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L1[00:00:01] <tterrag> .gitignore all that
eclipse crap
L2[00:00:05] <tterrag> your repo is 98%
javascript
L4[00:01:54] <SkySom> He also has save files
there too
L5[00:02:06] <tterrag> yes -.-
L6[00:02:14] <tterrag> also he is naming his
classes in non-english
L7[00:02:45] <npe|office> dont blame a
beginner programmer for being a beginner though.
L8[00:02:59] <tterrag> npe|office: beginner
programmers shouldn't be modding
L9[00:03:03] <tterrag> they should be
learning programming
L10[00:03:08] <Manusoftar> hey
L11[00:03:17] ⇦
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L12[00:03:28] <tterrag> Manusoftar: sorry
to be harsh, but it's the best advice
L13[00:03:33] <tterrag> you won't get far
without understanding the language
L14[00:03:45] <npe|office> I do agree,
tterrag, but we have quite a few nice mods from people who started
coding by modding minecraft
L15[00:03:53] <Manusoftar> im not a
beginner programmer, first of all, i deal better with svn than with
git, second, im begginer on Minecraft modding which is a lot
different than just programming
L16[00:03:54] <tterrag> that doesn't mean
it's a good idea
L17[00:04:06] <tterrag> in fact I guarantee
most of those people would say they wish they didn't
L18[00:04:12] <tterrag> Manusoftar:
ok
L19[00:04:18] <npe|office> this, I can
confirm.
L20[00:04:23] <tterrag> well your problem
here is that you aren't using any real inventory for your
slots
L21[00:04:34] <tterrag> you are just
constructing "new InventoryItem()" and then throwing the
reference away
L22[00:04:51] <tterrag> which is something
I would expect a savvy programmer not to do...btw
L23[00:05:07] <Manusoftar> what i do accept
is that all this reflection stuff burns my brains but thats another
thing
L24[00:05:09] <tterrag> the IInventory you
pass to the slot is what inventory is behind that slot
L25[00:05:22] <tterrag> IInventory is what
actually holds the items
L26[00:05:28] <tterrag> a Container is just
an interface for those items
L27[00:05:54] <SkySom> Reflection? Why are
you dealing with reflection?
L28[00:05:56] ⇦
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L29[00:06:08] <tterrag> also I still don't
see anywhere you have registered the GUIHandler
L30[00:06:15] <tterrag> do that with
NetworkRegistry
L31[00:07:17] <SkySom> Heh I just found the
actual code I got lost in the random extra bit in the src.
L32[00:08:00] <SkySom> Also it looks like
you're returning the same thing for both portions of the GUI
handler?
L33[00:08:01] <Manusoftar> on the client
proxy, perhaps i should have done it somewhere else, like the main
class. What i can say is that now when i rightclick with my mortar
item on hand it seems like it has actually opened a gui only that
its not getting draw, if i click esc the game just continue as
nothing happened
L34[00:08:12] <tterrag> the GUI handler
needs to be on both sides
L35[00:08:15] <SkySom> Ah... Just do it in
the main class
L36[00:08:17] <tterrag> so a SIDED proxy is
the wrong place to do it
L37[00:08:24] <Manusoftar> ok
L38[00:08:41] <Manusoftar> changed
that!
L39[00:08:54] <tterrag> and your GUI is
invisible because you draw nothing
L40[00:09:00] <tterrag> that's to be
expected
L41[00:09:07] <tterrag> but you should see
slots, no?
L42[00:09:09] <tterrag> if you hover over
them
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L44[00:10:42] <Manusoftar> the thing is,
who knows where is it actually "placing" those
slots...
L45[00:11:00] <tterrag> where you told
it
L46[00:11:03] <tterrag> when you passed
x/y
L47[00:11:56] <Manusoftar> but the position
i passed it is counting from the top left corner ??
L48[00:12:24] <tterrag> the top left corner
of the GUI
L49[00:12:25] <tterrag> yes
L50[00:13:23] <Manusoftar> ok now is
better, the backgroun gets darker and the slots are there, i have
to adjust their positions but it is taking shape...! ;)
L51[00:13:40] <tterrag> you need to fix the
inventory you pass to the slots
L52[00:13:45] <Manusoftar> should i
manually add all the inventory slots??
L53[00:13:59] <Manusoftar> now im keeping a
reference to the inventory im passing
L54[00:14:37] <tterrag> the player
inventory?
L55[00:15:13] <Manusoftar> yep
L56[00:15:23] <tterrag> yes you do
L58[00:15:48] <tterrag> you can do it
pretty easy with a for look
L59[00:15:50] <tterrag> loop*
L60[00:16:54] <Manusoftar> as you can see
there are three slots on the leftt hand one above the other and one
bigger slot at right hand that is where the player is suppossed to
pickup the output, above all that is the actual inventory
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L62[00:18:14] <tterrag> yeah
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L64[00:21:50] <Fendirain> Now that you have
the .gitignore, It might be a good idea (and the easiest way) to
just delete the repository and recreate it.
L65[00:23:42] <Fendirain> Manusoftar : ^
Just so everything is cleaner and you only have the one branch
(There are other ways to do it, but this would be the
simplist).
L66[00:25:23] <Manusoftar> i will try but
the last time i screwed the whole eclipse project...
L67[00:25:26] <tterrag> eh that's not
necessary
L68[00:25:31] <tterrag> just do git rm
--cached *
L69[00:25:33] <tterrag> then git add
*
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L71[00:25:47] <tterrag> that will remove
then re-add everything to the git index (excluding .gitignored
things)
L72[00:25:47] <tterrag> iirc
L73[00:25:51] <Manusoftar> from my local
git shell?
L74[00:25:54] <tterrag> yeah
L75[00:25:59] <Fendirain> Ah, Eclipse, I
use Idea which makes it pretty simple. :/
L76[00:26:10] <Manusoftar> ok hope
everything works fine
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L78[00:26:28] <tterrag> as long as you use
--cached git will not remove any actual files
L79[00:26:32] <tterrag> so there's no way
it can ruin your project
L80[00:26:36] <Manusoftar> ok
L81[00:27:19] <Fendirain> I really should
try out Eclipse when I have the time so I can give out advice for
it.
L82[00:28:05] <Manusoftar> by the way, in
order to actually place the players inventory slots firs i should
have access to the player inventory, thus, to the player itself,
but i dont have the user right now on my container, should i add a
param on the constructor to bring the user instance that has opened
the gui???
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L84[00:30:01] <tterrag> Manusoftar: or just
add a PlayerInventory param
L85[00:30:05] <tterrag> you don't need the
actual player
L86[00:30:10] <tterrag> sorry, it's
InventoryPlayer
L87[00:31:05] <Manusoftar> good idea, now i
realized that i can pass it when i create the container from the
guihandler since the method that calls my container constructor
does actually have the user as a param... silly me...
L88[00:31:36] <Fendirain> On Github, You
should go into Settings -> Branches - and Make "Fixed"
the default if thats the one you keep planning on using BTW.
L90[00:36:00] <tterrag> wow that card is OP
if you have more than one
L91[00:36:04] <tterrag> even just one is
pretty OP
L92[00:36:14] <tterrag> (and I don't even
play that game, just vaguely familiar)
L93[00:36:21] <Manusoftar> the player class
has the getInventory method which returns an ItemStack[] how should
i get an InventoryPlayer from that...???
L94[00:36:28] <tterrag> Manusoftar: don't
use that
L95[00:36:31] <tterrag> just use
player.inventory
L96[00:37:21] <Manusoftar> upps didn't see
that...
L97[00:39:21] <Manusoftar> thanks for all
guys, now i need to get some sleep its 2:38 AM here!!
L98[00:39:29] <Manusoftar> see you
later.
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L118[02:04:53] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150918 mappings to Forge Maven.
L119[02:04:57] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150918-1.8.zip (mappings
= "snapshot_20150918" in build.gradle).
L120[02:05:07] <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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L138[03:08:55] <OrionOnline> Hey guys any
of you know if there is a possibility to move the NEI Transferacts
to two different places (like different in the Blocks UI and in the
NEI Recipe Handler)?
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L143[03:20:08] <SirWill> hey, how can I
delete a chunk with forge?
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L148[03:26:43] <Vorquel> SirWill: It
depends what you mean. Do you want to set the whole chunk to air,
or mark it as ungenerated?
L149[03:27:04] <SirWill> mark it as
ungenerated
L150[03:27:18] <SirWill> but before the
world is loaded
L151[03:28:43] <Vorquel> As in before a
given dimension is loaded, or the whole server?
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L156[03:32:44] <SirWill> Vorquel on server
start before the worlds get loaded
L157[03:34:29] <Vorquel> Then you probably
want to do it in one of the
ServerStarted/ServerAboutToStart/ServerStarting events in your main
mod class.
L158[03:35:36] <SirWill> yea but which
function can delete an chunk?
L159[03:41:33] <SirWill> Vorquel ^
L160[03:42:26] <Vorquel> you want to look
at the class ChunkProviderServer. That is where the chunks are
ultimately stored.
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L163[03:44:49] <SirWill> Vorquel hm, can't
find anything about deleting a chunk there
L164[03:45:11] <McJty> SirWill, there will
not be such a method
L165[03:45:23] <McJty> SirWill, you will
have to do this yourselves based on the things you find in that
ChunkProviderServer
L166[03:45:57] <SirWill> McJty so I would
need to edit the region files via java?
L167[03:46:05] <McJty> SirWill, no.
L168[03:46:15] <McJty> SirWill, examine
the data structures used in that ChunkProviderServer
L169[03:46:19] <McJty> And find out how to
delete it in code
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L171[03:46:45] <McJty> SirWill, I didn't
say it is not possible. Just that there is no simple method for
it
L172[03:46:53] <McJty> It will require
some fidling with various data structures most likely
L173[03:47:59] <SirWill> hm
L174[03:50:10] <SirWill> RegionFile
doesn't seem to have a function to delete a chunk too it
seems
L175[03:50:56] <McJty> It is not
surprising that those functions are not there since this is
something that Minecraft itself never needs
L176[03:52:00] <SirWill> hm, might be
better to do it with an external tool then
L177[03:55:37] <OrionOnline> Is there a
IRC Channel for help with developing a NEI Recipe Handler (or
better for NEI in general?)??
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L179[04:01:37] <Vorquel> OrionOnline:
There is a #ChickenBones channel. You might want to try
there.
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L184[04:22:04] <Wuppy> hrmmm my unreal
killed itself :c
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L191[04:42:13] <diesieben07>
rfctksSparkle: show the code? :D
L192[04:42:21] <rfctksSparkle> one sec,
pushing.
L193[04:42:29] <OrionOnline> You are
trying to register either a message handler or message without the
proper interface markings
L194[04:43:16] <rfctksSparkle> Problem is,
im trying to make a enum to hold the message classes so i can
interate over it... genericsc are tricky lol.
L195[04:43:31] <diesieben07> since when
does scala have enums? lol
L196[04:43:36] <diesieben07> if it does
now, i am switching.
L197[04:43:47] <rfctksSparkle> no it
doesn't
L198[04:43:49] <rfctksSparkle> im using
java enums =P
L199[04:43:53] <diesieben07> and... that
sounds like a horrible idea.
L200[04:43:59] <rfctksSparkle>
well....
L201[04:44:05] <diesieben07> messages are
not constants
L202[04:44:08] <diesieben07> the
handlers... maybe
L203[04:44:10] <rfctksSparkle> they
aren't
L204[04:44:11] <diesieben07> but not the
messages.
L205[04:44:18] <diesieben07> then dont put
them in an enum lol
L206[04:44:19] <rfctksSparkle> but their
class representations are.
L207[04:44:21] <rfctksSparkle> lol
L208[04:44:34] <diesieben07> just show the
code. :D
L211[04:45:38] <diesieben07> yeah that
won't work
L212[04:45:46] <diesieben07> java's
generics are not powerful enough for that.
L213[04:46:07] <diesieben07> at least not
when used in this way
L214[04:46:21] <diesieben07> just make a
List of tuples or something whatever you would do in scala
L215[04:46:24] <diesieben07> if you must
iterate
L216[04:46:29] <rfctksSparkle> hmm
L217[04:46:31] <rfctksSparkle> that would
work too.
L218[04:46:44] <diesieben07> so that you
could express the relation between message and handler
L219[04:47:02] <diesieben07> youd have a
class Holder<T> and then in there Class<? extends
IMessageHandler<T>> and Class<T>
L220[04:47:59] <diesieben07> but really,
that is overkill :D
L221[04:48:09] <diesieben07> just list it
out in the sourcecode.
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L223[04:48:46] <rfctksSparkle> *sigh* And
it looked so good .. until i tried to compile it.
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field_147983_a
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L376[11:19:07] <Jasperfirecai2> o/
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L379[11:26:48] <Jasperfirecai2> Just a
quick question: how would I have a secondary output for a vanilla
crafting table recipe (other than getting an empty bucket back from
water) (aka not consumed)
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L388[11:45:39] <Wuppy> god dammit...
they're working on the train tracks on a part I never take, except
for just now that they're working on it
L389[11:45:58] <Wuppy> have to wake up
before 7am tomorrow for a festival :c
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L392[11:46:23] <masa> Jasperfirecai2: you
mean that appears in the crafting grid after the output is taken,
or how?
L393[11:46:35] <Jasperfirecai2>
exaxtly
L394[11:46:49] <Jasperfirecai2>
exactly
L395[11:46:51] <Jasperfirecai2> *
L396[11:46:53] <masa> hmm, well what
happens if there are no empty slots after the first item is taken
out?
L397[11:47:26] <Jasperfirecai2> all items
are consumed. as expected
L398[11:47:47] <Jasperfirecai2> if thats
what you mean
L399[11:47:48] <masa> but if you have
input items in stacks larger than 1
L400[11:48:06] <masa> and you craft one
item, thus you still have input items left in each slot
L401[11:48:11] <Jasperfirecai2> then only
if shift is held of course, itÅ› literally just vanilla machanics at
the moment
L402[11:48:21] <Jasperfirecai2> yes.
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L404[11:49:04] <diesieben07>
Jasperfirecai2: are you on 1.8?
L405[11:49:13] <masa> well I mean... lets
say I have 64 items in each slot of the crafting grid, then I take
out one crafted item, so I have 63 items left in each slot, what
happens?
L406[11:49:15] <Jasperfirecai2> no.
1.7.10
L407[11:49:24] <diesieben07> in 1.7.10
this is impossible
L408[11:49:31] <diesieben07> update.
L409[11:49:38] <Jasperfirecai2> then how
do you explain blood magic
L410[11:49:46] <masa> what does 1.8 change
regarding this? :o
L411[11:49:47] <diesieben07> mad hax?
coremods? what do i know
L412[11:49:57] <Jasperfirecai2> apparantly
nothing
L413[11:49:58] <diesieben07> in 1.8
IRecipe has a method getRemainingItems
L415[11:50:14] <masa> cool
L416[11:50:16] <diesieben07> that can
specifiy what is left over in each slot
L417[11:50:23] <diesieben07> and if the
slot is full, it is put in the inventory of the player
L418[11:50:27]
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L419[11:50:28] <diesieben07> and if that
is full, it gets spit into the world
L420[11:50:49] <Jasperfirecai2> though
that is usful to know, i´m still looking for a way in 1.7, as my
primary goal
L421[11:50:57] <Jasperfirecai2> thank you
though diesieben07
L422[11:51:10] <diesieben07> why can you
not use 1.8?
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L424[11:51:50] <Jasperfirecai2> as we want
this mod to work in combination with others. plus our mod has
intergration support for a non-1.8 mod
L425[11:52:18] <diesieben07> and no other
mod is on 1.8 or what? seriously...
L426[11:52:24] <diesieben07> THIS is why
1.8 is not being updated to
L427[11:52:28] <diesieben07> because
NOBODY DOES IT.
L428[11:52:40] <diesieben07> anyways,
there is an event for crafting
L429[11:52:47] <diesieben07> just do it in
there, but you will have to do it all manually
L430[11:53:55] <Jasperfirecai2> thank
you
L431[11:55:00] <Igrekun> Guys, how do i
call rotateBlock() so that it works both server and client?
WorldEdit has a load of it's own classes, and i'm stuck deep in
some method, without any reference to net.minecraft.world or
anything Forge like.
L432[11:55:22] <diesieben07> without a
World instance you cannot modify the world :D
L433[11:55:26] <Igrekun> Because WE's own
rotation sucks.
L434[11:55:50] <diesieben07> and
clientside should never rotate
L435[11:55:51] <Igrekun> Then, how do I
obtain one? WE somehow does that in it's forge part
L436[11:56:16] <diesieben07> which method
are you in?
L437[11:56:58] <Igrekun> You would like to
see the source? I can link it on WE's github. Ok?
L438[11:57:12] <diesieben07> that would be
ideal
L439[11:57:31] <Jasperfirecai2> --
diesieben07 having issues finding the event.
L441[11:58:36] <diesieben07>
Jasperfirecai2: PlayerEvent.ItemCraftedEvent
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L443[11:59:01] <Igrekun> Apply() method,
since it is the last place where you still have position of the
block
L444[12:00:04] <EnderPet> I don't see why
we would want to be on 1.8 since it's so much more work atm with
the new rendering..
L445[12:00:09] <diesieben07> you have to
use the methods in Extend (InputExtend / OutputExtend)
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L447[12:00:25] <diesieben07> that seems to
be part of WE's weird abstraction
L448[12:00:33] <diesieben07> EnderPet: uh,
no its not.
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L451[12:02:55] <Igrekun> Their Extent only
has setBlock and getBlock. How to make WE call forge's own rotate?
Since custom blocks often have very specific rotate func.
L452[12:03:27] <masa> I'm working on some
stuff atm for my mod that might be quite useful... maybe I should
only release this version for 1.8, to push people to update?
:p
L453[12:03:39] <diesieben07> you have to
find the Extend implementation that is backed by a minecraft
world
L454[12:03:47] <diesieben07> then probably
hack into that and get the World from it
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L456[12:06:05] <masa> yay, I have like one
case ot of 15 implemented in my custom slotClick() method...
:D
L457[12:06:10] <masa> the basic left
click
L458[12:06:43] <diesieben07> what are you
trying to achieve by diving into that hellhole :D
L459[12:06:56] <Igrekun> into
WorldEdit?
L460[12:07:02] <masa> I need support for
custom, larger stack sizes inside my inventory
L461[12:07:03] <diesieben07> no masa
L462[12:07:06] <diesieben07> oh god
L463[12:07:53] <masa> the vanilla
slotClick() is quite the lengthy mess, I'm not even looking at
that, I'm just making my own from scratch
L464[12:08:06] <Igrekun> hmmm, just can't
see where WE stitches with forge world. Only their custom extents
and interfaces everywhere
L465[12:08:37] <diesieben07> yes, you have
to find the Extend implementation
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L468[12:11:57] <Igrekun> yet, their
getWorld() doesn't want to cast to World for me :(
L469[12:12:34] <Igrekun> but calling
getClass().getName() on the object gives ForgeWorld implementation,
which in turn includes net.minecraft.world
L470[12:12:53] <diesieben07> getWorld
definitely returns net.minecraft.world.World
L471[12:12:57] <diesieben07> no need to
cast anything
L472[12:14:52] <Igrekun> runtime gives an
error
L473[12:15:14] <Igrekun> if i just call
editSession.getWorld() it is of ForgeWorld class
L474[12:15:46] <diesieben07> what is
"editSession"?
L475[12:15:49] <diesieben07> what is the
error?
L476[12:16:31] <Igrekun>
com.sk89q.worldedit.forge.ForgeWorld cannot be cast to
net.minecraft.world.World
L477[12:16:42] <diesieben07> you have to
call getWorld on ForgeWorld
L478[12:16:56] <diesieben07> also i told
you you do NOT need a cast...
L479[12:17:14] <Igrekun> without a cast it
wouldn't compile :P
L480[12:17:27] *
diesieben07 slams head against desk violently
L481[12:17:46] <Igrekun> probably because
whole mess with three WE projects
L482[12:18:11] <diesieben07> no, wat
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L484[12:19:32] <Igrekun> method getWorld
is defined in worldedit-forge project
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L486[12:20:17] <diesieben07> why is WE not
just a jar file in your dependencies?
L487[12:20:37] <Igrekun> because that is
the jar i need to change
L488[12:20:47] <Igrekun> it treats
rotations very bad
L489[12:20:56] <diesieben07> so... you are
making a PR into WE?
L490[12:20:59] <Igrekun> especially
carpenter and any other forge mod blocks
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L492[12:21:31] <Igrekun> yep. I need to
call native rotateBlock, supplied by Forge
L493[12:21:48] <Igrekun> Exactly - during
copy-rotate-paste operation
L494[12:22:16] <diesieben07> then... why
is there more than one project?
L495[12:22:20] <Igrekun> since they
decided to compile a .json file for vanilla blocks and use it,
hence it doesn't support any custom block
L496[12:22:44] <Igrekun> because WE thinks
it is cool to split WE into 3(sic!) projects
L497[12:23:00] <diesieben07> jesus
christ
L498[12:23:14] <Igrekun> one core, one
bukkit and one forge mod
L499[12:23:49] <diesieben07> you should
only need the forge one
L500[12:24:47] <Igrekun> worldedit-forge
depends on worldedit-core and clipboard is entirely in core
=\
L501[12:25:05] <diesieben07> then you
should only need the core, right?
L502[12:25:13] <diesieben07> whatever, i
dont care about their stupid setup
L503[12:25:27] <diesieben07> it seems most
modders do not understand the concept of dependencies.
L504[12:25:31] <Igrekun> yep. i need to
call native forge rotateBlock() from core
L505[12:25:33] <Wuppy> oh noes, updates on
mah bouncer
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L516[12:26:55] <Igrekun> exactly, and
sometimes obsession with patterns
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L518[12:27:14] <Igrekun> their legacy
system could be patched in 4 lines of code
L519[12:27:54] <Igrekun> now they have
abstract class factories, delegation queues for tasks and instead
of 4 you have to write 400
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L524[12:30:15] <Wuppy> works fine Abrar
:)
L525[12:30:22]
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L526[12:30:45] <AbrarSyed> what works
fine?
L527[12:30:58] <Wuppy> well, *** If you
guys find yourselves getting kicked out of nickserv-required
channels, use the tickychan module
L528[12:31:04] <Wuppy> I mean I'm in here
so it works fine :P
L529[12:31:26] <diesieben07> oh i
occasionally get kicked out
L530[12:33:24] <Igrekun> no worries
L531[12:34:23] <Igrekun> somewhere forge
seems to kick in, since it does serialize NBT tile data
L532[12:34:51] <Igrekun> yet, I'm dumb
enough, not to see, where to get a world reference =\
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L535[12:36:34] <diesieben07> Igrekun: you
seem to be able to get a ForgeWorld
L536[12:36:46] <diesieben07> just call
getWorld on that and you will have a
net.minecraft.world.World
L537[12:37:04] <Igrekun> it is a runtime
reference to ForgeWorld
L538[12:37:21] <Igrekun> compiler still
sees it as sk86q.....world
L539[12:37:30] <Igrekun> so calling
getWorld() doesn't work
L540[12:37:38] <diesieben07> cast it to
Forgeworld
L541[12:37:40] <diesieben07> call
getWorld
L542[12:37:48] <diesieben07> this is basic
java 101...
L543[12:38:09] <Igrekun> forgeWorld
defined in worldedit-forge. it depends on worldedit-core
L544[12:38:13] <diesieben07> but with how
their stuff is set up, this wont work
L545[12:38:21] <Igrekun> is it ok to make
core in turn depend on worldedit-forge?
L546[12:38:22] <diesieben07> you have to
factor out the rotate method
L547[12:38:30] <diesieben07> so it can be
overridden in forge
L548[12:38:34] <diesieben07> and behave
differently there
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L550[12:39:06] <Igrekun> so the way is to
hack all the interfaces and introduce rotateBlock method
L551[12:39:18] <AbrarSyed> Igrekun, you
are working on worldedit? or makit a mod that uses its API
somehow?
L552[12:39:30] <Igrekun> so when it
happens to be a forgeworld, it overrides it?
L553[12:39:30] <AbrarSyed> *making
L554[12:39:37] <Igrekun> Abar, working on
worldedit
L555[12:39:48] <Igrekun> it doesn't rotate
any custom blocks
L556[12:39:51] <diesieben07> you could
just make a new interface Rotationmanager or something
L557[12:39:58] <diesieben07> and implement
it differently in forge and whatever else there is
L558[12:40:16] <Igrekun> forge has all the
necessary stuff ready
L559[12:40:35] <AbrarSyed> if you are
working on the core, then for no intents and purposes will you want
to cast something to a ForgeWorld. Instead you would add some
absract method to your core class, and call it. And require the
implementatons (WEForge, WEBukkit, etc) to implement said
functionality
L560[12:40:48] <diesieben07> ^ what i said
:D
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L562[12:41:24] <AbrarSyed> even if the
forge implementation is little more tan boncing the call to the
forge metho...
L563[12:41:37] <Igrekun> that is how i
wanted to do it from the start lol
L564[12:42:06] <Igrekun> but sk89q irc and
java irc told me that you can't issue methods without introducing a
dependency
L565[12:42:16] <diesieben07> wat
L566[12:42:19] <diesieben07> forge depends
on core
L567[12:42:28] <Igrekun> and said to
include all the libraries if i need to use them
L568[12:42:29] <diesieben07> core has
abstract method in WorldEditWorld or however it scalled
L569[12:42:37] <diesieben07> ForgeWorld
extends that and thus has to implement siad method
L570[12:42:44] <diesieben07> thats all
tehre is to it
L571[12:42:54] <diesieben07> then core can
call the method without ever knowing about ForgeWorld
L572[12:43:32] <Igrekun> my background is
python and c\c++, hence it is a bit confusing for me. after all
this is my first day lol
L573[12:43:41] <diesieben07> you know how
OOP works, right?
L574[12:43:45] <diesieben07> if not...
learn that first :P
L575[12:44:07] <Igrekun> that's why i was
like wtf, when guys said, you can't define abstract methods
L576[12:44:30] <diesieben07> sure you
can
L577[12:44:31] <Igrekun> after all, java
even has reflection, so many possibilities
L578[12:44:36] <diesieben07> i sure as
hell did not say that
L579[12:44:41] <diesieben07> and
reflection has nothing to do with this :D
L580[12:44:49] <Igrekun> that was in
another IRC :D
L581[12:44:58] <Igrekun> guess they were
just trolling
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L583[12:46:13] <Igrekun> the only unclear
moment for me, is when it decides to spawn a ForgeWorld instance?
Where it binds the actual implementation?
L584[12:46:48] <diesieben07> i dont know
where that is i know pretty much nothing about WE at all
L585[12:46:52] <diesieben07> but it should
not be relevant for your task
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L587[12:47:18] <Igrekun> just curious
:D
L588[12:47:27] <Igrekun> surely, can do
fine without it
L589[12:47:27] <Szernex> is WAILA also
required to be on the server? or is it a pure client side
mod?
L590[12:47:37] <diesieben07> it is also
needed on the server
L591[12:47:42] <Szernex> okay
L592[12:47:43] <diesieben07> since the
server needs to tell the client abotu the data
L593[12:47:59] <masa> uh, really? I
thought it only provides some more info if it's on the server as
well
L594[12:48:35] <diesieben07> that might be
the case
L595[12:48:45] <masa> so for full
functionality yes, you also need it on the server
L596[12:48:52] <Szernex> okay,
thanks
L597[12:48:56] <masa> not sure if it's
required though, but I assumed not
L598[12:49:10] <Szernex> well if it adds
functionality
L599[12:49:15] <Szernex> then I'll leave
it on the server side
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L630[13:53:34] <Wuppy> I relaly dont wanna
wake up at 6:30 tomorrow :C
L631[13:57:12] <Fendirain> Nor do any of
us.
L632[13:57:37] <Wuppy> I have to for a
festival thouhg :P
L633[13:58:11] <Fendirain> I wonder if I
will get any sleep tonight, First night of having to watch a 5
month old and 2 year old. :/
L634[13:58:26] <Fendirain> Ah, The fun job
of baby sittings.
L635[13:58:27] <Wuppy> family or baby
sitting?
L636[13:58:32] <Wuppy> ah, good luck
:)
L637[13:58:55] <Wuppy> never did it
myself, but it seems like a nice job
L638[13:59:00] <Fendirain> If it was
family and I had avoided it this long, that would be amazing.
:p
L639[13:59:52] <Wuppy> I dont mean family
as in brothers/sisters but more like nephews etc.
L640[14:00:32] <Fendirain> Ah, Its for a
cousin, However she herself watches foster kids.
L641[14:00:46] <Fendirain> So I watch the
foster kids while she is working.
L642[14:00:47] <Wuppy> what do you get an
hour/night?
L643[14:01:15] <Fendirain> I'm being nice
and doing it for ~$75 a week.
L644[14:01:22] <Wuppy> how many
nights?
L645[14:01:26] <Fendirain> But I only work
~3 Days.
L646[14:01:32] <Wuppy> damn, that's pretty
nice
L647[14:02:12] <Fendirain> Sometimes, Her
days are random, They can be 6 hours, (10-4) or 12 hours
(10-10)
L648[14:02:31] <Fendirain> and I don't
know how long until She walks through the door when she gets
back.
L649[14:02:35] <Wuppy> oh I thought at
night, during the day is way much more work :<
L650[14:02:41] <Fendirain> Yep. :P
L651[14:02:57] <Fendirain> I actually have
to watch them in 45 Mins.
L652[14:03:00] <Wuppy> I've already spend
95 euros for tomorrow though :C
L653[14:03:18] <Fendirain> That is quite a
lot of money.
L654[14:03:42] <Wuppy> that's food,
drinks, festival and travel though
L655[14:03:54] <Wuppy> maybe a little bit
more for drinks but probably not
L656[14:03:59] <Fendirain> Not saying its
not worth it, But still a lot. :p
L657[14:04:06] <Wuppy> true, it is a
lot
L658[14:05:11] <Fendirain> and here I am
spending 34 USD (~30 Euro) to repair my Nexus 7 2nd gen. They go
and send me a broken screen the first time.
L659[14:05:22] <Wuppy> o___0
L660[14:05:25] <Wuppy> send it back?
L661[14:05:46] <Fendirain> I did, Just
have to wait for them to get it back (Tomorrow), Then send me a new
one.
L662[14:05:56] <Fendirain> I had gotten it
Monday...
L663[14:06:11] <Wuppy> you have to spend
money for them sendig you a broken phone?
L664[14:06:30] <Fendirain> Lucky I got
them to pay for it. They tried to make me though.
L665[14:06:41] <Wuppy> what the hell
L666[14:06:43] <Wuppy> murican?
L667[14:06:54] <Fendirain> Yep. Aren't we
great. ;)
L668[14:07:02] ⇦
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L669[14:07:11] <Wuppy> at least you guys
are recognisable :P
L670[14:07:25] <Fendirain> I'm trying to
repair my broken LCD.
L671[14:07:49] <Fendirain> I plug in the
new one, doesn't work. Thinking I may have screwed something up, I
plug in my old broken one, Works.
L672[14:08:03] <Wuppy> dang, idk
L673[14:08:11] <Wuppy> I've never repaired
an LCE
L674[14:08:13] <Wuppy> LCD
L675[14:08:38] <Wuppy> I'm too busy with
partying, drinking and trying to make a game good enough it can be
shown on GDC
L676[14:08:45] <Fendirain> This was my
second time, and let me tell you, The first time was not
easy.
L677[14:09:17] <Fendirain> Ah, That's
fun.
L678[14:09:24] <Fendirain> What kind of
game?
L679[14:09:40] <Wuppy> our game is called
Work Evasion
L680[14:10:09] <Wuppy> you're some guy in
an office and your goal is to not work at all
L681[14:10:22] <Wuppy> and sabotage other
peoples work
L682[14:10:24] <Fendirain> Ah, The goal of
life for some most people.
L683[14:11:02] <Wuppy> there will also be
a level editor
L684[14:11:05] <Fendirain> Sounds
neat.
L685[14:11:18] <Wuppy> so players build
their own levels :)
L686[14:11:26] <Wuppy> and all of that on
a tablet
L687[14:11:34] <Fendirain> Android?
L688[14:11:36] <Wuppy> yeah
L689[14:11:39] <Fendirain> Good. :p
L690[14:12:00] <Wuppy> the art also has to
be realistic
L691[14:12:24] <Fendirain> How many people
are working on it?
L692[14:12:31] <Wuppy> with real time
lighting from the geomeric lighting engine
L693[14:13:05] <Wuppy> so we need
realistic graphics, real time lighting, a level editor and all of
that, on an android tablet
L694[14:13:31] <Fendirain> ...
L695[14:13:55] <Fendirain> Well, I guess
you arern't aiming for those cheap tablets.
L696[14:14:21] <Wuppy> it also has to run
well on as many tablets as possible :P
L697[14:14:39] <Wuppy> because our games
have to show off how good the ARM processors are
L698[14:15:07] <Fendirain> Well, Looks you
have to be a great coder. :p
L699[14:15:33] <Wuppy> it has to be made
in unreal engine which none of us had any experience with 2 weeks
ago
L700[14:15:47] <Wuppy> and we have 5 weeks
left to do all of this :P
L701[14:16:05] <Fendirain> How many
people?
L702[14:16:19] <Wuppy> 15 total, 4
programmers
L703[14:16:46] <Fendirain> Fun, No
pressure, Right?
L704[14:17:02] <Wuppy> also, there is
nobody present with more than 3 weeks of experience
L705[14:17:03] <Wuppy> at all
L706[14:17:55] <Ivorius> Well, if you work
full time you can get to know Unreal enough within 2 weeks to start
working on a simple not shitty game :P
L707[14:18:03] <Fendirain> Though I can
see it being doable.
L708[14:18:08] <Wuppy> we have 3 days a
week
L709[14:18:13] <Fendirain> Ah.
L710[14:18:22] <Wuppy> but, the tablets
are sponsored by ARM
L711[14:18:35] <Wuppy> and ARM regularly
gives us guest lectures on how to do this stuff :)
L712[14:19:27] <Fendirain> Thats
neat.
L713[14:20:02] <Wuppy> and yeah, if our
stuff shows off how awesome the arm gpu is, we can win an
internship at arm and show off our game at GDC :D
L714[14:20:35] <Fendirain> So...No
pressure.
L715[14:20:53] <Wuppy> no pressure, but
extremely high rewards if it's done great :)
L716[14:21:33] <masa> ugh, where does the
ItemStack the player is holding in the cursor get reset to
stackSize = 1 if the stackSize > 100 ?
L717[14:24:25] <Wuppy> welp... that didn't
scare me at all :P
L718[14:24:36] <Fendirain> O.o?
L719[14:24:41] <Wuppy> suddenly gun sound
like firework only a few meters from my house
L720[14:25:35] <Fendirain> Ah. That
happens here sometimes as well.
L721[14:26:04] <Fendirain> I'v gotten so
used to ignoring it that it could be a gun and I wouldn't be any
the wiser.
L722[14:26:13] <Wuppy> haha
L723[14:26:22] <Wuppy> it happens here
regularly as well, but this sounded quite different
L724[14:26:32] <Manusoftar> am i wrong or
the gui container layout is meant to be saved on a png and painted
on the screen directly from there?
L725[14:27:03] <masa> pretty much
yeah
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L727[14:27:40] <Fendirain> Manusoftar :
Looking at EE3, That is correct.
L728[14:27:45] <Manusoftar> i will guess
the drawing of the gui should be done on the
draGuiContainerBackgroundLayer method...
L729[14:27:55] <masa> yes
L730[14:27:59] <Manusoftar> mmm
L731[14:28:15] <masa> the foreground
method mostly has strings and labels usually
L732[14:28:48] <Fendirain> Well, I have to
go now, Was nice talking to you Wuppy. Fun time watching kids
ahead. :)
L733[14:28:49] <Manusoftar> i tried with
thid.drawBackground(0) and of course it painted the whole screen
with the default brown background of minecraft (like when loading
the world), i need to find the proper method to draw my png
L734[14:28:56] <Wuppy> have fun :)
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L739[14:34:02] <masa> Manusoftar: so
basically this.drawTexturedModalRect()
L740[14:34:16] <Keridos> he is telling me
that he does not breach anything but I am like 110% sure he never
actually read the minecraft EULA
L741[14:34:19] <masa> and you have to bind
the right texture first
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L744[14:35:59] <masa> you probably want to
save the ResourceLocation reference in your class so you are not
re-creating it at every frame for nothing
L745[14:36:34] <Manusoftar> good
point
L746[14:36:45] <Manusoftar> holy! its
gigantic i have to scale it down!
L747[14:40:33] <Manusoftar> also my slots
aren't allowing me to drop items on them... also when i pick an
item from the inventory suddenly the pieces of the armor that im
wearing start appearing at the inventory...
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L750[14:44:28] <masa> well.. show some
code, I'm not starting a guessing game :p Or look at some of my
code for example
L751[14:45:14] <masa> sounds like you have
your container/slots or inventory backend messed up
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L758[14:55:57] <masa> only the drag part
of my slotClick() still todo
L759[14:56:23] <masa> and then the
stacksize text rendering
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L771[15:06:24] <MrKickkiller> ^^
L772[15:06:29] <MrKickkiller> Woops
L773[15:06:37] <MrKickkiller> Was reading
/ replying to backlog >_>
L774[15:08:15] <Keridos> hm I am having
weird desyncs here in my singleplayer wordl with some of my blocks
and tile entitites
L775[15:08:49] <Keridos> somehow sometimes
when I tell my tile entities they should
worldObj.setBlockToAir(this.xCoord, this.yCoord, this.zCoord)
L776[15:09:11] <Keridos> the tile entities
get deleted but somehow the block still seems to exist
L777[15:09:19] <Keridos> at least their
light level is not always updating
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L779[15:09:47] <Keridos> but a block
change should trigger a block update and even when I tell it to
markBlockForUpdate it does not work anymore
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L792[15:40:52] <killjoy> !gm 78750
L793[15:41:20] <killjoy> How does my mod
cause optifine to crash on that?
L794[15:41:25] <Manusoftar> !gm
78750
L796[15:44:53] <killjoy> !gm 78765
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L798[15:49:27] <Manusoftar> !gm
78765
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L802[15:57:07] <Manusoftar> my texture png
is 176x166 pixels it should show up that big... could it be its
resolution??
L803[15:58:09] <diesieben07> Manusoftar:
you should make your texture dimensinos powers of 2
L804[15:58:29] <Manusoftar> ok
L805[15:59:08] <masa> yeah, GuiContainer
textures are often 256x256 afaik
L806[16:00:16] <Manusoftar> mmm... should
i leave some transparent space to complete the size or just stretch
the whole thing to 265x256??
L807[16:00:28] <diesieben07> leave
space
L808[16:00:31] <masa> don't stretch it, it
will look horrible
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L810[16:01:06] <masa> yeah, just leave the
rest as transparent, and then you tell the location and size of the
area you want to render i nthe call to
drawTexturedModalRect()
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L820[16:15:42] <Ferdz> Is there a clean
way of adding lore to an Item without creating new class files for
each one?
L821[16:17:35] <diesieben07> Ferdz:
override addInformatino you can do whatever you want in there
L822[16:19:30] <Ferdz> Can I do that at
the same time as the object's instantiation?
L823[16:20:31] <gigaherz_d> that's not how
it works
L824[16:20:45] <gigaherz_d> addInformation
is called EVERY TIME an object's tooltip is updated
L825[16:20:51] <gigaherz_d> an item*
L826[16:21:06] <gigaherz_d> that means,
it's called once per frame while the tooltip is on display
L827[16:21:18] <Ferdz> Crap. Wasn't aware
of that, as in spigot/bukkit you can just set the tooltip to
something you want
L828[16:21:33] <gigaherz_d> if you want
custom info "per item"
L829[16:21:41] <gigaherz_d> you'd store
the necessary values on the stack NBT
L830[16:21:48] <gigaherz_d> and then
display they right message based on this NBT data
L831[16:22:02] <gigaherz_d> if you want to
do thesame for other items not from your mod
L832[16:22:07] <Ferdz> So I guess I should
just create a new class called something like LoredItem that allows
me to set a new array during instantiation
L833[16:22:12] <gigaherz_d> there's an
event for it
L834[16:22:41] <Ferdz> But it's fine, I
was just wondering if there was a clean way of doing it I'll do a
little workaround
L835[16:23:20] <gigaherz_d> keep in mind
that there is only ONE instance of the Item class
L836[16:23:26] <gigaherz_d> for all items
of the same kind
L837[16:23:44] <gigaherz_d> if you need
any stack-specific information, you need to storethis info in the
ItemStack NBT data
L838[16:24:15] <Ferdz> Oh, didn't know
that. But in my case it would be a single lore for all items, so I
should be fine
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L846[16:42:43] <masa> you don't need to
set it during instantiation either
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L848[16:43:09] <masa> you can read it from
the lang file based on the item's registered name or unlocalized
name for example
L849[16:43:40] <Manusoftar> ok i've got
the texture to be drawn properly now, but i still have some issues
with the drag and drop of items, here is a short video showing what
is happening ->
https://youtu.be/N1ViZjDUcfY
L850[16:44:15] <masa> for example I have a
common addInformation() method in my mod's basic item class, which
reads descriptions/tooltips from the lang file based on the item's
name
L851[16:45:08] <masa> and I have a simple
string splitting implementation so that the line wrapping can be
controlled in the lang file directly
L852[16:45:33] <masa> the lang file
becomes somewhat super ugly with super long lines, but...
whatever
L853[16:46:27] <masa> I could change it to
have a number prefix, but I guess it would be pretty
pointless
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L855[16:46:37] <masa> *suffix
L856[16:46:40] <masa> not prefix
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L859[16:48:37] <minecreatr> is there any
way to make it so your mod isn't sent to the server in the
handshake?
L860[16:49:51] <diesieben07> you want your
mod to be not-required on the server?
L861[16:51:23] <minecreatr> yes
L862[16:51:42] <minecreatr> do I have to
do anything special?
L863[16:51:46] <diesieben07>
acceptableRemoteVersions = "*" in your @Mod
L864[16:51:49] <minecreatr> and can I make
a client side only command?
L865[16:52:15] <tterrag> can anyone
explain to me what ImageBufferDownload is doing?
L866[16:52:49] <diesieben07> minecreatr:
ClientCommandHandler
L867[16:53:11] <diesieben07> tterrag: a
texture that will download from the net and display a fallback
until the download is complete
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L869[16:53:17] <diesieben07> used for
skins and capes and such
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L871[16:53:56] <tterrag> diesieben07: how
does it display a fallback?
L872[16:53:58] <tterrag> I see nothing
about that
L873[16:54:13] <diesieben07> one sec, i am
booting intellij on this 1ghz computer.
L874[16:55:23] <tterrag> I think you are
thinking of ThreadDownloadImageData
L875[16:55:32] <minecreatr> will the
client command handler prevent the command from being sent to the
server diesieben07 ?
L876[16:55:33] <diesieben07> i might
be
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L878[16:55:39] <tterrag> minecreatr:
yes
L879[16:55:43] <tterrag> commands only run
on ONE side ever
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L882[17:01:45] <diesieben07> tterrag:
probably something with converting legacy skins or something.
L883[17:03:16] <minecreatr> diesieben07,
how do I register a command with the client CommandHandler?
L884[17:03:40] <diesieben07> just like you
do with the server one.
L885[17:03:47] <diesieben07> its literally
the same class
L886[17:03:52] <diesieben07> you just use
a different instance
L887[17:04:06] ***
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L888[17:04:26] <tterrag> diesieben07: but
my image isn't locked to a size and that class locks to 64x
:/
L889[17:04:36] <tterrag> I'm just trying
to use Threaddownloadimgaedata
L890[17:04:37] <diesieben07> your image?
wat?
L891[17:04:45] <diesieben07> why? :D
L892[17:04:52] <tterrag>
to...download...an...image?
L893[17:05:06] <diesieben07> DIY :P
L894[17:05:15] <minecreatr> on server I
register it on the ServerStartingEvent, what event do I use for
client diesieben07 ?
L895[17:05:18] <tterrag> -.-
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L897[17:05:43] <diesieben07> what tterrag
said.
L898[17:05:45] <minecreatr> oh, never
mind
L899[17:05:46] <tterrag> diesieben07: I
want all the caching/GL binding that comes with
THreadDownloadImageData
L900[17:06:01] <minecreatr> the way I have
done it in the past is
ServerStartingEvent.registerServerCommand
L901[17:06:43] <diesieben07> tterrag:
implement IImageBuffer yourself?
L902[17:06:59] <tterrag> I wouldn't know
what I'm doing
L903[17:07:06] <tterrag> this is why I
asked what it does -.-
L904[17:07:43] <diesieben07> make
parseUserSkin just return the image passed in
L905[17:08:16] <tterrag> oh?
L906[17:08:18] <tterrag> ok
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L910[17:28:20] <AtomicStryker> if i have
some old craftbukkit jar and for some reason i need to decompile
some big fat class file (something like World) to add a "if (x
!= null)", and theres no chance i can get the original
libraries it was compiled against, how fucked am i
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L913[17:29:24] <tterrag> but binding the
RL says file not found
L914[17:29:27] <tterrag> am I missing a
step?
L915[17:29:50] <killjoy> AtomicStryker,
why would you want to do that?
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L917[17:31:23] <killjoy> Lucky you,
tterrag. I need to preserve image meta, so I can't use that.
L918[17:31:27] <killjoy> I had to create
my own.
L919[17:31:31] <tterrag> killjoy: image
meta?
L920[17:31:36] <tterrag> you mean
EXIF?
L921[17:31:38] <killjoy> gif animation
frames
L922[17:31:41] <tterrag> oh, yeah
L923[17:31:42] <tterrag> don't need
that
L924[17:31:47] <tterrag> these are
strictly jpgs
L925[17:31:55] <AtomicStryker> killjoy:
unknowable bug caused by exotic mod conjunction outdated and
unsupported, could be fixed by a simple nullcheck
L926[17:32:09] <killjoy> asm it
L927[17:32:26] <AtomicStryker> its
craftbukkit classes, do those even pass through the asm
L928[17:32:39] <killjoy> If you use
launchwrapper, yes.
L929[17:34:29] *
tterrag reboots diesieben07
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L933[17:57:26] <Igrekun> How does one deal
with batched updates in minecraft? Calling setBlock() and
getBlock() right after give the old block.
L934[17:58:34] <Igrekun> Since I need to
call rotate on them, but they are buffered and all i can do is call
rotate on air lol
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L942[18:15:17] <AtomicStryker> regarding
my earlier question. i have done it by asm, it does in fact patch,
but then the server crashes with NoClassDefFoundError
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L946[18:18:03] <AtomicStryker> everything
including Patching Complete! prints and the coremod isnt throwing
any errors
L947[18:18:22] <iio7> After having removed
a couple of mods the server of course does a lot of skipping
entities, but is it possible to somehow clean all those up?
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L950[18:32:03] <Manusoftar> i checked the
function im using to bind the inventory and all the generation of
the gui and i can't see what is wrong.
L952[18:35:12] <AtomicStryker> Manusoftar
looks like your containers are out of sync
L953[18:35:50] <Manusoftar> ok im
listening, what should i do to sync em... ?
L954[18:37:14] <AtomicStryker> more like
what did you do to break the vanilla sync
L955[18:37:23] <Manusoftar> also i dont
understand why when i grab an item from the inventory slots it
starts taking my armor pieces
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L957[18:38:17] <Manusoftar> and it also
don't let me drop any item on my slots
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L960[18:39:59] <GraphicH> !gm
field_147983_a
L961[18:40:12] <AtomicStryker> okay
transformer v2
L963[18:40:32] <Manusoftar> !gm
field_147983_a
L964[18:40:35] <AtomicStryker> issue is:
Classnode accepted writer! is not being logged, so the transformer
gets stuck or something
L965[18:40:38] <AtomicStryker> no error
message
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L968[18:44:04] <Manusoftar> could it be a
problem because i created new inventoryitems for my slots??
L969[18:45:59] <Manusoftar> by the way
inventoryitem is a class i made implementing IInventory
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L976[18:51:34] <masa> why do you have a
separate instance of InventoryItem for each slot?
L977[18:53:11] <Manusoftar> i didn't know
i had to use the same instance on all the slots...
L978[18:53:28] <TTFTCUTS> you can use
different slots of the same inventory for each slot :p
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L980[18:54:26] <Manusoftar> should i
implement each and every method on my class which implements
IInventory?
L981[18:54:55] <masa> of course
L982[18:55:03] <masa> if you don't you
will get errors
L983[18:55:28] <masa> at the moment it
seems your InventoryItems doesn't actually really do anything or
store the items anywhere
L984[18:55:44] <masa> so no wonder it
doesn't work properly :p
L985[18:55:50] <Manusoftar> besides the
extrange behaviour i didn't have any errors and a lot of those
methods are just returning null :p
L986[18:57:50] <masa> isUseableByPlayer()
returns false, isItemValidForSlot() returns false,
getInventoryStackLimit() returns 0, setInventorySlotContents()
doesn't store the ItemStack anywhere, getStackInSlot() always
returns null ...
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L988[18:58:10] <masa> that isn't exactly a
functional inventory :p
L989[18:58:33] <masa> oh and
getSizeInventory() return 0, aka. 0 slots in the inventory...
L990[18:58:58] <Manusoftar> i've change
most of those values now just didn't make a push yet
L991[18:59:42] <masa> also yo uare
returning new Contenedor(new ContenedorBase(player.inventory)); on
the seerver side, but that Contenedor() is the client side
GuiSCreen part of this...
L992[19:00:03] <masa> you don't want to
return that on the server
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L994[19:00:29] <AtomicStryker> masa:
arguably it is functional. it is so pure it never changes
state
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L996[19:00:51] <masa> just a side note, it
is somewhat tricky at times to follow the code when the names are
not in english :p
L997[19:01:03] <masa> AtomicStryker:
right...
L998[19:01:29] <masa> it is functional,
but assuming it is supposed to do anything else than show empty
slots, then not so much :p
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L1000[19:03:04] <masa> ugh, seems that I
need to override more stuff in GuiContainer to get the slot
dragging to work for stacks > 64
L1001[19:03:50] <Manusoftar> sorry i
didn't say anything but i was implementing the methods on my
inventory properly as i was reading your messages. ;p
L1002[19:05:03] <masa> ok
L1003[19:07:53] <darva> *laughs* Just
updated a mod i haven't touched in over a year, within 5 minutes of
updating it on curseforge it already has downloads. Scary.
L1004[19:08:55] <masa> Manusoftar: oh
btw, was this for a TE based machine? Then your TileEntity should
be the one implementing IInventory, since it is the one actually
storing the items.
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L1006[19:11:52] <Manusoftar> it is meant
to be opened when rightclicking on an item i created
L1007[19:12:23] <masa> oh ok
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L1009[19:18:32] <Giraffestock> when i run
gradlew setupDecompWorkspace it makes a new 'src' folder above the
forge folder... any ideas?
L1010[19:19:44] <gigaherz_d> are you
running it from the right place?
L1011[19:20:25] <Giraffestock>
gigaherz_d: in the 'forge' folder
L1012[19:20:31] <Giraffestock> (folder in
which every forge file is in)
L1013[19:20:53] <gigaherz_d> no idea then
:/
L1014[19:21:36] <Giraffestock> and
`gradlew eclipse` isn't generating an eclipse folder...
L1015[19:22:20] <Manusoftar> what are the
field functions onto the Iinventory stand for??
L1016[19:22:43] <Manusoftar> i mean
getField, setField, getFieldCount
L1017[19:22:51] <Manusoftar> !gm
getField
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L1020[19:23:55] <Reika> Aside from just
deleting the world dir on the WorldUnloadEvent, is there another
way to make a dimension auto-reset?
L1021[19:24:22] <Reika> I was using the
unload, but it fails some portion of the time due to MC not
cleaning up its File I/O in time
L1022[19:24:47] <Reika> The ChunkProvider
does return false for canSave() and saveChunks(), but that seems to
affect nothing
L1023[19:30:36] <GraphicH> Anyone know
how to tell if a doors open if I have the block for it?
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L1025[19:33:00] <masa> 1.8?
L1026[19:33:29] <masa> if so, there
should be a blockstate value for it
L1027[19:34:51] <masa> in any case, look
at BlockDoor or whatever
L1028[19:38:56] <GraphicH> 1.7 actually,
I was looking at block door, but didn't see anything obvious
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L1031[19:41:07] <LexManos> update its
simple
L1032[19:41:21] <LexManos> and gradlew
eclipse doesnt make the eclipse folder
L1033[19:41:25] <LexManos> it creates the
eclipse projects
L1034[19:41:35] <LexManos> which you can
import to whatever workspace you want
L1035[19:43:07] <darva> I've found it's
almost more useful to import the build.gradle file rather than
creating project files, in intellij at least. I assume eclipse can
do something similar.
L1036[19:43:56] <masa> GraphicH: look at
the Data Values article on minecraft wiki, apparently it is the 0x4
bit on the bottom half of the door
L1037[19:44:46] <masa> but what do you
need the open/closed state for? it is prett yuseless without the
door's orientation
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L1041[19:47:19] <GraphicH> @masa yeah
seeing that now, trying to figure how to see if it's open as if
someone could walk through it
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L1044[19:48:10] <masa> well wouldn't you
then just get its bounding box?
L1045[19:50:15] <GraphicH> Yeah, I don't
actually need to detect a collision though
L1046[19:52:37] <GraphicH> I guess I
could use the bounding box to see if it's against a wall face, for
my purposes thats "open"
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L1054[20:13:50] <tterrag> diesieben07:
you there?
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L1056[20:15:56] <tterrag> nvm, trying
something else
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L1070[21:12:29] <masa> well crap
L1071[21:13:09] <masa> I was debugging
ans bashing my head agains sthe wall for a while there, but after
removing all the other mods it started working like I expected it
to do
L1072[21:13:53] <masa> so something else
is replacing RenderItem() inside drawScreen(), I'm suspecting NEI
as my first guess
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L1074[21:14:07] <shadekiller666> well,
that means you have compatibility issues :P
L1075[21:14:40] <masa> yeah, now I have
no idea if I can get this to work the way I wanted
L1076[21:15:33] <masa> it's past 5 AM and
I'm tired as fuck, and now also annoyed as fuck... :F
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L1078[21:20:27] <masa> I've been working
on this item for like over a week, and now it's all going to hell
because of this
L1079[21:23:30] <shadekiller666> sleep on
it
L1080[21:23:37] <shadekiller666> spend
tomorrow staring at it
L1081[21:23:51] <shadekiller666> you'll
have a solution by tomorrow night :P
L1082[21:23:55] <masa> meh, I'll spend
tomorrow playing terraria :p
L1083[21:23:58] <masa> fuck this shit
:p
L1084[21:24:08] <shadekiller666>
lol
L1085[21:24:23] <shadekiller666> and
you'll come up with an idea whilst playing terraria
L1086[21:24:39] <masa> I kind of think I
would need ASM shit to make this work, and I have no experience
with hat, nor do I want to use it anyway
L1087[21:24:49] <masa> well that would be
nice, yeah
L1088[21:25:18] <masa> hmm well actually
an AT or two might do it
L1089[21:25:31] <masa> but I have no
experience with those either...
L1090[21:25:37] <shadekiller666> just
talk to the guide, he'll have all the answers xD
L1091[21:25:43] <masa> yeah
L1092[21:26:07] <masa> use AT and several
hours of time to craft working solution
L1093[21:26:57] <masa> but now I'll watch
one episode of zisteau's original terraria series before going to
sleep...
L1094[21:27:36] <shadekiller666> which
one?
L1095[21:28:37] <shadekiller666> original
terraria series?
L1096[21:28:48] <shadekiller666> so not
Terraria 1.x is EZ?
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L1100[21:33:21] <masa> nope, the first
one which starts from 1.0.2 or whatever, and he is now a couple of
episodes into 1.1
L1101[21:33:58] <masa> I have already
watched all of 1.2 is EZ, although from Etho's perspective and 1.3
EZ from zisteau's perspective
L1102[21:35:46] <shadekiller666>
ahh
L1103[21:36:42]
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L1106[21:45:53] <LexManos> !gm
func_149731_a 1.7.10
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L1115[22:13:40] <tterrag> does the mcmeta
animation work on non-icon resources?
L1117[22:13:47] <tterrag> like, just any
ResourceLocation
L1118[22:14:35] <Manusoftar> i wonder if
there is something else i shall do on it because it is still not
working porperly and also i found out that if i do shift + click it
crashes the whole game
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L1121[22:16:23] <tterrag> Manusoftar:
what's the issue?
L1122[22:16:36] <tterrag> and yes if you
don't override and implement transferStackInSlot it will
crash
L1123[22:16:47] <tterrag> mojang
logic
L1125[22:17:15] <gigaherz> the whole
thing is a mess because they can't be arsed to program a decent
Inventory base class
L1126[22:17:15] <gigaherz> ;p
L1127[22:18:04] <tterrag> not sure what's
going on there Manusoftar
L1128[22:21:37] <Manusoftar> i can't
believe it actually came to be this hard to do what im trying to
do, it was supossed to be simple...
L1129[22:22:24] <Manusoftar> !gm
transferStackInSlot
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L1134[22:28:24] <Manusoftar> i was
wondering what did the getField, setField and getFieldCount methods
stood for?? (i mean on the class that implements iinventory)
L1135[22:28:43] <Manusoftar> !gm
getField
L1136[22:28:56] <Manusoftar> !gm
getFieldCount
L1137[22:29:09] <Manusoftar> !gm
setField
L1138[22:29:30] <tterrag> something
vanilla uses
L1139[22:29:31] <tterrag> idk
really
L1140[22:29:42] <Keridos> !gm
transferStackInSlot
L1141[22:29:49] <Manusoftar> so no need
to implement them
L1142[22:33:42] <Manusoftar> i've already
implemented the trasferStackInSlot method but it still crashes if i
shift+click on any of my slots ???
L1143[22:33:48] <Manusoftar> this is
getting me nuts.
L1144[22:35:08] <shadekiller666> i think
getField and setField stuff is for serialization?
L1145[22:35:34] <tterrag> ugh
L1146[22:35:43] <tterrag> why is
textureUploaded private in ThreadDownloadImageData
L1147[22:35:49] <tterrag> totally
pointless -.-
L1148[22:35:50] <tterrag> no getter
either
L1149[22:36:23] <tterrag> lex is that
worth a PR?
L1150[22:36:44] <tterrag> to add
"textureUploaded()" and "getBufferedImage()"
methods
L1151[22:37:42] <tterrag> !gf
textureUploaded
L1152[22:38:14] <tterrag> !gf
bufferedImage
L1153[22:39:06] <killjoy> Shouldn't you
use the resource manager to get the bufferedimage?
L1154[22:39:22] <tterrag> killjoy:
huh?
L1155[22:39:26] <tterrag> that only gives
you IResource iirc
L1156[22:39:48] <tterrag> and if you
already HAVE the image download thread you should be able to get
the image
L1157[22:40:23] <killjoy> So what's wrong
with using ImageIO?
L1158[22:40:43] <tterrag> what?
L1159[22:41:12] <killjoy>
ImageIO.read(URL)
L1160[22:41:25] <killjoy> Also file and
inputstream
L1161[22:41:30] <tterrag> that's
great
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L1163[22:41:43] <tterrag> but it doesn't
handle GL upload, caching, and everything else that
ThreadDownloadImageData does
L1164[22:41:55] <tterrag> of course I
could rewrite everything
L1165[22:41:58] <tterrag> the point is I
shouldn't have to
L1167[22:43:02] <tterrag> you upload the
texture every draw?!
L1168[22:43:21] <tterrag> and gen
textures?
L1169[22:43:21] <tterrag> that's not
good
L1170[22:43:22] <tterrag> at all
L1171[22:43:31] <tterrag> you should
cache the texture ID...
L1172[22:43:35] <tterrag> seriously just
use the vanilla system
L1173[22:43:39] <tterrag> it's
surprisingly sane
L1174[22:44:37] <killjoy> I'm not saying
my image renderer is groundbreaking.
L1175[22:45:14] <tterrag> it's the
opposite, unnecessary and inefficient
L1176[22:45:16] <killjoy> Also, my image
can change every frame.
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L1179[22:46:28] <shadekiller666> so can
vanilla's?
L1180[22:46:38] <shadekiller666> isn't
that what water and lava do
L1181[22:46:40] <shadekiller666> and
fire
L1182[22:46:47] <shadekiller666> and
every other animated block?
L1183[22:49:02] <tterrag> yep
L1184[22:49:22] <tterrag> actually that
was my question
L1185[22:49:26] <tterrag> idk if
animations work on non-icons
L1186[22:49:48] <shadekiller666> you mean
like swapping out entire block models?
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L1188[22:50:30] <tterrag> no
L1189[22:50:35] <tterrag> I mean things
that are not icons
L1190[22:50:42] <tterrag> models are
irrelevant
L1191[22:50:44] <tterrag> they are not
textures
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L1201[23:09:55] <tterrag> is there a
"missing texture" texture for all resources?
L1202[23:10:14] <shadekiller666> all
resources?
L1203[23:10:17] <shadekiller666> like
sounds?
L1204[23:10:25] <tterrag> no, just
textures
L1205[23:10:31] <tterrag> like I know
there is a missing texture icon
L1206[23:10:35] <tterrag> but for just
general tetures
L1207[23:10:37] <tterrag> like GUI
textures
L1208[23:11:03] <tterrag> it seems to
display a purple color
L1209[23:11:12] <tterrag> but where does
it come from?
L1210[23:12:23] <McJty> There is a
getIconSafe somewhere
L1211[23:12:37] <McJty> Which gets this
icon in case the texture is missing
L1212[23:12:41] <McJty> I stumbled on it
some time ago
L1213[23:12:46] <McJty> But I forgot
exactly where
L1214[23:12:58] <shadekiller666> the
missing texture is a DynamicTexture
L1215[23:13:05] <tterrag> McJty: not
icon
L1216[23:13:06] <tterrag> texture
L1217[23:13:09] <shadekiller666> its
generated from an array of color data
L1218[23:13:16] <McJty> tterrag, yes, but
getIconSafe() does that
L1219[23:13:23] <McJty> hold on
L1220[23:13:42] <tterrag> aha
L1221[23:13:46] <tterrag>
TextureUtil.missingTexture
L1222[23:13:50] <shadekiller666>
mhmm
L1223[23:14:17] <McJty> p_147758_1_ =
((TextureMap)Minecraft.getMinecraft().getTextureManager().getTexture(TextureMap.locationBlocksTexture)).getAtlasSprite("missingno");
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L1225[23:14:29] <tterrag> McJty:
again...
L1226[23:14:30] <McJty> So the
'missingno' texture on the normal atlas
L1227[23:14:31] <tterrag> textures
L1228[23:14:31] <tterrag> not icons
L1229[23:14:35] <shadekiller666> passing
a ResourceLocation of "missingno" will pass it back
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L1231[23:15:23] <McJty> tterrag, that's
the texture isn't it. See the 'getTexture'? This is the code that
is used to give the purple checkerboard in case a texture is
missing for a block
L1232[23:15:30] <McJty> It is in
RenderBlocks
L1233[23:15:34] <tterrag> *sigh*
L1234[23:15:37] <tterrag> that is icon
code
L1235[23:15:42] <tterrag> which only
pertains to stitched icons
L1236[23:15:45] <tterrag> I'm not working
with those
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L1238[23:15:46] <tterrag> at all
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L1240[23:15:52] <tterrag> shadekiller666:
tried that, but [00:15:03] [Client thread/WARN]: Failed to load
texture: minecraft:missingno
L1241[23:16:01] <shadekiller666> :/
L1242[23:16:18] <tterrag> even
though
L1243[23:16:21] <tterrag> when it's
drawing it
L1244[23:16:31] <tterrag> I told it to
sysout the resource location
L1245[23:16:33] <tterrag>
minecraft:missingno
L1246[23:16:37] <tterrag> wait wait
nvm
L1247[23:17:01] <tterrag> that's my own
resource location
L1248[23:17:06] <shadekiller666>
ResourceLocations are a bit wonky with DynamicTextures, as they
have no actual "location"
L1249[23:17:06] <tterrag> so where is the
missing texture registered...
L1250[23:17:28] <shadekiller666> its not
"registered" perse
L1251[23:17:36] <tterrag> I don't think
it is
L1252[23:17:36] <tterrag> yeah
L1253[23:17:39] <tterrag> which is
problematic
L1254[23:17:43] <tterrag> because I need
to be able to bind it :/
L1255[23:17:49] <shadekiller666> its
generated in either TextureUtil or TextureMapBlocks
L1256[23:17:55] <tterrag> I know
L1257[23:17:56] <tterrag> I see
that
L1258[23:18:45] <shadekiller666> if it
was registered that would make ResourceLocations less buggy with
it...
L1259[23:18:52] <tterrag> yes
L1260[23:18:55] <tterrag> I think I will
register it myself
L1261[23:19:09] <shadekiller666> do be
careful
L1262[23:19:36] <tterrag> what's the
worst that could happen :P
L1263[23:19:42] <tterrag>
Minecraft.getMinecraft().getTextureManager().loadTexture(new
ResourceLocation("missingno"),
TextureUtil.missingTexture);
L1264[23:19:46] <shadekiller666>
DynamicTextures are inherently wonky, i'm surprised fry managed to
get the white one working for hte model loaders
L1265[23:20:02] <tterrag> we'll see
\o/
L1266[23:20:12] <shadekiller666>
"what's the worst that could happen?" famous last
words
L1267[23:21:02] <shadekiller666> maybe
registering the white one wouldn't be a bad idea either... that
would mean that it could actually be used in jsons and
such...
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L1269[23:31:22] <Manusoftar> i made a
quick test, i commented the instruction where i add my custom slots
so only the inventory has slots to see if the source of the issues
im facing was indeed my implementation of the iinventory derived
class, i found out that it still has the very same issues which
makes me think that something on the binding of the inventory slots
is wrong but honestly i dont know what...
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L1271[23:37:35] <Manusoftar> i made
another test, i created a crate and place all my items except the
one im testing and one random item to have something on my
inventory to test with, if there is only one item it wont pick it
no mather if i left click it or right click it, although if i click
the slot right below of the slot with the item it picks the item,
what the heck is happening here???!!!
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L1274[23:42:04] <Manusoftar> please i
need help
L1275[23:42:14] <Manusoftar> im so close
to get it working...
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L1279[23:56:17] <Wuppy> why did I think
i8t was a good idea to wake up at 6:45 for a festival
L1280[23:56:51] <Wuppy> I regret
everything