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L2[00:00:46] <Zaggy4096> why are you pinging
lex?
L3[00:01:03] <Hiyori> Zaggy4096: is it any
of your business?
L4[00:01:04] <Lex__> its getting kinda
annoying
L5[00:01:06] <Lex__> im working
L6[00:01:09] <Hiyori> aww
L7[00:01:17] <Lex__> I'll let you know in
pahicraft when im free
L8[00:01:19] <ashz|work> But.... come play
with me!
L9[00:01:20] <Hiyori> ok well maybe next
week?
L10[00:01:26] <MoxieGrrl> ...do you ping on
God of Forge?
L11[00:01:28] <Lex__> next week is con so
probably
L12[00:01:47] <Zaggy4096> Hiyori, you're in
a public chatroom where people are told not to say Lex's full
nick...so
L13[00:01:56] ***
ashz|work is now known as ashz_shenaniganing
L14[00:01:57] <Zaggy4096> at least not for
anything unimportant
L15[00:01:58] <Hiyori> oh wait, forgot next
week was pax
L16[00:02:07] <Hiyori> well, we can do it
in person then?
L17[00:02:48] <Flamegoat> :D
L18[00:02:50] <Flamegoat> <3
L19[00:03:35] <MysteriousAges> Zaggy4096,
don't worry. Lex can punch Hiyori in person at PAX. :U
L20[00:03:42] <Hiyori> true
L21[00:03:45] <Zaggy4096> haha
L22[00:04:25] <Zaggy4096> anyway...if you
don't want it to be everyone's business then maybe a query would be
in order instead :P
L23[00:04:31] <Hiyori> but hey lex we
should talk about pax some time this week, im not doing much, and
if you guys are playing cards or doing shit let me know
L24[00:04:35] <Zaggy4096> I understand what
you're saying though
L25[00:05:07] <MysteriousAges> Seriously,
don't worry about it. Lex knows Hiyori.
L26[00:05:11] <Zaggy4096> yeh
L27[00:05:15] <Zaggy4096> didn't know that
:P
L28[00:05:17] <MysteriousAges> He'll
probably ban her anyway. :U
L29[00:05:17] ***
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L30[00:05:20] <MysteriousAges> No
worries.
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L39[00:27:10] ⇨
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L40[00:27:54] <Manusoftar> how can i read a
sign contents when being placed? i already hooked the place event
but i need to read the signs text
L41[00:28:08] <shadekiller666> nbt
L42[00:28:13] ⇦
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wonders unfold before us; all we have to do is want it
enough.)
L43[00:28:47] <Manusoftar> shade are you
talking to me?
L44[00:29:20] <shadekiller666> mhmm,
L45[00:29:25] <Manusoftar> ?
L46[00:29:28] <shadekiller666> sign text is
stored in nbt
L47[00:29:33] <Manusoftar> oh
L48[00:30:01] <shadekiller666> Text1,
Text2, Text3, and Text4
L49[00:31:00] ***
mr208 is now known as mallrat208
L50[00:31:04] <Manusoftar> what i have so
far is a @SubscribeEvent which has as params a PlaceEvent, from
that placeevent i get the state (thus the block) and i check if it
is a wall_sign or a standing_sign, now i need to get the text, how
or where should i look for that nbt?
L51[00:31:28] <shadekiller666> uhh
L52[00:31:47] <shadekiller666> so the sign
isn't placed yet?
L53[00:32:42] <Zaggy1024> that event won't
be fired after the TileEntity's data has been set
L54[00:32:52] <Zaggy1024> what are you
trying to do, manusoftar?
L55[00:33:08] <shadekiller666> if you're
detecting this before the block placement, nbt would be on the
ItemStack, if its after the TE has been initialized then it would
be on the tile entity
L56[00:33:14] <Manusoftar> the thing is i
need to check if the signs text1 is a reserved text i choosed and
if so i need to check whether the user has permissions to place
that kind of sign, if not, i have to cancel the event
L57[00:33:31] <Manusoftar> im trying to
emulate EssentialsSigns functionality but with my custom sign
L58[00:33:39] <Zaggy1024> er
L59[00:33:42] <Zaggy1024> custom
sign?
L60[00:33:48] <Zaggy1024> why not just use
your sign's code to do the work?
L61[00:33:48] <Manusoftar> yep
L62[00:33:54] <Zaggy1024> why use an
event?
L63[00:33:57] <Manusoftar> ?
L64[00:33:59] <Manusoftar> how?
L65[00:34:05] <shadekiller666> if its your
own sign class
L66[00:34:16] ***
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L67[00:34:20] <shadekiller666> then you can
say when the block can be placed
L68[00:34:51] <Manusoftar> its not my own
sign class, is a regular sign, but if you write on the first line
[PlotMarket] it should become a plot buying util
L69[00:34:59] <Manusoftar> like
EssentialsSigns
L70[00:35:12] <Zaggy1024> you said custom
sign, so I assumed
L71[00:35:15] <shadekiller666> wait
L72[00:35:40] <Manusoftar> i chatted with
Essentials's guys and they said that extending their sign classes
would work, that i should do the thing myself.
L73[00:35:42] <shadekiller666> hmm
L74[00:36:48] <shadekiller666> what packet
is fired when the gui of a sign closes?
L75[00:36:49] ***
williewillus is now known as willieaway
L76[00:36:51] <Manusoftar> They listen
(somehow) when the player places a sign and if (for example) it
starts with "[Buy]" then they change that text color and
whenever a user "uses" that sign he/she will buy whatever
has been set by the other lines
L77[00:37:30] <shadekiller666> they could
be overriding vanilla's sign gui
L78[00:37:43] <shadekiller666> and parsing
when it closes
L79[00:37:46] <Manusoftar> if the sign
doesn't start with any of their reserved words they just leave it
like a regular sign...
L80[00:38:03] <shadekiller666> mhmm
L81[00:38:12] <Zaggy1024> there's no event
for that AFAICT
L82[00:39:47] <shadekiller666> off topic
for this, but is it possible to change the BlockPos on a TileEntity
that is placed in the world? if so what happens to that
TileEntity?
L83[00:39:48] <Kobata> There's an event in
bukkit, but I don't think forge has one
L84[00:40:17] <Cazzar> Let's see
L85[00:40:20] <Zaggy1024> it would probably
be invalidated or soemthign
L86[00:40:27] <Kobata> shadekiller666,
depends on the TE. Some of them don't take well to being moved
around
L87[00:40:44] <Zaggy1024> I expect it
wouldn't update to the new block, definitely
L88[00:41:00] <Kobata> It's generally more
reliable to do it by writeToNBT - edit coords/move block
-readFromNBT on the new place
L89[00:41:28] <Zaggy1024> I would think
setTileEntity would be enough
L90[00:41:46] <Zaggy1024> I think that
would validate it
L91[00:41:58] <Zaggy1024> although it would
probably be a good idea to remove it from the previous position as
well
L92[00:41:59] <shadekiller666> i've just
always wondered why pistons can't push TileEntities
L93[00:42:17] <Kobata> Because it's awkward
to do so, particularly in vanilla
L94[00:42:22] <shadekiller666> can't you
just call TileEntity.validate()?
L95[00:42:53] <Kobata> You don't know what
other info the TE may have that depends on its location
L96[00:43:26] <shadekiller666> how do mods
that add frames (RedPower) handle that then?
L97[00:43:31] <Kobata> Some of them you
could just edit their coordinates and tell the game they're in a
different place, others doing that will cause a crash because the
location is referenced elsewhere
L98[00:43:48] <Zaggy1024> shade, the world
keeps track of TEs at positions, validate() won't update that
L99[00:44:12] <shadekiller666> mhmm
L100[00:44:36]
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L101[00:45:26] <Zaggy1024> I don't think a
non-ticking TE would even realize the block position had been
changed and invalidate itself, actually
L102[00:45:34] <Zaggy1024> so it would
just silently break
L103[00:45:36] <Kobata> IIRC redpower in
particular did a wierdass thing
L104[00:45:43] <Zaggy1024> without
setTileEntity anyway
L105[00:46:11] <Kobata> It'd record the TE
data, *replace it* with an RP TE for the duration of the move, then
set the block back and reset the TE
L106[00:46:33] <shadekiller666> thats what
i thought
L107[00:46:38] <Kobata> Since the
animation took time it couldn't leave the original around while it
was displaying the move
L108[00:48:42] <shadekiller666> does
ProjectRed do the same thing? or Redstone In Motion
L109[00:49:03] <Kobata> I'm actually
trying to find the actual movement in RiM
L110[00:49:47] <Manusoftar> how can i
check wether a user that is interacting with a block is an op or
not¿
L111[00:49:48] <Manusoftar> ?
L112[00:51:50] <shadekiller666> i would
imagine the RP method involves a fair bit of reflection
L113[00:53:26] <Kobata> RiM appears to be
building up a giant data structure of all the original stuff, then
setting it as data in a TE (the one on the block doing the
moving?)
L114[00:53:33] <Kobata> Then replacing
most everything with fake blocks
L115[00:54:16] <Kobata> But it's all split
up between a bunch of classes so I'm not sure I have the full thing
right
L116[00:55:28] <shadekiller666>
interesting
L117[00:55:45] <shadekiller666> and i
thought i was being fancy with my track blocks :P
L118[00:55:52] <Zaggy1024> Manusoftar,
just Google how to find out if an EntityPlayer is op
L119[00:55:54] <Zaggy1024> easy
L121[00:58:37]
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L126[01:04:43] <shadekiller666> what is
the worldObj.theProfiler used for?
L127[01:05:03] <Zaggy2048> profiling?
:P
L128[01:05:47] <xaero> ever seen the pie
chart of lag on the F3 debug screen?
L129[01:05:58] <shadekiller666> oh
that
L130[01:07:04] ⇦
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L132[01:10:11] <shadekiller666> wow they
even have a "sneeky" world wrapper...
L133[01:10:28] <shadekiller666> this seems
way more complicated of a thing than it should be :P
L134[01:12:59] ⇦
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L135[01:13:41] <shadekiller666> if you
wanted to make a custom block with a tile entity movable by
pistons, how would you do so?
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L139[01:14:30] ***
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L140[01:14:47] <Zaggy1024> heh I give up,
setting up autojoin commands is too much of a pain
L141[01:15:05] <Cazzar> shadekiller666: I
think you can't... depending on how the piston checks if it can be
moved.
L142[01:15:06] <shadekiller666> lol
L143[01:16:11] <shadekiller666> last time
i checked pistons checked it by either "does block class
implement tile entity provider interface" or "does
block.createTileEntity() return null" but i'm not sure
L144[01:16:19] ⇦
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L145[01:16:27] *
shadekiller666 checks again
L146[01:19:01] <shadekiller666> ahh
L147[01:19:46] <shadekiller666> pistons
have a lot of weird hardcoded checks for various special cases,
like extended pistons and obsidian, but for everything else its a
combination of the block
L148[01:20:16] <shadekiller666> block's
material mobility flag, and whether or not block.hasTileEntity()
returns true
L149[01:20:40] <shadekiller666> and also
if the block's hardness is != -1
L150[01:22:16]
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L151[01:23:23] <shadekiller666> also, why
does every vanilla block with an enum of some kind have a big inner
class that serves no purpose but to increment the ordinal values of
the enum's entries by 1?
L152[01:23:42] <shadekiller666> ie. make
EnumFacing.DOWN have a value of 1 instead of 0...
L153[01:23:56] <Kobata> probably compiler
autogen code
L154[01:27:24] ***
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L155[01:37:29] <Lex__> grr cant figure out
this damn scoping crap...
L156[01:44:44] ⇦
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L158[01:45:19] <Hiyori> sorry for the
ping
L159[01:45:20] <Lex__> -.-
L160[01:45:42] <sham1> wat
L161[01:45:57] <Hiyori> (pls no kill
me)
L162[01:46:02] <Hiyori> im sorry
L163[01:46:46] <Manusoftar> i was
searching on google buy i couldnt find a way to detect if a
specific user is opped (im on 1.8)
L164[01:51:38] <Manusoftar>
!func_152596_g
L165[01:51:58] <Manusoftar>
?_152596_g
L166[01:52:19] <shadekiller666>
manusoftar,
MinecraftServer.getConfigurationManager.getOppedPlayers
L167[01:52:32] <shadekiller666> or more
specifically, GameProfile
L168[01:52:55] <Manusoftar> so i have to
iterate over every oppedplayer until i find the one im
looking?
L169[01:53:15] <Manusoftar> it used to be
a function isPlayerOpped before
L170[01:53:40] <Manusoftar> how was the
way to ask the bot for a function??
L171[01:54:05] <shadekiller666> .!gm
<function>
L172[01:54:10] <shadekiller666> without
the dot
L173[01:54:11] <Manusoftar> thanks
L174[01:54:26] <Manusoftar> !gm
func_152596_g
L175[01:55:06] <Manusoftar> !gm
isPlayerOpped
L176[02:00:15] ⇦
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L178[02:04:32] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150823 mappings to Forge Maven.
L179[02:04:35] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150823-1.8.zip (mappings
= "snapshot_20150823" in build.gradle).
L180[02:04:46] <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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L186[02:20:48] <iceman11a> I been making
some chamnges on my client and server. And some updating. When I
started my client. It crashed. and it does have some thing to do
with better storage. Here's the report.
http://pastebin.com/jgXbkEJD, any one have any ideas
why the client is crashing
L188[02:21:16] <tterrag|ZZZzzz> this is
with new rec build
L189[02:24:05] <tterrag|ZZZzzz> dare I
ping? >.>
L190[02:24:27] <sham1> nice sleeping
:P
L191[02:25:07] <tterrag|ZZZzzz> wait I
might know the prob
L192[02:25:11] <tterrag|ZZZzzz> sham1:
shush I got distracted
L193[02:25:14] ***
Gaz492|Away is now known as Gaz492
L194[02:25:28] <tterrag|ZZZzzz> yeah I was
still on FG 1.2 >.> ignore me
L195[02:25:53] <sham1> how could we update
to FG2 :D
L196[02:26:19] <tterrag|ZZZzzz> ok
uh
L197[02:26:26] <tterrag|ZZZzzz> apparently
everything has changed in FG2
L198[02:26:36] *
tterrag|ZZZzzz grabs default build.gradle
L199[02:26:50] <sham1> shitew
L200[02:26:56] <shadekiller666> when in
doubt grab a default build script
L201[02:26:59] <tterrag|ZZZzzz> oh heeey
adfocus actually works now
L202[02:27:07] <sham1> yay
L203[02:27:26]
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L204[02:27:28] <Alt> Does bone meal affect
the magical crops? Also, how long does it typically take for a crop
to reach maturity?
L205[02:28:23] <tterrag|ZZZzzz> this is
not the channel for that
L206[02:28:33] <sham1> I hope that FG2
supports IDEA and scala mods :D
L207[02:28:36] <tterrag|ZZZzzz>
but....no
L208[02:28:51] <tterrag|ZZZzzz> ffff my
gradle is out of date
L209[02:28:55] <tterrag|ZZZzzz> FG2 really
requires 2.3?
L210[02:28:56] <tterrag|ZZZzzz>
*sigh*
L211[02:29:08] ⇦
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L212[02:29:10] <sham1> That is why you
update it :P
L213[02:29:16] <tterrag|ZZZzzz> how do I
update the wrapper again?
L214[02:29:31] <sham1> You get your local
distribution yourself
L215[02:29:39] <tterrag|ZZZzzz> no, the
wrapper
L216[02:29:41] <tterrag|ZZZzzz> there is a
command
L217[02:29:43] <Kobata> edit
gradle/wrapper/gradle-wrapper.properties
L218[02:29:48] <tterrag|ZZZzzz>
thanks
L219[02:29:49] <Kobata> Set the url to
whatever
L220[02:29:59] <Kobata> 2.5 is
https\://services.gradle.org/distributions/gradle-2.5-bin.zip
L221[02:30:12] <tterrag|ZZZzzz> using 2.3
:P
L222[02:30:40] <sham1> Oh
L223[02:30:46] <sham1> There's gradle 2.6
already
L224[02:31:24] <tterrag|ZZZzzz> I have 2.1
installed...wow
L225[02:31:30] <sham1> wow
L226[02:31:32] <tterrag|ZZZzzz> Kobata: is
tehre an easy way to update my installed version?
L227[02:31:56] <Kobata> The full one? Not
that I know easily
L228[02:31:58] <Cazzar> tterrag|ZZZzzz: do
you use the wrapper or an installed version?
L229[02:31:59] <tterrag|ZZZzzz> :(
L230[02:32:04] <tterrag|ZZZzzz> Cazzar:
typically use my installed one
L231[02:32:07] <Kobata> I don't think I
even have it setup that way anymore
L232[02:32:15] <sham1> Meh
L233[02:32:23] <Kobata> You could delete
the old one and unpack the new one inplace
L234[02:32:26] <Cazzar> I would just
either over-write the installed directory, or, empty, then
re-extract
L235[02:32:38] <sham1> Now I need to
figure out how to transfer my code from my present configuration to
the FG2 one
L236[02:32:48] <sham1> And if it supports
IDEA
L237[02:32:48] <Kobata> Usually it's
version-tagged so you'd have the wierd situation of having the
version number in the directory mismatch though
L238[02:34:41] <sham1> Also
L239[02:34:45] <sham1> FML is ded :C
L240[02:36:58] <tterrag|ZZZzzz> oh
nice
L242[02:37:47] ⇦
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L243[02:38:36] <tterrag|ZZZzzz> well I'm
giving up for the night
L244[02:38:57] <tterrag|ZZZzzz> that went
about as smoothly as I expected
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L250[03:00:11] <sham1> eh
L251[03:00:13] <sham1> Meh*
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L253[03:00:34] <sham1> GradleStartCommon
does not have certain symbols
L254[03:13:52] <Kobata> sham1: clear the
cache, it's probably finding the old files
L255[03:13:59] <sham1> mmm
L256[03:14:30] <Kobata> I just managed to
get it through a decomp/build after deleting everything and fixing
up the script parts that needed it
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L258[03:15:16] <sham1> What routine I used
to clean cache again?
L259[03:15:20] <sham1> cleanCache?
L260[03:15:38] <Kobata> I dunno, I just
deleted all the folders
L261[03:15:52] <Kobata> $HOME/.gradle,
project/.gradle, project/build
L262[03:16:46] <Kobata> The one where
start files are in should be listed in the error messages from
that
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L270[03:53:11] <sham1> Meh, that feeling
when you have an entire math class dedicated to statistics
;_;
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L276[03:58:25] <xaero> lies, damned
lies..
L277[03:58:56] <sham1> what
L279[04:00:56] <sham1> care to show your
code just in case
L281[04:01:27] <Kruptein> euh any
particilar thing in mind ? :P sham1 its pretty large
L282[04:01:36] <xaero> it's a good idea to
know some stats anyway so you don't get conned as easy
L283[04:01:40] <Kruptein> Im just looking
trough the crashreports we got after a playtest
L284[04:01:42] <sham1> your collection
might be a good thing to start with
L285[04:01:50] <Kruptein> so I dont know
what the cause was
L286[04:01:52] <sham1> Statistics are good
to know
L287[04:02:04] <sham1> It is just that
they can be sometimes very boring
L288[04:03:14] <xaero> yea agree, lots of
number crunching early on
L289[04:03:54] <xaero> "here's a list
- now show me the stats!"
L290[04:04:19] <Kruptein> sorry sham1
which collection do you mean?
L291[04:04:33] <sham1> I got myself
mixed
L292[04:04:37] <Kruptein> np
L293[04:04:49] <sham1> I meant the
container
L294[04:05:08] <Kruptein> the container
mentioned in the crashreport is the default mc inventory
L295[04:05:11] <Kruptein> unless im
mistaken
L296[04:05:47] <sham1> but still
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L298[04:05:59] <sham1> If you've been
doing some reflection or whatever
L299[04:06:16] <Kruptein> nah, but Ill
show our containers, give me a moment =p
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L301[04:06:49] <sham1> did it crash with
your gui open or a vanilla gui open?
L302[04:07:23] <Kruptein> thats the
problem, I have no idea, I collected all crashreports after a bunch
of people playtested it, and it's the only occurence
L303[04:07:41] <sham1> very weird
L304[04:07:48] <Kruptein> we have 3
containers
L305[04:08:04] <Kruptein> ill just post
those, maybe you see something we do wrong
L306[04:08:10] <Kruptein> we have no
problems in general though
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L309[04:11:08] <Kruptein> the container
code is for the largest part taken from a greyghost example I
think
L310[04:11:41] <sham1> Maybe you should
implement the transferStackInSlot ;)
L311[04:11:53] <Kruptein> lol
L312[04:12:06] <sham1> that might not be
the cause but it can still lead to undefined behavior
L313[04:12:11] <Kruptein> yeah that should
have been implemented
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L321[04:57:28] <sham1> It will be merged
when it is ready
L322[04:58:12] <Kruptein> yeah it wasnt
meant as a pls do it now comment, but I was wondering if there was
any update/info on it.
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L325[05:26:20] <Lumien> Are the latest
forge versions able to create a working eclipse workspace?
L326[05:26:35] <Lumien> I'm getting an
error when trying to open the project
L328[05:28:49] <sham1> #BlameAbrar
L329[05:30:01]
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L330[05:30:41] <Lex__> That one is
shade/fry, they are in charge of the rendering.
L331[05:30:50] <Lex__> The #BlameAbrar is
over, I fixed all his shit.
L332[05:30:53] ***
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L333[05:30:56] <Kruptein> :p
L334[05:31:02] <LexManos> {well most of
it, its all functional now AFAIK}
L335[05:31:27] <Lumien> So the latest
forge versions eclipse workspace is supposed to work?
L336[05:31:28] <sham1> it works
thankfully
L337[05:32:03] <Lumien> Will try to
recreate it
L338[05:34:23] <Lumien> The Mdk package is
the new source package right?
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L371[07:56:53] <Wuppy> dang I've got a
problem with my pc :<
L372[07:57:05] <Wuppy> it starts up so
fast that I have to wait a few seconds for it to connect to the
internet
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それでは、また。)
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L390[08:48:24] <Mierzen> Hi! Is there a
way to detect if the enderdragon has been defeated yet? (1.7)
L391[08:48:58] <gigaherz> hmm I could be
wrong on this
L392[08:49:11] <gigaherz> but I believe
the game spawns the end dragon entity when the end chunks are
generated
L393[08:49:11] <gigaherz> so
L394[08:49:21] <gigaherz> if the end has
been generated, and there's no dragon...
L395[08:49:31] <gigaherz> but maybe
there's something else, dunno
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L397[08:50:28] <Mierzen> Makes sense. How
can I then check if the chunks are already generated? Im new at
this
L398[08:52:49] <PaleoCrafter> you could
check for the end achievement, I gues
L399[08:52:52] <PaleoCrafter> *guess
L400[08:53:46] <Mierzen> But everyone on
the server won't receive it? Or if a new player joins after the
dragon has been defeated, he wont have the ach?
L401[08:54:14] <PaleoCrafter> hm,
true
L402[08:54:53] <Mierzen> I'm making a
teleport thing, and want to prevent teleporting out of the end if
the dragon isn't dead
L403[08:55:38] <diesieben07> boolean
enderDragonDefeated =
FluentIterable.from(DimensionManager.getWorld(1).loadedTileEntityList).anyMatch(Predicates.instanceOf(TileEntityEndPortal.class))
L404[08:55:40] <diesieben07> should
work
L405[08:56:05] <sham1> Could you explain
that code of yours :P
L406[08:56:18] <auenfx4> does the end
portal exist in world(1)
L407[08:56:19] <diesieben07> get all
TileEntities in the end, check if one is TileEntityEndPortal
L408[08:56:29] <sham1> ah
L409[08:56:45] <PaleoCrafter> you honestly
didn't understand that, sham1? :P
L410[08:56:52] <Mierzen> ah, cool.
thanks!
L411[08:57:02] <diesieben07> that's
untested though, so you need to do that :D
L412[08:57:27] <Mierzen> will do. At least
I have the basic idea now. Thanks again, diesieben07
L413[08:57:34] <PaleoCrafter> will the
portal always be loaded though? :P
L414[08:57:42] <auenfx4> yup, check if end
portal exists in end
L415[08:57:48] <diesieben07> that's the
thing I am worried about paleo ;)
L416[08:58:22] <auenfx4> in sp, only the
current dimension is loaded?
L417[08:58:24] <diesieben07> hmm, it
doesn't seem like it.
L418[08:58:30] <diesieben07> SP is no
different than MP
L419[08:58:40] <Mierzen> by default, are
some chunks in the end not always loaded?
L420[08:58:41] <diesieben07> but it seems
the spawn is only loaded in overworld and nether
L421[08:58:42] <diesieben07> not end
L422[08:58:46] <Mierzen> also, does the
ahh
L423[08:58:48] <Mierzen> *ahh
L424[08:58:50] <diesieben07> so, this
probably doesn't work.
L425[08:58:57] <Mierzen> two sentences got
mixed hahah
L426[08:59:08] <auenfx4> the idea should
work
L427[08:59:12] <Mierzen> can i check if
the dimension exists?
L428[08:59:23] <PaleoCrafter> could
probably do a one-time chunkload and check if the dragon was
already defated, then store that
L429[09:00:09] <auenfx4> is end loaded at
game start?
L430[09:00:21] <PaleoCrafter> and then use
AchievementEvent to check after initial launch
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L434[09:04:10] <PaleoCrafter> basically
what I said, just less safe :P
L435[09:05:04] <Mierzen> Paleo, for the
one-time load, should I check if a portal exists? Then what should
I do in the AchievementEvent?
L436[09:05:59] <PaleoCrafter> if it's the
end achievement (AchievementList.theEnd2), set the flag to true
(and that flag can be stored inside WorldSavedData)
L437[09:06:28] <diesieben07> i dont know
what you want with the achievement paleo
L438[09:06:37] <diesieben07> what fi the
player who defeated the dragon is offline?
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L440[09:06:52] <PaleoCrafter> hence the
one-time check on first launch :P
L441[09:07:14] <diesieben07> hn
L442[09:08:02] <Mierzen> I dont know how
to do the one-time check and WorldSavedData thing. I will google
for tutorials and stuff
L444[09:08:25] <auenfx4> hmm, maybe that
mod didnt solve the problem either
L445[09:09:13] <auenfx4> altho, mod last
updated nov 2014 in git
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L449[09:20:44] <boboch3> Hello guys. Is
there an event handler call at each game tick? Like
"OnWorldUpdate" or something like that?
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L452[09:22:06] <sham1> What do you need a
tick event for
L453[09:22:47] <boboch3> try to override
ingame time and doing stuff on players (modify some flags)
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L455[09:24:27] <williewillus> there is a
tickevent but use them sparingly
L456[09:25:05] <williewillus> see
{cpw.mods, net.minecraftforge}.fml.common.gameevent.TickEvent
L457[09:25:42] <boboch3> ok thanks
L458[09:26:24] <boboch3> the managing of
flags on player that I require is to create a thirsty bar. I think
there is a better way to update players data than tick event?
L459[09:27:01] <williewillus> IEEP's for
player data
L460[09:27:40] <boboch3> wut? Oo
L461[09:27:49] <sham1> yep
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L464[09:28:02] <sham1> IEEP is for storing
additional data about an entity
L465[09:28:06] <sham1> Yes, even state
flags
L466[09:28:34] <boboch3> I never heard
about this, I'm googling it
L467[09:29:56] <boboch3> what IEEP
means?
L468[09:29:58] <gigaherz> the IEEP stores
data that's "bound" to the player, and has read/save
methods to serialize into NBT
L469[09:30:06] <gigaherz>
IExtendedEntityProperties
L470[09:31:18] <boboch3> ok thanks
L472[09:32:39] <gigaherz> this is a good
example class
L473[09:32:59] <gigaherz> remember to
change the name everywhere, including the EXT_PROP_NAME
constant
L474[09:33:25] <gigaherz> it does a lot
more than strictly necessary, though
L475[09:33:25] <gigaherz> XD
L476[09:34:12] <gigaherz> all you need is
the "ExtendedPlayer" and the "TutEventHandler"
bitsç
L477[09:34:14] <gigaherz> -ç
L478[09:34:39] <gigaherz> the rest are
examples of how to make use of the IEEP in things like using items
and such
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L491[10:12:27] <williewillus> what is the
alternative to World.doChunkNearChunkExist in 1.8?
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L493[10:15:48] <diesieben07> I don't have
that method in 1.7
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L496[10:21:50] <williewillus> I typoed,
World.doChunksNearChunkExist(x,y,z,radius)Z
L497[10:23:40] <diesieben07>
isAreaLoaded
L498[10:27:24] <williewillus> nice
thanks
L499[10:28:23] <diesieben07> for the
future: check out where doChunksNearChunkExist is called from
L500[10:28:31] <diesieben07> one of the
callee methods contains the string "getBrightness"
L501[10:28:35] <diesieben07> so search for
that in 1.8 ;)
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L504[10:34:46] <mind> hey there, i need to
hook into the serverclosing event, but somehow the line
onServerStopping(cpw.mods.fml.common.event.FMLServerStoppingEvent)
produces an illegalargument exception ?
L505[10:35:11] <mind>
onServerStopping(cpw.mods.fml.common.event.FMLServerStoppingEvent
ev) to be more specific
L506[10:35:43] <diesieben07> post the
stacktrace
L507[10:36:17] <mind>
java.lang.IllegalArgumentException: Method public void
yadayadayada.EventHandler.onServerStopping(cpw.mods.fml.common.event.FMLServerStoppingEvent)
has @SubscribeEvent annotation, but takes a argument that is not an
Event class cpw.mods.fml.common.event.FMLServerStoppingEvent
L508[10:36:38] <diesieben07>
FMLServerStoppingEvent works using @EventHandler
L509[10:36:44] <mind> derp
L510[10:36:51] <mind> :P sorry
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L514[10:38:49] <mind> hm now i get unknown
annotation .. and i cannot find any import
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L516[10:39:12] <mind> ah okay resolver was
broken
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L522[10:45:43] <FusionLord> !gf
func_73876_c
L523[10:47:15] <williewillus> !gm
func_150905_g
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L525[10:47:27] <FusionLord> !gm
func_73876_c
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L527[10:51:28] <mind> diesieben07 can you
help again the event seems not to fire in single player, i want to
print out some debug infos when the game is crashing or beeing
closed
L528[10:53:10] <diesieben07> it should
fire in SP...
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L530[10:53:22] <mind> strange .. hmm
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L533[11:03:38] <mind> okay i added
System.out.println() and FMLLog.severe() this time to be 100%
sure
L534[11:13:32] <diesieben07> mind, i just
chekced the code. it should definitely fire.
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L537[11:22:43] <mind> [18:20:45] [Server
thread/INFO]: Stopping singleplayer server as player logged
out
L538[11:22:43] <mind> [18:20:45] [Server
thread/INFO]: Stopping server
L539[11:22:43] <mind> nothing more ...
strange .. is there another event that i can hook ?
L540[11:23:57] <diesieben07> depends on
what you want to achieve.
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L543[11:24:23] <mind> i want to output
stored debug infos when the client crashes or the game is
closed
L544[11:24:35] <mind> i am tracing down a
CME problem
L545[11:25:21] <diesieben07> ehm
L546[11:25:24] <diesieben07> doesn't MC
already do that?
L547[11:25:25] <sham1> Mind, where do you
register your even handler
L548[11:25:55] <diesieben07> also, if you
have a CME problem, post the stacktrace.
L549[11:26:00] <mind> the CME itself is
useless, i need the info which all stacks have access to the list
to find the actual modifying culprit
L550[11:26:30] <mind> the CME itself
happens way to random to be predictable
L551[11:26:32] <diesieben07> thats what
you use a debugger for.
L552[11:26:38] <diesieben07> what list
does it happen on?
L553[11:28:12] <mind> its about a
multimap, not my own code i presume an access to the multimap via
getMap().get(somenode) will produce a orphaned list which could
probably cause a modification when updated with entrys while some
other call iterates over the mutlimap
L554[11:28:34] <diesieben07> yes that is
true
L555[11:28:39] <diesieben07> what MultiMap
is it?
L556[11:28:42] <diesieben07> in miencraft
code?
L557[11:28:56] <mind> but i want to trace
down why exactly this is happening an dwhich mod is causing this ..
running this modpack in debugger is nearly impossible
L558[11:29:01] <mind> wait
L559[11:29:10] <diesieben07> oh its not
your mod...
L560[11:29:17] <diesieben07> and why is it
impossible to run in a debugger?
L561[11:29:41] <mind> too much other mods
i this particular world where this bug happens
L562[11:30:04] <mind> computer ois
stalling on this
L563[11:30:26] <diesieben07> lol
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L565[11:32:24] <mind>
ArrayListMultimap<Coordinates, Connections>
L566[11:33:45] <mind>
getMap(world.provider.dimensionId).get(node); ... and i added a
debug log telling whenever an orphaned list is returned ... it
happens VERY often
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L569[11:34:53] <mind> i also added a
callstack logbuffer to every accessing methode to trace down in
case of a crash who is accessing it while the particular CME
happens... but i can not print it oput
L570[11:35:52] <mind> hmm ... but i can
probbaly try catch it and then throw everything into the log
...
L571[11:35:56] <diesieben07> are you on
1.8?
L572[11:36:02] <mind> no 1.7.10
L573[11:36:29] <diesieben07> ok
L574[11:40:35] <mind> oh wai wait
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L576[11:40:52] <mind> do i need to
register with client or serverhandler ?
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L578[11:41:20] <PaleoCrafter> wat,
mind
L579[11:42:00] <mind> hum okay ignore that
i was confus
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L585[11:52:18] <mind> whoa okay thats
interesting, placing down a connector results in a coninous output
of orphaned lists
L586[11:52:35] <mind> a cionnector without
connection
L587[11:52:40] <mind> i should report that
XD
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L591[11:54:21] <mind> interesting THIS
time it fired
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L593[11:58:35] <Mierzen> Can someone
please help me loop through all blocks in the end to see if there
is a portal? I'm planning to use getChunkFromChunkCoords, but how
do I know which chunks there are (i.e. if I looped through all of
them)
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L610[12:22:05] <McJty> When you do
InventoryPlayer.consumeInventoryItem, how do you notify the client
that the inventory is changed?
L611[12:22:21] <McJty> Because the block
is consumed but when it is in the hotbar it is not immediatelly
visible until the client interacts with it
L612[12:22:39] <diesieben07>
player.openContainer.detectAndSendChanges()
L613[12:23:08] <McJty> diesieben07, for
hotbar too?
L614[12:23:13] <McJty> i.e. there is no
open container as far as I know
L615[12:23:23] <diesieben07> on the server
you are always looking at your inventory
L616[12:23:33] <McJty> aha ok
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L618[12:25:50] <McJty> diesieben07,
doesn't seem to work
L619[12:25:54] <McJty> The hotbar doesn't
refresh
L620[12:25:57] <McJty> Even though the
items are gone
L621[12:26:13] <diesieben07> i dont
understand why this happens at all...
L622[12:26:14] <diesieben07> i never
did
L623[12:26:21] <diesieben07> minecraft
checks every tick if something changed
L624[12:26:26] <diesieben07> it should
update just fine automatically
L625[12:26:47] <McJty> Even opening the
inventory doesn't help. You have to actually click on the (now
gone) item to trigger the refresh
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L628[12:29:53] <McJty> Will look at this
tomorrow. Have to go now
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L633[12:39:35] <sww1235> I am getting a
java.lang.NoClassDefFoundError:
net/minecraftforge/fml/relauncher/IFMLLoadingPlugin on forge
version 7.10.137.1399 after using the installer
L634[12:39:40] <sww1235> is this a known
bug?
L635[12:40:15] <Kobata> That's an old
version of forge
L636[12:40:18] <diesieben07> no
L637[12:40:24] <diesieben07> you installed
a 1.8 mod on 1.7.10
L638[12:41:07] <sww1235> ok, I will look
for the offending mod then
L639[12:41:39] <sww1235> Kobata: it was
the most recent as of 3 weeks ago when I last attempted to play
MC
L640[12:42:26] <PaleoCrafter>
impossibru
L641[12:42:33] <PaleoCrafter> it's from
may :P
L642[12:42:33] <Kobata> That must be the
FML version then, 7.x was 1.5.2
L643[12:42:44] <sww1235> ah yeah
L644[12:42:44] <Kobata> for forge
anyway
L645[12:42:59] <sww1235> thats it, I just
copied it out of the client log
L646[12:44:31] <sww1235> ok downloading
recommended version
L647[12:44:43] <sww1235> going to see if
that works
L648[12:44:56] <Lumien> Could somebody try
to setup the eclipse workspace for the latest version of forge and
try to open it?
L649[12:46:58] <williewillus> if I need to
render different models depending on a Tile Entity's field (that
won't change very often) what do I use?
L650[12:47:14] <PaleoCrafter> depends on
what you want to render :P
L651[12:47:16] <sham1> Solution for the
FG2 eclipse problem is using IDEA
L652[12:47:34] <williewillus> just a
different model if x field is true in the TE
L653[12:47:39] <PaleoCrafter> to take on
tterrags role, sham1, EVERY SINGLE TIME
L654[12:47:50] <PaleoCrafter> 1.8?
L655[12:47:50] <williewillus> they're both
simple models that can be made in the vanilla format
L656[12:47:52] <williewillus> yes
L657[12:47:57] <PaleoCrafter>
getActualState ;)
L658[12:48:01] ***
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L659[12:48:14] <williewillus> ah yeah,
thanks
L660[12:48:18] <sham1> Paleo, pardon? What
do you mean by that
L661[12:48:39] <PaleoCrafter> tterrag
always complains about IDEA being recommended when eclipse comes up
:P
L662[12:49:30] <sham1> Well he must deal
with it while I am around
L663[12:49:30] <gigaherz> he compalins
about idea ALWAYS being recommended
L664[12:49:31] <gigaherz> ;P
L665[12:49:43] ***
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L666[12:49:49] <gigaherz> not so much the
fact that it's being recommended, but tyhe fact that it always
happens
L667[12:49:49] <gigaherz> ;p
L668[12:49:52] <gigaherz> the*
L669[12:49:54] <Lumien> sham1 great
solution :P
L670[12:50:10] <sham1|LOST> IDEA is
great
L671[12:50:12] <sww1235> so I figured out
my issue
L672[12:50:37] <sww1235> I had neglected
to change the forge version in my modded profile. apparently the
installer does not do that for you
L673[12:50:59] <sham1|LOST> Or you could
export the FG2 to eclipse with a grade plugin
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L675[12:51:49] <Lumien> I'll just wait
till it's fixed^^
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L677[12:55:53] <PaleoCrafter>
#BlameAbrar
L678[12:56:27] <gigaherz> eclipse can't
import a gradle project into a workspace on its own?
L679[12:56:42] <sham1|LOST> It need
plugin
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L684[13:08:36] <williewillus> I thought
Mars had native gradle support
L685[13:10:47] <sham1|LOST> You leave the
candy bar out of this.
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L687[13:12:04] <diesieben07> mars candy is
awful
L688[13:13:40] <PaleoCrafter> and our cat
doesn't like their catfood :P
L689[13:15:13] <sham1|LOST> Well I agree
that Twix > Mars
L690[13:15:42] <diesieben07> and Bounty
> Twix
L691[13:16:08] <sham1|LOST> Twix > all
else
L692[13:16:16] <diesieben07> nah
L693[13:16:49] <PaleoCrafter> I personally
prefer Snickers :P
L694[13:17:00] <sham1|LOST> Meh
L695[13:17:05] *
diesieben07 has an allergy against nuts
L696[13:17:05] <PaleoCrafter> I like dem
nuts
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L698[13:19:12] <sham1|LOST> Oh dem
nuts
L699[13:22:19] <boni> deez nuts?
L700[13:22:54] <TehNut> this nut?
L701[13:23:57] <sham1|LOST> You nuts right
now?
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L703[13:26:33] <infinitefoxes_> is there
any rule of thumb I should follow with biome IDs?
L704[13:26:41] <infinitefoxes_> I realized
I was setting it to the same ID as my dimension ID
L705[13:27:00] <infinitefoxes_> which it
probably shouldn't be
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L724[14:33:57] <gruetzkopf> /w 46
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L730[14:55:38] <Manusoftar> how can i
debug a server mod, i mean, in mp??
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L732[14:56:39] <gigaherz> start the
client(s) first
L733[14:56:44] <gigaherz> in
"run" mode
L734[14:56:48] <gigaherz> then start the
server last, in debug mode
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L736[14:57:12] <gigaherz> or, you can use
a console and call "gradlew runClient"
L737[14:57:33] <gigaherz> (while running
the server on your IDE)
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L739[14:58:13] <Manusoftar> but when i run
on my ide it opens the client...
L740[14:58:33] <Manusoftar> im using
eclipse
L741[14:58:42] <diesieben07> choose the
right launch config...
L742[14:59:03] <Manusoftar> i mean, the
play button or the debug button just launches the game as if i was
intending to play sp
L743[14:59:08] <diesieben07> yes.
L744[14:59:22] <diesieben07> because you
have "Minecraft Client" selected as the launch
config
L745[15:00:31] <Manusoftar> now i see
where i have to change that, what is weird is that there are two
client options and two server options...
L746[15:00:40] <diesieben07> that
shouldn't be
L748[15:01:11] <diesieben07> no idea why
that is
L749[15:01:57] <Manusoftar> well as long
as it work i dont care...
L750[15:01:59] <Manusoftar> :P
L751[15:03:39] <Manusoftar> is there any
property or method to get the block the player is looking at?
L752[15:03:47] <gigaherz> yes
L753[15:03:51] <gigaherz> but I cvan't
remember the name
L754[15:03:51] <gigaherz> XD
L755[15:04:25] <Manusoftar> i found
getLoockVec i guess it should give me the position of the
block...
L756[15:04:33] <Manusoftar> !gm
getLookVec
L757[15:05:03] <PaleoCrafter> client or
server?
L758[15:05:09] <Manusoftar> server
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L760[15:05:26] <PaleoCrafter> the look
vector just indicates the direction the player is looking in
:P
L761[15:05:43] <PaleoCrafter>
World.rayTraceBlocks
L762[15:05:53] <Manusoftar> i need to let
the player execute a chat command when pointing at a block to give
that block a feature
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L765[15:08:09] <diesieben07> the easiest
way might be to just do that clinetside
L766[15:08:19] <diesieben07> and on the
server check if you are within a radius of the Block
L767[15:08:45] <PaleoCrafter>
rayTraceBlocks is just as easy, I'd say :P
L768[15:08:53] <PaleoCrafter> if not
easier
L769[15:10:07] <Manusoftar> theres a
plugin InfinityDispensers that makes something similar, its a
server plugin, you point at a dispenser, enter the chat console and
write /infdisp and it makes the pointed dispenser infinite, so
somehow it is getting the dispenser pointed by the user
L770[15:11:03] <PaleoCrafter> I've just
said you how to, you knwo
L771[15:11:45] <Manusoftar> !gm
rayTraceBlocks
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L775[15:16:36] <Manusoftar> honestly i
dont understand how the rayTraceBlocks would let me get the block
that is being pointed by the player, i dont even understand which
params should i pass to that method... :S
L776[15:18:34] <PaleoCrafter>
rayTraceBlocks(start, end)
L777[15:20:27] ***
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L778[15:23:47] <Manusoftar> so i assume
start would be the player's position, whay about the end??
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L780[15:27:43] <Manusoftar> would this
work for a server plugin ->
Minecraft.getMinecraft().objectMouseOver.getBlockPos() ???
L781[15:28:03] <Tim020>
Minecraft.getMinecraft is client only :P
L782[15:28:09] <Tim020> *I think* :P
L783[15:28:50] <minecreatr> is there any
easy way to tell if a mod is client side only based on the
jar?
L784[15:29:47] <diesieben07> no
L785[15:31:05] <gigaherz> Tim020: it
is.
L786[15:31:29] <Tim020> Woo, i got
something right :P
L787[15:31:36] <gigaherz> Manusoftar: to
figure out what the player is looking at, you need to use
player.rayTrace
L788[15:31:56] <gigaherz> the server can't
track ALL the players ALL the time
L789[15:32:01] <gigaherz> it would be too
costly, so it's done only on demand
L790[15:32:17] <PaleoCrafter> oh, there's
one in entity directly?
L791[15:32:24] <PaleoCrafter> wouldn't
have expected Mojang to do that :D
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L794[15:36:38] <Manusoftar> well its
giving me a Mod Rejections error and it doesn't let my join the
server...
L795[15:36:42] <Manusoftar> o_O
L796[15:37:37] <gigaherz> PaleoCrafter:
yup, takes into account the head location and lookat vector
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L800[15:41:51] <Manusoftar> i tried to
match my forge client version with my forge server version but it
still kicks me out with the Mod rejections error... help!
L801[15:43:02] <diesieben07> Manusoftar,
logs.
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L805[15:46:26] <diesieben07> The mod
plotMarked needs to be installed on the clinet.
L806[15:48:09] <Manusoftar> why? it's
meant to be a server mod, not a client mod, and i have a server
running with, for example, plotsquared and i can join it without
having plotsquared on my client...
L807[15:48:37] <diesieben07> ask the mod
maker...
L808[15:48:48] <PaleoCrafter>
acceptableRemoteVersions="*" in your @Mod annotatoin,
assuming it is your mod :P
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L812[15:49:20] <Manusoftar> the same goes
with WorldGuard, spawnTp, LoginSecurity, and every other server
mods...
L813[15:50:35] <Manusoftar> paleo, you
mean on the plotmarket mod??
L814[15:50:46] <PaleoCrafter> yes
L815[15:50:50] <PaleoCrafter> assuming it
yours :P
L816[15:51:21] <PaleoCrafter> *it is
L817[15:51:23] <Manusoftar> its the one im
writing...
L818[15:51:28] <Manusoftar> :P
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L821[15:55:14] <Manusoftar> thanks it
worked
L822[15:57:49] <Manusoftar> well, it seems
it doesn't like the rayTrace method ->
java.lang.NoSuchMethodError:
net.minecraft.entity.player.EntityPlayer.rayTrace(DF)Lnet/minecraft/util/MovingObjectPosition;
L823[15:57:58] <Manusoftar> what
now?
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L826[15:59:07] <diesieben07> Manusoftar,
right click on the method invocation and do Refactor >
Inline
L828[15:59:23] <diesieben07> are you on
1.8?
L829[15:59:24] <PaleoCrafter> oh lol, so
my suggestion is the right solution in the end
L830[15:59:31] <Manusoftar> yes i am on
1.8
L831[15:59:45] <PaleoCrafter> gigaherz,
Entity.rayTrace is client only :P
L832[15:59:55] <gigaherz> uh?
L833[15:59:56] <diesieben07> ok
L834[16:00:01] <diesieben07> so once you
did that (the inline)
L835[16:00:03] <gigaherz> player.rayTrace
works on the server
L836[16:00:09] <diesieben07> no it
doesnt
L837[16:00:10] <gigaherz> hmm
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L839[16:00:16] <diesieben07> its
sideonly
L840[16:00:21] <gigaherz> uhhh
L841[16:00:25] <gigaherz> then how the
heck am I using itr?
L842[16:00:25] <gigaherz> XD
L843[16:00:37] <gigaherz> oh I guess it
exists on the client jar
L844[16:00:45] <PaleoCrafter> did you ever
try your mod on a dedicated server? :P
L845[16:00:48] <gigaherz> so it happens to
work because I debug the client jar
L846[16:00:49] <gigaherz> XD
L847[16:01:09] <diesieben07> Manusoftar,
did you do the inline?
L848[16:01:13] <gigaherz> nope not for the
mod where I use it
L849[16:01:14] <gigaherz> XD
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L851[16:01:41] <PaleoCrafter> "I
can't explain where all these crashes come from, works just fine
here"
L852[16:01:51] <PaleoCrafter> anyways,
sleepy time
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L854[16:02:51] <Manusoftar> diesieben07:
it says -> "Inlining is only possible on simple functions
(consisting of a single return statement), or functions used in an
assignment.
L855[16:03:00] <Manusoftar> "
L856[16:03:03] <diesieben07> god
L857[16:03:06] <diesieben07> eclipse is
such a shitty ide
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L859[16:03:45] <diesieben07> ok try
this
L860[16:03:51] <gigaherz> well
player.rayTrace is exactly 4 lines long (not including the
signature and {})
L861[16:04:00] <diesieben07> select the
"player.rayTrace(1, 10)" part
L862[16:04:00] <gigaherz> so I just copied
it to the class XD
L863[16:04:16] <diesieben07> thats not
enough
L864[16:04:24] <diesieben07> one of the
methods in there is sideonly, too
L865[16:04:36] <gigaherz> pfff
L866[16:04:50] <gigaherz> why the fuck is
getPositionEyes CLIENT ONLY?
L867[16:05:00] <diesieben07> Manusoftar,
select the "player.rayTrace(1, 10)" part and do right
click -> Refactor > extract local variable"
L868[16:05:04] <diesieben07> *then* do the
inline
L869[16:05:17] <Ordinastie> diesieben07,
inlining the method worked for me so stop blaming eclipse
><
L870[16:05:28] <diesieben07> no i will not
ever stop that. :D
L871[16:06:35] <Manusoftar> ok now it did
something, i have to restart the server to check if its
working
L872[16:06:42] <diesieben07> wait
L873[16:06:43] <diesieben07> thats not
all
L874[16:06:50] <Manusoftar> ok
L875[16:06:57] <gigaherz> well it's still
4 lines ;P
L876[16:06:59] <diesieben07> it will have
created a call to getPositionEyes
L877[16:07:05] <diesieben07> you have to
inline that as well
L878[16:07:13] <diesieben07> but that will
fail because eclipse
L879[16:07:15] <diesieben07> so..
ugh
L880[16:07:48] <diesieben07> copy that
method into your class. make it static. make a new parameter on it
called "entity" of type "Entity".
L881[16:07:56] <diesieben07> then inside
the new method replace "this" with
"entity"
L882[16:08:02] <diesieben07> then call
that new method instead.
L883[16:08:03] <Manusoftar> gives ->
"Cannot inline method. Return statement in method declaration
interrupts execution flow"
L884[16:08:12] <diesieben07> yeah as i
said
L885[16:08:33] <gigaherz> Manusoftar: make
a helper method and inline inside there
L886[16:09:25] <diesieben07> that won't
help
L888[16:09:42] <diesieben07> copy
that.
L889[16:09:53] <gigaherz> the server
doesn't have partialTicks
L890[16:10:03] <gigaherz> so you can juist
remove the else, and keep the 1.0 case
L891[16:10:19] <gigaherz> there's a lot of
*0 there ;P
L892[16:10:42] <Manusoftar> ok thanks
guys, i have to go now, but as Arnie said, "I'll be
back!!" :P
L893[16:12:36] <gigaherz> I wonder,
though, couldn't forge ignore sideonly for those methods, and
include them in the server too?
L894[16:12:58] <gigaherz> they don't have
any side-only method calls that require the client
L895[16:13:12] <diesieben07> yes
L896[16:13:16] <diesieben07> but that
would be more patches
L897[16:13:18] <gigaherz> (ignore I mean
choose not to have it)
L898[16:13:33] <diesieben07> you have to
remember, SideOnly only exists in the dev env
L899[16:13:42] <diesieben07> in the actual
game, the methods physically don't exist
L900[16:15:22] <gigaherz> oh right
L901[16:15:51] <gigaherz> it'seasy to
forget forge doesn't actually include any mc code in it, only
patches it during load
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L909[16:40:53] <shortybsd> can someone say
shorty for a test lol sorry to ask for that
L910[16:41:02] <diesieben07> shorty
L911[16:41:42] <shortybsd> thank you
diesieben07
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L916[16:58:44] <williewillus> where did
the item texturemap go in 1.8? 0.o
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L918[17:00:24] <diesieben07> there is just
one texturemap now
L919[17:00:52] <williewillus> oh okay, so
it's the "blocks" one
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L929[17:14:55] <Jake_> sure where*
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L932[17:21:05] <Zaggy1024> does that
continue to happen repeatedly in the log?
L933[17:21:14] <Zaggy1024> and is any
problem visible in the game?
L934[17:21:26] <Jake_> I've only had it
output twice, no notable issues
L935[17:21:47] <Zaggy1024> okay
L936[17:22:02] <Zaggy1024> I don't
actually know what the error is about, but hopefully that
information will help someone else that chimes in
L937[17:23:19] <Jake_> I have no idea
either, but I figured if it said to report it's probably worth
taking a few seconds to do so
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L940[17:24:23] <Zaggy1024> yep
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L942[17:26:20] <Ordinastie> I can't find
where the 3d rep model of item icons is made, does someone know
where it is ?
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L946[17:30:41] <diesieben07> lesson of
today: don't try to run CoreTemp on windows 10. it will completely
trash the OS until you reboot -.-
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L948[17:32:03] <gigaherz> diesieben07:
lol
L949[17:32:17] <diesieben07> not
funny.
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L965[18:21:06] <mrkirby153> !gc
Blocks
L966[18:24:43] <Manusoftar> diesieben07:
are you still online?
L967[18:24:54] <diesieben07> yes
L968[18:24:54] <gigaherz> jsut ask your
questions
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L970[18:25:05] <diesieben07> that
too
L971[18:25:12] <gigaherz> no need to ask
the SAME person
L972[18:25:15] <gigaherz> just ask
here
L973[18:25:39] <Manusoftar> i've copied
the code you gave me but im not sure what should i return on that
function and what should i pass to it for the Entity param...
L975[18:26:04] <gigaherz> see I could have
answered that myself
L976[18:26:05] <gigaherz> ;P
L977[18:26:17] <diesieben07> first you can
get rid of the if
L978[18:26:21] <diesieben07> just keep the
else branch
L979[18:26:31] <diesieben07> and then...
entity is of course the player
L980[18:26:39] <gigaherz> the else branch
becomes equivalent to the if branch, once you remove all the
*0
L981[18:27:30] <Manusoftar> as of now i
have this ->
http://pastebin.com/demRbfnA which wont
compile because its lacking the return statement but im not sure
what should i return
L982[18:27:42] <gigaherz> okay
L983[18:27:43] <gigaherz> wait
L984[18:27:50] <gigaherz> do you remember
what the original function was?
L985[18:28:04] <gigaherz> the one you were
trying to inline?
L986[18:28:30] <gigaherz>
Manusoftar?
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L989[18:33:50] <Manusoftar>
MovingObjectPosition rayTrace =
player.worldObj.rayTraceBlocks(vec3, vec32, false, false,
true);
L990[18:34:18] <gigaherz> yeah now
think,
L991[18:34:22] <Manusoftar> that one is
partially inlined
L992[18:34:22] <gigaherz> which entity are
you calling this on?
L993[18:34:36] <Manusoftar> player
L994[18:34:39] <gigaherz> okay
L995[18:34:42] <gigaherz> and what does it
return?
L996[18:35:01] <Manusoftar>
MovingObjectPosition
L997[18:35:10] <gigaherz> now look back at
the code diesieben07 gave you
L998[18:35:13] <gigaherz> what does it
take as input?
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L1000[18:35:19] <gigaherz> and what does
it end with?
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L1002[18:36:09] <gigaherz> ...
L1003[18:36:11] <Manusoftar> i think it
takes only an Entity and it does not have a return statement
L1004[18:36:20] <gigaherz> okay you
completely missed the whole point
L1005[18:36:35] <gigaherz> diesieben07
gave you the WHOLE CODE of player.rayTrace, as it is when you
inline the whole thing at once
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L1007[18:36:51] <gigaherz> his code is
the result of inlining
L1008[18:36:56] <Manusoftar> ok
L1009[18:37:09] <gigaherz> mop =
player.rayTrace(0, 0)
L1010[18:38:06] <Manusoftar> but rayTrace
takes two floats and he told me to add an Entity param...
L1011[18:38:21] <gigaherz> he assumed
both floats were 0
L1012[18:38:24] <gigaherz> the second 0
is at the bottom
L1013[18:38:39] <gigaherz> Vec3 vec31 =
entity.getLook((float) 0);
L1014[18:38:40] <gigaherz> really
L1015[18:38:43] <gigaherz> this code is
just an example
L1016[18:38:48] <gigaherz> it's not meant
to be used asis
L1017[18:38:54] <gigaherz> it's got
useless stuff
L1018[18:38:58] <gigaherz> things that
are multiplied by 0
L1019[18:38:59] <Manusoftar> im sorry but
dinner is ready here, i'll come back in 30-45 mins. Thank you
all.
L1020[18:39:03] <gigaherz> unnecessary
casts
L1021[18:39:16] <gigaherz> yo uwere
supposed to learn from it, not try to paste it without using your
brain
L1022[18:39:54] <Parker8283> But I wanted
to make mods without learning! :P
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L1024[18:42:13] <killjoy> Lrning's for
nerds
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L1027[18:50:24] <rfctksSparkle> Says the
killjoy. XD
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L1040[19:27:04] <tterrag> forge is
currently only for 1.8.0...right?
L1041[19:27:11] <killjoy> yes
L1042[19:27:19] <tterrag> k
L1043[19:27:22] <tterrag> just checking
>.>
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L1047[19:30:19] <tterrag> why is the
forge version under just "1.8" then?
L1048[19:30:23] <tterrag> that's not
proper versioning >.>
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L1050[19:32:51] <Manusoftar> this is the
code i have so far ->
http://pastebin.com/5c5yi2bj for
some reason it is giving me a NullPointerException when trying to
process my console command, i assume it may be due to
sender.getCommandSenderEntity() may be returning null, but if it is
the case, how could i identify the user that is sending the
command???
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L1061[19:42:11] <shadekiller666> is there
a such thing as a 3D Table?
L1062[19:42:31] <shadekiller666> where it
has a layer, row, and column
L1063[19:42:36] <shadekiller666> and then
the value?
L1064[19:43:16] <tterrag> probably not by
default
L1065[19:43:37] <tterrag> isn't that in
essence just a map<L, Table<R, C, V>> ?
L1066[19:43:44] <shadekiller666>
probably
L1067[19:44:27] <tterrag> I mean a table
is basically just a Map<R, Map<C, V>>
L1068[19:46:17] <shadekiller666> i'm
porting my multiblock system into the roller coaster mod, and the
current version uses List<List<List>>
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L1071[19:49:07] <shadekiller666> i'm
trying to figure out how to rotate the template (ie. the
List<List<List>> based on a "front" and a
"top"
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L1097[21:57:59] <shadekiller666> good god
3D matrix rotations are difficult...
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L1102[22:06:30] <gigaherz>
shadekiller666: no they are not, not really ;P
L1103[22:06:33] <gigaherz> they are
methodic
L1104[22:06:56] <gigaherz> there's a
simple way to build a rotation matrix for the X axis, a simple way
for the Y axis, and a simple way for the Z axis
L1105[22:07:03] <shadekiller666> ok
L1106[22:07:09] <gigaherz> all you do is
multiple the matrices between them
L1107[22:07:19] <gigaherz> in the order
that you want to apply
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L1109[22:07:54] <gigaherz> the 2D
rotation matrix is
L1110[22:07:55] <gigaherz> cos -sin
L1111[22:07:56] <gigaherz> sin cos
L1112[22:08:01] <gigaherz> all the 3D
matrices are based on this
L1113[22:08:23] <shadekiller666> ok,
whats the rotation matrix of a MxN matrix?
L1114[22:08:33] <gigaherz> what?
L1115[22:08:36] <shadekiller666> where
the matrix isn't necessarilly square
L1116[22:08:45] <gigaherz> uh
L1117[22:08:57] <gigaherz> affine
transform are applied on square matrices
L1118[22:09:11] <gigaherz> you have
either the basic one, which takes X,Y,Z input and gives X,Y,Z
outputs
L1119[22:09:20] <gigaherz> or the
extended eon, which is XYZW
L1120[22:09:22] <shadekiller666> i'm
trying to figure out how to rotate some arbitrarilly sized
structure from "facing" one direction to
"facing" a different direction
L1121[22:09:36] <gigaherz> you apply the
same matric to all vertices
L1122[22:09:39] <shadekiller666> so that
i can iterate over the structure to check its validity
L1123[22:09:57] <gigaherz> matrix*
L1124[22:10:17] <gigaherz> but remember
that rotations happen around the 0
L1125[22:10:24] <gigaherz> if you want to
rotate around an arbitrary pivot
L1126[22:10:37] <shadekiller666> i can't
believe i don't remember how to do this... i had a college course
on this >.<
L1127[22:10:39] <gigaherz> you'll need a
4x4 matrix, and apply a translation before, and a translation
after
L1128[22:11:03] <gigaherz> but, you said
structure
L1129[22:11:14] <gigaherz> that means 90
degree rotations?
L1130[22:11:22] <shadekiller666> the
structure being rotated isn't necessarilly a matrix, nor is it
always smaller than 4x4
L1131[22:11:23] <shadekiller666>
yes
L1132[22:11:39] <shadekiller666> think
TiC smeltery facing north
L1133[22:11:51] <shadekiller666> and i
want to make it face east
L1134[22:11:53] <gigaherz> yeah, then
it's not actually 3D math
L1135[22:12:03] <gigaherz> yo uare simply
speaking about mapping a grid into another grid
L1136[22:12:08] <gigaherz> different
process completely
L1137[22:12:08] <gigaherz> ;P
L1138[22:12:24] <gigaherz> but still
straightforward
L1139[22:12:30] <gigaherz> assuming you
only rotate aroudn the Y axis
L1140[22:12:37] <gigaherz> and not
arbitrarily on all 3 axies
L1141[22:12:38] <gigaherz> ;P
L1142[22:12:45] <gigaherz> it means you
basically have 4 choices
L1143[22:12:50] <gigaherz> the default
one
L1144[22:12:53] <gigaherz> would be
1:1
L1145[22:12:58] <shadekiller666> if i
have the blocks in the structure stored in a
List<List<List>> ordered
Layer<Row<Column>>, i need to know how to rotate the
block positions to reflect the structure facing whatever
direction
L1146[22:13:15] <gigaherz> so x=+0 maps
to x=+0
L1147[22:13:20] <shadekiller666> default
being NORTH
L1148[22:13:25] <gigaherz> and z=+0 maps
to z=+0
L1149[22:13:34] <gigaherz> yeah I'll do
it in terms of coords purely without caring for facings
L1150[22:13:37] <gigaherz> now
L1151[22:13:57] <gigaherz> let's do all
the thinking based around the "bounding box"
L1152[22:14:01] <gigaherz> whichwould be
a cuboid
L1153[22:14:10] <shadekiller666> of
course
L1154[22:14:14] <gigaherz> okay
L1155[22:14:17] <gigaherz> so
L1156[22:14:24] <shadekiller666> lets say
a 4-layer, 3-row, 2-column structure
L1157[22:14:26] <gigaherz> if you rotate
it once, clockwise
L1158[22:14:35]
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L1159[22:14:39] <gigaherz> the top-left
becomes top-right
L1160[22:14:46] <gigaherz> and top-right
becomes bottom-right
L1161[22:14:51] <gigaherz> so the X axis
maps into the Y axis
L1162[22:14:56] <gigaherz> eh Z*
L1163[22:15:04] <gigaherz> and the Z axis
maps into the -X axis
L1164[22:15:12] <gigaherz> that
means
L1165[22:15:41] <gigaherz> if you are at
world position (x,z), ignoring the y coord (remains the same)
L1166[22:15:51] <gigaherz> it would
become (W-z,x)
L1167[22:16:18] <gigaherz> where W is the
width of the structure in your pattern
L1168[22:16:25] <gigaherz> for the second
rotation
L1169[22:16:29] <gigaherz> the X becomes
-X
L1170[22:16:35] <gigaherz> the Z becomes
-Z
L1171[22:16:39]
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L1172[22:16:43] <shadekiller666>
width?
L1173[22:16:56] <shadekiller666> z-axis
when facing north?
L1174[22:17:08] <gigaherz> Idon't care
the facing
L1175[22:17:24] <gigaherz> imagine a 2D
grid, as seen from above
L1176[22:17:29] <gigaherz> imagine north
is up in the paper
L1177[22:17:37] <gigaherz> imagine X is
horizontal, Z is vertical
L1178[22:17:48] ***
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L1179[22:17:50] <gigaherz> which should
correspond to minecraft
L1180[22:17:51] <shadekiller666> X
vertical, Z horizontal
L1181[22:18:02] <shadekiller666> if we're
talking mc directions
L1182[22:18:02] <gigaherz> what?
L1183[22:18:09] <gigaherz> uh?
L1184[22:18:20] <shadekiller666> wait
no
L1185[22:18:31] <shadekiller666>
N=-z,W=-z
L1186[22:18:36] <shadekiller666>
-x*
L1187[22:18:40] <gigaherz> yeah
L1188[22:19:09] <shadekiller666> ok, so
width is Z?
L1189[22:19:17] <gigaherz> no
L1190[22:19:19] <gigaherz> width is
X
L1191[22:19:26] <gigaherz> but becuase
it's rotated
L1192[22:19:41] <gigaherz> the in-world Z
offset ends up mapping into the width of the pattern
L1193[22:20:37] <gigaherz> BlockPos
getRotation0(Pattern p, BlockPos offset) { return new
BlockPos(offset.x, offset.y, offset.z); }
L1194[22:20:56] <gigaherz> BlockPos
getRotation1(Pattern p, BlockPos offset) { return new
BlockPos(p.sizeX - offset.z, offset.y, offset.x); }
L1195[22:21:20] <gigaherz> BlockPos
getRotation2(Pattern p, BlockPos offset) { return new
BlockPos(p.sizeX - offset.x, offset.y, p.sizeZ - offset.z); }
L1196[22:21:48] <gigaherz> BlockPos
getRotation3(Pattern p, BlockPos offset) { return new
BlockPos(offset.z, offset.y, p.sizeZ - offset.x); }
L1197[22:21:52] <gigaherz> I could have
made a logic mistake
L1198[22:22:07] <gigaherz> but I believe
those are the 4 "mapping functions"
L1199[22:22:53] <gigaherz> although
L1200[22:23:10] <gigaherz> those are
meant for converting WORLD coords into PATTERN coords
L1201[22:23:16] <gigaherz> you may want
the other way around instead ;P
L1202[22:23:38] ***
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L1203[22:23:57] <gigaherz> in which case,
1 and 3 are reversed
L1204[22:24:02] <shadekiller666> right
now i just need to rearange the contents of the pattern so that
when i iterate over it and the world the blocks are in the same
order as each other
L1205[22:24:19] <gigaherz> swap 1 and
3
L1206[22:24:49] <gigaherz> rotation 0
means "north becomes north"
L1207[22:24:56] <gigaherz> rotation 3
means "north becomes east"
L1208[22:25:03] <gigaherz> rotation 2
means "north becomes south"
L1209[22:25:09] <gigaherz> rotation 1
means "north becomes west"
L1210[22:25:16] <gigaherz> (in the order
I wrote them)
L1211[22:25:29] <gigaherz> that is, the
north in the pattern, become X
L1212[22:26:45]
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L1213[22:27:33] <Manusoftar> !gm
player.worldObj.rayTraceBlocks
L1214[22:27:41] <Manusoftar> !gm
rayTraceBlocks
L1216[22:28:46] <sham1|LOST> North will
never become anything but north :P
L1217[22:28:59] ***
sham1|LOST is now known as sham1
L1218[22:29:27] <gigaherz> sham1:
wrong
L1219[22:29:32] <gigaherz> the magnetic
poles move over time
L1220[22:29:36]
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L1221[22:29:41] <gigaherz> north as we
know it, is never north
L1222[22:29:41] <gigaherz> ;P
L1223[22:29:48] <shadekiller666> not in
minecraft though :P
L1224[22:29:54] <sham1> But it still is
north
L1225[22:30:00]
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L1226[22:30:08] <gigaherz>
shadekiller666:
L1228[22:30:12] <shadekiller666>
sometimes they actually swap positins
L1229[22:30:15] <shadekiller666>
positions
L1230[22:30:16] <gigaherz> or, use
Ordinastie's code ;P
L1231[22:30:22] <sham1> The consept of
North has not changed
L1232[22:30:33] <gigaherz> it's the
"clever" way to do it
L1233[22:30:38] <gigaherz> based on the
real rotation maths
L1234[22:30:47] <gigaherz> but simplified
into 90-degree rotations
L1235[22:31:17] <shadekiller666> ok, and
i assume rotation on other axis is similar just slightly
modified?
L1236[22:31:37]
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L1237[22:31:42] <gigaherz> basically the
same
L1238[22:31:45] <gigaherz> just applied
to the other axis
L1239[22:33:15] <gigaherz> it's just a
matter of using the other coords in the right order
L1240[22:33:16] <gigaherz> ;P
L1241[22:33:27] <Manusoftar> guys im
using the rayTraceBlocks to get the block the player is pointing at
on an mp mod, but it is returning null... i used the code suggested
by diesieben07 and gigaherz, what else may i do??
L1242[22:33:39] <Manusoftar> im on
1.8
L1243[22:34:04] <gigaherz> did you paste
the code exactly like diesieben gave it to you?
L1244[22:34:21] <gigaherz> if the answer
is yes, you did it completely wrong
L1245[22:35:07]
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L1247[22:35:24] <gigaherz> yeah, then you
will ALWAYS get null
L1248[22:35:31] <gigaherz> because the
code was inlined with the distance set to 0
L1249[22:35:36]
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L1250[22:35:38] <gigaherz> so it never
gets to even look for anything
L1251[22:35:38] <gigaherz> ;P
L1252[22:36:24] <Manusoftar> so every
place where it says (Double) 0 is talking about the distance it is
looking for the pointed block??
L1253[22:36:29] <gigaherz> no
L1254[22:36:32] <gigaherz> only one of
them
L1255[22:36:44] <gigaherz> which you'd
know if you ahve really read the code you were trying to
inline
L1256[22:36:47] <gigaherz> had*
L1257[22:37:08] <gigaherz> please do me a
favour
L1258[22:37:17] <Manusoftar> i assume it
should be the second one, the one stored on vec32...
L1259[22:37:28] <gigaherz> open the
definition of player.rayTrace
L1260[22:37:47] <gigaherz> look at the
first parameter name
L1261[22:37:56]
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L1262[22:38:03] <Manusoftar>
p_174822_1_
L1263[22:38:10] <gigaherz> uh?
L1264[22:38:15] <gigaherz> what version
of forge are you using? ;P
L1265[22:38:22] <gigaherz> public
MovingObjectPosition rayTrace(double blockReachDistance, float
partialTicks)
L1266[22:38:30] <sham1> More like what
mappings is he using
L1267[22:38:35] <gigaherz> well
yeah
L1268[22:38:36] <gigaherz> XD
L1269[22:38:37]
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L1271[22:38:48] <gigaherz> okay
L1272[22:39:03] <gigaherz> I'll excuse
you not knowing it so easily as I thought
L1273[22:39:04] <gigaherz> ;P
L1274[22:39:10] <gigaherz> now
L1275[22:39:14] <gigaherz> look at your
code you pasted
L1276[22:39:25] <gigaherz> comapre
vec32
L1277[22:39:28] <gigaherz> between this
new paste
L1278[22:39:31] <gigaherz> and your
previous one
L1279[22:39:54] <gigaherz> see that it's
being multiplied by 0 on all 3 parameters?
L1280[22:40:04] <gigaherz> yeah, that's
your problem.
L1281[22:40:07] <sham1> "Vec32"
jeez, what a huge vector
L1282[22:40:42] <Manusoftar> i see, it
should be multiplied by the value of the first param...
L1283[22:40:52] <gigaherz> yup
L1284[22:41:02] <gigaherz> which happens
to be, based on the new mappings,
"blockReachDistance"
L1285[22:41:05] <gigaherz> with it being
0
L1286[22:41:07] <Manusoftar> is it
measured in blocks??
L1287[22:41:13] <gigaherz> it's measured
in meters
L1288[22:41:18] <gigaherz> which is the
size of the block in minecraft
L1289[22:41:19] <gigaherz> ;P
L1290[22:41:21] <gigaherz> so yes.
L1291[22:41:47] <Manusoftar> i want to
check for the block inmediatelly next to the player so should the
value be 1??
L1292[22:41:51] <Manusoftar> well
1.0
L1293[22:42:08] <gigaherz>
basically
L1294[22:43:02]
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L1295[22:43:27] <Manusoftar> well i'll
give it another try
L1296[22:43:36] <gigaherz> keep in
mind
L1297[22:43:41] <gigaherz> that it will
NOT detect air
L1298[22:43:56] <gigaherz> if all you
want is to get the block immediately in front of the player
L1299[22:44:04] <gigaherz> regardless of
it being air or not
L1300[22:44:12] <gigaherz> then it's much
simpler and it doesn't require a rayTrace at all
L1301[22:44:43] <Manusoftar> by the way,
you where wondering which version of forge im using and someone
said that the question would be which mapping i had, is there a way
to have all those functions unobfuscated??
L1302[22:45:01] <gigaherz> yes
L1303[22:45:09] <Manusoftar> how??
L1304[22:45:09] <gigaherz> open your
build.gradle
L1305[22:45:19] <gigaherz> and change the
"mappings" variable to a newer snapshot
L1306[22:45:20] <Manusoftar> done
L1307[22:45:29] <gigaherz> I'm personally
using: mappings = "snapshot_20150812"
L1308[22:45:33] <gigaherz> but you can
use any date
L1309[22:45:42] <gigaherz> if today's
doesn't work, then try yesterday's
L1310[22:46:05] <Manusoftar> i see, i had
snapshot_20141130
L1311[22:46:09] <Manusoftar> pretty
old...
L1312[22:46:12] <gigaherz> afterward,
rerun setupDecompWorkspace
L1313[22:46:23]
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L1314[22:46:32] <gigaherz> are you in
IDEA or eclipse?
L1315[22:46:39] <Manusoftar> is it safe?
i mean, wouldn't it delete my code??
L1316[22:46:41] <Manusoftar>
eclipse
L1317[22:46:41] <gigaherz> in IDEa, you
may have to refresh the gradle project
L1318[22:46:43] <gigaherz> nono
L1319[22:46:59] <gigaherz>
setupDecompWorkspace does the decompiling and deobfuscating of
Minecraft code and such
L1320[22:47:06] <Manusoftar> ok
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L1322[22:47:16] <gigaherz> it doesn't
touch anything in your local folder
L1323[22:47:20] <sham1> Yeh, there is no
reason for it to delete your code
L1324[22:47:21] <gigaherz> it's all
within the special gradle cache
L1325[22:47:41] <gigaherz> hmmm
L1326[22:47:50] <gigaherz> I don't know
how eclipse works in terms of doing that
L1327[22:47:57] <gigaherz> maybe it just
works
L1328[22:48:02] <gigaherz> maybe you need
to restart eclipse
L1329[22:48:18] <gigaherz> maybe you need
to rerun "gradlew eclipse"
L1330[22:48:27] <gigaherz> someone who
actually uses eclipse should tell you ;P
L1331[22:49:09] <sham1> The best way to
use eclipse for general modding is using IDEA
L1332[22:49:20] <sham1> Eclipse just
makes it confusing
L1333[22:49:45] <gigaherz> I agree, but I
don't want tterag getting unnecessarily annoyed ;P
L1334[22:50:04] <gigaherz> +r
L1335[22:50:29] <gigaherz> btw 20150824
are not up yet, use 20150823 if you want latest
L1336[22:51:33]
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L1337[22:51:48] <shadekiller666> fuck it,
i can't think straight right now...
L1338[22:51:59] <gigaherz> me
neither
L1339[22:52:11] <gigaherz> 5:51(am)
L1340[22:52:32] <gigaherz> the only
reason I'm not sleeping is because I was reading a book, and I
stopped right after an action scene
L1341[22:52:33] <gigaherz> XD
L1342[22:53:08] <gigaherz> well
L1343[22:53:12] <gigaherz> I'm not
sleeping YET
L1344[22:53:20] <sham1> It can't really
be a scene
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L1346[22:53:34] <gigaherz> sure it
can
L1347[22:53:52] <gigaherz> 2. a sequence
of continuous action in a play, film, opera, or book.
L1348[22:54:09] <gigaherz> it wasn't a
whole chapter, but it took part across multiple paragraphs
L1349[22:54:11] <gigaherz> so, a
scene.
L1350[22:54:30] <Manusoftar> thanks guys
its working like a charm now, i just need to make a check so if the
player is looking at an air block i would screw the whole thing but
that shouldn't me much of a problem.
L1351[22:54:49]
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L1352[22:56:42] ***
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L1353[22:56:45] <williewillus> !gm
func_150496_b
L1354[22:58:24] <gigaherz> well as
promised, jumping into bed.
L1355[22:58:27] *
gigaherz AFKs
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L1362[23:15:13] <shadekiller666> i wonder
if i could make a matrix class that can be NxN for any size of
N
L1363[23:15:23] <shadekiller666> except 0
or 1 of course...
L1364[23:16:11] <shadekiller666> the sole
purpose of which being to rotate another matrix of the same
size...
L1365[23:21:13] <sham1> Sure
L1366[23:25:27]
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L1367[23:25:50] <williewillus> in
bitbucket how do I browse the full source of any given
commit?
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L1369[23:28:23] <tterrag> williewillus:
can you not just click on the md5 ?
L1370[23:28:47] <williewillus> ah found
it, had to view the diff for a file then go "view
file"
L1371[23:28:55] <williewillus> no it just
takes you to a summary page of the diff
L1372[23:29:11] <tterrag> oh
L1373[23:29:15] <tterrag> what do you
mean full source?
L1374[23:29:21] <tterrag> like, the file
at that commit?
L1375[23:29:24] <tterrag> ah I see
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