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L22[00:58:58] <sham1> Anyone have anything
interesting going on
L23[00:59:31] <karlthepagan> back from
vacay, figurin out my minecraft mod... but taking a wind-down in
game
L24[00:59:56] <sham1> Hmrm
L25[01:00:02] <karlthepagan> might need to
make a generic proxy block
L26[01:00:02] <sham1> Sounds fun...
L27[01:00:44] <karlthepagan> basically I'm
going to use teleporter to generate obsidian bounded rooms with
random special blocks to be proxies for blocks in another dim
L28[01:00:50] <karlthepagan> err bedrock
bounded
L29[01:01:13] <karlthepagan> goal being
functional tinyblocks without the fancy rendering
L30[01:01:17] <sham1> Was about to create a
serializable adaptor for BlockPos, but then I remembered that I
have to go to school
L31[01:01:29] <karlthepagan> kek
L32[01:02:16] <sham1> Was trying to
serialize a javabean I made for my packet when I realized that
blockpos does not serialize
L34[01:02:42] <Jon> I can't launch the game
at all no matter what I seem to do
L35[01:03:25] <sham1> It can't find a
necessary class
L36[01:03:34] <karlthepagan> looks like you
need to declare a dependency on apache commons lang
L37[01:03:35] <sham1> Method even
L38[01:03:51] <Jon> should FG not be doing
that automatically?
L39[01:04:00] <karlthepagan> probably
L40[01:04:06] <sham1> Yeah
L41[01:04:42] <sham1> Try to run
setupDecompWorkspace with --refresh-dependencies
L42[01:04:59] <Jon> I have, cleared caches
too
L43[01:05:16] <Jon> The library is also
linked as a dependency
L44[01:06:06] <karlthepagan> peraps in your
modinfo?
L45[01:06:14] <karlthepagan> i don't know,
never seen this issue :/
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L48[01:07:00] <sham1> You should ask the
guys in #ForgeGradle, they know more about this stuff, assuming it
is related to fg
L49[01:07:23] <Jon> I'll go ask
L52[01:09:39] <Wuppy> \o/ Just cause 3
today
L53[01:10:04] <sham1> Sounds fun
L54[01:10:28] <Wuppy> the options screen
alone makes me damn happy
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L60[01:15:41] <sham1> Meanwhile, after this
exam, I'll go home and figure out if nulls serialize in a way that
works
L61[01:17:55] <sham1> Because if not, I
actually have to be smart about what I am doing
L62[01:18:31] <sham1> And that's never
fun
L63[01:25:47] <Wuppy> oh I hate being smart
:P
L64[01:28:56] <sham1> It's overrated
L65[01:33:22] <karlthepagan> every time i
try to be smart i forget what i was doing
L66[01:33:27] <karlthepagan> simple
solutions ftw
L67[01:34:22] <fry> "Everyone knows
that debugging is twice as hard as writing a program in the first
place. So if you're as clever as you can be when you write it, how
will you ever debug it?" - Brian Kernighan
L68[01:34:39] <Wuppy> ^ that is actually an
excellent point
L69[01:34:40] <karlthepagan> I should
figure out how people are implementing non-redstone power
L70[01:34:57] <fry> greenstone! :P
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L72[01:36:24] <karlthepagan> looks like
it's defunct ;(
L74[01:37:59] <karlthepagan> er, yeah
ded
L75[01:38:04] <karlthepagan> zzzzzz
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L87[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151201 mappings to Forge Maven.
L88[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151201-1.8.8.zip
(mappings = "snapshot_20151201" in build.gradle).
L89[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/
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L111[03:19:01] <OrionOnline> Hello
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L113[03:21:37] <OrionOnline> Do armor
models have a JSON file, that declares them, in 1.8, too?
L114[03:22:00] <sham1> Erm
L115[03:22:19] <sham1> By all means they
should, not sure though, away from ide
L116[03:23:47] <OrionOnline> Cause i was
reading stuff about the 1.9 update stating that they would be
introduced then
L117[03:24:19] <sham1> Hmm
L118[03:24:41] <sham1> They propably come
the same time as itemstates
L119[03:25:22] <LexManos> Entities do not
use json models no.
L120[03:26:11] <OrionOnline> Okey
L121[03:26:16] <OrionOnline> So that is
one thing less to port
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L123[03:28:56] <sham1> Yet
L124[03:29:21] <LexManos> Yes, its a yet,
things do develop over time.
L125[03:30:10] <OrionOnline> I know, but i
have a lot of other things still to port over, i like the
GLStateManager and the TextureAtlasSprites though
L126[03:30:24] <OrionOnline> Definetly
worth going from 1.7.x to 1.8.x
L127[03:30:41] <OrionOnline> As well as
the generics, Lex you are awesome
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L129[03:33:33] <sham1> Yeah, the generics
are like the best thing to happen for modding
L130[03:34:19] <tterrag> I almost drooled
when I saw IProperty<T extends Comparable<T>>
L131[03:34:27] <tterrag> finally
blockstates are usable
L132[03:34:44] <fry> "generics - best
thing since sliced sheets" :P
L133[03:35:03] <OrionOnline> fry,
exactly
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L135[03:35:32] <OrionOnline> nearly as
good as nice for modding as a nice Burger with fries for your
Hunger and apatite :D
L136[03:35:37] <sham1> Generics - the best
thing since blockstate
L137[03:36:10] <OrionOnline> Yep
L138[03:36:41] <sham1> Blockstates being
one of *the* best things in 1.8
L139[03:36:52] <tterrag> I disagree
L140[03:37:02] <tterrag> I find them
pretty shallow and pointless
L141[03:37:10] <tterrag> so much work put
into them for it to just be a shallow abstraction of 4 bits
L142[03:37:15] <tterrag> kind of
disappointing
L143[03:37:40] <fry> they pave a way to
removing metadata later
L144[03:37:49] <sham1> Not just 4 bits,
because you can get more property values from the world
L145[03:37:52] <OrionOnline> tterrag,
yeah, i was hoping they would be more flexible
L146[03:37:57] <fry> just like block names
pave a way to remove block ids
L147[03:38:13] <tterrag> sham1: you could
do that before
L148[03:38:20] <tterrag> that's still just
a very shallow abstraction layer
L149[03:38:29] <tterrag> I was expecting a
complete removal of metadata
L150[03:38:31] <tterrag> and it may yet
happen
L151[03:38:41] <sham1> If you need more
properties than whatever you can store into 16 values, you can use
tile entity like always
L152[03:38:51] <tterrag> it's not too
crazy...you just need saved properties and contextual properties to
be differentiated
L153[03:38:54] <sham1> Ye
L154[03:39:03]
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L155[03:39:06] <tterrag> then the block
determines how many saved states it has total, and allocates that
many "ids" or whatever for itself
L156[03:39:15] <fry> nothing happens
overnight
L157[03:39:26] <tterrag> kind of what
happens now, except the 4 bit restriction (and conversion) is
gone
L159[03:39:26] <fry> and blockstates are
the logical first step
L160[03:39:28] <tterrag> fry: I
understand
L161[03:39:42] <tterrag> I'm hoping for
1.9, but it doesn't look like it's going to happen
L162[03:39:51] <tterrag> at least, mojang
hasn't stated any major changes to world format
L163[03:39:55] <sham1> I can see where
tterrag is coming from
L164[03:40:04] <fry> all the code doesn't
need to know about metadata now, except the actual storage
code
L165[03:40:11] <tterrag> sham1: this is
not a new idea for me
L166[03:40:15] <tterrag> I've discussed
thsi in here a few times
L167[03:40:19] <tterrag> the removal of
metadata that is
L168[03:40:28] <tterrag> if you think
about it, most blocks don't use metadata
L169[03:40:31]
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L170[03:40:33] <fry> what else could you
ask for without changing the save format? :P
L171[03:40:34] <tterrag> which is a waste
of 15 potential "ids"
L172[03:40:37] <sham1> Blockstates as a
wrapper for metadata really does not do that much
L173[03:40:53] <tterrag> if you get rid of
metadata...those blocks which never used it stop taking up those
IDs
L174[03:41:03] <tterrag> and because of
that you get an extra 4 bits worth of ID values to work with
L175[03:41:25] <boboch3> Hello guys. I
just notice that when I right click a block and open a Gui, the
"onGuiClosed" in my Gui class is called. Why? It that
normal? Thanks in advance for any help
L176[03:41:59] <sham1> Hmrm
L177[03:42:15] <sham1> Show your
code
L178[03:42:36] <tterrag> about 61 thousand
more IDs for blocks, assuming you can use negatives (you can't) so
maybe more like 30k
L179[03:42:38] <tterrag> that's a ton
:P
L180[03:42:47] <boboch3> wich part? It's a
TE with container mixed of crafting table and furnace
L181[03:43:00] <sham1> The gui opening
part
L182[03:43:06] <tterrag> boboch3: don't
open the GUI on the client and the servewr
L183[03:43:08] <tterrag> just the
server
L184[03:43:13] <tterrag> you are
effectively opening it twice
L185[03:43:19] <boboch3> yes it's what i'm
doing
L186[03:43:19] <fry> tterrag: won't
removing the limit altogether be better? :P
L187[03:43:23] <boboch3> server and
client
L188[03:43:25] <tterrag> fry:
absolutely
L189[03:43:26] <boboch3> I know it's
wrong
L190[03:43:33] <sham1> Then why u do
this
L191[03:43:34] <tterrag> and we've
discussed that in the past as well
L192[03:44:01] <OrionOnline> tterrag, yet
that would cause a major rift in the way MC stores its world
L193[03:44:04] <boboch3> but I need to
save a boolean on my TE when I open the GUI. If I only open in on
the client I can't save my boolean on the client unless with a
message. So i'm forced to use a message?
L194[03:44:15] <tterrag> if you cache an
ID map per chunk you could use a max of 65,536 IDs (2^16)
L195[03:44:23] <tterrag> which works out
fine
L196[03:44:28] <tterrag> since that's the
amount of data we save now
L197[03:44:30] <sham1> It should sync the
TE automagically
L198[03:44:37] <sham1> Don't quote me on
that though
L199[03:44:42] <sham1> Not sure
L200[03:44:44] <tterrag> no
L201[03:44:50] <tterrag> GUIs only ever
exist on the client
L202[03:44:53] <tterrag> opening it on
both sides changes nothing
L203[03:44:57] <esteth> dumb question: Is
there a good reason forge hasn't just forked minecraft instead of
doing all this patching nonsense?
L204[03:44:58] <tterrag> *only* do it on
the server
L205[03:44:58] <tterrag> period
L206[03:45:05] <fry> there's no reason for
0x10000 limit per chunk either
L207[03:45:06] <tterrag> esteth:
...forked...minecraft?
L208[03:45:09] <tterrag> the game is not
open source
L209[03:45:20] <esteth> tterrag: Right,
but we have the source code
L210[03:45:20] <OrionOnline> esteth, how
do you suggested forking a non open source game?
L211[03:45:21] <tterrag> fry: but...there
can only be that many blocks
L212[03:45:23] <boboch3> so I have to use
a �essage to store my boolean on the server too?
L213[03:45:27] <sham1> Eteth because MC is
closed source and copyright
L214[03:45:30] <OrionOnline> esteth, no we
do not
L215[03:45:32] <boboch3> on the client
*
L216[03:45:33] <tterrag> esteth: that
doesn't cover redistribution
L217[03:45:36] <esteth> Forge already
modifies the MC source code.
L218[03:45:36] <tterrag> and forge
effectively does fork MC
L219[03:45:37] <tterrag> via patches
L220[03:45:48] <esteth> tterrag: Ah, it's
a legal thing. Cool.
L221[03:46:00] <tterrag> of course. forge
can't just distribute MC code
L222[03:46:11] <sham1> We just
decompile
L223[03:46:14] <OrionOnline> tterrag, did
we not do that for a while in the Beta phase?
L224[03:46:16] <tterrag> fry: the reason
is that 16x16x256 = 2^16
L225[03:46:23] <tterrag> OrionOnline:
forge did for a long time
L226[03:46:25] <fry> I can count :P
L227[03:46:30] <tterrag> then we switched
to runtime patching
L228[03:46:35] <OrionOnline> Yeha
L229[03:46:41] <tterrag> fry: so why would
you ever need more than that?
L230[03:46:42] <OrionOnline> When FML came
around correct?
L231[03:46:48] <tterrag> not sure
L232[03:47:07] <tterrag> are you planning
for taller chunks fry?
L233[03:47:23] <tterrag> and the reason
you need a limit is so that you don't store unused
data...yes?
L234[03:47:52] <fry> that's my point, it's
not the limit that matters, it's the data structure you use
:P
L235[03:48:17] <fry> and choosing anything
with a hard limit doesn't give any good benefits :P
L236[03:48:38] <tterrag> how do you
propose dynamically saving 32 bit integers to truncate leading
0s?
L237[03:48:44] <OrionOnline> But would a
Change in WorldSave format be the worst if the saves it self
increased in FileSize, but would allow a lot more
flexibility?
L238[03:48:53] <tterrag> I suppose it's
doable but would again drastically change the world format
L239[03:49:13] <tterrag> my way (keeping
the 16 bit limit) would allow some of the format to be reused
L240[03:49:24] <fry> no point in keeping
"some" of the format :P
L241[03:49:36] <fry> since the change is
breaking anyway :P
L242[03:49:45] <OrionOnline> fry, correct
just rewrite everything
L243[03:49:46] <tterrag> there is for ease
of implementation
L244[03:49:51] <tterrag> as you said,
nothing is done overnight
L245[03:50:10] <tterrag> anyways, I'm off
to bed
L246[03:50:10] <tterrag> night
L247[03:50:15] <OrionOnline> tterrag, good
night:p
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L249[03:52:10] <boboch3> I just verifyed
but when I open the GUI (only on server side) and set my TE's
boolean it didn't sync on the client : in my TE's onUpdate on
server side I got my bool to true and false on client side (it
should be true on both side). So I have to use a message or the
sync should be happening and I missed something?
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L253[04:03:53] <OrionOnline> boboch3,
yes
L254[04:04:20] <OrionOnline> When you only
change things on the server side, you are going to need to
synchronize it over somehow
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L263[04:41:22] <boboch3> OrionOnline|UNI,
thanks :)
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L274[04:50:07] <Xander112> how can i
change the log level to debug?
L275[05:04:26] <CrystalMare> Doesn't
Minecraft use log4j ?
L276[05:04:55] <sham1> yes
L277[05:05:16] <CrystalMare> Xander112
then you can use log4j to modify it ;)
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L279[05:06:17] <Xander112> CrystalMare: ok
how do you conficure log4j to out debug to the console
L280[05:06:43] <Xander112> CrystalMare: i
got it to out at debug in the log file
L282[05:07:07] <CrystalMare> You can
configure it to use a ConsoleAppender
L283[05:07:18] <CrystalMare> But what's
wrong with using a file ?
L284[05:07:21] <CrystalMare> You can just
tail the file
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L288[05:15:26] <PitchBright> anybody know
off the top of their head… how often onLivingUpdate is fired?
L289[05:15:40] <PitchBright> once per
tick?
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L295[05:25:49] <Xander112> Error
processing element taam: CLASS_NOT_FOUND
L296[05:25:56] <Xander112> public static
final Logger LOGGER = LogManager.getLogger(Taam.MOD_ID);
L297[05:26:14] <Xander112> MOD_ID =
"taam";
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L299[05:26:29] <Xander112> i don't get
it
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L362[09:45:50] <OrionOnline> Good
{Whatever your timeframe is} :D
L363[09:46:58] <OrionOnline> What is the
way to get the TextureAtlasSprite for a fluid in 1.8
L364[09:47:09] <OrionOnline> Do i get it
from the ModelMesher
L365[09:47:10] <OrionOnline> ?
L366[09:47:54] <sham1> Welp
L367[09:48:50] <sham1>
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite() And
inside the getAtlasSprite you put the fluid's texture's
resourcelocation.toString
L368[09:50:42] <OrionOnline> Cool
L369[09:53:30] <sham1> SO yeah
L370[09:54:13] <gigaherz> OrionOnline:
"Good Nowning"
L371[09:54:38] <OrionOnline> gigaherz, lol
:D
L372[09:54:41] <sham1> Good Morning
(Universal Greeting Time)
L373[09:54:50] <sham1> I just use
universal greeting time
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L376[09:56:33] <ThePsionic> sham1: at
least make it Universal Greeting Hours so you can say "good
morning (ugh)"
L377[09:56:47] <sham1> Nah
L378[09:57:07] <ThePsionic> Pls
L379[09:58:08] ⇦
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L380[09:59:36] <diesieben07> you should
just all become east frisian. there you say "Moin", which
basically translates to "good". :D
L381[10:00:26] <ThePsionic> Oat moan
L382[10:00:39] <diesieben07> wat
L383[10:01:08] <ThePsionic> It's Frisian
for "till tomorrow"
L384[10:02:47] <diesieben07> looks like
it's more like dutch
L385[10:03:08] <ThePsionic> Frisian is a
Dutch dialect after all diesieben07
L386[10:03:15] <diesieben07> meh :D
L387[10:03:20] <gigaherz> well in english
you can say "Greetings"
L388[10:03:29] <diesieben07> i don't
really speak the east frisian dialect much
L389[10:03:38] <diesieben07> i can only
just understand it when people speak it
L390[10:03:39] <ThePsionic> (In Dutch it's
"tot morgen" btw)
L391[10:03:44] <diesieben07> aha
L392[10:04:21] <gigaherz> morgen freeman
... tomorrow a free man?
L393[10:04:30] <diesieben07> lol
L394[10:04:51] <ThePsionic> Except
"free" is meaningless in Dutch
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L396[10:05:12] <gigaherz> I know... well I
assumed
L397[10:05:16] <gigaherz> but the
joke...
L398[10:05:17] <gigaherz> ;P
L399[10:05:20] <ThePsionic> Free as in
freedom is vrij
L400[10:05:30] <ThePsionic> Free as in
costless is gratis
L401[10:06:16] <ThePsionic> 8/10 for the
joke gigaherz
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L405[10:13:57] <OrionOnline> Under 1.7 i
Could bind the whole Blocks or Items TextureMap to render.
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L407[10:14:08] <OrionOnline> Is there a
possiblity for that in 1.8
L408[10:14:10] <OrionOnline> ?
L409[10:14:30] <sham1> How can I get all
blocks in a circle around my block
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L413[10:16:03] <diesieben07> OrionOnline,
there is only one map now: TextureMap.locationBlocksTexture
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L415[10:16:13] <OrionOnline> diesieben07,
I know
L416[10:16:21] <OrionOnline> But is there
a way to bind it like a texture
L417[10:16:38] <OrionOnline> I need to
render a Debug overlay for things like a scissor box and
stuff
L418[10:16:57] <diesieben07> you do that
like in 1.7
L419[10:16:59] <OrionOnline> Before i just
rendered the ItemMap, as that was partialy see through and it
worked basically perfectly
L420[10:17:04] <diesieben07>
TextureManager#bindTexture
L421[10:17:38] <OrionOnline> Yeah but i
cannot do TextureMap.getTextureLocation()
L422[10:18:01] <diesieben07>
TextureMap.locationBlocksTexture
L423[10:18:22] <OrionOnline> Owww that is
well hidden
L424[10:18:25] <OrionOnline> Missed it
completly
L425[10:18:37] <OrionOnline> Well thanks
that was the last fix i need for the GUI Hekoer
L426[10:18:39] <OrionOnline> Helper*
L427[10:19:39] <gigaherz> there's only one
atlas in 1.8
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L429[10:20:39] <OrionOnline> I know
L430[10:20:48] <OrionOnline> But i could
not find the location of its address
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L450[11:27:18] <sham1> !gc
NBTTagList
L451[11:27:38] <sham1> !gf tagList
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L461[11:35:53] <Bilbo_Twin> any1 on
L462[11:35:59] <sham1> I am
L463[11:36:00] <Bilbo_Twin> i need
help
L464[11:36:08] <sham1> What will it
be
L465[11:36:27] <sham1> And let me tell you
right now, if it is code related, give both stactrace and
code
L466[11:36:28] <Bilbo_Twin> how do i make
something breakable by one tool only
L467[11:36:32] <sham1> Oh
L468[11:36:41] <diesieben07> one *type* of
tool?
L469[11:36:49] <diesieben07> one specific
item?
L470[11:36:55] <diesieben07> one specific
*instance* of an item?
L471[11:36:57] <Bilbo_Twin> one
spesific
L472[11:36:58] <diesieben07> pick
one!
L473[11:37:34] <diesieben07> and when a
different tool is used, should it act like bedrock?
L474[11:37:38] <diesieben07> or just not
drop itself but still break
L475[11:39:10] <Bilbo_Twin> sos i had to
go
L476[11:39:17] <Bilbo_Twin> it will drop
itself
L477[11:39:18] <sham1> Umn
L478[11:39:37] <diesieben07> now that
answer doesn't make any sense.
L479[11:39:43] ⇦
Quits: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L481[11:39:50] <sham1> That really makes
no sense
L482[11:39:50] <diesieben07> if it drops
itself even with a differnet tool.. what is the point of using the
right tool?
L483[11:39:53] <Bilbo_Twin> sorry
L484[11:40:03] <sham1> Maybe the specific
tool is faster?
L485[11:40:06] <Bilbo_Twin> it will not
break if you are not using tool
L486[11:40:15] <sham1> There you go
L487[11:40:30] <Bilbo_Twin> k
L488[11:40:33] <Bilbo_Twin> thx
L489[11:40:35] <sham1> Now we know what
you mean because you are not vague anymore
L490[11:41:01] <Bilbo_Twin> gtg bye
L491[11:41:05] <diesieben07> subscribe to
PlayerEvent.BreakSpeed. Check if the block is yours and the tools
is *not* correct. if so, set event.newSpeed to -1
L492[11:41:14] <diesieben07> wat
L493[11:41:26] <sham1> I really do not
understand him
L494[11:41:28] <diesieben07> "here's
a question. kthnxbay"
L495[11:41:41] *
diesieben07 goes food
L496[11:43:20]
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L497[11:49:22]
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L498[11:54:36] ⇦
Quits: RobotSquid (~RobotSqui@105.227.58.107) (Quit:
Leaving)
L499[11:59:22] <sham1> How can someone go
food
L500[12:00:05] <ThePsionic> majiks
L501[12:00:23] <sham1> Ah
L502[12:00:56] ***
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L503[12:01:29]
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L504[12:02:00]
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L506[12:02:58] ⇦
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L507[12:04:56] <ThePsionic> gj sham1
L508[12:15:48] ⇦
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L509[12:17:32]
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L510[12:18:33]
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L512[12:23:49] <sham1> wot
L513[12:24:04] ⇦
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connection)
L514[12:24:18] <sham1> Command
blocks?
L515[12:25:14]
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L516[12:25:14]
MineBot sets mode: +v on RichardG
L517[12:25:22] <sham1> that is so
amazing
L518[12:25:28]
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L519[12:26:16]
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L520[12:26:59] <Bilbo_Twin> WOW vid
INSANE
L521[12:27:04] <MattDahEpic> sham1, its
actually a cell network
L522[12:27:11]
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(~wioussaid@host86-133-235-51.range86-133.btcentralplus.com)
L523[12:27:15] <Mr_Rockers> Hello
L524[12:27:24] <MattDahEpic> i testdemoed
the code in the description link and called my phone, it
works
L525[12:27:25] <sham1> oh yay, ypu
L526[12:27:49] <sham1> So Biblo, did you
accept diesieb's answer to your question
L527[12:28:03] <Mr_Rockers> Hold on, I'm
going to use Kiwi, I hate mIRC
L528[12:28:18] ⇦
Quits: Mr_Rockers
(~wioussaid@host86-133-235-51.range86-133.btcentralplus.com)
()
L529[12:28:33] <ThePsionic> Not sure if
you guys already knew you can manage your Docker containers in
Minecraft
L530[12:30:16]
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L531[12:30:16] <sham1> what cant you do in
minecraft
L532[12:30:26] <rockers3000> Back
L534[12:38:29] <ThePsionic> That's what I
was talking about kashike :P
L535[12:39:10] <kashike> oh I didn't even
see that message lmao
L536[12:44:14]
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(~Hgrebnedn@d8d872d48.access.telenet.be)
L537[12:45:18] <OrionOnline> The
Gui.onGuiClosed method is called only on the server side / only on
the client side / on both sides?
L538[12:46:04]
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timeout: 186 seconds)
L540[12:46:23] <Furikuri> Good
afternoon
L541[12:48:25]
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L542[12:49:32]
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(~esteth@cpc3-lewi13-2-0-cust169.2-4.cable.virginm.net)
L543[12:50:27] <cpw> question
L544[12:50:39] <cpw> is there a good food
API for 1.8.8 forge?
L545[12:51:31]
⇨ Joins: Kolatra (~Kolatra@abrarsyed.com)
L546[12:51:44] <AndersBillLind> How do I
create a tunnel of glass under water_
L547[12:54:14] ***
TehNut|Sleep is now known as TehNut
L548[12:55:43] ⇦
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(~hellspawn@static-96-254-212-18.tampfl.fios.verizon.net) (Read
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L549[12:57:20]
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(~pugi@dyndsl-037-138-170-246.ewe-ip-backbone.de)
L550[12:57:45] <AndersBillLind> Hm, I
think I know how, cant be that hard
L551[12:58:29]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L552[12:59:20] ***
Abrar|gone is now known as AbrarSyed
L553[12:59:33] <rockers3000> Hello
L554[12:59:38] <rockers3000> Just had
tea
L555[12:59:39] <Bilbo_Twin> hey
L556[12:59:44] <rockers3000> Hey
L557[12:59:44] <Bilbo_Twin> u ok
L558[12:59:52] <rockers3000> maybe
L559[12:59:53] <Bilbo_Twin> what was
tea
L560[12:59:58] <rockers3000> Dinner
L561[13:00:12] <rockers3000> *I'm
Scottish*
L562[13:00:15] <Bilbo_Twin> what was for
dinner
L563[13:00:19] <rockers3000> Oh
L564[13:00:37] <rockers3000> Quiche
L565[13:00:40] <Bilbo_Twin> ?
L566[13:00:48] <Bilbo_Twin> im
english
L567[13:00:50] <rockers3000>
Quiche....
L568[13:00:56] <rockers3000> Oh
L569[13:01:08] <rockers3000> I thought you
mean't "What is tea"
L570[13:01:14] <rockers3000> meant *
L571[13:01:18] <rockers3000> lol
L572[13:01:22] ***
AbrarSyed is now known as Abrar|gone
L573[13:03:12] ***
Abrar|gone is now known as AbrarSyed
L574[13:03:25] ***
rockers3000 is now known as Rockers
L575[13:04:18] ⇦
Quits: alex_6611 (~alex_6611@p5DE7A70F.dip0.t-ipconnect.de) (Ping
timeout: 186 seconds)
L576[13:06:20] <Rockers> Would you class
this as "valid code"?
L577[13:06:22] <Rockers>
HashMap<Entity, double[]> entitiesOldVelocities = new
HashMap<Entity, double[]>();
L578[13:06:22] <Rockers> @Override
L579[13:06:22] <Rockers> public void
onEntityCollidedWithBlock(World world, int x, int y, int z, Entity
entity)
L580[13:06:22] <Rockers> {
L581[13:06:22] <Rockers>
if(!entitiesOldVelocities.containsKey(entity))
L582[13:06:22] <Rockers> {
L583[13:06:22] <Rockers> double[] motions
= new double[4];
L584[13:06:23] <Rockers> motions[0] =
entity.motionX;
L585[13:06:23] <Rockers> motions[1] =
entity.motionY;
L586[13:06:24] <Rockers> motions[2] =
entity.motionZ;
L587[13:06:24] <Rockers>
entitiesOldVelocities.put(entity, motions);
L588[13:06:25] <Rockers> }
L590[13:06:26] <Rockers> entity.motionX =
entitiesOldVelocities.get(entity)[0] / 2;
L591[13:06:26] <Rockers> entity.motionY =
entitiesOldVelocities.get(entity)[1] / 2;
L592[13:06:27] <Rockers> entity.motionZ =
entitiesOldVelocities.get(entity)[2] / 2;
L593[13:06:45] <Rockers> (This is just a
snippet of course)
L594[13:06:58] ⇦
Quits: mr208 (~mallrat20@184-88-141-123.res.bhn.net) (Ping timeout:
186 seconds)
L595[13:07:18] <diesieben07> please for
the love of god use pastebin.
L596[13:07:18] <blood|work> learn how to
use pastebin, my god
L597[13:07:25] <diesieben07> also... valid
in what sense?
L598[13:07:27] <blood|work> beat me to
it
L599[13:07:32] <diesieben07>
syntactically? yeah probably correct
L600[13:07:38] <Rockers> Oh, just meant if
it was efficient...
L601[13:07:49] <Rockers> Sorry about the
PasteBin thing lol.
L602[13:08:08] <diesieben07>
IExtendedEntityProperties is usually more efficient than a
Map<Entity, something>
L603[13:08:17] <diesieben07> and far less
error prone without any doubt
L604[13:08:44]
⇨ Joins: _3lionz_
(~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net)
L605[13:08:51] <Rockers> I will look into
it
L606[13:09:50] ⇦
Quits: _3lionz_
(~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net) (Client
Quit)
L607[13:10:40] ***
willieaway is now known as williewillus
L608[13:11:42] <williewillus> ^also if you
did do that wouldnt you want a weak map so those entities don't
just stay there and leak memory after they die?
L609[13:11:48] <MattDahEpic> IEEP! IEEP!
IEEP!
L610[13:11:57] <Rockers> Ok ok ok!
L611[13:13:17] <diesieben07> no no
L612[13:13:21] <diesieben07> it's
Ook!
L613[13:13:30] <diesieben07> we speak
programming in here.
L614[13:13:47] <Bilbo_Twin> yup
L615[13:13:59] <Rockers> ?
L616[13:14:29] <Rockers> I've been coding
for a good few years (albeit not modding, if that isn't
obvious)
L618[13:14:40] <Bilbo_Twin> yeah me
too
L619[13:14:43] <Rockers> wtf is Ook
L620[13:14:45] <Rockers> oh no
L621[13:14:51] <Rockers> not
brainfuck
L622[13:14:57] <diesieben07> it's not
brainfuck
L623[13:15:00] <diesieben07> it's
brainfuck++
L624[13:15:08] <Rockers> Pardon me
L625[13:15:12] <diesieben07> :P
L626[13:15:28] <Rockers> OHH
L627[13:15:32] <Rockers> BODYFUCK!!!
L628[13:15:36] <McJty> I like whitespace.
A very clean language
L629[13:15:44] <Bilbo_Twin> JAVA OP
L630[13:15:49] <Rockers> *claps*
L631[13:15:54] <Bilbo_Twin> SO IS
UNITY
L632[13:15:56]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L633[13:16:06] <Bilbo_Twin> SORRY ABOUT
CAPS LOCK
L634[13:16:10] <Rockers> Nononono
guys
L635[13:16:20] <Rockers> I've got major
Batch programming
L636[13:16:26] <Rockers> It's all
cool
L637[13:16:40] <Rockers> VS Basic
L638[13:16:46] <Rockers> emg
L639[13:16:49] <Rockers> anyone remember
this?
L641[13:18:20] <Bilbo_Twin>
??????????????
L642[13:18:51] <Rockers> Visual basic is a
language of pisstake
L643[13:19:27] <williewillus> has anyone
ever thought about python bindings for modding?
L644[13:19:29] <williewillus> JS has been
done
L645[13:19:39] <Rockers> Python?
L646[13:19:43] <SatanicSanta> Yes
L647[13:19:49] <Bilbo_Twin> JS is soooo
bad
L648[13:19:50] <SatanicSanta> Someone did
it, I don't remember who
L649[13:19:50] <Rockers> Hey
SatanicSanta
L650[13:19:51] <SatanicSanta> sec
L651[13:20:04] <Rockers> *cringe*
L652[13:20:08] <Rockers> What's
next?
L653[13:20:10] <Rockers> Lua?!
L654[13:20:14] <williewillus> ehh
L655[13:20:18] <Bilbo_Twin> yup
L656[13:20:20] <SatanicSanta> I wrote a
mod in Kotlin at one point
L657[13:20:23] <Bilbo_Twin> ?
L658[13:20:29] <Bilbo_Twin>
!?!?!?!??!
L659[13:20:41] <williewillus>
SatanicSanta: how? :p thought you needed forgegradle support for
extra languages
L660[13:20:55] <Rockers> Is there one for
c++?
L661[13:20:58] <williewillus> lol no
L662[13:21:02] <williewillus> has to be on
the JVM
L663[13:21:11] <Rockers> What if somebody
made a C++
L664[13:21:15] <Rockers> In a jvm
L665[13:21:24] <williewillus> that would
be highly difficult and unlikely
L666[13:21:28] <Rockers> I know
L667[13:21:32] <Rockers> but not
impossible
L668[13:21:33] <williewillus> and would
undermine much of what makes the JVM good :p
L669[13:21:42] <Rockers> That's
true.
L670[13:21:48] <Rockers> Damn
headers.
L671[13:21:59] <SatanicSanta>
williewillus: You do. However, since Kotlin has interop with Java,
it works perfectly in the dev environment
L672[13:22:04] <SatanicSanta> Releasing is
a problem, though.
L673[13:22:09] <sham1> Well so does
scala
L674[13:22:23] <williewillus> sham1: we're
talking about forgegradle support for the language though
L675[13:22:28] <williewillus> fg has
explicit scala support
L676[13:22:33] <sham1> Indeed
L677[13:22:35] <SatanicSanta> trajing
wrote a mod in Ruby I think
L679[13:23:02] <sham1> But you can pretty
much use any JVM language, as long as it can create classes
L680[13:23:05] <SatanicSanta> There's
actually a thread all about this topic with a lot of existing
projects linked to it
L681[13:23:10] <SatanicSanta> er, linked
in it
L682[13:23:15] <williewillus> ooh
link?
L683[13:23:16] <diesieben07> williewillus,
that's not really true. a JVM's strength is dynamic optimization.
which even C can profit from.
L685[13:23:20] <sham1> Frege if you want
to Haskell your way through everything
L686[13:23:29] <williewillus> is kotlin a
nice language? I looked at it when it was first announced and it
didn't look really exciting
L687[13:23:34] <SatanicSanta> Yes
L688[13:23:35] <Rockers> I would applaud
someone if they managed to bind and make a mod in a SOPL.
L689[13:23:44] <diesieben07> kotlin is
really nice
L690[13:23:50] <SatanicSanta>
williewillus: Null safety
L691[13:23:53] <diesieben07> it is a bit
like Java++ :D
L692[13:23:58] <SatanicSanta> ^
L693[13:24:09] <diesieben07> I will beat
this "++" scheme to death today, trust me
L694[13:24:30] <SatanicSanta> I believe
dmillerw wrote a mod language adapter for it, but it didnt actually
work when I tried to use it
L695[13:24:36] <SatanicSanta> I also
failed at backporting Forgelin to 1.7
L696[13:24:47] <fry> scala is really nice.
it's a bit like kotlin++. on steroids. on a horse :P
L697[13:25:05] <AndersBillLind> Is there a
poition that lets me be under water for unlimited time?
L698[13:25:09] <Ivorius> But is the horse
on steroids too?
L699[13:25:14] <sham1> Yes
L700[13:25:15] <williewillus> water
breathing?
L701[13:25:16] <Rockers> Yes
L702[13:25:17] <diesieben07> fry, no. that
is not waht scala is :D
L703[13:25:33] <sham1> But java8 beats
scala in the lambda department because invokevirtual
L704[13:25:42] <Ivorius> But that's animal
cruelty
L705[13:25:44] <Ivorius> Fuck scala
then
L706[13:25:45] <williewillus> scala 2.11
uses invokedynamic
L707[13:25:47] <diesieben07> scala will
use that in the future
L708[13:25:49] <fry> sham1: there are so
much wrong in that sentence :P
L709[13:25:56] <williewillus> yeah wrong
instruction :p
L710[13:26:01] <sham1> But there is also
so much right
L711[13:26:10] <Rockers> AndersBillLand,
you could just create a custom potion + effect that has identical
properties to water breathing but infinite.
L712[13:26:20] <Rockers>
*AndersBillLind
L713[13:26:30] <williewillus> Rockers: or,
you know, just have an infinite high level wwater breathing potion
applied
L714[13:26:33] <sham1> Kotling does not
look too interesting
L715[13:26:56] <Rockers> williewillus I
like the customisation...
L716[13:26:57] <sham1> Only thing that
seems interesting is that methods are "fun"
L717[13:27:18] <williewillus> whats the
point of making another effect if it's just gonna be a copy of
water breathing with infinite length?
L718[13:27:35] <diesieben07> sham1, just
the property stuff alone is enough :D
L719[13:27:36] <williewillus> you already
set the duration of a potion, and the power of it
L720[13:27:39] ⇦
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L722[13:27:59] <Rockers> I don't know. In
my mods, I usually have an extra property about my potion effects
other than just one thing.
L723[13:28:03] <Rockers> Just
preference.
L724[13:28:23] <sham1> So properties are
fields?
L725[13:28:25] <sham1> Wat
L726[13:28:30] <Rockers> I don't
know.
L727[13:28:42] <williewillus> yeah
wat
L728[13:28:44] <Rockers> I'm confusing
myself and digging myself into a deeper hole.
L729[13:28:45] <Rockers> Shh
L730[13:28:50] ⇦
Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 186
seconds)
L731[13:28:56] <Rockers> I find it easier
that way.
L732[13:29:25]
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(~killjoy@2606:a000:1118:c148:646b:e447:a761:acc1)
L733[13:29:26] <diesieben07> sham1, no.
properties can be *backed* by a field. but you can also jsut write
public String foo by someObject; where someObject has String get()
and void set(String). then the syntax for accessing will still be
the same
L734[13:29:30] ***
williewillus is now known as willieaway
L735[13:29:38] <sham1> Sounds like scala
to me
L736[13:29:51] <diesieben07> scala doesn't
have that in that form to my knowledge
L737[13:30:03] <sham1> var field
L738[13:30:09] <Rockers> Oh yeah, I forgot
about that.
L739[13:30:13] <sham1> def field:
Type
L740[13:30:20] <Rockers> You see, I came
from c++
L741[13:30:20] <diesieben07> that allows
you to do stuff like public Foo field by Delegates.lazy { /* lazy
computation */ }
L742[13:30:24] <sham1> def field_$eq
L743[13:30:25] <diesieben07> you can't do
that in scala that simple
L744[13:30:40] <Rockers> And C#
L745[13:30:48] <sham1> Why would you
C#
L746[13:30:54] <diesieben07> scala has
lazy vals, but that is jsut one specialized usecase that is
hardcoded in the language
L747[13:31:01] <Rockers> Don't laugh;
Unity.
L748[13:31:02] <diesieben07> with this you
can do *any* type of val
L749[13:31:20] <Rockers> I hate it
personally.
L750[13:31:22]
⇨ Joins: Delaxarnyazer
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L751[13:31:22] <sham1> Or just Haskell and
have everything be lazy
L752[13:31:37] <sham1> by default
L753[13:32:02] <Rockers> I'm not beating
around the bush, I'm learning as I go along.
L754[13:32:12] <Rockers> That's one of the
main reasons I joined this IRC
L755[13:32:47] <sham1> Here in
#minecraftforge, we talk programming (sometimes)
L756[13:33:16] <AndersBillLind> I try to
use new EntityPotion, cannot see how to set its properties
L757[13:33:33] <sham1> Have tried looking
at PotionEffect
L758[13:33:37] <AndersBillLind> Ah
L759[13:33:53] <AndersBillLind> Well, I
can make a drinkable potion that has that effect, cant I?
L760[13:33:54] <sham1> And my inner
grammar nazi cries at how I typed that
L761[13:33:56] <sham1> Oh well
L762[13:34:00] <sham1> Sure
L763[13:34:25] <AndersBillLind> hehe
L764[13:34:29] <sham1> As I like to say:
"Everything is possible in modding"
L765[13:34:38] <sham1> "If you are
willing to work for it"
L766[13:34:57] <Rockers> That also means
that there is an infinite amount of ways to do things?
L767[13:35:03] <AndersBillLind> Hm, the
first integer specifies the effect then
L768[13:35:08] <sham1> basically
L769[13:35:16] <sham1> But some ways are
better than others
L770[13:35:25] <Rockers> Yeah
L772[13:35:59] <AndersBillLind> So I will
need to find a list of potion effect ids then...
L773[13:36:17] <AndersBillLind> oops,
potion ids
L774[13:37:14]
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L775[13:37:22] <AndersBillLind> Ah, water
breathing is 13
L778[13:37:36] <diesieben07> you need to
use reflection and then unreflect if you want private access
L779[13:37:44] <sham1> Well
L780[13:37:49] <diesieben07> other than
that, yes.
L781[13:37:54] ⇦
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L782[13:37:56] <mikebald> AndersBillLind
t
L783[13:37:59] <sham1> Okay
L784[13:38:08] <mikebald> AndersBillLind
*those are the effect ids
L785[13:38:11] <sham1> So even for the
Field reflection the invokeExact looks fine?
L786[13:38:23] <AndersBillLind> yes, so I
have to specify 13
L787[13:38:27] <diesieben07> yes
L788[13:38:31] <sham1> Thanks
L789[13:38:40] <diesieben07> so lookup
Field and Method normally. call setAccessible. then
MethodHandles.publicLookup().unreflect
L790[13:38:42] <sham1> It is good to have
a walking encyclopedia around
L791[13:38:47] <sham1> Yessir
L792[13:39:00] <AndersBillLind> :)
L793[13:39:59] <sham1> And it was
getDeclared{Method,Field}?
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L795[13:40:10] <diesieben07> yea
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L798[13:40:57] <sham1> Hmrm
L799[13:41:29] <sham1> Also, will the
isDev work at the point the static block runs
L800[13:42:20] <diesieben07> pretty sure,
yeah
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L803[13:47:05] <sham1> Done and done
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L805[13:56:23] <sham1> god damn it
mojang
L806[13:56:33] <sham1> Your login servers
are down
L807[13:56:40] <Rockers> 1.9?
L808[13:56:45] <sham1> 1.8.8
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L810[13:56:58] <Rockers> I meant that they
may be testing 1.9
L811[13:57:06] <Rockers> Or
something..
L812[13:57:10] <sham1> How would that
effect login servers
L813[13:57:14] <blood|work> definitely not
down
L814[13:57:24] <blood|work> unless the
status is completely wrong
L816[13:57:38] <sham1> Might be me
then
L817[13:57:43] <sham1> Fuck my
internet
L818[13:57:51] <sham1> Wait no
L819[13:57:58] <sham1> That will not make
it less borked
L820[13:58:04] <Rockers> What if they have
changed the way login servers work?
L821[13:58:11] <Rockers> I could be
talking out my ass.
L822[13:58:12] <sham1> Why though
L823[13:58:19] <Rockers> Oh
L824[13:58:29] <Rockers> Here might be
why:
L826[13:59:23] <sham1> Let me reset my
internet
L827[13:59:28] <Rockers> (It's full of 10
year olds cussing each other out btw just to warn you(
L828[13:59:30] <sham1> As my youtube
connection died
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L830[14:02:18] <sham1> Seems like
NikolaTheProgrammerNoob got to your nerves diesieb
L831[14:02:46] <diesieben07> just
slightly
L832[14:02:52] <diesieben07> i gave him 3
fuckin warnings
L833[14:03:07] <sham1> Reasonable enough
I'd say
L834[14:03:23] <sham1> Also his grammar
makes some of his posts unreadable
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L836[14:04:47] <sham1> It is sad
really
L837[14:05:07] <sham1> People go to modder
support and expect code to be handed to them in a platter
L838[14:05:42] <kashike> what are you
referring to?
L839[14:07:09] <sham1> They way some new
modders treat modder support as a "make my mod for
me"-board. Help is a thing that should be given, but only if
you have tried yourself first
L840[14:07:50] <sham1> And nikola raided a
good point, most people who go there to ask questions don't know
java
L841[14:08:03] <sham1> s/raided/made
L842[14:08:17] <sham1> And that makes me
sad
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L844[14:09:16] <AndersBillLind> A potion
effect of underwating breathing with effectDuration 1000 did was
that long lasting
L845[14:09:21] <AndersBillLind>
multiplying with 100 :)
L846[14:09:36] <AndersBillLind> oops,
wasnt long lasting
L847[14:09:40] <Flenix> Yo, quick
question; how do I tell specifically if it's snowing where my block
is?
L848[14:10:12] <McJty> Flenix, biome where
snow falls, block can see the sky and raining flag is on for the
world
L849[14:10:44] <sham1> And our Internet
went bork
L850[14:10:53] <sham1> Great, just
great
L851[14:11:20] <Flenix> Ah, snow flag was
in the biome. Derp, thanks.
L852[14:12:24] <sham1> I have to use my
phone to irc
L853[14:12:31] <sham1> And I do not like
it
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L855[14:15:24] <Rockers> Is EntityLiving
the correct class to check if an entity is a mob/player?
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L857[14:16:15] <killjoy> Rockers,
yes
L858[14:16:21] <Rockers> Thanks
L859[14:16:40] <killjoy> EntityLivingBase
for non-player
L860[14:16:53] <killjoy> When in doubt,
check the hierarchy
L861[14:16:56] <killjoy> Ctrl+T
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L863[14:20:44] <masa> uh isn't it
EntityLivingBase for players, EntityLiving for most other
mobs
L864[14:20:57] <masa> but yes, ctrll +
T
L865[14:21:44] <masa> so basically
EntityLivingBase should probably wotk for most cases
L866[14:21:54] <diesieben07> the naming is
a bit off, really
L867[14:21:55] <diesieben07>
EntityLivingBase => EntityLiving. EntityLiving =>
EntityWithAI
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L869[14:23:19] <masa> EntityWithAI? is
that 1.8 addition?
L870[14:23:30] <diesieben07> thats a made
up name by em
L871[14:23:40] <diesieben07> me
L872[14:23:40] <diesieben07> thats what i
would call the two
L874[14:24:03] <masa> right
L875[14:24:22] <masa> I thought you were
describing the hierarchy in 1.8 :D
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L877[14:27:25] <Lumien> If i draw
something myself, not using the tesselator how would i set back
GL_ARRAY_BUFFER to what it was before?
L878[14:28:04] <killjoy> push/pull
L879[14:28:14] <killjoy> push/pop
L880[14:28:39] <Lumien> what?
L881[14:28:50] <killjoy> pushMatrix, do
thing, popMatrix
L883[14:29:16] <Lumien> pretty sure that
does not save that
L884[14:29:19] <cpw> noone has a food
api?
L885[14:29:30] <cpw> that they've been
hoping would become part of forge?
L886[14:30:43] <sham1> No one has made a
food api no
L887[14:30:56] <cpw> i thought there were
a few proposed a while ago
L888[14:31:02] <cpw> have the proposers
all vanished?
L889[14:31:04] <sham1> Or if someone has,
it is not as widespread as the liquid API was before it was
integrated
L890[14:31:13] <cpw> is the author of
applecore not here?
L891[14:32:33] <Horfius> What would you
want out of a food api, cpw?
L892[14:32:44] <Horfius> Besides the
obvious answer
L893[14:33:02] <sham1> FOOOD
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L895[14:33:28] <cpw> i dunno
L896[14:33:33] <masa> did anything come
out of the new inventory API that was submitted as a PR long time
ago?
L897[14:33:34] <cpw> i'm asking what
others wanted
L898[14:33:35] <mikebald> I vote for
Strawberry-Banana smoothies
L899[14:33:43] <sham1> I want
FOOOOOOOOOD
L900[14:33:49] <sham1> And easy saturation
stuffs
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L911[14:42:08] <Thutmose> so i have gone
back to updating my blast code, and now the majority of the lag
caused by doing this:
http://imgur.com/qYFxEI2 is dispatch
render updates, with the majority of the processing time for the
blast itself being spent computing cubic roots, does anyone know a
quick way to get the approximate cubic root of an integer?
L912[14:42:22] <aaa801> Whats the best way
to add a item that can have 2000~ textures
L913[14:42:41] <OrionOnline> aaa801, NBT
Data
L914[14:43:08] <aaa801> OrionOnline, how
would i get the textures to show up properly from nbt?
L915[14:43:16] <Thutmose> pretty much the
only strain it puts on the server thread are the actual block
removals, and the block lighting updates
L916[14:43:55] <HassanS6000> aaa801, =3
magic
L917[14:44:20] <OrionOnline> aaa801, 1.8
or 1.7.10?
L918[14:44:25] <aaa801> OrionOnline,
1.8
L919[14:44:41] <OrionOnline> ehm you would
need an ISmartModel
L920[14:44:49] <OrionOnline> it is better
to ask fry about it though
L921[14:45:05] <OrionOnline> i am
currently trying to figure out the same
L922[14:45:18] <diesieben07> Thutmose, the
best way would probably be to not do the cubic root in the first
place. why do you need it?
L923[14:46:20] <Thutmose> converting a
squence of numbers into a radially increasing volume, it seems the
Math.pow(num, 1/3d) is faster than what I was using anyway
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L928[14:51:18] <Thutmose> a mostly
un-bounded, space filling explosion algorithm can be made by
looping radially outwards with the proper method of converthing
from index to position.
L929[14:52:16] <Thutmose> now I just need
to find out why it seems to leak a few GB of long[]s for a few
hundred explosions :D
L930[14:52:39] <Thutmose> running GC
removes them all, so it should be something I can fix
somewhere
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L936[15:00:23] <diesieben07> when will
github finally add the "change target for this PR" option
-.-
L937[15:00:34] ⇦
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L939[15:04:12] <kashike> diesieben07: or
"choose targets", note the s
L940[15:04:14] <kashike> would also be
nice
L941[15:04:27] <diesieben07> so target
multiple branches??
L942[15:04:31] <kashike> yeah
L943[15:04:38] <kashike> one source,
multiple targets
L944[15:04:42] <diesieben07> not sure how
that would work
L945[15:05:15] <kashike> everything is
possible, it's just a matter of how much is involved :P
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L947[15:06:30] <AndersBillLind> Hm, wonder
if I should put the ieep stuff in my magic wand or not
L948[15:06:35] <AndersBillLind> Does it
add persistance?
L949[15:06:36] <aaa801> how can i get a
texture atlas sprite for a resource location?
L950[15:07:09] <gigaherz> AndersBillLind:
IEEP is for entities
L951[15:07:16] <AndersBillLind> Yes?
L952[15:07:29] <AndersBillLind> If the
server crashes, will those properties still be available?
L953[15:07:29] <gigaherz> how would you
"put" it in the magic wand?
L954[15:07:40] <AndersBillLind> put as in
"implement"
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L957[15:07:48] <gigaherz> IEEPs are saved
when doing a world save
L958[15:07:51] <AndersBillLind> ok
L959[15:07:54] <gigaherz> so at any time
that the world state is saved
L960[15:07:56] <AndersBillLind> So yes
then
L961[15:08:00] <gigaherz> the IEEP's
writeToNBT is called
L962[15:08:13] <AndersBillLind> Thats
probably not needed when it comes to my wand
L963[15:08:18] <gigaherz> it's your
responsibility to save/load from NBT
L964[15:08:22] <AndersBillLind> So using
them actually adds load to the server
L965[15:08:23] <gigaherz> the wand is an
item
L966[15:08:30] <gigaherz> so the ItemStack
has its own NBT
L967[15:08:43] <gigaherz> saving happens
sporadically
L968[15:08:47] <gigaherz> the load is
negligible
L969[15:09:02] <gigaherz> unless you have
massive amounts of information on each entity
L970[15:09:15] <AndersBillLind> But saying
that ieep is faster is probably not true
L971[15:09:20] <AndersBillLind> nope
L972[15:09:24] <diesieben07> yes it
is
L973[15:09:33] <diesieben07> because the
information is localized on the entity
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L975[15:09:45] <gigaherz> any
entity-specific information belongs on an IEEP
L976[15:09:47] <diesieben07> although that
is negligable
L977[15:09:55] <gigaherz> any
item-specific information belongs on the ItemStack
L978[15:09:57] <Rockers> gigaherz, I
created my own system for handling speed through water. Remember
last night?
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L980[15:10:06] <gigaherz> Rockers: can't
say I do
L981[15:10:07] <gigaherz> or wait
L982[15:10:09] <diesieben07> the most
important improvement is that it is much elss error prone becaus
eit handles unloading
L983[15:10:14] <gigaherz> you asked to
detect if an entity was in water
L984[15:11:10] <Rockers> gigaherz Yeah. I
then needed to slow down the entity in the water. I looked at the
system you had. I wasn't going to copy you, of course, so I decided
to make my own.
L985[15:11:42] <Rockers> Don't want to
plagiarise.
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L987[15:11:52] <AndersBillLind> Actually,
I want to put properties of every instance of the magic wand, not
the player
L988[15:12:07] <diesieben07> that is a job
for ItemStack then
L989[15:12:16] <AndersBillLind> yeah
L991[15:14:19] <DevinEngland> What is an
ETA?
L992[15:14:21] <AndersBillLind> Can I put
a custom object in an Item?
L993[15:14:28] <diesieben07> estimated
time of arrival
L994[15:14:33] <diesieben07> no you cannot
anders
L995[15:14:34] <DevinEngland> Ah,
thanks.
L996[15:14:37] <Rockers> Estimated Time of
Arrival?
L997[15:14:44] <DevinEngland> I kept
seeing it, had no clue what it meant.
L998[15:14:58] *
DevinEngland quietly reasserts to go google before
asking
L1000[15:16:45] <DevinEngland> I have a
few questions, but I'm not sure how to structure them in an order
that makes sense, nor do I want to bug people, but they're about a
mod idea a friend of mine came to me with. I basically want to know
if the idea he's pitched is as simple as I think it is
L1001[15:17:21] <AndersBillLind> The id
of an item is reused when new items are created?
L1002[15:17:31] <diesieben07> wat
L1003[15:17:42] <diesieben07> there is
only one Item per ID
L1004[15:17:57] <AndersBillLind> yes, but
when an item is destroyed and another is created, maybe ids are
reused
L1005[15:18:08] <diesieben07> what do you
mean by destroying of an Item?
L1006[15:18:15] <AndersBillLind> When it
is gced
L1007[15:18:25] <diesieben07> An Item is
not GCd
L1008[15:18:27] <DevinEngland> He came to
me with "Spellbooks" as an idea, pitching a few simple
spell ideas, which we threw a few more around til it was
substantial. I figured most of what he wanted to do is already
possible, core idea: Craft books, charge with XP in a new block
similar to an anvil, books can be used as simple spells from
offensive effects, to summoning, to support things
L1009[15:18:40] <diesieben07> what you
mean are ItemStacks
L1010[15:18:44] <DevinEngland> I'm
thinking it wouldn't be too hard to make.
L1011[15:18:44] <AndersBillLind>
diesieben07: hm, correct
L1012[15:18:48] <diesieben07> which
merely point to a single Item instance
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L1015[15:25:00] <AndersBillLind> I think
about the possibility to have a weak reference map from ItemStack
to a class of my choice
L1016[15:25:12] <AndersBillLind> Thats
the fastest possible thing to use
L1017[15:25:27] <diesieben07> no
L1018[15:25:39] <diesieben07> the fastest
possible thing to use is ItemStack#stackTagCompound
L1019[15:26:13] <AndersBillLind> Cannot
find that
L1020[15:26:21] <AndersBillLind> But it
seems promising
L1021[15:26:44] <diesieben07> it's behind
a getter/setter in 1.8
L1022[15:26:52] <AndersBillLind> Ah,
ok
L1023[15:27:29] <AndersBillLind> Ah,
yeah, its private
L1024[15:28:00] <AndersBillLind>
getTagCompound, hm, ok
L1025[15:28:19] <AndersBillLind>
NBTTagCompound is extendable, it seems
L1026[15:28:24] <diesieben07> wat
L1027[15:28:34] <diesieben07> don't do
that...
L1028[15:28:39] <AndersBillLind> ok
L1029[15:29:11]
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L1030[15:29:15]
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L1032[15:29:28] <diesieben07> since
stackTagCompound is initailly null
L1033[15:30:14] <AndersBillLind> But
looking up elements using strings as keys cant be faster than
accessing properties
L1034[15:30:21] <AndersBillLind> Ah, I
see I cannot do that
L1035[15:30:25] <Rockers> How do liquids
work in 1.8? Just a question, I don't actually need to know
atm....
L1036[15:30:43] <gigaherz> well tehre's a
fluid registry
L1037[15:30:50]
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L1038[15:30:55] <gigaherz> and you give
the fluids a model/texture
L1039[15:30:58] <Rockers> But, do they
incorporate .json files?
L1040[15:30:58]
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L1041[15:31:03] <gigaherz> I believe
so
L1042[15:31:08] <gigaherz> but I haven't
actually used them
L1043[15:31:08] <gigaherz> XD
L1044[15:31:11] <Rockers> xD
L1045[15:31:18] <Rockers> That must be a
nightmare.
L1046[15:31:27] <gigaherz> oh but it's
not like
L1047[15:31:31] <AndersBillLind> Ah,
there is no NBTTagCompound#getObject
L1048[15:31:32] <gigaherz> you don't
define all the "states"
L1049[15:31:35] <AndersBillLind> No way
to make this easy
L1050[15:31:43] <Rockers> Oh, ok
L1051[15:31:44] <gigaherz> forge does
that for you
L1052[15:32:33] <AndersBillLind> Well, I
assume the stack compounds adds persistance as well
L1053[15:32:45] <AndersBillLind> Adds as
in implements
L1054[15:32:48] <diesieben07> for
itemStacks, yes
L1055[15:33:18] <gigaherz>
AndersBillLind: anything that has "NBT" in it, has
persistence
L1056[15:33:19] <gigaherz> XD
L1057[15:33:23] <AndersBillLind>
hehe
L1058[15:33:34] <gigaherz> NBT is the
binary format MC uses to save on disk
L1059[15:33:37] <diesieben07> that is not
true giga
L1060[15:33:38] <AndersBillLind> ok
L1061[15:33:44] <gigaherz> while the
"nbt compounds" are the in-memory representation
L1062[15:33:49] <gigaherz> diesieben07:
no?
L1063[15:33:54] <diesieben07> if you just
put an NBTTagCompound field somewhere it doesn't magically add
persistence
L1064[15:33:59] <gigaherz> oh
L1065[15:34:01] <gigaherz> yeah
sure
L1066[15:34:04] <AndersBillLind>
haha
L1067[15:34:04] <diesieben07> someone
needs to actualyl save it to disk
L1068[15:34:10] <gigaherz> I meant things
that already come with an NBT system in place
L1069[15:34:15]
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L1070[15:34:24] <diesieben07> which
happens to be true for ItemStacks
L1071[15:34:28] <Rockers> Is there an
event to check if a piston has gone off?
L1072[15:34:30] <gigaherz> like
TileEntities have readFromNBT, ItemStacks have the tag, entities
have a tag
L1073[15:34:38] <AndersBillLind> But if I
have an ItemStack and use getTagCompound on it and then I
c.setInt("foo", 23); it will persist, right?
L1074[15:34:41] <diesieben07> no,
entities are like TEs here :P
L1075[15:34:48] <AndersBillLind> well,
setInteger
L1076[15:34:48] <killjoy> Rockers,
pistons are different blocks when extended
L1077[15:34:50] <diesieben07> yes
anders
L1078[15:34:51]
⇨ Joins: Vigaro|AFK (~Vigaro@vigaro.tk)
L1079[15:34:53] <gigaherz>
AndersBillLind: yes.
L1080[15:34:54] ***
Vigaro|AFK is now known as Vigaro
L1081[15:35:09] <gigaherz> diesieben07:
ah, right
L1082[15:35:42] <gigaherz> so TEs,
Entities, IEEPs, WorldSavedData, all have their own paid of
readFromNBT and writeToNBT
L1083[15:35:47] <AndersBillLind> Btw, can
I assume that properties in my MagicWand class is never called
simultaneously from different threads?
L1084[15:35:50] <gigaherz> while
ItemStacks have the getTagCompound
L1085[15:36:00] <Rockers> Well, the
reason I ask is because pistons are pushing my custom fluid. I
think there is something in Materials that I can use. Thanks anyway
killjoy
L1086[15:36:00] <diesieben07> no you
cannot anders
L1087[15:36:19] <AndersBillLind> Oh, so I
would need to add monitors for my map that I am currently having
then
L1088[15:36:22] <killjoy> Pushing your
liquid?
L1089[15:36:25] <killjoy> that shouldn't
happen
L1090[15:36:28] <gigaherz> wait, a
map?
L1091[15:36:33] <Rockers> I have a custom
material
L1092[15:36:34] <gigaherz> why do you
have a map in your item?
L1093[15:36:36] <diesieben07> why the
hell do you have a Map in your Item class o.O
L1094[15:37:08] <AndersBillLind> Yes,
right now I have a HashMap that maps from UUID to
MagicWandPlayer
L1095[15:37:14] <gigaherz> why?
L1096[15:37:24] <AndersBillLind> Because
that was the first thing I made working
L1097[15:37:40] <Rockers> Would I use
.setNoPushMobility()
L1098[15:37:48] <killjoy> Rockers, you're
using the fluids api, right?
L1099[15:37:52] <Rockers> No
L1100[15:37:53] <gigaherz> but you made
an IEEP did you not? you should just soter player-specific data
there?
L1101[15:37:55] <Rockers> Wait
L1102[15:37:56] <gigaherz> store*
L1103[15:38:00] <AndersBillLind> Only
tried
L1104[15:38:03] <Rockers> The fluids API
that comes with forge
L1105[15:38:08] <killjoy> yes
L1106[15:38:10] <AndersBillLind> Then I
gave up
L1107[15:38:12] <Rockers> FluidBlocks and
the such.
L1108[15:38:20] <gigaherz> what part
didn't work?
L1109[15:38:28] <Rockers>
"BlockFluidClassic"
L1110[15:38:29] <AndersBillLind> The
"work" part of work ;)
L1111[15:38:35] <gigaherz> I mean how far
did you get?
L1112[15:38:48] <AndersBillLind> Thats
very hard to say, could be all from 10 chars to 4096 chars
away
L1113[15:39:01] <AndersBillLind> Probably
something between those values
L1114[15:39:04] <killjoy> I wouldn't call
myself an expert on fluids.
L1115[15:39:09] <killjoy> I can only
point you in the right direction
L1116[15:39:23] *
gigaherz facepalms
L1117[15:39:43] <gigaherz>
AndersBillLind: did you create your IEEP-extending class? didyou
create an event handler for entityconstructing event?
L1118[15:39:55] <gigaherz> did you
register the event with the forge bus?
L1119[15:39:59] <gigaherz> did you put a
debug print on the event to see if it was firing?
L1120[15:40:06] <Rockers> Hold on, I'm
trying the .setNoMobility()
L1121[15:40:16] <gigaherz> did you
implement a "get" method to obtain the IEEP from the
player holding your item?
L1122[15:40:28] <Rockers> Didn't
work
L1123[15:43:46] <Rockers> I was trying to
stop particles from Material.water from getting generated, so I
created the whole liquid again. I've just finished custom splash
particles and changing the player's velocity in the liquid. Still
got to fix jumping, the piston-problem and underwater fog...
L1124[15:44:47] <Rockers> The piston is
part of the block itself, not the material.
L1125[15:44:48] <Rockers> Whoops
L1126[15:45:55]
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L1127[15:46:05] <Rockers> oh wait
nvm
L1128[15:47:03] <aaa801> =/ getTexture
isnt called in my model
L1129[15:47:48]
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L1130[15:53:29] <Rockers> I had to create
a custom Material class
L1131[15:57:31]
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L1132[16:02:50] <aaa801> any idea why
ISmartItemModel.getTexture isnt being called?
L1133[16:03:22] <AndersBillLind>
gigaherz: I had a class implementing IExtendedEntityProperties, I
created an inner class in that one with the metadata
[SubscribeEvent] in it, if I remember it correctly
L1134[16:03:55] <AndersBillLind> That
method was never called and I began looking for alternatives,
especially when I saw methods that I had to implement that did not
make me any happier
L1135[16:04:06] <AndersBillLind> All
empty methods btw
L1136[16:05:17] <gigaherz> the method
wouldn't be called if you never did
L1137[16:05:33] <gigaherz>
MinecraftForge.EVENT_BUS.register(new Whatever.Handler())
L1138[16:05:45] <AndersBillLind> Where am
I supposed to do that?
L1139[16:05:53] <gigaherz> in your
preInit or init
L1140[16:05:55] <AndersBillLind> Ah
L1141[16:06:03] <AndersBillLind> Well,
the I could rework this
L1142[16:06:05] <AndersBillLind>
then
L1143[16:06:19] <AndersBillLind> But
those methods still scares me, do I have to put something in
them?
L1144[16:06:26] <gigaherz> of
course
L1145[16:06:33] ***
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L1146[16:06:33] <gigaherz> what? it
depends
L1147[16:06:57] <Ivorius> It won't work
for IEEP
L1148[16:07:02] <Ivorius> Because those
are instance based
L1149[16:07:11] <gigaherz> ?
L1150[16:07:13] <Ivorius> And event
handlers are (supposed to be) singletons
L1151[16:07:17] <gigaherz> yeah
L1152[16:07:23] <gigaherz> that's why I
suggested an inner class
L1153[16:07:39] <gigaherz> like we do for
IMessages
L1154[16:07:48] <Ivorius> Either way you
need to search for the IEEP instances some way
L1155[16:08:09] <gigaherz> I wasn't done
explaining yet ;P
L1156[16:08:30]
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L1157[16:08:32] <Ivorius> Type faster
then you shit :P
L1158[16:09:14] <gigaherz> Iwas verifying
something
L1159[16:09:14] <gigaherz> XD
L1160[16:09:37]
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L1161[16:09:48] <gigaherz> well, I
am
L1162[16:10:05] <AndersBillLind> Will the
properties I add to the class implementing
IExtendedEntityProperties also be persistant?
L1163[16:10:27] <gigaherz> no
L1164[16:10:36] <gigaherz> you have to
save and load them manually
L1165[16:10:46] <Rockers> What is the
best way to get a player's max reach?
L1166[16:10:47] <gigaherz> using the
load/save methods
L1167[16:10:47]
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L1168[16:11:46] <AndersBillLind> Seems it
would be better using getTagCompound on the ItemStack instead
L1169[16:11:53] <AndersBillLind> The same
stuff anyway
L1170[16:12:11] <AndersBillLind> Hm,
maybe not
L1171[16:12:38] <AndersBillLind> In
loadNBTData I use the compound to populate my class members?
L1172[16:12:48] <gigaherz> this is an
extremely basic IEEP
L1174[16:12:51] <AndersBillLind> And in
saveNBTData I do the reverse?
L1175[16:12:54] <gigaherz> thatI wrote as
a test just now
L1176[16:13:15] <AndersBillLind> I will
try it then
L1177[16:13:26] <gigaherz> learn from it,
though, don't just copy
L1178[16:13:52] <aaa801> urgha, fucking
item rendering
L1179[16:13:53] <AndersBillLind>
Thanks
L1180[16:14:12] <gigaherz> actually I
think I made a mistake
L1181[16:14:16] <AndersBillLind> It makes
sense to me now
L1182[16:14:20] <AndersBillLind>
ok?
L1183[16:14:34] <gigaherz> the compound
given in the load/save methods seems to be global for the
entity
L1184[16:14:37] <Rockers> What are
partial ticks?
L1185[16:14:42] <gigaherz> so it would be
best to store the values in a custom sub-tag
L1186[16:15:07] <Rockers> Just
curious,
L1187[16:16:38] <MattDahEpic> IEEP
L1188[16:16:50]
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L1189[16:17:40] <ThePsionic> MattDahEpic:
That's the sound you make while working with one, yes
L1190[16:19:07] <AndersBillLind> Hm,
cannot have a static method since that class is an inner class of
MagicWand...
L1191[16:19:07]
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L1192[16:19:16] <AndersBillLind> So I
have to do it a bit different
L1193[16:19:25] <diesieben07> make it a
static inner class then
L1194[16:19:27] <gigaherz>
AndersBillLind: static
L1195[16:19:30] <gigaherz> the inner
class hasto be static
L1196[16:19:31] <diesieben07> (yes i know
thatss not how they are called. meh)
L1197[16:19:36] <AndersBillLind> Still it
has properties
L1198[16:19:51] <gigaherz> static inner
class means it doesn't have an implicit reference to the
parent
L1199[16:19:58] <gigaherz> doesn't mean
it's only-static-methods like in C#
L1200[16:20:46] <AndersBillLind> I put
the static method in the MagicWand class instead
L1201[16:21:02] <gigaherz> you still want
the inner class to be static.
L1202[16:21:05] <aaa801> has method to
get texture.. is never called
L1203[16:21:08] <aaa801> fucking
amazing
L1204[16:21:29] ***
big_Xplosion is now known as big_Xplo|AFK
L1205[16:21:46] <gigaherz> what's wrong
aaa801?
L1206[16:21:50] <AndersBillLind>
gigaherz: We are talking about two inner classes now
L1207[16:21:59]
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L1208[16:22:05] <AndersBillLind> your
Handler class is the innermost
L1209[16:22:06] <aaa801> gigaherz, in
ISmartItemModel
L1210[16:22:17] <aaa801> getTexture is
never called, so i cant change the texture of my item
L1211[16:22:22] <gigaherz> that's not how
it works
L1212[16:22:27] <gigaherz> the texture is
fixed per-quad
L1213[16:22:35] <gigaherz> getTexture is
actually getParticleTexture
L1214[16:22:41] <gigaherz> it's only used
when doing the breaking particles
L1215[16:22:42] *
aaa801 slaps fry|sleep
L1216[16:22:48] <gigaherz> not fry's
fault
L1217[16:22:54] <gigaherz> in 1.8.8 it
has the better name
L1218[16:23:03] <aaa801> frys fault for
not javadocing it
L1219[16:23:04] <aaa801> ;P
L1220[16:23:24] <aaa801> ok so, how do i
go about changing the texture then?
L1221[16:23:41] <gigaherz> hm not
sure
L1222[16:23:57] <gigaherz> the short
answer is "recreate the quads"
L1223[16:24:11] <aaa801> fun
L1224[16:25:21] <gigaherz> yep
L1225[16:25:24] <gigaherz> you have to
recreate the quads
L1226[16:25:30] <gigaherz>
ISmartItemModel works at bake level
L1227[16:25:34] <gigaherz> that means it
doesn't know abouttextures
L1228[16:25:39] <gigaherz> you have to
manually change the UV coords
L1229[16:25:44] <aaa801> right
L1230[16:25:45] <gigaherz> to match the
new TextureAtlasSprite values
L1231[16:25:55] <gigaherz> since
everything is stitched into one massive atlsas
L1232[16:25:57] <gigaherz> -s
L1233[16:26:15] <gigaherz> if you have a
finite set of textures
L1234[16:26:24] <gigaherz> you may want
to pre-allocate the models at the beginning
L1235[16:26:50] <gigaherz> get the
"3difier" to make the full item models for you
L1236[16:27:09] <gigaherz> (in 1.8+, all
items are 3D items like in the hand/ground, there's no flat icon
anymore)
L1237[16:27:30]
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L1240[16:28:25] <aaa801> gigaherz,
3difier?
L1241[16:28:41] <gigaherz> no ide what
the real name is
L1242[16:28:53] <gigaherz> the model
processor that takes a flat texture and gives it the edge
L1243[16:28:58] <gigaherz> for 3D
display
L1244[16:29:33] <heldplayer> Normal? Bump
map?
L1245[16:29:42] <gigaherz> nono
L1246[16:29:51] <heldplayer> Oooh
L1247[16:29:52] <gigaherz> you know how
minecraft has the in-hand items
L1248[16:29:53] <heldplayer> Like
that
L1249[16:30:00] <heldplayer> Yeah, dunno,
sorry :p
L1250[16:30:06] <gigaherz> with an edge
and all
L1251[16:30:09] <gigaherz> that's two
flat textures
L1252[16:30:19] <gigaherz> with a
generated edge in between
L1253[16:30:21] <gigaherz> for
"depth"
L1254[16:30:34] <gigaherz> there's a
class that does that generation
L1255[16:30:37] <gigaherz> just no idea
what the name was
L1256[16:30:38] <gigaherz> XD
L1257[16:32:10] <ThePsionic> gigaherz:
that's edgy
L1258[16:32:37] <gigaherz> very
L1259[16:32:38] <Rockers> He lives life
on the edge.
L1260[16:32:47] <gigaherz> specially when
you consider that the edgyness is still present on inventory
slots
L1261[16:32:50] <gigaherz> when it
seemsto be flat
L1262[16:32:55] <gigaherz> it's just
pretending.
L1263[16:33:06] <gigaherz> it's really
edgy still.
L1264[16:33:14] <Rockers> How would I
drain a fluid from getting a block?
L1265[16:33:31] <gigaherz> what?
L1266[16:33:37]
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L1267[16:34:00] <Rockers> I'm trying to
drain a fluid from co-ordinates and I'm not sure of how to do
so...
L1268[16:34:30]
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L1269[16:34:38] <gigaherz> what do you
mean by "drain"?
L1270[16:35:09] <gigaherz> do you want to
remove a source block from a specific position?
L1271[16:35:18] <gigaherz> make the
blocks disappear automatically?
L1272[16:35:23] <gigaherz> are you ingame
and you want to remove a block?
L1273[16:35:30] <Rockers>
BlockFluidClassic.drain(World, int, int, int, boolean)
L1274[16:35:42] <gigaherz> oh so an
actual drain method
L1275[16:35:49] <gigaherz> no idea what
that does
L1276[16:36:07] <Rockers> If you remove a
source-block by intercepting events on a custom fluid, the fluid
doesn't update.
L1277[16:36:34] <Rockers> Maybe I could
update all blocks around the fluid that has been broken...
L1278[16:36:38] <Rockers>
**removed.
L1279[16:36:55]
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L1280[16:37:42] <AndersBillLind>
gigaherz: how was it, could getExtendedProperties give me
null?
L1281[16:37:55]
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L1282[16:38:04] <gigaherz> it
shouldn't
L1283[16:38:10] <gigaherz> unless you
never added it to an entity
L1284[16:38:10]
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L1285[16:38:30] <AndersBillLind> Testing
this now :)
L1286[16:38:46] <aaa801> ;_; now its
invisible
L1287[16:39:12] <AndersBillLind>
npe
L1288[16:40:06] <AndersBillLind> I added
entityConstructing, removing the word get
L1289[16:40:12] <AndersBillLind> if
(!(event.entity instanceof EntityPlayer) ||
(EntityPlayer)event.entity != null) return
L1290[16:40:16] <AndersBillLind> ;
L1291[16:40:22] ***
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L1292[16:40:25] <AndersBillLind> oh, I
see an error
L1293[16:41:06] <gigaherz> uh the get was
meant to be there.
L1294[16:41:09] <AndersBillLind> oh
L1295[16:41:19] <gigaherz> the
"get" is TestEntityData.get(entity) which returns the
IEEP, if it exists
L1296[16:41:31] <gigaherz> I made that
method so you don't have to call entity.getExtendedProperties
manually
L1297[16:41:50] <AndersBillLind>
Doh
L1298[16:43:21]
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L1300[16:44:13] <AndersBillLind>
gigaherz: Now the wand did its job again, using ieep
L1301[16:44:15] <AndersBillLind>
Thanks
L1302[16:44:22] <gigaherz> np
L1303[16:44:40] <AndersBillLind> You
talked about a problem with global entity stuff
L1304[16:45:24] <AndersBillLind> global
for the entity, I never decoded that
L1305[16:45:37] <gigaherz> the save/load
methods
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L1307[16:45:46] <AndersBillLind> The same
player will get the same data that is?
L1308[16:45:55] <gigaherz> nothing to do
with that
L1309[16:45:58] <AndersBillLind> ok
L1310[16:46:07] <gigaherz> do you
understand how the NBT tags work?
L1311[16:46:18] <AndersBillLind> I think
so yes
L1312[16:46:36] <gigaherz> well the
compound param in the load/save methods seems to be the root of the
entity data
L1313[16:46:52] <gigaherz> whcih means it
would be easy for two magic mods to store a value called
"MP" in it
L1314[16:46:58] <AndersBillLind> ah,
ok
L1315[16:47:08] <gigaherz> so to avoid
that, I think it's best if you store all your values inside a key
with the name of the IEEP
L1316[16:47:11] <AndersBillLind> Thats a
drawback of course
L1318[16:48:03] <gigaherz> that's why in
the version 2 of the code I added this
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L1321[16:48:38] <AndersBillLind> Ah, ok,
so I will use those tags and also have a long id when getting them
then
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L1325[16:50:06] <AndersBillLind> Yeah, I
add a tag for completion
L1326[16:50:31] <AndersBillLind> Because
I use properties named x, y and z, which could cause confusion with
other mods then
L1327[16:51:10] <gigaherz> xyz? O_O
L1328[16:51:30]
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L1330[16:53:17] <AndersBillLind> Well,
those are arrays
L1331[16:53:27] <AndersBillLind> I must
use parallel arrays then
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L1333[16:53:44] <AndersBillLind> Could be
called xs, ys and zs :)
L1334[16:54:00] <AndersBillLind> public
static final String THEVAR could be uppercase?
L1335[16:54:11] <williewillus> if I want
to load a model on demand I should register the textures it uses to
the atlas correct?
L1336[16:54:23] <gigaherz> williewillus:
yes
L1337[16:54:24] <williewillus> (this
model has no associated block or item)
L1338[16:54:52] <gigaherz> texture stitch
event and add them there ;P
L1339[16:54:57] <williewillus> and I can
just load models at any time with
ModelLoaderRegistry.getModel?
L1340[16:55:13] <gigaherz> no idea about
that
L1341[16:55:31] <williewillus> or i
probably need to do it during the model bake event
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L1345[16:56:51] <AndersBillLind> If
anyone is partly interested
L1346[16:56:52] <AndersBillLind> Oh,
Jesus such wide indentation
L1347[16:57:39] <AndersBillLind> Wow,
does not matter how I paste the code
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L1350[16:58:02] <gigaherz> did you use
tabs instead of spaces for indentation?
L1351[16:58:02] <gigaherz> xD
L1352[16:58:11] <kashike> yes.
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L1354[17:00:33] <williewillus> wait the
modelbake event is fired after item models are loaded which means I
cna't bake mine with the rest? idk how this works
L1355[17:01:28] <AndersBillLind>
gigaherz: Apparently, sucks
L1356[17:01:38] <AndersBillLind> I
actually imported the formatter from your site
L1357[17:02:08] <AndersBillLind> Maybe
the wrong eclipse :)
L1358[17:02:31] <williewillus> ugh so
many differen things and no docs :p
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L1360[17:06:37] <Rockers> I would pay
real money if someone made a Chav mod.
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L1365[17:21:57] <williewillus> i still
don't know what I should call if I just want to render an arbitrary
model
L1366[17:21:59] <williewillus>
>.<
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L1368[17:23:38] <SatanicSanta> I use an
extended entity property to store and change player step height and
x/y positions. Currently, due to the current state of the event
handler that changes these values, we use null checks to check
whether the extended properties have been initialized. This seems
wrong to me. I read some JavaDocs, and it appears to me that we
should do this in the IEEP#init method.
L1369[17:23:41] <TehNut> williewillus: I
was trying to figure that out earlier, as well
L1370[17:23:59] <TehNut> Didn't have any
luck, either
L1371[17:24:18] <SatanicSanta> However,
when I made that change, it seems as though the values never
change, thus completely breaking the features that utilize and
change these values.
L1372[17:24:35] <SatanicSanta> Am I
supposed to use the init method for this, or not? The JavaDoc is
unclear
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L1375[17:26:07] <williewillus> I think
one of the calls in RenderItem
L1376[17:26:17] <williewillus> but I
shouldn't be really concerned with that it doesnt even compile yet
lol
L1377[17:28:52] <tterrag> The real
question is why you use objects instead of primitives
SatanicSanta
L1378[17:29:00] <SatanicSanta> tterrag:
null checks
L1379[17:29:04] <tterrag> ...
L1380[17:29:19] <SatanicSanta> tterrag: I
didn't want to have to check 0.0 for some of the things, because
that's a valid value in some cases.
L1381[17:29:43] <tterrag> The nbt load is
called immediately after registration
L1382[17:29:52] <SatanicSanta> as the
default double and float values are 0.0, but you can easily go to
the x or z coor d 0
L1383[17:30:01] <SatanicSanta> and your
step height could be 0 as well
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L1386[17:31:28] <tterrag> If you are null
checking
L1387[17:31:33] <tterrag> You must have a
default value
L1388[17:32:16] <SatanicSanta> For step
height, when null, it gets set to the entity's step height
L1389[17:32:19] <SatanicSanta> er,
prevStep
L1390[17:32:31] <SatanicSanta> prevStep
is set to entity.stepHeight when prevStep is null.
L1392[17:34:30] <tterrag> So why not do
that in init
L1393[17:35:50] <SatanicSanta> Because we
only care about it if the player is wearing a full suit of armor
and that armor has power. Having that much logic in the init method
would be dumb.
L1394[17:37:20] <SatanicSanta> Basically,
if the player meets those conditions, we check if the prevStep has
been set. If not, we set it to their current step height, then we
increase it.
L1395[17:37:47] <SatanicSanta> And then
if the player no longer meets those conditions, we set the step
height to the previous step height, then reset prevStep to
null.
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L1399[17:41:50] <SatanicSanta> tterrag:
fwiw, I'm currently refactoring the code to use IEEPs instead of
saving a bunch of hashes containing Entity IDs as keys, and, for
example, previous step height as value.
L1400[17:43:43] <williewillus> why do
entity renderers in 1.8 no longer have renderpasses?
L1401[17:44:13] <SatanicSanta> I'll be
back in about 15m
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L1405[17:48:03] <Rockers> How do I set a
fluids source-block to null?
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L1407[17:54:50] <williewillus> wat
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L1413[18:05:29] <masa> you mean to
Air?
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L1415[18:05:52] <masa> williewillus: is
that what got replaced by the RenderLayers or whatever?
L1416[18:06:08] <williewillus> oh yeah,
probably
L1417[18:06:10] <williewillus>
LayerRenderers
L1418[18:11:10] <SatanicSanta> tterrag: I
think I know how I could deal with it, at least for prevStep. not
100% sure for lastMotions since it's a mutable pair.
L1419[18:11:15] <SatanicSanta> I'll
figure something out, though.
L1420[18:11:57] <SatanicSanta> What I'm
considered is if the prevStep is actually the modified step
height
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L1424[18:21:46] <SatanicSanta> Well, no
more NPE. Now to see if it actually works.
L1425[18:21:59] <SatanicSanta> No wait,
NPE still there with a default value in init
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L1427[18:25:32] <SatanicSanta> Oh, it
might help for me to load the floats from the right NBT
compound...
L1428[18:25:36] *
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L1437[18:54:56] <Keridos> how can I
prevent mobs from spawning on one of my blocks?
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L1440[18:57:17] <Girafi> Keridos, look at
the method canCreatureSpawn in the Block class. You should be able
to figure out how to do it from there :)
L1441[18:57:26] <Keridos> Girafi: thanks
:D
L1442[18:57:31] <Girafi> No problem
^^
L1443[18:58:25] <Keridos> so i just set
this to false and I am good, correct?
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L1445[19:01:31] <Keridos> derp yes
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L1448[19:12:44] <SatanicSanta> Keridos: I
just thought of possibly the worst way to do that. Subscribe to the
entity spawn event, check if the block underneath them is your
block, then exponentially check the next block in every x and z
direction until it no longer reaches one of your blocks.
L1449[19:14:07] <Keridos> lol
L1450[19:14:23] <SatanicSanta> On the
bright side, the mob still spawns :P
L1451[19:15:08] <williewillus> still
anyone know how to render an arbitrary baked model not tied to a
block or item? :/
L1452[19:15:15] <williewillus> or do I
have to tessellate the quads myself
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L1472[20:18:25] <gigaherz> best thing of
uploading mods to curse: "permanent" premium status
L1473[20:18:26] <gigaherz> XD
L1474[20:19:18] <shadowfacts> hehe, it's
pretty nice
L1475[20:19:27] <gigaherz> although I'm
no playing WoW these days
L1476[20:19:30] <gigaherz> not*
L1477[20:19:51] <gigaherz> but I got like
2 years' worth of premium after I released a bukkit plugin back in
the 1.2.5 days
L1478[20:20:21] <gigaherz> itw as nice
for updating the addons in batch
L1479[20:23:42] <netz> heh, same. I never
used curse, ever, except as a place to stick my mods and get a bit
of amazon cash on the side :P
L1480[20:23:58] <netz> shadowfacts:
where's gandalf?
L1481[20:25:12] <shadowfacts> In Fangorn
forest
L1482[20:25:47] <netz> you, I like you
:)
L1483[20:28:44] <shadowfacts> hehe
L1484[20:30:51] <gigaherz> oh hey
journeymap is on 1.8 now?
L1485[20:31:35] <gigaherz> oh hey it's on
1.8.8
L1486[20:31:36] <gigaherz> XD
L1487[20:31:42] <gigaherz> since 2 hour
sago lol
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L1521[22:30:06] <LordSkittles> Any
suggestions for a closed source project license?
L1522[22:31:19]
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L1524[22:32:31] <TehNut> All rights
reserved?
L1525[22:32:38] <TehNut> Aka: Don't list
one
L1526[22:33:16] <gigaherz> LordSkittles:
what rights you want to give people?
L1527[22:33:38] <LordSkittles> No rights
at all. All rights go to myself and my team
L1528[22:33:49] <TehNut> Then All rights
reserved
L1529[22:33:55] <unascribed> © 2015
LordSkittles and Contributors, all rights reserved
L1530[22:33:59]
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L1531[22:34:01] <TehNut> Which is
automatic if you don't list one
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L1533[22:34:50] <gigaherz> yeah
L1534[22:35:38]
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L1541[22:45:59] <gabizou|laptop> though
it's better to list the license than not
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L1548[23:02:21] <sham1> So basically in
the license file you have some stuff that then says All right
reserved
L1549[23:02:36] <sham1> But why closed
source
L1550[23:04:24] <MattDahEpic> ^ askin'
the reeeeeeal questions
L1551[23:06:39]
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L1552[23:07:45] <sham1> I propably will
make up a simple license where the code can be seen by everyone and
you can use it to learn and contribute but you cannot blatantly
copy it
L1553[23:08:30] <sham1> And the compiled
version can be distributed with my permission if it goes far like
to FTB 8r something
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L1558[23:12:53] <tterrag> making up a
license
L1559[23:12:54] <tterrag> not even
once
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L1561[23:13:23] <MattDahEpic> the matt
liscence: its mine you cant have it
L1562[23:13:32] <MattDahEpic> \n
L1563[23:13:54] <TehNut> newline?
L1564[23:14:09] <sham1> Yes
L1565[23:14:12] <MattDahEpic> yes. as
opposed to a period
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L1567[23:14:55] <sham1> The only reason
you would ever make your own license is because you want it to be
flexible for your pirpose
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L1569[23:16:33] <sham1> But if seriously
thinking about licensing the mod, I'd propably just get a modified
MIT with a thing for the mod specific stuff
L1570[23:17:04] <sham1> Because with MIT
license you have the copyright
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L1572[23:18:28] <tterrag> what does that
mean?
L1573[23:18:32] <tterrag> you always have
the copyright
L1574[23:18:49] <tterrag> in fact, you
*can't* give up your copyright, not in the US anyways
L1575[23:19:10]
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L1576[23:19:26] <sham1> Well I am glad I
have copyright in the place I am not even physically at
L1577[23:19:33] <securitypedant> what's
the command for the minebot again
L1578[23:19:40] <securitypedant> to
return info on methods?
L1579[23:19:52] <sham1> help gives you
all the commands
L1580[23:19:55] <securitypedant> ahh
thanks
L1581[23:20:16] <tterrag> sham1: but
that's how copyright works
L1582[23:20:19] <sham1> Remember the
!
L1583[23:20:19] <tterrag> you can't give
it up
L1584[23:20:21] <tterrag> that's not what
licenses do
L1585[23:20:40] <sham1> They allow
distribution among other things depending on license
L1586[23:20:40] <securitypedant> sham1:
doing a help via privmsg, no response
L1587[23:20:42] <securitypedant>
!help
L1588[23:20:45] <securitypedant> ah
ha!
L1589[23:21:19] <securitypedant>
!!gm
L1590[23:21:19] <MCPBot_Reborn> Wrong
syntax : [<class>.]<name> [<version>]
L1591[23:21:29] <securitypedant> !!gm
setCustomNameVisible 1..7.10
L1592[23:21:29] <MCPBot_Reborn> No
results found.
L1593[23:21:33] <securitypedant> !!gm
setCustomNameVisible 1.7.10
L1594[23:21:34] <MCPBot_Reborn> No
results found.
L1595[23:21:43] <MattDahEpic> 2
exclimation marks writes to everyone in the room
L1596[23:21:48] <sham1> Don't double
bang
L1597[23:21:53] *
securitypedant blushes
L1598[23:21:54] <securitypedant>
sorry
L1599[23:22:22] <securitypedant> !gm
setCustomNameVisible 1.7.10
L1600[23:22:27] <sham1> Bang bang can be
heard by everyone
L1601[23:22:32] <tterrag> yes, but no
license REMOVES your copyright, it just gives others the rights to
do things with your copywritten work
L1602[23:22:34] <securitypedant> !findm
setCustomNameVisible
L1603[23:22:44] <sham1> What about public
domain
L1604[23:22:46] <securitypedant> !findm
setCustomNameVisible 1.7.10
L1605[23:22:49] <securitypedant> hmm
odd
L1606[23:22:55] <tterrag> still no
L1607[23:23:02] <tterrag> you own the
copyright should you ever decide to change the license
L1608[23:23:02] <MattDahEpic> its
gm
L1609[23:23:12] <securitypedant> anyone
know of a method that increases the visibility of custom name tags
on mobs?
L1610[23:23:13] <tterrag> obviously past
versions that have the license applied to it cannot be
retroactively relicesnsed
L1611[23:23:27] <securitypedant> Found a
reference to setCustomNameVisible, but can't seem to find it on the
EntityLiving class
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L1613[23:24:29] <sham1> Well I propably
want something permissive with the ability to restrict the
distribution of the compiled product slightly
L1614[23:26:49] <tterrag> that doesn't
really exist
L1615[23:26:58] <tterrag> the definition
of open source is free distribution
L1616[23:27:56] <securitypedant> duh,
it's a Spigot method :(
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L1620[23:30:04] <sham1> Well I guess I
have to modify one open source license so they have to ask my
permission to but my mod into bigger distribution
L1621[23:30:49] <fry> that makes it not
open source
L1622[23:30:52] <tterrag> ^
L1624[23:31:38] <sham1> So open source
means you can distribute the compiled products as well
L1625[23:31:51] <sham1> Right...
L1626[23:32:39] <tterrag> "The
license shall not restrict any party from selling or giving away
the software as a component of an aggregate software distribution
containing programs from several different sources. The license
shall not require a royalty or other fee for such sale."
L1627[23:32:40] <sham1> You'd think that
with a name "open source" it would only have to do with
source code
L1628[23:33:03] <tterrag> what would be
the point of distributable source code if you could not distribute
binaries
L1629[23:33:10] <tterrag> "oh yay, I
have this code now"
L1630[23:33:55] <securitypedant> Being an
Englishman, and being old enough to be around when IRC was sub 10k
users. I often wonder if sarcasm was invented on IRC
L1631[23:33:59] <Mraof> Open source does
not necessarily mean you can distribute the compiled products
L1632[23:34:07] <tterrag> except it does
Mraof
L1633[23:34:12] <Mraof> Does it?
L1634[23:34:14] <tterrag> read the
sentence I just posted, quoted directly from that site
L1636[23:34:18] <sham1> Well I propably
will go all gnu gpl v3 and allow every cancer distribution site
distribute old, buggy versions because "open
source"
L1637[23:34:48] <sham1> Oh I am
sorry
L1638[23:34:57] <sham1> "Free
software"
L1639[23:35:01] <Mraof> Does that website
give an undisputable definition of "Open source"?
L1640[23:35:58] <Mraof> Because if open
source means you can distribute the compiled products, what is it
called when the source is openly accessible but distributing it is
not allowed
L1641[23:36:17] <MattDahEpic> the source
is open
L1642[23:36:27] <fry> it's called
proprietary software, Mraof :P
L1643[23:36:37] <killjoy> open source !=
foss
L1644[23:36:59] <killjoy> free as in
beer
L1645[23:37:12] <Mraof> What does foss
stand for?
L1646[23:37:18] <killjoy> free open
source software
L1647[23:37:19] <Mraof> (I can't look it
up, I can't connect to websites right now)
L1648[23:37:25] <Mraof> Okay, that was
what I guessed
L1649[23:39:19]
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L1650[23:40:03] <xaero> maybe there's two
axes - open <-> close, and free <-> proprietary ?
L1651[23:40:21] <tterrag> you are
correct, open source does not mean free
L1652[23:40:31] <tterrag> you may charge
for distribution of open source software if you so choose
L1653[23:40:43] <tterrag> in fact, that
is also part of the definition of open source
L1654[23:41:00] <sham1> Don't you mean
free software
L1655[23:41:41] <karlthepagan>
"free" as in GPL is libertarian style "free" -
which is how Bukkit fell to the demands of one person's
copyright
L1656[23:41:46] <killjoy> no, you don't
charge for free software
L1657[23:41:58] <sham1> Yes you do
L1658[23:42:04] <killjoy> at least not
for money
L1659[23:42:06] <sham1> It is called Red
Hat
L1660[23:42:08] <karlthepagan> you may,
if you also provide the source
L1661[23:42:16] <killjoy> that's
chargingn for support
L1662[23:42:36] <sham1> You still have to
buy red hat before you can use it
L1663[23:42:46] <killjoy> Or use
CentOS
L1664[23:43:04] <sham1> Free as in
freedom of speech, not as in free beer
L1665[23:43:09] <killjoy> You can
literally install a single package to convert centos to red
hat
L1666[23:43:31] <sham1> Well that's what
free software does
L1667[23:44:35] <karlthepagan> charging
for GPL software vs charging for "support" is a little
absurdly reductive
L1668[23:45:05] <karlthepagan> because
you can't prevent someone from redistributing the GPL code the only
thing of value sold is the... support - the updates and service to
fix the software
L1669[23:45:07] <sham1> Because the
source is there where you can use it, you can use that to make your
own, zero money requiring version
L1670[23:45:25] <karlthepagan> yup
L1671[23:45:51]
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L1672[23:46:23] <sham1> "“Free
software” means software that respects users' freedom and
community. Roughly, it means that the users have the freedom to
run, copy, distribute, study, change and improve the software.
Thus, “free software” is a matter of liberty, not price. To
understand the concept, you should think of “free” as in “free
speech,” not as in “free beer”. We sometimes call it “libre
software” to show we do not mean it is gratis."
L1673[23:46:29] <sham1> Thank you
FSF
L1674[23:47:47] <karlthepagan> now I'm
curious, has forge converted to copyright assignment to avoid
future DMCA sillyness?
L1675[23:48:02] <karlthepagan> or do
contributors retain their rights?
L1676[23:48:04] <killjoy> free
nachos
L1677[23:48:39] <sham1> The problem with
the word "free" is that it is broken
L1678[23:48:51] <karlthepagan>
overloaded
L1679[23:49:05] <killjoy>
free(null)
L1680[23:49:12] <killjoy> method is
ambiguous
L1681[23:49:12] <sham1> Put you put the
same parameters in
L1682[23:49:49] <karlthepagan> segfault
license v1.0 - the recipient may not read this license.
L1683[23:49:50] <sham1> Libre.free
L1684[23:50:02] <karlthepagan> how is
everyone
L1685[23:50:38] <karlthepagan> I think
I'm going to take a stab at my dimension / teleporter rooms
L1686[23:51:04] <sham1> Don't stab a
room
L1687[23:51:05]
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L1688[23:51:10] <sham1> It will get
hurt
L1689[23:52:04] <karlthepagan>
considering starting with one of the default world providers and
just overwriting the dimension terrain as part of the teleporter
code ;)
L1690[23:52:12] <karlthepagan> since i'm
only making 16x cube rooms
L1691[23:52:18]
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L1692[23:53:45] <sham1> Or if you stab,
don't use that knife you have
L1693[23:58:47] ***
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