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L14[00:34:49] <killjoy> So where's the
server main class in 1.8.8 now?
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L16[00:37:00] <killjoy> Did
MinecraftServer.main not get merged?
L17[00:39:09] <killjoy> Must be a new
bug
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L36[01:51:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151124 mappings to Forge Maven.
L37[01:51:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151124-1.8.zip (mappings
= "snapshot_20151124" in build.gradle).
L38[01:51:18] <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/
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L57[03:10:04] <gigaherz> hmm what's the
difference between the snapshot mappings, and the _nodoc_
ones?
L58[03:10:12] <VikeStep> Just getting back
into modding after a while, Mdk is the one I want to download I am
guessing?
L59[03:10:27] <gigaherz> yes
L60[03:10:31] <VikeStep> sweet,
thanks
L61[03:10:35] <gigaherz> mdk is the old
"src"
L62[03:10:47] <gigaherz> which hadn't
contained any sources for a while
L63[03:10:58] <gigaherz> so it's now
"Mod Development Kit"
L64[03:10:59] <gigaherz> ;P
L65[03:11:02] <VikeStep> makes sense
L66[03:11:07] <gigaherz> be careful
L67[03:11:20] <gigaherz> the default
download on files.minecraftforge.net is for the 1.8.8 version
L68[03:11:25] <VikeStep> yeah, that's what
I want
L69[03:11:27] <gigaherz> which is very new
and not fully stable yet
L70[03:11:27] <gigaherz> ;P
L71[03:11:35] <gigaherz> okay then go ahead
and have fun
L72[03:11:43] <VikeStep> was going to test
whether my 1.8 mod I made a year ago works on it
L73[03:11:49] <VikeStep> I am hopeful
L74[03:12:04] <gigaherz> mine worked just
fine
L76[03:12:07] <Drullkus> \o/
L77[03:12:11] <gigaherz> all the issues
with upgrading were my own fault
L78[03:12:25] <gigaherz> the only real
change I had to make was IUpdatePlayerListBox is now called
ITickable.
L79[03:12:31] <Drullkus> It's an uplifting,
motivational video :)
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L83[03:14:55] <gigaherz> ugh tried to
update my build.gradle to the latest build
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L85[03:15:19] <gigaherz> setupdecomp seems
to be taking a lot longer than usual
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L88[03:21:31] <gigaherz> yeah something
went wrong running it from idea
L89[03:21:45] <gigaherz> crashed when the
gradle jvm ran out of heap space
L90[03:22:30] <gigaherz> I'm running on a
standalone console
L91[03:22:54] <gigaherz> seems to get stuck
at "> Building 56% > :decompileMc"
L92[03:23:06] <gigaherz> leaking
memory...
L93[03:23:21] <ThePsionic> What exactly
happens when you override Item.onDroppedByPlayer? Is the drop
cancelled if you implement custom logic?
L94[03:23:41] <gigaherz> ah it finished
:D
L95[03:23:58] <gigaherz> (:decompileMc
finished)
L96[03:24:09] <gigaherz> it took quite a
lot longer than usual XD
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L98[03:24:37] <gigaherz> the gradle process
used nearly 3gb ram at some point
L99[03:25:13] <xaero> all those snowmen
have to be converted at some point :P
L100[03:25:48] <ThePsionic> lol
L101[03:26:09] <gigaherz> ...lol(?)
L102[03:26:18] *
gigaherz has no idea what the snowmen joke means
L103[03:26:47] <gigaherz> ah finally
L104[03:27:05] <gigaherz> had to run the
"build" task before refreshing from idea did
anything
L105[03:27:16] <gigaherz> now my external
libraries are back in place :D
L106[03:27:26] <xaero> oh, Mojang kept the
generics data for us modders but obfuscated it all to snowmen
L107[03:27:45] <gigaherz> Generic snowmen,
huh?
L108[03:27:55] <gigaherz> well better than
nothing ;P
L109[03:28:21] <LexManos> Yes, they did
that, and that's what took us so long to update. We basically had
to re-write how fernflower deals with local variables.
L110[03:28:22] <LexManos> Not fun
L111[03:28:54] <gigaherz> ouch
L112[03:29:24] <boboch3> Hello guys. I got
a GuiContainer with a button. The actionPerformed method is called
multiple times when I click my button. It results the "click
sound" is played many times causing a "bad noise".
Anyone know why the method is called more than one time and how to
fix it? My other gui with button works correctly... Here is my code
http://pastebin.com/r2HqHB2G . Thanks in advance for
any help
L113[03:30:57] <gigaherz> no idea about
the issue, but you can always implement some sort of debouncing
(ignore extra events within a short time) if nothing else
works
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L115[03:31:22] <gigaherz> (I suggest yo
uwait for a proper answer before you do that)
L116[03:31:31] <boboch3> ok :)
L117[03:36:12] <boboch3> Ordinastie,
hello, have you an idea about my problem? You usually know
everything :p
L118[03:37:23] <Ordinastie> put a
breakpoint in the method and see if it's called multiple
times
L119[03:37:30] <Ordinastie> and if it is,
look at the call trace
L120[03:38:02] <ThePsionic>
<ThePsionic> What exactly happens when you override
Item.onDroppedByPlayer? Is the drop cancelled if you implement
custom logic?
L121[03:38:08] <ThePsionic> Turns out if
you return false you can't drop it
L122[03:38:28] <boboch3> oh yeah the call
trace, I forget it everytime xD
L123[03:38:29] <boboch3> thanks
L124[03:38:41] <boboch3> thx
L125[03:39:48] <ThePsionic> Hrm, you can
still drop it from the side of the inventory though
L126[03:39:53] <ThePsionic> Any way to
prevent that?
L127[03:41:50] <DrDisconsented> Where do I
go to see avaliable mappings?
L128[03:42:35] <DrDisconsented> Also what
is with the versioning changing between [mc]-[forge] and
[mc]-[forge]-[mc]
L129[03:42:56] <LexManos> its
[mc]-[forge]-[branch]
L130[03:43:17] <LexManos> anything with a
2rd part is not 'master' therefor not the official target.
L131[03:43:21] <LexManos> 3rd
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L133[03:45:25] <ThePsionic> Has a lot
changed modding-wise when it comes to 1.8.8?
L134[03:47:31] <LexManos> Not really its
rahter similiar to 1.8.0, just lots of cleaned up code, re-added
generics, and a few minor internal mc changes.
L135[03:47:36] <LexManos> Nothing that
should be scarry
L136[03:47:51] <ThePsionic> Ah good
L137[03:48:30] <Lumien> !testcsv
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L139[03:49:06] <ThePsionic> Oh yeah I need
to update my mappings
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L142[03:50:30] <ThePsionic> Wait
L143[03:50:32] <ThePsionic> Hmm
L144[03:51:14] <ThePsionic> Says there are
no mappings for 1.8.8, how do I fix that?
L145[03:51:22] <Lumien> ^
L146[03:52:28] <LexManos> There should be,
but cpw and abrar were working on something for that.
L148[03:53:03] <gigaherz> ThePsionic: use
fg2.1-snapshot
L149[03:53:07] <ThePsionic> oh ok
L150[03:53:19] <gigaherz> 1.8 mappings
work just fine otherwise
L151[03:53:47] <VikeStep> gigaherz, is
that for the mappings variable in build.gradle?
L152[03:53:55] <VikeStep> or for plugins
id
L153[03:53:57] <gigaherz> no, for the
forgegradle
L154[03:54:20]
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L155[03:56:34] <gigaherz> the default
build.gradle still shows fg2.0.2 as the default
L156[03:56:37] <gigaherz> which won't work
for 1.8.8
L158[03:56:50] <VikeStep> thanks
L159[03:56:59] <gigaherz> it's just a
matter of using the "snapshot" for fg2.1 instead of
2.0
L160[03:57:00] <VikeStep> ah, so use the
buildscript
L161[03:57:17] <gigaherz> the link is the
build.gradle I used on the first successful test ;P
L162[03:57:27] <gigaherz> note that it's a
skeleton one
L163[03:57:37] <gigaherz> you'd want your
modid and version in it
L164[03:57:47] <gigaherz> also you
probably want the latest version instead of 1576
L165[03:57:56] <VikeStep> yeah, I was
gonna just modify the value
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L168[03:59:30] <gigaherz> I want to
repeat, it really it JUST a plain build.gradle with the FG set to
use the 2.1-snapshot and newer mappings
L169[03:59:57] <gigaherz> I see that the
latest one from the mdk has the mappings var updated
L170[03:59:59] <ThePsionic> Plugin [id:
'net.minecraftforge.gradle.forge', version: 'fg2.1-snapshot'] was
not found in any of the following sources:
L171[03:59:59] <ThePsionic> oh wait
L172[03:59:59] <ThePsionic> duh
L173[04:00:03] <gigaherz> but not the fg
version
L174[04:00:19] <VikeStep> yeah, you don't
want to use the plugins {} section
L175[04:00:22] <ThePsionic> Ah
L176[04:00:26] <VikeStep> use the
commented out buildscript one
L177[04:00:50] <gigaherz> yeah, it's not
an official release
L178[04:01:20] <ThePsionic> yeah that
makes sense
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L184[04:05:04] <ThePsionic> Errrr
L185[04:05:17] <gigaherz> ?
L186[04:05:25] <ThePsionic> :decompileMc
failed with "GC overhead limit reached"
L187[04:05:35] <ThePsionic> exceeded,
rather
L188[04:05:46] <gigaherz> I had a heap
full error earlier
L189[04:05:59] <LexDesktop> That is
popping up, cpw is looking into it but ya things shouldnt be eating
up to much more ram then normal
L190[04:06:01] <ThePsionic> Just rerun
then?
L191[04:06:05] <LexDesktop> give java more
ramz!
L192[04:06:22] <ThePsionic> It's already
getting half of my total >:O
L193[04:06:29] <gigaherz> for me running
in a console instead of idea was enough
L194[04:06:40] <LexDesktop> idea limits it
yes
L195[04:06:55] <LexDesktop> itll probably
need like 4GB min
L196[04:07:07] <gigaherz> I saw around
2.5-3gb usage in task manager
L197[04:07:09] <ThePsionic> hm
L198[04:07:14] <LexDesktop> also, /me
mutters something about it geels good to have 64gb AND no
ramdick!
L199[04:07:34] <LexDesktop> ramdisk**
<.< >.>
L200[04:07:36] <gigaherz> ramd... I assume
that's a typo ;P
L201[04:07:39] <ThePsionic> rofl
L202[04:08:11] <gigaherz> I have 16gb
here
L203[04:08:16] <gigaherz> I kinda want
more
L204[04:08:29] <gigaherz> running 2 VMs
eats too much
L205[04:08:32] <Lex|Server> <-- 32GB
with 20GB ramdisk
L206[04:08:53] <Lex|Server> guynna nuke
the ramdisk once I move all my dev shit over to new computer.
L207[04:09:00] <gigaherz> and the OSX vm
is just barely usable with 4gb, I can't give it 8gb though XD
L208[04:09:06] <Lex|Server> New computers
are fun, but installing all my dev shit is NOT!
L209[04:09:22] ***
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L210[04:09:26] <gigaherz> yeah getting a
comfortable environment back after a new computer / formatting is
annoying
L212[04:09:56] <gigaherz> so many apps and
little tweaks that are easily forgotten until you need
them...
L213[04:09:56] <ThePsionic> rip
L214[04:10:19] <gigaherz> yeah 1.2gb is
probably not enough >_<
L215[04:10:37] <LexDesktop> I dont even
want to know the amount of cron jobs and scripts i have running on
that box..
L216[04:11:30] <LexServer> oh that reminds
me, need to copy over my timeban command
L217[04:12:45] <ThePsionic> It didn't die
yet
L218[04:12:50] <ThePsionic> Which I guess
is good?
L219[04:13:03] <ThePsionic> It's just
permanently using like 90% of my ram
L220[04:13:09] <gigaherz> so yesterday I
was thinking the keybinding interceptor was the issue
L221[04:13:12] <gigaherz> turns out it
isn't
L222[04:13:27] <gigaherz> pressing keys
while shift-F3 is showing kills the internal profiler state
L223[04:13:57] <gigaherz> everything
becomes "unspecified" until restarting mc
L224[04:14:11] *
gigaherz checks vanilla
L225[04:14:13] <VikeStep> is there any
major changes between 1.8 and 1.8.8? I'll probably just go through
the forge changelog
L226[04:14:18] <gigaherz> yes.
L227[04:14:28] <gigaherz> but not many
that will affect existing code
L228[04:14:37] <LexServer> msg ChanServ
AKICK %c ADD %2 !T &3 (%3)
L229[04:14:45] <gigaherz> missed a
/?
L230[04:15:06] <LexDesktop> no, was
sending it to my otyher computer
L231[04:15:12] <LexDesktop> thats the
timeban command
L232[04:15:13] <gigaherz> ah
L233[04:15:34] <gigaherz> not a forge
issue: vanilla does it too
L234[04:15:37] <VikeStep> is %c something
that is supported in IRC? or is part of a script?
L235[04:15:44] <VikeStep> err, rather
ChanServ
L236[04:15:55] <gigaherz> pressing keys
with shift-f3 showing kills the profiler
L237[04:16:08] <LexDesktop> its part of
hexchat, stands for current channel
L238[04:16:16] <gigaherz> in mirc it's
#
L239[04:16:28] <VikeStep> oh, well that is
handy (I use hexchat)
L240[04:16:28] <VikeStep> thanks
L241[04:18:43] <ThePsionic> Hurrah, it
decompiled
L242[04:18:57] <gigaherz> yay
L243[04:19:36] <LexDesktop> Alright kids
don't try this at home, I am installing 4 versions of java on
purpose!
L244[04:19:41] <gigaherz> XD
L245[04:19:42] <luacs1998> is it possible
to use those ftb-server agrguments with gradle?
L246[04:19:49] <gigaherz> uh?
L247[04:19:50] <luacs1998> like all the gc
args and all that
L248[04:19:57] <gigaherz> those are java
args
L249[04:20:08] <luacs1998> yeah, but you
mainly see them on ftb servers
L250[04:20:14] <ThePsionic> 12 minutes,
build successful
L251[04:20:27] <gigaherz> I have no idea
how to tell gradle about java args
L252[04:20:35] <gigaherz> but yes there's
no reason why you wouldn't be able to do so
L253[04:21:02] <gigaherz> assuming
gradle/fg lets you customize them
L254[04:25:34] <ThePsionic> Woo, my mod
just runs on 1.8.8 like that
L255[04:26:00] <VikeStep> I'm gonna
convert my 1.7 mod to 1.8.8, should take me most of this week
L256[04:26:12] <LexDesktop> It may, we
tried to keep MOST of the codebase the same.
L257[04:26:51] <gigaherz> yeah it's nice
& smooth
L258[04:26:56] ⇦
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L259[04:27:11] <LexDesktop> but ya
L260[04:27:15] <LexDesktop> go look around
the vanilla code
L261[04:27:17] <gigaherz> the only real
changes I had to make were due to using a custom .obj loader that I
wrote before forge had its own (I'll migrate eventually)
L262[04:27:21] <LexDesktop> its
SOOOOOOOOOOOOOOOO much better looking
L263[04:27:43] <LexDesktop> Seriously
enhanced for loops are the shit!
L264[04:27:49] <VikeStep> I could probably
replace the majority of my asm from 1.7.10, also anything which I
can't replace I'll try get in a PR for 1.8.8
L265[04:27:57] <VikeStep> i regret using
ASM so much in 1.7.10
L266[04:28:04] <VikeStep> maintaining it
is a nightmare
L267[04:28:05] <LexDesktop> you should you
damn heathen
L268[04:28:19] <VikeStep> I guess it was
my fault for the ambitious mod
L269[04:28:26] <VikeStep> it was built for
tweaking the base game
L270[04:28:48] <VikeStep> and at the time
there was pretty much nothing that I could do, and then I got
carried away with it
L271[04:29:22] <luacs1998> lol
L272[04:29:24] <gigaherz> "one little
asm already, adding an extra one can't hurt" "oops I made
everything with asm"
L273[04:29:35] <luacs1998> well, then i'll
look into porting some events over as well
L275[04:29:58] <luacs1998> FE has plenty
of things i haven't bothered attempting to pull
L277[04:30:29] <luacs1998> if anyone wants
any of that
L279[04:31:21] <VikeStep> hahaha
yeah
L280[04:31:25] <LexDesktop> I already
think you're a moron and ive only read a few lines -.-
L281[04:31:31] <gigaherz> I'll continue
being practical and designing my WIP mod's features around what can
be done with just forge and reflection ;P
L282[04:31:33] <VikeStep> that was
initially made a long time ago
L283[04:31:38] <VikeStep> I have since
learnt how to write better code
L284[04:31:51] <LexDesktop> ya nuke it
from orbit and start fresh
L285[04:31:53] <luacs1998> VikeStep,
mixins :D
L286[04:31:55] <VikeStep> that is my
plan
L287[04:32:18] <VikeStep> oh yeah, mixins
are the things I was planning on learning about
L288[04:32:22] ***
luacs1998 was kicked by LexDesktop (luacs1998))
L289[04:32:33] <VikeStep> or maybe
not?
L290[04:32:44]
⇨ Joins: luacs1998 (~miyamoto@abrarsyed.com)
L291[04:32:46] <VikeStep> idk what they
are anyways, but I heard they were the new big thing when sponge
was becoming big
L292[04:32:48] <LexDesktop> Dont use asm,
at all
L293[04:33:10] <LexDesktop> asm is fine
for big projects like sponge which edit A LOT of shit in a
non-forge way.
L294[04:33:19] <LexDesktop> But everyone
and their brother shouldnt be a coremod
L295[04:33:21]
⇨ Joins: psxlover (~psxlover@46.198.224.208)
L296[04:33:40] *
luacs1998 puts on snark hat
L297[04:33:48] <luacs1998> so what do you
recommend?
L298[04:33:56] <VikeStep> PR into forge
probably
L299[04:33:59] <VikeStep> or ask here for
advice
L300[04:34:11] <LexDesktop> Yup
L301[04:34:15] <VikeStep> which is what I
plan on doing
L302[04:34:31] <luacs1998> i'm planning on
migrating some events as well
L303[04:34:36] <LexDesktop> If you can't
put your idea up for critizism, then it isnt worth editng core
classes.
L304[04:34:44] <luacs1998> becausse almost
all my asm hooks are implemented as events
L305[04:37:38] <VikeStep> I was about to
get into Space Engineers modding recently but it really is all in a
shocking state right now
L306[04:37:44] <VikeStep> I think I will
wait a couple months before getting into it
L307[04:38:50] <luacs1998> forge is pretty
much one of its kind
L308[04:38:56] <luacs1998> a shame
(snip)
L309[04:39:26] ⇦
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L310[04:39:35] <luacs1998> i've heard that
they still need to do raw method redirects in cities skylines
L311[04:40:14] <VikeStep> What is your
opinion on access transformers? The same as ASM?
L312[04:41:11] <luacs1998> me or
lex?
L313[04:41:14] <LexDesktop> Im a little
bit more okay with access transformers because reflection can do
the same thing.
L314[04:41:17] <ThePsionic> To build a mod
into a jar I just use gradlew jar right?
L315[04:41:27] <luacs1998> gradlew
build
L316[04:41:30] <LexDesktop> But again,
it's a thing that modders dont do the transforming
L317[04:41:30] <ThePsionic> oh
L318[04:41:32] <LexDesktop> Forge
does
L319[04:41:36] <gigaherz> build, jar is
part of the step
L320[04:41:37] <LexDesktop> so we know you
wont fuck it up
L321[04:41:40] <gigaherz> but not the
final one
L322[04:41:56] <ThePsionic> Er, hmm
L323[04:41:57] <VikeStep> ok, cool
L324[04:42:03] <ThePsionic> How do I build
with -source 8 again
L326[04:43:49] <ThePsionic> There we
go
L327[04:45:07] <ThePsionic> And then the
built jars are in /build/libs?
L328[04:45:18] <gigaherz> yes
L329[04:45:26] <gigaherz> using the prefix
specified in the build.gradle
L330[04:45:34] <gigaherz>
archivesBaseName
L331[04:45:41] <gigaherz>
archivesBaseName-version.jar
L332[04:46:06] <gigaherz> there's another
snippet there in the build.gradle that adds generating source jar
and deobf jar
L333[04:48:45] <flappy> <gigaherz>
"one little asm already, adding an extra one can't hurt"
"oops I made everything with asm"
L334[04:49:00] <flappy> reminds me of a DJ
program's code i once saw
L335[04:49:13] <flappy> inline assembly
everybloodywhere
L336[04:53:01]
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L338[04:53:03] <ThePsionic> We hope
L339[04:53:27] <gigaherz> hm?
L340[04:53:50] <ThePsionic> I just
submitted my mod to CurseForge
L341[04:53:53] <gigaherz> that link gives
a 404
L342[04:53:54] <ThePsionic> It's under
review atm
L343[04:53:57] <gigaherz> ah
L344[04:54:01] <ThePsionic> Possible
:p
L345[04:54:07] <gigaherz> yeah it will do
that
L346[04:54:10] <gigaherz> until it's
accepted
L347[04:54:53] <flappy> ThePsionic:
Undertale content, assuming from the name?
L348[04:54:55] <gigaherz> ahh so nice to
be able to remove unchecked annotations without adding warnings
:D
L349[04:54:58] <ThePsionic> Yessir
flappy
L350[04:55:18] <flappy> heh
L351[04:55:54] <flappy> but MC already has
bullethell though, what with all the touhou mods :P
L352[04:58:41] <ThePsionic> pls
L353[04:58:42] <ThePsionic> also
L354[04:58:59] <ThePsionic> I said before
that someone made a mod thread on MCForums for a 1.6.4 Undercraft
mod
L355[04:59:05] <ThePsionic> That thread
was deleted :^)
L357[04:59:28] <ThePsionic> \o/
L358[05:00:33] <flappy> "several
important locations (think Temmie Village"
L359[05:00:38] <flappy> yes of
course
L360[05:00:55] <flappy> the place that's
not even got a road :P
L361[05:03:53] <ThePsionic> Hmmm
L363[05:04:17] <ThePsionic> MCForum
pls
L364[05:04:43] <flappy> mcf's kinda janky
at times yeah
L366[05:06:08] <DrDisconsented> Its
238240-undercraft instead of undercraft
L367[05:06:31] <ThePsionic> ah
L368[05:07:07] <ThePsionic> Now it shows
no files for download x)
L369[05:07:19] ***
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L370[05:09:16] <gigaherz> :3 being able to
get rid of all the casts fro mthe results of
state.getValue(property)
L372[05:10:56] <gigaherz> sorry busy
removing useless casts while a mental orchestra plays classical
music in my head
L373[05:10:57] <flappy> a whole 61
kilobytes
L374[05:11:27] <ThePsionic> Can you
download it flappy?
L375[05:11:34] <ThePsionic> Like does
downloading work
L376[05:12:47] <flappy> eah it DLs
L377[05:13:04] <ThePsionic> Yay
L378[05:14:02] <gigaherz> meh, java
doesn't seem to warn when a @Override method removes generic info
from the parameters?
L380[05:14:18] <ThePsionic> :D
L381[05:15:02] <Lumien> Hmm what did
WorldRenderer.addVertexWithUV change to?
L382[05:15:12] <gigaherz> it's a builder
now
L383[05:15:32] <gigaherz>
.position(xyz).tex(uv).endVertex() or something like that
L384[05:15:40] <gigaherz> can't remember
the exact names
L385[05:16:04] <Lumien> presumably srg
names
L386[05:16:24] <gigaherz> hmm dunno I saw
something like that mentioned
L387[05:16:30] <gigaherz> so maybe you are
using old mappings? ;P
L388[05:16:48] <gigaherz> hmm
L389[05:16:54] <Lumien> I'm using
22.11.2015
L390[05:16:56] <gigaherz> are you doing
1.8.8 upgrade or something else?
L391[05:16:57] <gigaherz> XD
L392[05:16:59] <Lumien> yes
L393[05:17:04] <gigaherz> try 24
L394[05:17:10] <gigaherz> but dunno
L395[05:17:13] <gigaherz> I haven't used
that personally
L396[05:19:04] *
ThePsionic celebrates first mod release
L397[05:19:37] ⇦
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L401[05:28:16] <gigaherz> lol
L402[05:29:17] <fry> it's a recreation
based on a joke :P
L403[05:32:15] <TomWolf> A user on my
server is accused by another user of using an x ray cheat. Is there
any way for me to detect if that is true? Is it possible on a forge
server? I'm pretty clueless when it comes to cheats I'm
afraid.
L404[05:34:57] <gigaherz> as far as I
know, there's no real way to prevent or detect it
L405[05:35:07] <gigaherz> the best choice
is probably a server-side anti-xray mod
L406[05:35:20] <gigaherz> that tells
everyone the blocks are plain stone until they are uncovered
through mining
L407[05:36:43] <gigaherz> there does
however seem to be some server-side tools that automatically detect
when an user mines unreasonably fast
L408[05:36:53] <TomWolf> =/ never
understood the allure of cheating
L409[05:37:05] <gigaherz> but that's not
really effective
L410[05:37:18] <gigaherz> since users may
want to mine with silk touch
L411[05:37:20] <gigaherz> make an ore
tower
L412[05:37:30] <gigaherz> then fortune the
heck out of it all at once
L413[05:37:33] <TomWolf> It's more of a
'finding bases' kind of problem I'm afraid.
L414[05:37:46] <gigaherz> ah
L415[05:37:48] <gigaherz> that's
unavoidable
L416[05:38:16] <gigaherz> you can see
caves and other hollow areas by simply editing a resource pack to
have a normally-opaque block transparent
L417[05:39:27] <TomWolf> So they can use a
simple texture pack to x ray and it's undetectable?
L418[05:39:32] <gigaherz> yup
L419[05:39:54] <gigaherz> so far as I
know
L420[05:40:00] <gigaherz> there's no real
way to avoid that
L421[05:40:06] <gigaherz> unlike ore
snipping
L422[05:40:19] <TomWolf> I guess I'll have
to create a spoof account and watch his behaviour.
L423[05:40:45] <gigaherz> is the server
pre-1.8?
L424[05:40:51] <TomWolf> 1.7.10
L425[05:41:06] <TomWolf> based on infinity
modpack
L426[05:41:09] <gigaherz> if it was 1.8
you could use spectator mode to spy ;P
L427[05:41:16] <TomWolf> but with pvp mods
thrown in there
L428[05:42:41] <TomWolf> I miss my naivity
from yesterday ;)
L429[05:43:13]
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L430[05:45:42] <gigaherz> heh
L431[05:46:04] <GrygrFlzr> theoretically,
you could just send blocks that are directly visible to the player,
but that would probably be quite heavy server-side
L432[05:46:20] <gigaherz> best a server
can hope for are some good "forensic" tools (block/player
logging)
L433[05:46:22] <GrygrFlzr> the easier
option is to cut down render distance but that affects legitimate
players as well
L434[05:46:28] <gigaherz> and a good
mod/admin team that can do their job
L435[05:46:55] <gigaherz> yeah
L436[05:46:59] <gigaherz> the ideal
situation
L437[05:47:07] <gigaherz> would be that
the client does NOT know the blocks
L438[05:47:17] <GrygrFlzr> the ideal
situation would be that everyone plays nice :P
L439[05:47:18] <gigaherz> and just renders
a server-provided "mesh"
L440[05:47:33] <gigaherz> yeah but
everyone playing nice is unrealistic ;P
L441[05:47:51] <GrygrFlzr> you'd have to
work in some corner cases too, like blocks that make noise
L442[05:47:55] <TomWolf> I want the world
where everyone plays nice on a pvp server..........
L443[05:48:02] <gigaherz> the server
keeping track of rendering is just crazy ;P
L444[05:48:22] <gigaherz> TomWolf: yeah
but
L445[05:48:26] <TomWolf> ;)
L446[05:48:27] <GrygrFlzr> you're
effectively running n clients on the server where n is the number
of players :P
L447[05:48:30] <gigaherz> the moment you
add ANY sort of competitiveness
L448[05:49:10] <gigaherz> GrygrFlzr: well
not really running the client itself, just sending render meshes
instead of chunks ;P
L449[05:49:15] <GrygrFlzr> well,
yeah
L450[05:49:47] <GrygrFlzr> anyway, keep in
mind that it's entirely possible that the accused player is
innocent, it's super easy to just claim someone else is hacking
because you don't like them
L451[05:49:57] <gigaherz> the actual
drawing, including particles and such, would still be on the client
;P
L452[05:49:59] <gigaherz> yeah
L453[05:50:00] <TomWolf> Allowing the
server to check the client texture usage would also solve atleast
that simple problem.
L454[05:50:06] <gigaherz> it is
possible
L455[05:50:14] <gigaherz> to detect which
resource pack(s) are loaded
L456[05:50:22] <gigaherz> some servers
make use of that
L457[05:50:38] <gigaherz> such as
hypixel's kart racing minigame requiring a special resource
pack
L458[05:50:38] <GrygrFlzr> that cuts off
newbie cheaters at best
L459[05:50:44] <GrygrFlzr> you're trusting
client side information
L460[05:50:55] <gigaherz> yeah
L461[05:51:19] <GrygrFlzr> in fact, with
the proliferation of hacked clients nowadays even newbies can cheat
easily
L462[05:51:48] <gigaherz> you'd need to go
the full paranoid way
L463[05:51:53] <gigaherz> and do like
korean mmos
L464[05:52:05] <gigaherz> and have a
special launcher that installs a rootkit XD
L465[05:52:19] <gigaherz> and even THEN,
it's still possible
L466[05:52:21] <gigaherz> just
annoying
L467[05:52:54] <GrygrFlzr> pft, just hack
a client to send the strings that the server is expecting
L468[05:52:58] <GrygrFlzr> that sounds
trivial
L469[05:53:09] <GrygrFlzr> again, trusting
the client
L470[05:54:30]
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L471[05:54:37] <gigaherz> heck it's not
even for cheating
L472[05:54:59] <gigaherz> you can't afford
to just trust the client, it could send bad data simply due to a
bug or connection issue
L473[05:56:24] <ThePsionic> 1 whoel
download
L474[05:56:24] <ThePsionic> amg
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L477[05:59:02] <xaero> TomWolf:
"gigaherz > best a server can hope for are some good
"forensic" tools (block/player logging)" hope no
more :P totemo's Watson fits the bill quite nicely - you can render
the block history of a player on your client and decide post hoc if
the player was using x-ray. Not 100% fool-proof, but much more
convincing to the tribunal
L478[05:59:33] <xaero> you need a block
logging plugin ofc
L480[06:01:22]
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L481[06:01:28] <gigaherz> did some stuff
that wasn't really needed for the upgrade but whatever ;P
L482[06:03:59] <ThePsionic> Is it possible
to include the MC version in the built file name
L483[06:04:18] <gigaherz> sure
L484[06:04:26] <gigaherz> no idea how,
though ;p
L485[06:04:28] <ThePsionic> pls
L486[06:04:56] <gigaherz> check other
modder's build.gradle files
L487[06:04:56] <gigaherz> ;P
L488[06:05:15] <xaero> check the gradle
docs :P
L490[06:13:49] <masa> I see several mods
releasing 1.8.8 versions already, so I guess the new Forge is
stable enough to build against and release updated versions of
mods?
L491[06:20:23] <gigaherz> not really
L492[06:20:28] <xaero> might be that what
they need from Forge isn't likely to need drastic restructuring in
their code should something in Forge change; but as we don't
exactly know the nature of these changes, you have been
warned
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L495[06:20:33] <gigaherz> it's like, 2
days old?
L496[06:20:44] <gigaherz> there's some
issues in 1.8.8 still
L497[06:21:01] <gigaherz> but it's quite
playable
L498[06:21:58] <masa> hmm right, well I
have a couple of tiny mods that might even work without changes
from the 1.8 versions
L499[06:22:03] <masa> I guess I'll try
that first
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L501[06:22:19] <ThePsionic> 1.8.8
setupDecompWorkspace so slow
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L503[06:22:24] <masa> and if not, then I
might wait about a week
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L505[06:23:38] <ThePsionic> masa: you wait
about a week anyway with the speed at which this is going ;)
L507[06:25:06] <masa> is it safe for me to
replace the World#worldChunkMgr reference in the WorldEvent.Load
event?
L508[06:25:37] <masa> I need to add my own
WorldChunkManager wrapper for given dimensions
L509[06:26:19] <masa> or should I add my
own wrapper WorldProviders too?
L510[06:27:03] <masa> whoops sorry, that
would be World.provider.worldChunkMgr
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L521[06:58:54] <ThePsionic> Look at me
go
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L528[07:44:57] <ThePsionic> anyone here
decent at git trickery?
L529[07:47:28] <Kodos> Depends on what you
mean
L530[07:49:18] <ThePsionic> Kodos: So my
mod repo has a 1.8 and a 1.8.8 branch, the 1.8 branch being master.
I want to merge all of the changes from master to the 1.8.8 branch,
except for build.gradle, because that's different for both
versions
L531[07:49:51] <Kodos> Make a copy of the
build file in your 1.8.8 branch with a unique name
L532[07:50:02] <Kodos> Then, checkout to
your 1.8.8 branch, and merge 1.8
L533[07:50:15] <Kodos> Then just remove
the 'new' build file, and change your old one's name back
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L535[07:51:04] <Kodos> Let me know if I
need to clarify that
L536[07:51:41] <konekasi> It's Lex's
birthday in 2 days, so I wanted to say happy birthday before I
forget.
L537[07:51:47] <ThePsionic> I get it
Kodos, thanks
L538[07:52:06] <konekasi> At least he
claimed it is on minecraftforge.net
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L540[07:55:07] <Lumien> of the
DefaultVertexFormats, which of them is basically how the
WorldRenderer drew before?
L541[07:56:11] <fry> depends on what
attributes you used :P
L542[07:56:36] <sham1> wait
L543[07:56:44] <sham1> What happened with
WorldRenderer
L544[07:58:28] <Lumien> I want to draw a
colored line...
L546[08:01:14] <Lumien> So i guess i want
field_181706_f because thats only position & color ?
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L548[08:10:46] <Lumien> Do i have to
wr.putColorRGB_F for every single vertex?
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L552[08:23:32] <ThePsionic> Where do
people find texturers
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L555[08:26:38] <gigaherz> [14:58]
(ThePsionic): Kodos: So my mod repo has a 1.8 and a 1.8.8 branch,
the 1.8 branch being master. I want to merge all of the changes
from master to the 1.8.8 branch, except for build.gradle, because
that's different for both versions
L556[08:26:46] <gigaherz> the right way
would have been to do an interactive rebase
L557[08:27:03] <gigaherz> and manually
skip the build.gradle changes
L558[08:27:14] <Kodos> hf explaining that
then
L559[08:27:19] <Kodos> Because I don't
know how to do that
L560[08:27:24] <gigaherz> XD
L561[08:27:50] <gigaherz> well my
explanation would be "choose rebase in tortoisegit, and do
wahtever you need in the nice window it shows" ;P
L562[08:28:05] <gigaherz> I wouldn't know
how to do that in plain cmdline git, either ;P
L563[08:28:14] <gigaherz> anyhow, cooking
;P
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L566[08:38:34] <Cypher121> gigaherz: in
cmd you do exactly that but with vim instead of "the nice
window"
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L568[08:39:05] <Cypher121> or with
whatever mergetool you choose instead
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L591[09:42:22] <Lumien> Ok so i guess i
call WorldRenderer.func_181675_d to "finish" a
vertex?
L592[09:45:18] <diesieben07> Yes, the
Realms wrapper calls it endVertex
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L605[09:59:56] <AbrarSyed> worth.. or not
worth.. to add a mappingUpdater to FG that auto-updates your MCP
mappings
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L607[10:00:32] <AEnterprise> it would make
updating easier
L608[10:00:57] <AbrarSyed> it likely wont
work across MC versions
L609[10:01:25] <AbrarSyed> because
functions get removed and changed etc.. probably wont
compile...
L610[10:01:32] <AEnterprise> it would make
minor version updates easier
L611[10:01:58] <AbrarSyed> yes it
would
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L613[10:04:19] <AEnterprise> how hard
would it be to make?
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L617[10:06:52] <Soni> is 1.8.8
usable?
L618[10:07:18] <Pennyw95> Hi...is there an
easier way to achieve checking a block metadatas? I'm using this
right now but it's quite tedious...is there a more elegant one?
http://pastebin.com/GFTEWeHe
L619[10:09:12] <AEnterprise> getMetaFrom
state
L620[10:09:13] <AEnterprise> use
that
L621[10:09:43] <Pennyw95>
world.getBlockState.getMetafromState = int?
L622[10:11:33] <Pennyw95> no it's not
possible
L623[10:11:55] <AEnterprise>
block.getMetaFromState(state)
L624[10:12:08] <AEnterprise> then override
that in the block to return the meta based on the state
L625[10:13:04] <Pennyw95> my input is the
pos...from it I can get the state and from the state the
block
L626[10:13:41] <Pennyw95>
world.getBlockState(pos).getBlock().getMetaFromState()?
L627[10:14:44] <AEnterprise> hmm looking
at your snipet that won't realy work well
L628[10:15:09] <Pennyw95> So how would you
do it, with just world and pos?
L629[10:15:20] <AEnterprise> best is to
store the state you are comparing to in a variable first
L630[10:15:30] <AEnterprise> that will
make the check at least easier to read
L631[10:15:49] <Pennyw95> so same
method..yeah it will not be that bad this way
L632[10:15:51] <Pennyw95> thanks
L633[10:15:58] <AEnterprise> np
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L639[10:37:15] <Ordinastie> damn, somehow,
I manage to make MC fail :x
L640[10:37:37] <Ordinastie> I get a
vanilla stairs as item stack that render as missing models :x
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L645[10:44:28] <Ordinastie> ok, slight
issue, I need to get an itemStack from a blockState :
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L647[10:44:48] <AEnterprise> you can get
the block from the blockstate
L648[10:44:52] <Ordinastie> if I use
getItemDropped(), I don't necessarily get the right one, (eg stone
becomes cobblestone)
L649[10:45:05] <Ordinastie> if I use
:
L650[10:45:06] <Ordinastie> new
ItemStack(item, 1, state.getBlock().getMetaFromState(state));
L651[10:45:08] <AbrarSyed>
getBlockPicked?
L652[10:45:19] <AbrarSyed> err,
getPicBLock
L653[10:45:20] <AEnterprise> ^^
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L655[10:45:26] <Ordinastie> works only
with world context
L656[10:45:37] <AbrarSyed> blockstate
doesnt have a world?
L657[10:45:38] <Ordinastie> and a MOP
iirc
L658[10:45:51] <diesieben07> without those
two you can't do it accurately :D
L659[10:46:02] <Ordinastie> nope
L660[10:46:27] <diesieben07> it really
depends on the context which choice is right
L661[10:46:47] <Ordinastie> the second
solution seemed to work ok
L662[10:47:01] <Ordinastie> until I made
an itemStack from a HALF_TOP stairs :x
L663[10:47:45] <diesieben07> call
Block.getDamageValue for the stack metadata
L664[10:48:22] <Ordinastie> requires a
world
L665[10:48:40] <diesieben07> yes, you
can't do it accurately without a world.
L666[10:49:00] <diesieben07> you could do
damageDropped, but that would do weird things sometimes
L667[10:50:27] <Ordinastie> well that
works for when the other two didn't, so there is that :p
L668[10:51:09] <diesieben07> yes, but it
won't work always
L669[10:51:15] <diesieben07> if you want
it to work always, you need world and pos.
L670[10:52:35] <diesieben07> question is,
why don't you have those?
L671[10:53:56] <Ordinastie> lazyness most
likely :p
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L674[11:00:02] <Lumien> Can i somehow
"set" the color for every vertex like in the old
WorldRenderer so that i don't have to set the color for every
single vertex?
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L690[11:36:16] <anders> Are the images
showing in a crafting table referred to as "icons"?
L691[11:37:19] <diesieben07> what
images?
L692[11:37:51] <anders> The ones you see
in either crafting tables, as mentioned or the inventory
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L694[11:38:29] <diesieben07> so ... the
images of the ItemStacks?
L695[11:38:37] <anders> yes!
L696[11:39:00] <diesieben07> well, if its
just a flat item you could say icon, but for blocks you will get a
3d mini block
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L699[11:41:13] <anders> What I really
wonder is where I put those image files in a mod
L700[11:41:29] <diesieben07> are you
making an Item or a Block?
L701[11:41:51] <anders> Item
L702[11:42:28] <diesieben07>
src/main/resources/assets/<modID>/items/<name>.png
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L704[11:43:03] <diesieben07> then for 1.7
you need to call setTextureName with
"<modID>:<name>"
L705[11:43:10] <diesieben07> for 1.8 you
need json files also
L706[11:44:58] <anders> Can I use
json-files in 1.7?
L707[11:45:07] <anders> Well, its 1.8
btw
L708[11:45:20] <anders> That name should
map to a texture then?
L709[11:45:25] <anders> Testing
L710[11:47:41] <diesieben07> for 1.8 you
should look up a tutorial, i am not familiar with that
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L714[11:52:14] <MalkContent> oooo
L715[11:52:28] <MalkContent> 1.8.8 is
officialy out?
L716[11:52:32] <ThePsionic> @all where do
you get your texturers
L717[11:52:40] <ThePsionic> MalkContent:
It's a WIP, fairly stable
L718[11:53:25] <MalkContent> alright
L719[11:53:52] <MalkContent> time to
google the gradlew update command again x)
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L721[11:59:20] <MalkContent> hmm
nope
L722[12:00:54] <ThePsionic> but
srsly
L723[12:00:58] <ThePsionic>
<ThePsionic> @all where do you get your texturers
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L727[12:01:28] <Lumien> I make them
myself
L728[12:01:31] <MalkContent> ^
L729[12:02:03] <MalkContent> just get
gimp, make a crappy highres picture, then reduce to 16x16
L730[12:02:13] <MalkContent> 9 out of 10
times that's sufficient
L732[12:03:58] <MalkContent> do you need
something specific done ThePsionic?
L733[12:04:07] <CallMeFoxie> hey peeps, I
feel like I am stuck. Trying to add some @Test into my project
because code shared across a few projects and people... but no
matter what the tests do not seem to be launched by "gradlew
test" :\
L734[12:04:09] <ThePsionic> MalkContent:
Just my entire mod rofl
L735[12:04:13] <MalkContent> :D
L736[12:04:26] <ThePsionic> I cannot
creative at all
L737[12:04:29] <CallMeFoxie> and yes I do
have testCompile 'junit:junit:4.12' in build.gradle
L738[12:04:40] <MalkContent> what is
it
L739[12:04:42] <CallMeFoxie> or should I
head to #ForgeGradle with this?
L741[12:05:06] <MalkContent> i could do a
texture right now, i'm in the right zone of "too stupid to do
smart work, too lazy to game"
L742[12:05:20] <ThePsionic> So many
purple/black textures in there x)
L743[12:05:31] <MalkContent> rats
L744[12:05:42] <MalkContent> probably
should have played that game x)
L745[12:05:56] <ThePsionic> Lol
L746[12:06:13] <ThePsionic> I can probably
describe most things well enough for texturing
L747[12:06:22] <williewillus> what mcp
mappings do i use fore 1.8.8?
L748[12:06:34] <ThePsionic> Mind if I hit
you up on PM, MalkContent?
L749[12:06:37] <ThePsionic> williewillus:
Latest snapshot
L750[12:06:41] <MalkContent> go
ahead
L751[12:07:41] <karlthepagan> CallMeFoxie,
#FG IMO, that's a build problem - off hand you have to make sure
that your tests are actually in your test sourcesets
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L753[12:07:58] <karlthepagan> looks like
you got the same advice there
L754[12:08:01] <CallMeFoxie> yeah already
asked on #FG, forgot to put it in /java/ in test, thanks
karlthepagan :)
L755[12:08:06] <CallMeFoxie> derpy me
:D
L756[12:09:45] <AbrarSyed> ^^
L757[12:10:16] <AbrarSyed> williewillus,
latest 1.8.0 mappings.. itl wanr you about it.. but there really is
no other option atm
L758[12:11:29] <williewillus> "There
are no mappings for Minecraft 1.8.8" :p
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L760[12:12:06] <williewillus> I have
mappings = "snapshot_20151122"
L761[12:12:09] <ThePsionic> williewillus:
You have to use the FG 2.1 snapshot
L762[12:12:18] <williewillus> ah was on
2.0
L763[12:12:18] <williewillus> thanks
L764[12:12:36] <ThePsionic> It's not an
official version so you'll have to use the bleeding edge block
above the plugins in build.gradle
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L772[12:35:00] <williewillus> umm how do I
get all entity shearables within an aabb in 1.8.8? generics
restored so i can't just do getEntitiesinAABB(ISHearable.class)
anymore
L773[12:35:15] <williewillus> since the
vanilla signature is Class<? extneds Entity>
L774[12:36:23] <williewillus> oh well
instanceof for now :p
L775[12:37:15] <diesieben07> williewillus,
getEntitiesInAABBexcluding(null, <aabb>,
Predicates.instanceOf(IShearable.class));
L776[12:37:42] <williewillus> nice
thanks
L777[12:37:49] <williewillus> also what
happened to tesselator/worldrenderer :p
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L780[12:42:06] <Thutmose> all the mappings
went poof
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L784[12:44:14] <williewillus> no the way
things seem to work also changed
L785[12:44:15] <williewillus> i
think
L786[12:45:30] <Lumien> Yeah you now
specify the attributes you need for your draw beforehand
L787[12:45:35] <Lumien> And then
"build" the vertices
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L789[12:46:29] <williewillus> so what
would the conventional
"startDrawingQuads->addVertexWithUV->draw"
procedure look like?
L790[12:47:00] <gigaherz> williewillus: it
has become a builder
L791[12:47:18] <gigaherz>
beginsomething(GL_TRIANGLES)
L793[12:47:29] <gigaherz>
something.position(xyz).tex(uv).endVertex()
L794[12:47:38] <Lumien> That's for a
quad
L795[12:47:48] <gigaherz> the Realms
renderer thingy has the proper names for now
L796[12:48:06] <gigaherz> it's just a
wrapper so presumably you can use it while the nicer names are used
in the real thing
L797[12:48:23] <williewillus> ah cool,
thanks
L798[12:49:13] <gigaherz> take a look at
net.minecraft.realms.Tezzelator
L799[12:50:05] <gigaherz> given that it's
purely a wrapper, you could do new Tezzelator();
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L801[12:50:30] <gigaherz> then
tz.begin(GL_TRIANGLES, RealmsDefaultVertexFormats.SOMETHING);
L802[12:50:57] <williewillus> i wonder why
the realms lib has any of this kind of stuff :p
L803[12:51:00] <gigaherz>
tz.vertex(xyz).tex(uv).*
L804[12:51:46] <gigaherz> my gues is it
won't take long for those names to be replicated into the
Tessellator/WorldRenderer
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L809[12:59:56] <Thutmose> there is also
Tezzelator.instance to use
L810[13:06:23] <gigaherz> there is? oh,
there is!
L811[13:10:24] <killjoy> Most of the
realms classes are wrappers with mojang names
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L816[13:13:56] <gigaherz> killjoy: yeah
that's what makes it interesting
L817[13:14:09] <gigaherz> *why* do they
need those wrappers at all?
L818[13:14:29] <killjoy> Maybe the realms
lib is expecting them to exist
L819[13:14:34] <gigaherz> do they need
those names unobfuscated?
L820[13:14:43] <killjoy> but ctrl+shift+G
finds no matches
L821[13:15:12] <anders> I get the default
cube instead of my texture as stack icon...
L822[13:15:19] <gigaherz> maybe something
relatedto RPC ;P
L823[13:15:21] <gigaherz> anders:
L824[13:15:33] <gigaherz> do you have the
model registered on your client proxy?
L825[13:15:45] <anders> Eh, no?
L827[13:16:08] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L828[13:16:19] <gigaherz> needs to be
called for anythingthat you want having an icon in the
inventory
L829[13:16:23] <anders> I run this
locally, doesnt matter?
L830[13:16:23] <Nappy> o/
L831[13:16:29] <gigaherz> (or in ground or
otherwise, in item form)
L832[13:17:11] <gigaherz> what does
"locally" mean in this context?
L833[13:17:16] <gigaherz> the resource
system is part of the client
L834[13:17:33] <gigaherz> it doesn't
matter if it's "local" or not
L835[13:17:37] <anders> oh, ok
L836[13:17:42] <gigaherz> you need to
specify the "filename" inside the jar
L837[13:17:50] <gigaherz> and I put it in
quotes because it's not really a filename per se
L838[13:19:18] <anders> I can also
subclass CommonProxy, right?
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L841[13:20:24] <anders> Oh, wait, thats a
class defined inside a mod I am looking at, never mind
L842[13:22:05] <gigaherz> the
"typical" tutorial suggests having a CommonProxy, and
inheriting ClientProxy and ServerProxy from it
L843[13:22:13] <gigaherz> but I was
suggested to use an interface instead
L844[13:22:26] <gigaherz> so my mod has
ISideProxy, and I implement that
L845[13:23:01] *
diesieben07 slaps gigaherz for I prefix
L846[13:24:17] *
TehNut prefers the I prefix
L847[13:24:45] *
diesieben07 slaps TehNut as well
L848[13:24:55] <gigaherz> diesieben07: I
grew as a programmer in the C++/C# world
L849[13:25:10] <gigaherz> you won't take
the I prefix away from me! ;P
L850[13:25:14] <diesieben07> you can get
past your past, man
L851[13:25:18] <diesieben07> you are
better than that, i believe in you!
L852[13:25:23] <gigaherz> nah I'm still
primarily a C#developer
L853[13:25:31] <gigaherz> who happens to
have minecraft modding as a hobby
L854[13:26:47] <diesieben07> C#s
convention just seem horrible to me
L855[13:26:49] <diesieben07> but lets not
go there
L856[13:28:38] <gigaherz> yeah ;P
L857[13:30:15] <anders> Interesting that
no effort has been made to describe what those proxies do
L858[13:31:17] <diesieben07> because it is
expected that you know java when modding
L859[13:31:31] <diesieben07> and proxies
are just the implementation of a very basic java concept:
inheritance.
L860[13:33:03] <anders> I thought it was a
basic framework concept
L861[13:33:13] <gigaherz> anders: a proxy
is a basic design pattern
L862[13:33:20] <gigaherz> something you
are taught when you study programming
L863[13:33:33] <gigaherz> applied to
minecraft
L864[13:33:38] <Cypher121> proxy ->
client/server proxy is inheritance
L865[13:34:01] <gigaherz> it's simply a
way to have different code for the client and the dedicated
server
L866[13:34:08] <Cypher121> annotation and
external assignment is not inheritance
L867[13:34:09] <karlthepagan> also see
"Delegate"
L868[13:34:13] <gigaherz> since not 100%
of the code is shared
L869[13:37:08] <anders> Give me an example
of code that is not shared then
L870[13:37:38] <Cypher121> rendering
L871[13:37:55] <anders> Then all clients
will not know how to render a mob I have defined
L872[13:37:58] <anders> ?
L873[13:38:22] <Cypher121> no, only
clients will know that
L874[13:38:27] <Cypher121> servers
won't
L875[13:38:52] <Cypher121> so your
client-side proxy will have all sorts of renderer registration, for
example
L876[13:38:54] <anders> Ah, yeah, the mod
is not transferred via the server, right?
L877[13:41:20] <killjoy> Did the sig of
func_78480_b (updateCameraAndRender) change in 1.8.8?
L878[13:43:27] <diesieben07> yes, it has a
long now
L879[13:43:45] <diesieben07> its
func_181560_a now, too
L880[13:44:04] <diesieben07> the long is
System.nanoTime
L881[13:44:06] <diesieben07> not sure what
for
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L883[13:48:51] <killjoy> J is boolean,
right?
L884[13:49:18] <diesieben07> no
L885[13:49:21] <diesieben07> Z is boolean,
J is long
L886[13:50:21] <killjoy> kay
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L888[14:00:28] <sham1> Z is also
Integer
L889[14:00:46] <sham1> (well in bytecode
booleans are just integers so...)
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L892[14:02:09] <diesieben07> sham1, no. I
is integer
L893[14:02:18] <sham1> Now that makes no
sense to me
L894[14:02:26] <diesieben07> and in method
and field signatures boolean stays boolean, so Z
L895[14:02:33] <diesieben07> only on the
stack and in local vars there is no boolean
L896[14:02:52] <sham1> Z should be integer
because that is what it would be in mathematics
L897[14:03:11] <diesieben07> and even
there the proper types are retained and the the verifier yells at
you if you treat a Z as an I
L898[14:03:24] <sham1> Hmm
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L904[14:23:21] <diesieben07> dafuq is
PaleMoon
L905[14:23:30] <Cypher121> firefox
fork
L906[14:23:48] <diesieben07> ah
L907[14:24:02] <diesieben07> well,
browsers dont care abotu file extensions
L908[14:24:08] <diesieben07> they care
about mime types
L909[14:24:18] <diesieben07> afaik
L910[14:24:27] <Cypher121> funnily enough
it still opened it in notepad
L911[14:24:34] <diesieben07> lol
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L915[14:43:21] <sham1> not many things
care about file extensions
L916[14:43:26] <sham1> Windows does
L917[14:43:41] <diesieben07> true
that
L918[14:43:45] <sham1> But that is more
for the default programs binded to certain files
L919[14:43:59] <diesieben07> which is very
broken in win 10 btw
L920[14:44:33] <sham1> >Win10
L921[14:44:36] <sham1> >Broken
L922[14:44:41] <sham1> What else is
new
L923[14:45:23] <diesieben07> oh stop
it
L924[14:45:29] <diesieben07> win 10 is not
as bad as people mak eit
L925[14:45:41] <sham1> I know
L926[14:45:43] <sham1> I have it
L927[14:46:12] <sham1> but some things
certainly are kinda shady on part of M$
L928[14:47:39] <sham1> Like for instance
the "Oh, we have an update, but we shall not tell you by
default, you have to change that"
L929[14:47:47] <killjoy> Windows 10 SR1
broke my wifi
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L931[14:50:10] <Soni> is 1.8.8
usable?
L932[14:50:19] <gigaherz> usable,
yes
L933[14:50:22] <gigaherz> fully stable,
no
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L935[14:50:45] <gigaherz> but people need
to use it in order to get the polishing it needs
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L937[14:50:52] <Soni> and how do I update
my mods to 1.8.8? I heard there was some issue with mappings?
L938[14:50:56] <gigaherz> nah
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L940[14:51:02] <gigaherz> the issue is
with fg2.1
L941[14:51:13] <gigaherz> upgrading to
1.8.8 means opening your build.gradle
L942[14:51:24] <gigaherz> switching to
"bleeding edge" gradle 2.1-SNAPSHOT
L943[14:51:35] <anders> I init my item in
the proxy, but still no texture is showing when I run the game,
only the default cube
L944[14:51:37] <gigaherz> switching the
mappings to 20151122 or newer
L945[14:51:52] <Soni> gradle 2.1-snapshot?
I'm on gradle 2.8
L946[14:51:57] <gigaherz>
forgegradle
L947[14:52:05] <gigaherz> not gradle
Xd
L948[14:52:11] <gigaherz> look
L950[14:52:27] <gigaherz> this is a
working template that I used yesterday
L951[14:52:32] <gigaherz> there's a newer
revision of forge now
L952[14:52:38] <gigaherz> so you may want
to use that instead of 1576
L953[14:52:45] <gigaherz> there's also
nere mappings
L954[14:52:49] <gigaherz> so feel
free
L955[14:52:52] <gigaherz> but big
note
L956[14:53:00] <gigaherz> there's an issue
in fg2.1 snapshots
L957[14:53:12] <gigaherz> where fg will
use a lot of memory during the decompiling phase
L958[14:53:22] <gigaherz> and it takes a
lot longer than usual
L959[14:53:24] <gigaherz> so be
patient
L960[14:53:32] <gigaherz> and run gradlew
from cmdline instead of IDEA ;p
L961[14:53:45] <gigaherz> (IDEA doesn't
give it enough ram and it will crash)
L962[14:54:03] <gigaherz> it took over 15
minutes for ThePsionic
L963[14:54:06] <Soni> what about
eclipse?
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L965[14:54:10] <gigaherz> 5 or so for
me
L966[14:54:11] <gigaherz> dunno
L967[14:54:16] <ThePsionic> rip
L968[14:54:18] <gigaherz> just run gradlew
from cmdline to be sure
L969[14:54:24] <gigaherz> and be patient
;P
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L971[14:54:48] <anders> Seems my
CommonProxy object will get injected, In the init handler for my
mod, I call proxy.init(event), in that init handler, I call
GameRegistry.registerItem(cheese = new Cheese(),
"cheese");
L972[14:54:53] <Soni> so why does it take
more RAM?
L973[14:54:59] <anders> Still no cheese
icon when I run the mod :)
L974[14:55:17] <Cypher121> that
L975[14:55:18] <Soni> ... actually I'll
take that to #ForgeGradle
L976[14:55:38] <Cypher121> that's probably
because you didn't register icon for the item
L977[14:55:50] <gigaherz> anders: can you
show your mod class and your proxy class?
L978[14:55:50] <anders> Should I also add
recipes in the proxy?
L979[14:55:58] <gigaherz> use gist so you
can paste both files at once
L980[14:56:00] <gigaherz> no
L981[14:56:03] <anders> Hm, wonder how I
could do that in a suitable way
L982[14:56:05] <anders> Ah, ok
L983[14:56:05] <gigaherz> the proxy is
only for client-specific things
L984[14:56:16] <gigaherz> registering
items and such should be in the @Mod class
L985[14:56:28] <gigaherz> only the
rendering stuffs go in the proxy
L986[14:56:53] <Cypher121> is there still
something that should be done server-only?
L987[14:57:04] <Cypher121> init-wise I
mean
L988[14:57:09] <gigaherz> not that I'm
aware of
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L990[14:57:28] <gigaherz> since the client
also needs everything
L991[14:57:30] <gigaherz> well
L992[14:57:33] <gigaherz> there's some
exceptions
L993[14:57:38] <gigaherz>
server-management tools basically
L994[14:57:54] <gigaherz> but those
shouldn't require a client side at all
L995[14:58:02] <gigaherz> just be
"server jars" of sorts
L996[14:58:10] <Cypher121> yeah,
probably
L997[14:58:22] <gigaherz> so I
suppose
L998[14:58:32] <gigaherz> the only
thingyou'd want with server-specific tools
L999[14:58:35] <gigaherz> are unified
jars
L1000[14:58:40] <gigaherz> with the
server management UI in the client
L1001[14:58:44] <gigaherz> and the server
management host in the server
L1002[14:59:11] <gigaherz> if there's
anything else that's @SideOnly(server), I'm not aware of it
L1004[14:59:20] <anders> I have never
done a gist before
L1005[14:59:27] <gigaherz> gist is just a
fancy pastebin
L1006[14:59:34] <gigaherz> not a
folder
L1007[14:59:55] <anders> yeah, but
information about where files are can also come in handy
L1008[15:00:00] <diesieben07> first, your
ModID should be all lowercase.
L1009[15:00:04] <anders> Lets assume some
periods are slashes
L1010[15:00:04] <gigaherz> uhm
L1011[15:00:08] <gigaherz> registerItem
should be in preinit
L1012[15:00:10] <gigaherz> in the main
mod class
L1013[15:00:12] <gigaherz> NOT the
proxy
L1014[15:00:24] <gigaherz> the proxy
should have the ModelLoader.setCustomModelResourceLocation
L1015[15:01:21] <gigaherz> this is a very
simple mod I made a while ago as a test for 1.8 modding
L1017[15:01:45] <gigaherz> it shows the
general structure
L1018[15:01:47] <gigaherz> with one
caveat
L1019[15:01:54] ***
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L1020[15:01:57] <gigaherz> this was done
before ModelLoader existed
L1022[15:02:03] <gigaherz> so it's using
an older method in the client proxy
L1023[15:02:26] <gigaherz> what you want
to do for an item is this
L1025[15:02:53] <gigaherz> the itemName
param in that function would be your json filename so like
cheese.json, itemName = "cheese"
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L1028[15:07:21] <ThePsionic>
CHEEEEEEEEEEEEEEEESE
L1029[15:07:29] <ThePsionic> ok that's my
contribution for tonight
L1030[15:08:29]
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L1031[15:08:44] <gigaherz> thank you.
appreciated.
L1032[15:09:17]
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L1033[15:09:19] <Pennyw95> ewhat
L1035[15:09:27] <Pennyw95> what is
UnlistedProperty?
L1036[15:09:52] <anders> gigaherz: Should
not @Mod.EventHandler be before that public void preInit()
line?
L1037[15:09:59] <diesieben07> a property
whose values are not a well defined set
L1038[15:10:05] <diesieben07> Pennyw95,
^
L1039[15:10:16] <gigaherz> @EventHandler
is the same as @Mod.EventHandler
L1040[15:10:22] <gigaherz> I just have it
imported explicitly instead of indirectly
L1041[15:10:50] <gigaherz> Pennyw95:
normally Minecraft enumerates ALL the values for ALL the
properties, andstores them in a table
L1042[15:10:57] <gigaherz> and binds a
Model to each
L1043[15:11:09] <gigaherz> unlisted ones
let you define values dynamically bypassing that table
L1044[15:11:14] <Pennyw95> so does it
exist because of performance?
L1045[15:11:16] <gigaherz> but that means
it only works client-side for rendering purposes only
L1046[15:11:23] <anders> gigaherz: But I
do not see @EventHandler there either
L1047[15:11:29] <gigaherz> anders: look
closely ;p
L1049[15:11:32] <diesieben07> no it
exists so that you can store e.g. a String in your block state if
you wish to
L1051[15:11:43] <gigaherz> it's in the
@Mod class
L1052[15:11:44] <diesieben07> you cant do
that wiht normal properties unless you enumerate ALL strings that
exist, whcih is crazy
L1053[15:12:00] <gigaherz> the proxy gets
called BY the mod class
L1054[15:12:07] <gigaherz> it's not an
event handler
L1055[15:12:14]
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L1056[15:12:46] <gigaherz> really the
proxy is free-form
L1057[15:12:53] <gigaherz> you call it
because you want to
L1058[15:12:56] <gigaherz> it has the
methods you define
L1059[15:13:07] <gigaherz> I used to
follow tutorials and use a "registerRenderers()"
method
L1060[15:13:13] <gigaherz> but I have
changed my design since then
L1061[15:13:19] <gigaherz> I now prefer
thep roxy to have .preInit and .init
L1062[15:13:27] <gigaherz> and then call
them from the respective event handlers in the @Mod
L1063[15:13:33] <Pennyw95> Oh ok...so is
there a difference between using UnlistedProperty and a standrd
PropertyBool if I want to use them in getActualState?
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L1065[15:18:18] <gigaherz> yes
L1066[15:18:36] <gigaherz> the unlisted
property is NOT mapped to a different model, unless you use a
custom state mapper
L1067[15:18:42] <gigaherz> it will not
appear in the blockstates string
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L1069[15:18:49] <gigaherz> so if you
had
L1070[15:18:54] <gigaherz>
"powered=true/false"
L1071[15:18:57] <gigaherz> and thne you
add
L1072[15:19:08] <gigaherz> and unlisted
property called "toggled"
L1073[15:19:20] <gigaherz> you won't be
able to write "powered=true,toggled=tru"
L1074[15:19:42] <gigaherz> it will reuse
powered=true independently of the contents ofthe unlisted
property
L1075[15:20:05] <gigaherz> that makes
them very useful to store animation states
L1076[15:20:37] <gigaherz> you return the
animation time in an unlisted property, and then you keep
refreshing every time getActualState gets called
L1077[15:20:42] <Pennyw95> Oh, I
see
L1078[15:20:44] <gigaherz> and keep in
mind, getActualState is client-only
L1079[15:20:52] <gigaherz> used for
rendering
L1080[15:20:56] <gigaherz> so like
L1081[15:21:00] <gigaherz> the
connections between fences
L1082[15:21:06] <gigaherz> can be toggled
on the client
L1083[15:21:10] <gigaherz> even though
the server doesn't care
L1084[15:21:45] <gigaherz> so the
blockstate is generic, but getActualState can be
neighbour-dependant
L1085[15:21:49] <gigaherz> or
TileEntity-dependant
L1086[15:22:10] <Pennyw95> yes, i'm using
it to render side walls on my multiblock
L1087[15:22:27] <gigaherz> (in the case
of the TE, it's your responsibility to synchronize just enough data
that the client can choose the right rendering state, but doesn't
necessarily know all the internal values)
L1088[15:22:52] <Pennyw95> hmmm okay
then, thanks :D
L1089[15:24:19] <Pennyw95> Well this
seems an effort to make TESR not as essential as before
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L1091[15:28:36] <gigaherz> replaces the
IsimpleBlockRenderingHandler, not the TESR
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L1101[15:52:25] <Pennyw95> Suppose I want
my multiblock to have 3 sets of textures for 3 different variants
of it...is it mandatory to have 3 identical models that only differ
in the texture?
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L1104[15:53:09] <Ivorius> MattDahEpic,
apart from the fact that some providers store their generated
features / structures in a list and test for intersections on
generation...
L1105[15:54:15] <MattDahEpic> Ivorius,
well as of right now that code clears the entire chunk
L1106[15:54:43] <MattDahEpic> just sets
the entire thing to air
L1107[15:55:26] <Ivorius> Well
L1108[15:55:32] <Ivorius> IBlockState
blockState = newChunk.getBlockState(pos);
L1109[15:55:40] <Ivorius> Your blockstate
is static
L1110[15:55:55] <Ivorius> Debug your
values man
L1111[15:58:35] <MattDahEpic> 1am code at
its best
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L1113[16:01:03] <Pennyw95> Seriously, is
there another way? there must be one, having 3x the blockstates
variables I have right now just for adding texture variants seems
overkill...
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L1115[16:02:57] <Ivorius> That's
premature optimization man
L1116[16:03:06] <Ivorius> A texture
mapping is part of a model
L1117[16:03:21] <MoxieGrrl> Premature
Optimization Man sounds like a really crappy super hero.
L1118[16:03:31] <Ivorius> It makes sense
to have a new model for just a changed texture, even if they might
share the vertices otherwise
L1119[16:04:07] <Ivorius> Hell, in many
setups that's like half the data
L1120[16:04:44] <Pennyw95> Ok then...I
have like 5 different models in my enum...I guess I'll fill my
metadata
L1121[16:04:58] <Pennyw95> for smaller
parts I'll use a TESR so this should work
L1122[16:05:55] <LexManos> -/me whispers
'Forge Blockstats.json...'
L1123[16:06:27] <LexManos> donmt use a
tesr for anything except animations -.-
L1124[16:07:18] <Pennyw95> erm well I did
that but some pieces were 1/4 of a block large and needed so many
rotations I ran out of memory
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L1126[16:07:29] <MalkContent> if i have a
block that has like an "open" and "closed"
state, would i use a tesr for the animation?
L1127[16:07:34] <MalkContent> in
between
L1128[16:07:35] <masa> hmm, I wonder if I
should try to clean up my old/current 1.8 port, or scrap the entire
mess and re-port the latest 1.7.10 version for 1.8.8...
L1129[16:07:55] <LexManos> then you're
doing it wrong
L1130[16:08:02] <LexManos> because that
shouldnt be that much memory
L1131[16:08:29] <LexManos> Malk, I've
wanted fry|sleep to make an example using chests, i think hes got
one working recently.
L1132[16:08:43] <Pennyw95> I guess making
a model for every rotation instead of rotating it would
work...
L1133[16:08:48] <LexManos> Basically the
bottom part would be a normal model, and when closed/open it would
be normal model
L1134[16:09:01] <LexManos> but when
moving the lid would be a tesr
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L1137[16:09:12] <LexManos> ...
L1138[16:09:13] <MalkContent> sweet
L1139[16:09:15] <[NK]Ghost> sup Lex
L1140[16:09:20] <LexManos> a model for
every rotation...
L1141[16:09:23] <LexManos> no that's
dumb
L1142[16:09:32] <LexManos> yo ghost how
goes?
L1143[16:09:42] <[NK]Ghost> doing alright
- you gonna be at South this year?
L1144[16:10:01] <LexManos> ya the plan is
to do the tour again, curse before south, south, then you
guys.
L1145[16:10:09] <MalkContent> my idea had
been that there might be like a "currentRot"
blockstate
L1146[16:10:11] <[NK]Ghost> nice
L1147[16:10:20] <MalkContent> that
rotates the lid, in this case
L1148[16:10:23] <[NK]Ghost> I'll be at
South only this year, going with a friend
L1149[16:11:08] <LexManos> fun fun,
you'll have to stop by the forge ranch sometime ;)
L1150[16:11:15] <MalkContent> but i wasnt
sure if that would be an efficient thing to do
L1151[16:11:34] <[NK]Ghost> I know :o
btw, I am going against my better judgement and attempting a
minecraft mod with another friend of mine haha
L1152[16:11:43] <LexManos> naw you
wouldnt want the animations in the chunk renderer as that causes
the entire chunk to re-render.
L1153[16:11:50] <LexManos> God
speed
L1154[16:11:53] <[NK]Ghost> haha
L1155[16:12:43] <LexManos> Malk: pretty
sure fry has everything setup for animations, you'd have to ask him
tho. As I tend to stick away from rendering crap u.u But it should
all be good to go and if he hasn't yet he should write up a example
for animations.
L1156[16:12:47] <LexManos> So harp on him
for me.
L1157[16:13:35] <gigaherz> MalkContent:
remember what uses TESR in vanilla minecraft: chests and enchanting
tables.
L1158[16:13:47] <gigaherz> (the lid and
the book, respectively)
L1159[16:14:10] <MalkContent> mkay :)
good to know that it's almost easy going once i get the model from
blender into mc
L1160[16:14:16] <LexManos> Vanilla uses
tesrs for the entire thing, but yes the proper way would be to use
a hybrid of the two.
L1161[16:14:23] <MalkContent> he said and
wept bitter tears of denial
L1162[16:14:37] <gigaherz> wait chests
yeah
L1163[16:14:44] <gigaherz> but the
enchanting table has the "slab" in a json model
L1164[16:14:51] <gigaherz> and only
TESR's the book, iirc?
L1165[16:15:02] <LexManos> yes but the
slab is still rendered by the tesr IIRC.
L1166[16:15:07] <gigaherz> ah weird
L1167[16:15:09] <LexManos> it just loads
the model.
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L1192[17:04:33] <ThePsionic> YESSSS
L1193[17:05:08] <gigaherz> yay :)
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L1199[17:08:06] <karlthepagan> wait...
1.8.8 is running ci now? grats everyone: c p w, l e x, r a i n,
etc
L1201[17:09:57] <gigaherz> it's ok to say
lex
L1202[17:10:05] <gigaherz> he just
doesn't like getting pinged (full nickname)
L1203[17:10:06] <ThePsionic> In 1.8 the
bold text was just separated by a lot of spacing, yet normal
characters :P
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L1205[17:15:34] <ThePsionic> Time to get
the newest Forge version for 1.8.8 and remove the FML bus :D
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L1208[17:20:09] <EternalDeiwos> would
anyone have an idea as to where I might find the logic behind the
client/server mod compatibility checking in the forge source code?
or at least where I can start looking?
L1209[17:23:52] <ThePsionic> Hm
L1210[17:24:09] <ThePsionic> Looking
through the changelog, it seems to screw up whenever 1.7.10 is
updated :P
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L1212[17:30:33] <ThePsionic> How do I
require at least a certain version of Forge on my mod again?
L1213[17:31:18] <karlthepagan> @Mod
annotation?
L1214[17:31:31] <ThePsionic> I got that
far
L1215[17:31:42] <ThePsionic> What do I do
*inside* of it
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L1221[17:38:19] <ThePsionic>
karlthepagan: don't leave me hanging like this :\
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L1223[17:38:48] <TehNut>
dependencies="Forge@[VERSION]"
L1224[17:38:49] <TehNut> I think
L1225[17:39:03] <TehNut> If you want any
version past, Forge@[VERSION,)
L1226[17:40:36] <ThePsionic> Top
L1227[17:41:14] <karlthepagan>
ThePsionic, soz, sec, let me look at the implementation
L1228[17:41:37] <karlthepagan> oh yea
TehNut got you
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L1230[17:44:05] <ThePsionic> TehNut:
Would it be the full version or just the base (so
1.8.8-11.14.4.1584-1.8.8 vs 11.14.4.1584)
L1231[17:44:33] <TehNut> Full I
believe
L1232[17:44:43] <TehNut> Are you trying
to require a 1.8.8 Forge so it only runs on 1.8.8?
L1233[17:44:49] <TehNut> Or because you
need that one specific build
L1234[17:45:02] <ThePsionic> I need the
specific build
L1235[17:45:09] <TehNut> Ah, then
yeah
L1236[17:45:14] <TehNut> Whatever it's
full version is
L1237[17:45:35] <ThePsionic>
1.8.8-11.14.4.1584-1.8.8 then
L1238[17:46:06] <ThePsionic> Hrm
L1239[17:46:07] <ThePsionic> [00:54:22]
[Client thread/WARN]: Unable to parse dependency string
Forge@[1.8.8-11.14.4.1584-1.8.8,)
L1240[17:47:02] <ThePsionic> Oh it's
required-after:Forge@whatever
L1241[17:47:11] <TehNut> yeah
L1242[17:47:46] <TehNut> Also from the
ingame mod list, it appears to just be 11.14.4.1584
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L1244[17:51:00] <ThePsionic> The full
version works too, apparently, but I might just truncate it
L1245[17:51:05] <ThePsionic> For
simplicity's sake
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L1260[18:28:27] <gudenau> Hello!
L1261[18:29:10] <gudenau> How do I check
if two ItemStacks have equal NBT, damage and item types? The stack
size does not mater.
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L1263[18:31:04] <TehNut>
ItemStack#areItemStacksEqual()
L1264[18:32:42] <gigaherz> that checks
for stack size ;P
L1265[18:33:55] <gigaherz> you want
areItemsEqual(a,b) && areItemStackTagsEqual(a,b)
L1266[18:34:28] <gigaherz> the former
checks item+dmg, the latter just the tag
L1267[18:34:39] <gudenau> Thanks!
L1268[18:34:44] <gudenau> Nice
name.
L1269[18:35:09] <gigaherz> name?
L1270[18:35:26] <gudenau> gigaherz
L1271[18:35:55] <gigaherz> thanks, I
suppose ;P
L1272[18:36:40]
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L1273[18:37:19] <gudenau> Byte.
L1274[18:37:19] <gudenau> (Origanaly a
type-o, decided to keep it)
L1275[18:38:21]
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L1276[18:39:08] *
gigaherz wonders what that was about
L1277[18:40:08] <TehNut> I was just
giving the method name, not the exact one of them to use
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L1279[18:44:00] <Cypher121> !gm
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L1281[18:56:57] <Thutmose> I think the
changes for the villager registry from the PR I made for the 1.8
branch were not affected by the change to 1.8.8, would I need to
make a new PR anyway?
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L1293[19:58:26] <gigaherz> ah nice I
noticed the latest MDK should have fg2.1-snapshot used by default
:)
L1294[20:09:35] <GhostfromTexas> yay..
texture and modeling *grumbles the programmer*
L1295[20:12:45] <gigaherz> XD
L1296[20:16:01] ***
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L1297[20:22:48] <gigaherz> hmf
L1298[20:23:15] <gigaherz> can I make a
block darken light, cause suffocation damage, but at the same time
not black out the screen when you are inside?
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L1310[21:08:43] <Thutmose> cpw, should I
re-do PR#2193 for 1.8.8? I don't think it would have changed any,
at least there were no changes to that part of the code as of
yesterday
L1311[21:08:59] <cpw> what did it
do?
L1312[21:09:17] <Thutmose> the villager
regsitry
L1313[21:09:41] <cpw> ah yeah
L1314[21:10:40] <Thutmose> do I close
that one and make a new PR for the other branch? or can it be
merged as is? nothing in the 1.8.8 update affected anything in that
PR
L1315[21:11:31] *
Thutmose does not know much about use of git, or how it
works
L1316[21:12:25]
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L1317[21:16:38] <GhostfromTexas> New to
modding, but not sure what to look up on google.,, can someone
point me in the right direction on how you give a block breaking
resistance.. like the value for how long you have to dig at an item
before it breaks?
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L1319[21:17:46] <GhostfromTexas> hardest
part I am finding for modding so far is just searching for the API
you want to deal with haha
L1320[21:18:12] <GhostfromTexas> ooh
hardness.. hmm ok
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L1322[21:18:45] <masa>
Block.setHardness() yeah
L1323[21:19:58] <GhostfromTexas> thanks
:D
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L1325[21:20:08] <GhostfromTexas> yeah was
browsing through the block class, trying to find it haha
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L1330[21:38:25] <Cazzar> Well, that was
an idiotic move of me
L1331[21:38:46] <TehNut> Yes, yes it
was.
L1332[21:38:51] <Cazzar> I had a
function, to essentially do: return a & ~b
L1333[21:39:16] <Cazzar> Which, I
immediately used it's return value, so I changed it to a &=
~b
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L1340[21:54:14] <MattDahEpic> will 1.8.8
jars built on the beta forges need to be rebuilt for nonbeta
forges?
L1341[21:56:24] <killjoy> I don't think
any breaking changes have been made yet.
L1342[21:56:32] <killjoy> But I don't
know if there willb e
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L1347[22:09:42] <gigaherz> MattDahEpic:
don't depend on it.
L1348[22:10:17] <gigaherz> if you want to
release anything, mark it as beta/experimental for now, I'd
say
L1349[22:10:29] <gigaherz> night
ppl
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L1352[22:15:36] <killjoy> So far, I've
just seen some methods marked as Deprecated
L1353[22:17:24] <Cazzar> That's nice to
know in regex
L1354[22:17:36] <Cazzar> \w covers
non-english word chars
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L1387[23:48:54] <williewillus> how do i
pass arguments like --username to gradle runClient?
L1388[23:50:12] <xaero> runClient is a
JavaExec task IIRC
L1390[23:53:14] <AbrarSyed> in FG 1.2 (MC
1.7) you can do -PrunArgs="--username myusername --password
etc"
L1391[23:53:26] <killjoy>
minecraft.clientJvmArgs += ["-DmyArgs]
L1392[23:53:26] <AbrarSyed> in Fg2+, no
such way atm.. need to reimplement that feature
L1393[23:53:41] <killjoy> Oh, that's
jvm
L1394[23:54:17] <AbrarSyed> oh yeah.. in
FG2 I added those.. forgot..
L1395[23:54:27] <AbrarSyed>
minecraft.clientRunArgs += ... also works
L1396[23:54:30] <killjoy>
minecraft.clientRunArgs
L1397[23:54:38] <AbrarSyed> + server and
jvm variations
L1398[23:57:29] <killjoy> Has anyone done
a twitch plays sysadmin?
L1399[23:58:08] <illyohs> Oh god
L1400[23:58:21] <killjoy> I want to see
twitch set up a linux box
L1401[23:58:40] <illyohs> they already
did twitch installs arch linux
L1402[23:58:47] <killjoy> good
enough
L1403[23:59:36] <killjoy> Hm... that
background