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L1[00:00:06] ***
AbrarSyed is now known as Abrar|gone
L2[00:00:13] <tntristan12> Problem with that
is that the sound will also draw in zombies from the other
side
L3[00:00:19] <tntristan12> which will bring
them going right by your compound
L4[00:00:44] <tntristan12> so you'd need to
completely surround yourself
L5[00:01:02] <Ordinastie> yes, not that
hard
L6[00:01:05] <sham1> Well yeah
L7[00:01:40] <tntristan12> which isn't a
problem if you can dig under, but I'd like to do a separate mod
that makes survival mode a little bit like MP adventure mode. You
can still dig, but mostly like, one block at a time, and severely
limit your inventory to something resembling realistic
weights
L8[00:02:17] <tntristan12> this is all
grossly hypothetical, but these are ideas I've got kicking
around
L9[00:02:59] <tntristan12> I bet there's
already a mod that does something like that
L10[00:03:33] <gigaherz> if you do the
digging thing, make it so that throwing a dirt block out of your
inventory actually PLACES it when it reaches the ground ;P
L11[00:03:48] <tntristan12> that'd be
awesome
L12[00:03:54] ⇨
Joins: Something12
(~Something@S010634bdfa9eca7b.vs.shawcable.net)
L13[00:04:07] <tntristan12> I wonder if
there's a way to make the shovel kick dirt behind you as you
dig
L14[00:04:25] <tntristan12> not sure how
that'd work
L15[00:04:29] <gigaherz> well you'd have to
handle the harvesting
L16[00:04:33] <tntristan12> probably way
more trouble than it's worth
L17[00:04:34] <gigaherz> cancel receiving
the item
L18[00:04:42] <tntristan12> true
L19[00:04:44] <gigaherz> and instead locate
a suitable place for the dirt block
L20[00:04:51] <tntristan12> yeah, not a
great idea :P
L21[00:05:18] <sham1> Nothing in modding is
impossible
L22[00:05:25] <sham1> You just have to
believe
L23[00:05:32] <gigaherz> that owuld work
better in a game with a more flexible kind of terrain system
L24[00:05:32] <gigaherz> XD
L25[00:05:40] <gigaherz> minecraft's cubes
are rather large ;P
L26[00:05:47] <sham1> Cubic meter
L27[00:05:49] <gigaherz> a cubic meter is
BIG ;P
L28[00:06:04] <tntristan12> gigaherz: my
dream game would be Minecraft but with realistic fluid dynamics and
blocks that actually obey physics :P
L29[00:06:13] <sham1> 1000kg of water is
just one bucketful
L30[00:06:13] <gigaherz> being realistic,
you'd barely be able to lift a gold ingot
L31[00:06:22] <gigaherz> let alone carry a
cubic meter of that
L32[00:06:22] <gigaherz> XD
L33[00:06:30] <gigaherz> and that's
assuming real-size ingots
L34[00:06:40] <gigaherz> not the oversized
ones from mc that are basically 1/9th of a cubic meter
L35[00:06:42] <gigaherz> XD
L36[00:06:45] <sham1> How the hell does the
MC dude even carry 1000kg of water
L37[00:06:52] <gigaherz> sham1: F
water
L38[00:07:03] <sham1> Gold
L39[00:07:05] <killjoy> he can carry an
empty bucket underwater
L40[00:07:06] <gigaherz> how the fuck does
he carry 27*64 BLOCKS OF GOLD
L41[00:07:08] <gigaherz> XD
L42[00:07:32] <gigaherz> gold is the mc
object that weights the most in real life
L43[00:07:40] <sham1> A gold block is 1m^3
of pure gold
L44[00:07:44] <gigaherz> yup
L46[00:07:48] <gigaherz> which is
heavy
L47[00:07:53] <gigaherz> and it's not
27
L48[00:07:55] <tntristan12> yeah, so the
second mod I talked about, I think the goal is to make the MC
character less of a demigod and more like an actual survival
person, with believable if not realistic construction
abilities
L49[00:07:56] <xaero> btw there's a nice
"how strong is steve?" infographic someone did a few
years back that breaks it all down
L50[00:07:58] <gigaherz> it's 4*9 = 36
slots
L51[00:08:12] <gigaherz> 36 * 64 cubic
meters of gold
L52[00:08:23] <tntristan12> it always
bothers me how he can punch trees down with his bare hands. I
wonder if there's a more believable way to start off the
player
L53[00:08:30] <gigaherz> yes there is
L54[00:08:32] <gigaherz> it's simple
L55[00:08:34] <gigaherz> punch leaves
L56[00:08:39] <sham1> Do what terraria
does
L57[00:08:40] <gigaherz> they drop
saplings
L58[00:08:45] <gigaherz> make a recipe to
do sapling -> stick
L59[00:08:48] <tntristan12> hmmmm
L60[00:08:50] <gigaherz> then get
flint
L61[00:08:52] <gigaherz> from gravel
L62[00:08:54] <tntristan12> gigaherz:
that's an awesome idea
L63[00:08:57] <gigaherz> then use
sticks+gravel
L64[00:09:01] <sham1> "19.32 grams per
cubic centimeter" is the density of gold
L65[00:09:04] <gigaherz> to make the
first-tier axe
L66[00:09:16] <tntristan12> yeah, but
gravel is kind of hard to find. I think what I'd do would be to
start the player off with some sticks and flint
L67[00:09:19] <sham1> Also, hi
terrafirmacraft
L68[00:09:22] <gigaherz> remove stone tools
also, flint pick as baseline
L69[00:09:24] <tntristan12> some basic
survival tools, etc
L70[00:09:26] <gigaherz> taking overwood
AND stone
L71[00:09:34] <gigaherz> oh and
L72[00:09:38] <gigaherz> if you want it
more interesting
L73[00:09:42] <gigaherz> add a requirement
for string
L74[00:09:47] <gigaherz>
wood+string+flint
L75[00:09:53] <tntristan12> gigaherz: ooh,
that'd be cool
L76[00:09:56] <gigaherz> the string could
be obtained from sugarcane
L77[00:10:01] <sham1> Wat
L78[00:10:08] <gigaherz> or tree bark
L79[00:10:11] <gigaherz> once you get wood
;P
L80[00:10:23] <gigaherz> sham1: you can
make rudimentary string with plants
L81[00:10:27] <gigaherz> ;P
L82[00:10:28] <sham1> How the hell do you
get string from sugar cane
L84[00:10:34] <tntristan12> the skin
L85[00:10:53] <unascribed> are we fixing
earlygame?
L86[00:10:59] <tntristan12> I think
so
L87[00:10:59] <unascribed> if you fix early
game please rename sugarcane back to reeds
L88[00:11:10] <sham1> Early game of MC is
dull as hell
L89[00:11:14] <gigaherz> tntristan12 wants
a more interesting earlygame, yes
L90[00:11:15] <gigaherz> XD
L91[00:11:22] <tntristan12> I'm designing a
series of mods to turn survival mode into actual survival
mode
L92[00:11:31] <tntristan12> which means you
can no longer just dig your way out of a zombie horde
L93[00:11:41] <unascribed> have you played
TerraFirmaCraft?
L94[00:11:45] <tntristan12> I have
not
L95[00:11:48] <unascribed> you
should.
L97[00:11:58] <sham1> If you hate
yourself
L98[00:12:02] <unascribed> TFC is basically
what you're describing
L99[00:12:13] ***
mrkirby153 is now known as kirby|gone
L100[00:12:27] <tntristan12> I'm worried
about downloading giant mods that change so much stuff that I can't
make smaller changes without breaking something
L101[00:12:37] <sham1> Also, the first
thing I think of with TFC is Team Fortress Classic
L102[00:12:38] <unascribed> well
L103[00:12:41] <unascribed> that's a
justified fear
L104[00:12:44] <unascribed> because it's
completely true
L105[00:12:52] <unascribed> stuff doesn't
work with TFC unless it's designed to
L106[00:12:53] <gigaherz> I think of
TinFoilChef, the hermitcraft youtuber ;P
L107[00:13:06] <tntristan12> heh
L108[00:13:06] <unascribed> didn't TFC
play TFC at some point, therefore confusing everyone?
L109[00:13:11] <gigaherz> XD
L110[00:13:18] <gigaherz> dunno I don't
really watch him
L111[00:13:28] <tntristan12> Instead of
one giant mod that does all of what I'm talking about, I'd like to
make several smaller mods that introduce important chunks of
it
L112[00:13:33] <gigaherz> Idid watch some
of his livestreams though
L113[00:13:45] <tntristan12> like one mod
for the zombies, one mod for the early survival mode, one mod for
weapons, etc
L114[00:13:53]
⇨ Joins: alex_6611
(~alex_6611@p5DE785E1.dip0.t-ipconnect.de)
L115[00:14:10] <tntristan12> that way if I
release it people can pick and choose which features they
want
L116[00:14:33] <tntristan12> cause one of
my biggest points of frustration and the reason I started this mod
in the first place is because I found a bunch of mods that I do
what I want, plus like a million other things :P
L117[00:15:20] <tntristan12> You know
what'd also be cool though?
L118[00:15:28] <tntristan12> I'd like to
start the player off with a quil and journal
L119[00:15:40] <tntristan12> so the player
doesn't have to wait before writing their "survival
log"
L120[00:15:55] <tntristan12> I *always*
write a survival log, the second I get leather and paper
L121[00:16:03] <tntristan12> it's my
favorite minecraft passtime :P
L122[00:17:25]
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(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L123[00:18:00] ⇦
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seconds)
L124[00:19:11]
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L125[00:21:59] <gigaherz> tntristan12:
there's mods already that customize the starting inventory
L126[00:22:36] <tntristan12> gigaherz:
great! I'll look into it eventually
L128[00:23:31] <tntristan12> because I am
looking through them, and they seem pretty thorough
L129[00:24:19] <tntristan12> thing is, it
looks like I'm going to have to create a brand new mob, and I'm two
line's in and already stumped...
L130[00:24:22] <tntristan12> "The
first thing you want to do is go into your TutorialMain.class and
add this to your code under your @init section:"
L131[00:24:26] <gigaherz> no idea ;P
L132[00:24:31] <gigaherz> gotta sleep a
bit
L133[00:24:33] <tntristan12> Sorry for
sounding ignorant, but what is an @init section?
L134[00:24:33] *
gigaherz jumps into bed
L135[00:24:34] <gigaherz> night
L136[00:24:36] <tntristan12> night
L137[00:24:43] ***
gigaherz is now known as ghz|afk
L138[00:24:51] <tntristan12> I assume he's
talking about
L139[00:24:52] <tntristan12>
@EventHandler
L140[00:24:52] <tntristan12> public void
init(FMLInitializationEvent e) {
L141[00:24:52] <tntristan12> }
L142[00:24:54] <tntristan12> that
thing
L143[00:25:13] <tntristan12> @init makes
it sound like an annotation I'm not familiar with
L144[00:25:53] <killjoy> @Init is super
old
L145[00:26:27] <tntristan12> the page says
it's for 1.8 though
L146[00:26:54] <tntristan12> oh
L147[00:26:59] <tntristan12>
"Updating to 1.8"
L148[00:26:59] <killjoy> There is no @Init
annotation there
L149[00:27:05] <killjoy> there's an init
method, though
L151[00:27:29] <GeoDoX> im off, back
tomorrow
L152[00:27:36] <killjoy> Oh, yeah, itmeans
that.
L153[00:27:54] ***
GeoDoX is now known as GeoDoX|Zzz
L154[00:27:58] <TehNut> Yeah, your
init(FMLInitializationEvent) method in your main class
L155[00:28:25] <killjoy> And of course,
the get*Sound() methods will change in 1.9
L156[00:28:45] <tntristan12> okay, so it
just looks like it's a typo then
L157[00:29:20] <GeoDoX|Zzz> killjoy, are
we not getting support for 1.8.x?
L158[00:29:30] <killjoy> uh...
L159[00:29:32] <killjoy> what?
L160[00:29:51] <GeoDoX|Zzz> Isn't 1561
only 1.8? not 1.8.x?
L162[00:30:12] ⇦
Quits: Everseeking
(~Everseeki@pool-100-6-80-50.pitbpa.fios.verizon.net) (Quit:
Leaving)
L163[00:30:43] <GeoDoX|Zzz> So we're
skipping 1.8.x support and jumping to 1.9?
L164[00:30:48] <TehNut> wat
L165[00:30:54] <TehNut> He just said 1.8.8
is being worked on..
L166[00:31:27] <GeoDoX|Zzz> Scratch that,
I need sleep
L167[00:31:29] *
tntristan12 names his new mob type KirkmanZombie in honor of Robert
Kirkman
L168[00:31:49] *
killjoy now wants to make a mob named Red Shirt
L169[00:31:55] <tntristan12> heh
L170[00:32:01] <killjoy> It'll be a
ohko
L171[00:32:04] <gabizou> lol
L172[00:32:05] <tntristan12> they distract
all danger onto them :P
L173[00:32:20] <tntristan12> especially
prone to deadly falls
L174[00:32:23] <killjoy> except
players
L175[00:32:34] <tntristan12> small chance
of random objects falling out of the sky and crushing them
L176[00:32:56] <killjoy> Then Bones comes
up and says "He's dead, Jim."
L177[00:32:59] <tntristan12> :D
L178[00:33:27] *
gabizou is curious when we'll see mcp for 1.8.8
L179[00:34:09] <killjoy> I'm thinking
about hacking fg2.1 to work for me
L181[00:35:59] <shadekiller666> why is my
disk usage always pegged at 100#
L182[00:36:03] <shadekiller666> 100%
L183[00:36:08] <shadekiller666> stupid
keyboard
L184[00:36:18] <killjoy> Because you don't
have a ssd
L185[00:36:31] <killjoy> Do you have play
music installed?
L186[00:37:17] <shadekiller666> play
music?
L187[00:37:26] <killjoy> google
L188[00:37:35] <shadekiller666> no?
L190[00:38:09] <shadekiller666> no
L191[00:38:15] <tntristan12> that is
disappointing.
L192[00:38:17] <shadekiller666> HDDs don't
make that noise
L193[00:38:17] <killjoy> If you're running
Windows 95+ on 4 FDDs, I feel bad for you.
L194[00:38:29] <shadekiller666> if they do
you have more serious problems
L195[00:38:39] <killjoy>
clickclickclickclickclick
L196[00:38:42] <tntristan12> ...you guys
mean my computer shouldn't be making that noise?
L197[00:38:51] ***
cpw is now known as cpw|out
L199[00:39:32] <tntristan12> ...
L200[00:39:35] <tntristan12> I approve,
gabizou
L201[00:39:47] <gabizou> the guy has so
many songs with floppy drives
L202[00:39:49] <gabizou> it's
amazing
L203[00:40:04] <tntristan12> I feel bad
for those floppy drives though :(
L204[00:40:08] <gabizou> lol
L205[00:40:12] <gabizou> so many
writes
L206[00:40:25] <gabizou> those things
weren't meant to go at those speeds
L207[00:40:44] <tntristan12> They also
weren't meant to hold any more than a few dozen megs or so, if I
recall
L208[00:40:51] <tntristan12> it's been a
while since I've touched a floppy disk :P
L209[00:40:59] <gabizou> yeah...
L210[00:41:15] <gabizou> I still have a
box of "color coded" floppy disks
L211[00:41:47] <shadekiller666> welp, dad
bought Fallout 4 on pc
L212[00:41:49] <tntristan12> I'm looking
forward to having kids, and about 10 years from now trying to
explain to them what a floppy disk is.
L213[00:41:55] <shadekiller666> i guess i
might as well try it out...
L214[00:42:04] <gabizou> dude, having to
explain to them why we say "hang up the phone."
L215[00:42:07] <killjoy> I remember seeing
those videos 3 or 4 years ago and wanting to recreate them.
L216[00:42:14] <tntristan12> and that's
how shadekiller666 learned to fend for himself
L217[00:42:15] <gabizou> now THAT is
something that will be interesting
L218[00:42:17] <shadekiller666> not a fan
of the Fallout/Elder Scrolls games
L219[00:42:19] <killjoy> So I bought 8
fdds on ebay for $5
L220[00:42:37] <shadekiller666> excuse me
tnt
L221[00:42:38] <gabizou> hf writing the
drive controller
L222[00:42:50] <killjoy> Unfortunately, I
couldn't afford the arduino
L223[00:43:07] <shadekiller666> some
people still live at home with their parents
L224[00:43:32] <killjoy> And I'm certainly
not using their high speed internet connection
L226[00:43:43] <shadekiller666> and aren't
quite as able to "fend for themselves" as you like to put
it
L227[00:43:52] <gabizou> just listen to it
and think how much those floppy drives are in pain
L228[00:43:56] <tntristan12> Just sayin',
if I ever get Fallout 4 I might not have enough time for food or
water. Let alone other things :P
L229[00:43:56] <killjoy> Gotta wait until
I get a salaried job
L230[00:44:13] <killjoy> working 30hrs@min
right now
L231[00:44:43] <tntristan12> gabizou: I
can't stop thinking about the floppy drives
L232[00:44:44] <tntristan12> my god
L233[00:44:57] <tntristan12> If my
computer made sounds like that, I'd panic
L235[00:45:19]
⇨ Joins: SatanicSanta (~SatanicSa@76.115.19.199)
L236[00:45:56] <tntristan12> killjoy:
great. now I'm gonna be humming that all night
L237[00:46:03] <gabizou> tntristan12 yet
another good one
L240[00:46:56] ⇦
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timeout: 378 seconds)
L241[00:47:01] <gabizou> killjoy that's a
little too much noise
L242[00:47:11] <killjoy> I can hear the
tune just fine
L244[00:47:22] <gabizou> the tune
sure
L245[00:47:28] <gabizou> but the audio is
distorted.
L246[00:48:07] <tntristan12> Reminds me of
the time I built a floppy disk in minecraft
L248[00:48:24] <tntristan12> I could read
and write it, but I never figured out anything interesting to do
with it :P
L249[00:48:34] <gabizou> OMG
L250[00:48:38] <gabizou> HAVING TO FLIP
THE LOCK
L251[00:49:19] <tntristan12> well, it was
more like a hard drive. I'm trying to remember how many bits it
had
L252[00:49:32] ***
Ashlee is now known as Ash|Work
L253[00:49:37] <tntristan12> I believe I
had 5 squares to a side, plus 2 in the corners
L254[00:49:47] <tntristan12> so, 22 bits I
believe
L255[00:49:56] <tntristan12> kind of a
weird number for a hard drive. lol
L256[00:50:15] <gabizou> just imagine how
many bytes that required to store 22 bits
L257[00:50:22] <gabizou> (in terms of
storing the chunk/blockstates)
L258[00:50:31] <shadekiller666> tnt, sorry
if i came off as a dick or anything :)
L259[00:50:37] <tntristan12> you're
alright
L260[00:50:41] <shadekiller666> no hard
feelings :P
L261[00:51:05] <tntristan12> I had two
rings of blocks, mixed with glass and iron
L262[00:51:12] <tntristan12> since glass
doesn't transmit a redstone signal
L263[00:51:26] <tntristan12> I had a
mechanism to switch out iron for glass and vice versa
L264[00:51:38] <tntristan12> and I had
this MASSIVE building, which did nothing but decide how many bits
to turn
L265[00:51:49] <tntristan12> if I pressed
8, it would rotate it by 8 bits
L266[00:51:50] <tntristan12> and so
on
L267[00:51:52] <shadekiller666> you built
a Hard Drive, nice
L268[00:52:03] <shadekiller666> i've built
one of those before :P
L269[00:52:05] <tntristan12> yeah, but I
never figured out anything interesting to do with it :P
L270[00:52:19] <tntristan12> I have an
entire save that is nothing but a completely flat wasteland of
sandstone
L271[00:52:28] <tntristan12> it is filled
with prototypes
L272[00:52:37] <tntristan12> I call it my
prototype graveyard
L273[00:52:38] <shadekiller666> mhmm
L274[00:53:12] <tntristan12> You really
can't do too much with 22 bits of ROM
L275[00:53:14] <shadekiller666> i used to
be a member of Open Redstone Engineers, formerlly Redstone
Development Foundation
L276[00:53:32] <tntristan12> A friend of
mine and I once tried to build a CPU
L277[00:53:41] <shadekiller666> when you
see all the redstone logic things on like mc wiki and such, they
were likely created on ORE/RDF
L278[00:53:51] <tntristan12> we finished
the RAM, and decided it was going to be so big that redstone would
act up
L279[00:53:57] <shadekiller666> lol
L280[00:54:07] <tntristan12> I'm trying to
remember how much RAM we had
L281[00:54:12] <tntristan12> we had like,
8 towers
L282[00:54:13] <unascribed> not
enough
L283[00:54:16] <shadekiller666> the most
difficult part of redstone, is making it compact
L284[00:54:18] <tntristan12> each tower
had 16 floors
L285[00:54:26] <tntristan12> each floor
had four sides with 16 bits each
L286[00:54:37] <tntristan12>
16*16*4*8
L287[00:54:54] <shadekiller666> why in the
world would you need THAT much ram?
L288[00:55:05] <tntristan12> no
clue!
L289[00:55:10] <tntristan12> but it was
fun
L290[00:55:12] <shadekiller666> you'd
never be able to build a CPU large enough to use all of that
L291[00:55:13] <shadekiller666> lol
L292[00:55:22] <killjoy> *yet
L293[00:55:36] <tntristan12> that's only
like, 8kb
L294[00:55:59] <tntristan12> actually,
exactly 8kb
L295[00:56:15] <tntristan12> er
L296[00:56:16] <tntristan12> wait
L297[00:56:27] <unascribed> yes, it's
exactly 8k
L298[00:56:33] <tntristan12> dangit, did I
get bits and bytes mixed up again?
L299[00:56:44] <tntristan12> I'm still a
newb when it comes to CS
L300[00:56:47] <shadekiller666> 1 byte = 4
bits
L301[00:56:53] <unascribed> no
L302[00:56:55] <unascribed> 1 byte = 8
bits
L303[00:56:58] <shadekiller666> ^
L304[00:56:58] <unascribed> 4 bits is a
nibble
L305[00:57:12] <shadekiller666> bit is the
smallest :P
L306[00:57:18] <tntristan12> yeah. one
switch is a bit
L307[00:57:54] <unascribed> I'm still
annoyed that there's no use for analog redstone
L308[00:57:56] <unascribed> other than
like
L309[00:57:58] <unascribed> comparator
clocks
L310[00:58:05] <shadekiller666> "no
use"
L311[00:58:07] <shadekiller666> ha
L312[00:58:08] <shadekiller666>
hahaha
L313[00:58:11] <shadekiller666>
hahahahahaha
L314[00:58:16] <unascribed> did i miss
something?
L315[00:58:16] ⇦
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L316[00:58:19] <tntristan12> I'm always
trying to figure out how I can use pistons in place of complex
redstone circuits
L317[00:58:36] <shadekiller666> analog
redstone is amazing for multiple bits of data on a single
line
L318[00:58:45] <shadekiller666> tnt, you
can't
L319[00:58:50] <shadekiller666> most of
the time
L320[00:58:52] <unascribed> uh, yeah you
can
L321[00:58:59] <tntristan12> AND gates,
man
L322[00:59:00] <unascribed> timers and
flip-flops are two things that work much better as pistons
L323[00:59:02] <tntristan12> so much
easier with pistons
L324[00:59:06] <tntristan12> oh, and
pulsers
L325[00:59:11] <shadekiller666> well, you
CAN, but its often larger for most situations
L326[00:59:19] <unascribed> I think he
just means using it where it makes sense
L327[00:59:23] <unascribed> not making
circuits OUT OF pistons
L328[00:59:26] <tntristan12> yeah
L329[00:59:28] <unascribed> which you can
also do, but why would you ever
L330[00:59:40] <shadekiller666> pistons
introduce a lot of instability
L331[00:59:54] <tntristan12> unascribed:
don't underestimate my propensity to take on insane projects. A
friend of mine and I once hollowed out an entire mountain to build
a combination lock :P
L332[01:00:02] <shadekiller666>
comparators can often replace a piston for things like pulsars and
such
L333[01:00:13] <tntristan12> actually, a
permutation lock
L334[01:00:18] <tntristan12> the code was
(what else) 1337
L335[01:00:28] <tntristan12> and it
worked!
L336[01:00:29] <unascribed> that makes me
want to add an item to my mod that makes it easy to hollow stuff
out
L337[01:00:48] <shadekiller666>
unascribed, my largest project on the ORE server was a massive
Sudoku board
L338[01:00:49] <tntristan12> the down side
was, the mechanism to open the door took up so much space that
there was no room to build anything for the door to lead to
:D
L339[01:00:53] <masa> and that for me
would take the fun out of it :p
L340[01:01:10] <shadekiller666> it
utilized analog redstone for the memory banks
L341[01:01:50] <unascribed> okay, maybe
analog redstone is slightly useful
L342[01:01:52] <shadekiller666> you can
make a memory unit for 4 bits worth of data using a 1x4x4
space
L343[01:02:07] <unascribed> YXZ or
XYZ?
L344[01:02:13] <shadekiller666> XYZ
L345[01:02:27] <shadekiller666> well
L346[01:02:48] <shadekiller666> 2x4x4, you
need a repeater on the side of one of the comparators to reset
it
L347[01:04:11] <shadekiller666> the idea
is that you have two comparators that feed into each other with no
more than 1 block of redstone dust between them (to avoid signal
loss)
L348[01:04:39]
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L349[01:04:58] <shadekiller666> add some
extra AND logic on the input/output and you have a super nice
compact d-flip-flop/RAM unit
L350[01:06:18] <shadekiller666> and i also
found an efficient means by which to make wiring between units in
analog
L351[01:06:36] ⇦
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L353[01:07:41] <shadekiller666> if you
have a line of redstone 7 (?) blocks long, feeding into the side of
a subtracting comparator, and you repeat that, you can get analog
redstone qutie far in a decent amount of time
L354[01:07:56]
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L355[01:09:04] <Unh0ly_Tigg> for anyone
here with experience dealing with mojangs' authlib, with the
Yggdrasil implementation of GameProfileRepository, is
findProfilesByName(String[],Agent,ProfileLookupCallback) blocking,
or is it async?
L356[01:09:23] <Unh0ly_Tigg> dealing with
the authlib directly that is.
L357[01:13:14] <unascribed> pretty sure
it's blocking and was just written by someone too used to
node.js
L358[01:13:59]
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L359[01:16:15] ⇦
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L360[01:18:44] <tntristan12> anyone know
any good up-to-date sources on how to add mobs?
L361[01:18:51] <tntristan12> looking for a
tutorial
L362[01:19:57] <tntristan12> preferably
text - not video
L363[01:24:10] <gabizou> tntristan12 how
to add mobs? like dealing with the entity registry and such?
L364[01:24:30] <tntristan12> I want to
create a new mob
L365[01:24:41] <tntristan12> The one mod I
found seems to be out of date
L366[01:24:56] <tntristan12> I've gotten
several errors saying that functions I've used are now deprecated
as of 1.8
L367[01:25:10] <tntristan12>
s/mod/tutorial/
L368[01:25:15] <gabizou> first, what
entity class are you extending?
L369[01:25:41] <tntristan12> Zombie, I
guess. But I'm not trying to extend a class. I'm literally trying
to create a new type of mob.
L370[01:25:46] <tntristan12> or maybe
that's te same thing
L371[01:25:50] <tntristan12> I don't 100%
know
L372[01:26:24] <gabizou> Ok, let me make
it clear, when someone wants to create a new mob, they have to
extend one of the current Entity classes, at the very least,
Entity
L373[01:26:31] <tntristan12> K
L374[01:26:35] <tntristan12> then it'd be
EntityZombie
L375[01:26:40] <gabizou> ok,
L376[01:26:55] <tntristan12> I'm making a
new type of Zombie so I can create new AI for it
L377[01:27:01] <tntristan12> in a
nutshell
L378[01:27:37] <gabizou> so, from what I
can remember, you need to register your new class with the
EntityRegistry
L379[01:27:52] <gabizou>
EntityRegistry.registerModEntity(Class<? extends Entity>
entityClass, String entityName, int id, Object mod, int
trackingRange, int updateFrequency, boolean
sendsVelocityUpdates)
L380[01:28:35] <gabizou> once that is
done, you're pretty much good to go and spawn that custom
entity
L381[01:29:35] <gabizou> though, about
setting up custom AI, you'll have to remove all previous ai
tasks
L382[01:29:37] <gabizou> and add new
ones
L383[01:29:52] <gabizou> or override
applyEntityAI
L384[01:29:56] <tntristan12> where does
that EntityREgistry thing go?
L385[01:30:01] <tntristan12> under init I
assume?
L386[01:31:33] ⇦
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L388[01:31:47] <tntristan12> is this
pretty much doing what you described?
L389[01:31:52] <gabizou> pretty much
L390[01:32:11] <gabizou> but remember,
that bukkit had a funky system
L391[01:32:15] <gabizou> a REALLY funky
system
L392[01:32:28] <tntristan12> ah
L393[01:32:48] <gabizou> and bukkit isn't
really applicable here
L394[01:32:57] <tntristan12> okay, so that
source is out
L395[01:33:07] <tntristan12> I really
can't find any good up-to-date tutorials :\
L396[01:33:51] ⇦
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())
L397[01:34:18] <tntristan12> hey gabizou:
mind if I pm you?
L398[01:34:40] <gabizou> to be honest, I
haven't actually written a custom entity myself, but I know how
they work
L399[01:34:40] <gabizou> :p
L400[01:35:45]
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L403[01:48:32] <masa> tntristan12: well, I
have one mob in my mod atm. As was said already, there isn't
anything special, you just extend an Entity class that makes the
most sense, might be EntityLiving, EntityMob, or in your case veen
EntityZombie. Then you override and add the custom code you need,
register the entity, and set up the textures and rendering for it,
and then you are pretty much done.
L404[01:48:56] <masa> *even
L405[01:49:55] <masa> if yo uwant, I can
PM you the relevant classes of my mod for reference (no not spam
this chat)
L406[01:50:09] <masa> *not to
L407[01:52:19] <tntristan12> Sure!
L408[01:52:30] <tntristan12> That would be
much appreciated
L409[01:54:12]
⇨ Joins: gravityfox
(~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L410[01:54:54] <gravityfox> hi, guys, i'm
a developer with a question
L411[01:55:09] <shadekiller666> no you
can't ask it
L412[01:55:19] <gravityfox> aww
okay...
L413[01:55:24] *
shadekiller666 is kidding
L414[01:55:27] <gravityfox> lol
L415[01:55:45] <shadekiller666> "can
i ask you a question?" "you just did..."
L416[01:56:00] <gravityfox> so how
feasible would it be make a dimension that doesn't save its state
and is easily discardable?
L417[01:56:16] <gravityfox> no
L418[01:56:22] <gravityfox> i STATED that
i had a question
L419[01:56:28] <gravityfox> i didn't ask
if i could ask it
L420[01:56:33] <gravityfox> you just
answered that for me
L421[01:56:36] <shadekiller666> fair
point
L422[01:56:50] <gravityfox> but seriously
discardable worlds/dimensions
L423[01:56:55] <shadekiller666> but i have
no answer
L424[01:57:03] <gravityfox> damn
L425[01:57:05] <shadekiller666> i am not
the person to ask that question to :P
L426[01:57:11] <gravityfox> is there a dev
channel?
L427[01:57:22] <shadekiller666> dev
channel?
L428[01:57:26] <gravityfox> i know sponge
has one
L429[01:57:28] <shadekiller666> this is
the dev channel :P
L430[01:57:36] <gravityfox> isn't this the
general channel?
L431[01:57:54] <shadekiller666> uhhh
L432[01:57:58] ⇦
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L433[01:58:07] <gravityfox> ehh
whatevs
L434[01:58:08] <shadekiller666> ya? but
its also the dev channel
L435[01:58:14] <gravityfox> got it
L436[01:58:23] <Mimiru> It's *THE* Forge
channel, it's the General Channel, the Dev Channel, the Off Topic
at times channel :P
L437[01:58:28] <shadekiller666> this is
often the best place to find answers
L438[01:58:37] <gravityfox> yeah cause i
was thinking of making a sponge plugin...
L439[01:58:47] <gravityfox> BUT...
L440[01:59:02] <gravityfox> diuscardable
worlds doesn't seem like something that can be done with just
sponge
L441[01:59:04] <gabizou> gravityfox, the
way I understand worlds is that they do persist unless you do some
hackery bits to make them not persist.
L442[01:59:15] <gabizou> you should be
able to remove them though.
L443[01:59:23] <gravityfox> right, i
learned this in my last failed attempt to make worlds on the
fly
L444[01:59:29] <gravityfox> you CAN
L445[01:59:32] <shadekiller666> what do
you mean by non-persistant?
L446[01:59:36] <gravityfox> but the files
won't delete without a server restart
L447[01:59:47] <gravityfox> and that
breaks... everything
L448[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151111 mappings to Forge Maven.
L449[02:00:05] <gravityfox> i need to be
able to create a world with just a few chunks
L450[02:00:05] <gabizou> gravityfox, it's
a little touchy
L451[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151111-1.8.zip (mappings
= "snapshot_20151111" in build.gradle).
L452[02:00:08] <gravityfox> send a player
to it
L453[02:00:09] <gabizou> can't really do
it well
L454[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/
L455[02:00:18] <gabizou> because you have
to regen the chunks every time
L456[02:00:25] <gravityfox> and that's
fine
L457[02:00:26] <gabizou> every time a
chunk loads, the chunk has to regen
L458[02:00:37] <gravityfox> i'm only
genning like 9 chungs
L459[02:00:51] <gravityfox> if not even
that
L460[02:00:55] <shadekiller666> its fine
if you have a super computer running your minecraft server
L461[02:01:10] <gravityfox> but the chunk
gen takes like no time at all
L462[02:01:19] <shadekiller666> get more
than 30 mods on that server and that will quickly become a
nightmare
L463[02:01:20] <gravityfox> it's a premade
map
L464[02:01:31] <shadekiller666> oh
L465[02:01:32] <gravityfox> no generation
at all
L466[02:01:35] <shadekiller666> i get
it
L467[02:01:36] <gravityfox> it's just
loading a map
L468[02:01:39] <gravityfox> breaking
it
L469[02:01:42] <gravityfox> and discarding
it
L470[02:01:46] <shadekiller666> is this
meant to be a minigame kind of thing?
L471[02:01:49] <gravityfox> yep
L472[02:01:59] <shadekiller666> hmm
L473[02:02:03] <gravityfox> the solution
people use is to use multiple servers
L474[02:02:08] <gravityfox> and start and
stop them as needed
L475[02:02:13] <gravityfox> and the
bungeecord fills in
L476[02:02:22] <gravityfox> but i can't
afford to do that
L477[02:02:31] <shadekiller666> you
*might* be able to swap out map files
L478[02:02:39] <gravityfox> nope... fs
locks
L479[02:02:41] <gravityfox> i
checked...
L480[02:02:50] <shadekiller666> fs
locks?
L481[02:02:56] <gravityfox> mc doesn't
relinquish files till after restart
L482[02:03:02] <gravityfox>
filesystem'
L483[02:03:26] <shadekiller666> didn't
mcedit find a way around this...
L484[02:03:30] <shadekiller666> hmm
L485[02:03:32] ***
TehNut is now known as TehNut|Sleep
L486[02:03:51] <gabizou> you could regen
chunks on the fly so you don't have to teleport to other
worlds
L487[02:04:00] <gabizou> and just send a
fake change dim packet to the players
L488[02:04:02] <gravityfox> i've thought
about that...
L489[02:04:11] <gravityfox> but then you
need a world for each instance
L490[02:04:23] <gravityfox> now if you
needed a world for EVERY PLAYER
L491[02:04:23]
⇨ Joins: iceman11a
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L492[02:04:27] <gabizou> but short of
adding hooks into the chunkloader, you're kinda sol.
L493[02:04:28] <gravityfox> you run into a
problem
L494[02:04:45] <gravityfox> yeah i
know
L495[02:05:04] <gravityfox> also before i
forget, hi gabi x3
L496[02:05:21] <shadekiller666> i'm gonna
head off to bed, goodnight
L497[02:05:26] <gravityfox>
goodnight
L498[02:05:41] <gravityfox> so... ASM
anybody?
L499[02:05:51] <masa> hmm, couldn't you
hook up something to fetch the actual chunks from another location
in that world in WorldLoadEvent or something?
L500[02:06:06] <shadekiller666> that might
work
L501[02:06:14] <gravityfox> my issue is
that i don't want to use a world instance
L502[02:06:20] <gravityfox> if the server
stops
L503[02:06:25] <masa> not sure if you
would be able to store the actual template chunks outside the usual
30M blocks range...?
L504[02:06:27] <gravityfox> none of this
data should be saved at all
L505[02:06:40] <gravityfox> all should be
discarded
L506[02:06:59]
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L507[02:07:13] <shadekiller666> is the
event for world saving cancelable
L508[02:07:14] <gravityfox> honestly
everything would be so much faster if MC didn't save like it
does
L509[02:07:24] <masa> well my point is,
you would let it save the chunks, and let's assume those chunks are
near the origin. It wouldn't matter if it saves them, since they
would be re-fetched from another location each time that world
loads
L510[02:07:26] <gravityfox> i don't think
so
L511[02:07:36] ***
AEnterpriseAFK is now known as AEnterprise
L512[02:07:36] <gravityfox> yeah but
that's icky...
L513[02:07:46] <gravityfox> and a world
for every player gets big really fast
L514[02:07:49] <shadekiller666> we're
talking about minecraft here
L515[02:07:55] <gravityfox> i
REALIZE
L516[02:08:03] <gravityfox> I CAN DREAM
OKAY?
L517[02:08:08] <masa> who said anything
about a world per player?
L518[02:08:16] <shadekiller666> half the
stuff discussed about minecraft modding is icky, as it was never
designed for these things in the first place :P
L519[02:08:21] <gravityfox> i need players
to have a "home"
L520[02:08:21] <masa> or well, I don't
know how this is supposed to work exactly...
L521[02:08:40] <gravityfox> that
"home" is mostly template based, but has some
customization
L522[02:08:53] <gravityfox> Hypixel just
uses a giant world for every player
L523[02:09:04] <gravityfox> *single
L524[02:09:19] <gravityfox> but in this
case there's really nothing to save other than a few options
L525[02:09:36] <gravityfox> but i still
can't reuse the same place and just hide everyone from everyone
else
L526[02:09:44] <gravityfox> like hypixels
limbo room
L527[02:09:53] <masa> oh so you want
individual "world" for every player?
L528[02:09:58] <gravityfox> yeah
L529[02:10:00] <shadekiller666> well
L530[02:10:21] <Zaggy1024> I can't wait to
make all my code prettier when we get generics :D
L531[02:10:52] <shadekiller666> assuming
you could manage without more trouble, you might be able to pull
off a purposeful client-server desync state
L532[02:10:54] <gravityfox> wait
wai?
L533[02:11:09] <gravityfox> that...
L534[02:11:14] <gravityfox> seems good in
principle...
L535[02:11:17] <shadekiller666> make each
client render the options for that client
L536[02:11:20] <gravityfox> but seems more
difficult to manage
L537[02:11:34] <gravityfox> but that's
packet manipulation...
L538[02:11:35] <shadekiller666> then save
the data serverside if it changes
L539[02:11:40] <gravityfox> and that's
kinda eww...
L540[02:11:45] <shadekiller666> you'd have
to take over packet handling
L541[02:11:50] <gravityfox> yeah...
L542[02:11:55] <shadekiller666> but its
doable i think
L543[02:12:01] <gravityfox> that is very
eww though...
L544[02:12:19] <masa> well to me it sounds
like any way you are going to do this kind of stuff in the current
minecraft codebase is going to be at least somewhat
"ewww" :p
L545[02:12:24] <gravityfox> all i can
think of is some really extreme ASM
L546[02:12:26] <shadekiller666> what are
you hoping to have in terms of compatibility with other mods
L547[02:12:37] <gravityfox> full
compatibility
L548[02:12:47] <gravityfox> basically the
worlds will behave like nomral worlds
L549[02:12:50] <shadekiller666> ASM is
discusting
L550[02:12:55] <gravityfox> but chunk gen
is disabled
L551[02:13:01] <gravityfox> and worlds are
not saved
L552[02:13:09] <shadekiller666> you
know
L553[02:13:12] <gravityfox> otherwise they
should be identical
L554[02:13:16] <shadekiller666> theres
already a world type that does that
L555[02:13:18] <gravityfox> i
REALIZE
L556[02:13:22] <gravityfox> wait
wat?
L557[02:13:32] <gravityfox> explain
L558[02:13:33] <shadekiller666> the debug
world type
L559[02:13:40] <gravityfox> ...
L560[02:13:52] <gravityfox> wat...
L561[02:13:57] <shadekiller666> 1.8 added
what is basically a void world with every block in the game
L562[02:14:10] <gravityfox> right, but do
they save...
L563[02:14:12] <shadekiller666> intended
as a debugging tool for resourcepacks
L564[02:14:22] <shadekiller666> they don't
save
L565[02:14:26] <shadekiller666> but
L566[02:14:26] <gravityfox> ...
L567[02:14:39] <shadekiller666> they also
can't be modified by default
L568[02:14:48] <shadekiller666> as the
player is locked to spectator
L569[02:14:50] <gravityfox> i shall
investigate this
L570[02:14:56] <shadekiller666> and i
think chunk updates are disabled
L571[02:15:03] <gravityfox> and...
L572[02:15:09] <Unh0ly_Tigg> well, by date
alone, 14 minutes ago marked my 22nd birthday.
L573[02:15:12] <gravityfox> can this world
be made on a server?
L574[02:15:20] <gravityfox> happy
bday
L575[02:15:22] <gravityfox> ^^
L576[02:15:22] <shadekiller666> i would
imagine so
L577[02:15:28] <shadekiller666> haven't
looked into it though
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L580[02:15:45] <gravityfox> yay LEx saves
the day
L581[02:16:08] <gravityfox> i mean i'll
look into it
L582[02:16:09] <shadekiller666> lex has
been in here the whole time :P
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L584[02:16:14] <gravityfox> i know
xD
L585[02:17:32] <shadekiller666> anyway,
goodnight
L586[02:17:39] <gravityfox> night
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L590[02:18:57] <gravityfox> i'll look at
it more later
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L593[02:26:27] <Unh0ly_Tigg> alright, I
need to head to bed, goodnight all, see you later!
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L618[03:22:35] <GeoDoX> Do you need a
Model for basic Blocks and Items now?
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L627[03:46:38] <mort_> You do
apparently
L628[03:47:12] <mort_> 3 json files in
various places per block
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L630[03:48:40] <ThePsionic> tfw you want
to revive an old mod but it's not open source
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L632[03:50:38] <xaero> I did it for an old
mod whose author was gone for over a year
L633[03:50:50] <xaero> don't think he came
back since
L634[03:50:54] <mort_> Tfw when modders
stop updating their mod without open sourcing
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L637[03:51:34] <ThePsionic> ikr
L638[03:51:38] <ThePsionic> rip in
pieces
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L640[03:54:02] <Cypher121> and then they
came back and imply legal action against clones
L641[03:55:14] <Cypher121> then never do
anything and disappear again
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L645[03:58:04] <ThePsionic> I just PM'd
them on MCF
L646[03:58:13] <ThePsionic> maybe they
have set PMs to appear in their mailbox
L647[03:59:06] <mort_> btw, is there any
faster way to try my changes than running gradlew runClient and
waiting a minute?
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L652[04:02:56] <ThePsionic> I don't think
so? Then again it's been like a year since I last modded so
L653[04:03:31] <Cypher121> mort_: depends
on what changes
L654[04:03:51] <Cypher121> for most things
IDEA's hotswap works fine
L655[04:04:06] <unascribed> or
eclipse's
L656[04:04:13] <unascribed> I'm currently
using Eclipse hotswap to write a renderer
L657[04:04:28] <Cypher121> yeah, eclipse
is fine too
L658[04:04:48] <mort_> I prefer just using
vim and gradlew from the command line though
L659[04:05:08] <unascribed> I don't know
of any way to use the JVM's debugger without an IDE
L660[04:05:23] <mort_> alright, fair
enough
L661[04:05:45] <mort_> not a big issue
anyways
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L663[04:07:44] <xaero> mort_: maybe you
can try --offline to skip some network checking
L664[04:07:58] <xaero> dunno if it'll
help
L665[04:08:23] <mort_> sounds like it
could help a bit at least
L666[04:09:03] <GeoDoX> So I made the
renderers and files, but I'm not getting the texture on the
block
L667[04:09:18] <mort_> now, I'm trying to
make a TileEntity. I know how you do that when extending
BlockContainer, but from some comments I've read, that's not the
best way to do it, and you can do it with a class extending Block
too
L668[04:10:06] <GeoDoX> How'd you setup
your proxies mort_ ?
L669[04:10:20] <mort_>
http://www.minecraftforge.net/wiki/Basic_Tile_Entity
I'm trying to follow that, but it's somewhat confusingly written,
and adding a createTileEntity() method doesn't seem to change
anything, and according to @Override, there's no such method in any
super class either.
L670[04:10:29] <mort_> GeoDoX: I haven't
gotten to that
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L672[04:10:48] <GeoDoX> So you don't need
Proxies for blocks?
L673[04:11:02] <GeoDoX> What about
recipes?
L674[04:11:23] <mort_> I dunno, I started
yesterday and haven't gotten to recipes yet either
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L676[04:13:20] <GeoDoX> I also don't know
about localization... I setup a lang file, with the
unlocalizedName=localizedName but its not loading. I know
previously there was something you had to do with LanguageRegistry,
is that still a thing?
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L678[04:13:49] <mort_> doesn't seem like
it; I encountered a lot of references to that too though, from old
tutorials
L679[04:14:46] <mort_> now you have files
like src/main/resources/assets/<modname>/lang/en_US.lang,
which contain lines like `tile.mytile.name=Some Human Readable
Name`
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L681[04:15:06] <GeoDoX> Hmm, odd.. Why
isn't things in res directory loading then... seems like the
issue
L682[04:15:12] <mort_> where the `mytile`
is the name you set in setUnlocalizedName
L683[04:15:17] <ThePsionic> Are you in
IDEA, GeoDoX?
L684[04:15:23] <GeoDoX> indeed
L685[04:15:38] <ThePsionic> There was a
thing with the resource directory not being detected in IDEA
L686[04:15:54] <ThePsionic> Urgh 1 second
finding the one-line fix
L687[04:15:59] <GeoDoX> hmmm, it is marked
as a sources root
L688[04:16:03] <GeoDoX> alright :)
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L690[04:18:44] <ThePsionic> Ok found it
GeoDoX
L691[04:18:44] ***
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L692[04:18:50] <ThePsionic> Add this to
your build.gradle:
L693[04:18:51] <ThePsionic> idea { module
{ inheritOutputDirs = true } }
L694[04:19:01] <GeoDoX> approx line
#?
L695[04:19:03] <ThePsionic> at the
end
L696[04:19:12] <GeoDoX> sounds good
L697[04:19:18] <GeoDoX> do I have to build
or anything
L698[04:19:40] <ThePsionic> i don't
remember, it's been a while since I modded ._.
L699[04:19:50] <ThePsionic> if i recall
correctly it should Just Work(tm)
L700[04:20:11] <GeoDoX> haha, I'll find
out when I attempt to run it right about now
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L702[04:23:01] <GeoDoX> nope, is it cuz my
mod id contains an uppercase letter?
L703[04:23:50] <ThePsionic> i have no idea
lol
L704[04:24:23] <GeoDoX> im gunna swap a
few things around and see if that was it
L705[04:25:47] <GeoDoX> that was it
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L707[04:27:00] <GeoDoX> Hmmm, alright. So,
that somewhat works I guess :P
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L709[04:31:21] <GeoDoX> Possible to ensure
only one Block that you own exists in the world and no more
L710[04:31:25] <GeoDoX> ?
L711[04:31:42] <GeoDoX> Or even if I have
to use a TileEntity per player?
L712[04:32:03] <GeoDoX> So you can have
multiple blocks but the same TileEntity?
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L727[05:19:56] <mort_> Hey, for whatever
reason, my blocks have no texture on the ground, though they do in
my inventory.
L728[05:20:04] <mort_> Does anyone know
what could cause that?
L729[05:20:47] <AtomicStryker> as
itemstack in world or placed in the world
L730[05:21:03] <mort_> placed in the
world
L731[05:21:13] <AtomicStryker> and which
mc version
L732[05:21:28] <mort_> 1.8
L733[05:21:48] <fry> is your block by any
chance a tile entity? :P
L735[05:22:08] <mort_> it is a
BlockContainer, and has a TileEntity, yes
L736[05:22:24] <fry> you're extending
BlockContainer, which overrides getRenderType
L737[05:22:51] <fry> you need to either
frop BlockContainer (since it's not very useful), or override that
egain, to the initial value of 3
L738[05:22:52] <mort_> ah, I remember
seeing something about getRenderType once
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L740[05:23:47] <mort_> I also saw in a
comment somewhere that BlockContainer isn't very useful, but
couldn't figure out how to get tile entities to work when extending
block
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L745[05:28:17] <mort_> awesome, overrode
getRenderType, and now textures are working
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L747[05:32:45] <mort_> fry: is there an
enum somewhere with the appropriate render types? Hard coding 3
seems fragile
L748[05:32:57] <fry> nope, everything
should be 3 :P
L749[05:33:06] <mort_> according to things
on the internet, 0 used to be regular blocks and 3 was fire
L750[05:33:14] <mort_> from some comment
from 2012
L751[05:33:20] <fry> in 1.8 all regular
blocks are 3
L752[05:33:29] <mort_> alright
L753[05:33:45] <mort_> is there a list
somewhere of what the various render types are then?
L754[05:33:51] <mort_> for whenever I need
non-regular blocks
L755[05:34:41] <fry> only other type is
vanilla fluid renderer, but you should use forge fluid renderer for
that
L756[05:34:53] <fry> so, you should only
ever need 3 :P
L757[05:35:00] <mort_> alright
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L759[05:37:36] <mort_> fry: what do I do
then when I want blocks where the model doesn't take the whole
block?
L760[05:38:11] <fry> look at vanilla
blocks that match this description, and see what they do
L761[05:38:16] <fry> for example -
fence
L762[05:38:26] <mort_> that's a good idea
isn't it
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L767[06:10:15] <ThePsionic> Whoops, why is
setupDecompWorkspace not working
L768[06:11:06] <ThePsionic> "File
'somefilepath' specified for property 'inSrg' doesn't
exist"
L769[06:14:38] ***
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L770[06:25:31] <ThePsionic> Hm, the
adfoc.us links to download on files.minecraftforge.net just take me
to the adfoc.us homepage
L771[06:28:09] <unascribed> if you click
the (i) icon, you'll skip adfoc.us
L772[06:28:45] <unascribed> obviously
don't do that all the time
L773[06:28:48] <unascribed> but if it's
broken
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L775[06:36:39] <ThePsionic> oh ok
L776[06:38:32] <ThePsionic> Ah, I know
what was going wrong
L777[06:38:38] <ThePsionic> I had an
ancient build.gradle :P
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L780[06:44:23] <sham1> Hmm, I propaa
L781[06:45:03] <sham1> Hmm, I propably
should get back to work on my mod one of thede
L782[06:45:26] <sham1> And my gloves Fuck
up my typing
L783[06:46:11] <ThePsionic> lol
L784[06:46:22] <ThePsionic> sham1: this is
the first time in like a year I boot up IntelliJ to mod
L785[06:47:14] <sham1> I have just been
busy with other stuff
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(~Hgrebnedn@d8D872D48.access.telenet.be)
L787[06:59:38] <ThePsionic> Hmmm
L788[07:00:08] <ThePsionic> Why doesn't
Forge want to work
L789[07:02:17] <sham1> You didn't ask it
to
L790[07:02:24] <ThePsionic> pls
L791[07:02:33] <ThePsionic> it doesn't
show up in my ext libraries in IntelliJ
L792[07:04:30] <alex_6611> try to refresh
gradle project?
L793[07:06:34] <ThePsionic> alex_6611 to
the rescue
L794[07:06:36] <ThePsionic> thanks
:P
L795[07:06:48] <alex_6611> hah this
happens once in a while to me as well :D
L796[07:09:39]
⇨ Joins: psxlover
(psxlover@78-59-129.adsl.cyta.gr)
L798[07:17:44] <ThePsionic> ayy
L799[07:17:57] <ThePsionic> after so long,
the only thing i had to fix was a method name in an inventory
L800[07:18:05] <alex_6611> lol
L801[07:18:10] <alex_6611> that mod looks
NICE
L802[07:18:53] ***
cpw|out is now known as cpw
L803[07:20:19] <ThePsionic> alex_6611:
even though they're placeholder textures? i can't draw for
shit
L804[07:20:29] <alex_6611> :D
L805[07:21:22] <alex_6611> well, the items
are ok, but i like how you did the tooltips
L806[07:21:58] <alex_6611> i guess that
the items could be more than a... solid shape with an outline, but
hey :D
L807[07:21:59]
⇨ Joins: MalkContent
(MalkConten@p4FDCFBCA.dip0.t-ipconnect.de)
L808[07:22:10] <alex_6611> it's still
cool
L809[07:22:40] ***
Vigaro|AFK is now known as Vigaro
L811[07:23:01] <unascribed> goal: to make
a completely ridiculous (but fitting) animation
L812[07:23:04] <unascribed> I think I
succeeded
L813[07:23:07] <unascribed> :P
L814[07:23:33] <MalkContent> gotta do a
fresh setup for modding anyways and since i've heard eclipse
getting some flak from some people, any other suggestions, what and
why?
L815[07:23:49] <unascribed> suggestion:
use the IDE you want to use
L816[07:23:51] <ThePsionic> ^
L817[07:23:58] <unascribed> it all comes
down to preference
L818[07:23:58] <MalkContent> i don't know
any besides eclipse
L819[07:24:00] <ThePsionic> except n++.
don't use n++.
L820[07:24:06] <unascribed> Eclipse users
are extremely vocal about using Eclipse and nothing else
L821[07:24:11] <ThePsionic> MalkContent:
IDEA is an excellent IDE
L822[07:24:13] <unascribed> IDEA users are
extremely vocal about using IDEA and nothing else
L823[07:24:20] <unascribed> etc etdc
L824[07:24:22] <unascribed> etc*
L825[07:24:25] <ThePsionic> well I proved
your point there unascribed lmao
L826[07:24:29] <unascribed> yeah.
L827[07:24:48] <unascribed> as an Eclipse
user I tend to find IDEA users as the most obnoxious, but I bet
there's plenty of similar Eclipse users
L828[07:24:53] <unascribed> so really use
what you like and/or are used to.
L829[07:24:58] <MalkContent> so i'll just
ask "if you're not using eclipse, but know it, what's the core
differences with your ide"
L830[07:25:03] <ThePsionic> Though I'm not
sure whether modding is nicely possible on Netbeans
L831[07:25:13] <unascribed> Eclipse tends
to be "dumb" for lack of a better term
L832[07:25:15] <MalkContent> also: but i
like n++ :c
L833[07:25:21] <unascribed> it tends to do
precisely what you ask it without guessing, which can be...
bad
L834[07:25:28] <unascribed> IDEA tends to
try to do what you intend
L835[07:25:32] ⇦
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L836[07:25:47] <unascribed> I personally
find it insufferably annoying
L837[07:25:51] ***
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Vigaro|AFK is now known as Vigaro
L839[07:26:46] <unascribed> the main two
IDEs though are IDEA and Eclipse
L840[07:26:47] <ThePsionic> I wouldn't use
n++ for Java developing because it's not really "smart"
about it as far as I've experienced
L841[07:26:48] <MalkContent> that'd
probably be my stance, too, but I'm only gonna take your word as
the devil's advocate's against it
L842[07:26:56] <ThePsionic> Same with
SublimeText
L843[07:26:59] <unascribed> NetBeans,
BlueJ, etc are basically never used in modding as far as I can
tell
L844[07:27:04] <MalkContent> i wasn't
serious about using n++ to code
L845[07:27:05] <unascribed> ThePsionic:
those are text editors, not IDEs.
L846[07:27:10] <ThePsionic> true
L847[07:27:11] <MalkContent> only nice for
checking code out
L848[07:27:14] <unascribed> so,
basically
L849[07:27:15] <unascribed> try IDEA
L850[07:27:17] <unascribed> if you hate
it
L851[07:27:17] <Wuppy> n++ is decent for
coding
L852[07:27:18] <unascribed> stick with
eclipse
L853[07:27:19] <unascribed> if you like
it
L854[07:27:21] <unascribed> use it
L855[07:27:28] <ThePsionic> ohai
Wuppy
L856[07:27:35] <Wuppy> yo ThePsionic
how're you :)
L857[07:27:48] <ThePsionic> keep on
rollin'
L858[07:28:08] <Wuppy> \o/
L859[07:28:22] <ThePsionic> i'm doing a
sort of roleplay with a friend on Steam
L861[07:28:26] <MalkContent> alright then.
just as long as there is nothing inherently wrong with it, imma
just do that
L862[07:29:02] <Wuppy> cool, I've been
doing lots of partying and game programming :D
L863[07:29:52] <ThePsionic> nice
L864[07:30:16] <ThePsionic> i've had two
quarters in school that were mostly documentation, and this quarter
we're getting back into Java
L865[07:30:26] <ThePsionic> So my flame to
mod has been re-lightened
L866[07:30:43] <ThePsionic> (Also kids, if
you can, avoid Oracle APEX and PL/SQL)
L867[07:30:46] <ThePsionic> (eugh)
L868[07:30:52] <Wuppy> our school switched
education system
L869[07:30:53] <mort_> so,
minecraftforge.net seems to be down atm
L870[07:31:09] <Wuppy> it's much more
focussed on making projects/games/actually programming which is
amazing
L871[07:31:44] <Wuppy> also, we're only
required to go to school on thursday and friday (+ voluntarliy on
wednesday) :D
L872[07:32:03] <mort_> Wuppy: hey! I spent
a lot of today and yesterday reading, among other things, your
tutorials on updating mods from 1.7 to 1.8 to try to get in to
modding.
L873[07:32:23] <Wuppy> cool :) were my
tutorials still up to date?
L874[07:32:35] <ThePsionic> Wuppy: I have
classes mon, tue and thu, but I have to start so early every day
;-;
L875[07:32:44] <mort_> seem to be, after
all 1.8 is still 1.8
L876[07:33:00] <Wuppy> the days are 9 to 5
on thursday and firday as well, but I live so close to school I can
get up a t 8 :P
L877[07:33:18] <Wuppy> mort_, that's good,
I haven't had time to work on tutorials anymore and I probably wont
:c
L878[07:33:27] ⇦
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L879[07:33:28] <mort_> :(
L880[07:33:43] <Wuppy> I've got a ton of
game programming projects running atm :P
L881[07:33:57] <mort_> oh, sounds
fun
L882[07:33:58] <Wuppy> and I'm learning a
lot on the side
L883[07:34:03] <Wuppy> such as Python,
HTML & javascript
L884[07:34:09] <Wuppy> which I want to do
in a week or so
L885[07:34:22] <mort_> I've done a lot of
programming, some of which game programming, in HTML and JS
L886[07:34:51] <Wuppy> game programming in
html? :O
L888[07:35:30]
⇨ Joins: covers1624
(~covers162@ppp118-210-166-31.lns20.adl6.internode.on.net)
L889[07:35:30] <mort_> JS can do a lot
these days.
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L891[07:36:37]
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L892[07:36:41] <Wuppy> not bad although
you seem to have the smae design prolbem I had in a gamejam game
:P
L893[07:36:55] <Wuppy> there is no reason
to ever stop firing
L894[07:37:14] <mort_> true
L895[07:37:28] <mort_> could make the gun
overheat eventually
L896[07:37:30] <AresWg> Stupid Question,
ive downloaded and ran thouhgt Pahimars tutorial but it wont let me
access the cpw.mods.fml files
L897[07:37:42] <AresWg> how can i fix
this
L898[07:37:55] <Mimiru> AresWg, 1.8, or
1.7?
L899[07:37:56] <Wuppy> mort_, yeah,
something like that or ammo or something
L900[07:38:02] <alex_6611> lol this is fun
:D
L901[07:38:07] <Mimiru> if 1.8 it's now
net.minecraftforge.fml
L902[07:38:08] <alex_6611> although the
sounds are weird
L903[07:38:11] <Wuppy> but yeah, it's a
gamejam game so you dont have time for stuff like that generally
:P
L904[07:38:25] <AresWg> Okay thank
you
L905[07:38:26] <mort_> true
L907[07:39:09] <Wuppy> team of 5, 4 days
to work on it
L908[07:39:21] <Wuppy> although there were
only 3 of us who actually did stuff :c
L909[07:39:30] <mort_> I was on a team of
1 on that game btw
L910[07:39:39] <Wuppy> damn impressive
hten :P
L911[07:39:51] <mort_> thanks!
L912[07:40:05] <Wuppy> although to be
fair, I can't access that very well because of my lack of html/js
knowledge atm
L913[07:40:09] <Wuppy> ask me again in a
week or so :P
L914[07:40:45] <mort_> what do you
mean?
L915[07:41:16] <mort_> "access
that"
L916[07:41:29] <Wuppy> assess*
L917[07:41:33] <mort_> ah.
L918[07:41:44] <mort_> also, I'm on linux.
I'll try to get that game running in wine
L919[07:41:57] <Wuppy> and I'm learning
html and JS as we speak so in about a week I'll actually know how
much work it is in those languages
L921[07:42:40] <Wuppy> fatal errors are
generally not a good thing, no
L923[07:43:31] <Wuppy> wait I was actually
playing against you live?
L924[07:43:35] <mort_> mhm
L925[07:43:46] <Wuppy> holy crap, that's
really impressive in 48 hours :O
L926[07:43:55] <mort_> thanks
L927[07:45:43] <Wuppy> ugh it's confusing
to work with 2 revisioning systems at the same time....
L928[07:45:53] <ThePsionic> i'm doing some
js stuff atm too
L929[07:46:09] <ThePsionic> basically just
an extension to make tumblr a well-functioning website
L930[07:46:14] <mort_> lol
L931[07:46:41] <Wuppy> holy crap I managed
to crash unity :o
L932[07:46:50] <mort_> o.o
L933[07:46:53] <alex_6611> good job
L934[07:46:53] <Wuppy> unreal crashes
every hour or so but unity never does
L935[07:47:20] <mort_> not used unreal at
all, used unity a little
L936[07:48:04] <Wuppy> unity is amazing,
unreal is pretty, visual scripting is amazing but hte engine is
very crashy
L937[07:48:10] <Wuppy> and buggy +
unclear
L938[07:48:12] <mort_> I made a shitty
minecraft clone in unity - basically a firstpersioncontroller and
some scripts to let you place blocks. Unity didn't like a big chunk
of blocks where each block is its own actual physics object.
L939[07:48:20] <Wuppy> also the
documentationf or untiy is great, hardly existing for unreal
L940[07:48:52] <Mimiru> As someone working
on a team of 2 to recreate an entire game in UE4, THe lack of
Documentation suuuucks.
L941[07:49:08] ***
Vigaro is now known as Vigaro|AFK
L942[07:49:11] <ThePsionic> rip in
pieces
L943[07:56:51] ⇦
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L947[08:26:48] <MalkContent> unreal
crashes?
L948[08:27:10] <MalkContent> i played some
of the new ut, guessing some 5-6 hours and it seemed stable
L949[08:27:52]
⇨ Joins: Vazkii
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L950[08:33:31] <mort_> hey Wuppy
L951[08:33:40] <Wuppy> yeah :)
L952[08:34:01] <Wuppy> MalkContent, I'm
talking about the programming tool, not games made with them
L953[08:34:07] <Wuppy> rocket league never
crashed either
L954[08:34:51] <mort_> what would be the
best way to have a block like redstone or pipes, where it changes
shape depending on surrounding blocks? I see the vanilla blocks
which do that have models like modelname_s, modelname_n,
modelname_nw, etc. but that seems kind of annoying
L955[08:35:12] <mort_> and the blockstates
file and the elements array in the model seems relevant somehow
too
L957[08:37:34] <mort_> wow, github's
syntax highlighter really doesn't like comments in json.
L958[08:37:39] <mort_> anyways, I'll read
through that.
L959[08:37:50] <fry> because there are no
comments in json :P
L960[08:37:55] <fry> it's a violation of
the spec
L961[08:37:56] <mort_> ik
L962[08:38:06] <unascribed> if you made it
json5
L963[08:38:08] <unascribed> it may be
happier
L964[08:38:52] <unascribed> pretty sure
github has support for json5 highlighting to appease the Node
community
L965[08:39:01] <unascribed> which is
basically JSON with ECMAScript 5 features and comments
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L972[09:03:38] <ThePsionic> til what a
season pass iss
L973[09:03:39] <ThePsionic> is*
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L976[09:09:47] ***
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(~Hgrebnedn@d8D872D48.access.telenet.be)
L978[09:12:31] <MalkContent> Wuppy:
roger
L979[09:12:37]
⇨ Joins: auenfx4 (David@120.155.97.223)
L980[09:12:53] <MalkContent> man i got
some bad sp lag with the new tc
L981[09:13:12] <MalkContent> is that mc
1.8 being wonky?
L982[09:13:38] <fry> what forge are you
on?
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L985[09:14:38] <MalkContent> the latest
when i got it
L986[09:14:39] <MalkContent> 1556
L987[09:16:17] <MalkContent> major
rubberbanding, feels like a shitty connection. mostly notice it
during travel with a horse, but i got it even when im not really
moving much
L988[09:16:49] <fry> hmm, server-side lag
then
L989[09:17:04] <MalkContent> well it's
singleplayer x)
L990[09:17:11] <fry> shouldn't be forges
fault, I think
L991[09:17:17] <fry> there's no single
player :P
L992[09:17:20] <flappy> MalkContent:
there's a good few things fixed by 1.8.8 vanilla side
L993[09:17:35] <MalkContent> don't lie to
yourself, yes there is fry :P
L994[09:17:53] <flappy> MalkContent:
you're the fool here
L995[09:18:33] <MalkContent> dont know
about 1.8 but 1.7 still had sp classes here and there
L996[09:18:52] <MalkContent> also you
can't have shitty connection when youre hosting :D
L997[09:19:42] <SirWill> hey, how can I
find out what spawns a random nether portal?
L998[09:20:17] <flappy> SirWill: no easy
way, usually
L999[09:20:25] <flappy> what version, what
mods
L1000[09:20:50] <SirWill> hm, it seems to
only happen if I create a world and then login into the world with
a different mc account
L1002[09:22:40] <flappy> the only thing
that looks weird is Netherless
L1003[09:23:37] <SirWill> I think it only
prevents the interaction but I will try to reproduce it without
it
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L1006[09:27:15] <SirWill> flappy still
happens without it. I think the issue is this:
MinecraftServer.getServer().getConfigurationManager().transferPlayerToDimension(player,
-28);
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L1009[09:39:18] <ThePsionic> Q: how does
a jack-o-lantern do the thing
L1010[09:40:04] ***
TTFT|Away is now known as TTFTCUTS
L1011[09:42:33] <MalkContent> make
light?
L1012[09:42:41]
⇦ Parts: Kappador (webchat@109.130.200.45) ())
L1013[09:42:52] <ThePsionic> no
L1014[09:42:56] <ThePsionic> the texture
thing
L1015[09:43:12] <ThePsionic> i can't find
it but i'm probably being extremely blind
L1016[09:46:15] <Lumien>
GuiIngameForge.renderHelmet
L1017[09:46:21] <ThePsionic> nooooo
L1018[09:46:25] <Wuppy> damn, every
single youtuber is doing a fallout series now
L1019[09:46:26] <ThePsionic> in the world
/ inventory
L1020[09:46:34] <ThePsionic> Wuppy: how
are you surprised
L1021[09:46:37] <Lumien>
Item.renderHelmetOverlay
L1022[09:46:40] <Lumien> oh ok
L1023[09:46:53] <Lumien> What exactly is
special about a jacko lantern then?
L1024[09:47:26] <ThePsionic> Well
L1025[09:47:30] <ThePsionic> It has a
side with a face
L1026[09:47:34] <ThePsionic> And a side
with a top and a bottom
L1027[09:48:03] <Lumien> Yeah like a
furnace
L1028[09:48:15] <ThePsionic> Yes
L1029[09:48:23] <ThePsionic> Jacko is
just the first thing I could think of lol
L1030[09:48:32] <Lumien> look at the
model? (1.8)
L1031[09:51:06] <ThePsionic> Oh ok got it
ty
L1032[09:56:38]
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L1033[09:57:14] <Wuppy> ThePsionic, not
surprised, annoyed somewhat
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L1039[10:21:16] <SirWill> does someone
know why getSpawnPoint is always 0 0 0 ?
L1040[10:21:52] <AtomicStryker> are you
maybe trying to call it on clientside?
L1041[10:22:43] <SirWill> yes
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L1043[10:23:29] <AtomicStryker> well,
don't. client doesnt have that information
L1044[10:23:59] <SirWill> I mean client
in singleplayer
L1045[10:24:43] <diesieben07> there is no
difference between SP and MP except that in SP the server runs on
the same computer
L1046[10:25:50] <AtomicStryker> actually
im unsure whether or not client doesnt have the information, i
think the compass may be pointing at your spawn/bed
L1047[10:25:58] <SirWill> so I can't get
the spawn point only if it is a dedicated server?
L1048[10:25:58] <AtomicStryker> but im
not sure and you would have to check how that works
L1049[10:26:28] <AtomicStryker> what is
it you are trying to do
L1050[10:26:35] <diesieben07> the compass
points at world spawn
L1051[10:26:47] <diesieben07> you need to
define which spawn point you actually mean
L1052[10:26:52] <diesieben07> world
spawn? player spawn?
L1053[10:26:57] <SirWill> teleport a
player to world spawn
L1054[10:27:13] <AtomicStryker> from
where? upon what event?
L1055[10:27:18] <SirWill> player spawn
would work too
L1056[10:27:30] <SirWill>
PlayerChangedDimensionEvent
L1057[10:27:45] <AtomicStryker> that
sounds serverside
L1058[10:27:57] <AtomicStryker> you may
be simply calling the wrong method
L1059[10:28:09] <ghz|afk> yeah
L1060[10:28:48] <ghz|afk> SirWill: can
you paste the event handler where you dothat?
L1061[10:28:52] <ghz|afk> pastebin
L1062[10:28:55] <ghz|afk> not directly
here ;P
L1063[10:29:10] <SirWill> that's what I
tried: DimensionManager.getWorld(-28).getSpawnPoint()
L1064[10:29:28] <ghz|afk> would be best
if you can paste the whole method
L1065[10:29:33] <ghz|afk> or the whole
class
L1066[10:29:36] <ghz|afk> so we can see
the context
L1068[10:30:28] <SirWill> I don't have
the getspawn in the code atm as I couldn't get it to work with
it
L1069[10:31:38] ***
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L1070[10:32:35] <ghz|afk> uh plese make
your names consistent
L1071[10:32:41] <ghz|afk>
entityJoinWorldEvent(PlayerEvent.PlayerChangedDimensionEvent
L1072[10:32:50] <ghz|afk> it's not
entityJoinWorldEvent anymore is it? XD
L1073[10:33:15] <SirWill> ups..
L1074[10:33:15] <ghz|afk>
PlayerEvent.PlayerChangedDimensionEvent may be clientside
L1075[10:33:19] <ghz|afk> I'm not
familiar with it
L1076[10:33:26] <diesieben07> its
not
L1077[10:34:07] <ghz|afk> yeah not
experienced enough to know why getSpawnPoint would return 0
L1078[10:35:05] <ghz|afk> getSpawnPoint
calls provider.getSpawnPoint()
L1079[10:35:06] <SirWill> does it need
the level.dat in the world to get the spawn point?
L1080[10:35:12] <ghz|afk> and then checks
that the point is within the border
L1081[10:35:24] <ghz|afk> no
L1082[10:35:29] <ghz|afk> the spawn point
is THE spawn point
L1083[10:35:42] <ghz|afk> where pplayers
without a bed go to spawn
L1084[10:35:45] <ghz|afk> -p
L1085[10:35:52] <ghz|afk> for the bed
location, you need to ask the player itself
L1086[10:36:21] <SirWill> as the
level.dat has SpawnX, SpawnY, SpawnZ but this dimension doesn't
have a level.dat
L1087[10:36:25] <AtomicStryker> dimension
-28?
L1088[10:36:32] <AtomicStryker> does it
even HAVE a spawn point that isnt 000
L1089[10:36:50] <ghz|afk> SirWill: that's
the PLAYER's spawn point
L1090[10:36:55] <ghz|afk> which is
probably in the overworld.
L1091[10:37:05] <ghz|afk> it's unrelated
to the dimension's spawn point
L1092[10:37:10] <diesieben07> not
true
L1093[10:37:17] <SirWill> player spawn
point is in the player.dat I thought
L1094[10:37:24] <ghz|afk> oh wait
nevermind
L1095[10:37:24] <diesieben07> each player
has a player spawn point in *each* dimension
L1096[10:37:25] <ghz|afk> sorry
L1097[10:37:30] <ghz|afk> I thought you
said player.dat
L1098[10:37:31] <ghz|afk> XD
L1099[10:37:35] <ghz|afk> diesieben07:
really?
L1100[10:37:38] <diesieben07> each player
has a separate spawnpoint per dimesnion, yes
L1101[10:37:40] <AtomicStryker> what
about dimensions yo ucannot respawn in
L1102[10:37:49] <diesieben07> there you
cannot respawn :D
L1103[10:37:50] <ghz|afk> well I'll stand
aside then
L1104[10:37:51] <AtomicStryker> like
nether
L1105[10:37:58] <diesieben07> but you can
still set the spawnpoint there via code
L1106[10:37:58] <AtomicStryker> i would
expect nether to have spawn coords 000
L1107[10:37:59] <ghz|afk> it appears the
few things I thoguht I really knew about this, are not even
true
L1108[10:37:59] <ghz|afk> XD
L1109[10:38:01] <diesieben07> it would
jsut never be used
L1110[10:38:04] <SirWill> AtomicStryker I
change the spawn point with player.worldObj.setSpawnLocation(-19,
64, 190); and player.setSpawnChunk(new ChunkCoordinates(-19, 64,
190), true, -28); which works for the respawn
L1111[10:38:18] <diesieben07> those are
two differnet things
L1112[10:38:22] <diesieben07> think abotu
what you actually want
L1113[10:39:08] <AtomicStryker> i want
about eighty hours spare time to play sc2:lotv, fallout4 and cod3
in peace
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L1115[10:40:20] <ghz|afk> lol
L1116[10:41:07] <SirWill> so no idea why
it's 000?
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L1118[10:42:01] <diesieben07> what
dimesnion are you calling getSpawn on?
L1119[10:42:29] <SirWill> DIM-28 which is
the moon
L1120[10:42:51] <diesieben07> is that a
dimesino added by you?
L1121[10:43:05] <SirWill> no
galacticraft
L1122[10:43:19] <diesieben07> can you
normally spawn on the moon?
L1123[10:43:32] <SirWill> what do you
mean?
L1124[10:44:17] <diesieben07> if you die
on the moon, do you respawn there
L1125[10:44:42] <SirWill> yes, at the
location which I posted above where I change the spawn
L1126[10:45:31] <diesieben07> as i said,
which one of the two are you actually talking about?
L1127[10:47:09] <SirWill>
player.worldObj.setSpawnLocation
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L1129[10:49:17] <diesieben07> and
immediately after player.worldObj.getSpawnPoint returns 0, 0,
0?
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L1133[10:50:34] <Mimiru> does
player.worldObj.setSpawnPoint set the worlds spawn, or the
players?
L1134[10:50:42] <diesieben07> the
players
L1135[10:50:47] <Mimiru> He said he's
calling DimensionManager.getWorld(-28).getSpawnPoint()
L1136[10:50:51] <Mimiru> which would get
the world spawn..
L1137[10:50:56] <SirWill> I tried
both
L1138[10:52:07] <diesieben07> wait
no
L1139[10:52:11] <diesieben07> it sets the
world spawn of course
L1140[10:53:03] <SirWill> I haven't tried
getBedLocation yet as it only gives chunk coords, is there a way to
get xyz coordinates?
L1141[10:54:02] <diesieben07> wait wait
wait
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L1143[10:55:53] <diesieben07>
getSpawnPoint returns ChunkCoordinates...
L1144[10:55:59] <diesieben07> i don't
have getBedLocation at all
L1145[10:56:22] <SirWill> it's deprecated
so probably no logner in your version
L1146[10:56:37] <diesieben07> we are
talkign about methods in World, right?
L1147[10:56:55] <diesieben07> because i
*do* have getBedLocation in EntityPlayer..
L1148[10:58:01] <SirWill> I prefer to get
teh player respawn location but if that's not possible the world
respawn
L1149[10:58:29] <diesieben07> both is
possible, they do differnet things
L1150[10:58:43] <diesieben07> player
spawn for a dimesnion:
player.getBedLocation(<dimensionID>)
L1151[10:58:56] <diesieben07> world spawn
for a dimension:
DimensionManager.getWorld(<dimensionID>).getSpawnPoint()
L1152[10:59:15] <Zaggy1024> I'm writing
up an example json for my idea for the next Forge blockstates
version :)
L1153[10:59:53] <SirWill> i'm testing
bedlocation right now
L1154[11:02:12] <SirWill> ok, bedlocation
doesn't give me 000, I will use this then, thanks for the
help
L1155[11:02:45] <diesieben07> i still
think you have not understood this properly :D
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L1157[11:04:09] <SirWill> understood
what?
L1158[11:04:30] <SirWill> the only thing
I still don't understand why player.worldObj.setSpawnLocation
doesn't work
L1159[11:05:04] <diesieben07> define
"doesn't work".
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L1161[11:05:40] <SirWill> if I do
System.out.println("EntityPlayerMP: " +
player.worldObj.getSpawnPoint()) direclty after it it shows 0 0
0
L1162[11:06:11] <diesieben07> directly
after *what*?
L1163[11:06:41] <SirWill> after
player.worldObj.setSpawnLocation(-19, 64, 190);
L1164[11:07:00] <diesieben07> then the
dimension does not support setting a spawnpoint
L1165[11:10:10] <SirWill> k
L1166[11:11:09] <diesieben07> is
galacticraft open source?
L1167[11:11:39] <SkySom> Yes
L1168[11:11:47] <SkySom> Errr... at least
visible source
L1169[11:12:04] <TehNut> SirWill: IIRC
you need to do player.setSpawnChunk(new ChunkCoordinates(),
boolean, int)
L1170[11:13:01] <diesieben07> again, that
is something else than the world spawn
L1171[11:13:02] <SirWill> TehNut I
already do this for the player respawn point
L1172[11:13:46] <TehNut> Then what are
you using setSpawnLocation for
L1173[11:13:55] <SirWill> for the world
spawn
L1174[11:14:09] <TehNut> Ohh
L1175[11:15:29] <diesieben07> i can't see
anything in the Galacticraft source that would prevent this
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L1184[12:03:00] <bspkrs> if anyone has
mappings they want changed for 1.8.8 at the time of update, please
submit a ticket
L1185[12:03:03] <bspkrs> !!issues
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L1188[12:08:39] <Wuppy> \o/ our school
now has a 3D printer
L1189[12:09:00] <GeoDoX|Zzz> o/ wuppy,
more 1.8 tutorials coming soon?
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L1194[12:12:48] <Wuppy> GeoDoX|Work,
probably not, too busy with game development
L1195[12:13:46] <SirWill> any idea how I
can prevent the player from falling through blocks if he gets
teleported into a block?
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L1197[12:14:09] <diesieben07> don't
teleport them into a block :P
L1198[12:14:21] <Wuppy> lol I just won
tickets to a festival and free beers tonight in 10 minutes xD
L1199[12:14:44] ***
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L1200[12:14:44] <fry> "too busy with
game development" :P
L1201[12:15:03] <Wuppy> at night you
don't work
L1202[12:15:13] <sham1> Nonsense
L1203[12:15:16] <shadekiller666> hola
fellow peoples
L1204[12:15:31] <sham1> Life is about
work
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L1211[12:43:33] <mort_> Hey, I have a
block which is a black square in the middle of the tile, but
doesn't take up the entire tile. When I walk into it, it's as if
minecraft thinks my head is inside the block and blacks out my
screen and hurts me. Does anyone know how I can fix that?
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L1214[12:45:20] <shadekiller666> mort_
one of the "isOpaque" "isFullCube"
"isTransparent" or similar is returning false
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L1216[12:46:19] <mort_> I overwrote
isOpaqueCube() to return false to make it not render weirdly
L1217[12:46:40] <shadekiller666>
well
L1218[12:47:02] <shadekiller666> not
necessarily false, but is not returning the proper value
L1219[12:47:16] <shadekiller666> look at
the glass block class
L1220[12:47:22] <mort_> also, are you
shadekiller from ORE?
L1221[12:47:37] <mort_> or some other
shadekiller I don't know
L1222[12:47:49] <shadekiller666> indeed i
am
L1223[12:47:53] <shadekiller666> :D
L1224[12:47:55] <mort_> :D
L1225[12:48:02] *
shadekiller666 wrote the new OBJ loader
L1226[12:48:19] <mort_> obj as in .obj
files as in the 3D object files?
L1227[12:48:24] <shadekiller666>
yep
L1228[12:48:29] <mort_> neat.
L1229[12:48:29] <sham1> ANOTHER
ONE?
L1230[12:48:36] <shadekiller666> i put
the 1.7.10 loader to shame
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L1232[12:49:34] <mort_> now, where can I
find the source of minecraft's classes?
L1233[12:49:44] <shadekiller666>
well
L1234[12:50:13] <shadekiller666> for
those you need a dev env and you need to set it up with
"gradlew setupDecompWorkspace"
L1235[12:50:47] <mort_> my dev env is, as
usual, a terminal with zsh and vim
L1236[12:50:57] <shadekiller666>
...
L1237[12:50:59] <shadekiller666>
why?
L1238[12:51:06] <mort_> because it's
neat.
L1239[12:52:28] <shadekiller666> but its
harder to develop in :P
L1240[12:52:59] <mort_> eh, not
really
L1241[12:53:42] <mort_> it's more
challenging than usual in java, because every tutorial assumes
you're using an IDE, but it also ensures that I learn how java and
gradle and such actually works rather than just learning the
IDE
L1242[12:54:24] <shadekiller666>
...
L1243[12:54:32] <mort_> glass apparently
has isFullCube() returning false, not siOpaqueCube()
L1244[12:54:46] <shadekiller666> you can
learn how java works in an ide
L1245[12:55:39] <AtomicStryker> dont
bother ... you cannot convert those fallen to vim
L1246[12:55:45] <mort_> ^
L1247[12:55:59] <AtomicStryker> my
personal opinion is that they are secretly ashamed how much effort
they put into learning it
L1248[12:56:06] <AtomicStryker> they HAVE
to use it for everything now
L1249[12:56:27] <shadekiller666>
lol
L1250[12:56:37] <shadekiller666> but
mort_ thats your answer :P
L1251[12:57:22] <mort_> lol
L1252[12:57:34] <shadekiller666>
isFullCube
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L1254[12:57:41] <shadekiller666>
returning false
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L1258[12:59:16] <Thutmose> trying to
update a mod from 1.7 to 1.8, and it seems the PlayerInteractEvent
no longer includes information about where on the face it was right
clicked, Has that been moved to a different event? or do I need to
ray trace it myself now to find out?
L1259[13:00:26] <Thutmose> oh wait, nvm
that, was looking at wrong thing I think
L1260[13:00:38] <Thutmose> yep, wrong
thing
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L1265[13:02:54] <mort_> shadekiller666: I
gotta say though, being able to automatically import things as I
type seems kind of nice, especially for java where a lot of guides
don't even have includes in their code samples
L1266[13:03:14] <mort_> though there's a
plugin, eclim, which gives vim some features from eclipse,
including that one
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L1269[13:09:03] <shadekiller666>
lol
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L1273[13:27:36] <mort_> ..huh.
L1274[13:28:27] <mort_> in the
BlockRedstoneWire class, there's a frequently used function called
canRestoneConnect.
L1275[13:28:34] <mort_> not
canRedstoneConnect, canRestoneConnect.
L1276[13:29:10] <shadekiller666> thats a
typo in the mcp mappings
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L1278[13:29:37] <mort_> oh, so it's not a
typo from notch/whomever
L1279[13:29:44] <mort_> I suppose that
makes sense, considering it's obfuscated
L1280[13:32:11] <ghz|afk> mort_:
L1281[13:32:12] <ghz|afk> [19:02]
(+bspkrs): if anyone has mappings they want changed for 1.8.8 at
the time of update, please submit a ticket
L1282[13:32:12] <ghz|afk> [19:02]
(+bspkrs): !!issues
L1284[13:32:26] <ghz|afk> check if the
LATEST mappings still have the issue
L1285[13:32:42] <ghz|afk> and if so,
submit an issue
L1286[13:33:09] <shadekiller666> mort,
all of the non "f_######_x" names are applied by
mcp
L1287[13:34:07] <mort_> alright, will
do
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L1292[14:01:14] <mort_>
shadekiller666
L1293[14:01:20] <mort_> or anyone else
for that matter
L1294[14:01:27] <mort_> "Don't know
how to convert
mortpipes:pipe_dumb[down=true,east=true,north=true,south=true,up=true,west=true]
back into data..."
L1295[14:01:31] <shadekiller666>
what?
L1297[14:01:39] <mort_> I assume that's
because that wouldn't fit in 4 bits
L1298[14:02:01] <shadekiller666> no,
thats not the problem
L1299[14:02:17] <mort_> what is
then?
L1300[14:02:20] <shadekiller666> your
block doesn't override getMetaFromState
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L1302[14:02:29] <mort_> oh.
L1303[14:02:44] <mort_> thanks, I'll make
that then
L1304[14:02:49] <shadekiller666> nor does
it probably override getStateFromMeta
L1305[14:03:17] <mort_> true
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L1309[14:06:25] <HassanS6000> I'm trying
to create a GUI for a TileEntity on Minecraft 1.8
L1310[14:06:32] <HassanS6000> However, I
keep getting an NPE:
L1312[14:06:35] <HassanS6000> My
code:
L1316[14:07:01] <HassanS6000> Any
ideas?
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L1325[14:21:06] <bartman> don't you need
to register the tile entity?
L1326[14:21:11] <bartman> or do you do
that elsewhere
L1327[14:22:25] <bartman> and I'm just
going by what I see I've not yet made a mod myself so take that
with a grain of salt :)
L1328[14:23:31] <HassanS6000> bartman,
yea registered
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L1330[14:25:19] <Lumien> TileEntity class
please
L1331[14:25:24] <shadekiller666> bartman,
what kind of salt?
L1332[14:25:30] <shadekiller666> table
salt? sea salt?
L1333[14:25:48] <bartman> whatever your
pleasure is
L1334[14:25:50] <HassanS6000> Lumien,
sending in a sec
L1336[14:26:22] <HassanS6000> Lumien,
^
L1337[14:26:27] <HassanS6000> Sup
shadekiller666 :D
L1338[14:26:37] <Lumien> You never set
inventory
L1339[14:26:39] <Lumien> its null
L1340[14:26:49] <HassanS6000> Lumien, why
am I such a fucking retard
L1341[14:28:25] ***
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L1342[14:28:30] <HassanS6000>
Testing..
L1343[14:31:48] <HassanS6000> Lumien,
thank you so much!
L1344[14:31:50] <HassanS6000> Works
:D
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L1353[15:08:50] <HassanS6000> Hey, how
would I open up a book GUI?
L1354[15:09:20] <HassanS6000> Trying to
do so in oepn GUI, but it doesn't seem to wrok
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L1357[15:13:43] <HassanS6000> Packet
getting fired and all, check via breakpoints
L1358[15:13:48] <HassanS6000>
*checked
L1359[15:14:36]
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L1360[15:14:38] <KittenTheEpic>
Well
L1361[15:14:45] <KittenTheEpic> That
SimpleNetwork whatever thing...
L1362[15:14:52] <KittenTheEpic> it seems
to think your gonna be client > server
L1363[15:14:57] <KittenTheEpic> I want to
do server > client
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L1365[15:22:01] <KittenTheEpic> The
SimpleImpl thing seems to think your gonna be client >
server
L1366[15:22:14] <KittenTheEpic> I want to
do server > client
L1367[15:23:32]
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L1369[15:25:25] <Lumien> What?
L1370[15:25:45] <KittenTheEpic> The
simple networking thing
L1371[15:25:53] <Lumien> Not sure i
understand what you mean
L1372[15:25:58] <KittenTheEpic> I want to
send something from the SERVER to the CLIENT
L1373[15:26:01] <KittenTheEpic> not the
other way around
L1374[15:26:13] <Lumien>
SimpleNetworkWrapper.sendToServer ?
L1375[15:26:20] <Lumien> ehh wait
L1376[15:26:26] <Lumien> i mean
everything except that
L1377[15:26:32] <KittenTheEpic> it seems
to think I want to send a message from the client 2 the
server
L1378[15:26:40] <KittenTheEpic> I want to
send a string from the server 2 the client
L1379[15:27:09] <Lumien> So
sendTo(IMessage, EntityPlayerMP)
L1380[15:27:33] <KittenTheEpic> ok i've
confused myself now
L1381[15:27:38] <KittenTheEpic> How would
I set up something like this
L1382[15:28:30] <Lumien> ?
L1383[15:28:35] <Lumien> You have a
SimpleNetworkWrapper right?
L1384[15:28:38] <KittenTheEpic> no
L1385[15:28:46] <KittenTheEpic> I dont
have nothing but the proxies and modfile set up
L1387[15:29:19] <KittenTheEpic> how to
set up a simplenetworkwrapper
L1388[15:29:21] <Zaggy2048> tell me your
thoughts
L1389[15:30:27] <shadekiller666> fry,
whats the status of the lighting system and things?
L1390[15:30:38] <shadekiller666> i've
been away from my dev env for about a week
L1391[15:30:42] <Zaggy2048> ...here it is
with syntax highlighting
L1394[15:31:14] <KittenTheEpic> k
L1395[15:31:29] <Zaggy2048> heh, realized
I made a mistake on the east=true,west=true variant
L1396[15:31:31] <Zaggy2048> no
matter
L1397[15:31:41] <fry> shadekiller666:
about the same, been working on 1.8.8
L1398[15:31:47] <shadekiller666> ok
L1399[15:31:52] <Zaggy2048> fry, you
taking a look?
L1400[15:32:03] <shadekiller666> just
working on updating things?
L1401[15:32:15] <Zaggy2048> I want to get
everyone that care's opinion on it before I even think about makign
anything
L1402[15:32:36] <KittenTheEpic> with that
Side.SERVER/Side.CLIENT thing
L1403[15:32:43] <KittenTheEpic> is Side
the side it's coming from or going to?
L1404[15:33:09] <KittenTheEpic> i'm
confused
L1405[15:33:17] <KittenTheEpic> I'm just
gonna copy/paste xD
L1406[15:33:33] <Lumien> Where it's
handled
L1407[15:33:36] <Lumien> So where its
going to
L1408[15:33:39] ***
Zaggy2048 is now known as Zaggy1024
L1409[15:33:52] <fry> Zaggy1024: you
should really tell more than just "take a look:" if youy
want people to take a look :P
L1410[15:33:59] <HassanS6000>
KittenTheEpic, you mean using packets?
L1411[15:34:03] <KittenTheEpic> Yes
L1412[15:34:04] <Zaggy1024> what else
would I say? >.>
L1413[15:34:11] <KittenTheEpic> I want to
send a simple string from the server to client
L1414[15:34:22] <fry> "here's a
proposal for improvements to the blockstate format: "
L1415[15:34:25] <Zaggy1024> well, I
suppose I could say I want comments, critique and insults, anyone's
opinions on it
L1417[15:34:31] <shadekiller666> how much
different is 1.8.8 from the current one?
L1418[15:34:36] <Zaggy1024> for v2 of the
blockstates loader, yes
L1419[15:35:13] <KittenTheEpic>
actually
L1420[15:35:17] <fry> Zaggy1024: also,
I'd probably wait for the 1.9 changes to stabilize, before changing
forge blockstates, since it contains simular improvements
L1421[15:35:18] <KittenTheEpic> Is it
possible to send an array?
L1422[15:35:33] <Zaggy1024> hm
L1423[15:35:55] <Zaggy1024> well, I was
thinking that this new one would support a lot more than Mojang's
system...hopefully
L1424[15:36:03] <Zaggy1024> although I
know very little about what it'll be like
L1425[15:36:23] <Zaggy1024> but I'm
hoping to use some regex for more advanced matching
L1426[15:36:33] <Zaggy1024> and the
priority order is definitely very needed
L1427[15:37:23]
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L1428[15:37:38] <Lumien> Kitten you write
stuff to a ByteBuffer
L1429[15:38:58] <Zaggy1024> fry, do you
think they improved it in some way as to make permutating to
vanilla variant strings unnecessary?
L1430[15:39:08] <fry> don't know
L1431[15:39:14] <fry> that's why I want
to wait a bit :P
L1432[15:39:26] <KittenTheEpic> Lumien
what would I do if I want to send a String[] instead of a int
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L1434[15:39:30] <Zaggy1024> well, still,
what do you think of my idea?
L1435[15:39:44] <fry> making the new
forge format be fully backwards-compatible with the new vanilla one
would be great :P
L1436[15:39:49] <Lumien> Kitten look at
ByteBufUtils
L1437[15:39:54] <Zaggy1024> ughhh
L1438[15:39:56] <Lumien> It contains some
convenient methods to write and read certain things
L1439[15:40:09] <Zaggy1024> I doubt they
made it in a way that would work well with my idea
L1440[15:40:12] <Zaggy1024> but we'll
see
L1441[15:40:25] <KittenTheEpic>
ByteBufUtils... what method would I use?
L1442[15:40:29] <Zaggy1024> I suppose I
can download the snapshot to see what the jsons look like
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L1444[15:41:09] <shadekiller666> fry, so
what would need to be done in order to make the obj loader support
faces with more than 4 vertices?
L1445[15:41:11] <Lumien> Kitten look at
the methods? :P
L1446[15:41:31] <fry> shadekiller666:
split all big faces to little faces :P
L1447[15:41:33] <Zaggy1024> convert them
to tris, I would assume
L1448[15:41:39] <fry> or quads :P
L1449[15:41:39] <shadekiller666>
lol
L1450[15:41:54] <shadekiller666> so,
don't support it :P
L1451[15:42:17] <Zaggy1024> most things
with more than 4 convert to tris or quads, don't they?
L1452[15:42:27] <KittenTheEpic>
Actually
L1453[15:42:30] <KittenTheEpic> instead
of an array
L1454[15:42:36] <KittenTheEpic> I'll just
use a seperator
L1455[15:43:09] <shadekiller666> also, i
thought that lex wanted to make a new recommended version for
forge?
L1456[15:43:21] <Lumien> if i write
arrays i just write the length & then all of the elements
L1457[15:43:24] <shadekiller666> zaggy,
at some level, yes
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L1459[15:43:42] <Zaggy1024> then
converting it for Minecraft is no different than support in any
other software, no?
L1460[15:44:10] <shadekiller666> but the
obj loader currently only grabs the first 4 vertices that are
defined in the .obj file
L1461[15:44:15] <shadekiller666> and
prints an error
L1462[15:44:30] <Zaggy1024> then it
should be made to take more and turn them into 4 or 3
vertices
L1463[15:44:54] <Zaggy1024> hopefully in
a way which is consistent with how the 3D modeler displays
them
L1464[15:45:17] <shadekiller666> i just
don't know how that should be done in code
L1465[15:45:27] <shadekiller666> its not
something i've done before
L1466[15:47:01]
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L1467[15:47:44] *
KittenTheEpic is still facepalming
L1468[15:47:45] <KittenTheEpic> OMG
L1469[15:47:54] <KittenTheEpic> This is
so... freaking
L1470[15:47:55] <KittenTheEpic>
confusing
L1471[15:48:28] <shadekiller666> fry, do
you think inventing a custom binary obj format would be worth the
effort?
L1472[15:48:29] <KittenTheEpic> I JUST
WANT TO SEND A FREAKING STRING FROM THE SERVER TO CLIENT
L1473[15:48:39] <KittenTheEpic> I
don't.... want.... to use stupid network handlerS!
L1474[15:48:55] <fry> shadekiller666:
no
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L1477[15:49:37] <shadekiller666>
technically one exists (.mod) but its undocumented and
proprietary
L1478[15:49:38] <Zaggy1024> hm, I think
they must've done something to make their multipart system work
without vanilla property strings
L1479[15:49:42] <Zaggy1024> and state
mappers
L1480[15:49:47] <KittenTheEpic> anyone
know a good api that makes network MUCH easier? like maybe
event-based and one-method-sending?
L1481[15:50:03] <Zaggy1024> otherwise
their loader wouldn't know what to permutate to
L1482[15:50:13] <Zaggy1024> so..yeah,
best to wait for it to be released
L1483[15:50:34] <Lumien> Kitten the
SimpleImpl is as simple as it gets
L1484[15:50:39] <unascribed> ^
L1485[15:50:52] <KittenTheEpic> I.. don't
want to set up 2 freaking classes to send ONE message!
L1486[15:50:53] <unascribed> seriously,
it's just a ByteBufUtils.writeUTF8String and
ByteBufUtils.readUTF8String
L1487[15:50:56] <Zaggy1024> their
predicated system isn't as pretty as my matching system though
:(
L1488[15:50:56] <Zaggy1024> lol
L1489[15:51:01] <unascribed> stop
throwing a fit and just do it
L1490[15:51:03] <unascribed>
seriously
L1491[15:51:05] <unascribed> it's two
classes
L1492[15:51:06] <KittenTheEpic> Still
though
L1493[15:51:06] <unascribed> calm
down
L1494[15:51:11] <Zaggy1024> I mean, what
I envision for it, the example I gave is ugly
L1495[15:51:40] <KittenTheEpic> Someone
needs to make a BETTER example
L1497[15:52:10] <Lex__> fuck yall talking
about?
L1498[15:52:23] <Lumien> It's probably
not how its supposed to be done but i don't have handler classes in
my mod
L1499[15:52:44] <Lumien> So you only need
1 class per message
L1500[15:53:40] <unascribed> if you don't
like simpleimpl, you should have seen what it was like before
simpleimpl :P
L1501[15:53:46] <Zaggy1024> amen to
that
L1502[15:53:54] <Zaggy1024> simpleimpl is
what it says it is
L1503[15:53:56] *
ghz|afk prefers not remembering
L1504[15:54:04] <mort_> hey
L1505[15:54:07] *
ghz|afk goes back to afking
L1506[15:54:19] <KittenTheEpic> also on
INSTANCE.registerMessage, is the SIDE.server/client where it goes
to or comes from?
L1507[15:54:25] <unascribed> goes
to
L1508[15:54:28] <unascribed> it says this
in the javadoc
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L1512[15:56:34] <mort_> so, in my
blockstates file, I have multiple variants, trying to make
something like a pipe, where there's one base model, and one
submodel for each adjacent pipe. I set the properties
appropriately, and everything works fine, except that apparently,
it only applies one variant at a time, meaning one pipe connected
to another looks nice, but one connected to
L1513[15:56:34] <mort_> multiple looks
bad. Does anyone know how I can fix that?
L1514[15:56:39] <KittenTheEpic> AND COME
ON
L1515[15:56:54] <KittenTheEpic> Now
intellj idea says INSTANCE.registerMessage is invalid
L1517[15:57:09] <Zaggy1024>
oh...wow
L1518[15:57:20] <Zaggy1024> I just
realized mojang's format doesn't have a way to remove
submodels
L1519[15:57:22] ***
Cojo|AFK is now known as Cojo
L1520[15:57:41] <Zaggy1024> which is
sometimes necessary to make a reasonable json, I'm pretty
sure
L1521[15:58:00] <Zaggy1024> egh, we'll
see
L1523[15:58:37] <KittenTheEpic> HOW IS
THIS CAUSING AN ERROR?
L1524[15:58:38] <KittenTheEpic> public
static SimpleNetworkWrapper netw =
NetworkRegistry.INSTANCE.newSimpleChannel("swave");
L1525[15:58:38] <KittenTheEpic>
netw.registerMessage(SomeStupidMessageHandler.class,
SomeStupidMessage.class, 0, Side.CLIENT );
L1526[15:59:01] <KittenTheEpic> Cannot
resolve symbol 'registerMessage' my rear!
L1527[15:59:34] <tterrag|phone>
KittenTheEpic: no one wants to help you because you're being
hysterical...you have been linked multiple tutorials and examples
which clearly lay out the steps you need to do
L1528[15:59:43] <KittenTheEpic> I did do
the steps!
L1529[15:59:49] <KittenTheEpic> DO
YOU
L1530[15:59:52] <KittenTheEpic> think i'm
stupid?
L1531[16:00:42] <mort_> KittenTheEpic: I
won't be able to help you as I haven't touched networking, but
linking to the full source file, or at least the relevant part of
it, and the full stack trace, would probably be necessary to help
you
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L1533[16:01:10] <tterrag|phone> the most
likely thing I can think of is that your handler does not have the
correct type bounds
L1534[16:01:14] <KittenTheEpic> kk
L1535[16:01:24] <KittenTheEpic> I'm using
the mcforge.readthedocs
L1536[16:01:28] <tterrag|phone> it needs
to be IMessageHandler<MyMessage, IMessage>
L1537[16:01:42] <tterrag|phone> I saw
that linked
L1538[16:01:45] <Lex__> mort_, you're
setting the same submodel, so you only get one.
L1539[16:01:45] <tterrag|phone> btw, I
wrote that page
L1540[16:01:50] ***
tterrag|phone is now known as tterrag
L1541[16:01:51] <Lex__> You need to make
the submodels different
L1542[16:02:16] <Lex__> So, dont name
them all "connector" name them like
"conector_east"
L1543[16:02:45] <mort_> oh, I assumed
they were scoped to only that json object and weren't related to
anything
L1544[16:03:00] <mort_> I did think it
was a bit weird that it was an object and not an object. I suppose
that explains it.
L1545[16:03:03] <Lex__> all the things
are merged together into one 'json object'
L1546[16:03:12] ***
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L1547[16:03:12] <Lex__> 1 sec let me show
you what you wrote
L1548[16:03:26]
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L1550[16:03:49] <KittenTheEpic> This is
my code
L1552[16:04:05]
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L1554[16:04:36] <mort_> and the error
message, including the full stacktrace?
L1555[16:04:42] <KittenTheEpic>
nope
L1556[16:04:46] <KittenTheEpic> IntellJ
just marks it read
L1557[16:04:48] <KittenTheEpic> red
L1558[16:04:54] <KittenTheEpic> and says
it's an invalid symbol or something like that
L1559[16:05:08] <KittenTheEpic> cannot
resolve symbol 'registerMessage'
L1560[16:05:16] <diesieben07> post your
handler and message class
L1561[16:05:18] <mort_> open a
terminal/cmd window, go to the project you extracted forge to, and
run `gradlew runClient`
L1562[16:05:27] <diesieben07> also
no
L1563[16:05:33] <diesieben07> you put
code outside a method
L1564[16:05:35] <mort_> IntelliJ probably
has ways to get it in other ways, but that would work at least I
assume
L1565[16:05:35] <diesieben07>
learn2java
L1566[16:05:43]
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L1570[16:07:01] <diesieben07>
diesieben07> you put code outside a method
L1571[16:07:03]
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L1572[16:07:12] <Ordinastie>
KittenTheEpic, I suggest your learn more about Java before throwing
tantrums
L1573[16:07:18] <KittenTheEpic> oh
L1574[16:07:20] <Lex__> mort_,
http://pbin.in/Rd thats essentially what you wrote,
plus all the permutations of true/false combinations.
L1575[16:07:23] <KittenTheEpic> I made a
really stupid mistake
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L1579[16:07:34] <Lex__> The Forge JSON is
basically just shorthand for merging those permutations
together.
L1580[16:07:37] <Ordinastie> because
considering the state of your current knowledge, you'll probably
find everything complicated even the simplest stuff
L1581[16:07:41] <mort_> That makes
sense.
L1582[16:08:16] <KittenTheEpic> me
stupid! lol
L1583[16:09:04] <Lex__> :/ This si why I
dont like people.
L1584[16:09:16] <IoP> ewww people
L1585[16:09:18] <Lex__> Come in here
bitching that something is to complicated because copy/paste didnt
work...
L1586[16:10:00] <AtomicStryker> ^v
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L1589[16:13:00] <shadekiller666> that
point when you are trying to optimize code and can't figure out why
you did something to begin with
L1590[16:13:05] <shadekiller666>
...
L1591[16:13:26] <mort_> lol
L1592[16:14:12] <shadekiller666> in the
getGeneralQuads() method i have a for loop iterating over the list
of groups, then i have some ifs that lead to iterating over the
list of groups to update them
L1593[16:14:29] <shadekiller666> inside
of the original loop
L1595[16:15:08] <Lex__> Someone needs to
stab amazon I want my FO!
L1596[16:15:28] <shadekiller666> and i
kind of know what the point of this code was, but no idea why i'm
iterating through things within the loop in which i'm iterating
through things
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L1598[16:15:41] <mort_> hey
shadekiller
L1599[16:16:12] <shadekiller666>
hmm?
L1601[16:16:40] <Lex__> my comment still
stands Lumien
L1602[16:17:11] <KittenTheEpic> I think
it works
L1603[16:17:17] <shadekiller666> mort_,
for the "down" variant you're rotating on z, not x
L1604[16:17:21] <KittenTheEpic> :) SWave
will be (hopefully) awesome!
L1605[16:17:31] <shadekiller666> i z is
not an axis in that context
L1606[16:17:50] <mort_> interesting
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L1609[16:18:21] <mort_> I just tried x
and z since I didn't know which was appropriate, and figured I'd
see which axis was correct in game though
L1610[16:18:46] <Lumien> Ok so
DimensionManager.isDimensionRegistered ?
L1611[16:18:52] <mort_> but up isn't
rotatde, even though it's using x
L1612[16:19:14] <Lex__> possibly havent
looke at dimesnions in a while so I dont have it memorixed
L1613[16:19:31] <tterrag|away>
<KittenTheEpic> think i'm stupid? <KittenTheEpic> me
stupid! lol
L1614[16:19:44] <KittenTheEpic> ...
L1615[16:19:57] <Lex__> Says the man who
spelt his name backwards
L1616[16:21:20] <tterrag|away>
:<
L1617[16:21:56] <KittenTheEpic> time to
test SWave's packet sending
L1618[16:22:01] <KittenTheEpic> then i'll
get to the fun part!
L1619[16:22:53] <shadekiller666> mort_
not sure how to help, i'm trying to figure out my own derpiness
:P
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L1622[16:23:21] <mort_> alright, fair
enough :P
L1623[16:23:40] <shadekiller666> zaggy
might be able to help you
L1624[16:23:42] <shadekiller666> or
fry
L1625[16:24:24] <shadekiller666> take a
look at the ModelLoaderRegistryDebug resources on the
MinecraftForge github
L1626[16:24:31] <shadekiller666> wait
no
L1627[16:25:21] <shadekiller666> the
ForgeBlockStatesLoader resources
L1628[16:25:32] <mort_> alright
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L1635[16:34:30] <KittenTheEpic> is
ForgeModLoader related to Rig's modloader in any way? just
wondering...
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L1637[16:36:38] <mort_> I can't find any
relevant documentation on the topic after searching for a while;
how can I rotate a submodel alond another axis than the Y
axis?
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L1641[16:38:08] <mort_> in the
blockstates file that is
L1642[16:38:38] <Zaggy1024> mort_,
depends on the amount you want to rotate it
L1643[16:38:48] <Zaggy1024> is it a
multiple of 90 degrees?
L1644[16:38:52] <mort_> mhm
L1645[16:39:13] <Zaggy1024> well, when
you rotate it around y, you provide the axis, don't you?
L1646[16:39:18] <Zaggy1024> tell it a
different axis
L1647[16:39:38] <mort_> I did try both x
and z, neither seemed to do any difference
L1648[16:40:41] <shadekiller666> fry, at
what point in the game does the custom data from the blockstate
jsons get passed into the model loaders?
L1649[16:40:55] <shadekiller666> is it as
soon as the json is parsed?
L1650[16:41:01] <fry> yes
L1651[16:41:03] <shadekiller666> meaning
after the model is parsed?
L1652[16:41:09] <fry> before
L1653[16:41:17] <fry> hmm, no,
after
L1654[16:41:23] <fry> since it's passed
to the model :P
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L1657[16:41:48] <shadekiller666> i'm
trying to figure out how to make the group visibility handling code
less crazy
L1658[16:42:22] <shadekiller666> theres 3
different places where its doing almost the same operation to set
group visibilities
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L1660[16:42:50] <killjoy> When using
List.iterator(), is it guarenteed to be in the right order?
L1662[16:42:57] <Zaggy1024> ...rly
mojang
L1663[16:43:01] <Zaggy1024> plz mojang
stahp
L1664[16:43:04] <shadekiller666> killjoy,
it should be
L1665[16:43:10] <killjoy> Ok.
L1666[16:43:25] <shadekiller666> whatever
the order of the list was at the time of returning the
iterator
L1667[16:43:33] <killjoy> But... you
can't have a block of lava in your inventory
L1668[16:43:54] <Zaggy1024> mort_, your
state is correct in the debug display?
L1669[16:43:56] <killjoy> Thinking I
should make it an iterable of an unmodifiable list
L1670[16:44:42] <shadekiller666> killjoy,
you could do that, ImmutableList.of(your list).iterator()
L1671[16:45:01] <killjoy> Or
Iterables.unmodifiableIterable(list).iterator()
L1672[16:45:06] <mort_> Zaggy1024: debug
display?
L1673[16:45:10] <Zaggy1024> F3
L1674[16:45:11] <killjoy> or the equiv
Iterators method
L1675[16:45:11] <shadekiller666> either
way :P
L1676[16:45:23] <killjoy> or
Collections.unmodifiable
L1677[16:46:02] <Lumien> Lex
"fixed" the pr
L1679[16:48:15]
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L1680[16:51:06] <Zaggy1024> umm
L1681[16:51:20] <Zaggy1024> try turning
off the profiler
L1682[16:51:42] <Zaggy1024> there should
be a list of properties and values in the bottom of the text on the
right side
L1683[16:53:30] <mort_> nothing there
without the profiler either
L1684[16:55:21] <Zaggy1024> well I got no
clue then
L1685[16:55:28] <Zaggy1024> it should be
showing the block state of the block you're looking at
L1686[16:56:20] <Lex__> hide the
graph
L1687[16:56:33] <mort_> ya, I did
that
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L1700[17:27:39] <Wuppy> heh, there is
apperantly a masssive fire nearby :P
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L1702[17:29:01] <MalkContent> don't lick
that, fire's hot
L1704[17:32:30] <Wuppy> orly?
L1705[17:33:01] <mort_> I have a bunch of
PropertyBool properties in my block. How do I check if they are
true or false?
L1706[17:33:09] <Wuppy> first there was
an explsion at a car, now shell a shell location is on fire here
:o
L1707[17:33:16] <ghz|afk>
(Boolean)state.getValue(PROPERTY)
L1708[17:33:34] <mort_> I tried that, got
some error. Sec, lemme find out what it was
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L1710[17:35:16] <mort_> oh. Apparently
you can cast a Comparable to a Boolean, but not to a boolean.
L1711[17:35:59] <mort_> that kinda makes
sense I suppose
L1712[17:36:13] <Wuppy> oh also, it's
11/11 :D
L1713[17:37:48] <mort_> ghz|afk: that
always returns true though, even though it really should be
false
L1714[17:38:24] <ghz|afk> hmm dunno
then
L1715[17:41:25] <killjoy> Wake me when
it's 15/15/15
L1716[17:41:42] <Wuppy> killjoy, 11/11 is
a special day every year where I live :D
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L1718[17:48:14] <killjoy> Do you also
turn the dial up to 11?
L1719[17:48:25] <killjoy> Instead of just
making 10 a bit louder
L1720[17:48:43] <Wuppy> nope, 11/11 is
the start of carnaval
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L1728[18:14:48] <tterrag|away> mort_:
Boolean is an object. boolean is not. You can't cast an object to a
primitive.
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L1730[18:16:58] <mort_> ya, that's why I
said "that kinda makes sense I suppose"
L1731[18:18:13] <Soni> can I use OSGi in
a Forge mod?
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L1733[18:25:52] <ghz|afk> Soni: what's
osgi? XD
L1734[18:26:13] <progwml6> looks like
enterprise garbage ghz|afk
L1735[18:27:13] <shadekiller666> fry, i
have a question about storing things in an IBakedModel
instance
L1736[18:27:14] <IoP> I almost wanted to
ask what that means in this context
L1737[18:27:15] <Soni> so I have this
standalone tool, it has a plugin which also works a standalone
tool, and I wanna shove it in MC
L1738[18:27:15] <GeoDoX|Work> Sleep, be
back in the morning
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L1740[18:28:46] <shadekiller666> right
now, to handle group visibilities, i have a Map<String,
Boolean> in OBJState, which is used by getGeneralQuads() to
determine which groups are visible and should have their faces
baked
L1741[18:30:24] <shadekiller666> because
of this, i have to modify the contents of that map from within
getGeneralQuads to ensure that it contains keys with the actual
group names, instead of my Group.ALL and Group.ALL_EXCEPT
wildcards
L1742[18:31:20] <shadekiller666> is there
any reason why i could not just store a Map<Group, Boolean>
in the OBJBakedModel, and use the OBJState to modify it?
L1743[18:33:56]
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L1744[18:35:52] <Soni> uhh great I can't
resolve any .com addresses right now :/
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L1753[19:03:35] <mort_> Hey, can you have
a "parent" in the blockstates file, to have several
blocks share the same variants but with different textures and
models in the default section?
L1754[19:03:51] <ghz|afk> not that I'm
aware of
L1755[19:03:57]
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L1756[19:04:00] <mort_> :(
L1757[19:04:36] <mort_> I have a pretty
long blockstates file which will be the exact same, except for the
defaults, for a lot of blocks
L1758[19:04:41] <mort_> I suppose
copy/paste will do.
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L1765[19:21:58] <Zaggy1024> mort_, that's
what the "textures" key is for
L1766[19:22:12] <tterrag|away> mort_: I
think you can do that with the forge blockstates format
L1767[19:22:12] <Zaggy1024> you just set
the model to whatever and specify textures to override it
with
L1768[19:22:31] <Zaggy1024> oh yeah, you
have to use the Forge blockstate format
L1770[19:23:16] <mort_> as you can see, I
do use textures, everything else is completely generic
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L1774[19:26:01] <mort_> so it seems like
the kind of thing where it'd be relatively easy to extract it into
a separate file, if the format allows it
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L1777[19:26:36] <ghz|afk> OMG granite is
513EMC in this version of ProjectE
L1778[19:26:36] <ghz|afk> XD
L1779[19:26:40] <ghz|afk> I wish I had
known sooner!
L1780[19:26:43] <ghz|afk> I'd have ALL
THE EMC!
L1781[19:27:41] <mort_> Zaggy1024
L1782[19:29:18] <Zaggy1024> err...
extract what into a separate file??
L1783[19:30:13] <mort_> all the variants.
As it is now, I would have to have one copy of
http://pbin.in/QO for each block, even though
everything but the two textures in default.textures would be
exactly the same
L1784[19:30:16]
⇨ Joins: tntristan12
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L1785[19:30:22] <tntristan12> hai
L1786[19:30:36] <Zaggy1024> um
L1787[19:30:43] <mort_> it wouldn't be a
big issue, but if there's a better way to do it than that, I'd like
to do that instead
L1788[19:30:44] <Zaggy1024> mort_, are
you using a variant property?
L1789[19:30:46] <Zaggy1024> and if not,
why not?
L1790[19:31:20] <mort_> what do you
mean?
L1791[19:31:39] <Zaggy1024> well, you
have boolean properties that I assume you set using getActualState
in your block
L1792[19:31:50] <Zaggy1024> meaning you
have a full 4 bits of metadata free to store the variant of your
pipe
L1793[19:31:57] <Zaggy1024> so why not
use it?
L1794[19:32:20] <mort_> I do have that,
for all the directions, that's how it knows which of the variants
in the blockstates file to choose
L1795[19:32:29] <Zaggy1024> you have
what?
L1796[19:32:34] <Zaggy1024>
getActualState?
L1797[19:32:37] <mort_> mhm
L1798[19:32:45] <ghz|afk> uh
L1799[19:32:54] <ghz|afk> getActualState
is NOT created from metadta
L1800[19:32:56] <Zaggy1024> then my point
stands, you should be able to use a variant property
L1801[19:33:01] <ghz|afk> it's for
rendering only
L1803[19:33:32] <Zaggy1024> okay
L1804[19:33:40] <ghz|afk> mort_: you
aren't actually using the metadata?
L1805[19:33:42] <Zaggy1024> so..how many
of these Pipes do you have?
L1806[19:33:47] <mort_> I do have
variants in the blockstates file, but you already saw that in the
file I linked earlier, so I don't know what you mean with a variant
property
L1807[19:33:58] <mort_> I currently only
have one kind of pipe, but plan to make more.
L1808[19:34:05] <Zaggy1024> a
PropertyEnum telling the game which type of pipe it is
L1809[19:34:07] <ghz|afk> mort_: he means
that you can have sub-blocks for different kinds of pipes
L1810[19:34:15] <ghz|afk> as a property
based on metadata
L1811[19:34:28] <ghz|afk> instead of
using separate block entries
L1812[19:34:39] <mort_> ah, I see.
L1813[19:34:46] <Zaggy1024> yeah, making
separate block instances is a waste if you have 4 bits of metadata
to use
L1814[19:35:16] <Zaggy1024> and that way
you will have a "variant" property to use in your
blockstates json to replace the texture
L1815[19:35:29] <mort_> ya, that sounds
like a good solution
L1816[19:35:42] <mort_> I don't think
I'll ever have more than 16 different pipes
L1817[19:36:39] <mort_> how would that
work for textures for the item though? Do I have access to the
variant properties in item/blockname.json?
L1818[19:36:51] <ghz|afk> yes.
L1819[19:36:54] <mort_> k, good
L1820[19:36:59] <ghz|afk> that's the
"primary" properties
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L1822[19:37:19] <ghz|afk> the
getActualState is a bonus feature ( provided by Forge ? can't
remember)
L1823[19:37:51] <Zaggy1024> um
L1824[19:37:52] <Zaggy1024> no
L1825[19:38:02] <mort_> redstone uses
getactualstate
L1826[19:38:07] <mort_> redstone wire
that is
L1827[19:38:08] <ghz|afk> ah
L1828[19:38:12] <Zaggy1024> items have no
properties, you have to manually map the metadata of an item to
locations in models/item
L1829[19:38:24] <ghz|afk> OH
L1830[19:38:26] <ghz|afk> the item!
L1831[19:38:28] <ghz|afk> nevermind
that
L1832[19:38:29] <ghz|afk> XD
L1833[19:38:31] <Zaggy1024> if vanilla
didn't have getActualState I would be shocked :P
L1834[19:38:41] <ghz|afk> items with
subblocks are annoying
L1835[19:38:42] <ghz|afk> XD
L1836[19:38:43] <Zaggy1024> I mean, if I
didn't already know it did
L1837[19:38:50] <ghz|afk> you need to
override stuff from ItemBlock
L1838[19:38:52] <ghz|afk> IIRC
L1839[19:39:03] <Zaggy1024> yeah
L1840[19:39:14] <ghz|afk> otherwise it
always uses metadata value 0
L1841[19:39:22] <ghz|afk> but it's not
TOO bad
L1842[19:39:22] <Zaggy1024> lol items
with subblocks aren't a pain for me, because I've got such a huge
framework set up that I don't usually touch that stuff
L1843[19:39:28] <Zaggy1024> I forget the
pain of other people :(
L1844[19:39:32] <ghz|afk> just have some
MetadataAwareItemBlock
L1845[19:39:36] <ghz|afk> and then use
the addVariant stuff
L1846[19:39:42] <ghz|afk> like you would
do for subitems
L1847[19:39:42] <ghz|afk> ;P
L1848[19:39:47] <Zaggy1024> or you could
just call it ItemBlockMulti like I do :P
L1849[19:39:52] <ghz|afk> heh
L1850[19:40:02] <ghz|afk> or you can
steal it from Zaggy1024 if he lets you
L1851[19:40:03] <ghz|afk> ;P
L1852[19:40:09] <Zaggy1024> heh
L1853[19:40:33] <Zaggy1024> my class is
tied into a huge utility class to manage variants, so...nah
:P
L1854[19:40:43] <Zaggy1024> unless he's
feeling particularly adventurous
L1855[19:41:10] <ghz|afk> oops, the axe
in my iron chopper broke
L1856[19:41:15] <Zaggy1024> if you want,
you can take a look at the gigantic file I'm talking about, I'll
get the link :P
L1857[19:41:26] <ghz|afk> and I returned
to my base to find a 7x7 solid giant "bush" ;P
L1858[19:41:40] <Zaggy1024> I want to see
someone's reaction to it :P
L1860[19:41:49] <Zaggy1024> :D
L1861[19:42:22] <ghz|afk> meh not worse
than Block.java ;P
L1862[19:42:40] <Zaggy1024> lol if you
say so
L1863[19:42:48] <mort_> it's kind of big
isn't it
L1864[19:42:48] <Zaggy1024> but the nice
thing is what it lets me do with it
L1866[19:43:19] <ghz|afk> Zaggy1024: open
Block.java
L1867[19:43:22] <ghz|afk> it's 2635
loc
L1868[19:43:23] <ghz|afk> ;P
L1869[19:43:27] <ghz|afk> 2632*
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L1871[19:44:06] <mort_> I think I'll have
each pipe be a separate block type for now, as that seems to be the
simplest, and just have multiple copies of the blockstate
thing
L1872[19:44:50] <mort_> or possibly make
a script executed by gradle which automatically merges the pipe
variants with the pipe blockstates json files, but that sounds like
a bad idea.
L1873[19:46:19] <Zaggy1024> it's not
simpler
L1874[19:46:22] <ghz|afk> there's always
the option of using a custom state mapper and replace the json
completely, but meh, it kills customizability for resource pack
authors
L1875[19:46:36] <Zaggy1024> it's
definitely not simpler to try and keep track of several block
instances
L1876[19:46:55] <Zaggy1024> you can take
a look at my source for how it does the variants in ItemBlock
L1877[19:48:00] <ghz|afk> mort_: all you
have to do is extend ItemBlock, override getMetadata(the variant
with ItemStack), and return the metadata value from it
L1878[19:48:11] <ghz|afk> then pass the
ItemBlock over on registering the Block instance
L1879[19:48:17] <ghz|afk> and then
register the models from your client proxy
L1880[19:48:17] <ghz|afk> ;p
L1881[19:49:24] <mort_> I may do it some
time then
L1882[19:49:33] <mort_> but first, I'll
try to get moving items between pipes to work.
L1883[19:49:34] <Zaggy1024> you call
ModelLoader.setCustomblahblahverylongname
L1884[19:49:56] <Zaggy1024> and
ModelBakery.addVariantName
L1885[19:50:19] ***
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L1886[19:50:30] <ghz|afk> mort_: keep in
mind that if you do it AFTER releasing your mod, you'll break
people's worlds if you later switch to subblocks
L1887[19:50:44] <Zaggy1024>
addVariantName tells the game to load the model (a plain resource
location as a string), and setCustomModelResourceLocation tells the
game what model the item shoudl use for a certain metadata
value
L1888[19:51:03] <mort_> that's a good
point ghz
L1889[19:53:15]
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L1890[19:54:31] <mort_> now, it's 3 AM.
I'll go to bed, night
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L1893[20:13:22] <Hink> Is it me or is the
11.14.3.1450 Source download link on the Forge website not
working?
L1894[20:17:35]
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wonders unfold before us; all we have to do is want it
enough.)
L1897[20:21:36] <Mimiru> Hink, it works
fine here
L1899[20:22:02] <Mimiru> it seems
adfoc.us is having issues..
L1900[20:22:16] <Hink> The adfoc.us is
broken, yeah.
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L1907[20:39:21] <Ordinastie> !gm
func_175042_a
L1908[20:42:15] <Mimiru> Hey Ordinastie,
I was wondering.. how did you manage the smooth animation on doors?
I glanced through your code but got lost quickly
L1909[20:42:42] <Ordinastie> animation is
based on tick count + partial ticks
L1910[20:43:03] <Mimiru> Ahh, so not a
snowballs chance in hell of me getting it then.. hah
L1911[20:43:10] <Mimiru> Thanks for the
point in the right direction though
L1912[20:43:25] <Ordinastie> what are you
trying to do ?
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L1914[20:48:03] <Mimiru> Trying to add a
nicer animation to the doors in my mod
L1915[20:49:41] <Mimiru> I have computer
controlled doors in my security mod, and wanted more than just the
snap open/close
L1916[20:51:35] <Ordinastie> you could
depend on MalisisCore :p
L1917[20:52:14] <Mimiru> lol, I could..
:P
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L1923[21:22:21] <Zaggy1024> have you
thought about animating other things, like redstone pieces? (I
assume you ahven't...)
L1924[21:27:17] <Zaggy1024> *haven't done
that yet
L1925[21:27:28] <Zaggy1024> I don't know
much about your mod
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L1927[21:34:18] <Ordinastie> Zaggy1024,
I've though about it, but what would need to be animated ?
L1928[21:34:28] <Ordinastie> buttons
don't really matter
L1929[21:34:52] <Ordinastie> levers
could, but the amount of work just for it isn't really worth
it
L1930[21:40:09] <ghz|afk>
trapdoors?
L1931[21:40:10] <Zaggy1024> heh
L1932[21:40:14] <ghz|afk> dunno if you
dod that
L1933[21:40:17] <ghz|afk> do that
already*
L1934[21:40:32] <Zaggy1024> I actually
did a similar thing a while back, with base class edits (which I
was planning to turn into something proper, but never did)
L1935[21:40:59] <ghz|afk> I was going to
mention pistons, but those already move ;P
L1936[21:41:01] <Ordinastie> ghz|afk, yes
I did :)
L1937[21:41:23] <Ordinastie> and pistons
are actually badly done
L1938[21:45:35] <Ordinastie> can I ask
someone to do a test for me ?
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L1940[21:46:37] <Ordinastie> if you have
a 1.8 mod with a block in dev, what happens if you change the name
of your block and relaunch the game ? (registry nameà
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L1943[21:51:25] <ghz|afk> I'd presume the
existing saves will show the usual "this block is
missing" screen?
L1944[21:51:31] <ghz|afk> I never
actually tried, though
L1945[21:52:04] <Ordinastie> ghz|afk,
that's what I am asking :)
L1946[21:52:05] <Ordinastie> to try
L1947[21:52:19] <ghz|afk> Oh
L1948[21:57:33] <Zaggy1024> yes, it
does
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L1950[21:58:05] <Ordinastie> well, not
for me :x
L1951[21:58:10] <Ordinastie> it freezes
the game
L1952[21:58:12] <Zaggy1024> huh..
L1953[21:58:17] <Zaggy1024> lemme try
it
L1954[21:58:17] <Ordinastie> and never
shows anything
L1955[21:58:37] <Zaggy1024> what type of
block is it?
L1956[21:59:49] <Ordinastie> any
L1957[21:59:51] <Ordinastie> or
item
L1958[22:00:05] <Ordinastie> the server
waits for an action
L1959[22:00:10] <Ordinastie> and the
client waits for the server
L1960[22:00:34] <Zaggy1024> well...I'll
just try renaming a plain stone block from my mod
L1961[22:02:40] <Zaggy1024> what forge
version?
L1963[22:03:54] <Zaggy1024> it _does_
freeze when I back out of there without loading and then try to
quit the game
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L1965[22:09:35] <Ordinastie> currently
I'm using version = "1.8-11.14.3.1487"
L1966[22:09:46] <Zaggy1024> oh wow
L1967[22:09:56] <Zaggy1024> I'm on...1532
maybe?
L1968[22:10:09] <Zaggy1024> yeah
1532
L1971[22:12:28] <Zaggy1024>
...sure?
L1972[22:12:42] <Zaggy1024> I mean, don't
they look the same as the have before in your mod?
L1973[22:13:12] <Ordinastie> I meant the
trapdoord :p
L1974[22:13:15] <Ordinastie>
*trapdoors
L1975[22:13:20] <Ordinastie> the wooden
ones
L1976[22:13:30] <Zaggy1024> were they not
in your mod before?
L1977[22:13:34] <Ordinastie> they
weren't
L1978[22:13:38] <Zaggy1024> sorry, I
don't really know the mod :P
L1979[22:13:43] <Ordinastie> np :p
L1980[22:13:52] <Zaggy1024> yeah, they
look good
L1981[22:15:22] <Zaggy1024> hmm
L1982[22:15:44] <Zaggy1024> I wonder if
the b3d or obj loaders can handle smooth animations via a
TESR
L1983[22:15:49] <Zaggy1024> would sure be
nice
L1984[22:16:04] <Zaggy1024> especially if
you wanted to make redstone things animate
L1986[22:17:25] <Zaggy1024> uh...could
be?
L1987[22:17:37] <Zaggy1024> why?
L1988[22:17:37] <Ordinastie> hint, there
is 0 JSON in my mod :p
L1989[22:18:01] <Zaggy1024> that's kind
of disappointing :P
L1991[22:18:38] <Zaggy1024> ah, huh
L1992[22:18:45] <Zaggy1024> not what I
meant, though
L1993[22:18:52] <Zaggy1024> I mean
keyframes in the obj
L1994[22:19:46] <Zaggy1024> I don't like
the polygonal shapes :(
L1995[22:20:01] <Ordinastie> well, there
is nothing related to animations in the OBJ specs
L1996[22:20:05] <Ordinastie> so it would
be hard
L1997[22:20:07] <Zaggy1024> ah
L1998[22:20:15] <Zaggy1024> and
b3d?
L1999[22:20:23] <tterrag|away> b3d was
designed for animations iirc
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L2001[22:20:34] <Ordinastie> fry already
did something with animations I think
L2002[22:20:42] <Zaggy1024> yeah but it
was frickin laggy as heck
L2003[22:21:08] <Zaggy1024> mainly, IIRC,
because he was using chunk updates to render each frame
>.>
L2004[22:21:12] <Zaggy1024> not exactly
practical
L2005[22:21:15] <Ordinastie> IIRC, if you
want to export animations with OBJ in blender, you can export each
keyframe as a separate OBJ
L2006[22:21:33] <Zaggy1024> wouldn't use
obj then :P
L2007[22:22:14] <Ordinastie> I would
really like to have a model system with animation support in
MalisisCore, but it looks like a pain to implement
L2008[22:22:45] <Zaggy1024> it seems to
me that what fry did should be able to be used in a TESR, if it's
done right
L2009[22:22:50] <Zaggy1024> hopefully
with interpolation
L2010[22:22:55] <Ordinastie> it should
yes
L2011[22:22:58] <Ordinastie> that was the
point
L2012[22:23:10] <Ordinastie> but it seems
like a mess to use
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L2039[23:47:45] <tambre> shadekiller666:
Hi, have you happened to come up with a solution or leads to the
problem, that I described on the Github?
L2040[23:48:00] <shadekiller666> what
problem
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