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L1[12:13:51] ⇨
Joins: Mimiru (Mimiru@eos.pc-logix.com)
L2[12:13:51] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L3[12:16:37] <Lumien> Why does your method
takes integers if the variables are doubles?
L4[12:16:54] ⇨
Joins: surferconor425 (surfercono@mango.bnc4free.com)
L5[12:17:31] <barteks2x> that is probably
the result of writing is at 11PM
L6[12:17:39] <barteks2x> *it
L7[12:18:12] ⇦
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a quit message virus. Please replace your old line with this one
and help me take over the world of IRC.)
L10[12:18:31] <barteks2x> Changed it,
testing
L12[12:18:57] <sham1> Umn wot
L13[12:19:05] <Mimiru> Sometimes it doesn't
do it other times it does ¬_¬
L15[12:19:44] <barteks2x> Lumien: it works
now
L16[12:19:52] ⇨
Joins: McJty (~jorrit@94-225-13-49.access.telenet.be)
L17[12:20:02] <barteks2x> stupid
mistake...
L18[12:24:41] ⇦
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L19[12:28:52] <Mimiru> ahh erm, seems to be
an issue in drawSplitString
L20[12:30:11] ⇦
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seconds)
L21[12:33:44] ⇦
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L22[12:34:16] ⇦
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L23[12:36:25] ⇨
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L24[12:38:53] *** Cojo
is now known as Cojo|AFK
L25[12:40:48] ⇦
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L26[12:40:51] <tterrag|ZZZzzz> Mimiru:
code?
L27[12:41:00] <tterrag|ZZZzzz> oh nvm
L28[12:41:23] <tterrag|ZZZzzz> I had the
same issue..but I fixed it by removing a call to
drawDefaultBackground
L29[12:43:05] <Mimiru> Yeah I'm really not
sure what the issue is..
L30[12:45:09] ⇦
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L31[12:45:10] <Ordinastie> tterrag|ZZZzzz,
you didn't pint point the culprit ?
L32[12:45:17] <Ordinastie> *pinpoint
><
L33[12:46:32] <tterrag|ZZZzzz> no
L34[12:47:15] <Mimiru> It only happens when
I use drawSplitString too
L35[12:47:22] <Mimiru> if I switch them all
to drawString it's fine
L36[12:49:23] <tterrag|ZZZzzz> Mimiru: try
GL11.glEnable(GL11.GL_ALPHA_TEST)
L37[12:49:26] ***
tterrag|ZZZzzz is now known as tterrag
L38[12:49:33] <tterrag> only difference I
can see in the two methods
L39[12:49:48] <Mimiru> That did it..
L40[12:50:00] <tterrag> yeah
L41[12:50:04] <Mimiru> Thanks.
L42[12:53:31] ⇨
Joins: Hgrebnednav
(~Hgrebnedn@94-224-152-235.access.telenet.be)
L43[12:54:00] ⇨
Joins: Arctic_Wolfy
(~Arctic_Wo@68-119-70-129.dhcp.mtgm.al.charter.com)
L44[12:54:08] <barteks2x> why isn't
RenderGlobal.getRenderChunkOffset named getNeighborChunk (which is
what comment says and what is actually does)?
L45[12:54:29] <barteks2x> A few days ago I
was trying to find that method...
L46[12:55:03] ⇨
Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L47[12:55:42] <Arctic_Wolfy> Is there away
to let the player take a stack but make the stack they take from
not go away?
L48[12:56:17] ⇨
Joins: Hassan
(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L49[12:57:34] <diesieben07> Arctic_Wolfy,
override decrStackSize in the Slot class to do nothing
L50[12:58:10] <Arctic_Wolfy> And can it be
player sensitive?
L51[12:58:12] ⇦
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L52[12:58:33] ***
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L53[12:58:46] <diesieben07> Sure
L54[12:58:51] ⇨
Joins: MoxieGrrl
(~MoxieGrrl@173-23-172-139.client.mchsi.com)
L55[12:58:55] <diesieben07> pass the player
to the Slot and store it there when creating the Container
L56[13:00:53] <Arctic_Wolfy> If only. I'm
doing, for now new Slot(params){override methods} Right now. But I
may make my own slot class at some point.
L57[13:01:20] <diesieben07> that woudl work
as well.
L58[13:01:35] <diesieben07> you can access
local variables / parameters inside anonymous inner classes as long
as they are final
L59[13:03:18] <Arctic_Wolfy> Ah. Now I see
why I made that var final, I guess it threw an error b4 or
something.
L60[13:05:10] ⇦
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L61[13:05:25] ⇨
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L62[13:06:03] ⇨
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L63[13:06:56] ***
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L64[13:07:07] *** COjo
is now known as Cojo_oops
L65[13:07:09] ***
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L66[13:10:44] ⇨
Joins: pixlepix (~localmaca@public.mgrhs.org)
L67[13:11:24] ⇨
Joins: airbreather
(~airbreath@d149-67-99-43.nap.wideopenwest.com)
L68[13:11:31] <Subaraki> whats wrong with
the unlit redstone torch ?
L69[13:11:42] <Subaraki> it gives me an npe
when trying to bind its texture
L70[13:12:10] <Arctic_Wolfy> npe?
L71[13:12:16] <killjoy> null pointer
L72[13:12:17] <Subaraki> null pointer
exception
L73[13:12:20] <Subaraki> npe :)
L74[13:12:45] <Arctic_Wolfy> Had a feeling
that's what you meant, but was making sure.
L76[13:13:32] <Subaraki> the itemstack is a
Blocks.unlit_redstone_torch
L77[13:13:33] <killjoy> What's on line
137?
L78[13:13:52] <Subaraki> return
this.getItem().getSpriteNumber();
L79[13:14:03] <killjoy> getItem() is
returning null
L80[13:14:23] <Subaraki> okay
L81[13:14:26] <killjoy> because unlit
redstone torch has no item
L82[13:14:30] <Subaraki> ooh
L83[13:14:31] <killjoy> don't render it as
an item
L84[13:14:31] <Subaraki> okay
L85[13:14:36] <Subaraki> that sucks
L86[13:14:39] <killjoy> render it as a
block
L87[13:14:44] <Subaraki> i do
L88[13:14:51] <Subaraki> it's the texture i
try to bind
L89[13:15:12] ⇦
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L90[13:15:15] <killjoy> Are you extending
the redstone torch block?
L91[13:15:33] <Arctic_Wolfy> What stack
does decrStack return?
L92[13:15:36] <Subaraki> no, using this
(paste to come) in a tile entity renderer
L94[13:17:17] <killjoy> which line?
33?
L95[13:17:18] <tterrag> Subaraki:
getBlockFromItem can return null
L96[13:17:23] <tterrag> and in this case it
is, I think
L97[13:17:50] <killjoy> But can it take
null?
L98[13:18:13] <Subaraki> i'll try again
with some mroe null checks
L99[13:18:21] <Subaraki> but i think it
will just not render the unlit torch
L100[13:18:23] <killjoy> Use the
debugger
L101[13:19:16] <Subaraki> yeah it doesnt
render it
L102[13:19:22] <Subaraki> because the
block eturns null ?
L103[13:19:27] ***
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L104[13:19:30] <Subaraki> looks like only
full blocks can be rendered
L105[13:20:00] <killjoy> Try
renderItem
L106[13:20:09] <Subaraki> there's no item
for torches
L107[13:20:12] <Subaraki> its just
blocks
L108[13:20:21] <killjoy> Which
version?
L109[13:20:27] <Subaraki> 1.1.710
L110[13:20:33] <Subaraki> any torches
btw
L111[13:20:36] <killjoy> that would've
been helpful
L112[13:20:55] <killjoy> Here I was
thinking you were doing 1.8 like anyone else would do
L113[13:20:56] <tterrag> what
L114[13:21:07] <tterrag> torches have
items...how would you place it otherwise
L115[13:21:15] <Subaraki> because its a
block .
L116[13:21:22] <killjoy> but unlit
L117[13:21:22] <Subaraki> well its a
ItemBlock
L118[13:21:34] <tterrag> that's still an
item
L119[13:21:38] <tterrag> oh
L120[13:21:40] <tterrag> unlit doesn't
have an item
L121[13:21:41] <Wuppy> o/
L122[13:21:41] <tterrag> right
L123[13:21:41] <killjoy> But it wasn't in
1.8
L124[13:21:58] <Subaraki> but i would want
to render the torches in 3d :/
L125[13:22:14]
⇨ Joins: FR^2
(~frquadrat@2001:41d0:2:842d::cafe)
L126[13:22:16] <Subaraki> somewhat like on
a repeater ? (i kow that has its own model)
L127[13:22:22] <tterrag> there doesn't
exist an item rendering for unlit torches
L128[13:22:26] <tterrag> so unless you
special case it, you cannot
L129[13:22:40] <killjoy> He's on 1.7
L130[13:22:45] <tterrag> and?
L131[13:22:53] <tterrag> there is NO ITEM
for unlit torches
L132[13:22:54] <tterrag> it doesn't
exist
L133[13:23:01] <killjoy> Didn't it exist
in 1.7?
L134[13:23:04] <tterrag> no
L135[13:23:08] <tterrag> why would
it?
L136[13:23:11] <tterrag> it never exists
as an item
L137[13:23:19] <killjoy> I thought it was
1.8 when they removed the items
L138[13:24:02] ⇦
Quits: pixlepix (~localmaca@public.mgrhs.org) (Quit:
pixlepix)
L139[13:25:09] <Subaraki> how would i
render a block then ?
L140[13:25:16] <Arctic_Wolfy> Question,
when one of my item classes is initializied, it throws the error
about WorldClient not existing on the server. But if I comment out
the method getItemStackDisplayName, it works. i know I call
Minecraft.getMineCraft().theWorld in it... But why would it be
throwing an error in init if it hasn't called it yet?
L141[13:25:30] <tterrag> Subaraki:
RenderBlocks.renderBlockByRenderTyp
L142[13:25:33] <tterrag> e
L143[13:26:02] <Subaraki> Arctic_Wolfy,
because its client side only
L144[13:26:05] <Subaraki> and you got the
import
L145[13:26:20] <killjoy> Use a
sidedproxy
L146[13:26:26] <Subaraki> ^
L147[13:26:30] <tterrag> actually it has
nothing to do with the import, and all to do classloading and
resolved references
L148[13:26:42] <tterrag> imports don't
exist, they are a figment of the compiler's imagination
L149[13:26:51] <killjoy> field types and
methods cannot use client only classes
L150[13:27:16] <killjoy> It's ok to use
the code if it's never called on the server.
L151[13:27:36] <Arctic_Wolfy> Can I add
the @SideOnly to the method?
L152[13:27:45] <killjoy> It's not
recommended
L153[13:27:46] <tterrag> does the
superclass method have the annotation?
L154[13:27:47] <killjoy> but yes
L155[13:27:50] <tterrag> if so, you have
to
L156[13:27:51] <tterrag> if not, no
L157[13:27:53] <Arctic_Wolfy> No.
L158[13:30:08]
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L159[13:31:09] <tterrag> McJty: could you
join #EnderIO ?
L160[13:31:54] <McJty> ok in a
moment
L161[13:33:23] ***
cpw|out is now known as cpw
L162[13:35:03] <Subaraki> tterrag, int l =
this.blockAccess.getBlockMetadata(p_147791_2_, p_147791_3_,
p_147791_4_);
L163[13:35:17] <Subaraki> now it errors me
on this, because there is no block torch in the given
goordinates
L164[13:35:25] <Subaraki> so no metadata
either
L165[13:35:48] <tterrag> ? that wouldn't
error
L166[13:35:53] <tterrag> BlockAir still
has a meta of 0
L167[13:36:15] <Subaraki> ah yeah
true
L168[13:36:17] <Subaraki> odd
L169[13:36:23] ⇦
Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Quit:
Linux and Windows server are updating. Reconnecting in a few.
それでは、また。)
L170[13:36:54] <Subaraki> maybe the
blockAcces is null ?
L171[13:37:10] <Arctic_Wolfy> Any body
know if I can find the Minecraft sound track any where seperate
from Minecraft?
L172[13:37:36] <tterrag> Arctic_Wolfy:
c418's bandcamp
L173[13:37:54] <Arctic_Wolfy> Come
again?
L176[13:38:20] <gigaherz> or if you prefer
vinyl
L177[13:40:27] <Subaraki> how do i get an
instance of iblockacces ... ?
L178[13:40:40] <gigaherz> it's the
world
L179[13:40:43] <killjoy> Doesn't World
implement that?
L180[13:40:46] <gigaherz> where do you
need it from?
L181[13:41:12] <gigaherz> almost
everything has its own reference to the world
L182[13:42:47] <sham1> Except blocks
L183[13:42:54] <sham1> but even then
L184[13:43:09] <sham1> Many block stuffs
get world or IBlockAccess as a param
L185[13:43:38] <Subaraki> oh wait, that's
for me
L186[13:43:40] <sham1> Oh, and items, but
they can get it for instance from the EntityPlayer using them
L187[13:43:42] <sham1> Yes
L188[13:44:00] <Subaraki> i need it for
rendering a block
L189[13:44:05] <sham1> Hmm
L190[13:44:13] <Subaraki> client side
only
L191[13:44:27] <sham1>
Minecraft.getMinecraft.theWorld
L192[13:44:34] <sham1> If it is
client-side only
L193[13:46:11] <Subaraki> yup
L194[13:46:12] <Subaraki> tried that
L195[13:46:16] <Subaraki> i'm still
crashing
L196[13:46:19] <Subaraki> lemme chack the
crash
L197[13:46:22] <sham1> What is the
crach
L198[13:46:27] <sham1> I wasnt paying
attentio
L199[13:47:23] ***
tterrag is now known as tterrag|away
L200[13:48:12] <Subaraki> int l =
this.blockAccess.getBlockMetadata(x,y,z);
L201[13:48:17] <Subaraki> it crashes
here
L202[13:48:24] <sham1> What is the
crash
L203[13:48:36] <Subaraki> npe, rendering
block entity
L204[13:48:55] <sham1> Just give me the
full stacktrace and your code
L206[13:49:05] <sham1> That'll be a lot
more useful for me :P
L207[13:49:36] <sham1> Show me
RenderTileEntityTelepad
L208[13:49:43]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L209[13:49:44] <Subaraki> this is it
L210[13:49:45] <Subaraki>
renderBlocks.renderBlockByRenderType(Blocks.redstone_torch,
te.xCoord, te.yCoord, te.zCoord);
L211[13:49:51] <Subaraki> i could paste
that, but that's the line
L212[13:49:56] <sham1> Okay
L213[13:49:58] <sham1> Noted
L214[13:50:51] <sham1> Hmm
L215[13:51:09] <Zaggy1024> man, a frickin
jackhammer on the street is vibrating my whole house
L216[13:51:15] <Subaraki> lol
L217[13:51:46] <sham1> Yay for 1.7.10
:D
L218[13:51:58] <sham1> Cant even look at
RenderBlocks code because I dont have it
L219[13:51:59] <Subaraki> oh noes sham,
what is wrong ?
L220[13:52:09] <sham1> Because I am at
1.8
L221[13:52:16] <Subaraki> ah okay
L222[13:52:29] <killjoy> Yay! :)
L223[13:52:45] <killjoy>
mc.getRenderManager().renderBlocks(...)
L225[13:53:11] ⇦
Quits: McJty (~jorrit@94-225-13-49.access.telenet.be) (Quit:
Leaving)
L226[13:53:31] <sham1> !gm
RenderBlocks.renderBlockByRenderType 1.7.10
L227[13:53:42] <sham1> hmm
L228[13:55:32] <Subaraki> O.O
L229[13:55:39] <Subaraki> is this not
working ?
L230[13:55:50] <Subaraki> killjoy, what's
with that line ?
L231[13:56:00] <Subaraki> is it possible
to just make a new rendeblocks ?
L232[13:56:06] <killjoy> 1.8
L233[13:56:12] <sham1> yay 1.8
L234[13:56:51] <killjoy> boo 1.7
L235[13:56:56]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L236[13:57:01] <sham1> :D
L237[13:57:11] <killjoy> yay 1.2
L238[13:57:15] <killjoy> boo 1.3
L239[13:57:25] <sham1> 1.3 was very
good
L240[13:57:38] <sham1> No more seperate
projects for client and server
L241[13:57:40] <Subaraki> 1.7.10 is very
good too
L242[13:57:51] <Zaggy1024> gliding in 1.9
looks cool 0.o
L243[13:57:56] <sham1> 1.9
L244[13:57:58] <Subaraki> gliding ?
L245[13:58:01] <sham1> ITEMSTATES
L247[13:58:04] <Subaraki> i thought that
was a hoax
L248[13:58:06] <killjoy> jeb added
gliders
L249[13:58:15] <Zaggy1024> wings
L250[13:58:16] <fry> 1.7 isn't much better
than 1.6 :P
L251[13:58:18] <Zaggy1024> but I doubt
they let you fly up
L252[13:58:33] <killjoy> 1.7 added
ichatcomponent
L253[13:58:43] <sham1> no block or item
IDs
L254[13:59:01] <killjoy> rendering wise,
no, it didn't
L255[14:01:33] <fry> Ah, block ids was
1.7; happened so long ago I thought it was 1.6 :P
L256[14:01:35] ***
bilde2910|away is now known as bilde2910
L257[14:03:43] <Wuppy> killjoy,
gliders?
L258[14:03:45] ***
Tombenomelette is now known as Tombenpotter
L260[14:04:19] <Wuppy> dat name xD
L261[14:04:23] <Wuppy> alos, that's
amazing
L262[14:04:24]
⇨ Joins: Sephiroth (~Sephiroth@sephiroth.ws)
L263[14:04:28] <Wuppy> how does one get
such a glider?
L264[14:04:50] <killjoy> not craftable,
only found
L265[14:04:52] <killjoy> It's loot
L266[14:04:59] <Wuppy> where?
L267[14:05:06] <Sephiroth> I just want to
say that redirect is absolutely retarded, and the name of the
channel it redirects to is extremely insulting.
L268[14:05:07] <killjoy> probably in the
end
L269[14:05:25] <Wuppy> a feature like this
almost gets me back intro Minecraft :P
L270[14:05:29] <Wuppy> Sephiroth, it
isn't
L271[14:05:33] <sham1> Sephiroth, it just
wants you to register your name, moron
L272[14:05:50] <Sephiroth> But I am
registered. Services don't reidentify me afternetsplits.
L273[14:06:25] <sham1> have your IRC
client do ity
L275[14:07:03] <Wuppy> and it's better to
have this than spambots
L276[14:07:48] <sham1> killjoy, umn,
wat
L277[14:07:58] <Sephiroth> Well the name
of the channel is still insulting. I'm not a moron, I am
registered.
L278[14:08:05]
⇨ Joins: pixlepix (~localmaca@public.mgrhs.org)
L279[14:08:10] <Wuppy> you werent
registered
L280[14:08:27] <Sephiroth> /ns info
Sephiroth
L281[14:08:32] <Sephiroth> Try that and
tell me what it says.
L282[14:08:49] <Wuppy> you were not, I'm
not talking about now
L283[14:09:06] <Sephiroth> I have been
registered since I've been on this network ages ago.
L284[14:09:17] <Wuppy> well, you have to
login
L285[14:09:41] <tterrag|away> I suggest
this to everyone who complains
L286[14:09:44] <tterrag|away> use
sasl
L287[14:09:46] <Sephiroth> well, if
netsplits wouldn't happen, I would remain logged in.
L288[14:09:48] <sham1> Or bouncer
L289[14:10:20] <Wuppy> hmm, hexchat is
missing the option bar at the top suddenly :(
L290[14:10:29] <Wuppy> or was there never
one
L291[14:10:41] <Sephiroth> ctrl+f9
L292[14:11:05] <Wuppy> tterrag|away, I'm
pretty sure I use sasl, auto login on hexchat and a bouncer
:D
L293[14:12:48] ⇦
Quits: killjoy (~killjoy@2606:a000:1118:e101:5c84:48da:3970:b207)
(Quit: Leaving)
L294[14:13:11] <Sephiroth> hmm, guess I
had sasl incorrectly setup in znc. ... >_>'
L295[14:13:42] <Wuppy> time for some
Narcos :)
L296[14:14:22] ⇦
Quits: pixlepix (~localmaca@public.mgrhs.org) (Quit:
pixlepix)
L297[14:14:24] <Subaraki> aaaa
L298[14:14:31] <Subaraki> im gonna throw
this sheit out the window
L299[14:14:37] <Subaraki> all code is in
place
L300[14:14:52] <Subaraki> i copied stuff
from the block renderer and copied them into my tilerenderer
L301[14:15:01] ⇦
Quits: Sephiroth (~Sephiroth@sephiroth.ws) (Quit: Read Error: 666
(Connection reset by Sephiroth))
L302[14:15:03] <Subaraki> no need for
block acces for metadata or lightvalue
L303[14:15:11] <Subaraki> but its not
rendering anything now ...????
L304[14:15:12]
⇨ Joins: Sephiroth (~Sephiroth@sephiroth.ws)
L305[14:15:20] <Subaraki> let me paste
code
L306[14:16:18] <Sephiroth> there,
hopefully no more stupidly-insulting channel.
L307[14:16:38] <Subaraki> hello
Sephiroth
L308[14:16:49] <Subaraki> had a bad
experience before ? :/
L309[14:16:53] <Sephiroth> Hello
Subaraki
L310[14:17:17] <Sephiroth> if you're not
identified, you're redirected to #registeryournamemoron ... which
the channel name is quite insulting.
L311[14:17:59] <Subaraki> ah well
yes
L312[14:18:15] <Subaraki> sadly there's a
reason you need to register though
L313[14:18:30] <Sephiroth> I understand
the reason behind needing to register.
L314[14:18:40] <Sephiroth> But can we drop
"Moron" out of the channel name you're redirected
to?
L315[14:18:46] <sham1> No
L316[14:19:03] <sham1> It is there
L317[14:19:07] <Subaraki> that's l. ex all
over :)
L318[14:19:11] <Subaraki> i actually like
how it is
L319[14:19:38] ⇦
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(~tambre@0c8b-f960-00ae-bdcb-4301-8a22-07d0-2001.dyn.estpak.ee)
(Ping timeout: 378 seconds)
L320[14:19:55] <Subaraki> you actually
kinda more want to register imo
L322[14:21:30] <Subaraki> the method is
all at the bottom
L323[14:21:43] <Subaraki> it doesnt render
my torch... anyone know why ?
L324[14:22:49] <fry> because you
shamelessly copy decompiled code
L325[14:23:22] <Subaraki> ah ...
L326[14:23:24] <Subaraki> well
L327[14:23:32] <Subaraki> i tried calling
methods
L328[14:23:37] <Subaraki> but that only
mad me crash
L329[14:23:41] <Subaraki> so yeah
L330[14:25:13] <Subaraki> i cride
everteim
L331[14:28:22] <Subaraki> now i still dont
know how to fix this ...
L332[14:29:56]
⇨ Joins: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L333[14:33:31] ***
K-4U is now known as K-4U|Off
L334[14:41:19] <Subaraki> my blockacces
from renderblocks is null ???
L335[14:43:27] <Subaraki> guys, i need an
instance of iblockacces?
L336[14:44:24] <Ordinastie> just try to
think where you could get one from...
L337[14:47:04] <Subaraki> mineacraft
getminecarft theworld ?
L338[14:47:09] <Subaraki> debug still
prints as null :/
L339[14:48:28] <Subaraki> Ordinastie
^
L340[14:48:30]
⇨ Joins: portablejim
(~portablej@2001:4830:1200:8083:d453:ff99:fa3c:da44)
L341[14:51:47] <diesieben07> Subaraki, if
that is null, there is no world loaded.
L342[14:52:00] <Subaraki> oh ?
L343[14:52:04] <Subaraki> odd ...
L344[14:52:14] <diesieben07> how is that
odd?
L345[14:52:18] <Subaraki> i define it in
my tesr constuctor
L346[14:52:28] <Subaraki> might be
registered before its loaded
L347[14:52:41] <Subaraki> i'd have to make
anew instance of renderblocks on runtime ?
L348[14:52:49] <Subaraki> in my tesr
.
L349[14:52:50] <Subaraki> ?
L350[14:52:54] <Poppy> so, how hard is it
to make a core mod
L351[14:54:33] <tterrag|away> Subaraki: or
just set the field
L352[14:54:35] <tterrag|away> it is
public
L353[14:54:42] <Subaraki> yeah, i did that
just now :)
L354[14:54:50] <Subaraki> if field ==
null, set field
L355[14:55:03] <tterrag|away> bad
idea
L356[14:55:08] <tterrag|away> what if you
have two TEs in different worlds
L357[14:55:36] <Subaraki> idk, does it
need to be rendered in the other world ?
L358[14:55:39] <diesieben07> tterrag|away,
the client never has more than 2 worlds
L359[14:55:51] <tterrag|away> diesieben07:
no, but when the client changes worlds the reference chanes
L360[14:55:54] <tterrag|away> no?
L361[14:56:00] <tterrag|away> if he only
sets it once and the player moves dimensions...
L362[14:56:01] <diesieben07> uhh
yeah
L363[14:56:02] <diesieben07> true
L364[14:56:53] <tterrag|away> just set it
every time
L365[14:57:01] ***
tterrag|away is now known as tterrag
L366[14:57:03] <Subaraki> well, either
way, even after setting the field, it doesnt render a torch on my
TE
L367[14:58:41] ⇦
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Reconnecting)
L368[14:59:25]
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L369[15:02:25] ⇦
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timeout: 206 seconds)
L370[15:04:16] <Subaraki> this sheit is
fucked up yoh
L371[15:04:24] <Subaraki> why can't i
render a block ???
L372[15:04:26] <Subaraki> like seriously
?
L374[15:05:45] <tterrag> barteks2x: what
is it?
L375[15:06:02] <barteks2x> cubic chunks
mod - infonite height and depth
L376[15:06:12] <tterrag> o
L377[15:06:32] <Subaraki> wait what
?
L378[15:06:36] <Subaraki> infinite height
?
L379[15:06:39] <Subaraki> and depth ?
:i
L380[15:06:41] <Subaraki> :o
L381[15:06:56] <Subaraki> but that means
that below 0 there's just stone ?
L382[15:07:09] <barteks2x> and ores
etc
L383[15:07:13] <barteks2x> and caves
L384[15:07:26] <Subaraki> oh great
:)
L385[15:07:50] <barteks2x> I can't go
below y=-64 yet because it will kill me
L386[15:08:09] <Subaraki> aha xD
true
L387[15:11:17] <gabizou> barteks2x, how
much of the native methods for getting light values and such
break?
L388[15:11:30] <gabizou> or did you do it
in a way that it still works normally?
L389[15:11:54] <barteks2x> getting light
or calculating light?
L390[15:12:00] <gabizou> getting the light
value
L391[15:12:20] <barteks2x> I will need to
remove hardcoded limits (even more ASM...)
L392[15:12:30] <barteks2x> And I needed to
reimplement Chunk class
L393[15:12:31]
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(~killjoy@2606:a000:1118:e101:5c84:48da:3970:b207)
L394[15:12:47] <gabizou> like,
world.getLightFor(EnumSkyBlock, BlockPos)
L395[15:12:53] <barteks2x> this will just
work
L396[15:13:04] <gabizou> awesome
L397[15:13:05]
⇨ Joins: Cojo
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L398[15:13:15] <gabizou> i'm curious how
much of sponge will break then
L399[15:13:35] <barteks2x> there are a few
specific methods that will break like Chunk.<some methids that
return array of length 16>
L400[15:13:49] <gabizou> I don't think we
really touch those
L401[15:13:54] <gabizou> blood|work would
have to confirm though
L402[15:14:11] <gabizou> we do have some
hardcoded limits though, so we'll have to be doubly sure
L403[15:14:33] <barteks2x> I don't think
it will be compatible with any more complex mods. A lot of code
relies of height being 256 blocks
L404[15:15:05] <barteks2x> but as it
doesn't use Cuchaz's M3L there will be some way to write something
that is compatible with it
L405[15:16:23] <blood|work> so gabizou, im
going to store int then?
L406[15:16:33] <blood|work> currently
supporting 256 height max in my tracking system
L407[15:16:45] <blood|work> as i dont feel
like fixing shit that will break for mods that change that
L408[15:18:18] <blood|work> to support it,
i would have to serialize BlockPos into an int instead of
short
L409[15:18:46] ⇦
Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Quit: Linux and
Windows server are updating. Reconnecting in a few.
それでは、また。)
L410[15:19:25] <gabizou> blood|work, well,
to be forward thinking, you might just want to store as chunk
sections instead of the whole chunk
L411[15:19:35] <gabizou> so, the actual
16x16x16 chunk section
L412[15:19:52] <gabizou> that way it's
totally a non-issue
L413[15:19:59] <gabizou> can use shorts or
even bytes for that in that case
L414[15:20:00] <blood|work> its not an
issue if i store it in the chunk
L415[15:20:05] <blood|work> i can store as
much as i want
L416[15:20:20] ⇦
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L417[15:20:27] <blood|work> just need to
account for it when its sent lol
L418[15:20:41] <blood|work> but ok if i
move it to section, i guess i would be covered
L419[15:20:44] <blood|work> noone else
store anything?
L420[15:21:08] <gabizou> I wouldn't
imagine people would change a chunk section to anything but a
16x16x16
L421[15:24:59] ***
MorphFK is now known as Morphan1
L422[15:29:42]
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L423[15:31:01]
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L424[15:34:29] ⇦
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L425[15:34:51] <gigaherz> barteks2x: how
does cubic hcunks work?
L426[15:34:52] <gigaherz> I mean
L427[15:35:07] <gigaherz> does it have to
load ALL the vertical data at once?
L428[15:35:15] <gigaherz> otherwise, how
does it calculate the sunlight?
L429[15:35:19] <diesieben07> no, that is
the point :D
L430[15:35:27] <diesieben07> it makes
things load in dynamically also verticaly
L431[15:35:33] <gigaherz> but then
L432[15:35:37] <barteks2x> It makes it
infinite vertically the same way Minecraft does it
horizontally
L433[15:35:45] <gigaherz> if I'm at y=0,
how does itk now that there isn't a block at y=1000 covering?
L434[15:36:01] <diesieben07> that is a
good question :D
L435[15:36:05] <gigaherz> I'm thinking
things that depend on seeing the sky
L436[15:36:36] <gigaherz> I did some
thinking on that stuff a while ago
L437[15:36:43] <gigaherz> and that's the
one issue I had in my mind
L438[15:37:19] <gigaherz> infinite height
and depth was simple, it was the sky light levels that i couldn't
figure out, without requiring allthe vertical subchunks to load at
once
L439[15:38:07] <gigaherz> the best I could
come up with, was to have the server side always load the whole
column, and keep a heightmap for each column
L440[15:38:17] <gigaherz> but it would
still avoid drawing them
L441[15:38:36] <barteks2x> Cuchaz had an
idea for fixing light issues. It's a bit buggy but it can be fixed
(well... memory usage will be a bit higher)
L442[15:38:36] <barteks2x> I'm simply
porting what he did to forge
L443[15:38:36] <barteks2x> I need to write
some more tests for the light system
L444[15:38:36] <barteks2x> As I understood
it - the idea is to always store y locations of block opacity
changes
L445[15:38:44] <gigaherz> oh
L446[15:38:52] <gigaherz> so heightmap
:D
L447[15:39:14] <gigaherz> well the upside
is that it can be sparse
L448[15:39:15] <barteks2x> this way it's
possible to calculate light values without loading blocks
L449[15:39:21] <gigaherz> if a subchunk is
fully empty
L450[15:39:25] <gigaherz> it can be
unloaded from memory
L451[15:39:28] <gigaherz> and marked as
"empty"
L452[15:39:52] <gigaherz> for things like
sky islands at Y=1000
L453[15:40:54] <barteks2x> I think my
internet lagged for a while...
L454[15:40:56] <jakimfett> oh man...cubic
chunks...please tell me someone is actually working on this
again?
L455[15:41:03] <barteks2x> I am
L456[15:41:09] <gigaherz> he is
L457[15:41:12] <jakimfett> hell to the
yes
L458[15:41:21] <jakimfett> I volunteer as
tribute
L459[15:41:25] <jakimfett> do you need a
test server?
L460[15:41:29] <jakimfett> a build
server?
L461[15:41:40] <gigaherz> XD
L462[15:41:42] <barteks2x> I have build
server
L464[15:42:10] <jakimfett> awwww...but
it's not SSL?!?
L466[15:42:37] <barteks2x> I don't even
have domain name yet
L467[15:42:59] <barteks2x> it's the first
time I'm using VPS so I don't know many things that I should
know
L468[15:43:00] <jakimfett> I can throw you
the Apache configs for setting up SSL, if you'd like
L469[15:43:07] <Arctic_Wolfy> For side of
a block, is 0 top o bottem?
L470[15:43:46] <gigaherz> the world coords
are so that y=0 is the bottom
L471[15:43:47] <diesieben07> Arctic_Wolfy,
check ForgeDirection
L472[15:43:50] <gigaherz> but UV coords,
not sure
L473[15:43:59] <diesieben07> the ordinal
is also the "magic number"
L474[15:44:05] <gigaherz> oh wiat
nevermind
L475[15:44:09] <gigaherz> you mean the
side-to-number
L476[15:44:45] ⇦
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L477[15:44:57] ⇦
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L478[15:45:13] <barteks2x> jakimfet: I
want to get domain name first. For now it's not supposed to be
public but because I moves to other city week ago I didn't
configure iptables to allow only me to connect
L479[15:45:28] <jakimfett> Ah,
gotcha
L480[15:45:29] ⇦
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L481[15:45:46] <jakimfett> barteks...where
do I remember that name from...
L482[15:45:59] <barteks2x> I made the
1.6.* CubicChunk
L483[15:46:02] <barteks2x> s
L484[15:46:04]
⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L485[15:46:12] <barteks2x> it wasn't
public
L486[15:46:24] ⇦
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L487[15:46:27] ⇦
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L488[15:46:38] <jakimfett> ...I just
realized your builds are 1.8.*...sadface...
L489[15:46:52] <barteks2x> do you want
1.7.10?
L490[15:47:17] <jakimfett> yes, but I
realize it may not be simple to backport
L491[15:47:30] <barteks2x> by the time I
get it to beta 1.9 will be released
L492[15:47:59] <jakimfett> I'm staying on
1.7.10 for...a while. I'll update eventually, but 1.8 created a lot
of work for me, and had very few compelling reasons to
update.
L493[15:48:09] <gigaherz> they'll
come
L494[15:48:15] <jakimfett> (I'm the
Minechem/AlchemyPlusPlus/Werkbench author)
L495[15:48:16] ***
bilde2910 is now known as bilde2910|away
L496[15:48:19] <gigaherz> a lot of mod
authors are working toward 1.8 these days
L497[15:48:33] <barteks2x> And it wouldn't
be that hard to backport, just time consuming
L498[15:48:46] <jakimfett> not from an
"installing mods" perspective...from an "updating my
own mods" perspective, gigaherz
L499[15:48:52] <gigaherz> I know
L500[15:48:55] ⇦
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connection)
L501[15:48:57] <gigaherz> I meant it in
the sense that
L502[15:49:05] <gigaherz> when big mods
start to release on 1.8
L503[15:49:09] <gigaherz> people will want
to switch
L504[15:49:19] <gigaherz> and they'll
start to poke you to update
L505[15:49:30]
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L506[15:49:36] <jakimfett> yeah
L507[15:49:41]
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L508[15:49:50] ⇦
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L509[15:49:51] <gigaherz> so now's the
best time to work toward that
L510[15:50:01] <gigaherz> thinking about
an xmas/new year release
L511[15:50:08] <jakimfett> given that a
lot of the 1.8.* changes are changing again for 1.9, I may try to
wait for that...
L512[15:50:30] <gigaherz> 1.8 is still a
stepping stone
L513[15:50:34] <gigaherz> the json models
aren't going away
L514[15:50:37] ⇦
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L515[15:50:38] <gigaherz> the blockpos
isn't going away
L516[15:50:49] <jakimfett> I dunno though.
Got a lot on my plate, I may just hang out at 1.7.10, I know a lot
of mod authors who are pushing for staying at 1.7 for a while
L517[15:50:56] ⇦
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L518[15:50:56] <gigaherz> your choice,
really
L519[15:51:00] <jakimfett> yeah
L520[15:51:56] <gigaherz> you may still
want to start designing your machines and stuff around blockstates
meanwhile, though
L521[15:52:32]
⇨ Joins: Matthew
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L522[15:52:32] <gigaherz> on paper, i
mean
L523[15:52:45]
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L524[15:52:45] <Arctic_Wolfy> In a switch
state ment, would case 2 | 3 trigger if the number is 2 or 3? Or
some other number?
L525[15:53:03] <gigaherz> 2|2 = 3
L526[15:53:07] <gigaherz> 2|3
L527[15:53:10] <diesieben07> it would
trigger if the number is 2|3 = 3
L528[15:53:12] <barteks2x> Also, my
cubicchunks mod will actually add CubicChunks world type
L529[15:53:12] <gigaherz> this is a
bitwise operator
L530[15:53:20] <jakimfett> Absolutely no
clue where to start with blockstates, gigaherz
L531[15:53:21] <diesieben07> if you want
to trigger for 2 OR 3 do case 2: case 3:
L532[15:53:22] <gigaherz> the case label
gets the final number
L533[15:53:40] <gigaherz> jakimfett:
blockstates simply represent the different states a block can be
in, like powered=yes/no
L534[15:53:42] <diesieben07> also this
only works because the compiler constant-folds these
L535[15:53:43] <gigaherz>
facing=side
L536[15:53:55] <gigaherz> or a battery
block may have level=0..15
L537[15:54:04] <Arctic_Wolfy> Is there a
way to trigger a case if it is on of two or more numbers.
L538[15:54:42] <Arctic_Wolfy> *one
of
L539[15:54:42] <diesieben07>
<diesieben07> if you want to trigger for 2 OR 3 do case 2:
case 3:
L540[15:54:50] <gigaherz> blockstates
primarily represent metadata, but thanks to forge, they can contain
more states based on context or TEs
L541[15:54:54] <diesieben07> cases are
fall-through
L542[15:55:02] <diesieben07> if you do not
specify a break it will jsut continue down the line
L543[15:55:12] <gigaherz> does java
support fall-through of blocks with code?
L544[15:55:13] <Arctic_Wolfy> Oh ya. I
remember that.
L545[15:55:15] <jakimfett> ah,
gotcha.
L546[15:55:24] <diesieben07> yes
giga
L547[15:55:31] <diesieben07> although that
can be VERY confusing :D
L548[15:55:34] <gigaherz> ah nice,
bug-prone, but nice
L549[15:55:37] <gigaherz> yeah
L550[15:55:49] <gigaherz> I'm of the
oppinion that fallthrough; should be a keyword
L551[15:55:50] <gigaherz> and
mandatory
L552[15:55:56] <diesieben07> yes
L553[15:56:04] <gigaherz> in C, i use
//fallthrough;
L554[15:56:05] <diesieben07> i think the
guava people from google have that actually
L555[15:56:05] <gigaherz> ;P
L556[15:56:21] <diesieben07> they have a
compile step that fails if there isn't a //fallthrough
comment
L557[15:56:26] <gigaherz> heh nice
L558[15:56:37] <diesieben07> at least
iirc
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L561[16:03:07] <diesieben07> actually no,
they dont enforce that
L562[16:03:10] <diesieben07> its just in
their styleguide
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L586[16:57:16] <securitypedant> Hi, i'm
trying to understand Gui's. I want to display some text, a button
and a text input field at login. In my reading, it looks like I
need a GuiContainer. But that seems to be more for storing
information on blocks. I just want to get input from a user at
login, do I still use a GuiContainer? Or is there a simpler
method?
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L590[17:06:48] <gigaherz> securitypedant:
GuiContainer is meant for interacting with a Container, which means
slots and such
L591[17:06:53] <gigaherz> on top, there's
GuiScreen
L592[17:06:58] <securitypedant> ahh
L593[17:07:09] <gigaherz> GuiContainer
inherits from it
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L595[17:07:14] <securitypedant> I just
want to display a gui so I can capture some text, or a button click
and then process in another class
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L597[17:07:27] <gigaherz> things like the
pause menu are GuiScreen
L598[17:07:34] <gigaherz> so that's
probably what you want
L599[17:07:36] <securitypedant> bingo, ok,
lemme go read up on that then
L600[17:07:37] <securitypedant>
thanks
L602[17:08:34] <securitypedant> ah ha,
this looks like what I need
L603[17:08:36] <gigaherz> note that afaik,
guiscreens are client-side only
L604[17:09:00] <gigaherz> so if you want
to interact with the server, you'll have to do so manually by using
something like IMessage, from the simple network wrapper
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L616[17:09:49] <securitypedant> ugh,
ok
L617[17:10:11] <securitypedant> Is there
any default dialogs that Minecraft or Forge provide?
L618[17:10:23] <Arctic_Wolfy> Is there a
wuick way to check if the player has an item in their inventory? I
don't care about mata data, tags, or stack count.
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L620[17:10:45] <securitypedant> i.e.
create a simple dialog with borders that look like the default
minecraft dialogs?
L621[17:10:54] <Arctic_Wolfy> *quick
L622[17:10:59] <killjoy> Minecraft has
dialogs?
L623[17:11:15] <securitypedant> well.. i
mean the UI you see when you press E for example
L624[17:11:24] <killjoy> Like an
inventory?
L625[17:11:38] <securitypedant> or a
crafting table, or furnace
L626[17:11:50] <killjoy> What are you
looking for?
L627[17:12:28] <securitypedant> I want to
create a simple "dialog" at login that allows for the
user to a) enter in a code or b) press a button
L628[17:12:41] <killjoy> Make your own
screen.
L629[17:12:46] <securitypedant> I want to
format the dialog similar to the furnace or craftign table
L630[17:13:05] <securitypedant> i.e. the
nice grey curved edges and also respect any resource packs the user
has installed
L631[17:13:11] <securitypedant>
GuiScreen?
L632[17:13:31] <securitypedant> I.e. I
create a class, public class MyLoginGui extends GuiScreen?
L633[17:13:43] <killjoy> You need a
resource location
L634[17:14:25] <Digitalsabre> Isn't the
crafting table GUI art all one piece?
L635[17:14:32] <killjoy> Mostly.
L636[17:14:38] <killjoy> Yes
L637[17:14:55] <gigaherz> securitypedant:
the GUI is a static background bitmap
L638[17:15:01] <gigaherz> the items and
text are drawn on top
L639[17:15:14] <gigaherz> or things like
the fire and the progress arrow in a furnace
L640[17:15:15] <securitypedant> ahh
gotcvha
L641[17:15:30] <securitypedant> so the
Crafting table gui is just one big bitmap? It's not a
"window" that's drawn?
L642[17:15:34] <gigaherz> yup
L643[17:15:38] <securitypedant> duh,
sorry
L644[17:15:49] <killjoy> Actually, the
progress bar in the furnace/brewing stand are overlays
L645[17:15:50] <securitypedant> that
wasn't immediately obvious
L647[17:15:59] <gigaherz> it looks like
this
L648[17:16:00] <gigaherz> ;P
L649[17:16:11] <securitypedant> right, so
I need a bitmap that looks like my login screen.
L650[17:16:15] *
securitypedant nods
L651[17:16:16] <killjoy> png
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L653[17:16:47] *
securitypedant starts Photoshop
L654[17:16:49] <gigaherz> securitypedant:
texture size matters, so leave the blank space around
L655[17:17:00] <gigaherz> 256x256
L656[17:17:04] <gigaherz> no need to put
things centered
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L658[17:17:10] <gigaherz> since you'll
choose which portion to draw
L659[17:17:10] <securitypedant> ok
L660[17:17:16] <gigaherz> but the size
should be 256x256
L661[17:17:25] <securitypedant> So I
should just make a copy of the crafting table bitmap and make my
own
L662[17:17:34] <gigaherz> yeah that
works
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L665[17:20:49] <securitypedant> so I
create a screen, put my modified crafting table bitmap as the
background. Then overlay my text, buttons and so on
L666[17:21:13] <securitypedant> and need
to write handlers to get the button responses and contents of a
text field
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L677[17:22:47] <Digitalsabre> Hmm... this
is making me want to know German.
L678[17:23:17] <securitypedant> when I
draw a button, does it need a texture as well? Like the buttons in
the main menu (Back To Game, or a Done button)?
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L680[17:25:09] <masa> check the GuiButton
class
L681[17:27:19] <Cazzar> ohgod, in the
middle of a lecture, and my phone is going off constantly because
of a twitter conversation
L682[17:27:42] <masa> if you want the
vanilla button look, you can just create vanilla GuiButton()
insatnces with the text you want
L683[17:28:07] <securitypedant> Thanks
masa
L684[17:28:08] <masa> if you want custom
texture for the buttons, then extend GuiButton and draw your own
texture
L688[17:30:51] <securitypedant>
thanks
L689[17:31:38] <Digitalsabre> Bah.
MrCrayfish's tutorials are really good, but none of the video ones
available yet covers custom GUI creation and custom recipes.
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L691[17:32:08] <killjoy> Gui's the easy
stuff
L692[17:33:11] <Digitalsabre> I need a way
to create a custom GUI with custom recipes for it for my butcher
table.
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L694[17:34:24] <masa> isn't every gui in
any mod evr "custom"? :p
L695[17:35:19] <flappy> not
necessarily
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L697[17:35:20] <Digitalsabre>
Perhaps.
L698[17:35:50] <securitypedant> easy is a
relative statement :D
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L700[17:36:23] <securitypedant> Standing
infront of hundreds of people demonstrating a second factor of
authentication mod for Minecraft at a games conference, for me, is
easy
L701[17:36:25] <securitypedant> coding
it...
L702[17:37:33] <securitypedant> so I have
my gui bitmap nearly done. I don't need to worry about textures for
buttons, but what about text entry fields?
L703[17:37:49] <securitypedant> Do I need
to draw on my bitmap a space where I will ask the player to enter a
code?
L704[17:38:01] <securitypedant> or will
the borders of a text field be handled?
L705[17:38:31] <masa> Not sure about that,
I haven't done input fields. Check the anvil gui maybe?
L706[17:38:43] <securitypedant> ah
ha
L707[17:38:49] *
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L708[17:39:11] <masa> and also some of the
world creation guis have input fields
L709[17:39:34] <tterrag> You dont
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L711[17:39:42] <tterrag> The text field
renders all that
L712[17:40:01] <securitypedant> ok
L713[17:40:16] <killjoy> I didn't like the
default options there are in vanilla, so I made a lib for it.
L714[17:42:45] <securitypedant> i dont
need anything fancy
L715[17:42:54] <securitypedant> just need
to get text from the client to the server
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L717[17:46:38] <securitypedant>
doesGuiPauseGame() only pauses the game in SP, but in multiplayer,
does it limit the players movement while the Gui is open?
L718[17:47:19] <killjoy> Don't think
so
L719[17:47:41] <securitypedant> but all
key input is captured to the Gui right? so pressing W won't move
the player
L720[17:48:19] <killjoy> Yes.
L721[17:48:34] <killjoy> regardless of
doesGuiPauseGame, all input will go to the guiscreen
L722[17:48:38] <securitypedant> yeah, when
I open the Inv in MP, I can't press W and move. BUT I could in
theory be attacked and my player could move
L723[17:48:42] <securitypedant>
gotcha
L724[17:49:11] <securitypedant> Maybe I
should make my player not vunerable to attack while I am processing
my login event
L725[17:49:25] <securitypedant> be cruel
to have a creeper take you out while you enter in your 2FA
token
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L728[17:56:32] <masa> Arctic_Wolfy: oh
yeah I forgot to answer, you probably already got it though, but
player.inventory.hasItem(Item) and
player.inventory.hasItemStack(ItemStack)
L729[17:57:31] <masa> the first only
compares the Item, the second seems to also compare damage but not
NBT
L730[17:57:48] <securitypedant> ooh so a
Gui handles all the interaction as well
L731[17:57:59] <securitypedant> I don't
have to implement monitoring an playerTick
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L733[17:58:25] <killjoy> Look at any
GuiScreen extending class for example usage
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L736[18:02:00] <securitypedant> Exception
IOException is not compatible with throws clause in
GuiScreen.actionPerformed(GuiButton)
L737[18:02:10] <securitypedant> i'm using
1.7.10
L738[18:02:17] <securitypedant> does it
throw something other than an IOException?
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L740[18:03:14] <masa> hm?
L741[18:03:23] <masa> it doesn't seem to
throw anything in 1.7.10
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L743[18:04:58] <killjoy> It's 1.8 where
the input methods throw ioe
L744[18:05:10] <securitypedant> k, i'll
remove my throws statement
L745[18:05:38] <killjoy> You need to
understand what you're doing to really get it.
L746[18:05:54] <killjoy> ITC: People who
don't understand their code
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L748[18:06:54] <securitypedant> i'm on a
big learning curve
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L750[18:10:57] *
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L751[18:11:40] <Digitalsabre> I still only
have a block that's essentially a wooden plank with a custom
texture and a single item.
L752[18:12:17] <securitypedant>
Digitalsabre, we all start somewhere
L753[18:12:23] <mikebald> Question, with a
TE if you don't override canUpdate and return false, that means the
TE will receive server tick time, right?
L754[18:12:27] <securitypedant> I started
with a Java book
L755[18:13:28] <Digitalsabre> Heh. I'm
trying to puzzle piece a bunch of various modders' tutorials
together into what I want out of my mod.
L756[18:13:34] <masa> mikebald: yeah the
onUpdate() will get called every tick
L757[18:14:04] <mikebald> Correct me if
I'm wrong, but even if the onUpdate() is blank, there's still some
overhead. [not much, obviously]
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L759[18:14:41] <masa> I'm not that much of
an expert, I would guess it's pretty negligible
L760[18:15:14] <masa> but anyway, I have
the canUpdate() returning false on one of my TEs that doesn't do
anything in onUpdate()
L761[18:15:19] <mikebald> I'm looking at
headcrumbs and trying to figure out why the placed skull ticks w/
an empty udpate. On a server you can get a good number of people
showing off their skulls; seems like an odd design decision.
L763[18:16:00] <masa> well, maybe
ask/notify the author? :p
L764[18:16:12] <masa> maybe an
oversight
L765[18:16:36] <mikebald> There's an idea,
but I wanted to make sure I wasn't crazy first... well, crazy about
this issue.
L766[18:16:41] <mikebald> Thanks btw
=D
L767[18:17:13] <masa> well if the
onUpdate() is empty, I can't think of any reason why it should get
called
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L770[18:18:17] <mikebald> I agree masa,
but like you I don't know enough about the JVM to know if 1000
calls to an empty method every tick gives any overhead at
all.
L771[18:19:12] <masa> well there is no
point in letting it get called if it's actually doing nothing
either :p
L772[18:19:46] <masa> every little bit
adds up when there are a hundred mods doing all kinds of
stuff
L773[18:19:52] <mikebald> Indeed
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L781[18:21:59] <masa> alright, well it
seems that I have managed to fix things after today's
refactoring
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L783[18:22:19] <masa> one more
compatibility data adjustment to add...
L784[18:23:28] <mikebald> Spend 1 day
refactoring, spend 5 days fixing things after the refactoring
=D
L785[18:23:37]
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L786[18:23:38] <masa> yeah :D
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L788[18:24:09] <masa> atm I'm at the point
where after about 3 days of refactoring evrything starts to work
like it did before
L789[18:24:27] <masa> so rewarding... not
:p
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L791[18:26:04] <mikebald> I recently did
the same, it's rewarding in the long run. But I imagine I'll still
be trying to call old classes/methods for the next few months
L792[18:26:34] <mikebald> "Oh yeah,
it's where it should have always been and adhears to some type of
standard, whoops"
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L795[18:27:47] <securitypedant> hmm, so
the method player.openGui can only be called on the client. So if
my code is running on the server, i.e. in
L796[18:27:47] <securitypedant> public
void playerLogin(PlayerEvent.PlayerLoggedInEvent event)
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L798[18:28:01] <securitypedant> how do I,
from the server, trigger the client to call the gui for the
player?
L799[18:28:21] <securitypedant> i'm not
quite familiar with the concept of @Side yet
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L802[18:29:37] <mikebald> If you use @Side
it makes the code only exist on that side and it's recommended not
to use it, unless you fit those certain exceptions
L803[18:30:54] <mikebald> It's easy to get
into trouble using @SideOnly
L804[18:30:56] <securitypedant> so if I am
in my server side code that is called on a player login event, how
do I trigger the client to display the gui?
L805[18:31:03] <masa> securitypedant:
player.openGui() most certainly is a server side method
L806[18:31:23] <masa> it will delegate the
calls to the IGuiHandler
L807[18:31:23] <securitypedant> oh, ok...
wonder why it didn't work for me...
L808[18:31:27] *
securitypedant debugs
L809[18:31:41] <masa> you need to have an
IGuiHandler registered
L810[18:31:59] <securitypedant> I do
L811[18:32:02] <masa> but that one I
believe should return a Container on the server side...
L812[18:32:20] <masa> so maybe a custom
packet to the client to open the gui just on the client would be
better?
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L814[18:34:43] <securitypedant>
NetworkRegistry.INSTANCE.registerGuiHandler(SecondFactor.instance,
new AuthyGuiHandler());
L815[18:34:47] <securitypedant> that is in
my init
L816[18:35:07] <masa> that should be
right
L817[18:35:29] <masa> I wonder if the
player login event fires too soon for the client to be able to
handle the gui stuff?
L818[18:35:40] <masa> maybe you need an
artificial delay after the event
L819[18:36:21] <securitypedant> yeah my
AuthyGuiHandler never gets fired
L820[18:36:40] <securitypedant> what's the
custom packet route? Is that more complicated?
L821[18:36:42] <masa> does that event fire
before the player even spawns in the world anyway?
L822[18:36:48] *
securitypedant shrugs
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L824[18:36:58] <securitypedant> how would
I know?
L825[18:37:05] <masa> well you need a
custom packet for the return auth token anyway, right?
L826[18:37:15] <securitypedant> i will...
just not yet got to reading how to do that :D
L827[18:37:26] <masa> it's pretty
simple
L828[18:37:31] <masa> are you on 1.7 or
1.8?
L829[18:37:34] <securitypedant>
1.7.10
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L835[18:38:12] <securitypedant> thanks,
lemme digest it
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L837[18:39:00] <masa> you just call that
init() method in my case, in preInit
L838[18:39:48] <masa> the last parameter
to the register method is the side that receives the packet
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L843[18:42:01] <securitypedant> ok,
newSimpleChannel(String)... what's the string i'm sending?
L844[18:42:20] <securitypedant> anything I
want to identify the channel?
L846[18:42:53] <gigaherz> yes, the arg is
just your identifier
L847[18:42:58] <securitypedant>
gotcha
L848[18:43:01] <securitypedant> the
MOD_ID
L849[18:43:16] <gigaherz> well if your
modid is very long
L850[18:43:19] <gigaherz> you may want to
shorten it
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L852[18:43:40] <securitypedant> public
static final String MODID = "secondfactor";
L853[18:43:45] <securitypedant> pretty
sure that's safe
L854[18:44:05] <gigaherz> so like if
someone made a mod called "DarkGuardiansOfTheNeverRealm",
they may want to use something "DGuardians"
L855[18:44:06] <gigaherz> ;P
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L857[18:44:17] <masa>
NetworkRegistry.INSTANCE.newSimpleChannel(Reference.MOD_ID.toLowerCase())
L858[18:44:36] <securitypedant> reading
the docs you posted giga, thanks
L859[18:44:52] <securitypedant> next week
i'm demonstrating this at GamesBeat and it's being broadcast over
Twitch.tv
L860[18:44:58] <securitypedant> pressure
is on a bit here
L861[18:45:01] <securitypedant> to learn
:D
L862[18:45:14] *
securitypedant has confidence and faith
L863[18:45:18] <gigaherz> XD
L864[18:45:22] <gigaherz> interesting way
to get started
L865[18:45:29] <securitypedant> yeah, I
like the deep end
L866[18:45:37] <gigaherz> I'm doing some
gamedev
L867[18:45:41] <gigaherz> and basically
I'm out of money
L868[18:45:54] <gigaherz> so I'm in a
hurry myself
L869[18:45:57] <gigaherz> XD
L870[18:46:00] <securitypedant> :)
L871[18:46:12] <securitypedant> well, umm
if I get super stuck, you contract?
L872[18:46:39] <securitypedant> i.e. I pay
you for some Skype & Dev time over the weekend :D
L873[18:47:05] <gigaherz> I'm not THAt
good at modding ;P
L874[18:47:17] <securitypedant> ;) i'm not
THAT good at paying :D
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L876[18:47:39] <Digitalsabre> Well, looks
like an impasse.
L877[18:47:44] <securitypedant> hehe
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L883[18:55:42] <Cypher121> ok, strange
question here
L884[18:56:00] <Cypher121> I'm extending
GuiContainer
L885[18:56:58] <Arctic_Wolfy> Help, I
can't get buttons to show up in my GUI.
L886[18:57:31] <Cypher121> and I want to
add Mouse.getEventDWheel() for my scrollbar. LWJGL isn't too
descriptive as to how it works. Does it matter if I call it before
super.handleMouseInput() or after?
L887[18:57:34] <masa> do you call
super.drawScreen() in your drawScreen()? show code...
L888[18:58:51] <masa> Cypher121: not
entirely sure but I don't think it matters
L889[18:58:59] <Arctic_Wolfy> I don't
override it.
L890[18:59:19] <Cypher121> ok, I'll just
do what vanilla does then
L891[18:59:53] <Cypher121> because here's
Javadoc for that method:
L892[19:00:02] <Cypher121> @return Current
events delta z
L893[19:00:05] <Cypher121> the fuck?
L894[19:00:50] <Digitalsabre> What all
does my mod need to import in the file in which I'm creating
recipes in order for it to understand what addShapelessRecipe()
does?
L895[19:01:01] <masa> yeah I remember
right, the DWheel value is like +120 or -120 per one wheel
notch
L896[19:01:20] <masa> Digitalsabre: why
not autoimport...
L897[19:01:29] <Digitalsabre> Because it
isn't working?
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L899[19:01:48] <masa> well then you are
not calling the right method
L900[19:02:26] <Digitalsabre>
GameRegistry.addShapelessRecipe( ... )?
L901[19:02:38] <masa> yeah
L903[19:03:23] <Digitalsabre> It's all
underlined in red squigglies, and when I hover over it, it says
`Syntax error on token "addShapelessRecipe", Identifier
expected after this token`
L904[19:03:55] <masa> maybe you have a
type hiding somewhere
L905[19:03:58] <masa> *typo
L906[19:04:07] <masa> like I always have
in here :p
L907[19:04:56] <masa> Arctic_Wolfy: the
button creation should be in onInitGui() I believe
L909[19:05:01] <masa> not in the
constructor
L910[19:05:24] <Arctic_Wolfy> Oh.
L911[19:06:42] <masa> Digitalsabre: hmm
strange... usually it finds the stuff after I type the class name
and the dot and wait for a second, then double clicking the method
also adds the imports
L912[19:07:00] <Digitalsabre> Maybe I
should have this inside a method?
L913[19:07:01] <masa> or just ctrl + shift
+ o
L914[19:07:07] <masa> uh yes
L915[19:07:14] <masa> how would it get
called otherwise? :D
L916[19:07:24] <masa> oh right I missed
that from the paste :D
L917[19:07:36] <masa> it was too
simple!
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L919[19:07:54] <Digitalsabre> FFS.
L920[19:08:04] <Digitalsabre> xD
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L923[19:18:17] <Vorquel> The more I code,
the more I appreciate automated testing.
L924[19:19:28] <shadowfacts> <3 unit
tests
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L926[19:20:13] <Vorquel> And now I need to
refactor so that I can unit test. I'm a terrible coder :P
L927[19:21:06] <Cypher121> how the hell do
you even unit test mods?
L928[19:21:18] <Vorquel> one class at a
time
L929[19:21:47] <Vorquel> low coupling is
your friend
L930[19:23:08] <killjoy> I've done
it.
L931[19:23:19] <killjoy> I do it for some
processing I do on ichatcomponents
L932[19:23:29] <Cypher121> unfortunately,
many of classes are hard to detach from Forge/Minecraft
L933[19:23:38] <shadowfacts> yea, only
possible for some things
L934[19:23:40] <killjoy> chatcomponent is
not one of them.
L935[19:29:15] <Digitalsabre>
GameRegistry.addRecipe(new ItemStack(Blocks.butcher_table),
"A", "B", 'A', Items.butcher_block, 'B', /*
Minecraft's crafting_table should go here, but how? */ );
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L937[19:33:51] <shadowfacts>
Blocks.crafting_table IIRC
L938[19:34:27] <Digitalsabre> I might need
to rename my own Blocks class to something else, then.
L939[19:35:20] <Vorquel> you can always
use a fully specified class name.
L940[19:36:07] <shadowfacts> but that's
fugly
L941[19:36:19] <Digitalsabre> In that
case, net.minecraft.block.BlockWorkbench?
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L943[19:37:00] <Digitalsabre> It doesn't
like that anyway.
L944[19:37:04] <diesieben07> Digitalsabre,
just make your blocks class extend Minecrafts
L945[19:37:07] <diesieben07> its ugly, but
it works
L946[19:37:20] <Vorquel>
net.minecraft.init.Blocks.whateverblockname
L947[19:38:55] <masa> well don't the
ingredients need to be wrapped in ItemStacks anyway?
L949[19:39:26] <securitypedant> in this
tutorial, it has in the MyMessage class a private variable,
toSend
L950[19:39:29] <diesieben07> masa, nope,
MC does that for you
L951[19:39:39] <masa> oh does it?
L952[19:39:55] <securitypedant> yet in the
next block of code, where it implements IMessageHandler, it
references the private var
L953[19:39:55] <diesieben07> yes you can
pass in Item, Block or ItemStack
L954[19:39:56] <masa> welp, at least it
does if you need metadata/damage :p
L955[19:40:00] <securitypedant> int amount
= message.toSend;
L956[19:40:07] <securitypedant> is that a
misake? or am I missing something?
L957[19:40:14] <securitypedant>
s/misake/mistake
L958[19:40:22] ***
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L959[19:40:25] <diesieben07>
securitypedant, inner classes can access private members
L960[19:40:30] <diesieben07> moreover, it
is tutorial code
L961[19:40:36] <diesieben07> it is not
meant to be taken literally
L962[19:40:42] <securitypedant> ah, duh.
Of course, it's an inner class
L963[19:40:59] <securitypedant> I should
implement a getter and setter then
L964[19:41:07] <diesieben07> no need
to...
L965[19:41:17] <securitypedant> just make
the var public?
L966[19:41:23] <diesieben07> why?
L967[19:41:27] <diesieben07> only the
handler needs to access it
L968[19:41:33] <diesieben07> te handler is
an inner class...
L969[19:41:42] <securitypedant> but i have
my handler and packet in two classes
L970[19:41:55] <diesieben07> why? :D
L971[19:42:02] <shadowfacts> 1. Why
L972[19:42:02] <securitypedant> umm good
question
L973[19:42:05] <shadowfacts> 2. package
local
L974[19:42:07] <diesieben07> but yeah in
that case you need to make it at least package private
L975[19:42:13] <diesieben07> meaning no
modifiers at all
L976[19:42:16] <securitypedant> i was
seperating it out to understand it better
L977[19:42:29] <diesieben07> if inner
classes confuse you... you should not be modding, franky :P
L978[19:42:31] <diesieben07>
frankly.
L979[19:42:38] <diesieben07> (unless you
are called franky)
L980[19:42:43] <securitypedant> well to
remove confusion, one must first learn
L981[19:42:53] <securitypedant> and to
learn, you must always face confusion
L982[19:43:04] <diesieben07> if you do not
know inner classes... you do not know java... which means you
should nto be modding :P
L983[19:43:16] <securitypedant> I do not
know Java... I am learning
L984[19:43:31] <shadowfacts> I learned
Java by modding, I greatly regret it
L985[19:43:31] <diesieben07> i dont
recommedn learning java with modding
L986[19:43:34] <diesieben07> but... your
choice
L987[19:43:51] <masa> no other reason to
learn it though... ;D
L988[19:44:05] <shadowfacts> you'll
probably turn out fine, but it might be a bit more
confusing/difficult
L989[19:44:07] <diesieben07> taht is
debatable
L990[19:44:20] <diesieben07> learning a
popular language like java is always helpful
L991[19:44:21] <securitypedant> we all
learn in different ways
L992[19:44:26] <diesieben07> also
shadow... that is not true
L993[19:44:32] <diesieben07> you learn a
LOT of antipatterns in minecraft
L994[19:45:07] <shadowfacts> for me it was
a bit different 'cause I knew a couple other programming
langs
L995[19:45:22] <diesieben07> well, yes
then it is a bit different :D
L996[19:45:25] <diesieben07> i was the
same :P
L997[19:48:46] <securitypedant> i've never
had formal programming education, i've learnt in pieces over the
years. I now have 4 Java books at home I am racing to
complete
L998[19:48:51] <securitypedant> at the
same time, I am working on this mod
L999[19:48:58] <securitypedant> so my
knowledge is filling in
L1000[19:49:10] <securitypedant> not the
best way to do it, but sometimes deadlines don't let you
choose
L1001[19:49:19] <shadowfacts> I've never
had formal programming education :D
L1002[19:49:19] <securitypedant> my life
is not perfect
L1003[19:49:31] <shadowfacts> I'm not
sure if I'd rather have it,
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L1005[19:50:05] <shadowfacts> I enjoy
solving my own problems a whole lot more than listening to a
teacher talk at me about it
L1006[19:50:54] <securitypedant> I also
have a similar approach
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L1012[19:56:48] <securitypedant> ok,
hometime
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()
L1014[19:57:57] <Digitalsabre> This is
like beating my head against a wall. I put off doing one thing
because I can't find any references on how (GUI for butcher table +
butcher table-specific recipes), so I went to do something with
more documentation/tutorials (creating recipes), and I can't get
that to work, either.
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L1019[20:08:09] <UWagons> What's your
recipe code?
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L1023[20:10:34] <Digitalsabre> Well...
gimme a moment to boot up the system I'm coding on again..
L1024[20:14:54]
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L1027[20:16:13] <Digitalsabre> UWagons:
that, of course, is the whole file.
L1028[20:16:52] <UWagons> plankWood and
stickWood aren't valid for ShapedRecipes and ShapelessRecipes
L1029[20:17:19] <UWagons> let me get the
right name of the class you'll need
L1030[20:17:48] <UWagons>
>GameRegistry.addRecipe(new ShapedOreRecipe(new
ItemStack(Items.butcher_block), "AAA", "BBB",
'A', "plankWood", 'B', "stickWood"));
L1031[20:18:16] <UWagons> The
ShapedOreRecipe and ShapelessOreRecipe classes are aware of the ore
dictionary
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L1033[20:19:02] <Digitalsabre> Okay, I'll
try that.
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L1035[20:21:25] <Digitalsabre> UWagons:
Works. Thanks! Now I'm stuck with the original problem. xD
L1036[20:21:42] <UWagons> No prob. What's
the original problem?
L1037[20:23:21] <Digitalsabre> The
butcher table is supposed to have a gui that accepts a tool and a
carcass, and an output slot, and needs recipes specific to
itself.
L1038[20:23:32] <Digitalsabre> I... have
no idea where to find how to do that.
L1039[20:24:05] <UWagons> I find GUIs to
be quite complicated. However I can help with the recipe part
L1040[20:24:40] <UWagons> Basically
you'll want a class to represent a recipe, it'll have a list of
inputs, an output and a way to determine if the recipe can be
used
L1041[20:25:00] <UWagons> The butcher
table would have a list of these recipes
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L1044[20:25:27] <UWagons> Every tick, the
butcher table would need to check if the inputs are part of a valid
recipe
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L1046[20:27:00] <UWagons> For the actual
GUI code I'd recommend looking at how the furnace does it
L1047[20:28:04] <Digitalsabre> Now...
it's not going to run by itself. I should say that. It will work
similar to a crafting table. You put in the tool, the carcass or
skinned carcass, and can either pull out skins and the carcass
becomes a skinned carcass (if skinning knife) or meat and the
skinned carcass disappears (if butcher knife). If you leave the
GUI, I want it to eject its contents the way the Vanilla crafting
grids do.
L1048[20:29:11] <UWagons> Ahh I see
L1049[20:32:48] <Digitalsabre> TBH, I
can't recall a mod workbench that does that ejecting thing like the
Vanilla crafting grids. I suppose that's not ultimately
necessary.
L1050[20:33:33] <UWagons> Why not just
make it a regular crafting recipe with your own IRecipe
implementation?
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L1052[20:34:06] <UWagons> I know it's not
realistic to cut a carcass on the same thing you just made a bed
on...
L1053[20:35:25] <Digitalsabre> Well...
it's in part because I already made the effort to produce a bunch
of textures and recipes for creating the butcher table. I suppose
that's the sunk costs fallacy.
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L1055[20:35:38] <fry> went outside to get
some water, saw jupiter, venus and the moon almost perfectly
aligned :P
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L1057[20:36:24] <gigaherz> fry: only
almost? oww you could have got superpowers!
L1058[20:37:53] <fry> (hint: they're
always almost alighed, it's just pretty, so I thought I'd share
:P)
L1059[20:38:02] <UWagons> I recently
updated a mod that had a block with a GUI, let me try and find the
relevent classes
L1060[20:39:43] <Digitalsabre> UWagons:
Also, you're right about using a normal crafting grid. Someone else
suggested I could do it that way. Not with so many specifics that I
could follow at the time. Especially with 1.8, where it's possible
to leave the damaged tool in the crafting grid _and_, according to
them, replace an item in the grid with another.
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L1064[20:41:25] <UWagons> Then the
IGuiHandler implementation is registered in your mod's load method
like so:
L1065[20:41:33] <UWagons>
>NetworkRegistry.INSTANCE.registerGuiHandler(this,
your_gui_handler);
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L1068[20:53:04] <Digitalsabre> Yeah... I
might be coming at this problem with too little an understanding of
how Java works.
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L1071[20:53:57] <UWagons> Why is
that?
L1072[20:54:07] <Digitalsabre> Because I
see the class you pointed at, but I can't parse it. And I don't
know what the method call means or where it should go in my
code.
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L1075[20:56:05] <UWagons> I get you, I
don't really understand it either which is why I try to avoid
working with GUIs as much as possible
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L1077[20:57:48] <Digitalsabre> Perhaps
I'll leave the butcher table code unimplemented for now and just
make recipes for the crafting table.
L1079[20:58:21] <Digitalsabre> It says
that it's for Forge 6.
L1080[20:58:46] <UWagons> The container
and GUI code probably hasn't changed
L1081[21:00:56] <Digitalsabre> Isn't
Forge 6 from prior to the implementation of the SSP server/client
model?
L1082[21:01:11] <UWagons> I dunno
L1083[21:01:42] <UWagons> The examples in
that tutorial look the same as the code I previously linked
L1084[21:01:59] <jakimfett> Any idea what
would cause a tileEntity to exist on the server, but not on the
client? SSP world, its a furnace TileEntity that I'm trying to
get...
L1085[21:05:27] <Digitalsabre> UWagons:
Thanks. I've got to set this down for a bit while I work on testing
some of my computer's hardware with different hardware, but I'll
take a look at it later after I've let my mind rest. xD
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L1097[21:41:58] <Cypher121> !gm
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L1116[23:02:33] <killjoy> Has anyone ever
gotten a PC where the manufacturer went ass-backwards and
partitioned your drive horribly?
L1117[23:03:10] <killjoy> 120GB: OS,
350MB: Recovery, 150GB: Unallocated
L1118[23:04:08] <dangranos> ._.
L1119[23:04:26] <shadekiller666> this is
why we build our own machines :P
L1120[23:04:30] <dangranos> i guess your
nickname is soon going to be very relevant?
L1121[23:04:31] <Matthew> That way they
can charge you for a "bigger hard drive" when they really
just expand the partition lol
L1122[23:04:36] <killjoy> That recovery
partition makes it awkward to recover that bit of space.
L1123[23:04:39] <dangranos> ^ what sk666
said
L1124[23:04:47] <killjoy> I updated to
windows 10, and it added a second recovery partition
L1125[23:04:55] <dangranos> ._.
L1126[23:05:08] <killjoy> This time at
the beginning of the drive
L1127[23:05:08] *
dangranos mutters something about linux
L1128[23:05:37] <shadekiller666> for 95%
of people linux isn't even a consideration
L1129[23:05:44] <killjoy> I bought this
through my school like 2 years ago.
L1130[23:05:54] <killjoy> Which I also
put linux on
L1131[23:06:02] <killjoy> I squeezed it
into that unallocated drive
L1132[23:06:05] <killjoy>
*partition
L1133[23:06:17] <killjoy> It doesn't
handle my touch screen well.
L1134[23:06:34] <dangranos> um
L1135[23:06:48] <dangranos> why dont you
just nuke the partitioning table and repartition?
L1136[23:07:00] <killjoy> I'll be doing
that soon.
L1137[23:07:32] <killjoy> Thinking I'll
use Windows 10's refresh feature and try to have it reclaim those
partitions.
L1138[23:07:41] <killjoy> Or I'll do it
via gparted
L1139[23:09:44] <killjoy> Hm.. now that I
look at it, I think Win10 stole the ends of my linux
partition
L1140[23:10:01] <killjoy> It stole
25Gb
L1141[23:11:28] <illyohs> Does that
really surprise you?
L1142[23:11:55] <killjoy> It was stolen
for "recovery"
L1143[23:12:21] <illyohs> heh
L1144[23:12:41] <illyohs> this is why whe
have VMs :P
L1145[23:12:56] <killjoy> I'm looking to
nuke the linux install anyway
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L1147[23:15:04] <dangranos> why
L1148[23:15:10] <killjoy> I never use
it.
L1149[23:15:32] <killjoy> Also I've got
office.
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L1154[23:23:39] <Cypher121> is there a
way to hide slot from container?
L1155[23:23:58] <TehNut> GUI wise?
L1156[23:24:05] <Cypher121> yes
L1157[23:24:07] <tterrag> move it
L1158[23:24:35] <tterrag> or apparently
you can use getSlotInPosition or something
L1159[23:25:16] <Cypher121>
getSlotAtPosition works only for clicking, not for rendering
L1160[23:25:33] <tterrag> Mcjty lied to
me
L1161[23:25:37] <tterrag> ok then, just
move the slots
L1162[23:25:46] <Cypher121> to somewhere
negative?
L1163[23:26:20] <tterrag> or positive, as
long as it's offscreen
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L1166[23:29:55] <Cypher121> what's the
probability of (65536 + x, 65536 + y) being on screen?
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L1168[23:30:19] <tterrag> very low
L1169[23:30:23] <tterrag> I think EnderIO
uses 5000
L1170[23:31:15] <gilmorej> if you want
something to never be seen wouldn't it be safer to make it's loc
negative?
L1171[23:31:48] <Cypher121> yeah, but
these slots will also be moved by scrollbar
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L1173[23:32:53] <Cypher121> and if I hide
them at negative, I'll also have to choose sign properly
L1174[23:32:57] <shadekiller666> so move
them perpendicular to the direction that the scroll bar moves
L1175[23:33:58] <tterrag> if
(isSlotHidden(slot)) { slot.xPosition = slotPositions.get(slot) -
5000; } else { slot.xPosition = slotPositions.get(slot); }}
L1176[23:34:01] <tterrag> or somethign to
that effect :P
L1177[23:34:09] <Cypher121> lol
L1178[23:35:05] ***
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L1179[23:35:39] <Cypher121> I'll just
add/substract 2^20, if someone has that big of a screen, he'll
report a bug and I'll increase the number
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L1183[23:46:51] <Cypher121> I'm going to
hell for that GUI
L1184[23:48:17]
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L1185[23:49:01] <Cypher121> scrollbar,
hiding slots, 3 tabs, field to name current tab, slots after a
certain index (depends on a variable in tile entity) cannot be
used
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L1187[23:50:15] <dangranos> so...
placeholder gui?
L1188[23:50:28] <dangranos> *in-dev
L1189[23:51:52] <Cypher121> problem is
that's the last thing left about that block
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L1191[23:52:12] <Cypher121> everything
except GUI is ready
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L1194[23:53:11] <tterrag> !gf
field_146014_j
L1195[23:55:32] <dangranos> lol
L1196[23:55:40] <dangranos>
"#registeryournamemoron