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L12[00:16:40] <BatZorn> what event should I
hook into for when the client closes or crashes?
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L15[00:18:20] <BatZorn> I'm using a xbox
controller api I found and am messing around with it, but I need to
be sure to run release() before the client closes
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L17[00:20:08] <BatZorn> I wounder, can I
just use the garbage collecter's finalize() function?
L18[00:21:37] <Mitchellbrine> If the game
crashes, does the stopping events take place?
L19[00:21:50] <Mitchellbrine> Because there
are server stopping events
L20[00:21:55] <Mitchellbrine> Iirc
L21[00:22:52] <BatZorn> hmm
L22[00:23:04] <BatZorn> I see there's a
Runtime.addShutdownHook(...) also
L24[00:25:20] <Mitchellbrine> TL;DR: You
can do it but be VERY careful?
L25[00:26:16] <tterrag> BatZorn: release()
is never guaranteed to be called
L26[00:26:24] <BatZorn> hmm
L27[00:27:05] <Mitchellbrine> Does the
server stopping event get called on crash?
L28[00:27:35] <tterrag> Mitchellbrine: yes
mc trycatches all game loop
L29[00:27:41] <tterrag> so all closing
events can be fired etc
L30[00:28:06] <Mitchellbrine> Then try
using that. It should work on close and crash then
L31[00:28:06] <tterrag> sorry BatZorn I
meant finalize() is never guaranteed
L32[00:28:07] <sham1> Try-catching loops
seems like eww to me
L33[00:28:14] <sham1> Then again
L34[00:28:24] <sham1> I do it in my own
thing so...
L35[00:28:25] <tterrag> sham1: do you like
crash reports? if so, they wouldn't be possible without it
L36[00:28:33] <sham1> Well yeh
L37[00:28:37] <Cypher121> Oracle, what the
fuck?
L38[00:28:37] <Cypher121> new
EnumMap<ButtonState, GuiPoint>(ButtonState.class);
L39[00:28:54] <tterrag> wut?
L40[00:28:58] <Mitchellbrine>
*facedesk*
L41[00:28:58] <Cypher121> why do I have to
pass enum twice?
L42[00:28:59] <sham1> Le hell
L43[00:29:04] <tterrag> ...
L44[00:29:10] <tterrag> you don't get
generics
L45[00:29:22] <Cypher121> apparently I
don't
L46[00:29:23] <tterrag> EnumMap is used
because it can pre-calculate the possible keys
L47[00:29:27] <tterrag> it can't do that
without a class instance
L48[00:29:32] <tterrag> which is not
retrievable from generics
L49[00:29:34] <fry> because erasure
L50[00:29:37] <Cypher121> oh
L51[00:29:39] <tterrag> fry: well, not
really
L52[00:29:41] <Cypher121> right
L53[00:29:44] <tterrag> since there's no
erasure there
L54[00:29:47] <sham1> Erasure is BS
BTW
L55[00:29:50] <tterrag> there's just no way
to turn generics into a class object
L56[00:30:05] <fry> that's what erasure
is
L57[00:30:16] <tterrag> no, type erasure is
<? extends Foo> -> <Foo>
L59[00:30:45] <sham1> What
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L61[00:31:00] <Cypher121> what?
L62[00:31:12] <fry> that's something
completely different
L63[00:31:18] <tterrag> and <T> ->
<Object>
L64[00:31:26] <tterrag> but explicit types
are not erased
L65[00:31:41] <Cypher121> <T> ->
<Object> is my case, I guess
L66[00:31:47] <tterrag> ok, yes, the map
cannot access the class for the generic type because it has <K,
V>
L67[00:31:51] <tterrag> which erases to
<Object, Object>
L68[00:31:52] <Cypher121> because otherwise
Class<T> would be possible
L69[00:31:59] <tterrag> but if you extended
the class and gave it specific type params
L70[00:32:04] <tterrag> it would no longer
erase
L71[00:32:08] <tterrag> sorry, I see what
you are saying now fry
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L73[00:32:43] <fry> if you have T you can
indeed, for example, get Class<T> in a language with reified
generics
L74[00:32:54] <Cypher121> and I thought
overloading default constructor with private was a strange
workaround
L75[00:32:54] <tterrag> aka not java
:P
L76[00:32:59] <sham1> Aka C++
L77[00:33:06] <tterrag> actually with some
MAJOR hacks you can kinda get the value of T
L78[00:33:15] <sham1> ClassManifest
L79[00:33:19] <tterrag> no
L80[00:33:25] <tterrag> diesieben07 walked
me through it once
L81[00:33:28] <tterrag> let me dig up the
code
L82[00:33:30] <tterrag> it's ugly...warning
you
L83[00:33:40] <fry> doesn't always
work
L84[00:33:42] <sham1> ClassManifest works
too :(
L85[00:33:53] <Cypher121> doesn't that lead
us to my initial question?
L86[00:33:54] <tterrag> TypeToken<?>
teType =
TypeToken.of(getClass()).resolveType(Foo.class.getTypeParameters()[0]);
L87[00:33:54] <Cypher121> which is
L88[00:34:02] <Cypher121> Oracle, what the
fuck?
L89[00:34:08] <tterrag> fry: indeed, only
works with explicit types again
L90[00:34:10] <sham1> Oracle being
Oracle
L91[00:34:13] <tterrag> only this time in
declaration
L92[00:34:20] <tterrag> Cypher121: generics
were mostly a tack-on
L93[00:34:28] <tterrag> added only in java
5
L94[00:34:38] <Cypher121> yeah, heard about
it
L95[00:34:51] <tterrag> they kinda suck and
everyone just deals with it :P
L96[00:34:57] <Cypher121> because
"it's excessive and not needed"
L97[00:35:04] <tterrag> doing proper
generics would probably break backwards compat
L98[00:35:09] <sham1> Yeh
L99[00:35:17] <tterrag> anyways, just pass
the class and get over it
L100[00:35:17] <tterrag> :D
L101[00:35:17] <fry> java fucked up by not
having generics from the start, and after that there was a choice:
1) erasure 2) rewrite everything, and have a pre-generic and
post-generic world
L102[00:35:33] <sham1> Yeah
L103[00:35:42] <sham1> They should have
had generics from the start
L104[00:35:52] <sham1> Did C++ have
templates at that time?
L105[00:35:59] <fry> might've not get the
market share if they did though
L106[00:36:20] <fry> yup, I think
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L108[00:36:47] <sham1> They could have
just used that idea from the start
L109[00:36:50] <sham1> Then again
L110[00:37:24] <fry> C++ generics are a
bit different
L111[00:37:25] <tterrag> coulda shoulda
woulda
L112[00:37:29] <tterrag> hindsight is
20/29
L113[00:37:31] <tterrag> etc etc
L114[00:37:45] <sham1> Templates are
indeed different
L115[00:38:12] <sham1> They also retain
the template info at runtime
L116[00:39:15] <fry> C++ reflection is
very different, I wouldn't even call it that
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L118[00:39:56] <sham1> As in...
L119[00:40:10] <fry> there's no Class
:P
L120[00:40:15] <sham1> There is no
reflection
L121[00:40:49] <sham1> Except that you
have some tricks for that
L122[00:40:54] <sham1> Like with
Boost
L123[00:41:20] <BatZorn> fr_y: is there
anything I can hook into to release a nativehandler before
minecraft fully closes either from a manual shutdown or crash of
the client?
L124[00:42:22] <fry> I don't know :P
L125[00:42:49] <BatZorn> x3x
L126[00:43:16] <sham1> That's not
rendering
L127[00:43:18] <sham1> Therefor
L128[00:43:53] <BatZorn> all I have to do
is run xboxcontroller.release() SOMEWHERE
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L130[00:44:15] <tterrag> BatZorn:
System.getRuntime().addShutdownHook() maybe?
L131[00:44:28] <BatZorn> i'll try that I
guess
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L133[00:47:02] <sham1> Lets see if my
shader program loader works
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L138[00:56:43] <Cypher121> anyone can
think of a "good" use for bogosort in modding?
L139[00:56:44] <Cypher121> for
L140[00:56:46] <Cypher121> uh
L141[00:56:48] <Cypher121> science
L142[00:57:18] <tterrag>
s/modding/anything/
L143[00:57:19] <tterrag> no
L144[00:58:04] <sham1> And my shader code
does not work
L145[00:58:07] <sham1> Well this is
nice
L146[00:58:09] <Cypher121> :(
L147[00:58:14] <tterrag> sham1: I have
some example for that
L148[00:58:38] <sham1> It seems like it
does not load it
L149[00:58:43] <sham1> As in the
file
L151[00:58:55] <tterrag> note that
TTFT|Away wrote most of that
L152[00:58:56] <sham1> Meh
L153[00:59:06] <tterrag> and then Drullkus
broke most of it
L154[00:59:08] <tterrag> then I fixed
it
L155[00:59:20] <Drullkus> ;-;
L156[00:59:34] <Drullkus> Thanks tterrag,
I tried
L157[00:59:45] <tterrag> you tried your
best, but your best wasn't enough
L158[00:59:47] <tterrag> :D
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L160[01:03:31] <fry> readFileAsString
0_o
L162[01:05:31] <tterrag> yeah
L163[01:05:32] <tterrag> like I said
L164[01:05:33] <tterrag> not me
L165[01:06:05] <BatZorn> jesus, I just
keep getting EXCEPTION_ACCESS_VIOLATION now x3x;
L167[01:06:48] <sham1> Well
L168[01:06:50] <Cypher121> or this
one
L169[01:06:55] <tterrag> >nio
L170[01:06:57] <tterrag> nupe
L171[01:07:01] <sham1> At least I know why
my shader code does not work
L172[01:07:05] <Cypher121> ohh right
L173[01:07:12] <sham1> Thank you
ifstream
L174[01:07:16] <fry> also, there's
probably no point in using ARB if you're using GLSL 1.20 anyway
:P
L175[01:07:18] <Cypher121> java 6 master
race lol
L176[01:07:32] <tterrag> java 6 worst
race
L177[01:07:34] <tterrag> but we have to
:(
L178[01:07:35] <tterrag> for now
L179[01:07:46] <tterrag> big mods are
moving to j7 soon
L180[01:08:29] <sham1> java 6
L181[01:08:30] <sham1> Meh
L182[01:08:34] <fry> big mods are slow
moving :P
L183[01:08:51] <tterrag> fry: in this
case, not really. next release of forestry and cofh mods should
contain java7 checking code
L184[01:09:47] <fry> we'll see :P
L185[01:11:41] <Cypher121> with java 9
planned to be public next year, I fail to see why don't they move
to java 8
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L191[01:18:07] <tterrag> fry: it's a
coordinated effort
L192[01:18:09] <tterrag> it's already been
set
L194[01:18:32] <fry> well, good for them
then :P
L195[01:18:52] <Cypher121> I think you
have cause-effect wrong
L196[01:19:16] <Cypher121> these users do
not update java because they don't have to
L197[01:19:35] <Wuppy> replace the word
java with minecraft and we've got one of the most popular arguments
here :P
L198[01:19:52] <Cypher121> that's
different
L199[01:20:03] <Cypher121> java is 99%
backwards compatible
L200[01:20:19] <tterrag> no, you are
overestimating the capacity of most mod users
L201[01:20:24] <Cypher121> minecraft is
soon to become a json-based text quest
L202[01:21:01] <Cypher121> well, they
somehow got java installed in the first place, didn't they?
L203[01:21:13] <tterrag> by some sheer
cosmic luck, yes
L204[01:21:17] <sham1> :D
L205[01:21:18] <tterrag> (or it was
already installed)
L206[01:21:40] <Cypher121> if they will be
forced to update, they'll surely find inner strength to do so
again
L207[01:21:52] <Cypher121> minecraft does
strange things to people
L208[01:22:28] <tterrag> well that's part
of this effort
L209[01:22:45] <tterrag> most times when a
mod uses 7 or 8 the user only gets a cryptic "Unsupporte major
minor version x.x" crash
L210[01:22:58] <Cypher121> and they'll be
forced to update anyway, so why 7 over 8
L211[01:22:58] <tterrag> we're using a mod
to pop an easy dialog with a download link
L212[01:23:04] <tterrag> because as that
link shows
L213[01:23:10] <tterrag> 99.9% of people
are already on 7
L214[01:23:20] <sham1> We need them to be
at 8
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L218[01:31:12] <McJty> There are already a
few modpacks out there that force people to go to 8
L219[01:31:21] <McJty> Because they
contain mods that are java8 only
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L221[01:31:28] <Cypher121> mainly those
with matter overdrive
L222[01:31:35] <McJty> Matter Overdrive
yes
L223[01:32:52] <Cypher121> I think about
forcing Java 8 usage too, but not sure if it's worth it simply
because of current syntactical overhead from functional
interfaces
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L226[01:34:13] <McJty> I develop my mods
on java8 on my linux machine, java7 on my windows machine but I
deploy using java6 :-)
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L228[01:34:19] <Cypher121> uhh
L229[01:34:21] <tterrag> I use java 8
everywhere
L230[01:34:29] <McJty> So I'm pretty sure
I'm compatible
L231[01:34:42] <tterrag> you don't need to
deploy with java 6
L232[01:34:50] <tterrag> to comply with
java 6
L233[01:34:55] <tterrag> that would be
dumb :P
L234[01:35:00] <McJty> tterrag, I know.
But it is for other reasons
L235[01:35:02] <Drullkus> lol
L236[01:35:04] <tterrag> wayt
L237[01:35:06] <tterrag> wat other
reasons
L238[01:35:26] <McJty> Well I often deploy
on my work laptop and for some reason I cannot use gradle with
java7. It hangs forever
L239[01:35:40] <McJty> When I deploy on my
linux machine I simply use java8
L240[01:35:44] <tterrag> ehhhh what
L241[01:35:52] <tterrag> what gradle
version?
L242[01:35:58] <McJty> Latest. It is a
networking issue
L243[01:36:05] <McJty> I've seen some
things about it on the internet
L244[01:36:14] <McJty> But none of the
proposed solutions work for me. Most likely a proxy issue
L245[01:36:19] <McJty> Java6 doesn't have
the issue
L246[01:36:31] <tterrag> weirdo
L247[01:36:40] <Cypher121> 403 return code
or some other issue?
L248[01:36:53] <McJty> hold on
L249[01:37:21] <McJty> I don't have the
exact error now but it has to do with: mechanism level no valid
credentials provided
L250[01:38:42] <Cypher121> hmm, never seen
this one
L251[01:39:10] <McJty> The exact error:
NEGOTIATE authentication error: No valid credentials provided
(Mechanism level: No valid credentials provided (Mechanism level:
Failed to find any Kerberos tgt))
L252[01:39:37] <McJty> Googling that gives
some hits and many possible solutions
L253[01:39:45] <McJty> Which I all tried
without luck
L254[01:39:58] <McJty> The only thing that
works is using java6
L255[01:40:13] <tterrag> not even 8?
L256[01:40:24] <McJty> I don't have 8 here
on this laptop so never tried
L257[01:40:37] <McJty> (and no room to
install it. I'm near max capacity on this HD :-)
L258[01:40:45] <tterrag> uninstall 7
first? lol
L259[01:41:10] <McJty> I would rather get
rid of java 6 but unfortunatelly my work needs it
L260[01:41:47] <tterrag> aha
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L262[01:45:02] <Cypher121> I fail to see
what exactly needs Kerberos auth in build process
L263[01:46:39] <Cypher121> anyway, seems
like no one else if wrong on the internet for now
L264[01:47:13] <Cypher121> bye guys
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L268[01:59:06] <tterrag> btw McJty, I made
a pretty detailed comment on your first GUI post, did you ever get
a chance to read it or respond?
L269[01:59:30] <tterrag> btw, I think the
new screenshots are a great improvement, but I have to side with
most and say you need to pick a style, not have an extra button
just to change the style
L270[01:59:43] <McJty> Yes I read it and I
think I have followed some of your suggestions in it
L271[01:59:50] <tterrag> in the latest
post
L272[01:59:53] <tterrag> one thing that
stuck out to me
L273[01:59:57] <tterrag> was the portable
tank
L274[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151023 mappings to Forge Maven.
L275[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151023-1.8.zip (mappings
= "snapshot_20151023" in build.gradle).
L276[02:00:09] <tterrag> it has no box,
nothing containing it, it feels "alone"
L277[02:00:09] <McJty> Well I think I'm
going to keep the possibility to change because I don't want to use
the most popular (flat) style myself :-)
L278[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/
L279[02:00:19] <tterrag> I didn't like the
flat one :P
L280[02:00:35] <McJty> It got the most
votes. With flat/gradient as second
L281[02:01:01] <tterrag> for the most part
I like the default MC button
L282[02:01:05] <tterrag> but the first one
was the best for me
L283[02:01:08] <tterrag> bevel no
gradient
L284[02:01:09] <McJty> Anyway, the style
switching mechanism is not in the way of anything and I already had
it implemented before.
L285[02:01:25] <tterrag> flat
seems...dry
L286[02:01:33] <tterrag> the whole GUI
seems washed out with those buttons
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L288[02:02:09] <tterrag> and tell me the
buttons have hover reactions, yes McJty? :P
L289[02:02:28] <McJty> Well no (besides
showing a tooltip). But that's actually a good idea
L290[02:02:33] <tterrag> ;_
L291[02:02:40] <tterrag> hover reactions
on ALL the things
L292[02:02:49] <tterrag> it is a HUGE
boost to UX
L293[02:02:56] <tterrag> when things
respond to the mouse moving around
L294[02:02:58] <McJty> yes I agree. I'll
add that. That's not very difficult
L295[02:03:59] <McJty> I'm nearly close to
finishing this rework. It is probably still not going to be perfect
but there is a lot of subjectivity in this subject and at least it
is a huge improvement over how it was :-)
L296[02:08:12] <McJty> And there are a few
GUI's remaining for which I'm currently lacking the motivation to
rework them although they do need a rework too.
L297[02:08:22] <McJty> But they are less
important and less frequently used features of my mod
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L329[04:28:40] <AtomicStryker> when a
server owner talks about "permission
staff.invincibility", is that a bukkit thing?
L330[04:28:49] <AtomicStryker> can a forge
mod access that?
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L344[05:25:39] <Cazzar> on the server,
maybe using reflection/calls to the bukkit stuff, though you can
also make a networking setup to check for that anyway, being a
packet you handle, and bukkit sends to you.
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L360[06:33:32] <AtomicStryker> does
someone know which "timeframe" System.currentTimeMillis
covers
L361[06:33:43] <AtomicStryker> like, it
has to overflow at some point, or reset?
L362[06:34:19] <Ivorius> Well, it's a
long, right?
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L364[06:35:08] <Ivorius> That would be
292.471.208.678 days :P
L365[06:35:11] <Ivorius> *years
L366[06:35:30] <Ivorius> Oh wait,
millis
L367[06:35:59] <Ivorius> Then
292.471.208,68 years obviously
L368[06:38:07] <sham1> Jeez
L369[06:38:15] <sham1> That's a lot of
years
L370[06:38:24] <sham1> Also +1 for using
"," for decimal
L371[06:38:45] <AtomicStryker> ah it is in
fact an ongoing count since jan 01., 1970
L372[06:38:52] <sham1> Yes
L373[06:38:53] <AtomicStryker> oh no java
has built-in obsolescense
L374[06:39:09] <sham1> Epoch is from first
of January 1970
L375[06:39:34] <Ivorius> Every language
has
L376[06:40:01] <Ivorius> Unless you BigInt
everything
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L378[06:48:25] <sham1> And even then
L379[06:48:31] <sham1> It cannot go
forever
L380[06:48:42] <sham1> Because the Integer
can fill your RAM
L381[06:50:39] <Ivorius> Just download
more
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L384[07:01:51] <sham1> Lol
L385[07:02:29] <AtomicStryker> when using
custom WorldSavedData
L386[07:02:43] <AtomicStryker> i only have
to do 2 things: use loadData to get it instantiated
L387[07:02:47] <AtomicStryker> and call
markdirty to save
L388[07:02:48] <AtomicStryker> right
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L391[07:05:36] <Rallias> How would I go
about dumping the runtime code of a method?
L392[07:08:18] <Ivorius> For class
transformers?
L393[07:08:31] <Ivorius> There's an FML
debug option
L394[07:09:11] <Rallias> Well no, I'm not
planning on modifying the code.
L395[07:09:17] <Rallias> I'm planning on
looking at what it does during runtime.
L396[07:09:58] <Ivorius> wat
L397[07:10:08] <Ivorius> The code stays
the same
L398[07:10:19] <Ivorius> Are you asking
about breakpoints
L399[07:11:30] <Rallias> Well no.
L400[07:12:19] <Rallias> Say I have a
TileEntity class, and I want to see if it's onUpdate function or
any of it's dependents call extractEnergy.
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L405[07:20:56] <Ivorius> That sounds
exactly like you're asking about breakpoints tho :P
L407[07:21:07] <sham1> Yeah
L408[07:21:55] <Rallias> Ivorius, Except
I'm not doing it for testing, I'm doing it as a function of the mod
itself.
L409[07:22:28] <Ivorius> You can't just
'track' the code flow without modifying it
L410[07:22:33] <Ivorius> So either you're
asking about Class Transformers
L411[07:22:37] <Ivorius> Or about
breakpoints
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L426[08:24:47] <sham1> IO ()
L427[08:28:19] <Ivorius> modify . maybe
Nothing . (.) Just
L428[08:29:21] <sham1> :P
L429[08:29:33] <sham1> Had to break the
silence somehow
L430[08:30:22] <Ivorius> You are not
required to entertain :P
L431[08:31:28] <sham1> No
L432[08:31:47] <sham1> But I was getting
bored, because going in a bus
L433[08:31:52] <sham1> Can take a
while
L434[08:31:58] <Cazzar> if (silence)
crickets()
L435[08:35:11] <gigaherz_i> wind()
bird_flying_suddenly()
L436[08:47:38] <sham1> wind :: IO world
-> IO world
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L464[09:58:06] <Jezza> Correct me if I'm
wrong, but the active mod container changes per event during
startup?
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L466[10:00:15] <Jezza> Yep, just confirmed
this.
L467[10:00:48] <Jezza> Welp, that's
slightly annoying, but makes sense.
L468[10:01:01] <Jezza> Looks like I can't
do what I wanted to. :/
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L472[10:08:14] <Jezza> Oh, wait.
L473[10:08:14] <Jezza> I can use the
package owners, and the frames. :D
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L481[10:21:11] <theresajayne> I think i am
getting confused, I am trying to add a block using 1.8, i can get
the Block registered and the Block texture when placed, do i have
to make an item for the block to register the inventory
texture?
L482[10:21:57] <theresajayne> as the
method listed on the forums says to use
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register()
for the inventory viewe
L483[10:28:10] <theresajayne> I thought
found it- I thin i needed to use GameRegistry.findItem() but that
didnt work
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L489[10:43:22] <tterrag|ZZZzzz>
theresajayne: just use Item.getItemFromBlock
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L496[10:52:49] <theresajayne> do i need
any special entry in the json files for
"Inventory"?
L497[10:55:24] <theresajayne> in the
assets/items folder i have a parent pointing to the block json, and
a display: thirdperson definition
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L502[11:07:16] <Ordinastie> and that ^ is
the issue with the model system :p
L503[11:08:47] <tterrag|away> agreed
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L505[11:08:55] <tterrag|away> But you do
what you have to
L506[11:09:50] <Ordinastie> I just do
someItemRenderer.registerFor(myItem); but that just me :p
L507[11:10:07] <sham1> Model system is
great for something more complex than basic builtin/generated
items
L508[11:10:32] <Ordinastie> you mean the
other way around
L509[11:10:47] <sham1> Meh
L510[11:11:02] <sham1> I think we can all
agree that IBlockState is better than Metadata at least
L511[11:11:16] <Ordinastie> the concept,
yes
L512[11:11:19] <sham1> Yeh
L513[11:11:20] <Ordinastie> the
implementation, meh
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L517[11:19:48] <theresajayne> so what am i
doing wrong?
L518[11:20:21] <theresajayne> I have moved
the item register to init and the block register to preinit as
mentioned by a forum post but thats still not working
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L520[11:20:47] <diesieben07> whats your
issue theresajayne?
L521[11:20:47] <theresajayne> i just got
to understand the old way of doing it now its completely alien to
me
L522[11:21:10] <theresajayne> the texture
is not showing up in creative tab, inventory or hand but fine when
block placed
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L524[11:21:25] <Lumien> Did you register
an inventory variant?
L525[11:21:30] <theresajayne> yep
L526[11:21:43] <theresajayne>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(BlockManager.transponder),
0, new
ModelResourceLocation("dimensionaltransponders:trransponder",
"inventory"));
L527[11:22:16] <fry> trransponder?
L528[11:22:19] <Lumien> And your model
file is called "trransponder.json" ?
L529[11:22:24] <sham1> Was just about to
say that
L530[11:22:31] <theresajayne> yep that
works
L531[11:22:53] <theresajayne> the block
when placed is correct texture just getting the black/purple in
inventory and hand
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L533[11:23:57] <Lumien> yes but you have
models/item/ttransponder.json ?
L534[11:25:01] <sham1>
models/item/trransponder.json*
L535[11:25:48] <Lumien> whoops
L536[11:26:20] <sham1> Heh
L537[11:26:22] <theresajayne> yes
L538[11:26:30] <sham1> Umn
L539[11:26:36] <theresajayne> i have a
glitch i cant work out how to fix though
L540[11:26:46] <sham1>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(BlockManager.transponder),
0, new
ModelResourceLocation("dimensionaltransponders:item/trransponder",
"inventory"));
L541[11:26:48] <sham1> Try this
L542[11:26:48] <theresajayne> i renamed a
folder its still wrong in git
L543[11:27:15] <sham1> I think you have to
use the item/-thing
L544[11:27:28] <Lumien> no
L545[11:27:36] <Lumien> ther did you only
change the case of the folder name?
L546[11:27:52] <theresajayne> how can i
force the rename of the folder ? i misnamed a subfolder with caps
instead of all lower case, fixed local but wrong on repo
L547[11:28:09] <theresajayne> (i hate
windows lack of case support)
L549[11:29:02] <theresajayne> ta
L550[11:29:04] <sham1> git mv
old_dir_name/ new_dir_name/
L551[11:29:06] <sham1> Pls
L552[11:29:13] <theresajayne> i just
noticed the typo as well
L553[11:29:18] <theresajayne>
trransponder
L554[11:29:31] <sham1> Also
L555[11:29:41] <sham1> What does ponder
even mean
L556[11:29:44] <sham1> Wait no
L557[11:29:58] <sham1>
"trans-thinker"
L558[11:30:36] <theresajayne> the idea is
with my "sample mod" is to have transponders (like
beacons) that mark a Teleport destination,
L559[11:30:44] <sham1> Ah
L560[11:31:15] <theresajayne> so you can
one way teleport but it will only load the destination chunk when
the person tries to go to that location
L561[11:31:49] <theresajayne> same with
dimensions, so if it was say Galacticraft dimension it would be
loaded only when someone wanted to go there
L562[11:32:16] <theresajayne> but to get
back you need another TP system , as most servers have a /home
command
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L564[11:34:41] <theresajayne> should there
be an inventory section in one of the json files?
L565[11:36:46] <theresajayne> gah that
file change didnt work
L566[11:37:02] <theresajayne> Fatal
renaming Permission Denied
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L572[11:50:44] <Cobbleopolis> Does anyone
know what the color of the text that's at the top of guis is?
L574[11:51:59] <gigaherz_i> 0x404040
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L576[11:52:10] <Cobbleopolis> Thanks
L577[12:01:19] <theresajayne> done it -
had to change away from the name before you could move it
back
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L579[12:04:11] <theresajayne> still not
solved the texture problem, there is no error at all, just isnt
displaying the inventory texture
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L583[12:08:17] <gigaherz_i> So I'm
planning on releasing a beta for my Android game later today. If
anyone wants to be in the closed beta, PM me the google play email.
I expect feedfback! ;P
L584[12:08:31] <netz> gigaherz_i: what
sort of game?
L585[12:08:41] <gigaherz_i>
puzzle-ish
L586[12:08:48] <netz> sounds fun
L587[12:09:22] <gigaherz_i> you aim and
throw a ball, spending light in the process, and the goal is to
gather pieces of light along the way, and reach the end of each
level with as much light remaining as possible
L588[12:09:37] <gigaherz_i> if you run
out, it's game over, and have to start the level from the
beginning
L589[12:10:29] <netz> sounds kinda like
lemmings :P
L590[12:10:29] <Jezza> Can you get the
ModCandidate from a ModContainer?
L591[12:10:59] <Jezza> Wait
L592[12:11:39] <gigaherz_i> my memory of
lemmings is far from what my game is XD
L593[12:11:43] <netz> Jezza: o/ aint seen
you in a bit :P
L594[12:11:46] <Jezza> Don't want to
reflect into FMLModContainer.
L595[12:11:56] <Jezza> o/
L596[12:12:02] <netz> gigaherz_i: well,
you expend lemmings to get to the end, and you want to end with as
many lemmings as possible :P
L597[12:12:15] <gigaherz_i> sure but
that's where the similarity ends
L598[12:12:16] <gigaherz_i> XD
L599[12:12:37] <gigaherz_i> this is one
ball, that gets brighter the more it eats
L600[12:14:34] <theresajayne> wierd, it
just started working properly ??? Freaky
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L604[12:28:44] <sham1> \o
L605[12:28:49] <Wuppy> o/
L606[12:29:02] <netz> Wuppy: sup wup
:P
L607[12:29:09] <Wuppy> tired :<
L608[12:29:16] <Wuppy> you?
L609[12:29:25] *
netz injects pure caffine into Wuppy
L610[12:29:41] <sham1> That's
dangerous
L611[12:29:54] <netz> yep
L612[12:30:17] *
sham1 has fucked around with some basic Haskell stuffs
L613[12:30:45] <sham1> I feel so proud of
myself for implementing a god damn factorial function
L614[12:30:48] <Wuppy> I've been fucking
around with PhyreEngine
L615[12:31:09] <Wuppy> even with several
hours of help by someone at sony it simply doesn't want to
work
L616[12:31:37] <netz> I've been fucking
around with usb drivers :P
L617[12:31:48] <sham1> ;P
L618[12:31:54] <Wuppy> I'm also following
the nucl.ai course which is great :D
L619[12:32:25] <sham1> I've decided
to learn some basic haskell
L620[12:32:37] <sham1> So that's always
nice
L621[12:33:16] <Wuppy> not sure what the
use of haskell is tbh
L622[12:33:43] <sham1> Same as with c++ or
something
L623[12:33:52] <sham1> It may be little
bit harder
L624[12:33:55] <sham1> But whatever
L625[12:34:06] <Wuppy> what are
applications of haskell?
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L627[12:35:38] <sham1> Well, Google tells
me that it is used in stuff like finance
L628[12:35:46] <Wuppy> meh :<
L629[12:35:51] <Wuppy> I prefer games
:)
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L632[12:36:21] <sham1> I'm pretty sure it
can do games
L633[12:36:30] <Wuppy> it can do != good
for
L634[12:38:18] <sham1> Also, I imagine it
also is used for some concurrent things
L635[12:38:50] <sham1> Because no mutable
state = less changes to fuck up with modifying the same memory from
two threads
L636[12:39:01] <theresajayne> can anyone
tell me what is wrong with this? I get "Unknown Source"
error in addRecipe() - GameRegistry.addRecipe(new
ItemStack(BlockManager.transponder), "idi", " i
", "bbb", "i", Items.iron_ingot,
"d", Items.diamond, "b",
Blocks.iron_block);
L637[12:39:31] <Wuppy> the "d"
should be 'd'
L638[12:39:47] <Wuppy> same with
"i"
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L641[12:40:15] <Wuppy> pay a little more
attention to the tutorial/source you are learning this from and you
should see why that's wrong :)
L642[12:40:19] <theresajayne> yep ok
thanks wuppy
L643[12:41:06] <theresajayne> i would use
yours but they removed it from safari, i am using the o;reilly
forge modding book
L644[12:41:21] <Wuppy> they removed it
from safari?
L645[12:41:29] <Wuppy> oreilly forge
modding book?
L646[12:41:30] <theresajayne> the download
option
L647[12:41:40] <sham1> There is a o'reilly
book for everything
L650[12:43:26] <theresajayne> yep
L651[12:43:40] <Wuppy> that seems very
poorly structured :<
L652[12:44:13] <Wuppy> recipes at the last
chapter, no metadata....
L653[12:44:29] <sham1> sloppy
L654[12:45:15] <Wuppy> seems very much
like someone who wrote it who didn't actually play Minecraft
much
L655[12:45:21] <theresajayne> i am a bit
tired, started work at 5am up at 4am after 3 hours sleep, and its
coming up to 7pm here now
L656[12:45:35] <Wuppy> or at least doesn't
have enough experience in modding to write about it
L657[12:46:10] <sham1> Go to sleep good
man
L658[12:47:23] <theresajayne> you mean
good girl?
L659[12:47:51] <sham1> I cant tell
L660[12:48:03] <theresajayne> Theresa and
Jayne , why not?
L661[12:48:58] <Ivorius> Honestly, when I
look at names I don't really internalize anymore to what they might
refer :P
L662[12:49:08] <sham1> Yeh
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L664[12:49:48] <sham1> And also, I just
refer to people in the internet as "he" until they tell
me what they prefer
L665[12:50:03] <Ivorius> You better switch
to 'they'
L666[12:50:26] <Wuppy> what about
"ye"
L667[12:50:26] <Ivorius> I feel like we
had this chat at least 10 times in this channel already
L668[12:50:27] <Ivorius> lol
L669[12:50:30] <Ivorius> Yeeeee
L670[12:50:59] <Wuppy> is anyone here
following the nucl.ai course?
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L672[12:51:14] <sham1> What is that
anyway
L673[12:51:32] <Wuppy> it's an online
course about game AI
L674[12:51:37] <theresajayne> never heard
of it, I did try the Computer graphics course on EDX but the math
was beyond me
L675[12:51:42] <Wuppy> made by
gamedevai.com
L677[12:52:06] <theresajayne> Sorry, we
could not find gamedevai.com.
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L681[12:54:35] <gigaherz_i> "welcome
to the internet, where men are men, women are men, and girls are
undercover fbi agents"
L682[12:54:45] <Wuppy> lel
L683[12:54:50] <Ivorius> Or men
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L686[12:56:17] <sham1> Internet is
men
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L689[12:58:36] <Ivorius> Meh, it really
depends on the parts you are in
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L766[16:23:55] <Jezza> Huh, does
getObjectName() in ASMData only return a "useable" string
for fields?
L767[16:23:59] <Jezza> and not
methods?
L768[16:24:32] <Jezza> Ah
L769[16:24:36] <Jezza> Yes..
L770[16:24:39] ⇦
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L771[16:24:49] <Jezza> It returns useless
strings when describing a method...
L772[16:24:50] <Jezza> :/
L773[16:25:03] <gigaherz_i> what do you
mean useless?
L774[16:25:22] <Jezza>
getDeclaredMethod();
L775[16:25:29] <Jezza> That sense of
useless.
L776[16:25:34] <gigaherz_i> why's that
useless?
L777[16:25:47] <Jezza> It doesn't work
with that
L778[16:25:58] <Jezza> Which is kinda
annoying.
L779[16:26:01] <gigaherz_i> but the method
is "name(argtypes)returntype;"
L780[16:26:08] <Jezza> It's fine for other
things, don't get me wrong.
L781[16:26:10] <gigaherz_i> that's the
"proper name" for it
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L783[16:26:18] <Jezza> but for locating
the method is kind of annoying
L784[16:26:24] <gigaherz_i> well maybe
so
L785[16:26:32] <Jezza> Well, one of the
proper names.
L786[16:26:32] <gigaherz_i> bth I haven't
done ASMing yet
L787[16:26:43] <Jezza> Two main describing
methods that I've seen
L788[16:26:53] <Jezza>
registerMyShit(Lme/jezza/oc/api/config/IConfigRegistry;)V
L789[16:26:59] <Jezza> vs
L790[16:26:59] <Jezza>
registerMyShit(me.jezza.oc.api.config.IConfigRegistry)
L791[16:27:14] <Jezza> The bottom one is
java's traditional describing method.
L792[16:27:19] <gigaherz_i> I believe the
first one is how it's stored in the class files themselves
L793[16:27:32] <Jezza> You would be
correct.
L794[16:28:01] <Jezza> That's fine. I'll
just write a method to rip out the information to pull the correct
method.
L795[16:28:04] <Jezza> Should be
easy.
L796[16:28:06] <Jezza> ish
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L798[16:30:51] <tterrag|away> Jezza: why
not require an interface then the method invocation is simpler,
no?
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L800[16:30:59] <tterrag> or just iterate
over the methods
L801[16:31:17] <Jezza> I originally had it
that way.
L802[16:31:47] <Jezza> But that makes it
require an instance of a thing
L804[16:31:52] <Jezza> If someone
implements it
L805[16:31:55] <tterrag> that's what I
do
L806[16:31:58] <tterrag> instances are
nice :P
L807[16:32:18] <Jezza> Instances are nice,
unless it's a registrar thing.
L808[16:32:23] <Jezza> Actually, similiar
to yours.
L809[16:32:29] <tterrag> lol
L810[16:32:32] <tterrag> so you want
static methods?
L811[16:32:38] <Jezza> I just need a way
to let people register stuffs.
L812[16:32:42] <Jezza> Effectively.
L813[16:32:46] <tterrag> why not
@RegisterMethod or some such
L814[16:32:53] <tterrag> then it's easy to
find and it can be called whatever you like
L815[16:32:56] <Jezza> That's exactly what
I use.
L816[16:33:00] <Jezza> ASMData
L817[16:33:01] <Jezza> And boom
L818[16:33:03] <Jezza> All good.
L819[16:33:04] <tterrag> ok
L820[16:33:08] <Jezza> But it isn't.
L821[16:33:09] <tterrag> so...what's the
problem? lol
L822[16:33:18] <Jezza> The getObjectName
returns a full description of the method.
L823[16:33:33] <Jezza> I could rip out the
name from the descriptor, and just compare it against that
L824[16:33:55] <Jezza> But in the event of
multple methods named the same
L825[16:34:14] <tterrag> ahh
L826[16:34:16] <Jezza> I might as well
just make a helper method to fully understand the descriptor and
use the information accurately.
L827[16:34:19] <tterrag> I've never used
ASMData on methods
L828[16:34:52] <Jezza> It's insanely
useful.
L829[16:34:57] <tterrag> I've used it on
classes
L830[16:34:58] <tterrag> which is
easy
L831[16:35:02] <Jezza> And fields.
L832[16:35:14] <Jezza> Both classes and
fields it's really easy.
L833[16:35:16] <Jezza> methods...
L834[16:35:20] <Jezza> Well, that's
another matter.
L835[16:35:28] <Jezza> It's fine.
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L837[16:35:44] <tterrag> so
getObjectName() returns what?
L838[16:35:47] <tterrag> the full method
desc?
L839[16:35:48] <tterrag> ah
L840[16:36:19] <Jezza> I've made a helper
method that takes ASMData as a parameter, and pulls the correct
method.
L841[16:36:30] <Jezza> It's the full
internal description.
L842[16:36:37] <tterrag> shouldn't be that
hard
L843[16:36:44] <tterrag> substring to the
first index of "("
L844[16:36:45] <Jezza> Nah, it shouldn't
be.
L845[16:36:47] <Jezza> Just
annoying.
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L847[16:36:56] <Jezza> Substring the ( and
)
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L849[16:37:13] <Jezza> Use the name,
locate all methods that match that first.
L850[16:37:32] <Jezza> Or just do it on a
method by method basis
L851[16:37:36] <Jezza> either way
L852[16:38:04] <Jezza> check name, split
the contents of the substring from earlier with ;
L853[16:38:09] <Jezza> count
parameters
L854[16:38:15] <Jezza> confirm
parameters
L855[16:38:21] <Jezza> confirm return
type
L856[16:38:29] <Jezza> Just tedious, is
all.
L857[16:38:45] <tterrag> you'd also have
to parse the arg types...eugh
L858[16:39:04] <Jezza> That should be
fine.
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L860[16:39:10] <Jezza> Probably the
easiest part.
L861[16:39:12] <tterrag> I was thinking
just have a @RegistryClass and @RegistryMethod
L862[16:39:18] <tterrag> then no
description reading is necessary
L863[16:39:19] <Jezza> The annoying part
will be the return type.
L864[16:39:25] <tterrag> you could just
find the method(s) with @RegistryMethod
L865[16:39:32] <Jezza> Too much effort on
the users side.
L866[16:39:37] <Jezza> Literally one more
thing.
L867[16:39:54] <Jezza> Should be
fine.
L868[16:40:06] <Jezza> I'm sure other
people could use it as well.
L869[16:40:10] <Jezza> That
L870[16:40:26] <Jezza> That's* the beauty
of making a mod that's a framework.
L871[16:40:38] <Jezza> People will
probably end up using it.
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L873[16:44:15] <Jezza> Actually don't care
about the return type, so I'll ignore that.
L874[16:44:27] <Jezza> You can
L875[16:44:48] <Jezza> Ignore that.
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L895[17:37:17] <thecodewarrior> Is there
any CSV parser built along with forge? or should I include my
own.
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L898[17:44:19] <gigaherz_i> why csv?
L899[17:44:25] <gigaherz_i> why not
json?
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L901[17:53:29] <thecodewarrior> CSV is
simpler in this case, it's just a list of stats.
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L914[18:17:22] <AtomicStryker> i know
numeric block ids are nonsense in 1.7.10, but if i really really
need them, how would i do
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L916[18:20:35] <gigaherz_i> well the block
IDs are used internally for save data purposes
L917[18:20:44] <gigaherz_i> so they are
stored "around"
L918[18:21:04] <gigaherz_i> so if you
really really need to figure out the ID from a block, it shouldbe
possible to look it up
L919[18:21:14] <gigaherz_i> now if you
really really need a specific block to have a specific ID
L920[18:21:17] <gigaherz_i> ... no idea
then.
L921[18:21:49] <AtomicStryker> found it,
Block.getIdFromBlock
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L934[18:36:48] <TehNut> Curious as to what
use they are in 1.7...
L935[18:36:58] <TehNut> what use they are
to you*
L936[18:36:58] <gigaherz_i> ?
L937[18:37:08] <TehNut> @Atomic
L938[18:37:26] <gigaherz_i> even in 1.8.x,
the block IDs are used for saves and networking
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L940[18:37:34] <TehNut> Yes I know
L941[18:37:37] <gigaherz_i> why he needs
them, no idea ;p
L942[18:37:37] <TehNut> "to
you"
L943[18:37:50] <AtomicStryker> dude wants
to blacklist them on his server
L944[18:37:57] <AtomicStryker> doesnt want
to mess with the scary strings
L945[18:38:01] <AtomicStryker> i dont
care
L946[18:38:02] <AtomicStryker> his
problem
L947[18:38:06] <gigaherz_i> oh yeah I
missed the second line
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L949[18:38:39] <gigaherz_i> yeah because
35 is less scary than minecraft:stone_bricks (random number, I
don't remember block IDs)
L950[18:38:41] <gigaherz_i> XD
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L952[18:40:04] <TehNut> yeah strings are
super scary
L953[18:40:11] <TehNut> but numbers that
change every time you start a new world aren't
L954[18:40:13] <TehNut> k
L955[18:40:34] <AtomicStryker> guy is
running an ancient immutable technic pack or something
L956[18:40:48] <AtomicStryker> theres no
such thing as a reset in his realm
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L960[18:58:38] <Swordy> How do I convert
Portable Network Graphics to JSON?
L961[18:59:44] <TehNut> wat
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L963[19:01:30] <PrinceCat> There are a
tonne of tutorials online Swordy... but you probably don't want to
convert it to JSON...
L964[19:02:30] <PrinceCat> What're you
trying to achieve Swordy?
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L977[19:45:24] <shadowfacts> uhm
L978[19:45:46] <shadowfacts> whatever
you're trying to do, Swordy, there's a better way than converting a
PNG to JSON
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L985[20:07:24] <Cazzar> cpw: you still in
space engineers?
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L990[20:09:44] <Cazzar> I just realized,
that I can't get you to test what I wanted, sorry
L991[20:09:52] <Cazzar> I have a partial
fix for the connector issue.
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L994[20:11:58] <Cazzar> Though I might
poke you soon with the fix.
L996[20:13:37] <cpw> No worries
L997[20:13:53] <Cazzar> Yeah, firstly, the
issue was the connector claimed it wasn't connected.
L998[20:13:58] <Cazzar> \o/
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L1016[20:32:39] <cpw> heh
L1017[20:32:43] <Cazzar> cpw: publishing
the fix, I believe I have it working
L1018[20:32:47] <cpw> cool
L1019[20:32:53] <cpw> i'll pull it down
right away :)
L1020[20:34:08] <Cazzar> give me a shout
if it does/doesn
L1021[20:34:11] <Cazzar> doesn't
work
L1022[20:34:30] <cpw> will do
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L1025[20:38:24] <cpw> not downloadable
yet
L1026[20:38:54] <Cazzar> Damn, hurry up
steam!
L1027[20:41:36] <Cazzar> There's also a
bug with the faction sorting, it seems to ignore the factions by
the look of the code.
L1028[20:42:08] <tterrag> I was playing
SE last week or so but these broken updates have kind of put me off
:/
L1029[20:42:29] <Cazzar> Oh yeah,
yesterdays update fucked up a lot of the playability for me.
L1030[20:43:25] <tterrag> last week's was
worse
L1031[20:43:31] <tterrag> mining was
basically undoable
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L1033[20:43:38] <tterrag> and that's not
fixed
L1034[20:43:42] <tterrag> now there's the
LoD bug
L1035[20:43:56] <Cazzar> Yeah, I had that
issue though it's not always occuring
L1036[20:44:08] <cpw> the vanishing
asteroids issue?
L1037[20:44:15] <cpw> it seems to be
spots where i've mined, yeah
L1038[20:44:49] <Cazzar> Both, the
vanishing asteroids (Which KSWH knows) and the inability to mine
periodically.
L1039[20:45:16] <Cazzar> as in a mining
ship won't even touch an asteroid properly, though one specific
angle works, and the hand drill.
L1040[20:45:56] <tterrag> nah I'm talking
about how mining slows the game down a ridiculous amount
L1041[20:46:08] <Cazzar> That's happened
a bit as well.
L1042[20:46:21] <tterrag> not to mention
oxygen being broken
L1043[20:46:25] <Cazzar> Then again,
LaglessDrills can be very useful esp on servers.
L1044[20:46:31] <tterrag> just a bad time
to start playing evidently
L1045[20:46:41] <tterrag> it'll get
stable again, just isn't now
L1046[20:47:18] <Cazzar> Yeah, Keen are
also working on the planets update, which means the VCS doesn't get
updated on the public facing side.
L1047[20:52:17]
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L1048[20:55:29] <cpw> heh
L1049[20:55:35] <cpw> well, i just
crashed SE
L1050[20:55:46] <cpw> i wonder if you're
allowed to put a ship back on a projector
L1051[20:55:58] <Cazzar> I think I
managed to crash it by alt+tabbing it
L1052[20:56:06] <Cazzar> cpw: maybe via a
merge block
L1053[20:56:19] <cpw> yes, that's what i
done
L1054[20:56:28] <cpw> hmmm
L1055[20:56:34] <cpw> no mod download as
of yet
L1056[20:56:36] <luacs1998> Cazzar,
whatcha up to?
L1057[20:57:08] <Cazzar> luacs1998:
waiting for a mod update to become downloadable for CPW and youtube
:P
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L1059[20:59:02] <cpw> and CRASH
L1060[20:59:06] <cpw> again
L1061[20:59:11] <cpw> doesn't like
welding something
L1062[20:59:43] <Cazzar> get the
application log :P it usually has a nice stacktrace, given
.NET
L1063[20:59:53] <cpw> not really
L1064[21:00:13] <cpw> a segfault in
ticking the world
L1065[21:00:50] <gigaherz_i> assuming SE
= space engineers, I never managed to enjoy the game
L1066[21:01:15] <Cazzar> gigaherz_i: it
can be fun, especially if you have friends to play with
L1067[21:01:22] <gigaherz_i> even
creative mode was just tedious
L1068[21:01:30] <Cazzar> mods :P
L1069[21:02:12] <gigaherz_i> I tried to
start a survival game without using the cheaty platform with
prebuilt ships once
L1070[21:02:42] <gigaherz_i> and even
just gathering the basic materials for a basic mining ship took WAY
toolong
L1071[21:02:45] <gigaherz_i> too
long*
L1072[21:02:57] <gigaherz_i> yeah I guess
mods may help with that
L1073[21:03:02] <luacs1998> space
engineers?
L1074[21:03:06] *
luacs1998 was considering that
L1076[21:03:43] <Cazzar> That always
returning false.
L1077[21:04:00] <gigaherz_i> SE is made
in C#?
L1078[21:04:06] <Cazzar> yep
L1079[21:04:30] <gigaherz_i> nice
L1080[21:04:35] <Cazzar> And /most/ of
the code is publically accessable.
L1081[21:07:40] ***
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L1084[21:17:27] <gigaherz_i> so, last
chance! if anyone didn't sign up for the closed beta of my Android
game, now's the time! ;P
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L1088[21:26:10] <Mossyblog> with
Entity.setVelocity(double,double,double) i want to inject a method
within - toInject.add(new MethodInsnNode(INVOKESTATIC,
Type.getInternalName(WaterSurfer.class),
"setVelocity","(DDD)V", false)); - but i keep
get Bad Operand errors stating it can't be cast to double...
L1089[21:28:25] <Cazzar> you need to load
the params to the stack before invoking a functino
L1090[21:28:28] <Cazzar> function*
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L1094[21:31:10] <Mossyblog> ooooh
L1095[21:31:29] <Mossyblog> thx
L1096[21:31:56] <Cazzar> cpw: should
download now.
L1097[21:32:57] <cpw> Cool. Will try in a
sec
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L1099[21:36:31] <cpw> hmmm
L1100[21:36:36] <cpw> still getting an
IOFailure
L1101[21:39:44] <Cazzar> From what?
L1102[21:42:17] <cpw> 2015-10-23
22:38:33.133 - Thread: 1 -> Error downloading file:
IOFailure
L1103[21:42:17] <cpw> 2015-10-23
22:38:33.133 - Thread: 7 -> Downloading mods failed
L1104[21:42:20] <cpw> is in the log
file
L1105[21:42:32] <cpw> right after the
"downloading mods" bit
L1106[21:42:47] <Cazzar> Can you chuck
the log or the section to the log to me... this seems weird.
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L1108[21:44:04] <cpw> 2015-10-23
22:38:33.133 - Thread: 1 -> Error downloading file:
IOFailure
L1109[21:44:05] <cpw> 2015-10-23
22:38:33.133 - Thread: 7 -> Downloading mods failed
L1110[21:44:10] <cpw> that's all i
have
L1111[21:44:18] <Cazzar> so nothing else
in context?
L1112[21:44:24] <cpw> 2015-10-23
22:38:32.098 - Thread: 1 -> Obtained details: Id=540001810;
Result=OK; ugcHandle=385415243842919207; title='Automated Inventory
Sorting - Fixed'; tags='mod,script'
L1113[21:44:30] <cpw> there's your mod in
the list of mods
L1114[21:44:46] <cpw> i see file size : 0
in the workshop
L1115[21:45:10] <Cazzar> oh FFS
L1116[21:45:18] <cpw> last update
932pm
L1117[21:45:23] <cpw> so an hour and a
bit ago
L1118[21:45:50] <cpw> it seems to have a
broken image too
L1119[21:46:00] <cpw> bad upload to steam
perhaps?
L1120[21:46:03] <Cazzar> yeah, looking at
why now
L1121[21:46:08]
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L1122[21:46:25] <cpw> Update: 23 Oct @
10:45pm
L1123[21:46:28] <cpw> JUST saw this
L1124[21:46:41] <Cazzar> yeah, I tried
re-publishing
L1125[21:46:43] <cpw> file size is still
0
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L1131[21:57:07] <Cazzar> time to
bruteforce the debugging
L1132[22:02:35] <Cazzar> going to try
something else...
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L1139[22:47:42] <cpw> AH!
L1140[22:47:44] <cpw> lol
L1141[22:47:50] <Cazzar> 0 bytes,
AGAIN
L1143[22:52:25] <Cazzar> cpw: what tipped
me off was when I rebooted steam was like "Steam needs 127 Mb
or more to update"
L1144[22:52:41] <cpw> heh. that's a clue,
that is :)
L1145[22:53:52] <Cazzar> Anyway,
hopefully that pushes soon, I've just hindered about 280 people
from using the mod for about an hour or 2
L1146[22:59:10] <cpw> it' shows an
update.
L1147[22:59:13] <cpw> non zero
size!
L1148[23:01:09] <cpw> downloaded :)
L1149[23:01:48] ***
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L1150[23:05:07] <cpw> confirmed
working
L1151[23:05:18] <cpw> first dock, my
welder ship stole all the uranium from storage
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L1158[23:26:09] <Cazzar> cpw: good?
:P
L1159[23:26:18] <cpw> yup :)
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L1161[23:28:10] <Cazzar> Cool, though now
you know who you can yell at when it breaks :P
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L1169[23:46:25] <Cazzar> Though, the new
SE netcode, is actually quite a bit nicer
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