L2267[21:54:00] <tterrag> so jar ->
build <-> reobf
L2268[21:54:20] <gigaherz> but since Java
runs off jars, I suppose it makes sense that they do it that
way
L2269[21:54:56] <tterrag> well DEOBF of
course works on compiled code...of course
L2270[21:55:04] <tterrag> so goign the
other way...just...yeah
L2271[21:56:49] <Zaggy1024> what the
frak
L2272[21:56:55] <Zaggy1024> java just
completely froze
L2273[21:57:22] <tterrag> JAVA
froze?
L2274[21:57:36] <tterrag> impressive
considering it's a programming language ;D
L2275[21:57:52] <Zaggy1024> lol
L2276[21:57:56] <Zaggy1024> I mean the VM
:P
L2277[21:58:08] <killjoy> The process is
titled java
L2278[21:58:22] <Zaggy1024> I think
eclipse got messed up while trying to refactor and build and inject
code into Minecraft at the same time
L2279[21:58:28] <Zaggy1024> and then
Minecraft and Eclipse froze
L2280[21:58:51] <tterrag> well
L2281[21:58:56] <tterrag> depending on
where you put breakpoints
L2282[21:59:01] <tterrag> they can
SERIOUSLY lag the jvm
L2283[21:59:08] <Zaggy1024> I don't leave
breakpoints
L2284[21:59:09]
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L2285[21:59:11] <tterrag> I find that
anon/inner classes cause huge issues
L2286[21:59:13] <Zaggy1024> I think it
ran out of memory 0.o
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L2288[21:59:35] <Zaggy1024> probably
about time I restarted it anyway
L2289[21:59:51] <gigaherz> maybe take the
chance to switch to IDEA ;P
L2290[22:00:08]
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L2291[22:00:31] <tterrag> gigaherz: I
swear to god
L2292[22:00:37]
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L2293[22:00:54] <tterrag> I have not seen
the word "eclipse" said in this channel ONE TIME
L2294[22:01:06] <tterrag> without a
following "but what about idea???"
L2295[22:01:12] <tterrag> literally zero
times
L2296[22:01:32] <tterrag> you guys are as
bad as people who don't use facebook
L2297[22:01:35] <tterrag> or
vegetarians
L2298[22:01:55] <gigaherz> well in my
case, I'd even suggest Netbeans in place of eclipse -- my
experience was BAD ;P
L2299[22:02:07] <gigaherz> chances are
it's much better now, but hey, the bad taste lingers
L2300[22:02:24] <tterrag> great
L2301[22:02:31] <tterrag> but most likely
the person you are telling doesn't care :P
L2302[22:02:42] <Zaggy1024> I don't
really care if he says it or not :P
L2303[22:02:43] <tterrag> it's extremely
unlikely they don't know idea exists
L2304[22:02:45] <tterrag> so what's the
point
L2305[22:02:58] <tterrag> Zaggy1024: in
the beginning I didn't either, but it happens literally every
time
L2306[22:03:34] <gigaherz> the problem is
that I may have made that joke twice, in all the time I have been
around, there's just always someone who makes it
L2307[22:03:56] <tterrag> gigaherz: not
saying you're the problem, just that it is one
L2308[22:06:41] <gigaherz> ugh only a
while longer until I have a Carno saddle in ARK ... the game it WAY
too grindy, even with the settings change to like 5x resources, 10x
taming speed, 5x experience
L2309[22:10:11]
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L2316[22:19:22] <codahq> is there a way
to get the time a player last logged in if you have their entity
id?
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L2319[22:26:23] <ollieread> Yeah, I
really didn't get along with IDEA, at all
L2320[22:26:52] <ollieread> I use
jetbrains software professionally, on a day to day basis, but I
just much prefer eclipse
L2321[22:27:03] <gigaherz> finally... I
didn't want to close ARK until I got that stupid saddle, but the
amount of resources >_<
L2322[22:27:06] <ollieread> Everyone is
so eager to insist that you switch to idea :P
L2323[22:27:26] <gigaherz> well I make
the joke only when people complain about eclipse taking a lot of
memory or being slow
L2324[22:27:27] <gigaherz> ;P
L2325[22:28:03] <gigaherz> which was
basically my first experience with it 10 years ago at uni ;P
L2326[22:28:11] <ollieread> I've not
experience eclipse taking lots of memory for a while
L2327[22:28:24] <ollieread> and this
eclipse has been open for...whenever the Windows 10 release
was
L2328[22:28:42] <gigaherz> I did use
eclipse for a while, back in the 1.4.x days, when I started the
magic mod originally
L2329[22:28:53] <gigaherz> but I just
don't agree with it
L2330[22:29:00] <ollieread> I started
using eclipse in 2007, though it was a different version. Was
required where I worked
L2331[22:29:19] <ollieread> When I say
version, I mean, not designed for Java
L2332[22:29:24] <gigaherz> hmm although
I'm wondering
L2333[22:29:29] <ollieread> Edition is
probably better
L2334[22:29:31] <gigaherz> if I didn't
actually switch to Netbeans back then
L2335[22:29:51] <ollieread> I switched to
Neatbeans too aha
L2336[22:29:53] <gigaherz> I may have
imported the eclipse project into netbeans
L2337[22:29:59] <gigaherz> or something
like that
L2338[22:30:01] <ollieread> But dumped
that in 2013
L2339[22:30:02] <tterrag> gigaherz:
except he said nothing about eclipse
L2340[22:30:06] <tterrag> the JVM ran out
of memory
L2341[22:30:06] <tterrag> not
eclipse
L2342[22:30:07] <ollieread> For PhpStorm
:P
L2343[22:30:30] <gigaherz> tterrag: I
understood it as eclipse's jvm runnig out of memory
L2344[22:30:40] <gigaherz> maybe because
of my bias
L2345[22:31:04] <ollieread> Do I fix the
653 errors and 547 items in this project, or watch the dvd screener
of the attack on titan movie?
L2346[22:31:07] <codahq> so... looks like
i can look in world/stat/PLAYERUUID.json for the timestamp when the
file was last changed to see when they last logged in
L2347[22:31:13] <codahq> does anybdoy
know of a better way than that?
L2348[22:31:21] <gigaherz> anyhow, it was
just a joke
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L2350[22:31:34] <gigaherz> but I'll avoid
making it again for a while ;P
L2351[22:31:49] <ollieread> I can't do
both because subtitles
L2352[22:32:38] <gigaherz> play the movie
without understanding it, while fixign the errors, then go back and
restart the movie afterward
L2353[22:32:47] <gigaherz> XD
L2354[22:33:02] <gigaherz> no idea
codahq
L2355[22:33:23] <gigaherz> lol: A SteamOS
user opened a bug report due to his controllers being unresponsive
after a suspend cycle. To this, a Valve engineer bluntly reported
that "suspend is no longer supported". He further
explained the issue by saying that given the state of hardware and
software support throughout the graphics stack on Linux, the team
didn't think that they could make the feature work reliably.
L2357[22:33:33] <ollieread> gigaherz: I'm
refactoring HUGE chunks of code
L2358[22:34:35] <ollieread> I've already
got the project down from 39k lines of code to 31k lines of
code
L2359[22:34:45] <gigaherz> heh
L2360[22:35:12] <gigaherz> triple screen
:3
L2361[22:35:13] ***
Clank[Away] is now known as Clank
L2362[22:35:17] <gigaherz> I only have
two
L2363[22:35:22] <ollieread> Yeah, not
enough room on my desk for the fourth
L2364[22:35:23] <gigaherz> the main one
is 2560x1440 though
L2365[22:35:35] <ollieread> Mine are all
1920 x 1080
L2366[22:35:40] <ollieread> 24",
27", 24"
L2367[22:35:49] <gigaherz> 27" +
24" here
L2368[22:35:50] <ollieread> There's a
second 27" on the floor in here somewhere
L2369[22:35:53] <gigaherz> secondry is
1080p
L2370[22:36:19] <gigaherz> I quite like
the setup because the 24" has a slightly lower DPI which means
all text is slightly easlier to read
L2371[22:36:29] <gigaherz> while the
27" has more pixel space
L2372[22:36:45] <gigaherz> so chat,
websites and such go in the 2$" while the IDE is in the
27"
L2373[22:36:53] <ollieread> Oh
L2374[22:37:03] <ollieread> That
screenshot was supposed to be just the eclipse window
L2375[22:37:16] <gigaherz> XD
L2376[22:37:17] <ollieread> Does alt +
printscreen not work in windows 10 anymore?
L2377[22:37:28] <gigaherz> it
should
L2378[22:37:28] <ollieread> Oh it
does..
L2379[22:37:29] <ollieread> hmm
L2380[22:37:29] <gigaherz> hmm
L2381[22:37:35] <gigaherz> maybe you
didn't push alt hard enough
L2382[22:37:43] <ollieread> Probably
pressed space or win or something
L2383[22:37:56] <gigaherz> ewll good
thing it was attack on titan and not attack on tit-anus
L2384[22:37:57] <gigaherz> ;P
L2385[22:38:25] <ollieread> aha
L2386[22:39:44] <ollieread> I wonder how
they're going to make Mikasa more Japanese than everyone else
L2387[22:41:22] ***
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L2388[22:41:43] <ollieread> She looks
more western..
L2389[22:42:10] ***
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L2390[22:42:13] ***
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L2393[22:49:02] <Zaggy1024> I only have
one 1080p screen :(
L2394[22:49:07] <Zaggy1024> so sad
L2395[22:49:13] <Zaggy1024> jk, I'm
fine
L2396[22:50:14] <Zaggy1024> heh, I didn't
realize clicking on an exception in the log brought up the
exception breakpoint dialogue
L2397[22:50:17] <Zaggy1024> that's
handy
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L2400[22:59:59] <Zaggy1024> dang it, why
do I keep getting JVM access violations?
L2401[23:00:12] <Zaggy1024> I hope this
doesn't mean my RAM is bad
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L2403[23:02:23] <williewillus> like jvm
crashes? check the dll in the trace
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L2405[23:02:38] ***
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L2406[23:03:38] <Zaggy1024> hm too late
willie :(
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L2410[23:09:10] <killjoy> There's so many
spiders on pastebin
L2411[23:09:24] <nevercast> What's the
best way to pipeline builds for developing multiple mods in the
same environment?
L2412[23:09:40] <killjoy>
subprojects?
L2413[23:10:11] <tterrag> nevercast: what
do you mean exactly?
L2414[23:10:32] <killjoy> I think reika
does that
L2415[23:10:55] <nevercast> 5 peojects,
I'm building each one with deobfJar. IDEA doesn't seem to have
outstanding support for taking a built artifact and using it in the
classpath
L2416[23:11:10] <nevercast> Nor does it
like that I don't want IDEA to compile the source, I want Grunt to
do it.
L2417[23:11:14] <tterrag> why would you
even do that
L2418[23:11:25] <tterrag> just run all 5
projects from source
L2419[23:11:35] <nevercast> Because the
build.gradle files do a bunch of BS and they don't run from
source
L2420[23:11:37] <killjoy> Do you have
each project in a separate child projects?
L2421[23:11:45] <nevercast> They are in
Modules
L2422[23:11:46] <tterrag> that's not what
I said
L2423[23:11:48] <nevercast> But not
Projects.
L2424[23:11:58] <killjoy> Use your
settings.gradle
L2425[23:12:09] <killjoy> include
':projectname'
L2426[23:12:25] <nevercast> killjoy, can
that be a relative path?
L2427[23:12:31] <killjoy> don't think
so
L2428[23:12:36] <nevercast> Ok.
L2430[23:13:53] <killjoy> That will
likely need tweaking when fg2 finishes
L2431[23:14:58] <nevercast> killjoy,
Thanks!
L2432[23:15:33] <killjoy> In fact, I
would remove the check for forge/fml/liteloader plugins
entirely
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L2434[23:19:32] <nevercast> killjoy it's
looking for modversion
L2435[23:21:41] <nevercast> Ah. The
sub-projects use 'root project' excepting to point to
themselves
L2436[23:23:56] <nevercast> I'm guessing
settings.mod_version should be used, not rootProject.settings
L2437[23:24:02] <nevercast> err..
rootProject.mod_version
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