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L1[00:04:04] ***
Firedingo|AFK is now known as Firedingo
L2[00:05:14] ⇦
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(~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net) (Ping
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(~shadekill@adsl-108-80-76-20.dsl.lsan03.sbcglobal.net) (Read
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L5[00:10:27] *** cpw is
now known as cpw|out
L6[00:12:19] ⇨
Joins: securitypedant
(~securityp@c-76-103-49-113.hsd1.ca.comcast.net)
L7[00:12:23] <securitypedant> Evening
L8[00:13:29] <securitypedant> I am creating
my own door, with a customer lower texture. I think i'm right in
that in my class which extends BlockDoor, I need to over-ride the
existing lower texture. Inside net.minecraft.block.BlockDoor, there
is a method...
L9[00:13:34] <securitypedant> public void
registerBlockIcons(IIconRegister p_149651_1_)
L10[00:13:42] <securitypedant> with
L11[00:13:44] <securitypedant>
this.field_150017_a = new IIcon[2];
L12[00:13:44] <securitypedant>
this.field_150016_b = new IIcon[2];
L13[00:14:21] <securitypedant> I'm a bit
new to Minecraft modding, and i've not guite got the hang of
interpreting these generated props from when the Minecraft bytecode
is decompiled
L14[00:14:36] <securitypedant> how do I
know what's going on here and what methods to call to set my own
texture?
L15[00:15:21] <netz> securitypedant: do you
know java at all?
L16[00:15:48] <securitypedant> clearly not
enough to solve this problem, but enough to get this far
L17[00:15:50] <Ordinastie> you see that
field_150016_b gets the register call with "lower" in the
string, that's pretty much a give away
L18[00:15:59] ⇦
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L19[00:16:27] <netz> securitypedant: do you
know any programming language?
L20[00:16:35] <securitypedant> duh, I just
needed to keep reading. Thanks Ord
L21[00:16:51] <securitypedant> netz, I am
learning Java, slowly...
L22[00:17:27] <netz> I really hope you
don't mean to learn java through minecraft o.0
L23[00:17:47] <securitypedant> netz, no, I
was going to learn Java by going to university
L24[00:18:03] ⇨
Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
L25[00:18:15] <netz> ah. well whatever you
do, don't take mc-like code and use it in classes... you might get
failed on gp :P
L26[00:18:21] <securitypedant> actually, I
was considering saving up enough money to pay someone to teach me
from 9am thru 6pm
L27[00:18:33] <Ordinastie> there is nothing
wrong with learning java with modding
L28[00:18:37] <securitypedant> thanks
Ord
L29[00:18:39] <Ordinastie> learning
programming in the other hand
L30[00:18:49] <Ordinastie> not really
advisable
L31[00:18:51] <securitypedant> my
programming knowledge is ok, not great
L32[00:19:05] <securitypedant> but i'm
learning enough to create a decent enough mod
L33[00:19:19] <securitypedant> glad netz
isn't my mentor, i'd give up pretty quick
L34[00:20:05] <netz> hehe.
L35[00:20:09] *** fry
is now known as fry|sleep
L36[00:20:18] <netz> Ordinastie: true,
there is a distinction there.
L37[00:20:48] <netz> securitypedant: not to
be an ass, but yeah. what Ordinastie said, learning programming via
modding is generally a bad idea m'kay
L38[00:21:04] <securitypedant> Imagine
trying to learn to drive with netz? "So, do you know what a
car is? hmm.. well, do you know how roads and pedestrians work? I
really hope you are not learning to drive by actually getting into
a car!"
L39[00:21:24] <netz> securitypedant: more
like "I hope you're not learning how to drive using a clown
car"
L40[00:21:32] <securitypedant> ooh
nice
L41[00:21:58] <netz> get my drift?
L42[00:22:06] <securitypedant> sorry I
don't qualify for your assistance
L43[00:22:22] <securitypedant> oh yeah, I
get ya drift
L44[00:22:47] <securitypedant> i'm not good
enough. That's ok. I'm learning my way and many have been uber
helpful in here. I'll just find a way to not ask questions when you
are looking
L45[00:22:48] <securitypedant> hey.
L46[00:22:55] <netz> minecraft-style code
is something you really don't want in a serious program
L47[00:22:57] <securitypedant> here is an
idea. tell me when you are looking, i'll be quiet
L48[00:23:09] <securitypedant> if you turn
away, please give me a nod, m'kay?
L49[00:23:12] <Ordinastie> the issue, is,
Vanilla MC code is pretty bad to start with, obfuscation and
decompilation and deobfuscation make it even worse
L50[00:23:34] <securitypedant> good
heavens, i'm glad i'm not writing a serious program
L51[00:23:35] <netz> securitypedant: its
not you fuckhead, though you are apparently a smartass from hell.
its the shit code in mc
L52[00:23:39] <Ordinastie> and icing on the
cake, most of modding tutorials out there are equally bad
L54[00:24:24] <securitypedant> Ord, it is
quite a challenge. But i've learnt a great deal in the last few
weeks. Most of all, i've had some excellent help from very nice
people in this channel
L55[00:24:53] <securitypedant> but yet
netz, thanks for the insults and I will ensure I am not writing any
missile guidance systems in the next month or so
L56[00:25:18] <securitypedant> and umm
*cough* i'm the smartass?
L57[00:25:32] <netz> hehe. if you think I'm
bad you're gonna have a bad time here...
L58[00:25:47] <netz> yeah, you are. because
you're definitely missing what I'm saying and just being
snark.
L59[00:25:48] <securitypedant> actually,
thus far, i've had a superb time here and learnt a massive
amount
L60[00:26:10] <securitypedant> but right
now, Ord has helped me another inch, time to use that and continue
my learning
L61[00:26:14] <securitypedant> peace man,
it's only code
L62[00:26:24] ⇨
Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L63[00:26:28] <Ordinastie> (I just hope
you're not making a Door mod, slot in the market is already
taken!)
L64[00:26:46] <securitypedant> no, it's not
a "door mod", but I do want to mod a door for another
purpose.
L65[00:26:54] <netz> Ordinastie: oy yeah,
you do malisis doors right?
L66[00:27:16] <securitypedant> the code is
just to demonstrate an idea at a GamesBeat conference on
Monday
L67[00:27:27] <Ordinastie> net, like you
didn't know, you dick ><
L68[00:27:36] <Kaiyouka> lol
L69[00:27:58] <netz> Ordinastie: hehe. I
actually had your and abrar's mod mixed up XD
L70[00:28:25] <Ordinastie> I didn't make a
half broken compat for his mod :)
L71[00:28:25] ⇦
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L72[00:28:31] <Ordinastie> *did
L73[00:28:44] <Ordinastie> totally did it
half broken :(
L74[00:28:46] <netz> hah.
L75[00:29:24] <netz> I really like this new
keyboard :P
L76[00:29:36] <netz> Usage: lsusb
[options]...
L77[00:29:37] <netz> List USB devices
L78[00:29:39] <netz> -v, --verbose
L79[00:29:41] <netz> Increase verbosity
(show descriptors)
L80[00:29:43] <netz> -s
[[bus]:][devnum]
L81[00:29:45] <netz> Show only devices with
specified device and/or
L82[00:29:47] <netz> bus numbers (in
decimal)
L83[00:29:49] <netz> -d
vendor:[product]
L84[00:29:51] <netz> Show only devices with
the specified vendor and
L85[00:29:53] <netz> product ID numbers (in
hexadecimal)
L86[00:29:54] ⇦
Quits: Brokkoli (~Brokkoli@f054253123.adsl.alicedsl.de) (Quit: Die
Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und
das T�ten angemessen wirkt. (George Orwell))
L87[00:29:54] <Ordinastie> netz holy
shit
L88[00:29:55] <netz> -D device
L89[00:29:57] <netz> Selects which device
lsusb will examine
L90[00:29:58] <Ordinastie> just quit
L91[00:29:59] <netz> -t, --tree
L92[00:30:01] <netz> Dump the physical USB
device hierarchy as a tree
L93[00:30:03] <netz> -V, --version
L94[00:30:05] <netz> Show version of
program
L95[00:30:07] <netz> -h, --help
L96[00:30:09] <netz> Show usage and
help
L97[00:30:11] <netz> fuck me
L98[00:30:13] <Kaiyouka> ... did you
seriously just
L99[00:30:16] <netz> wrong terminal
:/
L100[00:30:21] <Kaiyouka> gg
L101[00:30:25] <Lord_Ralex> this is why
those clients suck :P
L102[00:30:28] *
netz hides
L103[00:30:40] *
Kaiyouka gets out the pitchfork and torch
L104[00:30:46] <Ordinastie> when you do
that, just close your client
L105[00:30:58] <Kaiyouka> ^
L106[00:30:58] <netz> nah, their fine when
your damned mouse doesn't bug out :/
L107[00:31:05] <Mimiru> <# my plugin
that asks if I meant to paste more than 3 lines :p
L108[00:31:07] <Mimiru> <3 too
L109[00:31:22] <netz> Mimiru: strange
thing is, mine does usually :/
L110[00:31:50] <Mimiru> Hey.. while there
is activity here, anyone want to help me with a stupid math
question?
L111[00:31:53] <netz> Kaiyouka: which mod
gave you a pitchfork?
L112[00:32:03] <Kaiyouka> lol
L113[00:32:11] <netz> Mimiru: go for it.
stupid math got me the other day :<
L114[00:32:18] <tterrag> "this
keyboard is great"
L115[00:32:20] <tterrag>
>mistypes
L116[00:32:23] <Ordinastie> math? lol, you
don't want me to help you with math ><
L117[00:33:10] <Mimiru> K, adding items to
my container, max stack size is 64 ofc, if I have 63 items in a
stack, and I try to add 3 more, I need to split the remaining 2
into a new stack.. how can I get the remainder over the 64th
item?
L118[00:33:15] <Kaiyouka> 1 + 1 = 3 for
sufficiently large values of '1'
L119[00:33:19] <netz> nah. its this
trackball that fucked me... sometimes it just loses the ability to
click (non-hardware, some wierd driver bug)
L120[00:33:33] <netz> Mimiru: what is your
use case here?
L121[00:33:36] <tterrag> Mimiru: %
operator
L122[00:33:41] <tterrag> it literally is
the remainder operator
L123[00:33:45] <netz> ah modulus :P
L124[00:33:46] <Mimiru> Yeah I tried
%
L125[00:33:46] <Kaiyouka> ^
L126[00:33:53] <Mimiru> just didn't get
the result I was expecting
L127[00:33:56] <tterrag> netz: technically
not modulus
L128[00:34:11] <securitypedant> netz: Do
you know IRC clients?
L129[00:34:13] *
securitypedant grins
L130[00:34:14] <netz> modulo?
L131[00:34:18] <tterrag> no
L132[00:34:19] <netz> securitypedant:
yeah
L133[00:34:21] <tterrag> it's
remainder
L134[00:34:22] <securitypedant> :D
L135[00:34:24] <tterrag> modulo !=
remainder
L136[00:34:24] <Ordinastie> I haven't
linked here in a while so here we go :
L138[00:34:29] <securitypedant> oh the
irony
L139[00:34:35] *
securitypedant gets back to code
L140[00:34:43] <netz> tterrag: modulus
operator, not the remainder itself
L141[00:34:44] <Kaiyouka> I should be
productive too
L142[00:34:57]
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L143[00:34:58] <tterrag> no
L144[00:35:01] <securitypedant>
IRC.toString() != "productive"
L145[00:35:04] <tterrag> it's the
remainder operator :P
L146[00:35:08] <tterrag> not modulo
L147[00:35:10] <tterrag> they are
different things
L148[00:35:14] <securitypedant> oops
hah
L149[00:35:18] <securitypedant> umm
.equals
L150[00:35:22] *
securitypedant runs back to code
L151[00:35:37] <Kaiyouka> lol
L152[00:35:48] <Kaiyouka> I should be
drawing but I kinda wanna code lol
L153[00:35:58] <netz> Kaiyouka: I'm
working on productivity, as soon as win xp installs in this damned
vm
L155[00:36:16] <Kaiyouka> lol VMs
L156[00:36:19] <Kaiyouka> I hate working
with 'em
L157[00:36:38] <netz> Kaiyouka: gotta
wireshark a logitech thingus
L158[00:36:48] <tterrag> "When either
a or n is negative, the naive definition breaks down and
programming languages differ in how these values are
defined."
L159[00:36:56] <Kaiyouka> lolwut
L160[00:36:57] <tterrag> java defines it
purely as the remainder
L161[00:37:00] <netz> but once again,
modulo operator
L162[00:37:20] <netz> Kaiyouka: it uses
prop. software to configure some macro keys.
L163[00:37:35] <netz> so load said
software in windows vm, listen to what it does, profit.
L164[00:37:55] <tterrag> ok, you got me on
the literal definition
L165[00:38:01] <tterrag> but it's helpful
to think of it as the remainder
L166[00:38:08] <Ordinastie> tterrag, you
can call the operator what you want, all he needs is a substraction
anyway ><
L167[00:38:21] <tterrag> -1 % 2 = -1 in
java
L168[00:38:24] <netz> Ordinastie: what if
the number is 130?
L169[00:38:32] <tterrag> where other
languages would define it as 1
L170[00:38:39] <Ordinastie> netz, which
one ?
L171[00:38:53] <netz> Ordinastie: the one
they are trying to get the remainder from
L172[00:40:01] <Ordinastie> then you get
130 - (64 - 63)
L173[00:40:23] <Ordinastie> or you loose a
full stack with %
L174[00:40:51] <netz> tterrag: I think I
see your problem here.... - is the subtraction operator, and it
finds the difference. % is the modulo operator, it finds the
remainder
L175[00:41:23] <netz> Ordinastie: 130 % 64
= 2; 130 - 64 - 64 = 2 which looks cleaner and which will scale
better?
L176[00:41:25] <tterrag> wot
L177[00:41:28] <tterrag> me?
L178[00:42:01] <netz> yeah. remainder is
the result, not the action. difference is the result, not the
action.
L179[00:42:29] <netz> + addition/sum -
subtraction/difference % modulo/remainder :P
L180[00:42:36] <Ordinastie> netz, except
you're wrong, if you have a 63 already in the slot, and tries to pu
130, you can only put 1 and should be left with 129
L181[00:43:15] <Ordinastie> like I said,
if you modulo, you loose a stack
L182[00:43:15] ⇦
Quits: ZaggyMobile2 (~Zaggy1024@174-20-36-4.mpls.qwest.net) (Read
error: Connection reset by peer)
L183[00:43:20]
⇨ Joins: ZaggyMobile2
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L184[00:43:21] <Mimiru> 3 % 63 ends up
splitting into a new stack, and setting it to 4, where it should be
2
L185[00:43:23] <netz> Ordinastie: shit,
misread that.
L186[00:43:54] <netz> anywho, remind me to
always start qemu with kvm enabled... it seems to be slow as fuck
without it.
L187[00:44:15] <Ordinastie> Mimiru, I
linked you working code
L188[00:44:38] ⇦
Quits: Kaiyouka (~IdiotNono@2601:281:c701:3868:f89b:116a:c346:109c)
(Ping timeout: 192 seconds)
L189[00:44:43] ⇦
Quits: Isi (~Isi@88.81.141.69) (Ping timeout: 206
seconds)
L190[00:44:50] <Ordinastie> I use that for
my complete rewrite of inventory code, so I think it works :)
L191[00:44:59] <netz> nice.
L192[00:45:04] <netz> but will it
blend?
L193[00:45:13]
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L195[00:45:47] ⇦
Quits: Fendirain
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Connection reset by peer)
L196[00:46:00] <Ordinastie> anyway, it's
almost 8am, so I'm going to bed ><
L197[00:46:06] <netz> eh, 0046 here
L198[00:46:10] <Mimiru> Night Ordinastie
thanks
L199[00:46:28] <netz> and who needs sleep,
I have a new keyboard I can't program the macros on
L200[00:46:34] <netz> time to get crackin
:P
L201[00:47:33]
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L202[00:49:59]
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L203[00:54:05] <netz> goddammit
L204[00:58:18] ⇦
Quits: Kaiyouka (~IdiotNono@2601:281:c701:3868:f89b:116a:c346:109c)
(Quit: fiddling with some wifi stuff because windows is full
retard)
L205[01:01:47] ⇦
Quits: Isi (~Isi@85.237.223.65) (Read error: Connection timed
out)
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L207[01:09:17] <Cypher121> anyone knows
how to use InvTweaks API? It confuses the shit out of me
L208[01:09:31] <securitypedant> netz,
considering i'm still learning Java, do you have time to help me
with a problem?
L209[01:10:18] <securitypedant> trying to
understand why an DoorBlock isn't getting the method
canPlaceBlockAt() when it's instantiated in my ItemDoor code
L210[01:10:23]
⇨ Joins: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L211[01:10:35] <securitypedant> when my
class extends DoorBlock
L212[01:13:43] <Zaggy1024> uh..what?
L213[01:13:50] <Zaggy1024> you're
constructing a block, which is a singleton?
L214[01:14:33] <securitypedant> if
(!block.canPlaceBlockAt(par3World, par4, par5, par6)) {
L215[01:14:38] <securitypedant> this is
returning false
L216[01:14:42] <securitypedant> can't
figure out why
L217[01:14:52] *
securitypedant steps in
L218[01:17:02]
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L219[01:17:12]
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L220[01:17:29] <Kaiyouka> Gad, wireless
network management is annoying....
L221[01:18:06] <Cypher121> maybe because
you can place block at these coords?
L222[01:18:10] <netz> securitypedant:
hmm?
L223[01:18:24] <securitypedant> i know..
cheeky really...
L224[01:18:31] <netz> securitypedant: you
really are pedantic aint yah?
L225[01:19:05] <netz> do you have this on
git or such so I can have a look?
L226[01:19:09] <securitypedant> being an
Englishman, pedantry is in my nature
L227[01:19:19] <securitypedant> lemme
pastebin the two classes
L228[01:19:50] <securitypedant> and
please, go easy on my Java. There may well be style issues
L229[01:19:53] <netz> securitypedant: what
OS you on? serious question, because I rather dislike pastebin, too
distracting. suggesting another thing.
L230[01:20:00] <securitypedant> OSX
L231[01:20:03] <netz> securitypedant: eh
fuck style. my shit tends to be ugly.
L232[01:20:14] <netz> securitypedant:
cool, good enough. do you have curl available to you in
terminal?
L233[01:20:20] <securitypedant> when I
learn, I make a mess. When I understand, I refactor
L234[01:20:28] <securitypedant> I do have
curl
L235[01:20:47] <securitypedant> This is in
a githib repo, but for some reason it's failing to auth, when it
worked before
L236[01:20:52] <securitypedant> which is a
pain
L238[01:21:58] <Zaggy1024> why do you say
you're instantiating a DoorBlock in your ItemDoor code?
L239[01:22:00] <netz> nifty trick, that,
worth putting into a bash function for future use.
L240[01:22:17] <securitypedant> netz, what
is that clbin doing?
L241[01:22:24] <securitypedant> piping my
code to a remote site for viewing?
L242[01:22:38] <netz> securitypedant: yep.
pastebin equivalent without all the distractions.
L243[01:22:42] <netz> it also does image
:)
L244[01:22:52] <Zaggy1024> ubuntu pastebin
is pretty barebones IIRC
L245[01:22:58] <Zaggy1024> er, paste
L246[01:23:00] <Zaggy1024> whatever you
call it
L247[01:23:02] <netz> securitypedant:
check out clbin.com if you don't trust me.
L248[01:23:27] <securitypedant> Zaggy1024:
in the itemDoor code there is an onItemUse() which has a clause
that evaluates if the block can be placed, it's returning false for
some reason
L249[01:23:36] <securitypedant> one sec
Netz, binning both files
L250[01:23:44] <netz> also, at various
points through the night I'll be powering up my vm and losing
control of my keyboard outside of the vm
L251[01:23:52] <securitypedant> k
L252[01:23:56] <netz> so I may not
answer
L255[01:25:40] <securitypedant> in the
AuthyDoorItem class, the line
L256[01:25:41] <securitypedant> if
(!block.canPlaceBlockAt(par3World, par4, par5, par6)) {
L257[01:25:44] <securitypedant> returns
false
L258[01:25:46]
⇨ Joins: Kaiyouko
(~IdiotNono@2601:281:c701:3868:f89b:116a:c346:109c)
L259[01:26:01] <securitypedant> but i'm
placing on sand, stone.. and player is an OP
L260[01:26:34] <securitypedant> one thing
i'm unable to do is easily debug all the statements that I step
into the canPLaceBlockAt.
L261[01:26:39] <netz> securitypedant: oh,
and which version of minecraft are you doing?
L262[01:26:43] <securitypedant>
1.7.10
L264[01:26:56] <securitypedant> ack
L265[01:27:33] <netz> par7 is x I think?
if that's the case, you can only place at x=1
L266[01:27:41] ⇦
Quits: Isi (~Isi@85.237.223.65) (Read error: Connection timed
out)
L267[01:27:47] <securitypedant> ok, lemme
debug that
L268[01:27:52] <netz> in onItemUse
L269[01:27:57] <securitypedant> my player
isn't flying either
L270[01:28:06]
⇨ Joins: Isi (~Isi@85.237.223.65)
L271[01:28:10] <netz> no wait. x y z
side.. which side is 1 again?
L272[01:28:16] ⇦
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(Ping timeout: 192 seconds)
L273[01:28:19] <netz> DUNSWE 1, gotcha. no
that's right.
L274[01:28:35] ***
Vigaro|AFK is now known as Vigaro
L275[01:29:05] ***
minecreatr is now known as mine|dreamland
L276[01:29:44] <netz> securitypedant:
dafuq? did you get some of this code from a 1.6.4 mod or
something?
L277[01:29:58] <securitypedant> actually,
from Malasis doors :D
L278[01:30:09] *
netz slaps Ordinastie around a bit with a large trout
L279[01:30:14] *
securitypedant winks at Ordinastie
L280[01:30:23] <securitypedant> but don't
blame him, i'm making a nice little mess
L281[01:30:25]
⇨ Joins: turmfalke_
(~turmfalke@p54A68CF8.dip0.t-ipconnect.de)
L282[01:30:26] <securitypedant> or
her
L283[01:30:27] <netz> frakken
itemIDs
L284[01:30:44] <netz> itemIDs need to die,
even the mention of them
L285[01:30:58] <netz> oh wait, that's
commented out XD
L286[01:31:04] <securitypedant>
indeed
L287[01:31:19] <securitypedant> again, i'm
hacking this together for a demo. Hard coded values all over the
place
L288[01:31:42] <securitypedant> once it's
working, and i've learnt stuff (i.e. no itemIDs) i'll be cleaning
the entire thing up
L289[01:31:49] <securitypedant> but for
now, I have a deadline
L290[01:31:50] <netz> securitypedant: you
may want to instead have a look directly at ItemDoor et al.
L291[01:32:02] <netz> deadlines are fun.
life lines, not so much.
L292[01:32:34] <securitypedant> you mean
examine how ItemDoor does't its own testing for placing the
block?
L293[01:33:08] <netz> yep. though I
previously said that MC code is rather atrocious, you're trying to
insert into said code so you're kinda SOL there.
L294[01:33:28] *
securitypedant nods
L295[01:33:34] <Cypher121>
World.doesBlockHaveSolidTopSurface
L296[01:33:35] <Cypher121> that's MC code
for you
L297[01:33:55] <netz> Cypher121: I'd hate
to look into the guts of that function/method...
L298[01:33:57] <Cypher121> mojang needs
something, they do a method for it and place it in random
place
L299[01:34:05] *
netz forgets what they are called in java, who gives a
shit.
L300[01:34:16] <Cypher121> methods
L301[01:34:35] <netz> k. but does it
really matter if one calls it a method or a function?
L302[01:34:40] <securitypedant> in
Eclipse, if there is a...
L303[01:34:47] <netz> securitypedant:
you're a pedant, what's you comment on that?
L304[01:34:53] <securitypedant> return
someObject.someMethod(a, bunch, of, stuff)
L305[01:34:55] <Cypher121> why block
surface check is in World class? that's how mojang rolls
L306[01:35:03] <Dan_Yeomans> realistically
no. i always associate methods with class functions and functions
as global functions
L307[01:35:08] <securitypedant> how do I
see the return value, before it jumps to the returning line?
L308[01:35:28] <securitypedant> so I can
figure out if each piece of my dive into the depths of that code is
returning what
L309[01:35:33] <netz> securitypedant:
also, navigating eclipse, you're on your own there, I haven't used
it in a long time.
L310[01:35:46] <Dan_Yeomans> then you code
in haskell for a month and it becomes painfully clear that most
programming languages misunderstand functions entirely
L311[01:35:55] <Cypher121> securitypedant:
using eclipse: 1) download Idea
L312[01:36:07] <netz> securitypedant: well
methods tell you what they are expected to return
L313[01:36:10] <securitypedant> I go with
the naming convention that's in the 4 Java books by my bed. Which
is.... Method
L314[01:36:19] <netz> public Block
someThingFucking
L315[01:36:32] <netz> whatever works for
you.
L316[01:36:34] <Cypher121> Dan_Yeomans:
isn't haskell funcprogramming?
L317[01:36:43] <Dan_Yeomans> yeah that's
why ;)
L318[01:37:00] <securitypedant> i though
methods were OOP and functions scripting
L319[01:37:00] <Cypher121> never really
understood it
L320[01:37:37] <Cypher121> it's supposed
to be like OOP: everything is an object, but everything is a
mathematical function
L321[01:37:54] <Dan_Yeomans> it really
depends on the langauge. i like c++ with methods being parts of
classes and functions being global, it gives at least some meaning
to the terms
L322[01:38:26] <Dan_Yeomans> yeah
Cypher121 it's really quite weird but it was a good learning
experience
L323[01:38:33]
⇨ Joins: laci200270
(~laci20027@31-46-236-206.pool.kapulan.hu)
L325[01:38:37] <Cypher121> I'm done
L326[01:39:08] <netz> Cypher121: never
doubted you on that. just rambling :P
L327[01:39:19] <securitypedant> netz: So I
looked at the native MC class for ItemDoor. It's the same as what I
have (which umm I copied from MaliasassllasDoors)
L328[01:39:25] <securitypedant> sorry,
can't spell his mod name
L329[01:39:28] *
securitypedant winks at Ordinastie
L330[01:39:33] <tterrag> I'm sure this has
been asked a million times before
L331[01:39:36] <laci200270> fry again
sleeping?
L332[01:39:48] <tterrag> but is there a
method somewhere that compares itemstack item/meta/nbt and NOT
stack size?
L333[01:40:04] <Cypher121> Dan_Yeomans:
yeah, but there's nothing really "global" in java.
everything is a part of one class or another, while in C some
things don't even have a namespace.
L334[01:40:39] <netz> securitypedant: well
this is all I can assist with atm. gotta step out for a smoke for a
bit, but if you're still here I'll continue. you are using
gradle/forgegradle right?
L335[01:40:45] <securitypedant> np
L336[01:40:51] <securitypedant> yeah, this
is gradle
L337[01:40:59] <Dan_Yeomans> Cypher121:
that's true. so with that rule of thumb in mind method works great
for java.
L338[01:41:07] <securitypedant> i'll keep
diving into this canPlaceBlockAt function
L339[01:41:09] <securitypedant> umm
L340[01:41:10] <securitypedant> method
:D
L341[01:41:23] <Cypher121> tterrag:
ItemStack.areItemStacksEqual(...)
L342[01:41:25] <Dan_Yeomans> lol we know
what you mean so don't worry
L343[01:41:27] <tterrag> Cypher121:
nope
L344[01:41:29] <tterrag> that compares
stack size
L345[01:41:31] <tterrag> check it
L346[01:41:44] <Dan_Yeomans> i guess
you'll just have to do it by hand
L347[01:42:14] <Cypher121> so you want to
check everything but stacksize?
L348[01:42:16] <securitypedant> grrr
L349[01:42:21] <securitypedant> i'm on
this line... return block.isSideSolid(p_147466_0_, p_147466_1_,
p_147466_2_, p_147466_3_, ForgeDirection.UP);
L350[01:42:30] <securitypedant> and I wish
I could see what the return would be in Eclipse
L351[01:42:43] *
securitypedant learning both Eclipse and Java at the same time... I
love stress
L352[01:42:59] <tterrag> Cypher121:
yes...stack size shouldn't matter
L353[01:43:02] <Dan_Yeomans> it's probably
bool
L354[01:43:02] <tterrag> but vanilla
disagree
L355[01:43:14] <Dan_Yeomans>
boolean*
L356[01:43:16] <tterrag> securitypedant:
eclipse definitely tells you
L357[01:43:26] <securitypedant> tterrag,
i'm sure, but where?
L358[01:43:42] <Dan_Yeomans> click on the
function name and leave your mouse over it for a second
L359[01:43:43] <Cypher121> tterrag: make a
copy of one of stacks, set it's stacksize to size of 2nd and
compare?
L361[01:43:47] <Dan_Yeomans> it might
bring up a tooltip
L362[01:44:07] <Dan_Yeomans> if not
L363[01:44:19] <Dan_Yeomans> you can right
click and press "open declaration" to see the original
function
L364[01:44:19] ***
Kolatra[DND] is now known as Kolatra
L365[01:44:51] ⇦
Quits: Isi (~Isi@85.237.223.65) (Read error: Connection timed
out)
L366[01:45:09] <Cypher121> that's about as
dirty as non-perl code can get, but I think it'll work
L367[01:45:35] <securitypedant> yeah,
sorry. I'm not being clear.
L368[01:45:36]
⇨ Joins: Isi (~Isi@85.237.223.65)
L369[01:45:42] *
Dan_Yeomans cringes
L370[01:46:36] <securitypedant> I know how
to see the return "type". But I mean when i'm debugging
and about to step a "return object.method(blah, blah);"
and it's a boolean. How do I get to see what was returned before it
just drops back at the calling function?
L371[01:46:54] <tterrag> either step into
the method and see
L372[01:47:00] <tterrag> or step forward
and see if the caller stores it
L373[01:47:08] <tterrag> but generally you
can't unless it stores it somewhere
L374[01:47:25] <tterrag> because you have
no reference to the object
L375[01:48:01] <netz> securitypedant:
oh... debug run
L376[01:48:18] <securitypedant>
gotcha
L377[01:48:42] <securitypedant> dropping
into the canPlaceBlockAt goes very, very deep. Lot's of checks.
Getting confused.
L378[01:49:12] <netz> yep. welcome to the
junele
L379[01:49:14] <netz> jungle
L380[01:49:24] <securitypedant> currently
in material.class
L381[01:49:27] <securitypedant> feeling
lost
L382[01:49:44] <Cypher121> securitypedant:
canPlace... of BlockDoor?
L383[01:49:48] <tterrag> don't go into the
light
L384[01:50:05] <Dan_Yeomans> welcome to
minecraft, where the source code is made up and the classes don't
matter.
L385[01:50:40] <tterrag> lol it doesn't go
that deep
L386[01:50:48] <securitypedant> Cypher121:
i've got a class that extends ItemDoor. In my onItemUse() the
!block.canPlaceBlockAt(...) returns false
L387[01:50:52] <tterrag> isSideSolid ->
isNormalCube -> Material.isOpaque()
L388[01:50:55] <tterrag> that's it
L389[01:51:10] <securitypedant> i.e for
some reason I can't place a block. yet i'm trying to place on
stone/sand/grass. nothing special
L390[01:51:10] <tterrag> uhh
L391[01:51:11] <securitypedant> as an
OP
L392[01:51:17] <tterrag> why do you have a
!
L393[01:51:34] <securitypedant> Vanilla
has a ! :D
L394[01:51:38] <tterrag> where?
L395[01:51:45] *
securitypedant checks
L396[01:51:51] <Cypher121> securitypedant:
I saw your code. if it returns false, it means it's placed on solid
block and there's a space for the door
L397[01:51:59] <Cypher121> which I guess
it should
L398[01:52:09] <Zaggy1024> tterrag, isn't
there an areItemsEqual or something like that?
L399[01:52:28] <tterrag> Zaggy1024: not
that I know of?
L400[01:52:32] <tterrag> which would be
why I asked?
L401[01:53:04] <Cypher121> tterrag: make
it yourself, really
L402[01:53:05] <securitypedant> Cypher121:
it's returning false and not hitting the 'else' which contains the
placeDoorBlock method
L403[01:53:40] <securitypedant> tterrag:
Vanllia has "if (!block.canPlaceBlockAt(p_77648_3_,
p_77648_4_, p_77648_5_, p_77648_6_))" at line 49 in
ItemDoor.java
L404[01:53:41] <Zaggy1024> I've got
"public static boolean areItemsEqual(ItemStack stackA,
ItemStack stackB)" in 1.8
L405[01:53:44] <Zaggy1024> maybe it's not
in 1.7?
L406[01:53:46] ⇦
Quits: Kaiyouko (~IdiotNono@2601:281:c701:3868:f89b:116a:c346:109c)
(Ping timeout: 192 seconds)
L407[01:53:49] <tterrag> I see it
now
L408[01:53:53] <Zaggy1024> doesn't compare
NBT though
L409[01:53:57] <tterrag> Zaggy1024: it
is....that checks stack size
L410[01:54:00] <tterrag> ...
L411[01:54:16] <Zaggy1024> ^.~
L412[01:54:18] <Zaggy1024> doesn't in
1.8
L413[01:54:26] <tterrag> !gm
areItemsEqual
L415[01:54:46] <tterrag> !gm func_179545_c
1.7.10
L416[01:54:49] <tterrag> it's not in
1.7
L417[01:54:51] <tterrag> so...darn
L418[01:54:59] <tterrag> I thought you
meant areitemStacksEqual
L419[01:55:01] <tterrag> which is the 1.7
method
L420[01:55:04] <tterrag> that checks
sizes
L421[01:55:04] <Zaggy1024> ah
L422[01:55:16] *
securitypedant is sad
L423[01:55:17] <Zaggy1024> no isItemEqual
too?
L424[01:55:24] <Cypher121> securitypedant:
I think I got it. wrong coords. you're trying to place a door
inside block you clicked, not next to it
L425[01:55:40] <tterrag> that would do
it
L426[01:55:42] <securitypedant> ahh
L427[01:55:43] <tterrag> Zaggy1024: I
checked
L428[01:55:48] <tterrag> !!gm
func_179545_c 1.7.10
L429[01:55:48] <MCPBot_Reborn> No results
found.
L430[01:56:11] <Zaggy1024> isItemEqual,
not areItemsEqual
L431[01:56:19] <Zaggy1024> it's the
non-static method
L432[01:56:22] <Cypher121> !!gc
ModAPI
L433[01:56:23] <MCPBot_Reborn> No results
found.
L434[01:56:24] <Cypher121> :(
L435[01:56:46] <securitypedant> Cypher121:
I think I understand, but stuck on how to resolve. Considering the
code is the same as working code in other mods
L436[01:57:17] <securitypedant> so I need
to increment one of the Z values to be above the block I clicked
on?
L437[01:57:41] <Cypher121> Y value
L438[01:57:52] <Cypher121> X,Z is
horizontal, Y is height
L439[01:58:01] <netz> and there we go. now
how to start qemu in full screen mode
L440[01:58:11] <securitypedant> ah
L441[01:58:24] <Cypher121> and for all
that is holy, rename those arguments
L442[01:58:36] <Zaggy1024> ^
L443[01:58:42] <Cypher121>
par3129361287631 does NOT describe what it does
L444[01:58:48] <Zaggy1024> don't leave
stuff obfuscated, ever :P
L445[01:59:13] <Zaggy1024> just makes it
harder to maintain and crap
L446[01:59:14] <securitypedant> Cypher121:
Problem is, in the MC vanilla class, i don't know what those
parameters are!
L447[01:59:16] <securitypedant> :(
L448[01:59:16] <tterrag> !gm
areItemsEqual
L449[01:59:25] <tterrag> !gm
func_179545_c
L450[01:59:29] <tterrag> !gm func_179545_c
1.7.10
L451[01:59:32] <securitypedant>
onItemUse(ItemStack p_77648_1_, EntityPlayer p_77648_2_, World
p_77648_3_, int p_77648_4_, int p_77648_5_, int p_77648_6_, int
p_77648_7_, float p_77648_8_, float p_77648_9_, float
p_77648_10_)
L452[01:59:34] <tterrag> same one
L453[01:59:47] <Zaggy1024> !!gm
isItemEqual
L454[01:59:49] <Cypher121> securitypedant:
in most cases you can consult MCPBot for that
L455[01:59:55] <MCPBot_Reborn> === MC 1.8:
net/minecraft/item/ItemStack.isItemEqual (amj.a) UNLOCKED ===
L456[01:59:55] <Zaggy1024> bleh
L457[01:59:55] <MCPBot_Reborn> Name : a
=> func_77969_a => isItemEqual
L458[01:59:56] <MCPBot_Reborn> Descriptor
: (Lamj;)Z => (Lnet/minecraft/item/ItemStack;)Z
L459[01:59:57] <MCPBot_Reborn> Comment :
compares ItemStack argument to the instance ItemStack; returns true
if the Items contained in both ItemStacks are equal
L460[01:59:57] <MCPBot_Reborn> SRG Params
: ItemStack p_77969_1_
L461[01:59:58] <MCPBot_Reborn> MCP Params
: ItemStack other
L462[01:59:59] <MCPBot_Reborn> Last
Change: 2014-09-25 17:07:28.762100-04:00 (_bot_update_)
L463[02:00:02] <tterrag> yeah don't...do
that
L464[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151011 mappings to Forge Maven.
L465[02:00:03] <securitypedant> what the
jiggy wiggy are they? Do I have to go dig into the functions they
are passed to and work backwards
L466[02:00:06] <securitypedant>
MCPBot?
L467[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151011-1.8.zip (mappings
= "snapshot_20151011" in build.gradle).
L468[02:00:17] <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/
L469[02:00:18] <tterrag> ok I will do this
one :P
L470[02:00:24] <tterrag> !!gm
Item.onItemUse
L471[02:00:24] <MCPBot_Reborn> === MC 1.8:
net/minecraft/item/Item.onItemUse (alq.a) UNLOCKED ===
L472[02:00:25] <MCPBot_Reborn> Name : a
=> func_180614_a => onItemUse
L473[02:00:25] <MCPBot_Reborn> Descriptor
: (Lamj;Lahd;Laqu;Ldt;Lej;FFF)Z =>
(Lnet/minecraft/item/ItemStack;Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/world/World;Lnet/minecraft/util/BlockPos;Lnet/minecraft/util/EnumFacing;FFF)Z
L474[02:00:26] <MCPBot_Reborn> Comment :
Called when a Block is right-clicked with this Item
L475[02:00:27] <MCPBot_Reborn> SRG Params
: ItemStack p_180614_1_, EntityPlayer p_180614_2_, World
p_180614_3_, BlockPos p_180614_4_, EnumFacing p_180614_5_, F
p_180614_6_, F p_180614_7_, F p_180614_8_
L476[02:00:27] <MCPBot_Reborn> MCP Params
: ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos
pos, EnumFacing side, float hitX, float hitY, float hitZ
L477[02:00:28] <MCPBot_Reborn> Last
Change: 2014-09-27 15:02:14.162640-04:00 (diesieben07)
L478[02:00:31] <Zaggy1024> dude I'm trying
to help you, you kept confusing them
L479[02:00:38] <securitypedant> WOAH
L480[02:00:40] <securitypedant> nice
L481[02:00:41] <Cypher121> securitypedant:
just type !gm <method name> <version> here
L482[02:00:41] <tterrag> there you go,
they are named :P
L483[02:00:52]
⇨ Joins: pakos (bestirc@91.202.25.211)
L484[02:00:56] <Cypher121> DON'T use !!gm
with 2 marks
L485[02:00:57] <securitypedant> that
should be in the darn title :D
L486[02:01:08] <pakos> hey all
L487[02:01:14] <securitypedant> title...
umm topic
L488[02:01:14] <Cypher121> also !gc for
classes and !gf for fields
L489[02:01:19] <tterrag> Zaggy1024: aha,
so areItemStacksEqual calls isItemStackEqual
L490[02:01:21] <pakos> how i can find
ivorius?
L491[02:01:22] <securitypedant> can i
privmsg it?
L492[02:01:27] <securitypedant> save
dumping all that to the chan?
L493[02:01:27] <Zaggy1024> no
L494[02:01:28] <tterrag> securitypedant:
yes
L495[02:01:30] <Zaggy1024>
isItemEqual
L496[02:01:32] <tterrag> you can PM it
O.o
L497[02:01:34] <securitypedant>
sweeeet
L498[02:01:42] ⇦
Quits: Isi (~Isi@85.237.223.65) (Read error: Connection timed
out)
L499[02:01:43] <Zaggy1024> srg name isn't
in 1.7 tho
L500[02:01:57] <tterrag> Zaggy1024: no.
what I just said is correct. but what I WANT it to call is
isItemEqual
L501[02:02:01] <tterrag> but it
doesn't
L502[02:02:02] <Cypher121> yeah, you
should pm it. tterag is showing how to be most hated person on a
channel
L503[02:02:05]
⇨ Joins: Isi (~Isi@85.237.223.65)
L504[02:02:14] <tterrag> Cypher121: I was
using it correctly
L505[02:02:19] <tterrag> to show someone
else the result
L506[02:02:44] <Zaggy1024> er, I'm very
confused now
L507[02:02:51] <Zaggy1024> I was saying
you should check for isItemEqual
L508[02:02:55] <tterrag> I know
L509[02:02:56] <Zaggy1024> what the heck
are you talking about? :P
L510[02:03:04] <tterrag>
areItemStacksEqual
L511[02:03:05] <tterrag> it's a
method
L512[02:03:08] <Zaggy1024> yes?
L513[02:03:11] <securitypedant> ah ha, the
Bot returns values for 1.8, not 1.7
L514[02:03:12] <tterrag> it does
nullchecks as well
L515[02:03:13] <Zaggy1024> you said that's
not what you want
L516[02:03:17] <netz> ohshit... oh wait,
thats the bot
L517[02:03:19] <tterrag> and is
static
L518[02:03:22] <tterrag> so it's what I
figured would work
L519[02:03:32] <tterrag> but it
won't
L520[02:03:32] <Zaggy1024> it's pretty
simple to do a null check if it's non-static
L521[02:03:35] <tterrag> so I'll use your
method
L522[02:03:40] <tterrag> k? k
L523[02:03:49] <Zaggy1024> never
mind
L524[02:03:49] <Cypher121> securitypedant:
pass version to it. !gm somerandommethod 1.7.10
L525[02:04:36] <pakos> at
autowalklanportstacksize.AutoWalkLanPortStacksize.load(AutoWalkLanPortStacksize.java:149)
L526[02:04:47] <pakos> sry
L527[02:05:03] <tterrag> return
v.getBlock() == v2.getBlock() && (v.getBlockMeta() ==
v2.getBlockMeta() || (v.getStack().isItemEqual(v2.getStack())
&& ItemStack.areItemStackTagsEqual(v.getStack(),
v2.getStack())));
L528[02:05:04] <tterrag> kill me
L529[02:05:15] <Cypher121> later
L530[02:05:19] *
netz kills tterrag with a large trout
L531[02:06:02] <Cypher121> they seriously
should implement something like BlockData as a field of block
L532[02:06:26] <Cypher121> but in light of
latest changes they would store it as JSON, so no
L533[02:06:30] <tterrag> wot
L534[02:06:44] <sham1> I just saw that
code that was posted by tterrag, and I have to say wat
L535[02:06:54] <tterrag> sham1: chisel
crap
L536[02:06:56] <tterrag> equals method for
a variation
L537[02:07:04] <tterrag> would be great if
ItemStack had equals()
L538[02:07:06] <tterrag> but it
doesn't
L539[02:07:08] <tterrag> so that
L540[02:07:09] <sham1> Yeah
L541[02:07:27] <tterrag> honestly I should
get rid of the first two conditions
L542[02:07:33] <tterrag> comparing the
stacks should be consistent
L543[02:07:44] <tterrag> I'm working on
changing the API to support variations that differ only by
metadata
L544[02:07:55] <sham1> >metadata
L545[02:08:07] <tterrag> which is
currently not possible, it's hardcoded in many ways to do `new
ItemStack(block, meta)`
L546[02:08:13] <tterrag> yes,
metadata
L547[02:08:22] <Cypher121> sham1:
blockstates? :D
L548[02:08:34] <tterrag> wait
L549[02:08:36] <tterrag> I'm dumb
L550[02:08:38] <tterrag> I meant NBT
L551[02:08:44] *
securitypedant refactors to make life easier
L552[02:08:47] <sham1> that's more like
it
L553[02:09:05] <sham1> because only having
16 variations would be kinda meh
L554[02:09:26] <tterrag> oh god
L555[02:09:29] <Cypher121> nbt for
chisel?
L556[02:09:30] <tterrag> I made *that*
mistake again
L558[02:09:39] <tterrag> first one to tell
me what it is gets the prize :P
L559[02:09:47] ⇦
Quits: laci200270 (~laci20027@31-46-236-206.pool.kapulan.hu) (Ping
timeout: 206 seconds)
L560[02:10:14] <Cypher121> new
ItemStack(block, 1, meta)
L561[02:10:18] <tterrag> bingo
L562[02:10:22] <sham1> Oh wow
L563[02:10:23] <tterrag> the (Block, int)
constructor is size
L564[02:10:24] <tterrag> \o/
L565[02:10:24] <Cypher121> pain is
real
L567[02:10:38] <Cypher121> did that too
much to ever forget
L568[02:10:41] <Kolatra> ayy nice
job
L569[02:10:54] <sham1> oh no
L570[02:11:03] <sham1> THESE PEOPLE ARE
TURNING INTO ALIENS
L571[02:11:05] <tterrag> seems like
everything is still working after my API changes
L572[02:11:08] <securitypedant> Cypher121:
++y; is in there, it increments my height to ensure the door isn't
placed in the block. So great idea, but I don't think that was the
problem
L573[02:11:11] <tterrag> now to test the
new functionality
L574[02:11:20] <securitypedant> BUT
changing all my parameters made it a lot easier to read
L575[02:11:21] <securitypedant>
thanks
L576[02:11:38] <Cypher121> tterrag: wait,
so all these only differ by NBT?
L577[02:11:41] <tterrag> no
L578[02:11:46] <netz> goaddammit....
L579[02:11:53] <tterrag> I was just
checking to make sure I didn't break existing stuff
L580[02:12:14] <Cypher121> oh good, I
thought you decided to make them all TEs, lol
L581[02:12:49] <sham1> oh lol
L583[02:15:13] <securitypedant> ugh, now
it's executing the placeDoorBlock() but no block gets placed
L584[02:15:18] *
securitypedant has a sore back
L585[02:16:23] ⇦
Quits: Dan_Yeomans (~Dan___Yeo@135-23-231-89.cpe.pppoe.ca) (Quit:
Leaving)
L586[02:16:49] <securitypedant> ugh, block
that gets passed has no texture nor does it have icon values
L587[02:16:54] *
securitypedant needs to sort his block class now
L588[02:17:34] <Zaggy1024> are you setting
the block in the world to your new AuthyDoorBlock()?
L589[02:18:04] <Zaggy1024> that won't
work, you need to register your block
L590[02:18:25] ⇦
Quits: Isi (~Isi@85.237.223.65) (Read error: Connection timed
out)
L591[02:18:41] <securitypedant> ah, lemme
check
L592[02:19:06]
⇨ Joins: Isi (~Isi@85.237.223.65)
L593[02:19:51] <securitypedant> ugh
no
L594[02:21:52] ⇦
Quits: Alaura (~Alaura@ip98-178-174-150.tu.ok.cox.net) (Ping
timeout: 206 seconds)
L595[02:22:03] <securitypedant>
fixed
L596[02:22:36] <Cypher121> securitypedant:
did you register AuthyDoorBlock with GameRegistry.registerBlock(b,
ItemDoor.class, "someunlocalizedname")?
L597[02:22:45] <securitypedant> no i
didn't, just fixed that
L598[02:23:37] <securitypedant> grr..
still not placing
L599[02:23:55] ***
tterrag is now known as tterrag|ZZZzzz
L600[02:24:20] <Cypher121> remember that
you need to do it once and then always refer to same object
L601[02:25:09] <netz> yay, packets
sniffed
L602[02:25:17] <Cypher121> what I have is
a class where all blocks are instantiated once, registered and then
other classes pull them out of there
L603[02:25:41] <Cypher121> netz: what
shady stuff are you up to?
L604[02:26:40] <netz> Cypher121: saying
fuck you to the logitech service agreement
L605[02:26:45]
⇨ Joins: Alaura
(Alaura@ip98-178-174-150.tu.ok.cox.net)
L606[02:26:50] <Cypher121> lol
L607[02:28:11] <Cypher121> main class of
InvTweaks implements its own API interface
L608[02:28:38] <Cypher121> I'm about to
mark it as incompatible on curse and be done with it
L609[02:31:36] <netz> hehe
L610[02:32:40] <Cypher121> that thing is
not supposed to work T_T
L611[02:33:05] <sham1> Oh
L612[02:33:15] <sham1> It seems like
Inventory Tweaks is for 1.8
L613[02:33:18] <sham1> yay
L614[02:34:18] <netz> ok, sweet.
apparently the profiles are stored in the keyboard itself.
L615[02:36:46] ⇦
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out)
L616[02:37:06]
⇨ Joins: Isi (~Isi@85.237.223.65)
L617[02:37:28]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L618[02:39:59] <netz> and apparently they
do not become active without some driver/daemon running on the
os
L619[02:40:27] <Cypher121> what keyboard
is that?
L620[02:40:49] <netz> g105, logitech
gaming keyboard.
L621[02:41:09] <netz> pretty solid
keyboard as far as actual usage goes, but the macro keys require a
properietery software to use.
L622[02:41:20] <netz> or rather
configure.
L623[02:41:26] <netz> they are setup as
f1-6 out of box.
L624[02:42:13] <securitypedant> Cypher121:
Does this look right? re instantiating my DoorBlock and
DoorItem?
L626[02:42:39] <Cypher121> assert
false
L627[02:42:43] <Cypher121> the fuck?
L628[02:43:04] <Cypher121> if you want
something to crash, throw exception
L629[02:43:49] <securitypedant> umm yes,
that was another cut and paste to solve a problem of getting a
player object from a packet handler
L630[02:44:07] <Cypher121> here it would
be
L631[02:44:07] <Cypher121> throw new
IllegalArgumentException("your crash message");
L632[02:44:08] <securitypedant> when the
cxt.getClientHandler didn't have what I needed
L633[02:44:18] <securitypedant> ok
L634[02:45:01] <securitypedant>
fixed
L635[02:45:47] <Cypher121> also, you
register ItemBlock and it's Block separately
L636[02:46:39] <Cypher121>
GameRegistry.registerBlock(AuthyDoorBlock, AuthyDoorItem.class,
"Authy Secured Door block");
L637[02:47:10] <securitypedant> i also
just fixed my Git commits from Eclipse, the second factor auth in
github breaks the integration
L638[02:47:19] <securitypedant> removed
2FA, now the repo is up to date
L639[02:48:13] <securitypedant> i looked
at the vaniliar code for registerBlock, it only seemed to take two
params
L640[02:48:20] <securitypedant> please
excuse typo
L641[02:48:42] <Cypher121> there are
several of them
L642[02:48:50] <securitypedant> ahh ignore
what I just said...
L643[02:48:56] *
securitypedant found the scroll button
L644[02:49:05]
⇨ Joins: sciguyryan
(~sciguyrya@80-254-76-197.dynamic.swissvpn.net)
L645[02:49:19] <Cypher121> the one I used
here is (Block, Class<? extends ItemBlock>, String)
L646[02:49:52] <securitypedant> umm you
pass in AuthyDoorItem.class, shouldn't that be
AuthDoorBlock.class?
L647[02:50:14] <Cypher121> it's an item
that is linked to a block
L648[02:50:51] <securitypedant> The method
registerBlock(Block, Class<? extends ItemBlock>, String) in
the type GameRegistry is not applicable for the arguments
(AuthyDoorBlock, Class<AuthyDoorItem>, String)
L649[02:52:01] <Cypher121> oh lol
L650[02:52:08] <securitypedant> the fact
my door class extends ItemDoor and not ItemBlock
L651[02:52:08] <Cypher121> welcome to
minecraft
L652[02:52:15] <securitypedant> is that
the problem?
L653[02:52:20] <netz> prolly.
L654[02:52:25] <Cypher121> yeah, I assumed
that ItemDoor extends ItemBlock
L655[02:52:40] <Cypher121> because it's an
item for door block, so it's logical, right?
L656[02:52:42] *
securitypedant goes and looks
L657[02:52:58] <Cypher121> (logical *
mojang) = NaN
L658[02:53:02] <securitypedant> well.. err
yeah, that seems logical. i.e. ItemDoor extends ItemBlock extends
Item right?
L659[02:53:04] <netz> hehe
L660[02:53:20] <Cypher121> public class
ItemDoor extends Item
L661[02:53:29] <securitypedant> heh,
extends Item
L662[02:53:32] <securitypedant> hmm
L663[02:54:11] <securitypedant> so what's
the way to resolve this?
L664[02:54:12] <Cypher121> and I thought
I've seen each end every stupidity in MC source
L665[02:54:29] <Cypher121> use (Block,
String) constructor, apparently
L666[02:54:51] <securitypedant> doors are
a pain in the ass
L667[02:55:06] <securitypedant> i'm
beat
L668[02:55:11] <securitypedant> I need to
sleep
L669[02:55:16] <Cypher121> I understand
that answer from KL's IAMA some time ago
L670[02:55:21] <securitypedant> and this
is the last tiny piece I need to get working for monday :(
L671[02:55:34] <securitypedant> KL?
L672[02:55:54] <Cypher121> someone:
"What mechanic would you remove from modded Minecraft if you
could?"
L673[02:55:54] <Cypher121> KL:
"Mojang"
L674[02:56:09] <Cypher121>
KingLemming
L675[02:56:30] <Cypher121> leader of CoFH,
creator of Thermal Expansion
L676[02:56:31] <netz> lol
L677[02:56:46] ⇦
Quits: Isi (~Isi@85.237.223.65) (Read error: Connection timed
out)
L678[02:56:55] <securitypedant> heh
L679[02:57:04]
⇨ Joins: Isi (~Isi@85.237.223.65)
L680[02:57:09] <securitypedant> I wonder
if Microsoft has had any impact or will in future deve
L681[02:57:11] <securitypedant> -e
L682[02:57:24] <Cypher121> right now
no
L683[02:57:26] <securitypedant> i.e.
Minecraft v2
L684[02:57:43] <securitypedant> a .Net
version in C#? :D
L685[02:57:43] <sham1> I think MS has more
to do with the pocket edition and win10 port
L686[02:57:47] <Cypher121> they are
focused on using minecraft to advertise their own stuff
L687[02:57:49] <sham1> Also no
L688[02:57:51] <sham1> Pls no
L689[02:57:54] <securitypedant> :D
L690[02:58:05] <sham1> why C#
L691[02:58:13] <securitypedant> maybe they
do a big ole cut and paste, hit the refactor button and let that
baby go
L692[02:58:39]
⇨ Joins: Szernex
(~Szernex@91-115-12-162.adsl.highway.telekom.at)
L693[02:58:40] <netz> sham1: because
that's what M$ does
L694[02:59:03]
⇨ Joins: Noppes
(~Noppes@82-168-212-152.ip.telfort.nl)
L695[02:59:04] <securitypedant> I worked
for MS for 2 years, they treat employees very well
L696[02:59:11] <securitypedant> unlike my
previous employer, Oracle
L697[02:59:23] <securitypedant> but
Redmond.. man, that's a confusing place
L698[02:59:30] <Cypher121> well, if for a
second we forget we exist (ok, that's strange)
L699[02:59:47] <Cypher121> moving MC to C#
would most likely improve performance
L700[03:00:02] <securitypedant> well, on
Windows maybe
L701[03:00:03] <sham1> It would also lock
it to windows if you dont know how to use Mono
L702[03:00:10] <securitypedant> good luck
running that on a Mac :D
L703[03:00:15] <Cypher121> .NET is
cross-platform now
L704[03:00:19] <sham1> Who cares about
Mac
L705[03:00:23] <sham1> Linux is where it's
at
L706[03:00:36] *
securitypedant raises an eyebrow
L707[03:00:47] <Cypher121> + Macs can die
in hell, Linux matters more
L708[03:01:17] <securitypedant> I've not
seen a person using a Linux desktop in a long, long, time. And i've
been all over the place
L709[03:01:30] <securitypedant> but this
is a pointless discussion we are going into
L710[03:01:34] <netz> securitypedant: I'm
using one right now :P
L711[03:02:00] <securitypedant> i need to
fix this darn door
L712[03:02:09] <securitypedant> I gotta
have one more go
L713[03:02:26] <securitypedant> I learned
packetHandlers, GuiScreen, config files and more in under
week
L714[03:02:37] <Cypher121> I'd use one but
Linux doesn't have FFXIV :(
L715[03:02:39] <securitypedant> I can nail
a placing of a custom door
L716[03:02:59] ***
AEnterpriseAFK is now known as AEnterprise
L717[03:02:59] ***
Darkevilmac is now known as DarkEvilMac|Away
L718[03:03:11] <sham1> Hmm
L719[03:03:21] <Cypher121> securitypedant:
btw, use unlocalized name for registerBlock(...)
L720[03:03:24] <sham1> My GUI tesselation
does not wok
L721[03:03:25] <sham1> work*
L722[03:03:33] <netz> Cypher121: heh.
which is crappy of them, aint it?
L723[03:03:46] <securitypedant> Cypher121:
k
L724[03:03:49] <sham1>
IllegalStateException: Not building!
L725[03:03:55] <sham1> I have no idea what
is wrong
L726[03:03:56] <Cypher121> something like
"modname:door_authy"
L727[03:04:05] <Cypher121> netz: what is
crappy of who?
L728[03:04:23] <Cypher121> I wrote too
much stuff in small amount of time
L729[03:04:57] <netz> Cypher121: Square or
whoever.
L730[03:05:10] <Cypher121> ah,
SquareEnix
L732[03:05:23] <netz> is it on
steam?
L733[03:05:27] <Cypher121> yes
L734[03:05:34] <sham1> Something about
that code causes me to crash and I dont know what
L735[03:06:04] ***
blood_ is now known as blodo|sleep
L736[03:06:07] ***
blodo|sleep is now known as blood|sleep
L737[03:06:14] <Cypher121> can't blame
them for lack of linux support, they are stretched thin with mac +
windows + ps4 + ps3 (this one's worst) already
L738[03:06:44] *
Cypher121 opens window
L739[03:06:49] *
Cypher121 sees scala
L740[03:06:51] <Cypher121> nope
L742[03:06:56] *
Cypher121 closes window
L743[03:07:00] <sham1> No dont
L744[03:07:09] <netz> opengl and done
:P
L745[03:07:25] <sham1> I am OpenGLing it
up
L746[03:07:28] *
netz can't waint till vulkan or however they are spelling it
:P
L747[03:07:34] <netz> sham1: not you,
SE
L748[03:07:48] <sham1> hmrm
L749[03:08:06] <securitypedant> BOOM total
crash
L750[03:08:31] <sham1> This error is so
god damn mystic
L751[03:08:49] <securitypedant> a magic
error?
L752[03:09:03] <sham1> might as well
L753[03:09:26] <sham1> tesselation threw
an exception that I cannot tell what it even means
L754[03:09:32] <sham1> "Not
building!"
L755[03:09:37] <sham1> Like the hell does
that mean
L756[03:10:00] <netz> sham1: grep for that
string and find where it comes from?
L757[03:10:01] <Cypher121> that's like me
when playing minecraft
L758[03:10:10] <sham1> I know where it
comes from
L759[03:10:10] <Cypher121> currentState =
"Not building!"
L760[03:10:21] <sham1> But I dont know
what it means
L761[03:10:28] <sham1> Oh
L762[03:10:43] <sham1> I forgot
renderer.startDrawingQuads...
L763[03:10:47] <netz> haha.
L764[03:10:51] <netz> gotta love
that.
L765[03:11:46] <securitypedant>
Cypher121:
L766[03:11:49] <securitypedant> oops
L767[03:11:52] <Cypher121> ok
L768[03:13:09] ⇦
Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
(Ping timeout: 202 seconds)
L769[03:13:20] <securitypedant> Cypher121:
i'm tired and still learning Java. Help me out here. The idea is
that I instantiate my class for the BlockDoor in the commonproxy.
Then, in my onItemUse method in the ItemDoor class, I reference the
BlockDoor created in the commonproxy when executing
AuthyDoorItem.placeDoorBlock right?
L770[03:13:34] ⇦
Quits: Isi (~Isi@85.237.223.65) (Read error: Connection timed
out)
L771[03:14:01] <Cypher121> yes
L772[03:14:06]
⇨ Joins: Isi (~Isi@85.237.223.65)
L773[03:14:23] <Cypher121> and for clarity
start names of fields from lower case
L774[03:14:52] <Cypher121> so it would be
AuthyDoorBlock authyDoorBlock = new AuthyDoorBlock();
L775[03:15:34] <Cypher121> but yes, you
make an instance, register it and then use same instance every time
you access a block
L776[03:16:01] <securitypedant> now the
fact that my instance is inside the preInit, that not a
problem?
L777[03:16:18] <securitypedant> i just
reference it as proxy.preInit.AuthyDoorBlock
L778[03:16:39] <Cypher121> oh, wait
L779[03:16:42] <securitypedant> i'm 1/3
way through my Java book, so some skills lacking here
L780[03:16:51] <Cypher121> define it
outside of method
L781[03:16:55] <securitypedant> ahh
L782[03:17:04] <Cypher121> and then assign
value in method
L783[03:17:20] <Cypher121> otherwise it's
a local variable that does not exist outside of method
L784[03:17:46] <securitypedant> yeah,
that's super obvious now
L785[03:18:09] <netz> it happens.
L786[03:19:16]
⇨ Joins: Kaiyouko
(~IdiotNono@2601:281:c701:3868:15e8:acb5:769d:e964)
L787[03:19:27] ***
Kaiyouko is now known as Kaiyouka
L788[03:19:29] <securitypedant> I think I
might have cracked it
L789[03:20:04] <Kaiyouka> Cracked what?
The riddle of the meaning of life?
L790[03:20:30] <securitypedant> I
HAVE
L791[03:20:31] <securitypedant> A
L792[03:20:32] <securitypedant> DOOR
L793[03:20:42] *
Kaiyouka slowly claps
L794[03:20:43] <securitypedant> it was all
down to darn scoping in the proxy
L795[03:21:04] <Kaiyouka> lol
L796[03:21:05] <securitypedant> hey, this
has been a massive ramp up for me
L797[03:21:09] <netz> hehe
L798[03:21:22] <securitypedant> I joined
Twilio a month back, and the whole company is very developer
L799[03:21:24] <netz> securitypedant: if
you get serious about modding please use lang files :P
L800[03:21:25] <Cypher121> btw, I
recommend moving that shit out of proxy if you want to expand mod
later
L801[03:21:29] <Kaiyouka> i haven't
touched mod code in forever. I'm impressed :)
L802[03:21:34] <securitypedant> been 15
years since I had a proper development project
L803[03:21:46] <securitypedant> netz:
yessir
L804[03:22:18] <Cypher121> because if you
have 20 blocks + 20 items it's already 80-120 lines of code. Too
much for one file isn't it?
L805[03:22:20] <netz> securitypedant:
because its awesome
L806[03:22:28] <netz> yeah. organize like
fuck.
L807[03:22:32] <securitypedant> netz:
after this mad rush, I will be going through the entire codebase
and resolving hard coded values and the like
L808[03:22:46] ⇦
Quits: Isi (~Isi@85.237.223.65) (Ping timeout: 206
seconds)
L809[03:22:46] <securitypedant> I might
even go crazy and branch a 1.8 version
L810[03:22:53] <Cypher121> > hardcoded
values
L811[03:23:07] <Cypher121> int random()
{
L812[03:23:07] <Cypher121> return 7;
L813[03:23:07] <Cypher121> }
L814[03:23:20] <securitypedant> anyway,
guys, as usual, thanks for both your help AND patience
L815[03:23:24] <securitypedant> inch by
inch
L816[03:23:32] <netz> securitypedant:
also, "string:" + "string" is ugly as fuck
:/
L817[03:23:35]
⇨ Joins: Isi (~Isi@78.111.197.8)
L818[03:23:38] <securitypedant> yeah, I
know
L819[03:23:49] <securitypedant> ugly is
the code for demo, pretty is the code for release
L820[03:24:12] <Cypher121> want another
proverb?
L821[03:24:23] <Cypher121> nothing is more
permanent than temporary
L822[03:25:07] <Kaiyouka> lol
L823[03:25:10] <Kaiyouka> dammit, I wanna
code now
L824[03:26:13] <securitypedant> haha
indeed
L825[03:26:40] <Cypher121> don't want to
code -> want to code -> code -> want to kill people
L826[03:26:41] <securitypedant> i also
need to get through my Java books, because my 7 year old son is 1/2
way through
L828[03:26:48] <securitypedant> and I need
to be able to help him
L829[03:26:53] <Cypher121> or why APIs
should be documented
L830[03:27:14]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L831[03:27:22] <securitypedant> ah, well.
One of my tasks this coming month is to QA, update and release the
API docs for our own product
L832[03:27:42] <securitypedant> so my
"real life" job will be to reduce people's stress of
using our product
L833[03:28:07]
⇨ Joins: pugi
(~pugi@host-091-097-050-125.ewe-ip-backbone.de)
L834[03:28:50] <securitypedant> that mod
design course from YouthDigital is very well done.
L835[03:29:07] <securitypedant> they way
they teach topics like commenting code is very clever
L836[03:29:48] ⇦
Quits: AEnterprise (AEnterpris@kiwi.bnc4free.com) (Ping timeout:
192 seconds)
L837[03:30:09] <Cypher121> > Learn to
Mod! In our most popular course, kids ages 8-14 learn Java
programming by modifying Minecraft
L838[03:30:09] <Cypher121> > public
class ItemDoor extends Item
L839[03:30:09] <Cypher121> this definitely
can't give anyone psychological trauma
L840[03:31:00] <Kaiyouka> xD
L841[03:31:21] <Kaiyouka> Well I guess
I'll pop open eclipse in a bit and work on some not-MC game
code
L842[03:31:27] <Kaiyouka> and then hate
myself
L843[03:31:29] <securitypedant> :D
L844[03:32:02] <securitypedant> Cypher121:
they have a very nice way for a kid to add a sword, food and a few
other things into a very controlled environment
L845[03:32:26] <securitypedant> my 7 year
old already figured out, with a bit of help, how to change the
strength of the sword hits
L846[03:32:41] <Kaiyouka> nice! :D
L847[03:32:52] <securitypedant> now my 4
year old is asking to do the videos
L848[03:32:57] <Kaiyouka> It's amazing to
see such coding enthusiasm and potential in somebody so
young.
L849[03:33:00] <securitypedant> I think 4
is a bit young for Java learning
L850[03:33:12] <sham1> nah
L851[03:33:16] <Kaiyouka> Corrupt them
early and corrupt them thoroughly, securitypedant
L852[03:33:23] <sham1> As long as the
child can read
L853[03:33:31] <securitypedant> well, ahh
that's the point
L854[03:33:38] <Kaiyouka> Baby's First
Object
L855[03:33:44] <sham1> POJO
L856[03:33:52] <securitypedant> at 4 he is
just learning to read, and ummm.. i'd rather English be his first
language
L857[03:33:56] <Kaiyouka> xD
L858[03:34:05] <Kaiyouka> "Well MY
son was fluent in Java at age 4"
L859[03:34:10] <securitypedant> :D
L860[03:34:13] <Kaiyouka> "So he
learned English at what? 2? 3?"
L861[03:34:14] <sham1> If you want
programming language with English, may I suggest SQL
L862[03:34:19] <Cypher121> lol
L863[03:34:21] <Kaiyouka> "... He
doesn't know english, just Java"
L864[03:34:32] <securitypedant> I can
imagine the dinner table
L865[03:34:33] <sham1> "He speaks in
Java"
L866[03:34:34] <Kaiyouka> "...
*slowly dials CPS*"
L867[03:34:52] <Cypher121> java?
L868[03:35:05] <securitypedant> Mommy, my
tummy has a buffer overflow
L869[03:35:14] <sham1> :D
L870[03:35:24] <Cypher121> "My kid
knows only Assembly, LISP and Brainfuck"
L871[03:35:31] <sham1> LISP
L872[03:35:33] <sham1> My god
L873[03:35:35] <Kaiyouka> "Jimmy, did
you break the vase?" "...
java.lang.NullPointerException"
L874[03:35:36] <sham1> That kid's
smart
L875[03:35:40] <Cypher121> although, I
guess most kids know Brainfuck from birth
L876[03:35:42] <securitypedant> I suppose
I could just talk him into a while (true) and get a few hours
break
L877[03:35:51] <Kaiyouka> HAH
L878[03:36:05] ⇦
Quits: slowpoke (sid38552@id-38552.tooting.irccloud.com) (Remote
host closed the connection)
L879[03:36:05] ⇦
Quits: Watchful1 (sid67384@tooting.irccloud.com) (Remote host
closed the connection)
L880[03:36:05] ⇦
Quits: calclavia (sid15812@id-15812.tooting.irccloud.com) (Remote
host closed the connection)
L881[03:36:10] <sham1> while (true)
System.out.println("Help");
L882[03:36:11] ***
MrKick|Away is now known as MrKickkiller
L883[03:36:18] <sham1> There you go
L884[03:36:20]
⇨ Joins: FR^2
(~frquadrat@2001:41d0:2:842d::cafe)
L885[03:36:22] <sham1> No longer
break
L886[03:36:38] <Cypher121> someone turned
off electricity at FTB?
L887[03:37:22] <securitypedant> btw, that
MCPBot_Reborn is a superb idea
L888[03:37:29] <securitypedant> someone
should stick a web front end on it
L889[03:37:30] <Cypher121> also, I imagine
kid who thinks in Java going to school
L890[03:37:33] <sham1> It has
L891[03:37:34] <sham1> Sorta
L892[03:37:34]
⇨ Joins: calclavia
(sid15812@id-15812.tooting.irccloud.com)
L893[03:37:46] <Cypher121> "Reflect
on text you read"
L894[03:37:58] <sham1> Well thinking in
Java while at school is good way to understand math
L895[03:38:05] <sham1> Until you get to
variables
L896[03:38:12] ⇦
Quits: Doty1154 (~Doty1154@2601:648:8002:ea78:3442:b23c:902c:6cb3)
(Read error: Connection reset by peer)
L897[03:38:18] <Cypher121> kid's head
disappears, some internal organs are now public
L898[03:38:25] <sham1> Oh god
L899[03:38:29] <Kaiyouka> xD
L900[03:38:32] <Kaiyouka> jeezus
L901[03:39:14] *
Kaiyouka debates between cleaning up new engine core and just
delving into having fun with it
L902[03:39:22] <Kaiyouka> ... more fun
with it
L903[03:39:32] ⇦
Parts: thomas15v (~thomas15v@thomas15v.net) (Leaving))
L904[03:39:39] <securitypedant> I was 17
when I first logged onto IRC (23 years ago) and I think i'll make
sure my kids don't venture near here until at least 20 years old
:D
L905[03:39:53] <iceman11a> I know this is
off topic, and i'm sorry for it. Damage Indicators doesn't have a
support web site. Does any one here know any thing about Damage
Indicators
L906[03:40:07] <sham1> It indicates
damage
L907[03:40:13] <securitypedant> and back
to reality
L908[03:40:17] <Kaiyouka> lol
L909[03:40:18] <Cypher121> >off
topic
L910[03:40:18] <Cypher121> >last hour
of this channel
L911[03:40:18] <mallrat208> sham1, you're
good
L912[03:40:30] ⇦
Parts: Tombensleeperrr (~Tombenpot@candicejoy.com) ())
L913[03:40:34] <Kaiyouka> Somebody decide
for me: cleaning up and documenting code or playing with code?
:p
L914[03:40:39] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 206
seconds)
L915[03:40:40] <securitypedant>
cleaning
L916[03:40:45] <Cypher121>
Math.random(2)
L917[03:40:45] <Kaiyouka> aww
L918[03:40:45] <sham1> Sit here and talk
about off-topic stuff
L919[03:40:47] <Kaiyouka> fine
L920[03:40:51] <Kaiyouka> lol
L921[03:40:58] <sham1> Math.random(2)
return7
L922[03:41:00] <sham1> Wait wat
L923[03:41:10] <Kaiyouka> lemme just whip
up a proper template for this comic page and save the file
L924[03:41:18] <Cypher121> yeah, my old
code is still in scope
L925[03:42:02] <Cypher121> and Math.random
makes no sense, actually, it's a mix of 2+ languages
L926[03:42:16] <Cypher121> (new
Random()).nextInt(2);
L927[03:43:08] <Kaiyouka> mix ALL the
languages
L928[03:43:10] <Kaiyouka> except
LISP
L929[03:43:12] <Kaiyouka> fuck LISP
L930[03:43:14] <netz> lol
L931[03:43:24] <Cypher121> lol
L932[03:43:34] <securitypedant> my 7 year
old as asked by his teacther this week to stop making Five Nights
At Freddy's comic books and trying to sell them to class
mates
L933[03:43:46] <securitypedant> the kid
has never seen the game or ever played it
L934[03:43:51] <securitypedant> no idea
how he has heard about it
L935[03:43:59] <securitypedant> nevermind
actually recreating the images
L936[03:44:06] <Kaiyouka> > _
<
L937[03:44:31] ⇦
Quits: Noppes (~Noppes@82-168-212-152.ip.telfort.nl) (Ping timeout:
206 seconds)
L938[03:44:50] <Cypher121> first time I
learned about FNAF, it was from a link to r34...
L939[03:45:03] <Kaiyouka> ... that's
horrifying
L940[03:45:15] <sham1> I learned about
FNAF from my friend
L941[03:45:19] <Kaiyouka> WHO WOULD FUCK
AN ANIMATRONIC
L942[03:45:27] <sham1> Needles to say I
dont like it because I dont like scary games
L943[03:45:44] <sham1> Kaiyouka, if it
exists, there is a fetish for it
L944[03:45:50] <Kaiyouka> I know
L945[03:45:53] <Kaiyouka> but it's still
just
L946[03:45:54] <Kaiyouka> like
L947[03:45:55] <Kaiyouka> really
L948[03:46:15] <sham1> Meanwhile
L949[03:46:27] <Kaiyouka> On an unrelated
note, is2g I need to figure a panel-making macro for gimp or
something
L950[03:47:32] <Cypher121> Kaiyouka: if
you really want to know who would fuck an animatronic...
L952[03:47:42] <Kaiyouka> NOPE
L953[03:47:44] <securitypedant> ugh now I
gotta figure out how to get the EntityPlayerMP from a client side
onBlockActivated
L954[03:47:46] <Kaiyouka> Not clicking
that
L955[03:47:47] <securitypedant> time to
sleep
L956[03:47:56] <sham1> Yeah
L957[03:47:59] <sham1> Not clicking
that
L958[03:48:01] <Kaiyouka> sleep? what is
that? :D
L959[03:48:11] <Cypher121> you either mod
or sleep
L960[03:48:12] <securitypedant> I can't
click on that, this is my work laptop
L961[03:48:16] <Cypher121> choose
one
L962[03:48:25] <securitypedant> well it's
1:48am
L963[03:48:28] <securitypedant>
sleep
L964[03:48:55] <securitypedant> actually,
no
L965[03:48:57] <securitypedant> one more
question
L966[03:48:59] ***
Kolatra is now known as Kolatra[away]
L967[03:49:06] <securitypedant>
proxy.network.sendTo(new AuthyShow2FAGuiPacket(1), (EntityPlayerMP)
player);
L968[03:49:12] <securitypedant> I am
sending a packet to the... DUH
L969[03:49:14] <securitypedant> ignore
me
L970[03:49:17] <securitypedant> Just
realized
L971[03:49:22] <securitypedant> i'm ON the
client
L972[03:49:31] <sham1> You are sending to
DUH
L973[03:49:32] <sham1> Oh
L974[03:50:02]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L975[03:50:20] <Kaiyouka> heh
L976[03:51:54] <securitypedant> cool, my
Gui works
L977[03:52:08] ⇦
Quits: alex_6611 (~alex_6611@p5DE7B74B.dip0.t-ipconnect.de) (Ping
timeout: 378 seconds)
L978[03:52:10] <securitypedant>
tomorrow... design a new gui, clean up the first. make a video for
the conference AV guy
L979[03:52:12] <securitypedant> and
DON
L980[03:52:13] <securitypedant> DONE
L981[03:52:15] <sham1> Meh, I need to
rotate textures in my gui
L982[03:52:41]
⇨ Joins: HewloThere (~HewloTher@104.238.154.128)
L983[03:53:08] <Kaiyouka> oookay, time for
a quick code clean-up break
L984[03:53:11] <Kaiyouka> and then back to
lineart
L985[03:53:53]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L986[03:54:04] <Kaiyouka> It'll take
Eclipse the whole break just to load :B
L987[03:55:08]
⇨ Joins: slowpoke
(sid38552@2604:8300:100:200b:6667:4:0:9698)
L988[03:55:16]
⇨ Joins: Noppes
(~Noppes@82-168-212-152.ip.telfort.nl)
L989[03:55:22] <netz> r34 creeper
L990[03:55:33] <Kaiyouka> This is probably
my favorite method name in all my current codebase:
L991[03:55:40] <Kaiyouka>
"hackyFixForNewBatching()"
L992[03:58:53] <Kaiyouka> (context: I
rewrote the core to my game engine and the old-but-still-good font
code didn't cooperate well with the new code so I wrote a hacky
method to make it work)
L994[03:59:55] <Wuppy> is anyone else in
here in the Epic megajam?
L995[04:00:13] <Kaiyouka> nope \o/
L996[04:00:35] <Wuppy> it's great fun
:)
L997[04:00:39] <Kaiyouka> Cypher121: my
code isn't THAT bad. I just give accurate names to methods
\o/
L998[04:00:55] ⇦
Quits: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L999[04:02:10] <securitypedant> alright,
NOW its time for sleep
L1000[04:02:13] <securitypedant>
bonsoir
L1001[04:02:22] <Wuppy> g'night sir
L1002[04:02:30] *
securitypedant waves
L1003[04:02:55] *
securitypedant gives netz a friendly wedgie
L1004[04:03:11]
⇦ Quits: securitypedant
(~securityp@c-76-103-49-113.hsd1.ca.comcast.net) (Quit: loving
learning the Minecraft mod world)
L1005[04:03:41] <Cypher121> netz: I'm
trying to find an explanation to why there are 588 images tagged
minecraft on that site I linked earlier. So far I ended up with
"that's internet"
L1006[04:03:53] <sham1> Cypher121, you do
not want to see my code then, because all my classes are named like
Smurfs
L1007[04:04:19] <Cypher121> it's not like
I'm saying my code is good, lol
L1008[04:04:27] <Cypher121> but I at
least try to pretend it is
L1009[04:04:34] <Wuppy> I still wonder
why the axis in Unreal are switched up, really annoying :<
L1010[04:04:36] <Wuppy> Z is the
height
L1011[04:04:42] <Cypher121> I even did
Javadoc for 1 method!
L1012[04:04:51]
⇨ Joins: Jezza (~Jezza@92.206.13.233)
L1013[04:06:07] <sham1> How did I set it
so that my texture repeats instead of stretches over a quad
L1014[04:06:23]
⇨ Joins: Watchful1
(sid67384@id-67384.tooting.irccloud.com)
L1015[04:08:09] <Cypher121> sham1: I did
that earlier today
L1016[04:08:23] <Cypher121> what do you
use to render texture?
L1017[04:08:31] <sham1> Tesselator and
WorldRenderer
L1018[04:08:54] <Wuppy> woohoo,
progress
L1019[04:08:58] <Wuppy> enemies move and
shoot already
L1020[04:09:05] <Wuppy> quite a lot of
work for an hour :o
L1021[04:09:08] <sham1> Jumpin and
shootin
L1022[04:09:42] <Cypher121> actually, now
that I think of it, I have no idea how it worked either
L1023[04:10:04] ***
heldplayer|off is now known as heldplayer
L1024[04:10:12] <sham1> Well
L1025[04:10:18] <Cypher121> I think it
was because of some interference from vanilla trying to render same
thing but with wrong UV
L1026[04:10:20] <sham1> The stretch is
not too bad
L1027[04:11:21] <netz> Cypher121:
lol
L1028[04:12:03] ***
TehNut is now known as TehNut|Sleep
L1029[04:12:13] <Cypher121> really, I
don't know what was going on in that code
L1030[04:15:42] <Kaiyouka> I really
should learn how to 3D at some point
L1031[04:15:56] <Cypher121> try using UV
outside of texture, it probably will do remainder and repeat the
texture
L1032[04:16:16] ***
Vigaro is now known as Vigaro|AFK
L1033[04:17:24] *
netz shudders at the though of writing this damned
driver
L1034[04:18:05] <Kaiyouka> and I just
realized I'm adding a feature that absolutely will not work
L1035[04:18:12] <Kaiyouka> because I'm a
DUMBASS
L1036[04:19:45] <netz> what did you
do?
L1037[04:20:03] <Cypher121> apparently,
I'll have to ask mod author, I have no fucking idea how that
InvTweaks API works
L1038[04:22:34] <Kaiyouka> netz: I wanted
to make it so that textures (aka sprites) can define their own
tranparency color and completely forgot that that doesn't work with
my engine whatsoever.
L1039[04:22:57] <Kaiyouka> I did,
however, remember that it WILL work with the raw resource data
object.
L1040[04:23:36]
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L1043[04:26:13]
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L1044[04:26:15] <Kaiyouka> woo, engine
core is less hacky now
L1045[04:26:50]
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reset by peer)
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L1049[04:28:30]
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L1050[04:28:46]
⇦ Parts: AEnterprise|Web
(webchat@78-20-45-36.access.telenet.be) ())
L1051[04:28:54]
⇨ Joins: Poppy
(~Poppy@chello089173241116.chello.sk)
L1052[04:28:59]
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L1053[04:29:17]
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L1054[04:30:07]
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(~AEnterpri@78-20-45-36.access.telenet.be)
L1055[04:30:43] <AEnterprise> hello, does
anyone know what program arguments i need to use an
IFMLLoadingPlugin in my dev workspace?
L1056[04:33:49] <netz> know me by name,
shepherd of fire \m/
L1057[04:33:59]
⇦ Quits: Isi (~Isi@78.111.197.8) (Read error: Connection
reset by peer)
L1058[04:35:14] <Kaiyouka> O_o
L1059[04:36:06] <netz> Kaiyouka: avenged
sevenfold, excellent song
L1060[04:36:36] <Kaiyouka> ah
L1061[04:38:11] <Kaiyouka> 3:38 AM is too
early to think up proper method names
L1062[04:39:17] <netz> .yep
L1063[04:40:55]
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(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L1064[04:41:46]
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L1065[04:42:39] <netz> spray paint 'n ink
pens :P
L1066[04:43:28]
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L1067[04:43:53]
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L1070[04:46:26] <Kaiyouka> the hell is
that?
L1071[04:46:35] <netz> space mine had
blew one of the hands off, damaged laser cannon gota a system jam
and he faced the whole fleet blood seeping through his teeth
L1072[04:46:39] <Wuppy> unreal
scripting
L1073[04:46:51]
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L1074[04:46:59] <netz> wtf...
L1075[04:47:02]
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L1076[04:47:09] <Kaiyouka> weird
L1077[04:47:15] <Wuppy> really cool
system
L1078[04:47:29] <SirWill> hey, is there
any way to see from which mod comes which log message?
L1079[04:48:01] <OrionOnline> For some
reason some opf my textures are not being rendered....
L1080[04:48:03] <OrionOnline> Which is
weird
L1081[04:48:51] <OrionOnline> Cause the
same file on a different location is being rendered
L1082[04:50:51]
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L1083[04:53:06]
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Leaving)
L1084[04:54:56] <netz> SirWill: not
easily unless the modder had the sense to prefix log messages with
a modid or sommat
L1085[04:56:35] <SirWill> hm ok
L1086[04:57:04] <SirWill> someday it did
show the mod name of the messages but it no longer does and I also
don't know what did it
L1087[04:57:30] <netz> yeah. unless they
are consistant with it it gets hard to debug
L1088[04:58:02] <SirWill> I hate the
spamy debug messages :(
L1089[05:00:25]
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L1090[05:01:08] <netz> harp twins ftw!
♥
L1091[05:03:29] <Kaiyouka> ugh, about
time to pass out
L1092[05:04:03] <netz> sleep well
L1093[05:04:15] <Kaiyouka> I don't really
wanna sleep though, lol
L1094[05:05:15] <Kaiyouka> though it
looks like my internet's fuckering out again so maybe I will
L1095[05:05:43]
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L1096[05:05:51] <netz>
lol@fuckering
L1097[05:06:08] <Kaiyouka> internet's
been nothing short of trouble lately
L1098[05:06:31] <netz> have you ever
heard Metallica - One played on a harp by a pair of very attractive
blondes?
L1099[05:06:56] <Kaiyouka> I don't listen
to Metallica
L1100[05:07:39]
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L1103[05:09:12] <netz> you should, at the
very least this interpretation of it
L1104[05:09:23] <Kaiyouka> I'm not really
a harp fan
L1105[05:09:49] <netz> you are a fan of
attractive blonde twins though?
L1106[05:10:14] <Kaiyouka> Nah, not
really
L1107[05:11:16] <sham1> Blondes loose
their novelty when where you live they are the majority of the
population
L1108[05:11:34]
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L1109[05:11:45] <netz> hah, that would be
true I suppose.
L1110[05:12:02] <Kaiyouka> lol
L1111[05:12:02] <sham1> Like FFS, I'm a
blonde
L1112[05:12:08] <netz> tbf there are a
lot of ethnicities where I live and it stays lively :P
L1113[05:12:23] <netz> sham1: heh, I'm a
redhead, lets make some straberry blondes XD
L1114[05:12:52] <sham1> And it is the
same with blue eyes as well
L1115[05:13:33] <sham1> Netz, unless
you're not male, it might be kinda hard
L1116[05:13:33] <netz> I like dark eyes
:P
L1117[05:13:42] <netz> hahahahah
L1118[05:13:55] <netz> yeah. half my
family is blonde too.
L1119[05:14:19] <Kaiyouka> I don't think
my family has any blondes
L1120[05:14:30]
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(~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 202
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L1121[05:14:33] ***
Raga_BM is now known as Captain_Raga
L1122[05:15:47] <netz> I was wondering
which would win out with my youngest sister, her mothers blonde and
my father's a red head, she's blond as hell (including the
stereotypes)
L1123[05:16:00] <sham1> Oh wow
L1124[05:16:30] <netz> she'll be 16 11th
of the next month :P
L1125[05:16:58] <netz> blonde or no,
she's a pretty awesome little sister :)
L1126[05:17:32] <sham1> Umn, lewd?
L1127[05:17:51] <Kaiyouka> O_o
L1128[05:18:11] <netz> erm, no?
L1129[05:18:43] <netz> can't call a
little sister without it being lewd? sheesh.
L1130[05:18:57] <netz> s/sister/sister
awesome/
L1131[05:19:32] <sham1> The way you said
that
L1132[05:20:30] <netz> pretty awesome as
in 'pretty' instensifies 'awesome'
L1133[05:20:33] <netz> no comma
L1134[05:20:48]
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L1135[05:24:37] ***
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L1136[05:25:37] <netz> fuck why logitech
gotta be a bitch :/
L1137[05:25:56] <Kaiyouka> good
question
L1138[05:26:05] <Kaiyouka> my logitech
keyboard is terrible
L1139[05:26:50]
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L1141[05:27:38] <netz> Kaiyouka: nah. I
like the keyboard. I just don't like the prop. software I need to
use to configure parts of it.
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Quit)
L1145[05:35:08] <Wuppy> time to design
some particles :)
L1146[05:35:37] <Wuppy> explosion
particles to be exact
L1147[05:36:08] <sham1> Small quads
L1148[05:36:13] <sham1> Is the
answer
L1149[05:36:28] <Wuppy> what?
L1150[05:36:49] <sham1> For making
particles
L1151[05:36:59] <Wuppy> it's in unreal so
I'll just use the unreal paritcle system
L1152[05:37:09] <sham1> :P
L1153[05:37:23] <sham1> That's unreal way
of doing it
L1154[05:39:55] <Wuppy> sham1, no more
jokes for you today :P
L1155[05:41:55] <Wuppy> holy crap the
unreal particle system looks complicated
L1156[05:42:09] <netz> haha
L1158[05:43:38] <netz> look at my
particles, my particles are amazing
L1159[05:45:21] <netz> ok, thats
interesting. it seems the changes made don't persist if you unplug
the damned thing.
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L1166[06:15:47] <AEnterprise> can someone
help me with asm? i got the bytecode where i wana inject but i'm
not sure how i determine what node it is in code
L1167[06:16:44]
⇨ Joins: r4wk
(uid48318@id-48318.tooting.irccloud.com)
L1168[06:17:05] <AEnterprise> i wana add
a method call before "254: invokevirtual #128 // Method
B:()V" but i don't get what the Opcodes stuff is or how to use
that to determine that i'm at that specific call
L1169[06:17:33] <netz> AEnterprise: I
think there is some asm plugin for idea that can show you what's
what.
L1170[06:18:51] <AEnterprise> no
idea
L1171[06:20:30] <sham1> ASM outline
viewer
L1172[06:20:37] <sham1> For both IDEA and
Eclipse
L1173[06:20:54] <Lumien> AEnterprise
MethodInsnNode
L1174[06:21:18] <AEnterprise> i know i
need a node of it, but how do i determine what node code that one
line i need coresponds with?
L1175[06:21:33] <Lumien> And the opcode
is Opcodes.INVOKEVIRTUAL
L1176[06:21:51] <Lumien> go through all
instruction nodes and check for MethodInsnNodes
L1177[06:21:55] <Lumien> And check the
method name
L1178[06:21:59] <AEnterprise> but the
function is called multiple times
L1179[06:22:08] <AEnterprise> i only need
1 of those calls
L1180[06:22:14] <Lumien> search for
patterns then
L1181[06:22:23] <Lumien> that only apply
to the call you want
L1182[06:22:37] <AEnterprise> ???
L1183[06:23:27] <Lumien> do you want a
specific one of these calls or any?
L1184[06:23:45] <AEnterprise> preferably
a specific but all calls to that one function should be fine as
well
L1186[06:24:50] <Lumien> So you go
through all nodes and check whether the method name is
correct
L1187[06:24:56] <Lumien> and then you
insert your code there
L1188[06:25:17] <AEnterprise> ah so i
need to cast it to methodinsnnode
L1189[06:25:53]
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L1190[06:27:51] <AEnterprise> got it
:D
L1191[06:28:17] <AEnterprise> it'll
inject on all 4 calls but that's no big deal, i'll know when the
entity dies so i can handle the rest on my side
L1192[06:28:23] <AEnterprise> thanks netz
and Lumien
L1193[06:31:14]
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L1194[06:34:01]
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L1198[06:44:19] <Wuppy> damn people talk
annoyingly at 1.25 times the speed
L1199[06:46:48] <AEnterprise> still not
working :/
L1200[06:47:33] <AEnterprise> to call
"public static void onArrival(EntityFallingBlock entity)"
i need
"(Lnet/minecraft/entity/item/EntityFallingBlock;)V" as
invoke target right?
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L1202[06:48:36] <sham1>
InvokeStatic
L1203[06:48:44] <sham1> Don't forget
that
L1204[06:48:50] <AEnterprise>
injection.add(new MethodInsnNode(Opcodes.INVOKESTATIC,
"kineticrevolution/util/FallingBlockUtils",
"onArrival", invoke, false));
L1205[06:49:18] <AEnterprise> String
invoke = obf ? "(Lxj;)V" :
"(Lnet/minecraft/entity/item/EntityFallingBlock;)V";
L1206[06:50:22] <AEnterprise> i have no
idea of what i'm doing wrong :/
L1207[06:52:01]
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L1208[06:53:29] <AEnterprise> lumien:
could you help me out please?
L1209[06:53:50]
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L1211[06:54:19] <Lumien> You don't have
to use obfuscated class names
L1212[06:54:23] <Lumien> just use the
normal ones all the time
L1213[06:54:29] <Lumien> Also do you use
eclipse or idea?
L1214[06:54:33] <AEnterprise> i use
idea
L1215[06:55:37] <Lumien> ok
L1216[06:55:45]
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L1217[06:55:51] <AEnterprise> i can show
the code if you want
L1218[06:55:51] <Lumien> what's the
error?
L1219[06:55:55] <Lumien> would be
nice
L1220[06:56:04] <AEnterprise> no error,
it just doesn't call my function
L1221[06:56:24] <Lumien> presumably you
just don't insert it properly then
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L1223[06:56:38] <AEnterprise> i guess,
sadly i don't see the error
L1225[06:57:34] <Lumien> if you use
newname instead of name in transform you can use the normal class
names there as well
L1226[06:58:22] <AEnterprise> alright,
but i'm running in my workspace so it's allready deobf so shouldn't
matter
L1227[06:58:52] <Lumien> yes just
fyi
L1228[06:59:00] <Lumien> does it print
the thing in console?
L1229[06:59:00] <AEnterprise> thanks for
that
L1230[06:59:05] <AEnterprise> yes it
does
L1231[06:59:20] <AEnterprise> [13:53:40]
[main/INFO] [STDOUT]:
[kineticrevolution.util.ASMInjector:handleTransformation:34]:
***************** Performing transformation on EntityFallingBlock,
obf:false *****************
L1232[06:59:21] <AEnterprise> [13:53:40]
[main/INFO] [STDOUT]:
[kineticrevolution.util.ASMInjector:handleTransformation:38]:
Locating target method: onUpdate
L1233[06:59:21] <AEnterprise> [13:53:40]
[main/INFO] [STDOUT]:
[kineticrevolution.util.ASMInjector:handleTransformation:41]:
Target method aquired, applying patch
L1234[06:59:21] <AEnterprise> [13:53:40]
[main/INFO] [STDOUT]:
[kineticrevolution.util.ASMInjector:handleTransformation:54]:
***************** Transformation on EntityFallingBlock complete
*****************
L1235[06:59:39] <Lumien> you don't return
the transformed bytes in transform :P
L1236[07:00:17] <AEnterprise> o.0
L1237[07:00:40] *
AEnterprise feels like giant idiot
L1238[07:01:25]
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L1239[07:01:47] <AEnterprise> now it
works :D thanks alot
L1240[07:01:58] <AEnterprise> and sorry
for the huge derp, don't understand how i managed to miss
that
L1241[07:05:37]
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L1244[07:26:38] <barteks2x> I just found
a bug in 400 lines long algorithm that wasn't written by me (that I
don't understand)...
L1245[07:29:48]
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L1246[07:32:32] ***
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L1250[07:37:52] <sham1> Yay
L1251[07:37:57] <sham1> My GUI
works
L1252[07:38:10] <Wuppy> congrats sham1,
my particle works
L1253[07:39:13] <sham1> At the very least
it works in that it can render RF and fluids
L1254[07:39:47] <sham1> Now I need to
start to work on the crafting mechanic
L1255[07:40:53] <OrionOnline> For Reason
IDEA is not refreshing my Resources.......
L1256[07:41:52] <OrionOnline> Anybody had
anny Issues with that as well?
L1257[07:47:10]
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L1259[07:54:31] <sham1> Hi gigaherz
L1260[08:02:09] <gigaherz> o/
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L1266[08:07:00] <Nathan_Leadill> I only
waned it to be 1 block big
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L1268[08:11:13] <sham1> oh wow
L1269[08:12:12] <Nathan_Leadill> :P
L1270[08:12:21] <Nathan_Leadill>
#NoScalingForSomeReason
L1271[08:17:01] <unascribed> 1 unit in
minecraft is 1 block
L1272[08:17:16] <unascribed> so design
your model/texture/etc with that in mind :P
L1273[08:17:31] <Nathan_Leadill> No mater
what scale it is coming out of blender
L1274[08:17:33] <unascribed> or just
scale it down
L1275[08:17:34] <Nathan_Leadill> It
doesn't change
L1276[08:17:43] <Nathan_Leadill> And my
scla e prop in json doesn't affect it
L1277[08:18:05] <sham1> I think it is
nice of me to provide my API's java users with a javabean-way to
access my crafting thing's properties
L1278[08:18:32] ***
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L1282[08:21:51] <Wuppy> hmm I wonder how
our game will come out at the end of the epic megajam....
L1283[08:22:04] <Wuppy> so far I've
gotten a nice couple of things in on the programming side but
there's no art yet :<
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L1285[08:24:44] <Nathan_Leadill> There
can only be one bounding box per block right?
L1286[08:25:10] <Wuppy> think so,
yeah
L1287[08:25:49] <Nathan_Leadill> Because
I want to have the bounding box be around the stairs so it would
need to have more than the 9 points
L1288[08:25:51] <Nathan_Leadill> 8*
L1289[08:26:11]
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L1291[08:26:29] <AEnterprise_> you can
have bounding boxes like that
L1292[08:26:41] <AEnterprise_> look at
the BC code for the laser blocks
L1293[08:27:10] <gigaherz>
Nathan_Leadill: a block only has one bounding box, but it can have
more than one collision box
L1294[08:28:18] <Nathan_Leadill> Oh
L1295[08:32:45]
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L1300[08:39:09] <laci200270> somebody how
can I explain me how can I rotate a model around the center instead
of the edges?
L1301[08:39:21] <Gliby> u need to apply
pivot translation
L1302[08:39:25] <Gliby> basically
L1303[08:39:45] <laci200270> and how can
do it from json?
L1304[08:39:54] <Gliby> oh, json...
L1305[08:39:58] <Gliby> sorry, can't help
u there bud
L1306[08:40:36] <laci200270> why?
L1307[08:40:44] <laci200270> whats the
problem with json?
L1308[08:40:53] <Nathan_Leadill> No-One
actually likes json i dont think
L1309[08:41:08] <Gliby> it's not my
opinion on json
L1310[08:41:21] <Gliby> i've never
actually used json models
L1311[08:41:29] <Gliby> so i really don't
know what to do
L1313[08:42:13] <laci200270> also json
are good
L1314[08:42:36] <Nathan_Leadill> What are
you trying to rotate?
L1315[08:43:49] <laci200270> a piece of a
pipe
L1316[08:43:49] <Nathan_Leadill>
And
L1317[08:43:56] <Nathan_Leadill>
Code?
L1318[08:44:06] <Nathan_Leadill> And Omg
guys ItemStates :P. Life is good
L1320[08:44:32] <Nathan_Leadill>
Thanks
L1321[08:44:45] <Nathan_Leadill> So The
Pipe is placed in game correct?
L1322[08:44:51] <laci200270> yes
L1323[08:45:12] <Gliby> i'm glad my
physics mod only uses a little additional memory
L1324[08:45:22] <Nathan_Leadill> Where
did you get that json for the block?
L1325[08:45:23] <Gliby> optimization is a
thing that gets overlooked in a lot mods
L1326[08:45:41] <Nathan_Leadill> I've
never seen it like that but then again
L1328[08:45:54] <Nathan_Leadill> all my
JSON's are for 3D modeled blocks
L1329[08:45:54] <laci200270> thi sis the
blockstate file
L1330[08:47:37] <laci200270> what axis I
should rotate?
L1331[08:48:02] <laci200270> I tried
x,y,z but can't make the pipe "standing up"
L1332[08:48:27] <Nathan_Leadill> But it
did rotate in some way?
L1333[08:48:37] <sham1> ITEMSTATES
L1334[08:48:39] <sham1> ZOMG
L1335[08:48:41] <Nathan_Leadill> A while
back I had a pipe that did what you want,
L1336[08:48:58] <Nathan_Leadill> I used a
tile entity to do all the connections and rotations tho
L1337[08:48:59] <Nathan_Leadill> :P
L1338[08:49:24] <laci200270> yes it
rotated
L1339[08:49:29] <Nathan_Leadill> Finally
my B3D guns can have itemstates to say aiming/running
L1340[08:50:10] <laci200270> but around
the edges
L1341[08:50:19] <Nathan_Leadill>
Screenshot it :P
L1342[08:50:30]
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L1345[08:53:48] <Nathan_Leadill> Gliby is
your mod open source the voice one :P
L1346[08:53:59] <Gliby> noope
L1347[08:54:04] <Nathan_Leadill> Damn
it
L1348[08:54:10] <Gliby> i would love to
make it open source
L1349[08:54:17] <Gliby> but I plan to
majorly refactor, comment and stuff.
L1350[08:54:22] <Gliby> and generally fix
and improve.
L1351[08:54:36] <Gliby> after that I'll
put it on gitlab, or github.
L1352[08:54:41] <Nathan_Leadill> So would
you mind me decompiling it?
L1353[08:54:49] <Gliby> sure, just follow
the golden rules.
L1354[08:55:09] <Nathan_Leadill> Im not
using your code I just want to know how you transmit voice :P
L1355[08:55:19] <Gliby> I can explain in
detail.
L1356[08:55:34] <Nathan_Leadill> This
would be much better i think :P
L1357[08:55:50] <TomWolf> Quick question
from a newbie modder: In 1.7.10, is it possible to animate .obj
models?
L1358[08:55:53] <Gliby> just ask away, if
you would like :)
L1359[08:56:13] <Gliby> TomWolf,
everything is possible :D
L1360[08:56:23] <Nathan_Leadill> Update
to 1.8 Bro It's 10/10 better except jsons
L1361[08:56:34] <TomWolf> =) follow up
then...are there ANY documentation on how to do that?
L1362[08:56:44] <Nathan_Leadill> I can
helop you?
L1364[08:57:26] <Gliby> 1.8: optifine
creator said, lots of dynamic memory allocation then garbage
colleciton.
L1365[08:57:30] <Gliby> like 200mb
L1366[08:57:44] <Gliby> which is
considered outrageous
L1367[08:57:51] <Nathan_Leadill> Shhhh
That Much?
L1369[08:59:34] <Nathan_Leadill> Yeah
Just Read that
L1370[08:59:40] <Nathan_Leadill> TomWolf
if you wanna PM me i can help
L1371[09:00:07] <Nathan_Leadill> Gliby so
how did you manage to pickup sound from the mic :
L1372[09:00:11]
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L1373[09:00:19] <Gliby> okay here we
gooo
L1375[09:00:41]
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L1376[09:00:48] <Gliby> there's old java
api stuff, it's a bit of a hassle.
L1377[09:01:25] <Nathan_Leadill> Is there
any docs on this
L1378[09:01:37] <Nathan_Leadill> One of
the last things my mod needs is voice comms :P
L1379[09:02:14] <Gliby> I can give you a
copy of the little wrapper I made for the mod.
L1380[09:02:20] <Gliby> back in
2013
L1381[09:02:30] <Nathan_Leadill> Pretty
Please
L1382[09:02:49] <laci200270>
Nathan_Leadill the screenhoot is here:
http://imgur.com/a/GIUZB the first is the normal
state the second is when I'm trying to rotate it around x
axis
L1383[09:03:17] <Nathan_Leadill>
Oka
L1384[09:03:28] <Nathan_Leadill> Give me
about 10 mins to import your project into a fresh forge
installation
L1385[09:03:33] <Nathan_Leadill> Whats
your mappings at?
L1386[09:03:45] <laci200270> 1519
L1387[09:04:29] <Gliby> just remember, i
made this wrapper back in 2013
L1389[09:04:42]
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L1391[09:04:54] <Gliby> i only grasped
the basic concepts of java in 2012
L1392[09:05:05] <Nathan_Leadill> In b4
2000 errors
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L1396[09:05:53] <Nathan_Leadill> I
see
L1397[09:06:07] <Nathan_Leadill> 10/10
Skills
L1398[09:06:39] <Gliby> the voice chat
mod is a bundle of old and new code, i think it's amazing.
L1399[09:06:47] <Gliby> not the code, but
how the hell i've been managing it :D
L1400[09:07:42] <Nathan_Leadill>
Aha
L1401[09:07:52]
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L1404[09:10:05] <Nathan_Leadill> Right
Imported the code gimmi a bit to problem find and fix
L1405[09:10:29] <Nathan_Leadill> And
Please Next time format your code
L1406[09:10:59]
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L1407[09:11:04] <Gliby> it's gist, not my
code.
L1408[09:12:17] <Nathan_Leadill> Im
talking to laci
L1409[09:12:58] <laci200270> the problem
is just with the json
L1410[09:13:10] <laci200270> don't look
at the code
L1411[09:13:13] <laci200270> its
ugly
L1412[09:13:48] <Nathan_Leadill> :p
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L1415[09:16:24] <laci200270>
Nathan_Leadill if you found the solution can you make a PR?
L1416[09:16:31] <Nathan_Leadill>
Huh?
L1417[09:16:38] <laci200270> because
about a hour I need to go away
L1418[09:17:33] <Nathan_Leadill> Might
Have it
L1419[09:17:40] <laci200270> thanks
L1420[09:17:43] <Nathan_Leadill>
Yeah
L1421[09:17:45] <Nathan_Leadill> I've got
it
L1422[09:18:07] <Nathan_Leadill> You did
everything right sorta
L1423[09:18:20] <laci200270> but?
L1424[09:18:31] <laci200270> why it
didn't worked?
L1425[09:18:54] <Nathan_Leadill> 2
secs
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L1427[09:21:15] <Nathan_Leadill> My way
of fixing it is a bit weird
L1428[09:21:20] <Nathan_Leadill> You'll
see in a sec
L1429[09:25:07] <Nathan_Leadill> Ok nvm i
broke it somehow
L1430[09:25:40]
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L1431[09:25:43] <laci200270> what did you
broke?
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L1433[09:31:33] <Nathan_Leadill> The
issue is when you place one on top or below
L1434[09:31:38] <Nathan_Leadill> It's
detecting it as east
L1435[09:31:43] <Nathan_Leadill> and
south
L1436[09:31:46] <Nathan_Leadill> Not
up/down
L1437[09:32:25] <laci200270> oh
L1438[09:32:37] <laci200270> so the
problem is in the code?
L1439[09:32:46] <Nathan_Leadill> I dunno
but thats what it's detecting
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L1441[09:34:39] <Nathan_Leadill> And it
looks good
L1442[09:34:46] <Nathan_Leadill> For some
reason the Z axis isn't rotating
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L1446[09:40:29] <Nathan_Leadill> How do
you translate/move in the tube.json
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L1449[09:41:48] <laci200270> with
propertyenums
L1450[09:42:24] <Nathan_Leadill> No i
mean you can rotate
L1451[09:42:31] <Nathan_Leadill> but i
would i move it
L1452[09:42:46] <Nathan_Leadill> This
really isn't my thing
L1453[09:42:47] <Nathan_Leadill> :P
L1454[09:42:54] <Nathan_Leadill> I do 3D
Models but I'll give it a go
L1455[09:43:16] <laci200270> I can't
understand why it not works
L1456[09:43:25] <Nathan_Leadill>
Same
L1457[09:43:26] <laci200270> it should
just work
L1458[09:43:38]
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L1459[09:43:52] <laci200270> forge bug
maybe?
L1460[09:44:18] <Gliby> it's almost never
a forge bug
L1461[09:44:20] <Poppy> how do I get a
logger for 1.7.10 in scala? How do I output to this logger?
L1462[09:45:02] <Nathan_Leadill> This is
defo because of json
L1463[09:45:16] <Nathan_Leadill> Even The
Performence is all to be blamed on JSON
L1464[09:46:34] <Nathan_Leadill> #My Mod
has just become a coremod :D
L1465[09:48:44] <Nathan_Leadill> Would it
be possible to create my own boundingbox creation/ manager to allow
me more than 1 of them?
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L1470[10:12:19] <Nathan_Leadill> This is
gonna be fun
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L1475[10:32:45] <Nathan_Leadill> Anyone
good with collision boxes :P
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L1484[10:45:00] <masa> if there is a line
"AT : public" in the MCPBot field description, does that
mean that there is a forge AT for that field?
L1485[10:45:46] <masa> if so, what could
cause that field not still come up as "not visible" in
eclipse? (for someone else working on the same mod I am atm)
L1486[10:46:05] <heldplayer> It's what
you would use to make it public in a access transformer
L1487[10:46:35]
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L1488[10:46:44] <masa> would use?
L1489[10:47:02] <masa> why does mcbot
then list it?
L1490[10:48:31] <masa> hmm, it might then
be an AT in one of the mods/libs I have set up on my
environment...
L1491[10:49:18] <masa> what is the
easiest way to check the default access level of a field in just
vanilla + Forge?
L1492[10:49:34]
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L1493[10:49:47] <AEnterprise> what field
you talking about? i don't have AT's in my workspace so i can take
a quick look
L1494[10:50:00] <masa>
GuiContainer.theSlot in 1.7.10
L1495[10:50:06]
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L1496[10:50:17] <AEnterprise> that's
private
L1497[10:50:24] <masa> darn
L1498[10:50:59] <masa> well either I
would need my own AT for it or just use crappier methods of
detecting mouse hovering over a slot...?
L1499[10:51:17] <sham1> reflect upon this
issue
L1500[10:51:50] <masa> or that..
L1501[10:52:20]
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L1502[10:52:28] <unascribed> I can't
decide if this is a horrible idea or not but I'm doing it
L1503[10:52:31] <AEnterprise> there isn't
realy a bad solution, there are always multiple ways of handeling
something
L1504[10:52:37] <masa> would reflection
be noticeable slower in a GUI context?
L1505[10:52:46] <unascribed> I've split
my ore texture up into like 8 PNGs and am going to composite them
onto the current resource pack's textures at runtime
L1506[10:53:04] <AEnterprise> but things
like alot of reflection and asm when it's not needed should be
avoided
L1508[10:53:51] <AEnterprise> there are
cases where you asm is needed though but they are rare
L1509[10:54:01] <sham1> AEnterprise, it's
still better than using ATs everywhere
L1510[10:54:02] <unascribed> reflection
really isn't that slow if you cache the Field object
L1511[10:54:26] <AEnterprise> i
know
L1512[10:54:37] <masa> right, so get the
field in the gui constructor or initGui()?
L1513[10:54:50] <AEnterprise> should be
avoided but sometimes there is no other option
L1514[10:54:58] <unascribed> probably
best in your mod init, that field isn't going anywhere
L1515[10:55:08] <unascribed>
ReflectionHelper::findField will be useful
L1516[10:55:36] <sham1> ::
L1517[10:55:41] <sham1> Yay for C++
L1518[10:55:44] <AEnterprise> masa: when
caching fields only do it once with a static variable
L1519[10:55:51] <unascribed> yes, when I
refer to static fields I use J8 lambda notation
L1520[10:55:56] <unascribed>
methods*
L1521[10:56:15] <sham1> That's C++ class
method notation to me damn it
L1522[10:56:24] <sham1> That or Scala's
list concat
L1523[10:57:27] <masa> how do I find out
which mods add a specific AT? there was some mod that prints a list
of them, right?
L1524[10:57:45] <AEnterprise> does it
matter what mod does it?
L1525[10:57:59] <unascribed> isn't there
a file somewhere in build/ that contains the AT SRGs?
L1526[10:58:01] <masa> well I would like
to test that my reflection works properly... :p
L1527[10:58:19] <sham1> Your reflection
works correctly when you get the correct value out of the
thing
L1528[10:58:21] <masa> ie. remove the AT
for testing
L1529[10:58:25] <masa> mmkay
L1530[10:58:29] <unascribed> well, as
long as you call setAccessible
L1531[10:58:36] <unascribed> it should be
fine
L1532[10:58:41] <AEnterprise> yeah, an AT
or not shouldn't matter
L1533[10:58:47] <unascribed> I think all
fields get ASM'd to public at runtime by Forge anyway
L1534[10:58:59] <AEnterprise> you know
it's working if it doesn't crash
L1535[10:59:13] <masa> right
L1536[10:59:54] <sham1> Or does not throw
any nasty exceptions
L1537[11:00:08] <AEnterprise> why would
forge make all fields public?
L1538[11:00:13] <sham1> Yeah
L1539[11:00:24] <sham1> Reflection does
not care
L1540[11:00:39] <AEnterprise> would only
delay game launch for no reason
L1541[11:00:51] <sham1> To be fair
L1542[11:00:52] <unascribed> Forge
already ASM transforms every class
L1543[11:00:54] <unascribed> so
L1544[11:01:05] <sham1> I think it
patches them in some other ways
L1545[11:01:07] <masa> hmm wait, so with
reflection, I'm sort of getting the field from the class and
storing that, and just applying it to different objects after it?
bad terminology but if you understand what I'm getting at...
L1546[11:01:10] <unascribed> TMK the ATs
only affect the recompiled jar and the decompiled source
L1547[11:01:37] <unascribed> a Field
object is a handle to a field in a class, and can be used to get
the value or set the value of any object
L1548[11:01:45] <unascribed> that is of
that class, that is.
L1549[11:01:51] <sham1> Yes
L1550[11:02:06] <sham1> You can get any
field from a class as long as you have an instance of that
class
L1551[11:02:10] <AEnterprise> there is
absolutely no need to set all fields to public as at compilation
the private ones are not usable so won't be used at runtime
L1552[11:02:16] <sham1> And you pass that
to your reflection object
L1553[11:02:20] <masa> alright, I was a
bit confused at first by the "use a static field to store it
once"...
L1554[11:02:51] <AEnterprise> the field
you lookup you store in a static var so you only need to look it up
once
L1555[11:03:00] <AEnterprise> you then
use the field to get the value of the object
L1556[11:03:05] <sham1> You store the
reflection object (the one you use to access the actual field) into
a static variable or whatever
L1557[11:03:26] <sham1> And you can then
use it whenever you have the proper instance
L1558[11:03:27] <masa> yeah I get that
now
L1559[11:03:52] <sham1> I use reflection
in my mod to do some packet sync stuff
L1560[11:04:03] <AEnterprise> reflection
in your own mod???
L1561[11:04:17] *
AEnterprise fails to see a good reason to do that
L1562[11:04:17] <sham1> I'm not
reflecting stuff in my own mod silly
L1563[11:04:32]
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L1564[11:04:33] <gigaherz> AEnterprise:
he makes uf of reclection in his mod
L1565[11:04:39] <gigaherz> doesn't mean
he's reflecting his own objects
L1566[11:04:40] <gigaherz> XD
L1567[11:04:41] <sham1> Yeah
L1568[11:04:43] <gigaherz> of*
L1569[11:04:44] <AEnterprise> ah good,
cause i know mod that do that and they can be performance
killers
L1570[11:04:46] <gigaherz> wtf can't type
today
L1571[11:04:49] <sham1> I would not even
need to
L1573[11:04:54] <gigaherz> I use
reflection for this
L1574[11:05:04] <sham1> Because in scala
all variables are public by default
L1575[11:05:05] <unascribed> yes, let's
reflect into a private field that is part of our code that we could
easily make public
L1576[11:05:15] <gigaherz> or make a
getter
L1577[11:05:15] <gigaherz> ;P
L1578[11:05:18] <AEnterprise> there are
mods that do that
L1579[11:05:19] <unascribed> the lack of
logic is astounding :P
L1580[11:05:39] <gigaherz> "Getters?
ain't nobody has time for that!"
L1581[11:06:06] <sham1> It takes all one
annotation to create getters that are javabean-like
L1582[11:06:17] <unascribed> if you're
using lombok
L1583[11:06:23] <unascribed> almost
nobody uses lombok though
L1584[11:06:28] <unascribed> oh, you mean
Scala
L1585[11:06:37] <sham1> Yeh
L1586[11:06:53] <sham1> I dont program
using an island in indonesia
L1587[11:06:55] <gigaherz> I like C#'s
property system, "public float Value { get; set; }"
L1588[11:06:57] ***
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L1589[11:07:01] <AEnterprise> ic2clasic
did it, not sure if it still does it
L1590[11:07:14] <gigaherz> internally
compiles into "get_Value" and "set_Value", but
you can't use them as methods ;P
L1591[11:07:15] <AEnterprise> BC used
annotations for a while to transfer MJ
L1592[11:07:31] <sham1> wait wat
L1593[11:07:35] <sham1> How does that
even work
L1594[11:07:41] <AEnterprise> the
annotations?
L1595[11:07:52] <AEnterprise> extremely
overly complex
L1596[11:08:21] <AEnterprise> spacetoad
made it when he got back, threw it out later
L1597[11:08:38] <AEnterprise> cause it
wasn't very use friendly or good for performance
L1598[11:08:45]
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L1599[11:08:45] <AEnterprise> anyways
dinner time for me
L1600[11:08:50] ***
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L1601[11:12:03] <Mimiru> Anyone have
thoughts on how to simulate a scrolling text display with
drawString? Basically I have a long string that I'd like to scroll
across my screen automatically
L1602[11:12:22] <Lumien>
GL11.glScissor
L1603[11:12:25] <unascribed> ^
L1604[11:12:29] <unascribed> don't
simulate it
L1605[11:12:31] <unascribed> just do
it
L1606[11:12:34] <diesieben07> Mimiru,
change a variable every tick that determiens the top position
L1607[11:12:37] <Mimiru> Wait that's a
thing?
L1608[11:12:41] <diesieben07> and
glScissor sucks balls :D
L1609[11:12:45] <Mimiru> lol..
L1610[11:12:46] <unascribed> yes, but it
uses screen coords
L1611[11:13:12] <unascribed> so, Y 0 is
the bottom, and X is measured in pixels instead of the scaled
screen units minecraft uses
L1612[11:13:32] <unascribed> X and
Y*
L1613[11:14:05] <Lumien> diesieben but
it's SO convenient and easy xD
L1614[11:14:16] <Mimiru> K, thanks guys
I'll go do some reading
L1615[11:14:46] <sham1> Lumien, So are
ATs yet they are bad for you
L1616[11:15:19] <Lumien> I would say
reflection is more convenient in a lot of cases
L1617[11:17:06]
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L1620[11:21:47] <diesieben07> Lumien, i
found glScissor the absolute opposite of convenient and easy
L1621[11:21:56] <diesieben07> the
intend... yes. the usage? oh god.
L1622[11:24:35] <OrionOnline>
diesieben07, once you have figured it out, you can write some easy
wrapper functions and it is really convenient
L1623[11:24:58] <diesieben07> except when
you start to wrap more than one scissor :P
L1624[11:25:15] <OrionOnline> ... I did
not know that you can have multiple Scissors?
L1625[11:25:23] <diesieben07> exactly.
you cannot :)
L1626[11:25:36] <diesieben07> but if you
need more than one scissor region...
L1627[11:25:47] <OrionOnline> Then how
would you even get multiple ones?
L1628[11:25:56] <diesieben07> you have to
do all the calculation yourself
L1629[11:26:08] <OrionOnline> would that
not mean render it multiple times with the box on a different
position each time?
L1630[11:26:50] <diesieben07> no what i
meant was like... a scroll region inside a scroll region
L1631[11:27:54]
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L1632[11:28:56] <OrionOnline> ah yeah
that means some serious calculation work :D
L1633[11:30:31] <diesieben07> and THAT
with the weird thing of it being all upside down
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L1635[11:31:43] <Mimiru> Ok, another
question, can scissor be used outside of a GUI? I'm doing this text
via a TESR and nothing I'm doing seems to do anything.
L1636[11:32:01] <unascribed> no, scissor
is only useful for 2D rendering
L1637[11:32:09] <unascribed> doesn't help
for projected things as it's all screencoordinates
L1638[11:32:13] <unascribed> doesn't take
a Z argument
L1639[11:32:30] <Mimiru> Ahh, so this
isn't going to work anyway, k.
L1640[11:32:35] <Mimiru> back to the
drawing board.
L1642[11:34:09] <Mimiru> The idea is to
scroll the entire string across the display region there
L1643[11:34:21] <Mimiru> but only show
the 6 characters at a time that will fit
L1644[11:34:33] <gigaherz> well the
original use for scissor rects
L1645[11:34:39] <gigaherz> was the
rearview mirror in car games
L1646[11:34:40] <gigaherz> ;P
L1647[11:36:58] <Nathan_Leadill> is there
a limit on the size of a model?
L1648[11:38:10] <sham1> As much as the
memory can hold :D
L1649[11:38:11] <sham1> Nah
L1650[11:41:02] <Drullkus>
Nathan_Leadill: There's no limits
L1651[11:41:09] <Drullkus> But don't go
overkill
L1652[11:41:53] <Nathan_Leadill> It's
just that its not showing up when i place it down in game
L1653[11:42:06] <Nathan_Leadill> I was
wondering if it was because it was maybe too big
L1654[11:43:55]
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L1655[11:44:41] <Nathan_Leadill> Found
i
L1656[11:44:41] <Nathan_Leadill> t
L1657[11:44:42] <Drullkus> maybe you did
something incorrectly in your code :P
L1658[11:44:48]
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L1659[11:45:04] <Nathan_Leadill> It's
nine miles up in the air
L1660[11:45:09] <Nathan_Leadill> Rotated
on its side
L1661[11:46:38] <AIOOB> Is it possible to
change the logging level of forge?
L1662[11:46:43] <sham1> yes
L1663[11:47:25] <Nathan_Leadill> Ok is
there a limit on collision boxes?
L1664[11:47:38] <Nathan_Leadill> And
Ifnot How many can be created before we see performence
issues
L1665[11:47:51]
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L1666[11:48:05] <Nathan_Leadill> Also how
many faces can be in a B3D model before we see performence
issues
L1667[11:48:30] <AIOOB> sham1: How can I
change the logging level of forge?
L1668[11:48:56] <sham1> Look around and
you will find a way
L1669[11:50:07] <Nathan_Leadill> God Damn
Json Not Rotating my Model
L1670[11:50:48]
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L1673[11:57:38] ***
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L1676[12:02:39] <Kane_Hart> odd question
never bothered looking into it.. When there are builds with a half
star is that like half way recommended lol?
L1677[12:03:05] <unascribed> that means
"latest"
L1678[12:03:11] <Kane_Hart> I was going
to update my server etc. And noticed that 1448 still the full star
but I see a half star for 1517
L1679[12:03:12] <Kane_Hart> Ahh
L1680[12:03:26] <Kane_Hart> So I assume
everyone just sticking to 1448 or is there a recommended within the
community version?
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L1685[12:12:42] <gigaherz> Kane_Hart:
generally speaking, latest is better
L1686[12:13:06] <gigaherz> it just hasn't
gone through the QA process to mark it as recommended
L1687[12:13:28]
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L1688[12:13:29] <gigaherz> you should be
able to make use of latest
L1689[12:13:33] <gigaherz> if any mod
breaks, then blame the mod ;P
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L1691[12:14:28] <gigaherz> (there's no
reason why a properly coded mod would stop working)
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L1698[12:31:06] <oggtheman> YO
L1699[12:31:25] <sham1> I am bores
L1700[12:31:28] <sham1> bored*
L1701[12:31:30] <sham1> Someone help
me
L1702[12:32:21] <gigaherz> we can be
bored together!
L1703[12:35:15] <sham1> Well, I did
manage to make my GUI for my smelting bay to work
L1704[12:35:20] <sham1> With RF and
everything
L1705[12:39:35]
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L1715[12:53:45] <sham1> Also
L1716[12:53:48] <sham1> Kinda
silent
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L1721[13:01:34] <oats> could have asked
nicely
L1722[13:01:40] <oats> anyways
L1723[13:02:02] <unascribed> nice isn't
lex's style :P
L1724[13:02:07] <TehNut> that is asking
nicely
L1725[13:02:27] <oats> is the latest
forge download compatible with 1.8.8?
L1726[13:02:36] <TehNut> No
L1727[13:02:39] <TehNut> Latest Forge is
1.8
L1728[13:02:44] <oats> gotcha,
thanks
L1729[13:02:58] <oats> are they generally
not compatible with the incremental updates?
L1730[13:03:04] <TehNut> Correct
L1731[13:03:16] <oats> appreciated
L1732[13:03:31] <TehNut> Hell, a lot of
mods written for 1.X.Y don't work for 1.X.Z
L1733[13:03:37]
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L1735[13:04:56] <oats> I 'spose I can
understand becoming a bit jaded when you manage a large project and
are constantly bombarded by stupid questions
L1736[13:06:03] <sham1> correct
L1737[13:06:12]
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L1738[13:07:00] <Dan_Yeomans> I wouldn't
have the patience for it
L1739[13:07:13] ***
AEnterpriseAFK is now known as AEnterprise
L1740[13:07:20] <Ferdz_> Can anyone help
me find out how to get the different Fish in the game? There
doesn't seem to be a Items.clownfish and such
L1741[13:07:59] <shadowfacts> fish use
metadata
L1742[13:08:22] <shadowfacts> look at
ItemFishFood.FishType
L1743[13:08:59] <Ferdz_> Okay, and why is
it that an item is called cooked_fished instead of cooked_fish?
:c
L1744[13:09:47] <shadowfacts> because
mcp
L1745[13:09:50]
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L1747[13:11:07] <Wuppy> heh, I really
love the special attacks we've come up with for our game jam
game
L1748[13:11:25] <Wuppy> one of our
characters is an isaac newton mech
L1749[13:11:32] <Wuppy> and his special
attack is an apple granade rain
L1750[13:11:57] <oats> are there any good
up-to-date minimaps? rei's was abandoned last I peeked
L1751[13:12:26]
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L1753[13:13:56] <Dan_Yeomans> is
mod_MinecraftForge the official name i should use in the
dependencies for my mod
L1754[13:13:58] <Ferdz_> How would I go
about finding the different metas for cooked_fished?
L1755[13:14:09] <shadowfacts> oats,
JourneyMap and VoxelMap (uses LL)
L1756[13:14:25] <oats> shadowfacts:
thanks!
L1757[13:14:44] <shadowfacts> Ferdz_,
look at the ItemFishFood.FishType enum
L1759[13:15:06] <Ferdz_> Yeah but that's
uncooked I think
L1760[13:15:29] <shadowfacts> it's the
same for cooked
L1761[13:17:17] <Digitalsabre> Wuppy:
Can't wait for your new book.
L1762[13:17:35] <Digitalsabre> Well... I
can. I have to. But I don't want to. :P
L1763[13:17:40] <Wuppy> thanks
Digitalsabre, I finished it last week so it'll be out in just a
month :)
L1764[13:17:58] <Ferdz_> Okay so to get
say a raw cod, I'd do exactly this: new ItemStack(Items.fish, 1,
ItemFishFood.FishType.COD) ?
L1765[13:18:01] <Dan_Yeomans> Oh congrats
Wuppy, what's your book about?
L1767[13:18:30] <Dan_Yeomans>
ooooooh
L1768[13:18:44] <Dan_Yeomans> does it use
vanilla or forge
L1769[13:19:19]
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L1770[13:19:53] *
Dan_Yeomans actually reads the description for once
L1771[13:20:00] <Dan_Yeomans> ...question
answered :P
L1772[13:20:01]
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L1773[13:20:07] <Wuppy> you can't really
mod without forge
L1774[13:20:36]
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L1775[13:20:36] <Dan_Yeomans> it's
possible but the time and effort required is a pain. also it
introduces so many incompatabilities
L1776[13:20:41] <Curle> I'm back
L1777[13:20:44] <Curle> :D
L1778[13:20:49] <Dan_Yeomans> welcome
back Curle
L1779[13:20:49] <Wuppy> howdy Curle
L1780[13:21:15] <Dan_Yeomans> idk why
mojang doesn't just back forge as the official plugin api... i
mean, they're never going to get theirs done at this point
L1781[13:21:16] <Curle> Diesieben: I
found out the source of the problem. It had nothing to do with the
code, but the premise of the actual class itself.
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L1783[13:21:37] <Curle> Ohai Wuppy
L1784[13:21:38] <Curle> :D
L1785[13:22:31] <Wuppy> damn I must've
looked at the unreal UI for at least 20 hours or so over the
weekend
L1786[13:22:54] <Wuppy> from fridaay
night untill now
L1787[13:22:58] <Curle> xD
L1788[13:22:59] <Curle> GG
L1789[13:23:04]
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L1790[13:23:06] <Curle> Unreal, you
say?
L1791[13:23:09] <Wuppy> yes
L1792[13:23:17] <Curle> Hmm
L1793[13:23:19] <Wuppy> but that's what
you get during the Epic Megajam
L1794[13:23:40]
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L1796[13:24:28] <Wuppy> the game is
almost so cool already :D
L1797[13:24:35] <Dan_Yeomans> i missed a
game jam? :c oh noooooooo
L1798[13:24:49] <Wuppy> Dan_Yeomans, it's
from last thursday untill thursday
L1799[13:24:51] <Curle> WE'RE DOOMED!
DOOMED I SAY, DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMED!
L1800[13:25:02] <Wuppy> if you've got
nothing to do the next few days you can easily catch up to us
:P
L1801[13:25:18] <Wuppy> because I'll not
be able to do extremely much the next few days because of
school
L1802[13:25:24] <Curle> Same here
L1803[13:25:30]
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L1804[13:25:34] <Dan_Yeomans> crap. i'm
off 'till thursday. i have no excuse
L1805[13:25:50] <Wuppy> Dan_Yeomans, got
any experience in unreal?
L1806[13:26:07] <Dan_Yeomans> not really,
but i have boatloads of experience in c++
L1807[13:26:18] <Wuppy> then here's your
chance to get started :D
L1808[13:26:19] <Curle> ^ Same
L1809[13:26:19] <Curle> xD
L1811[13:26:41] <Curle> I tried Unreal
but it got way too confusing when I started
L1812[13:26:44] <Curle> xD
L1813[13:26:45] <Wuppy> at first I hated
the theme, but it's really nice
L1814[13:27:03] <Wuppy> Curle, it's very
confusing at first, but when you start to undertand it, it's really
cool
L1815[13:27:12] <Curle> I know
L1816[13:27:15] <Dan_Yeomans> i'm finding
that a bit confusing XD
L1817[13:27:33] <Curle> I made a basic
terrain adventure game with a hidden dubstep gun (prop)
L1818[13:27:39] <Wuppy> lol
L1819[13:27:52] <Curle> Then I quit and
found out that it was way easier for me to actually code the levels
and mechanics with text
L1820[13:27:55] <Wuppy> do you guys know
Metal Slug?
L1821[13:27:59] <Curle> For some
reason
L1822[13:28:05] <Dan_Yeomans> one of my
favourites, wuppy
L1823[13:28:16] <Wuppy> Dan_Yeomans,
we're making a game very much like it
L1824[13:28:29] <Wuppy> and the mechs
will be inspired by giants from the past
L1825[13:28:30] <Curle> All I can think
of when you say Metal Slug is the Slurb guy (the drink slug from
Futurama)
L1826[13:28:48] <Wuppy> the first mech is
Isaac Newton
L1827[13:29:01] <Curle> Sir* Isaac
Newton*
L1828[13:29:02] <Wuppy> his special
attack is a rain of apples :P
L1829[13:29:37] <Dan_Yeomans> lol
L1830[13:30:06] <Curle> I'm gonna go raid
the web for a way to make a mob, see you on the flipside
L1831[13:30:07] <Curle> xD
L1832[13:30:07] <Wuppy> we're also
planning to make a Nicola Tesla character with electric bolts for
bullets
L1833[13:30:28] <Wuppy> we also kinda
want to make a John Cena with a special attack being
instantcena.com
L1834[13:30:34] <Wuppy> but that's not
legal :<
L1835[13:30:47] <Wuppy> oh and Shaia
Lebeouf with JUST DO IT
L1836[13:30:49]
⇨ Joins: sinkillerj
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L1837[13:31:39] <Ivorius> Wuppy, don't
forget about his cannibalistic tendencies
L1838[13:31:51] <Wuppy> yep, if it
collides with an enemy it'll eat it :P
L1839[13:33:40] <Wuppy> there's so many
cool different mechs we could make xD
L1840[13:33:58] <Curle> Wait
L1841[13:34:04] <Curle> I saw the word
Giant
L1842[13:34:09] <Curle> giants from the
past
L1843[13:34:14] <Wuppy> yes
L1844[13:34:15] <Curle> How about a
goblin to go with it
L1845[13:34:23] <Wuppy> hahaha
L1846[13:34:23] <Digitalsabre> Wuppy: Now
that the book is done, do you have plans to continue updating the
freely-available info on your site? Your tutorials are easy to
follow, but there are a number of things that I need to know for my
mod which are not available there yet.
L1847[13:34:24] <Curle> A reference to a
goblin from your past
L1848[13:34:28] <Curle> giant*
L1849[13:34:32] <Wuppy> yep :P
L1850[13:34:41] <Wuppy> Digitalsabre, I'd
kinda want to, but I don't have time for it anymore
L1851[13:34:43] <Curle> same here
L1852[13:34:52] <Curle> I asked already
but he's caught up ins tuff, digital
L1853[13:34:59] <Wuppy> the only way for
me to get back to Minecraft related work is if I'm getting paid for
it
L1854[13:35:00] <Curle> in stuff*
L1855[13:35:11] <Curle> Have you got a
patreon?
L1856[13:35:24] <Wuppy> ehh I think
so
L1857[13:35:36] <Ivorius> lol
L1858[13:35:37] <Curle> It's a site for
commissioning work if you don't know what that is
L1859[13:35:44] <Wuppy> yeah I've got an
account
L1860[13:35:49] <Curle> Right
L1861[13:35:52] <Wuppy> dont actually
look at it anymore
L1862[13:35:54] <Ivorius> He got hundreds
from some crazy dude who wanted him to make a frozen mod
L1863[13:35:55] <Ivorius> No? :P
L1864[13:36:01] <Ivorius> At least a
while back
L1865[13:36:05] <Wuppy> not hundreds,
just a little bit of money
L1866[13:36:13] <Curle> Hundreds of
pennies
L1867[13:36:13] <Curle> xD
L1868[13:36:15] <Wuppy> it was like 30
dollars or something
L1869[13:36:32] <Wuppy> not exactly my
smartest idea if I had done it for an hourly salary
L1870[13:36:43] <Wuppy> but back then I
didn't
L1871[13:36:51] <Curle> Why don't you set
it back up?
L1872[13:37:10] <Curle> I'll donate a bit
(load) of dosh when I get me credit card
L1873[13:37:23] <Wuppy> heh, it's hard to
say no to that :P
L1874[13:37:55] <Curle> :D
L1875[13:38:02] <Curle> It might take a
while
L1876[13:38:14] <Curle> Then again, I am
getting both of your books too
L1877[13:38:15] <Curle> :P
L1878[13:39:10] <Curle> Anyone else
got/going to get either/both of Wuppy's book/s?
L1879[13:39:11]
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L1880[13:39:33] <Dan_Yeomans> i want to.
but i'd really like a digital copy
L1881[13:39:43] <Dan_Yeomans> (wink wink
nudge nudge)
L1882[13:39:49] <Curle> You can get it on
the Play Store
L1883[13:39:51] <Wuppy> Dan_Yeomans, it's
being sold as an epub as well
L1884[13:39:55] <Dan_Yeomans>
oooooh
L1885[13:39:56] <Dan_Yeomans> then
yes
L1886[13:40:09] <Dan_Yeomans> where can i
view this epub
L1887[13:40:16] <Curle> I saw it on the
Play Store in my recommended section a few times
L1888[13:40:28] <Curle> There is a
preview on the aforementioned site
L1889[13:40:35] <Curle> And you can get
any epub reader
L1890[13:40:43] <Curle> Calibre is my
favourite for Windows
L1891[13:40:49] <Curle> And Moon+ for
Android
L1892[13:41:05] <Wuppy> alternatiely:
o
L1894[13:42:01] <Dan_Yeomans> does this
book only cover the latest version?
L1895[13:42:05] <Curle> Jimmy
Koene?
L1896[13:42:16] <Curle> There are 2
versions, 1.7.10 and 1.8
L1897[13:42:19] <Dan_Yeomans> i'm
actually looking to port my mod to 1.7.10 due to popular demand and
i'd love to find some info for that
L1898[13:42:25] <Curle> I'm getting both,
I believe this is 1.7.10
L1899[13:42:29] <Curle> 1.8*
L1900[13:42:32] <Curle> Version 2
L1901[13:42:47]
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L1902[13:42:51] <Curle> I really need to
slow down when typing information
L1903[13:42:52] <Curle> xD
L1904[13:42:56] <Wuppy> Version 1 is for
1.7, version 2 is 1.8
L1905[13:43:02] <Curle> ^ that
L1906[13:43:08] <Curle> The link is to
version 2
L1907[13:43:12] <Wuppy> yep
L1908[13:43:14] <Curle> 2nd Edition
L1909[13:44:10] <Curle> Does this go into
Reflection or AccessTransformers?
L1910[13:44:18] <Wuppy> unfortunately
not
L1911[13:44:32] <Curle> Aand this?Edit
Minecraft® functionality without breaking other mods
L1912[13:44:36] <Curle> Whoops
L1913[13:44:38] <Wuppy> it covers the
start of modding, setting up, blocks, items etc.
L1914[13:44:40] <Curle> Blame Gyazo
L1915[13:44:55] <Curle> This ->
"Edit Minecraft® functionality without breaking other
mods"
L1916[13:44:59] <Curle> What's that
about?
L1917[13:45:01] <Wuppy> I show some
cheats on how to change dungeons etc.
L1918[13:45:11] <Dan_Yeomans> do you
cover base mods at all
L1919[13:45:17] <Curle> Yep
L1920[13:45:18] <Wuppy> base mods?
L1921[13:45:23] <Curle> I saw the first
few pages
L1922[13:45:23]
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L1923[13:45:26] <Curle> It does
L1924[13:45:35] <sham1> Dan_Yeomans, do
you mean core mods
L1925[13:45:40] <sham1> And he does not
cover those
L1926[13:45:41] <Dan_Yeomans> sorry yeah
those
L1927[13:45:46] <Curle> Oh, Core
mods
L1928[13:45:55] <Wuppy> aren't core mods
very bad?
L1929[13:45:56] <Curle> I thought they
went out a WHILE ago
L1930[13:46:01] <GraphicH> If I have
assets/minecraft/sounds.json, does it completely overwrite vanilla
sounds.json, or is it addative like a resource packs?
L1931[13:46:09] <unascribed> there's a
95% chance you do NOT need a coremod for what you're doing
L1932[13:46:15] <unascribed> maybe even
99%
L1933[13:46:24] <Curle> Tell that to
Chicken
L1934[13:46:27] <Dan_Yeomans> well
L1935[13:46:39] <Dan_Yeomans> there was a
time when i wanted to modify the skeleton AI
L1936[13:46:47] <Curle> May I ask
why?
L1937[13:46:51] <unascribed> reflect into
the AI list, do a clear, and add your task
L1938[13:46:53] <unascribed> done
L1939[13:47:14] <unascribed> not even a
clear probably, just search for the relevant task and replace it
with a ListIterator
L1940[13:47:14] <Subaraki> i have a
library when making a mod
L1941[13:47:18] <Wuppy> Dan_Yeomans, you
can just remove the vanilla skeleton directly as well
L1942[13:47:20] <Dan_Yeomans> i wanted to
make a mod that tweaked all the difficulty back to before jeb
started making executive decisions
L1943[13:47:22] <Wuppy> and replace it
wiht a custom one
L1944[13:47:24] <Subaraki> can i reobf
the mod without the library ?
L1945[13:49:37] <Curle> Remove the
library
L1946[13:49:47]
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L1947[13:49:49] <Curle> (Move the folder
with Explorer)
L1948[13:50:02] ***
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L1950[13:51:18] <Dan_Yeomans> if im goign
to make a 1.7.10 version of my mod, should i use forge 1.7.10 or
forge 1.7.10_pre4
L1951[13:52:01] <SkySom> Pretty sure you
want just 1.7.10
L1952[13:52:30] <Dan_Yeomans> yeah that's
what i was thinking just wanted to clarify
L1953[13:52:36] <gigaherz> Dan_Yeomans:
_pre sounds like beta ;P
L1954[13:52:47] <gigaherz> as in, beta of
mc, not forge
L1955[13:52:56] <Dan_Yeomans> oh shit
lol
L1956[13:53:01] <Dan_Yeomans> well i was
looking at the forge site
L1957[13:54:07] <gigaherz> yeah I mean it
would refer to forge
L1958[13:54:17] <gigaherz> but forge
designed for a snapshot of mc
L1959[13:54:22] <gigaherz> instead of the
final 1.7.10
L1960[13:54:37] <gigaherz> Icould be
mistaken either way
L1961[13:55:39] <Subaraki> my game
crashes with a 'classnotfounddeferror'
L1962[13:55:50] <Subaraki> my library is
installed in the miencraft game
L1963[13:55:56] <Wuppy> back to more
unreal development \o/
L1964[13:56:06] <Dan_Yeomans> good luck
Wuppy!
L1965[13:56:18] <Subaraki> and my mod has
a loadsafter anotation
L1966[13:56:40] <AEnterprise> Subaraki:
loadsafther doesn't matter for that
L1967[13:56:41] <Wuppy> massive parts of
the game already work though, which is great :D
L1968[13:56:44] <Subaraki> i do reobf the
mod with its library, because if i didnt, it wont, because it
throws errors
L1969[13:56:46] <AEnterprise> the class
still has to be pressent
L1970[13:57:16] <Subaraki> i delete the
library from the reobfuscated mod, from out of the jar
L1971[13:57:21] <Subaraki> it still
crashes the game
L1972[13:57:22] <Wuppy> basically the
only big thing left is the special attack
L1973[13:57:32] <Wuppy> and then it's
time for tweaking and improving
L1974[13:57:48] <Wuppy> oh wait, I should
also make sure you actually can pause and die :P
L1975[13:57:49] <Dan_Yeomans> polishing
is one of my favourite parts to be honest
L1976[13:57:57] <AEnterprise> Subaraki:
if it crashes with an error like that it's cause it needs a class
and that class is MISSING
L1977[13:58:02] <Dan_Yeomans> >.>
that would be important
L1978[13:58:08] <AEnterprise> removing
stuff doesn't help then
L1979[13:58:31] <Subaraki> the class is a
class from another mod that IS installed
L1980[13:58:39] <Subaraki> a mod called
bookshelf ? it's a library
L1981[13:58:44] <Subaraki> which i put in
my mods folder ?
L1982[13:58:47] <AEnterprise> can you
give a log?
L1983[13:59:02]
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L1984[13:59:26] <Dan_Yeomans> silly
question but did you make sure the other mod is a dependency and a
requiredMod for this one in the mcmod.info file?
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L1986[13:59:52] <Wuppy> Dan_Yeomans,
you're talking about game design or programming polishing?
L1987[13:59:55] <AEnterprise> that
eighter isn't the case or one of both mods is outdated
L1988[13:59:57]
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L1990[14:00:03] <TehNut> mcmod.info deps
don't matter really
L1991[14:00:15] <AEnterprise> it'll just
throw an error instead of crashing
L1992[14:00:15] <spaceemotion> Hey, I am
currently having trouble with custom packets - When is the earliest
one is able to send packets from the client to the server?
L1993[14:00:23] <TehNut> It's just an
info file for the Mod GUI
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L1995[14:00:39] <Dan_Yeomans> Wuppy:
both, but mostly game design polishing. i also like to clean my
code up at the end
L1996[14:00:45] <Subaraki> coming
up
L1997[14:00:48] <Wuppy> I write clean
code :P
L1998[14:00:52] <Dan_Yeomans> TehNut:
worth a shot anyways
L1999[14:01:02] <Dan_Yeomans> Wuppy: I do
too, but it's never clean enough <.<
L2000[14:01:05] <TehNut> Not really.
Again, it's JUST for GUI display
L2001[14:01:18]
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L2002[14:01:23] <TehNut> The
"dependencies" in @Mod is what matters
L2004[14:01:53] <AEnterprise> matter as
in it'll tell you a mod is missing instead of crashing
L2005[14:01:58] <TehNut> ^
L2006[14:02:12]
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L2007[14:02:20] <Wuppy> writing unreal
visual scripting is so much fun :)
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L2009[14:02:56] <AEnterprise> the
bookshelf version that is installed is the same as the one used to
compile?
L2010[14:03:08] <Subaraki> no clue
L2011[14:03:19]
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L2012[14:03:23] <Subaraki> the author
gave me the library in hands from its githubb src
L2013[14:03:38] <Subaraki> just checked
the mod file, the util folder is missing
L2014[14:03:42] <Subaraki> i'm gonna
complain and ask him to update his !
L2015[14:03:47] <AEnterprise> there's
your problem
L2016[14:03:51] <Subaraki> thanks
AEnterprise
L2017[14:04:00] <AEnterprise> no
problem
L2018[14:04:25] <spaceemotion> Wuppy Do
you when it is the earliest I can send packets from the client to
the server?
L2019[14:04:33] <Wuppy> no clue tbh
L2020[14:04:44] <spaceemotion> dang
L2021[14:04:55] <Ivorius> Pretty much
immediately
L2022[14:05:06] <Ivorius> The packet
queue is created on server start, so
L2023[14:05:08] <Dan_Yeomans> i'm
guessing there's no "1.8 to 1.7.10" resources on the
internet :P
L2024[14:05:26] <AEnterprise> maybe have
the server send one to the client on the login event and start
sending afther that
L2025[14:05:50] <Ivorius> On login you
can immediately send
L2027[14:05:57] <Ivorius> The server will
only accept clients when initialized
L2028[14:06:02] <spaceemotion> I try to
send it directly after the handshake
L2029[14:06:02] <TehNut> 1.8 to 1.7.10 in
a nutshell: Fix FML imports, BlockPos -> xyz ints, delete your
json folder
L2030[14:06:29]
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L2031[14:06:47] <Ivorius> spaceemotion,
try tracking the message
L2032[14:07:08] <spaceemotion> Tracking
as in stepping through the debugger? Already tried that, didn't get
far…
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L2036[14:08:47] <Ivorius> If packets get
lost without an exception thrown it is a bug
L2037[14:09:54] <spaceemotion> Well it
seems like it to me - cause there are no exceptions or log output
whatsoever
L2038[14:10:08] <spaceemotion> I might be
doing it in the wrong location though
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L2040[14:10:33] <spaceemotion> It needs
to be before the actual world is being loaded (and/or sent to the
client)
L2041[14:10:47] <spaceemotion> which is
after the handshake, isn't it?
L2042[14:11:24] <heldplayer>
spaceemotion: You're using the same classes for different IDs of
messages, try using different classes
L2043[14:11:41]
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L2045[14:12:18] <Ivorius> I checked,
that's totally valid
L2046[14:12:32] <spaceemotion> yeah the
documents state that as well
L2048[14:14:11]
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L2049[14:14:25] <Ivorius> Have you tried
sending a packet later
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L2051[14:14:30] <Ivorius> Just for
sanity's sake .P
L2052[14:14:39] <spaceemotion> Yup, later
works fine
L2053[14:14:50] <Ivorius> Then I'd
classify this as a bug
L2054[14:14:51] <spaceemotion> Tried it
with whenever I pick up XP it sends a firework sound to the
client
L2055[14:14:56] <Ivorius> And you'll need
a workaround
L2056[14:15:12] <spaceemotion> I don't
even know where to start here though haha
L2057[14:15:32] <Ivorius> Why does it
need to be before world load
L2058[14:15:37] <AEnterprise> have the
server send a packet on completion of the login
L2059[14:15:50] <AEnterprise> if the
packet arrives you know you can send packets to the server
L2060[14:15:55] <spaceemotion>
AEnterprise is there an event for that, serverside?
L2061[14:16:03] <AEnterprise> i think
there is
L2062[14:16:09] <spaceemotion> ah found
it: ServerConnectionFromClientEvent
L2063[14:16:29] <AEnterprise>
PlayerLoggedInEvent
L2065[14:17:16] <AEnterprise> i think
PlayerLoggedInEvent is fired later spaceemotion so that might be
better to use
L2066[14:17:16] <spaceemotion>
AEnterprise it needs to be fired before I got an actual Player
entity
L2067[14:17:22] <spaceemotion> thats my
problem
L2068[14:17:28] <AEnterprise> nope
L2069[14:17:35] <AEnterprise> just listen
to the event
L2070[14:17:47] <AEnterprise> then use
the player to send the message to that client
L2071[14:18:12] <Ivorius> > Why does
it need to be before world load
L2072[14:18:22] <Ivorius> If you run into
weird problems
L2073[14:18:38] <Ivorius> It's often a
symptom of bad design choices :P
L2075[14:19:54] <unascribed>
setupDecompWorkspace
L2076[14:20:00] <Dan_Yeomans> i did
L2077[14:20:18] <AEnterprise> eclipse
task as well?
L2078[14:20:24] <Ivorius> Sounds like you
did setupDevWorkspace
L2079[14:20:49] <Dan_Yeomans> oh i might
have did that
L2080[14:20:52] <Dan_Yeomans> oops
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L2086[14:23:58] <Curle> ohai
L2087[14:24:18] <Curle> Are people
chatting about packets?
L2088[14:27:04] <Dan_Yeomans> hmm
L2089[14:27:16] <Dan_Yeomans> okay so i
ran SetupDecompWorkspace and i'm still not getting the source
L2090[14:28:33] <Curle> In the convention
of Entity<name>, is the aforementioned class the model?
L2091[14:28:43] <Dan_Yeomans> nevermind i
restarted eclipse and it worked
L2092[14:28:50] <Curle> eg. EntityCreeper
= modelBiped?
L2093[14:29:01] <Curle> Or whatever
L2094[14:34:58]
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L2096[14:36:48] <Ivorius> Curle, most of
them have separate renderers
L2097[14:36:59] <Ivorius> RenderCreeper
etc.
L2098[14:37:04] <Ivorius> The model
itself is not all that important
L2099[14:37:24]
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L2101[14:37:39] <Curle> And what would
the contents of the actual Entity<name> class be then?
L2102[14:37:52] <Curle> I'm a bit
confused with this xP
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L2104[14:38:43] <Wuppy> ugh actually
getting the superpower to work is harder than expected :<
L2105[14:39:02] <Ivorius> Entity
subclasses are logic
L2106[14:39:13] <Ivorius> RenderLiving
subclasses are visuals
L2107[14:39:29]
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L2110[14:41:16] <Curle> Thanks,
Ivor
L2111[14:41:17] <Curle> :D
L2112[14:42:19] <Ivorius> Actually it's
Render subclasses for potentially non-living entities
L2113[14:42:26] <Ivorius> Horrible name,
but yeah :P
L2114[14:42:29]
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L2115[14:43:12] <Wuppy> and after
implementing it 3 or 4 different times it works :D
L2116[14:43:41] <Digitalsabre> That
actually sounds more like a Cartoon Network cartoon naming meeting
gone wrong.
L2117[14:46:11] <Curle> Is there any way
of seeing all the AI tasks of EntityFlying?
L2118[14:46:31] <Curle> CTRL+Click on
entityFlying shows nothing useful
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L2122[14:48:32] <Wuppy> so happy that the
main features are done now :)
L2123[14:48:34]
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L2124[14:48:51] <Wuppy> this game will
really stand out at my school review + resume
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L2126[14:50:08] <Curle> resume?
L2127[14:50:11] <Curle> wat
L2128[14:50:36] <Curle> To clarify, I
pronounce that as re-soom
L2129[14:51:02] <MoxieGrrl> Re-soom-ey.
:P
L2130[14:51:02] <Mimiru> résumé
L2131[14:51:26] <Curle> Oh, right.
L2132[14:51:33] <Mimiru> AKA CV, in other
areas..
L2133[14:51:51] <Curle> That's called a
CV (Cirriculum Veritae) here
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L2135[14:54:47] <Wuppy> it's called CV
here, but I thought the international/english word was resume
L2136[14:54:58] <Curle> CV here in
UK
L2137[14:55:02] <Curle> Wales, at
least.
L2138[14:55:07] <Wuppy> although I
should've said portfolio anyway :P
L2139[14:55:18] <Curle> ^ that confused
me more
L2140[14:55:18] <Curle> xD
L2141[14:55:21] <Dan_Yeomans> there's no
Entity::getName() in 1.7?
L2142[14:55:27] <Curle> Erm
L2143[14:55:32] <Curle>
Entity.getName?
L2144[14:55:36] <Dan_Yeomans> yeah
that
L2145[14:55:45] <Wuppy> Dan_Yeomans, are
you suddenly in C++?
L2146[14:56:00] <Curle> I think you have
to make the getName() method in the entity class
L2147[14:56:03] <Dan_Yeomans> lol yeah
i'm secretly coding a c++ mod for minecraft
L2148[14:56:10] <Curle> That's a
namespace thing Wuppy
L2149[14:56:13] <Curle> xD
L2150[14:56:33] <Curle> Try using
namespace Entity
L2151[14:56:37] <Curle> :P
L2152[14:56:40] <Dan_Yeomans> once you go
c++ you can never go back
L2153[14:56:59] <Wuppy> Dan_Yeomans, I
went back to C#
L2154[14:57:05] <Wuppy> and now unreal
visual scripting
L2155[14:57:49] <Dan_Yeomans> so how
would i go about making an entity.getname
L2156[14:58:19] <Curle> public static
getName()
L2157[14:58:22] <Curle> return
name;
L2158[14:58:31] <Curle> Make a name
string variable tho
L2159[14:58:32] <Curle> xD
L2160[14:58:43] <Dan_Yeomans> i'm talking
about the minecraft entity class
L2161[14:58:59] <Curle> Actual vanilla
Entity base class?
L2162[14:59:02] <Dan_Yeomans> yeah
L2163[14:59:02] <Curle> It has no
name
L2164[14:59:16] <Dan_Yeomans> it does in
1.8 :S oh well it's only for debug purposes lol
L2165[14:59:19] <Curle> If you're trying
to get the name of an entity that extends entity then that'll
work
L2166[14:59:40] <Curle> Otherwise, the
Entity class I believe has no name in itself
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L2177[15:14:01] <Arctic_Wolfy> I always
seam to forget... When I'm making a mod... What do I want to
download? Is it the src? Or does that not have the gradle
files?
L2178[15:18:09] <masa> Dan_Yeomans:
Entity.getCommandSendername() ?
L2179[15:18:14] <masa> *Name
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L2182[15:23:07] <Lumien> arctic src
L2183[15:23:08] <Lumien> or mdk
L2184[15:23:35] <Dan_Yeomans> masa i'll
try that
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L2187[15:25:16] <masa> that should be the
equivalent of Entity.getName() in 1.8 afaik
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L2191[15:28:15] <Curle> Arctic_Wolfy:
Download the src for your version
L2192[15:28:38] <Curle> Then extract to a
folder and do gradlew setupDecompWorkspace in the command line in
that directory
L2193[15:28:47] <Subaraki> hey, i was
wondering what the forge modders thought about chickenbones and his
coding style ?
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L2195[15:29:06] <Curle> He uses CoreMods,
so he's shit. :P
L2196[15:29:32] <Lumien> Right
L2197[15:29:33] <Lumien> of course
L2198[15:29:43] <Curle> I was kidding,
ofc
L2199[15:29:52] <Curle> I have actually
no idea what coremods are
L2200[15:30:00] <unascribed> I despise
Scala, so I quite dislike it
L2201[15:30:02] <unascribed> but I'm
biased
L2202[15:30:08] <Curle> But in all
honesty, he's a gud coder
L2203[15:30:14] <unascribed> obviously
quite a few people like Scala
L2204[15:30:19] <Curle> unascribed
L2205[15:30:22] <Subaraki> i run into a
lot of problems with his mods and mine
L2206[15:30:31] <Curle> Have you heard of
Thaumic Tinkerer?
L2207[15:30:35] <unascribed> sort
of
L2208[15:30:39] <Subaraki> i probably
code like shit, but people always come bugging me with crashreports
staing only code chicken core errors
L2209[15:30:49] <Subaraki> stating
*
L2210[15:32:52] <Arctic_Wolfy> How do I
set Java Home? I need to change it to the newwer version I
have.
L2211[15:33:20] <Curle> Java home?
L2212[15:33:34] <Curle> Do you mean the
path variable?
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L2214[15:34:03] <Arctic_Wolfy> Ya. Tells
your computer wat version to use. And ya. the path var.
L2215[15:34:03] <unascribed> depends on
how you're launching the game
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L2217[15:34:20] <Curle> It doesn't
L2218[15:34:25] <Curle> It's a System
setting
L2219[15:34:27] <unascribed> yes, it
does
L2220[15:34:28] <unascribed> no
L2221[15:34:30] <unascribed> it's not the
PATH
L2222[15:34:35] <unascribed> JAVA_HOME is
a different env var
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L2224[15:34:41] <Curle> wait, what?
L2225[15:34:44] <Curle> Oh, my
mistake
L2226[15:34:45] <Curle> xD
L2227[15:34:45] <unascribed> and there's
different ways to set it depending on how you're launching it
L2228[15:34:52] <Curle> Never saw that
thing before
L2229[15:35:29] <Arctic_Wolfy> Forge's
gradlew?
L2230[15:35:37] <Curle> What?
L2231[15:35:38] <Curle> xD
L2232[15:35:50] <unascribed> Windows or
*nix
L2233[15:36:00] <Curle> 'nux
L2234[15:36:04] <Arctic_Wolfy>
Windows.
L2235[15:36:11] <Curle> The OS equivalent
of 'murica
L2236[15:36:12] <Curle> xD
L2237[15:37:02] <unascribed> set
JAVA_HOME=C:\path\to\java
L2238[15:37:09] <unascribed> in the
command prompt before you run gradlew
L2239[15:37:48] <unascribed> for
example
L2240[15:37:57] <Arctic_Wolfy> Could of
sworn I right clicked some thing before.
L2241[15:37:57] <unascribed> set
JAVA_HOME="C:\Program Files\Java\jdk1.8.0_60"
L2242[15:38:09] <unascribed> there may be
some java version manager on Windows
L2243[15:38:11] <unascribed> not
sure
L2244[15:38:49] <Arctic_Wolfy> Thought it
was computer from the start menu. But doesn't seam to be.
L2245[15:38:55] <Curle> kay
L2246[15:39:34] <unascribed> yeah,
there's a version manager in the Control Panel
L2247[15:40:58] <unascribed> why is my
hex number erroring...
L2248[15:41:26] <unascribed> oh, I
somehow copied some weird smart comma from Wikipedia when I copied
the color value
L2249[15:43:29] <Arctic_Wolfy> Oh wow...
Set dev env in less then a minute... Why do I remembering it taking
longer?
L2250[15:44:24] <unascribed> probably
because you had to decompile it last time
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L2252[15:44:31] <unascribed> Forge caches
the results of decompilation
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L2254[15:44:42] <Arctic_Wolfy> Ah.
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L2256[15:45:12] <Dan_Yeomans> hexchat
crashed again
L2257[15:45:14] <Dan_Yeomans> uhhh
L2258[15:45:26] <Dan_Yeomans> is there a
1.7 equivalent for Block.isPassable?
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L2260[15:49:12] <unascribed> how would I
go about adding a feature to cave generation?
L2261[15:49:20] <unascribed> sort of like
a massive version of those round rooms
L2262[15:50:38] <unascribed> or should I
just blindly pick a spot in a chunk and carve it out?
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L2269[16:04:38] <Dan_Yeomans> all syntax
errors gone
L2270[16:04:45] <Dan_Yeomans> but as
expected the mod doesn't work at all :P
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L2306[17:25:36] ***
Kolatra[away] is now known as Kolatra
L2307[17:25:37] <Ferdz_> Can anyone
remind me how to get more info about something by using the bot
here? :c
L2308[17:25:50] ***
kirby|gone is now known as mrkirby153
L2309[17:25:59] <Ferdz_> ?>
func_150976_a
L2310[17:26:24] <Lord_Ralex> /msg
MCPBot_Reborn !help
L2311[17:26:42] <Ferdz_> thanks
L2312[17:27:24] <Ferdz_> !gm
func_150976_a
L2313[17:27:56] <Ferdz_> !gm
func_150976_a 1.7.10
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L2324[17:43:46] <ltp> Am I able to access
legacy Forge versions somewhere?
L2325[17:45:34]
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L2328[17:57:45] <gigaherz> ltp: "all
downloads" link in there
L2329[17:57:58] <ltp> thanks
L2330[17:58:17] <gigaherz> after you
choose the mc version you want, that is
L2331[17:59:00]
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L2333[18:01:00] <ltp> maven repo too is
it?
L2334[18:01:08]
⇨ Joins: Isi (~Isi@85.237.223.43)
L2335[18:01:30] <ltp> Because if it is,
that just makes implementing the forge download easier for my API
when hiatus is over
L2336[18:01:35] <iceman11a> can some one
time me what this error means.
L2337[18:01:36] <gigaherz> once you
figure out the exact version number
L2338[18:01:36] <iceman11a> 11.10
19:10:25 [Server] Server thread/ERROR [FML]: Fatal errors were
detected during the transition from INITIALIZATION to
POSTINITIALIZATION. Loading cannot continue
L2339[18:01:48] <gigaherz> you can give
it to maven, I suppose
L2341[18:02:15] <gigaherz> iceman11a:
that error means something went wrong, the real error is
elsewhere
L2342[18:02:26] <gigaherz> a crash or
similar
L2343[18:02:35]
⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Read
error: Connection reset by peer)
L2344[18:02:39] <ltp> Isn't that error
message straightforward? Just saying...
L2345[18:03:11] <iceman11a> 11.10
19:10:24 [Server] Server thread/ERROR [ForgeMultipart]: Trait
already registered for cofh/api/energy/IEnergyHandler
L2346[18:03:26] <iceman11a> 11.10
19:10:24 [Server] Server thread/ERROR [ForgeMultipart]: Trait
already registered for cofh/api/energy/IEnergyHandler
L2347[18:03:35] <iceman11a> thise are the
only 2 that I see
L2348[18:03:56] <ltp> no stack
trace?
L2349[18:04:50] <gigaherz> iceman11a:
there's a duplicate rf api somehow
L2350[18:04:53] <gigaherz> you have two
of them
L2351[18:05:10] <gigaherz> did you put it
in libs and mods at the same time or something like that?
L2352[18:06:11] <iceman11a> No, I added a
mod to my server. ModularPowersuits-0.11.0.283 and Numina-0.4.0.119
and last powersuitaddons-1.7.10-901 as far as I know.
L2353[18:06:17] <iceman11a> I could have
the wrong files
L2354[18:06:28] <iceman11a> Finding these
mods are crazy
L2355[18:06:33] <ltp> If only someone
would make a Turing machine that made debugging easy...
*sigh*
L2356[18:07:46] ***
MrKickkiller is now known as MrKick|Away
L2357[18:08:25] <iceman11a> here's the
crash report
L2359[18:08:55] ***
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L2362[18:10:35] <iceman11a> any one have
any ideas
L2363[18:11:30]
⇨ Joins: securitypedant
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L2364[18:11:38] <securitypedant> just
here to poke the MC bot
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L2367[18:15:01] <securitypedant> any way
I can prevent the ESCAPE key closing a GuiScreen? keyTyped returns
typedChar= keyCode=1 when I press escape
L2368[18:16:09] <unascribed> if you
override keyTyped and *don't* call super
L2369[18:16:13] <unascribed> esc won't do
anything
L2370[18:17:06] <ltp> why not use Java's
AWTEventMulticaster
L2371[18:17:27] <ltp> to get direct input
events and bypass LWJGL and minecraft altogether
L2372[18:17:41] <unascribed>
...what
L2373[18:17:46] <unascribed> why would
you ever do that
L2374[18:17:50]
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L2375[18:18:05] <ltp> to not have the
escape key close a GuiScreen or any other reason you may want
to...
L2376[18:18:21] <unascribed> I already
said that if you override keyTyped and do not call super, Escape
doesn't do anything
L2377[18:18:37] <ltp> yeah, but I'm just
saying
L2378[18:18:40] <unascribed> if you
wanted to, you could also override handleKeyboardInput and not call
super to have no keybinds work *at all*
L2379[18:18:42]
⇦ Quits: Isi (~Isi@85.237.223.43) (Read error: Connection
timed out)
L2380[18:19:03]
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(~Dan___Yeo@135-23-231-89.cpe.pppoe.ca)
L2381[18:19:05] <ltp> or just get the
JFrame component and make a KeyListener that works too :P
L2382[18:19:07]
⇨ Joins: Isi (~Isi@85.237.223.43)
L2383[18:19:18] <unascribed> in a lot of
cases, a LWJGL Display does not have a JFrame
L2384[18:19:20] <unascribed> so that does
not work.
L2385[18:19:28]
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L2386[18:19:31] <ltp> you can still make
a KeyListener though...
L2387[18:19:35] <unascribed> no. no you
can't.
L2388[18:19:42] <ltp> I could make it
work
L2389[18:19:43] <Dan_Yeomans> so i
finally got my model to render in 1.7.10 but it's not rendering
correctly
L2390[18:19:50] <unascribed> you
shouldn't make it work
L2391[18:19:54] <ltp> welcome to the
world of 1.8
L2392[18:19:57] <ltp> Dan_Yeomans,
L2393[18:20:04] <unascribed> he
explicitly said 1.7
L2394[18:20:10] <ltp> yeah well screw
1.7
L2395[18:20:19] <ltp> you heard it here
from Lex
L2396[18:20:32] <Dan_Yeomans> i'm making
a 1.7.10 version because a lot of people asked for it
L2398[18:20:41] <unascribed> well, it's
still pretty pointless to mention 1.8 when a 1.7 question was
asked
L2399[18:20:42] ***
Mimiru is now known as Caitlyn
L2400[18:20:46] <ltp> here be
dragons
L2402[18:20:53] <ltp> tiptoe carefully
here if you need 1.7 help
L2403[18:20:56] <Dan_Yeomans> deze
dragons apparently
L2404[18:21:15] <ltp> just no
L2405[18:21:26] <tterrag> Dan_Yeomans:
code?
L2406[18:21:35] <tterrag> seems like you
are rendering it overtop the normal block render
L2407[18:21:44] <tterrag> is it a
TESR?
L2408[18:21:51] <Dan_Yeomans> yes
L2409[18:22:12] <Dan_Yeomans> and what
code specifically :P
L2410[18:22:19] <tterrag> in that case
the answer is pretty simple
L2411[18:22:24] <tterrag> getRenderType()
{ return -1; }
L2412[18:22:28] <tterrag> in the
block
L2413[18:23:13] <securitypedant>
unascribed: thanks, sorry was in code and didn't see your
response
L2414[18:23:17]
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L2416[18:23:41] <Dan_Yeomans> freakin'
hexchat crashes every 5 mins for me i swear
L2417[18:23:55] <Dan_Yeomans> umm tterrag
no dice
L2418[18:24:09] <tterrag> what?
L2419[18:24:11]
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(Ping timeout: 206 seconds)
L2420[18:24:15] <Dan_Yeomans> wait
L2421[18:24:25] <Dan_Yeomans> i biffed
it
L2422[18:24:47] <Dan_Yeomans> spelling
error in the function lol
L2423[18:25:05] <Dan_Yeomans> thank you,
it works!
L2424[18:25:14] <unascribed> this is why
@Override exists :P
L2425[18:25:40] <tterrag> and IDEs
L2426[18:26:16] <Dan_Yeomans> good
point
L2427[18:26:41]
⇨ Joins: mallrat208
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L2428[18:26:42] <ltp> oh, so I just found
someone who doesn't use @Override by default?
L2429[18:26:50] <ltp> I am
disappoint
L2430[18:27:10] <Dan_Yeomans> i usually
do >.> but i quite daftly removed it because it was giving me
errors and I didn't realize i had the case wrong
L2431[18:27:25] <Dan_Yeomans> I am not a
clever man.
L2432[18:27:30] <ltp> that's why you use
@Override... because it gave you an error XD
L2433[18:27:34] <ltp> hehe
L2434[18:31:03] <Dan_Yeomans> boy do i
ever hate 1.7... i wish more mod devs would update their code
already so that players would switch to 1.8
L2435[18:31:04] <ltp> Hey, Lex, have you
ever though about a Forge url shortener?
http://for.ge is taken, but
http://f.ml gave me a DNS failure ;)
L2436[18:31:31] <unascribed> .ml doesn't
accept registrations
L2437[18:31:38] <unascribed> only
.net.ml, .org.ml, .edu.ml, etc
L2438[18:31:42] <ltp> oh darn
L2439[18:31:44] <ltp> haha
L2440[18:31:49] <ltp> f.org/e
L2441[18:32:21] <Dan_Yeomans> mcfor.ge
?
L2442[18:32:33] <ltp> maybe
L2443[18:33:00] <ltp> forgi.ng
L2444[18:33:07] <Dan_Yeomans> lol
L2445[18:33:21] <Caitlyn> .ge top-level
domain names are available for registration for residents of
Georgia (unlimited) or for foreign companies via representation of
any local legal person (limited to one domain name per
registrant).
L2446[18:33:38] <ltp> hehe
L2447[18:34:14] <ltp> I still think
f.org/e is a winner
L2448[18:34:26] <unascribed> but also not
available
L2449[18:34:31] <Caitlyn> goog luck
getting f.org :P
L2450[18:34:35] <ltp> i know ;(
L2451[18:34:35] <Caitlyn> good too
L2452[18:34:52] <ltp> f[iret]uck
L2453[18:35:07] <ltp> oh no I speeled it
wrong
L2454[18:35:16] <ltp> *f[iretr]uck
L2455[18:35:18] <unascribed>
firetuck
L2456[18:35:39] <Pyker> lol
L2457[18:35:42]
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L2458[18:35:44] <ltp> backwards forge for
the win: egrof.co
L2459[18:35:52] <unascribed>
ocforge
L2460[18:36:23] <ltp> Forge
Un[Ltd.]
L2461[18:36:29] <gigaherz> iirc all the
1-letter and 2-letter domains are basically taken
L2462[18:36:32] <gigaherz> and most of
the 3-letter too
L2463[18:36:33]
⇦ Quits: Isi (~Isi@85.237.223.43) (Read error: Connection
timed out)
L2464[18:36:43] <ltp> just like
goo.gl
L2465[18:36:50] <unascribed> and a lot of
ccTLDs don't allow registration of <= 3 letter domains for
exactly this reason
L2466[18:37:06]
⇨ Joins: Isi (~Isi@85.237.223.43)
L2467[18:37:20] <ltp> *whine*
L2468[18:37:25] <ltp> *gets cheese*
L2469[18:37:31] <gigaherz> mcfge.io
L2470[18:37:32]
⇨ Joins: Hassan
(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L2471[18:37:48] <ltp> or.io
L2472[18:37:48] <unascribed> anything but
.io
L2473[18:38:02] <unascribed> how about
minecraftforge.org
L2474[18:38:06] <ltp> forge.xyz
L2475[18:38:07] <gigaherz> well
L2476[18:38:12] <unascribed> er
L2477[18:38:13] <unascribed> .net
L2478[18:38:16] <unascribed> I somehow
forgot the real domain
L2479[18:38:17] <gigaherz>
urlshortener.minecraftforge.org/something
L2480[18:38:21] <ltp> eff.net
L2481[18:38:22] <gigaherz> wouldn't
really be... short
L2482[18:38:22] <gigaherz> XD
L2483[18:39:10] <Dan_Yeomans>
url.mcforge.org/
L2484[18:39:14] <unascribed>
urllengthener.a.b.c.d.e.f.g.minecraftforge.net/enterprise.jsp?runtime=_2.4.5_BETA&guid=804135a4-3637-4516-8194-03b694731aaa&script=shortener.php
L2485[18:39:19] <ltp>
veryshorturlshortener.bitlyisnot.minecraftforgeforgemodloader.org.nl.co.nz.xyz.us.eu.au.gl/veryshortlink
L2486[18:39:40] <ltp> I win
L2487[18:40:03] <gigaherz>
http://<originalurlinhex>.mcforge.org/
L2488[18:40:04] <Dan_Yeomans> >all
urls through the aforementioed shortener go through adfly
L2489[18:40:14] <Dan_Yeomans> you would
literally be the most popular url shortener
L2490[18:40:15] <ltp> forg.asm
L2491[18:40:36] <Dan_Yeomans>
;>.>
L2492[18:40:37]
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L2493[18:40:47] <gigaherz> Dan_Yeomans:
then you amy as well use direct adfly
L2494[18:40:55] <gigaherz> which also
shortens the url
L2495[18:40:55] <ltp> I present you the
forgasm (FOR-gah-zuhm)
L2496[18:41:21] <ltp> adfry
L2497[18:41:41] <gigaherz> I wonder
though
L2498[18:41:41] <ltp>
oprahwin.fr/ey
L2499[18:41:49] <gigaherz> is adfly
really useful?
L2500[18:42:00] <ltp> unlike
adfoc.us
L2501[18:42:02] <gigaherz> like, is it
any better than just having ads on your download page?
L2502[18:42:24] <Ordinastie> gigaherz,
what if you don't host the download page ?
L2503[18:42:28] <ltp> My download page
has a lot of aids... 2many4count
L2504[18:43:01]
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pixlepix)
L2505[18:43:09] <gigaherz> Ordinastie: i
have a basic hosting service, unlimited transfer, 60eur/6mo
L2506[18:43:14] <gigaherz> hence why I
wonder
L2507[18:43:28] <unascribed> plus
CloudFlare is free
L2508[18:43:40] <gigaherz> if adfly
doesn't really take more for themselves than you'd get if you
hosted things yourself and having some ads
L2509[18:44:06] <ltp> screw cloudflare, I
want to access website by direct IP to circumvent Endian firewall
at my school!
L2510[18:44:09] <Ordinastie> my mods are
on curseforge, so adfly money is full benef
L2511[18:44:40] <Dan_Yeomans> i didn't
set up an adfly >.>
L2512[18:45:09] <Dan_Yeomans> how has
adfly been so far though for you Ordinastie
L2513[18:45:10] <ltp> Dan_Yeomans, I
think your adf.ly is down, if you know what I mean :J
L2514[18:45:23] <Dan_Yeomans> >.>
*zip*
L2515[18:45:51] <Ordinastie> so far it's
been ok
L2516[18:46:03] <Ordinastie> receiving
the mail saying they sent you money every month is nice :)
L2517[18:46:15] <Ordinastie> but it's not
much
L2518[18:46:15] <securitypedant> in
GuiScreen, how fast is drawScreen called? each tick?
L2519[18:46:19] <ltp> oh thank goodness
Photoshop is almost downloading... Now I can uninstall it!
L2520[18:46:25] <tterrag> securitypedant:
every frame
L2521[18:46:32] <securitypedant> ouch,
that's fast
L2522[18:46:34] <securitypedant> ok
L2523[18:46:35]
⇦ Parts: Firedingo|StillZZZ
(~Firedingo@cpe-110-146-138-105.knmu.knt.bigpond.net.au)
())
L2524[18:46:38] <tterrag> what else would
it be?
L2525[18:46:44]
⇨ Joins: pixlepix
(~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
L2526[18:46:51] *
securitypedant shrugs
L2527[18:46:52] <Dan_Yeomans> you have to
draw it every frame
L2528[18:46:59] *
securitypedant thinks
L2529[18:47:01] <Dan_Yeomans> else it
would flicker
L2530[18:47:09] <ltp> No seriously, I
typed verifier into CMD and then I had to restore Windows because
I've been optimizing drivers all day because I have 1500ns of DPC
latency
L2531[18:47:24] <securitypedant> makes
perfect sense, sorry am in the middle of writing client/server
stuff and was thinking in ticks
L2532[18:47:33] <Dan_Yeomans> lol no
worries
L2533[18:47:40] <tterrag> re: adfly, do
they still have super malicious ads on it?
L2534[18:47:44] <tterrag> i.e. fake
download buttons, etc?
L2535[18:47:48] <tterrag> if so, screw
that
L2536[18:47:54] <ltp> tterrag, no that's
adfoc.us
L2537[18:48:01] <tterrag> oh so the one
forge uses
L2538[18:48:05] <ltp> if you have WOT you
would know
L2539[18:48:22] <ltp> adfoc.us is red and
adf.ly is green
L2540[18:48:41] <tterrag> ever gone on
files.minecraftforge.net without adblock?
L2541[18:48:50] <ltp> nope
L2542[18:48:53] <tterrag> try it
L2543[18:48:57] <ltp> my computer is too
slow for ads
L2544[18:48:58] <tterrag> then imagine
you are a 10 year old
L2545[18:49:10] <unascribed> using
IE7
L2546[18:49:13] <unascribed> with 20
toolbars
L2547[18:49:15] <unascribed> no
adblock
L2548[18:49:27] <ltp> running 1400
MHz
L2549[18:49:30]
⇨ Joins: Arctic_Wolfy
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L2550[18:49:32] <unascribed> and you go
to the files site and don't know about the trick witn the (i)
button
L2551[18:49:33] <ltp> dual-core
L2552[18:49:35] <ltp> Windows 10
L2554[18:50:00] <unascribed>
congradulations you now have 50 viruses and are banned from
Minecraft mods
L2555[18:50:00] <ltp> Windows 10 is great
btw
L2556[18:50:05] <tterrag> obviously an ad
to you and I
L2557[18:50:13]
⇦ Quits: pixlepix
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Quit)
L2558[18:50:14] <Ordinastie> tterrag, I
don't have that :s
L2559[18:50:22] <tterrag> Ordinastie: ads
are different every time you load the page
L2560[18:50:27] <tterrag> I refreshed
once, and got that one
L2561[18:50:39] <Ordinastie> I mean I
don't have ads
L2562[18:50:45] <tterrag> turn off
adblock...
L2563[18:50:56]
⇨ Joins: Abs0rbed
(~Drew@c-73-38-142-74.hsd1.ma.comcast.net)
L2564[18:50:57] <Ordinastie> I'm testing
on IE, there is no adblock on IE
L2565[18:51:07] <unascribed> you may have
an adblock hosts file
L2566[18:51:16] <ltp> no one uses IE, I
use Edge
L2567[18:51:31] <unascribed> as someone
who knows plenty of people who use IE
L2568[18:51:36] <unascribed> that are
surprisingly computer literate
L2569[18:51:37] <unascribed> yes, people
use IE.
L2570[18:51:44] <tterrag> the ads are in
the source for the site
L2571[18:51:51] <ltp> no, we use
Edge
L2572[18:51:54] <ltp> because Windows
10
L2573[18:51:56] <tterrag> maybe they
don't show up for you, that's whatever
L2574[18:51:57] <tterrag> but they are
there
L2575[18:52:02] <unascribed> 99% of the
people I know don't use Windows 10
L2576[18:52:20] <ltp> you just met
1%
L2578[18:52:38] <unascribed> even I
recently downgraded my VM to Windows 7
L2579[18:52:45] <unascribed> because
Windows 10 is so misbehaved, especially in a VM
L2580[18:52:57] <gilmorej> the ads on
forge download page are nothing..
L2581[18:53:24] <gilmorej> i've seen
mediafire pages that make an experienced internet user wonder what
the real download is..
L2582[18:53:29] <ltp> clearly states this
is the actual download at the top
L2583[18:53:40]
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L2584[18:53:44] <unascribed> you really
think people will read that
L2585[18:53:45] <tterrag> gilmorej: on a
site for things generally targeted at children?
L2586[18:53:51] <unascribed> they look
for the biggest, flashiest button that says "DO THE
THING"
L2587[18:53:51] <tterrag> I mean you need
to look at the target audience here
L2588[18:54:01] <ltp> I don't know about
you but I feel like playing CTF on Minecraft Central
#mc1.8only
L2589[18:54:05]
⇨ Joins: Isi (~Isi@85.237.223.43)
L2590[18:54:06] <gilmorej> you've never
had to download a mod from a mediafire page?
L2591[18:54:10] <tterrag> a large amount
of the people going to this site will be 10-14 years old
L2592[18:54:19] <unascribed> this kind of
stuff is why I always send direct links to the Forge download
L2593[18:54:21] <ltp> Im 15
L2594[18:54:23] <ltp> phew
L2595[18:54:24] <Abs0rbed> if I have a
tile entity with 2 different states, do I have to register the
BlockContainer twice?
L2596[18:54:46] <tterrag> it's making me
honestly concerned for when I release this mod (also targeted at
young kids)
L2597[18:54:51] <tterrag> because they
will need to go to that site to use it
L2598[18:54:55] <ltp> unascribed, be a
little b**** and send them the ad page that doesn't link to
download instead >:D
L2599[18:55:04]
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L2600[18:55:10] <unascribed> hm
L2601[18:55:30]
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L2602[18:55:31] <gilmorej> its not your
job to save stupid people from themselves. besides, i'd wager 14-15
y/o is more savvy
L2603[18:55:37] <gilmorej> about that
shit than their parents might be
L2604[18:56:06] <ltp> all this talk of
young kids makes minecraft seem like the perfect place for
pedophiles to make a Java mod that turns on the web cam and takes
random pics... Just a harmless little mod right?
L2605[18:56:08] <unascribed> I have the
sudden urge to make a custom Forge download page
L2606[18:56:29] <ltp> use WebMatrix
3
L2607[18:56:33] <unascribed> no
L2608[18:56:45] <ltp> then what?
L2609[18:56:50] <tterrag> unascribed: is
that allowed?
L2610[18:56:55] <unascribed> Jade and
Stylus with static pages?
L2612[18:57:03] <ltp> bye
L2613[18:57:05] <unascribed> tterrag: I'd
imagine it is if I use my own server to host the download
L2614[18:57:07] <ltp> I'm off to play
CTF
L2615[18:57:10] <tterrag> seems so
L2616[18:57:10] <ltp> join me if you
want
L2617[18:57:13] <tterrag> license says
it's fine
L2618[18:57:16] <ltp> good night
L2619[18:57:18]
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(Quit: Leaving)
L2620[18:57:20] <tterrag> what worries me
is the MCP mappings
L2621[18:57:30] <unascribed> MCP mappings
aren't included with any of the downloads tmk
L2622[18:57:35] <tterrag> are those
shipped with the installer?
L2623[18:57:36] <unascribed> the MDK
downloads them on the first run
L2624[18:57:36] <tterrag> no, didn't
think so
L2625[18:57:38] <tterrag> then it seems
fine
L2626[18:57:43] <unascribed> not sure on
the universal
L2627[19:01:40]
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bend.)
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L2630[19:02:35] <Dan_Yeomans> holllly
craaaaaaap hexchat
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L2632[19:03:05] <Dan_Yeomans> so is the
1.7 version of setPositionAndUpdate just setPosition?
L2633[19:03:20]
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()
L2634[19:04:43] <TehNut> No
L2635[19:04:44]
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(~linkthepr@50-10-87-134.gar.clearwire-wmx.net)
L2636[19:05:12] <Dan_Yeomans> oh... /is/
there a setPositionAndUpdate?
L2637[19:05:28] <TehNut> Definitely still
setPositionAndUpdate()
L2638[19:05:39] <TehNut> public void
setPositionAndUpdate(double p_70634_1_, double p_70634_3_, double
p_70634_5_)
L2639[19:05:46] <TehNut> In
EntityLivingBase
L2640[19:05:49] <Dan_Yeomans> for...
1.7.x ?
L2641[19:05:57] <TehNut> Yes...
L2642[19:06:04] <Dan_Yeomans> oh
okay
L2643[19:09:33]
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L2646[19:14:04] <ltp> I said I would
leave...
L2648[19:14:08] <ltp> there
L2649[19:14:12] <ltp> I will leave
now
L2650[19:15:45] ***
MrKickkiller is now known as MrKick|Away
L2651[19:16:54] <ltp> kbye
L2652[19:16:59]
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L2653[19:17:45] <gilmorej> is there a way
to make eiraIRC wait until nickserv auth happens before it
autojoins channels?
L2654[19:17:55] <gilmorej> tired of being
dumped into #RegisterYourNameMoron
L2655[19:18:13] <tterrag> gilmorej: use
SASL
L2656[19:18:21] <tterrag> oh,
EiraIRC
L2657[19:18:25] <tterrag> dunno if you
can...hm
L2658[19:18:33] <tterrag> if you can
though, use SASL registration :P
L2659[19:23:49] <SkySom> Get a bouncer?
:D
L2660[19:25:37]
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L2661[19:25:47] <gilmorej> hmm i see on
the eiraIRC github a bug that was opened and then later closed in
ref to the issue
L2662[19:29:06] <Dan_Yeomans> my mod
works in 1.7.10 perfectly, but the icon for the block is still a
no-texture square :S
L2664[19:29:17]
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L2665[19:29:57] <gigaherz> Dan_Yeomans:
is it just a plain block? ISBRH? or TESR?
L2666[19:30:11] <Dan_Yeomans> TESR,
gigaherz
L2667[19:30:39] <Zaggy1024> what the heck
was that about with ltp 0.o
L2668[19:32:01] <Abs0rbed> hey, what does
unable to resolve texture due to upward reference mean? It asks
about #front but I’m pretty sure I’m not using it in any of my json
files
L2669[19:32:26] <gigaherz> Abs0rbed:
never seen that issue
L2670[19:32:28] <tterrag> Dan_Yeomans:
you need an item renderer then
L2671[19:32:30] <tterrag> note
L2672[19:32:33] <tterrag> why does that
block need to be TESR
L2673[19:32:38] <tterrag> it doesn't seem
to be animated in any way
L2674[19:33:00] <Dan_Yeomans> idk i just
followed a tutorial
L2675[19:33:04] <gigaherz> Dan_Yeomans:
my recommendation is to do anything static on an ISBRH, and only
use the TESR to draw the dynamic parts
L2676[19:33:54] <Dan_Yeomans> hmm
L2677[19:34:31] <gigaherz> like, i see a
beacon in your hotbar (or something a lot like one)
L2678[19:34:39] <gigaherz> the beacon
base itself, is a static block
L2679[19:34:49] <gigaherz> but the beam,
would be a TESR
L2680[19:34:58] <Dan_Yeomans> does techne
export a model that's compatible with
ISimpleBlockRenderingHandler?
L2681[19:35:12] <gigaherz> I believe
so
L2682[19:36:11] <gigaherz> although I
generally prefer to use .obj models
L2683[19:36:22] <gigaherz> I think techne
was going to get .obj export
L2684[19:36:28] <gigaherz> dunno if that
happened yet
L2686[19:37:59] <Dan_Yeomans> if i switch
over to a ISBRH will it handle the icon for me?
L2687[19:39:07] <gigaherz> sortof
L2689[19:39:21] <gigaherz> you'd need
something like this
L2690[19:39:34] <gigaherz> I had to do
some tricks to work around the fact that my block normally has a
TESR
L2691[19:39:47] <gigaherz> so my block
isn't the best example
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L2693[19:39:57] <gigaherz> dont' scroll
down
L2694[19:40:10] <gigaherz> I never got
around to moving the hardcoded model over to a .obj file
L2695[19:40:10] <gigaherz> ;p
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L2697[19:40:37] <gigaherz> (I sortof
abandoned the mod before that happened)
L2698[19:40:54] <Dan_Yeomans> lol
L2699[19:41:18] <gigaherz> yeah
L2700[19:41:23] <gigaherz> I found a
design flaw
L2701[19:41:33] <gigaherz> I blame
Minecraft's shitty IInventory
L2702[19:41:56] <gigaherz> in order to
redesign it, it would have removed the main concept of the
mod
L2703[19:42:00] <gigaherz> so I just went
"meh"
L2704[19:42:23] <gigaherz> been too busy
to revisit the idea
L2705[19:42:35] <gigaherz> but the
rendering worked. well.
L2706[19:42:36] <gigaherz> XD
L2707[19:42:46] <tterrag> Dan_Yeomans:
you have the model in what format?
L2708[19:43:08] <gigaherz> he mentioned
techne
L2709[19:43:13] <Dan_Yeomans> ModelBase
as exported from Techne
L2710[19:43:31] <Dan_Yeomans> I couldn't
find a way to convert my JSON to a 1.7 compatible format so i had
to quickly draft up another one
L2711[19:43:51] <gigaherz> oh you made it
for 1.8 first?
L2712[19:44:10] <Dan_Yeomans> yeah i made
my mod 1.8 first but i've recieved a ton of requests for a 1.7.10
version
L2713[19:44:17] <Dan_Yeomans> and i'm a
bit masochistic apparently
L2714[19:44:29] <gigaherz> heh
L2715[19:44:30] <gigaherz> well
L2716[19:44:45] <gigaherz> back in
january, when I was working on another of my unfinished mods
L2717[19:44:58] <gigaherz> I decided json
wasn't fit for my needs, and I wrote ,y own obj loader for
1.8
L2718[19:45:01] <gigaherz> my*
L2719[19:45:11] <Dan_Yeomans> wow
:o
L2720[19:45:17] <gigaherz> a few weeks
later, the official b3d loader was merged
L2721[19:45:39] <gigaherz> but still,
since I already had a loader and the .obj models
L2722[19:45:41] <gigaherz> I kept it
;p
L2723[19:45:59] <gigaherz> it has changed
a lot since then
L2724[19:46:05] <gigaherz> it's now
integrated into the model loader system
L2725[19:46:12] <Dan_Yeomans> nice
L2726[19:46:14] <gigaherz> but it has
some special things still
L2727[19:46:25] <tterrag> don't use
techne for static models...
L2728[19:46:30] <tterrag> why do people
do that .-.
L2729[19:46:41] <Dan_Yeomans> i don't
know what else to use
L2730[19:46:53] <Dan_Yeomans> the program
i used for my 1.8 model only exported json
L2731[19:46:54]
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L2732[19:46:58] <gigaherz> make them in
some 3d app that can export to .obj ;P
L2733[19:47:11] <tterrag> blender
L2734[19:47:12] *
Dan_Yeomans boots up maya
L2735[19:47:57] <Dan_Yeomans> so if i
export an obj with maya how do i use it as a model in 1.7
forge
L2736[19:49:37] <gigaherz> I don't have
any example code for that ;p
L2737[19:50:01] <Dan_Yeomans> haha no
worries... then how can i quickly get a TESR to render properly in
the inventory
L2738[19:50:12]
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L2739[19:50:24] <Dan_Yeomans> i really
just want to get this mod working 100% as fast as possible
>.> this is by no means supposed to be a long-term
solution
L2740[19:50:40] <gigaherz> you'd need the
IItemRenderer stuff
L2741[19:50:43] <gigaherz> never used
it
L2742[19:50:44] <gigaherz> ;P
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L2745[19:52:10] <tterrag> and
WavefrontObject just takes a ResourceLocation
L2746[19:52:26] <Dan_Yeomans> oh
wow
L2747[19:52:31] <Dan_Yeomans> alrighty
then
L2748[19:59:32]
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L2752[20:04:52] <Abs0rbed> if I want to
update the texture of a tile entity, am I forced to register it
twice? Once as on, once as off?
L2753[20:07:47] <Abs0rbed> just
wondering, becuase whenever I update the state of the pos of my
tile entity, the contents get spewed all over
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L2756[20:10:45] <gigaherz> Abs0rbed:
there's a needsRefresh method
L2757[20:10:53] <gigaherz> by default, it
has a "!isVanilla" condition
L2758[20:11:01] <gigaherz> override the
method without that condition
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L2760[20:11:14] <gigaherz> and changing
state won't cause the TE to get destroyed anymore
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L2762[20:11:38] <tterrag> it's
shouldRefresh
L2763[20:11:39] <tterrag> but yes
L2764[20:11:43] <tterrag> return oldBlock
!= newBlock
L2765[20:11:45] <gigaherz> ah whatever
;p
L2766[20:11:49] <tterrag> ignore the
meta
L2767[20:13:03]
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L2771[20:18:56] <Abs0rbed> awesome! so
why did it decide to dump everything before?
L2772[20:19:22] <gigaherz> becasue forge
prefers to assume each substate is a different block
L2773[20:19:24] <tterrag> Because you
changed the meta
L2774[20:19:26] <gigaherz> and needs a
separate TE
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L2786[21:08:25] <Dan_Yeomans> gee
L2787[21:08:33] <Dan_Yeomans> maya really
doesn't like my teleporter model
L2788[21:08:42] <Dan_Yeomans> it bugs out
the drawing order and it's really funny
L2790[21:11:08] <tterrag> Dan_Yeomans:
what does your teleporter do?
L2791[21:11:57] <Dan_Yeomans> it's
supposed to be a teleporter that would fit nicely into vanilla
minecraft.. the feature with it is that you put an item in it, and
that item acts as a key, so you can only teleport to teleporters
with the same key
L2792[21:12:38] <Dan_Yeomans> uniquely
named items work only with items that share the same name, maps
only work with their copies, and books only work with other books
that share the same title and author
L2793[21:12:44]
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L2794[21:13:16] <Dan_Yeomans> they also
can be locked with redstone power and if you block a teleporter the
player can't teleport to that teleporter.
L2795[21:14:25] <tterrag>
interesting
L2796[21:14:36] <tterrag> I need to
expand my telepad to have some stuff like that (not exactly what
you said, but similar)
L2797[21:14:42] <tterrag> like saving of
destinations, etc
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L2803[21:30:19] <keybounce> How do you
set the biome at an x/z location?
L2804[21:32:32] <tterrag> keybounce: edit
Chunk.getBiomeArray
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L2825[22:39:39] <Cazzar> This'll be
interesting to work with...
L2826[22:39:44] <Cazzar> xfce and
i3
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L2828[22:44:36] <Caitlyn> Is there an
easy way to check if an item is a wrench from some mod without
importing that mod's API or the like?
L2829[22:45:04] <Cazzar> You could check
item identifiers.
L2830[22:45:21] <Cazzar> Though, that's a
bit hacky
L2831[22:45:56] <Caitlyn> Well, I've not
found any other way to do it.. so how would I do that?
L2832[22:46:01] <Caitlyn> also AFK a min,
gotta make tea
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L2850[23:27:05] <Poppy> the Item class
has the itemRand field, my myItem extends Item, how come I can't
access the field?
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L2857[23:55:30] <Cypher121> Poppy: what's
itemRand's access modifier?
L2858[23:55:59] <Cypher121> if it's
private, not even child classes can access it
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