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L33[00:58:41] <GeoDoX> Is WorldTickEvent
reliable for ticking only 20 times per seconds?
L34[00:59:33] <unascribed> for all intents
and purposes, yes
L35[01:00:00] <unascribed> if the game
falls behind due to lag it may run a bunch of ticks at once to
catch up
L36[01:00:22] <GeoDoX> I'm trying to
calculate time passed and using that to increment a variable and
convert it to days, hours, mins and seconds and its increment what
seems like more than 20 times per second
L37[01:00:56] <unascribed> well, for actual
time you should probably use System.currentTimeMillis
L38[01:01:09] <unascribed> the game ticks
are just meant to be a regular execution for updating the game
state
L39[01:03:30] <gigaherz> GeoDoX: you can't
trust WorldTickEven to be clock-accurate, but the whole game
presumes that it's running at exactly 20 ticks per second
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L41[01:03:49] <gigaherz> this value CAN be
changed, to make the game run faster/slower, but this would also
accelerate the ingame time itself
L42[01:04:10] <GeoDoX> I'm basically using
it to calculate in game time
L43[01:04:18] <GeoDoX> How long you've been
in the game for
L44[01:04:36] <gigaherz> so you may want to
remember the time the user logged in
L45[01:04:41] <gigaherz> and compare it
with the current time
L46[01:05:36] <gigaherz> the only downside
about that is the case where the user could have hibernated the
computer and left it runnign for days without actually playing
;P
L47[01:06:09] <unascribed> is there a good
way to draw a simple overlay over a block item in the inventory
without manually rendering the block in an IItemRenderer?
L48[01:06:44] <unascribed> I have the
INVENTORY_BLOCK helper active but it doesn't seem to do
anything
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L51[01:08:17] <GeoDoX> Doesn't matter so
much about that gigaherz, just if the player is in the game
:)
L52[01:08:37] <GeoDoX> So technically I
don't need any events whatsoever?
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L55[01:08:58] <gigaherz> probably not
L56[01:08:59] <GeoDoX> What about
calculating the TotalWorldTime?
L57[01:08:59] <gigaherz> well
L58[01:09:13] <gigaherz> the event to
detect when the player logs into a world
L59[01:09:13] <gigaherz> ;P
L60[01:09:25] <GeoDoX> Well, yeah, I
suppose :P
L61[01:09:38] <GeoDoX> If you wanna see
current code, just let me know
L62[01:09:44] <GeoDoX> I don't mind
sharing
L63[01:09:46] <gigaherz> also keep in mind
that switching dimensions == switching worlds, you basically
"disconnect" from the other dimension, and a whole new
Player is spawned in the new one
L64[01:10:23] <gigaherz> so don't rely on
events that trigger when a world changes ;P
L65[01:10:24] <GeoDoX> Isn't the data still
stored when using the NBT Tags?
L66[01:10:49] <GeoDoX> I'm saving and
loading when the LogIn and LogOut events are fired
L67[01:11:05] <gigaherz> oh
L68[01:11:13] <gigaherz> then yeah, if you
accumulate the previous value, that's ok;P
L69[01:11:44] <GeoDoX> Alright, how would
you calculate the total world time then using
World.getTotalWorldTime?
L70[01:12:22] <GeoDoX> this is my ticks to
time method
L72[01:13:00] <gigaherz> I wouldn't use
World.getTotalWorldTime either, that still counts in ticks
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L75[01:14:44] <GeoDoX> I don't mind using
ticks, since it averages at about 20 ticks per second and only more
if it fell behind
L76[01:15:06] <GeoDoX> Which is good then
:P
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L84[01:28:36] <GeoDoX> whats the code to
set a specific player in the dev environment?
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L87[01:30:45] <Cypher|Aiur> they killed
Zeratul T_T
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L90[01:33:34] <GeoDoX> gigaherz, got the
time working :) Don't think theres a problem with using ticks for
TotalWorldTime
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L93[01:39:11] <SaxonaIan> Hello. :)
L94[01:41:12] ⇨
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L95[01:43:54] <SaxonaIan> Anyone willing to
answer a total noob question? I'm following the Basic Modding
tutorial, and I just finished installing the Forge Development
Environment (without any reported errors), and it mentions that I
should be seeing the Minecraft source code in the src package
folder, but the only thing that's there is the example mod. Is
there a common mistake I made, or do I need to install the
minecraft files to the development
L96[01:44:13] <SaxonaIan> I'm using Eclipse
^
L97[01:48:42] <GeoDoX> did you use the
argument "setupDecompWorkspace" when running
gradlew?
L98[01:48:52] <SaxonaIan> Yes.
L99[01:48:59] <killjoy> I've seemed to have
programmed myself into a corner
L100[01:49:06] <GeoDoX> Hmm, not sure. I
use IntelliJ
L101[01:49:33] <SaxonaIan> Hmmmm.
L102[01:49:58] <killjoy> I somehow
reintroduced a bug I just fixed
L103[01:50:11] <killjoy> Among
others
L104[01:50:11] <SaxonaIan> I'd prefer to
use Eclipse, since that's what I'm using for my Computer Science
class lol. Otherwise I would just switch right now
L105[01:52:25] <SaxonaIan> I must have
done something wrong.
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L107[01:54:23] <SaxonaIan> GeoDoX do you
remember how you set up your development environment? You unzipped
the forge src and ran the gradlews for the forge DE and your
compiler. Was there anything else you did to set up your
development environment?
L108[01:54:46] <GeoDoX> did you run
"eclipse" arg?
L109[01:54:50] <SaxonaIan> yes
L110[01:55:07] <GeoDoX> then no, I just
imported the project and everything was there
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L112[01:55:29] <GeoDoX> Anyone interested
in trying out my mod?
L113[01:56:00] <SaxonaIan> Hmm, maybe I'll
try running it again
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L115[01:56:30] <GeoDoX> It's basically the
/played from WoW
L116[01:56:56] <GeoDoX> Tells you details
about how long you've been in the server
L117[01:57:29] <GeoDoX> and current play
session time (the time since you logged out)
L118[01:59:40] <gigaherz> make it
calculate the "time this level" and "estimated time
for next level" also :D
L119[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151110 mappings to Forge Maven.
L120[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151110-1.8.zip (mappings
= "snapshot_20151110" in build.gradle).
L121[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/
L122[02:00:43] <GeoDoX> Should FML Event
Bus register calls be done in PreInit or Init?
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L124[02:01:09] <gigaherz> if in doubt, use
preInit
L125[02:01:17] <gigaherz> if it crashes,
then move to init ,P
L126[02:01:22] <GeoDoX> gigaherz, good
idea, not sure about estimating time to next level
L127[02:02:06] <GeoDoX> My mod isn't
showing up in the mods list outside of the dev environment?
L128[02:02:21] <GeoDoX> I did build it and
copy the jar to the right folder
L129[02:02:26] <gigaherz> (time remaining
this level) = (time this level)*(exp remaining this level)/(exp got
this level so far)
L130[02:02:40] <GeoDoX> and I setup the
build.gradle file for my mod
L131[02:04:57] <GeoDoX> Is it possible
that a 1.8 mod wouldnt work in 1.7.10?
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L133[02:05:52] <unascribed> it's not only
possible, it's guaranteed!™
L134[02:06:05] <McJty> GeoDoX, they are
totally not compatible
L135[02:06:27] <GeoDoX> Hmm, I thought it
only wouldn't work if something used in the mod was changed?
L136[02:06:43] <McJty> GeoDoX, which is
practically everything
L137[02:06:53] <McJty> GeoDoX, 1.7 ->
1.8 is a big change in Minecraft
L138[02:07:18] <GeoDoX> Alright :) /me is
just getting back into modding
L139[02:08:17] <GeoDoX> What websites do
you guys prefer for uploading mods?
L140[02:08:23] <unascribed> is there a
simple way to make it possible for your item to be enchanted with
Unbreaking?
L141[02:08:37] <McJty> GeoDoX, curse.com
is popular. That's where I upload mine
L142[02:09:03] <GeoDoX> McJty, do they get
noticed easily?
L143[02:09:12] <McJty> GeoDoX, noticed
easily? What do you mean?
L144[02:09:36] <GeoDoX> Do many people
download them?
L145[02:09:45] <McJty> GeoDoX, that
doesn't really depend on where it is hosted
L146[02:09:54] <McJty> More on how good it
is and where/how you announce it
L147[02:10:15] <GeoDoX> Depends on the
traffic of the site, more traffic, more chance of it getting
seen
L148[02:10:54] <McJty> There are many
channels where you can publish information on your mod
L149[02:11:01] <GeoDoX> Anyway, does curse
host it? or does it link to another site?
L150[02:11:09] <McJty> Curse actually
hosts it
L151[02:11:27] <GeoDoX> (can I generate
profit using adf.ly or something?)
L152[02:11:48] <MrGrouch> github
L153[02:11:51] <McJty> With curse you can
get enrolled in the rewards program
L154[02:11:57] <McJty> So you get points
for downloads of your mod
L155[02:12:04] <MrGrouch> Because I don't
need to pay a cent or force people to have to deal with ads
:)
L156[02:12:15] <McJty> You can trade these
points for paypal USD or for amazon gift cards
L157[02:12:20] <McJty> And also
steam
L158[02:12:28] <McJty> But don't expect to
get rich that way :-)
L159[02:14:40] <GeoDoX> Nawh, just a
little something
L160[02:16:27] <GeoDoX> McJty, what
license do you usually release under?
L161[02:16:35] <McJty> I use MIT
L162[02:16:48] <GeoDoX> Care for a basic
explaination?
L163[02:17:06] <McJty> Actually no idea.
I'm not a lawyer and I hate that stuff.
L164[02:17:12] <McJty> But I picked it
because it is popular :-)
L166[02:18:06] <GeoDoX> Anyone second
that?
L167[02:20:04] <gigaherz> I like
MIT/BSD,
L168[02:20:08] <gigaherz> but some people
dislike them
L169[02:20:16] <gigaherz> basically, the
idea is
L170[02:20:26] <gigaherz> MIT/BSD allow
others to use your code in non-opensource software
L171[02:20:28] <gigaherz> GPL does
not
L172[02:20:40] <gigaherz> so it's up to
personal choice.
L173[02:21:15] <GeoDoX> I'll stick with
MIT I guess :P
L174[02:22:23] <gigaherz> both MIT and BSD
have quite short texts, you don't need to be a lawyer to understand
what they intend
L175[02:22:49] <gigaherz> (you do need to
be a lawyer to figure out any side-effects of the wording, but
others will have taken care of that over the years)
L176[02:23:16] <GeoDoX> Curse tells you
what the license says :)
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L178[02:23:47] <GeoDoX> how do you set a
specific player in the dev environment?
L179[02:23:48] <gigaherz> yeah but even if
it didn't, they are short and to the point ;P
L180[02:23:58] <unascribed> set the
--username and --uuid arguments
L181[02:24:03] <gigaherz> you'd have to
edit the commandline arguments
L182[02:24:23] <GeoDoX> awesome, just
needed to know what the args were :)
L183[02:24:38] <unascribed> I'm probably
missing something obvious, but I'm trying to make my item
enchantable with Unbreaking
L184[02:24:44] <unascribed> I've
overridden getItemEnchantability and isDamageable
L185[02:24:50] <unascribed> doesn't even
make the table light up
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L187[02:25:35] <gigaherz> is it
ItemTool?
L188[02:25:38] <unascribed> no
L189[02:25:46] <gigaherz> then I think it
won't even TRY to look it up
L190[02:25:49] <unascribed> -.-
L191[02:26:00] <gigaherz> hmm
L192[02:26:00] <unascribed> I should
expect no less from Minecraft
L193[02:26:05] <gigaherz> is this
enchanting table or anvil?
L194[02:26:08] <unascribed> table
L195[02:26:19] <gigaherz> yeah look at the
shears, you can only enchant them in the anvil.
L196[02:27:02] <gigaherz> (by
design)
L197[02:27:12] <unascribed> guess these
will be book only then
L198[02:28:44] <GeoDoX> Does PlayerLogin
and PlayerLogOut get fired when the game opens or closes
respectively? or when the player joins the game and quits the game
(the world)?
L199[02:29:05] <gigaherz> no idea, check
where they are triggered? ;P
L200[02:29:42] <GeoDoX> How do you do that
:P
L201[02:29:47] <GeoDoX> In the
declaration?
L202[02:29:52] <GeoDoX> There's no
comment
L203[02:30:00] <gigaherz> nah events use a
certain class as their type argument
L204[02:30:11] <gigaherz> check which
method creates an instance of that class
L205[02:30:18] <gigaherz> ;P
L206[02:30:31] <GeoDoX> Ahh okay,
sec
L207[02:30:35] <gigaherz> then flollow
from there
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L210[02:32:48] <GeoDoX> Waaaay too deep
into FML Files
L211[02:33:07] <GeoDoX> Can't find it,
something with Handshakes was as far as I got
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L214[02:35:39] <McJty> GeoDoX, you can
also put a System.out.println() there and watch your console
L215[02:36:00] <GeoDoX> It's not storing
the total play time in the player, is there something other than
setting an NBT Tag in the player, like saving, that I need to
do?
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L217[02:36:58] <GeoDoX> nvm, I forgot I
temporarily changed it to save 0
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L229[03:39:57] <iceman11a> or some strange
reason I keep getting a crash on my client. I never had this crash
before. It seems to be getting bad, Can some one tell me what a
Failed to write core dump. Minidumps are not enabled by default on
client versions of Windows
L230[03:41:11] <iceman11a> I did some
research and I fount that if I cchange the fboEnable:true to
fboEnable:false. This should fix the problem
L231[03:41:18] <iceman11a> How ever it
doesn't.
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L239[04:30:13] <Wuppy> does anybody here
know Pingu?
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L241[04:34:00] <MrGrouch> yes
L242[04:34:26] <Wuppy> I'm going to a
pingu themed party tnoight :P
L244[04:36:22] <Wuppy> ugh
L245[04:36:28] <MrGrouch> I am not
sorry
L246[04:37:46] <Wuppy> tonight pingu will
be covered in beer :D
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L348[10:12:08] <karlthepagan> looks like
worldtype is the easiest way to instantiate a custom world
L349[10:12:54] <karlthepagan> but since
there are only 16 id's available... I will just re-use overworld
and customize the world as I teleport into it :P
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L351[10:14:33] <karlthepagan> basically
adding another dimension to hold my miniturized circuits, and only
allow interactions based on porting into that dim
L352[10:14:43] <karlthepagan> simpler than
littleblocks for now
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L386[11:42:50] <karlthepagan>
!ideafix
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L425[13:28:12] <danielhuisman_> Just
wondering is there any way to get the 1.8.8 mappings (which I guess
aren't public yet?)
L426[13:28:29] <danielhuisman_> Or is MCP
responsible for those
L427[13:35:38] <Zaggy2048> are there any
1.8.8 mappings yet?
L428[13:35:52] ***
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L429[13:36:08] <danielhuisman_> cpw and
fry are working on Forge 1.8.8 on the noci-1.8.8 branch
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L431[13:38:50] <progwml6> there are 1.8.8
mappings and they are not yet public
L432[13:38:51] <gigaherz> Zaggy1024: the
work upgrading the mappings to 1.8.8 is massive
L433[13:38:53] <gigaherz> give them time
;p
L434[13:40:26] <Zaggy1024> I am
L435[13:40:33] <Zaggy1024> I assumed there
wouldn't be mappings for a while
L436[13:44:57] <gigaherz> oh yeah
L437[13:45:02] <gigaherz> the message was
meant for danielhuisman_ ;P
L438[13:45:04] <gigaherz> sorry
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L443[14:09:37] <Poppy> is there an easy
way to find out if my block's being generated as opposed to be set
or placed in the world?
L444[14:09:50] <diesieben07> no
L445[14:09:55] <Poppy> gosh darn it
L446[14:17:46] <Lumien> I mean IN THEORY
you could override onBlockAdded and check the stack trace :P
L447[14:17:55]
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L449[14:18:23] <fry> or, you know, have 2
different blocks (or just blockstates :P)
L450[14:20:36] <alex_6611> fry, remember
when you told me that i shouldn't bother about transparence sorting
for my renders?
L451[14:20:50] <alex_6611> i actually got
an acceptable solution in place
L452[14:20:56] <fry> I didn't say you
shouldn't bother :P
L453[14:21:09] <fry> I said you need to be
careful and think about it :P
L454[14:21:29] <alex_6611> basically i dug
into the vanilla code which fixed it for ice and water, and stuff
like that
L455[14:21:59] <alex_6611> basically it
was sorting the order in which blocks were rendered, but that
wasn't applied to TESRs
L456[14:22:12] <alex_6611> and I do
exactly that
L457[14:22:53] <fry> strange that TESRs
weren't sorted
L458[14:22:53] <alex_6611> just noticed
that i said "basically" twice :P
L459[14:24:00] <alex_6611> i haven't done
any extensive preformance testing, but the function (called on
RenderWorldEvent.Pre) takes ~50-100 microseconds
L460[14:24:21] <alex_6611> might be even
faster if i replace the reflection i do with an AT
L461[14:25:51] <Zaggy1024> i want to know
if it is :P
L462[14:26:04] <Zaggy1024> I haven't done
any testing to see what kind of difference it makes
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L464[14:26:40] <alex_6611> i will test it
some time, for now i'm happy that my machines look cool
L465[14:26:51] <fry> alex_6611: can you
point me to the code that does sorting for the normal blocks? I
wasn't able to find it, only found chunk sorting :P
L466[14:26:52] <Zaggy1024> haha okay
L467[14:27:27] <fry> also, if you have
overlapping translucent stuff inside 1 block, you need to sort that
too :P
L468[14:27:41] <alex_6611> i'm not sure
what *exactly* it is, but i found roughly how it works, maybe i'll
finmd the exact thing
L469[14:27:51] <alex_6611> yea, the
in-block order is working
L470[14:28:03] <alex_6611> actually, i had
to do wome funny business there as well
L471[14:28:29] <alex_6611> because i
render particles inside a translucent case
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L475[14:33:59] <alex_6611> well, i'm
actually not sure what does the exact block-by-block sorting,
mainly because i don't fully understand how the whole division into
WorldRenderers works...
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L478[14:34:20] <alex_6611> but it works
somehow
L479[14:34:34] <alex_6611> probably the
same way that worldrenderers are sorted
L480[14:34:42] <alex_6611> and that's how
i do my sorting
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L482[14:35:00] <cpw> Zaggy1024, gigaherz
yes, there are 1.8.8 mappings
L483[14:35:04] <cpw> no they're not very
different
L484[14:35:24] <cpw> the slowness has been
in fixing fernflower to decompile lvts and generics properly
L485[14:35:46] <fry> worldrenderers are
per-chunk, and all in-chunk iterations I've found are simple linear
ones, can't find anything actually sorting transparent blocks
inside the chunk
L486[14:35:47] <cpw> that's also why it's
longer than normal to update forge - the generics are busting all
of our patches (in a good way)
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L488[14:36:16] <alex_6611> yea, but
something has to do it...
L489[14:36:27] <cpw> fry, there is sorting
in the worldrenderer
L490[14:36:34] <cpw> or, at least, there
was
L491[14:36:35] <heldplayer> fry: aren't
thet also split up in the Y direction?
L492[14:36:52] <fry> they are
L493[14:37:02] <heldplayer> The sorting is
done in the Tesselator I think
L494[14:37:03] <fry> "chunk" in
the rendering context means 16x16x16 :P
L495[14:38:15] <fry> ah, here we go,
WorldRenderer.func_181674_a
L496[14:39:09] <alex_6611> i don't see any
deobf names on my side, only actual ones :D
L497[14:39:26] <alex_6611> maybe it's
because i'm on 1.7?
L498[14:39:49] <fry> it's Tessellator in
1.7, yes
L499[14:40:00] <heldplayer> I'm not sure
it's sorted in 1.7
L500[14:40:09] <heldplayer> Actually, yes
it is
L501[14:40:12] <alex_6611> :D
L502[14:42:10] <alex_6611> i
guess...
L503[14:42:13] <alex_6611> hmm
L504[14:43:00] <alex_6611> because all i
can see in worldrenderer is just a loop for x,y,z going through
blocks in coordinate order and rendering them
L505[14:43:12] <alex_6611> but translucent
blocks should be rendered differently
L506[14:43:17] <alex_6611> after
everything else...
L507[14:45:02] <Zaggy1024> yay generics
busting things in a good way :P
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L514[14:51:27] <minecreatr> is there any
way for me to manually set a place for the resource manager to look
for resources?
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L516[14:54:39] <heldplayer> Reminds me, I
vote for keeping the snowmen! :P
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L519[15:03:37] <diesieben07> minecreatr,
make a new IResourcePack (you can use one of the predefined ones if
you follow the standard layout) and put it into
Minecraft#defaultResourcePacks (you will need reflection)
L520[15:04:02] <minecreatr> or, couldn't I
implement a custom IResourceMananger diesieben07
L521[15:04:24] <minecreatr> it seems that
the main resourcemanager has a list of sub managers
L522[15:06:53] <diesieben07> No not
really
L523[15:07:25] <diesieben07> why is an
IResourcePack not enough?
L524[15:07:41] <minecreatr> no, just seems
like a mananger might be better
L525[15:07:47] <minecreatr> dont know
:P
L527[15:08:26] <Lumien> Example for a
ResourcePack that makes resources of the folder
"resources" in the main minecraft folder available
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L533[15:23:18] <minecreatr> is there an
event for when an entity is rendered?
L534[15:23:46] <Lumien>
RenderLivingEvent
L535[15:24:18] <minecreatr> what about non
living entities rendering, like items?
L536[15:26:28] <Lumien> Don't think
so
L537[15:33:38] <heldplayer> Make a PR, or
bug fry to add hooks :>
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L539[15:34:17] <MattDahEpic> !latest
L541[15:38:07] <killjoy> I forget. Should
JAVA_HOME point to the jdk or jre?
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L544[15:40:19] <minecreatr> whats
RenderLivingEvent.Special for?
L545[15:42:06] <gigaherz> special stuff ;P
(no idea)
L546[15:42:12] <Lumien> i think thats the
name tag
L547[15:42:19] <Lumien> not sure whether
its also fired for other stuff
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L549[15:42:47] <gigaherz> killjoy: mine's
set to the jdk
L551[15:43:18] <killjoy> I ask because I
accidentally added a _ in the folder name, so I got to thinking
about it.
L552[15:43:25] <killjoy>
jdk_1.8.0_60
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L554[15:43:31] <killjoy> instead of
jdk1.8.0_60
L555[15:43:35] <gigaherz> lol
L556[15:43:53] <gigaherz> well I dont'
knwo what it's SUPPOSED to point to, but setting it to the JDK
works here ;P
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L559[15:49:32]
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L560[15:49:35] <mort_> hi
L561[15:50:28]
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L562[15:50:53] <mort_> I'm trying to get
started with minecraft modding, but can't find any good resources -
anything I find on minecraftforge.net/wiki/ is for old versions of
minecraft, and I have trouble getting them to work. Does anyone
know of any good resources?
L563[15:52:35] <smbarbour> There are
several pretty good tutorials out there. It helps if you have a
reasonable grasp of programming in general and Java in
particular.
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L565[15:53:25] <mort_> I have programmed a
lot in other languages, and a decent amount in java, and have made
a couple of bukkit plugins
L566[15:53:37] <mort_> Would you mind
sharing some of those good tutorials?
L567[15:53:46] <gigaherz> a lot of the
information on the older tutorials for 1.7 still applies
L568[15:53:57] <gigaherz> but other stuff
doesn't apply directly
L569[15:54:24] <gigaherz> there is an
ongoing effort to provide official documentation for Forge
L572[15:54:32] <gigaherz> it's still
incomplete, but it provides some insights
L574[15:54:53] <gigaherz> mort_: keep in
mind that we assume modders know Java
L575[15:55:11] <mort_> that's okay, I know
java
L576[15:55:23] <gigaherz> okay good
L577[15:55:49] <mort_> smbarbour: I know
of that series, and it's pretty good, but I prefer text
L579[15:56:27] <gigaherz> I haven't seen
the tutorials
L580[15:56:35] <gigaherz> but wuppy is a
regular here ;P
L581[15:56:55] <mort_> alright, I'll check
out both the readthedocs page and then wuppy page then
L582[15:57:01] <mort_> thanks
L583[15:57:02] <smbarbour> I learn best by
example myself, so most of my modding knowledge has come from
seeing the code of other mods.
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L585[15:58:58] <gigaherz> I looked at some
tutorials back when I got started, but I'm used to being
self-taught so I spent more time verifying the tutorials than
actually copypasting them
L586[15:59:02] <gigaherz> which is how
they are meant to be used
L587[15:59:24] <gigaherz> one thing that
many tutorials lack
L588[15:59:27] <gigaherz> is explaining
the WHY
L589[15:59:55] <gigaherz> HOW is easy:
just copypaste and customize, anyone can do that (well, if only
that was true...)
L590[16:00:11] <gigaherz> butthe why is
what you learn from, or at least what I do
L591[16:00:13] <mort_> I agree; I
certainly don't copy/paste tutorial code, but I like seeing
examples of how to do things in a simpler context than a complete
mod to understand how it works.
L592[16:00:20] <gigaherz> yeah
L593[16:01:12] <smbarbour> Basic concepts:
If a block does anything more than look pretty, it'll generally
have a TileEntity associated with it.
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L605[16:29:43] <killjoy> It really is true
what they say about fixing bugs
L606[16:30:07] <killjoy> Except for me, it
wasn't a bug but a change of a feature
L607[16:30:34] <killjoy> I forgot about a
special implementation and I deleted it.
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L610[16:35:58] <gabizou> Anyone know of
forge mods that are 1.8 that add custom villagers?
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L612[16:36:33] <killjoy> Has TiC been
updated?
L613[16:36:57] <gabizou> TiC?
L614[16:37:03] <killjoy> Tinkers'
Construct
L615[16:37:19] <gabizou> I don't think
it's been released yet.
L616[16:37:58] <gigaherz> nope killjoy,
it's being rewritten iirc?
L617[16:38:31] <gabizou> that's what I
heard as well
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L619[16:38:53] <Zaggy1024> rewritten to
utilize the new model system, or avoid it? >.>
L620[16:39:19] <gabizou> the new rendering
system more likely.
L621[16:39:33] <fry> utilize, Zaggy1024
:P
L622[16:39:57] <gigaherz> Zaggy1024: you
don't rewrite stuff for 1.8 if you want to AVOID change
L623[16:39:59] <Zaggy1024> I wonder how,
though
L624[16:40:01] <gigaherz> you write
wrappers and hacks
L625[16:40:04] <gigaherz> in order to
avoidrewrites
L626[16:40:04] <gigaherz> ;P
L627[16:40:12] <Zaggy1024> I suppose
L628[16:40:24] <Zaggy1024> yeah
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L630[16:40:28] <gigaherz> so
L631[16:40:34] <gigaherz> the change may
simply be the model system
L632[16:40:38] <gigaherz> or it may be a
complete reimagining
L633[16:40:41] <gigaherz> regardless
L634[16:40:43] <gigaherz> no 1.8 so
far
L635[16:41:19] <gabizou> I know that
Thaumcraft 5 hasn't added back villagers yet.
L636[16:41:30] <gabizou> and mystcraft
isn't updated yet either :.
L637[16:41:32] <gabizou> :/*
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L640[16:44:18] <gigaherz> gabizou: the
ball is rolling
L641[16:44:24] <gigaherz> it's just not
quite rolled enough yet
L642[16:44:24] <gigaherz> XD
L643[16:44:30] <gabizou> rolling on
what?
L644[16:45:01] <gigaherz> "getting
the ball rolling" is a phrase that refers to getting people
interested
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L646[16:45:09] <gigaherz> so that those
people will attract even more
L647[16:45:19] <gigaherz> what I mean
is
L648[16:45:21] <gabizou> in upgrading to
1.8?
L649[16:45:26] <gigaherz> some of the big
names are upgrading to 1.8
L650[16:45:30] <gabizou> about time
L651[16:45:32] <gigaherz> it's just a
matter of time until most have
L652[16:45:45] <gigaherz> but quite a lot
of them are waiting for 1.8.8
L653[16:45:53] <gabizou> yeah, that I can
understand
L654[16:45:58] <gigaherz> or at least not
releasing the 1.8.0 until 1.8.8 is done
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L661[17:02:57] <gigaherz> this mod looks
interesting
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L663[17:08:22] <Zaggy1024> nice
L664[17:08:25] <Zaggy1024> I like its
simplicity
L665[17:09:05] <Zaggy1024> looks like it's
got a 32x32 texture for the paste though, which bugs me
L666[17:12:29] <Zaggy1024> curse let
someone paste a crash report in the comments with no overflow
:|
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L671[17:18:26] <killjoy> I found a mod
where the author felt it necessary to say in the description
"Does not require iChunUtil"
L672[17:19:05] <gigaherz> XD
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L677[17:26:55] <Zaggy1024> wut
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L681[17:35:57] <Mimiru> A few of iChuns
mods say that, because they don't, and lots of people assume they
do. :P
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L688[17:42:05] <Bunsan> Anyone had luck
downloading 1558? It just keeps sending me to the adfoc.us main
site after a delay.
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L694[17:44:07] <Bunsan> I was needing
universal
L695[17:44:20] <MrGrouch> It contains
universal
L697[17:44:36] <MrGrouch> Open it up with
winrar and extract the universal jar :P
L698[17:44:37] <Mimiru> The download page
has direct links.. you just have to find them
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L701[17:45:38] <Bunsan> thanks. Still not
getting there from forge site, must be something odd on my
end
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L705[17:53:58] <KittenTheEpic>
Finally
L706[17:54:06] <KittenTheEpic> I had to
install hexchat to get on here :(
L707[17:54:30] <KittenTheEpic> How would I
give a client a music file to play in a mod?
L708[17:55:27] <KittenTheEpic> or maybe
stream it?
L709[17:56:38] <diesieben07> when do you
want to play it?
L710[17:56:55] <KittenTheEpic> Just as
long as the client says it will play it
L711[17:57:06] <diesieben07> ehm...
what.
L712[17:57:33] <KittenTheEpic> Just
whenever, as long as the client accepts the music in the first
place
L713[17:57:50] <diesieben07> sooo...you
want to add an additional music song?
L714[17:58:01] <KittenTheEpic> No
L715[17:58:14] <KittenTheEpic> A
'playlist' the server can send to the client to play
L716[17:58:54] <diesieben07> what does
this playlist contain? files that are stored on the server?
L717[17:59:00] <diesieben07> files that
are stored anywhere on the internet?
L718[17:59:06] <KittenTheEpic> probably
number 1
L719[17:59:33] <diesieben07> that is
possible, however probably a security risk
L720[17:59:38] <gigaherz> so wait
L721[17:59:41] <gigaherz> you don't carea
bout the music
L722[17:59:44] <gigaherz> or the
source
L723[17:59:51] <gigaherz> all you want is
for the server to SEND something to a client
L724[17:59:57] <gigaherz> then you want to
use a network packet.
L725[17:59:58] <gigaherz> XD
L726[18:00:00] <KittenTheEpic>
specfically, a MUSIC file
L727[18:00:22] <gigaherz> but does it have
to explicitly send the DATA from the file?
L728[18:00:32] <gigaherz> or can it send
just a URL that the client can open?
L729[18:00:50] <gigaherz> the latter would
be a much nicer solution
L730[18:01:00] <KittenTheEpic> Hmmm
yea
L731[18:01:11] <KittenTheEpic> but what if
you had the music on your server
L732[18:01:25] <gigaherz> yoiu can have an
HTTP server in the same place as the minecraft server
L733[18:01:59] <gigaherz> or you could use
a cloud service
L734[18:02:00] <gigaherz> or
anything
L735[18:02:25] <gigaherz> so
basically
L737[18:02:46] <gigaherz> this is the
documentation on Forge's Simple Network Wrapper
L738[18:02:50] <KittenTheEpic> would it be
possible to impliment a simple http serv- oh... i'll read
that
L739[18:03:01] <gigaherz> you can declare
a message packet
L740[18:03:11] <gigaherz> and send any
data you need on it
L741[18:03:20] <gigaherz> a mod is
Java
L742[18:03:32] <gigaherz> so you CAN use
any httpserver library as you wish
L743[18:03:39] <gigaherz> just keep in
mind
L744[18:03:45] <gigaherz> all the
potential security risks involved
L745[18:04:35] <KittenTheEpic> without the
additional http server w/out library
L746[18:04:42] <KittenTheEpic> would
streaming the music be laggy?
L747[18:04:51] <diesieben07> if you do it
properly, no.
L748[18:04:57] <gigaherz> no
L749[18:04:59] <gigaherz> well
L750[18:05:02] <diesieben07> but it would
not really be streaming
L751[18:05:05] <gigaherz> depends on the
number ofusers
L752[18:05:12] <diesieben07> the way that
MC networking works is it cannot really stream
L753[18:05:15] <gigaherz> something
like
L754[18:05:17] <gigaherz> 128kbps
mp3
L755[18:05:21] <diesieben07> it only sends
one packet at a time
L756[18:05:22] <gigaherz> as the name
says
L757[18:05:27] <gigaherz> uses 128
kiloBITS per second
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L759[18:05:52] <KittenTheEpic> would it be
better to, well, just, send the whole freaking music file at
once?
L760[18:05:52] <gigaherz> that's a bit
over 16KB/s rate used by each client that's receiving data
L761[18:06:10] <gigaherz> not
necessarily
L762[18:06:11] <diesieben07> that is what
you would do if you were to use the minecraft network packets
L763[18:06:27] <diesieben07> if you want
to stream, you pretty much need a 2nd socket open, which is easiest
with an HTTP server probably
L764[18:06:29] <gigaherz> the ideal
situation would be twofold:
L765[18:06:40]
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L766[18:06:43] <gigaherz> 1. you send a
few seconds at a time, to avoid initial lag if many players are
receiving music
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L768[18:06:57] <gigaherz> 2. you save the
data in the client
L769[18:07:06] <gigaherz> as a cache for
later replaying
L770[18:07:23] <gigaherz> 3. if the client
already has the data, it can load from cache, and avoid receiving
it altogether
L771[18:07:39] <gigaherz> it's also the
most complex option to implement
L772[18:07:40] <gigaherz> XD
L773[18:07:46] <gigaherz>
download-once-and-play is the simplest
L774[18:08:13] <KittenTheEpic> I'll go
with 1 or 2
L775[18:08:26] <KittenTheEpic> Maybe i'll
add both, use one or the other
L776[18:08:32] <gigaherz> those weren't
options
L777[18:08:39] <gigaherz> those were the 3
features that the "perfect" solution would
implement
L778[18:08:40] <gigaherz> XD
L779[18:09:36] <KittenTheEpic> whats the
simplest way to open up an HTTP server, or should I maybe open up a
TCP server and send the file over that?
L780[18:10:02] <cobra> what was the status
of cauldron (the server)?
L781[18:10:09] <cobra> wasn't that
deprecated?
L782[18:10:25] <KittenTheEpic> use
KCauldron
L783[18:10:52] <cobra> I'm not going to
use anything, just got a weird bug report from a cauldron
user
L784[18:11:12] <KittenTheEpic> tell them
to use KCauldron instead :P
L785[18:11:16] <KittenTheEpic> well
L786[18:11:18] <KittenTheEpic> tell them
to try it
L787[18:11:27] <KittenTheEpic> it fixes
many bugs in the original cauldron
L788[18:12:25] <KittenTheEpic> also...
should i use eclipse nano or intellj idea 15?
L789[18:12:45] <diesieben07> i recommend
intellij, but in the end it is your decision
L790[18:12:55] <KittenTheEpic> i'll go
with intellij
L791[18:13:01] <KittenTheEpic> I already
have it installed ^_^
L792[18:13:09] <cobra> I switched to
intellij, but do try both
L793[18:13:14] <diesieben07> read the
tutorial on it in the forums
L794[18:13:24] <diesieben07> the setup
process is not 100% straightforward
L795[18:13:52] <KittenTheEpic> O.0
L796[18:13:53] <cobra> idea is doing a lot
of nice things like highlighting potential problems and has a nicer
search
L797[18:14:00] <KittenTheEpic> I have
repeated the song 'Nekozilla' 41 times
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L799[18:14:14] <cobra> also, configuring
libraries is a bit nice in idea imho
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L801[18:14:48] <cobra> but be aware of
some bugs, esp. when doing "gradle idea"
L802[18:15:13] <diesieben07> yeah dont do
that
L803[18:15:51] <cobra> might miss some
resources when debugging, might not correctly configure all source
sets (happend to me with enderIO, that didn't compile in idea until
manually configuring)
L804[18:16:17] <cobra> also missed build
excludes
L806[18:16:57] <diesieben07> yes
L807[18:17:21] <KittenTheEpic> l
L808[18:17:23] <KittenTheEpic> k*
L809[18:17:45] <KittenTheEpic>
*oops*
L810[18:17:56] <KittenTheEpic> I did
decomp thing from the cmd instead of intellj
L811[18:18:06] <diesieben07> thats
fine
L812[18:18:57] <KittenTheEpic> who likes
my idea of a music streaming mod
L813[18:19:04] <KittenTheEpic> or
downloading
L814[18:19:06] <KittenTheEpic> what
L815[18:19:07] <KittenTheEpic> ever
L816[18:19:08] <KittenTheEpic> xD
L817[18:19:43] <cobra> you want to touch
that sound system? have fun.
L818[18:19:50] <Bunsan> sounds like
openblocks radio
L819[18:19:59] <Mimiru> Theres atleast 2
Shoutcast/Icecast compatible Music streaming mods, mine is one of
them. :P
L820[18:20:08] <Mimiru> Bunsan, it was
removed from the mod
L821[18:22:25] <Bunsan> yes I know, it was
more the fact that it was never popular/worked well on any server I
played on.
L822[18:22:42] <Mimiru> The way it was
setup was annoying..
L823[18:22:54] <Mimiru> having to find
crystals tuned to whatever the server admins set in the config...
meh
L824[18:23:16] <Mimiru> OpenFM (My
streaming radio mod) Lets you use any shout/icecast server,
including Radionomy
L825[18:23:18] <Bunsan> Yes well if a
player wants music they play their own. No one saw point of doing
so via MC.
L826[18:23:41] <Mimiru> I use it for my in
game dance club
L827[18:23:45] <Mimiru> Deep House
ftfw.
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L830[18:31:27] <GeoDoX> Anyone know of a
hook for playerExperienceChange?
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L832[18:32:50] <KittenTheEpic> back
L833[18:33:30] <GeoDoX> KittenTheEpic, did
you get idea setup with forge? I just set my environment up not too
long ago
L834[18:34:48] <KittenTheEpic>
decompiling
L835[18:35:06] <KittenTheEpic> 65%
L836[18:35:17] <diesieben07> GeoDoX,
PlayerPickupXpEvent
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L839[18:36:33] <GeoDoX> Thanks
diesieben07
L840[18:38:20] <KittenTheEpic> also
L841[18:38:33] <KittenTheEpic> How would I
get a simple 'popup' to appear in the game
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L843[18:38:58] <KittenTheEpic> for
example, i'd like a good way of telling the player that the music
has change
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L845[18:41:20] <diesieben07>
RenderGameOverlayEvent allows you to put additional stuff on the
HUD
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L863[19:22:33] <AtomicStryker> sooo ...
rather in-depth: on a 1.6.4 cauldron server, is there any way for a
forge mod to access bukkit plugins APIs? if i just import both and
try i get noclassfound
L864[19:22:58] <KittenTheEpic> Modify
cauldron, maybe?
L865[19:23:23] <AtomicStryker> to what
end? im assuming they load on seperate classloaders or something
but i really have no clue
L866[19:24:11] <KittenTheEpic> Honestly
IDK
L867[19:24:24] <KittenTheEpic> Bukkit was
DMCA'd anyways
L868[19:24:31] <KittenTheEpic> we'd be
better off waiting for sponge
L869[19:24:33] <unascribed> isn't there a
bukkitPlugin field on the @Mod?
L870[19:24:53] <unascribed> which would
basically let you use a bukkit plugin like a proxy if it was ever
implemented
L871[19:25:18] <AtomicStryker> is there an
example i could gaze upon
L872[19:25:45] <MrGrouch> I think MyTown
bridge or w/ever it was called allowed for interaction between
forge and a bukkit plugin
L873[19:26:01] <GeoDoX> diesieben07, is
that a Subscribe Event?
L874[19:26:08] <KittenTheEpic> also
AtomicStryker, I gotta say, the dynamic lights mod is one of the
most amazing mods ever
L875[19:26:16] <diesieben07> GeoDoX,
what
L876[19:26:29] <AtomicStryker> thanks, it
is pretty sweet :D
L877[19:26:37] <GeoDoX> The
PlayerPickupXpEvent?
L878[19:26:52] <GeoDoX> Do you just use
the annotation SubscribeEvent?
L879[19:26:53] <KittenTheEpic> and i'm
glad you allow modpacks now
L880[19:27:01] <diesieben07> yes, what
else would you use...
L881[19:27:30] <GeoDoX> EventHandler? Idk
haha I get confused. Just getting back into modding
L882[19:27:37] <AtomicStryker> everyone
who wanted to steal em stole em anyway so
L883[19:27:48] <AtomicStryker> it just
stopped the hundred mails i got a week
L884[19:28:09] <KittenTheEpic> Back when I
made my mxsurvival modpack, sadly, dynamic lights was not avaiable
in modpacks
L885[19:28:21] <KittenTheEpic> but now
it's avaiable :D
L886[19:28:56] <Corosus> AtomicStryker i
might be wrong but i thiiiiiiink cauldron had to provide a wrapper
class for them
L887[19:37:50] <AtomicStryker> well, if
they did google wont yield it to me
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L893[19:49:00] <KittenTheEpic> hi
iChun
L894[19:50:00] <GeoDoX> gigaherz, you
around?
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L896[19:53:10] <GeoDoX> Any word on ModJam
5?
L897[19:55:56] <gigaherz> hm?
L898[19:56:06] <GeoDoX>
PlayerPickupXpEvent doesn't seem to be firing, does it need to be
registered a different way than to the FML Common Handler Event
Bus?
L899[19:56:17] <gigaherz> that sounds like
a forge event
L900[19:56:20] <GeoDoX> It is
L901[19:56:26] <gigaherz> so you'd use
MinecraftForge.EVENT_BUS instead
L902[19:56:41] <GeoDoX> Ahhh, should it be
in a separate class then?
L903[19:56:49] <gigaherz> not
necessarily
L904[19:57:03] <GeoDoX> Than the ones
being registered to the FML bus?
L905[19:58:07] <GeoDoX> Giving it a shot
together, hopefully nothing goes horribly wrong :)
L906[19:58:59] <GeoDoX> Got it working
:)
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L911[20:04:40] <AtomicStryker> also, it
would appear my forgegradle cannot setup a decomp workspace, it
fails with a file not found for merged_at.cfg
L912[20:04:49] <AtomicStryker> version 1.8
... build
L913[20:05:03] <AtomicStryker>
1.8-11.14.1.1412
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L915[20:05:40] <pig> might wanna update
AtomicStryker
L916[20:05:50] <pig> you're like, 150
builds behind
L917[20:06:03] <AtomicStryker> well i
remember this mak or mac thing
L918[20:06:07] <AtomicStryker> that broke
everything
L919[20:06:44] <AtomicStryker> no,
mdk
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L921[20:06:58] <AbrarSyed> wrong place,
>> #forgegradle
L922[20:07:19] <AtomicStryker> ohh abrar!
could you please read my prev question about cauldron
L923[20:07:22] <AbrarSyed> mdk ==
forge-src package.. just.. the src packages was terribly
named.
L924[20:07:24] <AtomicStryker> you would
be one of the people to know
L925[20:07:30] <AbrarSyed> cauldron isnt
dead?
L926[20:07:37] <AtomicStryker> its about
supporting dead code
L927[20:07:38] <AtomicStryker> so
L928[20:07:39] <AtomicStryker> :D
L929[20:07:44] <GeoDoX> easy way to update
forge from gradle?
L930[20:08:05] <AbrarSyed> GeoDoX, update
version in build.gradle, rerun setup
L931[20:08:09] <Mimiru> change the forge
version in the build.gradle and rerun setup
L932[20:08:14] <Mimiru> and missed it by
THAT much
L933[20:08:16] <Mimiru> :P
L934[20:08:21] <AbrarSyed> :0
L935[20:08:22] <AbrarSyed> :)
L936[20:08:23] <Ordinastie> this may be a
stupid question, but how are you supposed to get older versions of
MC server ?
L937[20:08:42] <GeoDoX> Awesome :)
L938[20:08:42] <AbrarSyed> Ordinastie,
they are all on the mojang repo, all the way back to 1.0 release
IIRC
L939[20:08:46] <Matthew> from mojangs
s3
L940[20:09:03] <AbrarSyed> AtomicStryker,
if you can find the old BukkitForge project.. that might be what
your looking for
L942[20:09:14] <AbrarSyed> idk if it
lasted past 1.5.2 though
L943[20:09:27] <AtomicStryker> thanks. if
in doubt ill just tell the guy nope
L944[20:09:55] <Matthew> ^ That list has
back to rd-132211 from '09 :P
L945[20:10:33] <AtomicStryker> holy shit
the preset mappings snapshot is over a year old
L946[20:10:33] <AtomicStryker> hue
L947[20:10:42] <GeoDoX> gigaherz, I
implemented the estimated time to next level, but the numbers
fluctuate so much. I'm trying something and I'll get back to you
about how that works out
L948[20:10:57] <gigaherz> I like to use a
running average
L949[20:11:00] <Ordinastie> Matthew,
thanks, too bad the exe are not available here
L950[20:11:04] <gigaherz> number = number
* 0.9 + newdata * 0.1
L951[20:11:15] <gigaherz> for running
estimations
L952[20:11:21] <AbrarSyed> lol atomic,
blame lex. The one in the MDK is the one forge uses...
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L954[20:11:49] <GeoDoX> where newdata
would be?
L955[20:11:57] <gigaherz> that's the
number you just calculated
L956[20:12:00] <GeoDoX> okay
L957[20:12:02] <gigaherz> the
"estimated time to next level"
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L960[20:12:56] <gigaherz> you may want to
know if you had previous data
L961[20:13:00] <gigaherz> so that the
first time it runs
L962[20:13:02] <GeoDoX> would you update
it constantly (once per tick) or just when the player receives xp?
or when the command is called?
L963[20:13:05] <gigaherz> you can just do
number=newdata as-is
L964[20:13:22] <gigaherz> well if you use
a running average, you'd do it per tick
L965[20:13:41] <gigaherz> so maybe running
average isn't the best for you
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L969[20:18:35] <Ordinastie> so, I'm
lauchin a vanilal server and I'm like "why doesn't it load my
mods?"...
L970[20:20:07] <Ordinastie> and I realise
I don't even know how to launch forge server :d
L971[20:20:32] <AtomicStryker> you launch
the forge server jar
L972[20:20:37] <AtomicStryker> ... thats
all there is to it
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L974[20:22:11] <gigaherz> Ordinastie:
"java -jar forge.jar" with the forge jar next to the
server jar
L975[20:22:11] <gigaherz> ;p
L976[20:22:50] <gigaherz> or javaw if you
want no console
L977[20:23:53] <Ordinastie> yeah, I just
forgot the installer had a server option ><
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L981[20:25:40] <gigaherz> wait
right,
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L983[20:25:55] <gigaherz> the "one
jar next to the other" was the 1.4.x thing, does that still
apply thesedays?
L984[20:26:23] <gigaherz> it would appear
so
L985[20:26:49] <gigaherz> my ftb server
folder has a "minecraft_server" jar separate from the
"FTBServer" jar
L986[20:28:49] <killjoy> As it should
be
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L990[20:36:49] <GeoDoX> gigaherz, I'm
always getting 0 seconds?
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L992[20:38:50] <gabizou> gigaherz, I can
see now why about the villager problem.
L993[20:38:54] <KittenTheEpic> How would I
detect with a player joins?
L994[20:39:08] <gabizou> the registry
itself isn't really making things valid.
L995[20:39:42] <GeoDoX> KittenTheEpic,
PlayerEvent.onPlayerLogInEvent
L996[20:40:00] <GeoDoX> KittenTheEpic,
PlayerLoggedInEvent*
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L1002[20:56:13] <tntristan12> hai
all
L1003[20:56:25] <tntristan12> looks like
I'm finally here for some actual modding advice
L1004[20:56:31] <tntristan12> because I
have nfi what I'm doing :D
L1005[20:56:47] <tntristan12> but I've
managed to get quite far on tutorials and my existing knowledge of
coding
L1006[20:57:04] <tntristan12> right now,
I'm trying to figure out packet handling
L1008[20:57:55] <tntristan12> However,
one thing I'm unclear on is how my specific implementation will
affect this method
L1009[20:58:39] <tntristan12> I'm trying
to create extended properties for NPC zombies and sync them up with
the player
L1010[20:58:53] <tntristan12> zombies, as
I understand it, are controlled by the server
L1011[20:58:58] <tntristan12> and the
player is controlled by the client
L1012[20:59:37] <tntristan12> it seems
like this and every other tutorial I've found references packets
being sent from EntityPlayer on the server
L1013[21:00:03] <tntristan12> so... yeah,
any insight is appreciated, because aside from the tutorials I've
read I don't know a whole lot about what I'm doing, and my
questions are specific enough I think IRC is the best way to
go.
L1015[21:00:49] <GeoDoX> I'd help but I'm
just getting back into modding and haven't dealt with packet
handling yet in new forge versions.
L1016[21:00:51] <SkySom> That's hwere I
got everything I needed to do packets
L1017[21:01:03] <SkySom> I just dealt
with them yesterday and learning
L1018[21:02:05] <gabizou> So, question,
how are you supposed to register a custom villager
profession?
L1019[21:05:36] <GeoDoX> Question, do you
guys set up a new workspace for each mod? or do you import all your
mods into a workspace per version?
L1020[21:06:47] <SkySom> I've got one
pre.
L1021[21:07:00] <GeoDoX> per mod?
L1022[21:07:06] <SkySom> Yep.
L1023[21:07:21] <gigaherz> the scenario
supported here is one workspace per mod
L1024[21:07:25] <SkySom> It's easy
jumping between mods on Intellij
L1025[21:07:31] <gigaherz> it Is possible
to have more than one, but it's sortof "on your own"
;P
L1026[21:07:59] <killjoy> If everything
uses the same forge version and mappings, it's fairly quick to
do.
L1027[21:08:15] <SkySom> Which is good
practice for the most part
L1028[21:10:44] <gigaherz> so anyone
around who has played Thaumcraft5 yet?
L1029[21:10:47] <gigaherz> i'm
stuck
L1030[21:10:48] <gigaherz> XD
L1031[21:10:57] <gabizou> with
what?
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L1033[21:11:07] <gigaherz> i'm trying to
complete all the non-forbidden things
L1034[21:11:12] <gigaherz> but i have
locked stuff
L1035[21:11:13] <gigaherz> XD
L1036[21:11:22] <gabizou> you kinda have
to unlock some forbidden things
L1037[21:11:41] <gabizou> either that or
discover more things with more atributes
L1038[21:11:45] <gigaherz> like Arcane
levitator, and Thaumium fortrass armor
L1039[21:12:08] <tntristan12> SkySom:
Just got around to looking at that link you sent me, and I've
already combed it top to bottom. If the answer to my question is in
there, I either can't find it or don't know enough to comprehend
it
L1040[21:12:09] <gabizou> iirc, the
fortress armor requires the eldrich dimension
L1041[21:12:17] <gigaherz> oww
L1042[21:12:27] <gabizou> i mean, it's
not that bad
L1043[21:12:29] <SkySom> Then I guess
you'll have to ask a specific question?
L1044[21:12:35] <gabizou> there's always
a good reason to have some warp
L1045[21:12:38] <gigaherz> well it sucks
that it's shown right there if it's tied to unlocking the forbidden
knowledge
L1046[21:12:38] <gigaherz> XD
L1047[21:12:40] <SkySom> Oh wait Entended
stuff
L1048[21:12:42] <SkySom> I missed
it.
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L1050[21:12:54] <tntristan12> Yeah. Right
now I only have two extended properties
L1051[21:13:09] <tntristan12> hey SkySom,
can we move this to PM? Might be more efficient
L1052[21:13:14] <SkySom> Go for it.
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L1056[21:30:11] <Zaggy1024> I can't wait
for dem generics
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L1058[21:34:15] <gabizou> Zaggy1024, you
and I both :P
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L1072[22:11:58] <Zaggy1024> stupid block
breaking particles' color multiplier
L1074[22:13:17] <Zaggy1024> I almost wish
there was a handler to change the color multiplier of breaking
particles so I didn't have to deal with making my own particles to
get around this crap
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L1078[22:32:37] <pig> anyone know how to
make an MC server launch with an additional library?
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L1081[22:35:31] <GeoDoX> scratch that,
doesnt even look like its for minecraft
L1082[22:42:32] <MrGrouch> pig: What for
and what library?
L1083[22:42:54] <diesieben07> pig, just
put the jar file in the mods folder, FML will put anything that is
in tehre and not a mod on the classpath.
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L1086[23:01:17] <sham1> Yay doors
L1087[23:06:23]
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L1088[23:07:14] <AbrarSyed> you wouldnt
want to update my SecretRoomsMod by any chance would you?
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L1090[23:12:12] <Ordinastie> lol
L1091[23:13:03] <Ordinastie> AbrarSyed,
besides hiding doors, what else does your mod do ?
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L1093[23:13:25] <AbrarSyed> basically all
the redstone triggers in hidden form
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L1095[23:13:32] <AbrarSyed> levers,
buttons, pressure plates
L1096[23:13:59] <AbrarSyed> the doors are
probably the most complex.. nothing else has such weird
animations
L1097[23:14:24] <Ordinastie> but you
stored the player UUID somewhere, what for ?
L1098[23:15:53] <sham1> Didn't hidden
rooms also have a pass-through wall kinda deal
L1099[23:18:33] <Ordinastie> I always
refrained myself to make totally camoed doors to not steal your mod
:p
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L1102[23:27:54] <tntristan12> Hai
all
L1103[23:28:14] <tntristan12> quick
question: Are proxies only necessary if you are exchanging
packets?
L1104[23:28:48] <tntristan12> Or are they
kind of like Main in that you always need them handy?
L1105[23:29:04] <AbrarSyed> proxies are
if you want to have a common interface, for stuff that may or may
not happen
L1106[23:29:10] <Ordinastie> Proxies have
nothing to do with packets
L1107[23:29:14] <tntristan12> can you
give me an example?
L1108[23:29:22] <AbrarSyed> il give you
one..
L1109[23:29:26] <tntristan12> shiny
L1110[23:29:41] <Ordinastie> tntristan12,
if you need to have some client side only stuff
L1111[23:29:57] <AbrarSyed> so say I have
a keybinding. when you press X, causes the user start flying, like
doublt tapping space
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L1113[23:30:10] <tntristan12> I'm writing
a new AI for zombies. I'm not sure it applies here
L1114[23:30:20] <tntristan12> but I'd
like to do stuff with new sounds
L1115[23:30:20] <AbrarSyed> now, the
server controls the players state, so the server has to know about
the change to flying mode
L1116[23:30:32] <AbrarSyed> the client
does not need to know about lfying,., because the server will tell
it.
L1117[23:30:47] <tntristan12> oh
okay
L1118[23:30:58] <tntristan12> so it's
about creating separate events for server or client side
entities?
L1119[23:30:59] <AbrarSyed> this is an
example where the server proxy will do something, and the client
proxy will not. If I have a onPressXKey() method in my proxy
class
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L1121[23:31:24] <tntristan12> k, so in
the case of my new Zombie AI, NPCs are controlled by the server,
correct?
L1122[23:31:28] <gigaherz> tntristan12:
to clarify, because I was confused for years
L1123[23:31:30] <AbrarSyed> the opposite
kind of cases also exist, and generally have to do with openning
client-side guis that the server need not know about
L1124[23:31:37] <tntristan12> so would
all the zombie-related stuff go into the ServerProxy?
L1125[23:31:44] <gigaherz> the server
proxy runs EXCLUSIVELY on dedicated servers
L1126[23:31:52] <tntristan12> not in
single player?
L1127[23:31:59] <gigaherz> and the client
proxy runs exlcusively in the actual client
L1128[23:32:00] <AbrarSyed> why have a
proxy at all? if you have no code that may be different if its on
the server or client?
L1129[23:32:03] <tntristan12> I thought
single player was a case where you are both the client and the
server
L1130[23:32:05] <gigaherz> it has NOTHING
to do with the sides
L1131[23:32:08] <gigaherz> nope
L1132[23:32:19] <gigaherz> in client, the
client proxy isinstantiated
L1133[23:32:27] <gigaherz> in dedicated,
the server is
L1134[23:32:29] <tntristan12> @AbrarSyed:
That's exactly why I asked the question. Just wanted to make sure
proxies were necessary before I went and wrote them :P
L1135[23:32:50] <tntristan12> so
everything I need to do happens in Main then?
L1136[23:32:51] <gigaherz> basically, any
client-only code (renderers, models, textures) goes on the client
proxy
L1137[23:32:58] <gigaherz> and any
dedicated server-only code goes in the server proxy
L1138[23:33:01] <AbrarSyed> gigaherz is
also correct though. The point of the proxy is to ensure that you
dont accidentally use client-side stuff on the server jar, where
all the gui and keybinding classes simply dont exist.
L1139[23:33:05] <tntristan12> I've only
just started looking into AI Tasks
L1140[23:33:12]
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L1141[23:33:14]
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L1142[23:33:20] <AbrarSyed> if your only
doing UI.. you dont need a proxy at all..
L1143[23:33:22] <AbrarSyed> err, AI
L1144[23:33:27] <tntristan12> @AbrarSyed,
gigaherz: great advice guys. thanks!
L1145[23:33:29] <AbrarSyed> UI would
probably need a proxy....
L1146[23:33:32] <gigaherz> yeah
L1147[23:33:40] <gigaherz> UI would be
registered on the client part
L1148[23:33:40] <gigaherz> XD
L1149[23:33:41]
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(~tambre@c332-6569-d674-a4a1-4301-8a22-07d0-2001.dyn.estpak.ee)
L1150[23:33:57] <tntristan12> the fact
that all of this stuff is starting to make sense scares me
slightly
L1151[23:34:07] <gigaherz> a bit of
history:
L1152[23:34:17] <gigaherz> back in the
day, mods needed to be specifically compiled for client use
L1153[23:34:19] <gigaherz> or server
use
L1154[23:34:32] <sham1> Why does this
scare you
L1155[23:34:37] <gigaherz> you'd have the
client classes embedded into the client jar
L1156[23:34:43] <gigaherz> OR the server
clases embedded into the server jar
L1157[23:34:48] <AbrarSyed> tntristan12,
YES YES! LET THE POWER FLOW THROUGH YOU!
L1158[23:34:50] <gigaherz> and they were
intrinsically incompatible
L1159[23:35:04] <gigaherz> then Mojang
added the internal server into the client
L1160[23:35:22] <tntristan12> sham1:
because this is my first nontrivial coding task in over two years
and I've never attempted to write mods for minecraft before
:P
L1161[23:35:23] <gigaherz> which allowed
sharing the "server side" stuff, which made universal
jars useful AND possible
L1162[23:35:35] <tntristan12> @AbrarSyed:
:D
L1163[23:35:44] <gigaherz> and that's why
the Proxy exists.
L1164[23:36:01] <AbrarSyed> ignorance
-> fear _. anger -> hate -> darkside. knowledge ->
elgnithnment -> joy
L1165[23:36:05] <tntristan12> gigaherz:
how long has Forge been a thing then?
L1166[23:36:13] <AbrarSyed> oh my... 5-6
years now?
L1167[23:36:26] <gigaherz> a long
time
L1168[23:36:34] *
tntristan12 tries to remember when minecraft came out
L1169[23:36:34] <gigaherz> I started
toying with forge mods back in mc 1.2.5 I believe
L1170[23:36:35]
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SnowDapples_!~powered@p5794CC80.dip0.t-ipconnect.de)))
L1171[23:36:41]
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L1172[23:36:41] <gigaherz> before
that
L1173[23:36:46] <gigaherz> I had used
ModLoader mods
L1174[23:36:46] *
AbrarSyed started toying in 1.1 BETA
L1175[23:36:53] <illyohs> AbrarSyed, why
did you have to remind me of that movie
L1176[23:36:56] <gigaherz> but I didn't
know about forge
L1177[23:36:57] <AbrarSyed> oh yes,
Modloader, modlaoder mp... etc
L1178[23:37:13] <tntristan12> so Forge is
pretty much a massive collection of APIs to make modding easier,
right?
L1179[23:37:21] <gigaherz> sortof
yes
L1180[23:37:34] <AbrarSyed> at some point
I was shipping 5 zips.. modloader, modloader MP client, modloaderMp
Server, and forge client, forge server
L1181[23:37:34] <gigaherz> Forge consists
of 3 parts these days
L1182[23:37:44] <gigaherz> MCP provides
the deobfuscated names
L1183[23:37:51] <gigaherz> FML provides
classloading and patching
L1184[23:38:07] <gigaherz> and Forge
itself is the helper that allows registering stuff and such
L1185[23:38:09] *
AbrarSyed mentions that FML is dead, and has been canibalized by
forge
L1186[23:38:18] <gigaherz> well
yeah
L1187[23:38:23] <AbrarSyed> and
ForgeGradle that makes it a seemless 1-command setup.
L1188[23:38:26] <AbrarSyed> :P
L1189[23:38:29] <AbrarSyed> mandatory
plug
L1190[23:38:31] <gigaherz> XD
L1191[23:38:35] <tntristan12> heh
L1192[23:38:43] <gigaherz> yeah that was
the short explanation
L1193[23:38:51] <gigaherz> the long one
is that FML+Forge are now fused into one
L1194[23:39:00] <sham1> And forgegradle
actually works which is a bonus
L1195[23:39:04] <gigaherz> that there's a
whole bunch of underlying tools that help make forge happen
L1196[23:39:11] <gigaherz> and then
there's the great ForgeGradle
L1197[23:39:13] <AbrarSyed> the correct
term is toolchain :)
L1198[23:39:17] <killjoy> tell me that
when there is no fml package
L1199[23:39:19] <gigaherz> which removes
a shitton of headaches from the process
L1200[23:39:30]
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L1201[23:39:40] <gigaherz> killjoy: why?
fml as a package will remain for the foreseeable future
L1202[23:39:44] <illyohs> Heh I remember
my old ant setup before gradle
L1203[23:39:50] <AbrarSyed> some argue it
adds some headache
L1204[23:39:52] <gigaherz> it is forge's
modloading ;P
L1205[23:39:52] <killjoy> That's what I'm
talking about
L1206[23:40:12] <killjoy> It's just a
single feature (portion) of what is forge
L1207[23:40:18] <gigaherz> but it's
minecraftforge.fml now
L1208[23:40:19] <sham1> Fml and forge are
just fused now
L1209[23:40:22] <gigaherz> instead of
cpw.fml
L1210[23:40:23] <gigaherz> XD
L1211[23:40:27] *
AbrarSyed whispers that its actually eff mod loader, but you didnt
hear that from me
L1212[23:40:29] <killjoy> at least it's
now cpw.mods.fml
L1213[23:40:40] <killjoy> eff?
L1214[23:40:43] <killjoy> it was
cpw.mods.fml
L1215[23:40:47] <AbrarSyed> actually
killjoy, in 1.8 its net.minecraftforge.fml
L1216[23:40:56] <killjoy>
"was"
L1217[23:41:03] <gigaherz> [06:40]
(killjoy): at least it's now cpw.mods.fml
L1218[23:41:04] <gigaherz> XD
L1219[23:41:14] <tntristan12> btw I know
I've mentioned it a few times, but now that I actually kinda sorta
know what I'm doing, I wanna see if my mod is something anyone
would play.
L1220[23:41:16] <killjoy> I sent
that?
L1221[23:41:17] <killjoy> Oops
L1222[23:41:18] <gigaherz> yes
L1223[23:41:19] <gigaherz> XD
L1224[23:41:24] <killjoy> I meant to
Ctrl+A Del
L1225[23:41:38] <gigaherz> tntristan12:
what does your mod do?
L1226[23:41:42] <cpw> lol
L1227[23:41:57] <gigaherz> yeah sorry for
the ping
L1228[23:41:57] <gigaherz> ;P
L1229[23:41:58] <sham1> Yay
L1230[23:42:02] <killjoy> And I meant to
say "at least it's not"
L1231[23:42:35]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:a066:71ca:3a47:bfb:6cfb)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L1232[23:42:45] <sham1> And this is why
you do not name your packages after your IRC handle :P
L1233[23:42:54] <tntristan12> I'm going
for something similar to Zombie Awareness wherein zombies are
attracted to sound, light, and movement, but I want to try to put
my own AI into it so that zombies form cohesive hordes which more
or less move as a unit. I also want to remove their weakness to
sunlight, turn them into one-hit killing machines (like in WWZ,
getting bitten is a death sentence), but also slow their
L1234[23:42:54] <tntristan12> movement to
about half that of the player at walking speed
L1235[23:43:18] <tntristan12> so the
focus gets away from fighting them directly and more towards trying
to build defenses to keep them out
L1236[23:43:23] <killjoy> I took after
cpw and use my initials as my package
L1237[23:43:40] <sham1> KJ?
L1238[23:43:52] <killjoy> no.
L1239[23:44:00] <killjoy> My name isn't
actually killjoy
L1240[23:44:01] <killjoy> mnm
L1241[23:44:02] *
AbrarSyed does all things with com.abrarsyed.### now
L1242[23:44:07] <AbrarSyed> used to be
com.github.abrarsyed
L1243[23:44:11] <cpw> i don't mind the
ping
L1244[23:44:18] <killjoy> He's not
lex
L1245[23:44:25] <Ordinastie> my package
name is different from my name, that's why I added the package name
to the highlight list :p
L1246[23:44:42] <sham1>
com.github.*insert thing here* is propably the best one if you
cannot afford a fomain
L1247[23:44:51] <tntristan12> I want to
despawn all hostile mobs that aren't zombies, redistribute their
spawning so that they spawn towards the edge of the loaded chunks
(heading towards the player at a slow shamble) and don't despawn
until some maximum number of zombies si reached
L1248[23:45:02] <tntristan12> I also want
to see if there's a way to prevent zombies from clipping through
one another
L1249[23:45:09] <tntristan12> to make the
herds larger and more difficult to avoid
L1250[23:45:21] <killjoy> But in the end,
package names don't matter in the slightest
L1251[23:45:29] <gigaherz> i just ignore
the rule
L1252[23:45:32] <gigaherz> call things
gigaherz.whatever
L1253[23:45:41] <killjoy> or
thaumcraft.client
L1254[23:46:21] <tntristan12> also of
interest: I want to extend door-bashing behavior to fences, gates,
glass, and anything else I deem to be sufficiently
"fragile"
L1255[23:46:28] <killjoy> Just don't make
your package li.cil.oc
L1256[23:46:31] <tntristan12> and give
them a limited ability to dig through dirt fortifications
L1257[23:46:34] <sham1> That bothers me
when people have their api like that
L1258[23:46:34] <killjoy> that's
taken
L1259[23:47:59] <tntristan12> does
anything I've described sound like it'd be impossible to do?
L1260[23:48:08] <tntristan12> cause at
this point I'm not sure what the limitations are :P
L1261[23:48:13] <killjoy> Nothing's
impossible
L1262[23:48:23] <tntristan12> really
really difficult then
L1263[23:48:38] <killjoy> A while ago, I
made it so players don't "clip" through eachother
L1264[23:48:47] <tntristan12> killjoy:
how'd you manage that?
L1265[23:48:47] <killjoy> and by
"clip", I mean they can push eachother around
L1267[23:49:11] <AbrarSyed> have
fun
L1268[23:49:13] <sham1> Check if they are
inside each other
L1270[23:49:17] ***
TTFTCUTS is now known as TTFT|Away
L1271[23:49:17] <sham1> Heh
L1272[23:49:56] <killjoy> Last commit
message on MobJam: FIXED EVERYTHING
L1273[23:50:01] <killjoy> That's
awesome!
L1274[23:50:11] <tntristan12> What's
MobJam?
L1275[23:50:19] <killjoy> a class
L1276[23:50:23] <sham1> A typo
L1277[23:50:30] <sham1> Wait no
L1278[23:50:35] <tntristan12>
modjam?
L1279[23:50:42] <killjoy> no, the class
is called MobJam
L1280[23:51:27] <tntristan12> what's it
do though?
L1281[23:51:36] <tntristan12> sounds like
some kind of swarming behavior?
L1282[23:51:39] <AbrarSyed> it adds a new
hardcore gamemode, which when you start, adds a beacon. Zombies
then try to get to the beacon, if they do, game over. if you die,
game over.
L1283[23:51:39] <killjoy> hiik
L1284[23:51:47] <tntristan12> ah
L1285[23:51:52] <tntristan12> so it'd be
a good reference then
L1286[23:52:03] <AbrarSyed> the zombies,
when they die, leave rotten flesh blocks on the ground, so they can
literally climb over their dead bretheren.
L1287[23:52:11] <AbrarSyed> the zombies
are also supposed to be able to break blocks..
L1288[23:52:21] <tntristan12> @AbrarSyed
Sweet! That's a functionality I wanted to play with
L1289[23:52:24] <AbrarSyed> now..
wheterhj it actually works as I described is an entirely other
story.. but that was the plan :)
L1290[23:52:39] *
AbrarSyed pokes GUIpsp to help this dude
L1291[23:52:40]
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(Read error: Connection reset by peer)
L1292[23:52:45] <AbrarSyed> also take
note that its MC 1.6.4
L1293[23:53:02] <AbrarSyed> but given the
magic of gradle, it should be painless to setup
L1294[23:53:16] <tntristan12> @AbrarSyed
I'm going to try to implement a very "stupid" AI, because
that's the whole point of my mod - to make zombies mindless and
instinctive
L1295[23:53:28] <sham1> Pre-FG2
magic
L1296[23:53:52] <AbrarSyed> instinctive
!= mindless
L1297[23:53:58] <tntristan12> true
L1298[23:54:03] <sham1> ^
L1299[23:54:06]
⇦ Quits: Slikrick
(~slikrick9@2601:19c:4201:c40f:c8b:262:673a:9229) (Read error:
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L1300[23:54:11] <killjoy> Will they
attack eachother?
L1301[23:54:24] <sham1> Humans have
instincts
L1302[23:54:25] <AbrarSyed> id almost go
as far as to say its oxy moronic... the real question is whats on
their mind? food?
L1303[23:54:27] <tntristan12> nah. I'm
going for a strict interpretation of the zombies from the book
World War Z
L1304[23:54:52] <tntristan12> they go in
one direction until something stimulates them and makes them want
to change direction
L1305[23:55:05] <sham1> So it is not a
zombie per say but rather an infected from a virus from
China?
L1306[23:55:14] <tntristan12> not the
movie :P
L1307[23:55:31] <sham1> What I just
described was the book
L1308[23:55:34] <tntristan12> ah
L1309[23:55:35] <tntristan12> well
L1310[23:55:36] <tntristan12> yeah
L1311[23:55:45] <AbrarSyed> so..
innertia.. the problem with that is that when they spawn, they do
nothing.
L1312[23:55:48] <sham1> The movie was
completely different
L1313[23:55:51] <tntristan12> depends on
whether you're talking about voodoo zombies or romero/kirkman
zombies
L1314[23:56:10] *
AbrarSyed is thinking plants-vs-zombies
L1315[23:56:35] <tntristan12> @AbrarSyed:
I want to force them to spawn near the outskirts of the map, or at
least really far away from the player, but facing in some random
direction pointing towards the middle,
L1316[23:56:46] <tntristan12> and then
they just walk forward until they see a light, hear a sound, or see
movement
L1317[23:56:57] <tntristan12> if they see
movement, which includes other zombies, they will turn to
follow
L1318[23:57:02] <killjoy> Time for some
trig
L1319[23:57:14] <AbrarSyed> well
then...
L1320[23:57:17] <AbrarSyed> good
luck
L1321[23:57:26] <tntristan12> Sounds like
I'm biting off more than I can chew?
L1322[23:57:26] <sham1> Trig and vector
maths
L1323[23:57:35] <AbrarSyed> I suggest you
make a seperate "stupid zombie" mob instead of trying to
edit vanilla zombies.. atleast to start with
L1324[23:57:40] <tntristan12> Trig and
vector maths are the easy part for me. I design control systems for
a living :P
L1325[23:57:44] <killjoy> Take a crash
course via kahn acadamy
L1326[23:57:50] <tntristan12> @AbrarSyed:
kind of like crash zombies?
L1327[23:57:52] <Ordinastie> tntristan12,
pretty easy to counter though, make bonefires everywhere, they'll
kill themselve in the fires :)
L1328[23:57:53] <tntristan12> er
L1329[23:57:55] <tntristan12> cracked
zombies
L1330[23:58:03] <AbrarSyed> what we
realyl need... is a modjam.. then you can make it, and itl be
fun
L1331[23:58:14] <tntristan12> Ordinastie,
fire kills zombies slow though. Brain has to get fried
L1332[23:58:20] <sham1> We need a mod
that adds headcrabs
L1333[23:58:22] <killjoy> let's have it
for 1.8.8 right after forge is released
L1334[23:58:29] <AbrarSyed> oh fun
fun
L1335[23:58:34] <AbrarSyed> anyways.. im
off
L1336[23:58:35] <sham1> Oh yes
L1337[23:58:35] <AbrarSyed> o/
L1338[23:58:42] <sham1> \o
L1339[23:58:43] *
AbrarSyed pokes iPixeli ^
L1340[23:58:44] <tntristan12> Night.
Thanks for the help!
L1341[23:58:46] <Ordinastie> tntristan12,
yes, but the fires would be away from the player
L1342[23:58:54] <Ordinastie> and would be
the first thing the zombies would see
L1343[23:59:00] <tntristan12> Ordinastie:
that is a completely legitimate way of distracting zombies :P
L1344[23:59:01] <Ordinastie> so they
would never reach the player
L1345[23:59:13] <AbrarSyed> oh yeah..
gotta handle lava dont you.. would be a waaay too easy mob trap
just to leave lava somewhere
L1346[23:59:26]
⇨ Joins: Slikrick
(~slikrick9@2601:19c:4201:c40f:b425:248f:c245:eeb8)
L1347[23:59:28] <Ordinastie> lava +
noteblock + repeater
L1348[23:59:33] <AbrarSyed> anyways..
bye
L1349[23:59:36] <tntristan12> night
L1350[23:59:44] <sham1> Knight