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L1[00:00:37] <xaero> (I'm not condoning you
do such a thing >_> just poking for weaknesses :P)
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L5[00:01:15] ⇦
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L6[00:01:15] ⇦
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L9[00:01:36] <sham1> Well mounting requires
root
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L12[00:02:35] <xaero> ahh right
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L15[00:03:51] <xaero> (and I'd assume
they've locked down the groups permissions so you aren't in wheel
or plugdev or something)
L16[00:03:57] <sham1> I have a feeling they
have a battle plan
L17[00:04:03] <sham1> Yeah
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L22[00:09:33] <xaero> well being a tech
school, there are a disproportionate amount of minds who could
possibly come up with some 1337 h4x to break in somehow
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L24[00:10:22] <xaero> maybe there's some
keylogging going on they analyze post hoc for verification
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L27[00:12:32] <xaero> (e.g. they compare
your key logs to the statistical norm for test taking (I'm guessing
multiple choice radio boxes and text boxes))
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L37[00:22:41] <killjoy> When I upload an
image to opengl, does it keep the byte[] reference?
L39[00:23:46] <killjoy> I want to display
an image while it's loading like in a browser
L40[00:24:21] <Unh0ly_Tigg> how would you
be rendering it after it's loaded?
L41[00:24:45] <killjoy> Usually by
TextureUtils.uploadTexture() then binding it
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L43[00:26:38] <Unh0ly_Tigg> well, depending
on the hardware, and the size of the image, the time between you
having access to the image data, and when the transfer of that data
to opengl on the gpu is done, would be less than a second or
two.
L44[00:26:51] <killjoy> image is on the
network
L45[00:27:15] <Unh0ly_Tigg> I mean, having
access to a byte[] in memory with all the pixel data.
L46[00:29:56] <Unh0ly_Tigg> because the
system won't know how to render it until it's completely
loaded.
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L52[00:35:56] <sham1> Welp, my mod's
website now has responsive design
L53[00:35:59] <sham1> Thank you CSS
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L61[00:44:52] <Unh0ly_Tigg> tterrag, back
when the wyldcraft server was online, what was changed so that the
sponge blocks worked to absorb water?
L62[00:45:11] <tterrag> uhh no idea
L63[00:45:17] <tterrag> that was a
thing?
L64[00:45:33] <Unh0ly_Tigg> Yeah, I used it
to clear out under one of the towers of my base.
L65[00:45:38] <Unh0ly_Tigg> but it doesn't
work in single player.
L66[00:45:41] <TehNut> OpenBlocks
L67[00:45:49] <Unh0ly_Tigg> vanilla sponge
blocks.
L68[00:45:59] <Unh0ly_Tigg> openblocks
isn't in the pack.
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L70[00:47:29] <tterrag> it must have been a
plugin
L71[00:47:37] <tterrag> I didn't really
work much (or at all) with the bukkit stuff
L72[00:47:45] <Unh0ly_Tigg> darn.
L73[00:48:09] <Unh0ly_Tigg> also, any news
as to when the wyldcraft server might come back online?
L74[00:48:33] <Unh0ly_Tigg> or are you guys
still waiting on hardware?
L75[00:48:48] <tterrag> I don't know if
there are plans at the moment
L76[00:49:22] <Unh0ly_Tigg> ok
L78[00:51:07] <Unh0ly_Tigg> was probably
essentials
L79[00:51:12] <tterrag> likely
L80[00:51:12] <tterrag> yes
L81[00:52:19] <Unh0ly_Tigg> and I'm
guessing that there's no chance of someone like me (who is still a
sub to wyld), getting their hands on a copy of the world
save?
L82[00:52:35] <tterrag> I can ask
L83[00:52:37] <tterrag> I don't see why not
really
L84[00:53:15] <Unh0ly_Tigg> I was thinking
no, because I could easily find where moderators bases are
located.
L85[00:53:35] <Unh0ly_Tigg> so, if the
server ever came back online with the same save, I would know where
to go...
L86[00:53:54] <tterrag> I don't think we
were really private about that info
L87[00:53:59] <tterrag> we had protection
all the same as everyone else
L88[00:54:45] <tterrag> Unh0ly_Tigg: we
have the save still, need barry to be online to get a hold of
it
L89[00:55:00] <Unh0ly_Tigg> he's connected
to the irc channel for the server...
L90[00:56:03] <Unh0ly_Tigg> granted,
according to whois, he's been idle for 13 hours...
L91[00:56:13] <tterrag> yeah, england
time
L92[00:56:16] <tterrag> it's early morning
there
L93[00:56:32] <Unh0ly_Tigg> almost 7
there.
L94[00:56:59] <Unh0ly_Tigg> didn't realize
that he's british.
L95[00:57:18] <tterrag> if you'd ever been
in a call with him it wouldn't take you long to find out :P
L96[00:57:47] <Unh0ly_Tigg> I've only seen
pictures via his twitter, and seen him type in chat.
L98[00:58:43] <Unh0ly_Tigg> lol
L99[00:59:21] <Unh0ly_Tigg> apparently,
there was a slight spike of that being used yesterday.
L100[00:59:35] <tterrag> he still needs to
fix the aspect ratio
L101[00:59:40] <tterrag> it's all
smooshed
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L103[01:02:19] <Unh0ly_Tigg> I've also
gotten a lot farther in my current single player world than I did
on the server, when it comes to automating magical crops. since I'm
not experiencing lag anymore...
L104[01:03:24] <tterrag> the problem
wasn't lag, it was threaded chunks
L105[01:03:32] <tterrag> the server would
slow down the tick on chunks that weren't near a player
L106[01:04:01] <Unh0ly_Tigg> well, there
was some bad block lag at times.
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L109[01:05:15] <tterrag> necro has a
monster
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L111[01:06:45] <tterrag> Dual Quad Core
E5520 2.26Ghz and 96G of ram
L112[01:06:58] <tterrag> no idea if we
would be using that or not
L113[01:07:01] <Wuppy> why so much
ram
L114[01:07:14] <Unh0ly_Tigg> 64 player
slot modded server?
L115[01:07:37] <tterrag> Wuppy: it's a
server meant to be divided into a lot of VPSs
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L117[01:07:45] <Wuppy> ah right, servers,
96GB ram on a pc would be a bit ridiculous
L118[01:09:06] <tterrag> Unh0ly_Tigg: I
think all I can say for now is that there are plans for another
server, but don't expect it to be very soon
L119[01:09:16] <tterrag> I'll get back to
you on the world download
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L121[01:09:49] <Unh0ly_Tigg> I remember
wyld said there would be some sub servers coming soon(tm) a few
days ago.
L122[01:10:38] <Unh0ly_Tigg> though, if
wyldcraft ever comes back online, I would like to request that the
pack get updated (at least in what versions of mods are
used).
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L128[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151204 mappings to Forge Maven.
L129[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151204-1.8.8.zip
(mappings = "snapshot_20151204" in build.gradle).
L130[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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L217[07:02:10] <Cazzar> C# compiler
"magic" nameof(x) => "x"
L218[07:03:00]
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L220[07:04:49] <Rockers> Could somebody
help me.
L221[07:04:56] <sham1> What is it
L222[07:04:59] <Rockers> I'm having an
issue with Java Reflection
L223[07:05:02] <Rockers> Oh, hey
sham1
L225[07:06:13] <sham1> What ist the
error
L226[07:06:30] <Rockers> It says that it
can't find "isJumping"
L227[07:06:38] <Rockers> I'll get the
stacktrace
L228[07:07:22] ***
kroeser is now known as kroeser|away
L230[07:08:37] <Rockers> There it is
L231[07:09:02] <Rockers> I know that
"isJumping" is definitely there though.....
L232[07:09:26] <Rockers> Wait
L233[07:09:39] <Rockers> Isn't
getDeclaredField only for public variables
L234[07:09:46] <Rockers> let me check with
just getField
L235[07:09:47] <sham1> For privates as
well
L236[07:09:54] <Rockers> What about
protected/
L237[07:09:55] <Rockers> *?
L238[07:10:04] <sham1> Should work
L239[07:10:08] <Rockers> hmm
L240[07:12:26] <Rockers> Yeah, I'm still
getting the error with getField.
L241[07:12:31] <Rockers> So
L242[07:12:57] <Rockers> That definitely
means that something's up with the way I'm getting the
classes.....
L243[07:14:01] <Rockers> Have permissions
been set to block the use of Java Reflection on certain
classes?
L244[07:15:30] ***
kroeser|away is now known as kroeser
L245[07:15:54] <sham1> SecurityManager in
fml should allow you to reflect upon anything
L246[07:16:26] <Rockers> In that case, I
genuinely have no clue...
L247[07:17:00] <Rockers> What if I tried
getting just the class without referencing (if that made any
sense)
L248[07:17:01]
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L249[07:17:04] <Rockers> like
L250[07:17:18] <Rockers> EntityLivingBase
ELB = new EntityLivingBase(params)
L251[07:17:26] ***
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L252[07:17:30] <Rockers> getting the
variable using reflection
L253[07:17:31]
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L254[07:17:50] <Rockers> then setting it
straight to the entity
L255[07:17:57] <Rockers> Getting it
sorry
L256[07:18:19] <Rockers> jumping =
field.getBoolean(originalEntityLivingBase);
L257[07:19:24] ***
kroeser|away is now known as kroeser
L258[07:19:43] <Cazzar> I'd also suggest
Caching the getDeclaredField result, since, it's a lot quicker that
way
L259[07:19:59] <Rockers> Ok
L260[07:20:31] <sham1> And I'd suggest
methodhandles for even faster reflection
L261[07:20:33]
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L264[07:24:27] ***
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L265[07:26:49] <Rockers> Aren't
methodhandles only for invoking methods sham1?
L266[07:27:15] <JamEngulfer221> My mod is
building fine and my mcmod.info file is in the right place, but
it's not getting recognised by Forge when I run the mod
L267[07:27:32] <sham1> They can also
invoke fields
L268[07:27:47] <Rockers> Ok sham1
L269[07:27:50] <Rockers> Erm
L270[07:27:55] <sham1> GOD DAMN THE
BING
L271[07:27:58] <JamEngulfer221> I opened
up the .jar file and its in the right place, as are all of my
textures and blockstates, but none of them are actually being
recognised by the game
L272[07:28:02] <Rockers> Soz
L273[07:28:04] <Rockers> bebes
L274[07:28:38] <JamEngulfer221> I even
fully built the .jar and put it in a normal Forge 1.8 installation
and it still didn't work
L275[07:29:17] <Rockers> Does it work in
your IDE?
L276[07:29:39] <JamEngulfer221> nope
L277[07:29:54] <Rockers> What tutorial are
you following?
L278[07:30:01] <Rockers> If you are
following a tutorial, that is
L279[07:30:12] <JamEngulfer221> Well, I'm
not really.
L280[07:30:33] <Rockers> Are you new to
building mods?
L281[07:30:39] <JamEngulfer221> Not
really.
L282[07:30:46]
⇨ Joins: Lunatrius (~Lunatrius@77.38.103.182)
L283[07:30:53] <Rockers> Oh, sorry
:/
L284[07:30:55] <JamEngulfer221> I'm new to
the 1.8 system, but I've been doing this for a while
L285[07:30:58] <Rockers> Ah
L286[07:31:08] <Rockers> 1.8 is really
different.
L287[07:31:14] <Rockers> (I think)
L288[07:31:33] <JamEngulfer221> With
regards to the problems I'm having, I haven't *really* followed a
tutorial. I've opened up other working mods and everything is in
the right place in the jar
L289[07:31:47] <Rockers> Hmm
L290[07:32:26] ***
kroeser is now known as kroeser|away
L291[07:32:30] <Cazzar> This is just...
werid
L292[07:32:50] <JamEngulfer221> I can't
remember, is there anything else in the jar that tells everything
where the files are? If that's the case it might just be an IDE
setup problem
L293[07:33:02] <Rockers> Have you tried
setting up a new mod. My mods sometimes corrupt and I have to move
the src folder.
L294[07:33:37] <Rockers> ..To the new
mod.
L295[07:33:46] <JamEngulfer221> Yeah, I'll
try that. It might just be some strange computer magic
L297[07:35:18] <JamEngulfer221> What's the
problem?
L298[07:35:27] <Rockers> Whenever gradlew
sets up everything, it sets up paths and the such based off of
where they are in the file system. However, it doesn't set them up
relatively....
L299[07:35:27] <JamEngulfer221> Is it with
your website or your code?
L300[07:36:03] <Cazzar> the lambda, method
passed into View(); _context.LanAttendees.Where(e => e.Lan.ID ==
lanModel.ID && e.UserAttending != null)
L301[07:36:18] <JamEngulfer221> Because
your website is positioning the image really weirdly for me. It's
stuck at the bottom right of the screen and is half offscreen
L302[07:36:36] <Cazzar> JamEngulfer221:
replace /u/ with /raw/
L303[07:36:45] <JamEngulfer221> ah,
thanks
L304[07:36:47] <Cazzar> Also, get a CSS3
compat browser.
L305[07:37:12] ⇦
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L306[07:37:24] <Cazzar> though, that
lambda, should nuke out the nulls, but one passes through.
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L308[07:37:48] <Rockers> Honestly, if I
knew that any of that mean't, I would be more than happy to help.
xD
L309[07:38:04] <Rockers> ***meant
L310[07:38:08] <Cazzar> I blame ASP
6
L311[07:38:20] <Rockers> C#.....
L312[07:38:28] <Cazzar> C# is
amazing
L313[07:38:36] <sham1> nah
L314[07:38:40] <Rockers> C'est ca
va.
L315[07:38:49] <JamEngulfer221> C++ 4
lyfe
L316[07:39:02] <Rockers> Nah fam vb.net
4lyfe
L317[07:39:07] <JamEngulfer221> eww
L318[07:39:08] <Rockers> kek
L319[07:39:09] <sham1> HASKELL
L320[07:39:15] <Rockers> jkjk
L321[07:39:20] <Cazzar> I'd do C++ if, I
wanted to practice self-mutilation
L322[07:39:22] <JamEngulfer221> Weakly
typed case insensitive is like, the worst thing ever
L323[07:39:33] <Rockers> I love c++
L324[07:39:39] <Rockers> But
L325[07:39:43] <Rockers> Java is
nicest.
L326[07:39:48] <sham1> Eugh
L327[07:39:49] <Rockers> (Well, HASKELL is
nicest)
L328[07:40:05] <sham1> Even though Java is
nice, it gets little annoying at times
L329[07:40:05] <JamEngulfer221> Honestly,
I have a strange relationship with C++. I get that it's powerful,
it's interesting to use, but I hate using it
L330[07:40:22] <Rockers> Damned
headerphiles.
L331[07:40:23] <Cazzar> I mostly use C#
because, fuck memory management
L332[07:40:28] <Rockers> They like to
creep on me.
L333[07:40:51] <JamEngulfer221> After
using Java (garbage collection) and Objective C (automatic
reference counting), I just can't handle manual memory
management
L334[07:41:10] <Rockers> What?! You don't
like having to flush any array or pointer you ever make?! You must
be insane...
L335[07:41:29] <Cazzar> Rockers, I have
played with x86 assembly... for fun.
L336[07:41:31] <sham1> time to alloc 4
bytes for this void*
L337[07:41:36] <Rockers> okok
L338[07:41:51] <Cazzar> "Notification
for shipment event group "Customs clearance" for 05 Dec
15."
L339[07:41:53] <Cazzar> WOOT!
L340[07:41:54] <JamEngulfer221> Oh yeah,
Assembly is fun.
L341[07:42:00] <Rockers> x86 assembly
isn't that bad
L342[07:42:17]
⇨ Joins: psxlover
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L343[07:42:26] <Cazzar> No, it's rather
fun
L344[07:42:34] <JamEngulfer221> I spent 4
hours debugging x86 code to check if a string contains anything but
a-Z or 0-9
L345[07:42:46] <sham1> I have played with
86 asm and motorola 68k assembly
L346[07:42:58] <JamEngulfer221> Turns out
I would have done it in 30 minutes, but I was passing in a Unicode
string so nothing worked :/
L347[07:43:00] <sham1> Interesting to say
the least
L348[07:43:10] <Rockers> It's really
useful. BUT, in order to do anything useful you have to spend hours
and hours at it.
L349[07:43:35] <JamEngulfer221> Super
efficient though. Also amusing to use it in a task where your
computing teacher has to look through and mark your code
L350[07:43:51] <Rockers> lol
L351[07:44:00] ⇦
Quits: Wolwrig (~Wolwrig@2602:ffe8:200::7f1e:61de) (Ping timeout:
194 seconds)
L352[07:44:05] <sham1> Assembly is so
efficient
L353[07:44:10] <sham1> Code and data one
the same
L354[07:44:16] <Rockers> Imagine printing
off Whitespace with no syntax highlighting to hand in to your
teacher xD
L355[07:44:30] <JamEngulfer221> oh my god
XD That would be evil
L356[07:44:37] <Cazzar> note to self:
DbContext.Update your changes.
L357[07:44:40] <Rockers> Or
brainfuck
L358[07:44:44] <Rockers> Or
brainfuck++
L359[07:44:47] <Rockers> Or
gesturefuck
L360[07:44:57] <sham1> Or perl
L361[07:45:00] <JamEngulfer221> I mean, I
still wanted my teacher to like me by the end of term
L362[07:45:10] <Cazzar> sham1: or one of
my assignments in java
L363[07:45:24] <Cazzar> Where the menu
system revolved around java reflection and annotations.
L364[07:45:39] <JamEngulfer221> I'll
admit, I did do my entire year's project in Java when the rest of
my class were using Pascal/Delphi
L365[07:45:44] ⇦
Quits: FallingD (~FallingDu@145.94.225.173) (Ping timeout: 194
seconds)
L366[07:46:05] <JamEngulfer221> Mainly
because I could get more done in Java because Delphi sucks
ass
L367[07:46:11] <Rockers> Want to know what
"Hello World" is in brain fuck?
L368[07:46:13] <Rockers>
++++++++[>++++[>++>+++>+++>+<<<<-]>+>+>->>+[<]<-]>>.>---.+++++++..+++.>>.<-.<.+++.------.--------.>>+.>++.
L369[07:46:48]
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L370[07:46:57] <Cazzar> Year 1 of java
programming at uni: day one: I am going to use this hex editor to
make a java hello world class, because, I am already bored
L371[07:47:12] <JamEngulfer221> Rockers: I
love that language so much. It's just so... useless
L372[07:47:16]
⇨ Joins: Lunatrius (~Lunatrius@77.38.103.182)
L373[07:47:41] <Rockers> Or readable
brainfuck: Ook
L374[07:47:42] <JamEngulfer221> Whoops,
nearly permanently deleted all of my source code
L375[07:47:48] <Rockers> *claps*
L376[07:48:10] <JamEngulfer221> I almost
replaced my code with the Forge example mod
L377[07:48:12] <Rockers> Dhave created
brainfuck equivalents (languages with commands that directly map to
brainfuck) or brainfuck derivatives (languages that extend its
behavior or map it into new semantic territory).
L378[07:48:12] <Rockers> Some
examples:
L379[07:48:12] <Rockers> Pi, which maps
brainfuck into errors in individual digits of Pi.[citation
needed]
L380[07:48:12] <Rockers> VerboseFuck,
which looks like a traditional programming language, only what
appears as parameters or expressions are actually parts of longer
commands that cannot be altered.[citation needed]
L381[07:48:12] <Rockers> DerpPlusPlus, in
which the commands are replaced with words such as 'HERP', 'DERP',
'GIGITY', etc.[10]
L382[07:48:12] <Rockers> Ook!, which maps
brainfuck's eight commands to two-word permutations of
"Ook.", "Ook?", and "Ook!", jokingly
designed to be "writable and readable by orang-utans"
according to its creator, a reference to the orang-utan Librarian
in the novels of Terry Pratchett.[11][12]
L383[07:48:12] <Rockers> Ternary, similar
in concept to Ook! but instead consisting of permutations of the
ASCII characters 0, 1, and 2.[13]
L384[07:48:13] <Rockers> BodyFuck, A
BrainFuck implementation based on a gesture-controlled system so
that programmer's movements are captured by a video camera and
converted into the 8 possible characters.[14]
L385[07:48:22] <Rockers> Sorry
L386[07:48:44] <JamEngulfer221> Multi line
spam! Burn the heathen
L387[07:48:47] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
L388[07:49:29] <Cazzar> note to self, the
latest .net dev release... breaks Roslyn in ASP6
L389[07:50:28] <sham1> Dont you love those
files that you cannot delete even as an administrator
L390[07:50:38] <Cazzar> sham1: easy
L391[07:50:58] <Cazzar> right click ->
properties -> permissions
L392[07:51:00] <sham1> The file I try to
delete says "could not find this item"
L393[07:51:14] <Cazzar> checkdisk
L394[07:51:14] <sham1> Ah
L396[07:51:26] <Rockers> VerboseFuck
example
L397[07:52:30] <JamEngulfer221> That is
just mean
L398[07:52:35] <sham1> You cant fuck
someone verbosely
L399[07:53:14] <Rockers> Verbose - Using
or expressed in more words than is needed.
L400[07:53:25] <MoxieGrrl> You totally can
if you have an extensive vocabulary.
L401[07:53:45] <JamEngulfer221> Also,
what's the program argument to set the player name
L402[07:53:52] <Cazzar> "I am going
to insert...."
L403[07:54:27] <sham1> --username
L404[07:54:39] <sham1> Or I'd you know the
uuid
L405[07:54:40] <JamEngulfer221> so
--username="name"
L406[07:54:43] <sham1> --uuid
L407[07:54:48] <sham1> No
L408[07:54:57] <sham1> Just --username
name
L409[07:55:01] <JamEngulfer221> oh
right
L410[07:55:14] <JamEngulfer221> That's
probably why that didn't work before
L411[07:55:45] <Rockers> Brain fuck isn't
difficult.
L412[07:55:50] <Rockers> [] -
Forloops
L413[07:55:59] <Rockers> + - Increment
Cell by one
L414[07:56:09] <Rockers> - - Decrease Cell
by one
L415[07:56:41] <sham1> One register
languages
L416[07:56:41] <sham1> Ough
L417[07:56:42] <Rockers> . - Print ASCII
value
L418[07:57:01] <Rockers> , - Read single
input value
L419[07:57:14] ***
big_Xplosion is now known as big_Xplo|AFK
L420[07:57:17] ***
big_Xplo|AFK is now known as big_Xplosion
L421[07:57:20] <Rockers> < - Select
previous "Cell" to edit
L422[07:57:21] <sham1> Can brainfuck do
file io
L423[07:57:27] ⇦
Quits: psxlover (~psxlover@athedsl-383916.home.otenet.gr)
()
L424[07:57:31] <Rockers> > - Select
next "Cell" to edit
L425[07:57:32] <Rockers> erm
L426[07:57:37] <Rockers> I highly doubt
it
L427[07:57:58] <JamEngulfer221> What in
the actual frick frack. Now most of my blockstates and textures are
recognised, but my mcmod.info still isn't
L428[07:57:58] <Cazzar> hm
L429[07:58:02] <Rockers> Brainfuck++
Enables I/O and networking
L430[07:58:09] <Cazzar> !gc uP 1.8
L431[07:58:17] <Cazzar> !gc
L433[07:58:26] <Cazzar> !gc uP 1.8.0
L434[07:58:30] <Cazzar> :/
L435[07:58:31] <JamEngulfer221> XD
L436[07:58:40] ***
kroeser|away is now known as kroeser
L437[07:58:48] <Cazzar> wait
L438[07:58:54] <Cazzar> that was the JVM
version
L439[07:59:00] <Rockers> Brainfuck++ is a
Brainfuck extension by Jacob I. Torrey. It's brainfuck with new
instructions that enable file I/O and networking, to make it more
useful for everyday applications.
L440[07:59:06] <Rockers> "to make it
more useful for everyday applications."
L441[07:59:08] <Rockers> gtfo
L442[07:59:12] <JamEngulfer221>
Yeeeeeeah
L443[07:59:14] <JamEngulfer221>
totally
L444[07:59:19] <sham1> CHKDSK is checking
my disk
L445[07:59:40] <Rockers> BOOTFAIL is
failuring my boot
L446[07:59:42] <sham1> Why should he
gtfo
L447[07:59:52] <Rockers> Brainfuck++ can
gtfo
L448[07:59:57] <sham1> Why
L449[08:00:14] <Rockers> Who's going to
use it in "for everyday applications"
L450[08:00:29] <sham1> Someone
L451[08:00:35] <Rockers> *Who's going to
use it "for everyday applications"
L452[08:00:39] <Rockers> but rly
tho?
L453[08:00:57] ***
Ash|Work is now known as Ashway
L454[08:01:12] <Rockers> You could
technically make a chat relay system using Brainfuck++
L455[08:01:15] <sham1> Because you dnt
know the guy dies not mean he does not exist
L456[08:01:37] <Soni> rpcfuck is
better
L457[08:01:37] <Rockers> But there aren't
even functions
L458[08:01:40] <JamEngulfer221> You
*could* do that. You could also give up on life
L459[08:02:30] <Soni> so uhh I can have
sided redstone receivers right? (or can I?)
L460[08:02:40] <sham1> Dure
L461[08:02:45] <sham1> Sure*
L462[08:03:14] <sham1> Nothing is
imposdible
L463[08:03:30] ***
kroeser is now known as kroeser|away
L464[08:03:31] <sham1> Impossible*
L465[08:03:38] <Soni> I mean like without
hacks
L466[08:03:57] <sham1> Sure
L467[08:04:15] <Rockers> What's classed as
a "hack" though
L468[08:04:24] <Rockers> Like, technically
modding is a "hack"
L469[08:04:57] <sham1> FML and forge are
hacks
L470[08:05:12] <Soni> I mean like is there
a method that tells you the side or do you have to check every side
yourself?
L471[08:05:31] <Rockers> The side that the
redstone is on?
L472[08:05:36] <Soni> yeah
L473[08:05:39] <Rockers> Well
L474[08:06:19] <Rockers> What you could do
is you could do something to compare the redstone signals on both
the client and the server. But that would involve packet
handling
L475[08:06:22] <Rockers> What is it
for?
L476[08:06:37] ***
zz_SnowShock35 is now known as SnowShock35
L477[08:07:02] <sham1> Let's first as him
what side in this context means
L478[08:07:20] <Rockers> Like,
server/client side or block side?
L479[08:07:37] <Soni> block side
L480[08:07:46] <Rockers> Oh
L481[08:07:52] <sham1> What MC
version
L482[08:08:07] <Soni> I hate how
autonomous activators don't let you specify redstone sides so you
can't use them to toggle levers :/
L483[08:08:42] ⇦
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L484[08:10:45] <sham1> 1.7.10 X_X
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L486[08:12:58] <JamEngulfer221> *sigh* why
is it that I've spent longer trying to get a workspace set up in
1.8 than I've ever spent before
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L489[08:18:02] <JamEngulfer221>
AAAAAAAAAAAAAAAH. GOD DAMN IT.
L490[08:18:06] <JamEngulfer221>
So...
L491[08:18:11] <Rockers> Hold on
L492[08:18:20] <Rockers> It has found my
"isJumping"
L493[08:18:22] <JamEngulfer221> I found
the problem I had with my mcmod.info file
L494[08:18:25] <Rockers> but spewing this
out
L495[08:18:26] <Rockers> [14:17:36]
[Server thread/INFO] [STDERR]:
[java.lang.Throwable$WrappedPrintStream:println:-1]:
java.lang.IllegalAccessException: Class
com.lyesdoesmods.fluids.MortalBloodFluidBlock can not access a
member of class net.minecraft.entity.EntityLivingBase with
modifiers "protected"
L496[08:18:37] <Rockers> So it's working
JamEngulfer221
L497[08:18:52] <JamEngulfer221> Turns out
I capitalised my mod name in my mcmod.info file, but not in my
actual mod's infor
L498[08:18:56] <Rockers> gg
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L500[08:19:11] <JamEngulfer221> I can't
believe that actually happened
L501[08:19:21] <Rockers> Oh well
L502[08:19:37] <JamEngulfer221> *shrug* At
least it's solved
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L505[08:20:24] <Rockers> I got my
reflection working now :D
L506[08:20:40] <JamEngulfer221> gj!
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L508[08:22:25] <sham1> Now to use
MethodHandle's dle
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L515[08:27:04] <boboch3> Hello guys. I've
got a very noob problem.... And it's turning me mad because I know
that my mistake is a noob one... I want to make a 3d item renderer.
I have my item (empty class just extending of Item). I have my
ItemRenderer (with 3 case for "inventory", "on the
floor item" and "in hand "item). I register my
renderer like in tuto. My renderer is well registered (I put i
break point on it to verify) but my "renderItem"
method
L516[08:27:04] <boboch3> inside my
renderer is NEVER called. Even If I hold the item, go in "F5
mode" or drop it. Why I got this issue? I red and red again
all threads about this issue but I don't find were i'm wrong... Any
help will be appreciate. Thanks in advance. My ClientProxy :
http://pastebin.com/9J50w6t8 my Itemrenderer :
http://pastebin.com/aMcidWUC My item registration
(called from my preInit main class) :
http://pastebin.com/TiLpeAzf
L517[08:27:45] <boboch3> I'm on minecraft
1.7.10*
L518[08:28:03] <gigaherz> we can guess
(1.8+ do not have ItemRenderer ;P)
L519[08:28:15] <gigaherz> I have no idea
how ItemRenderers works though
L520[08:29:26] <boboch3> It's really
turning me mad... I do very complex TE, models and so on... But
this f**** easy noob item 3d don't want to work xD
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L522[08:30:58] <masa> so you have your
handleRenderType returning true for the right cases?
L523[08:31:05] <masa> and does it get
called at least?
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L525[08:32:47] <boboch3> Only the
constructor of my ItemRenderer is called :s
L526[08:33:19] <masa> oh whoops missed
taht you posted the links too...
L527[08:33:49] <boboch3> Forge donesn't
make link between my renderer and the item I think bot why?
L528[08:34:09] <boboch3> maybe the order
of the renderer registering and item registering?
L529[08:35:34] <boboch3> oh ok I fund
why...
L530[08:35:47] <boboch3>
MinecraftForgeClient.registerItemRenderer(RCItems.toolbox,
(IItemRenderer)new ItemToolboxRender()); RC Items.toolbox is
nulll
L531[08:35:59] <boboch3> because items are
initialize after proxy stuff
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L534[08:36:27] <boboch3> but I thought
that preinit was raised before Load Oo
L535[08:36:40] <gigaherz> load?
L536[08:36:56] <gigaherz> never heard of
that one
L537[08:37:06] <gigaherz> PreInit ->
Init -> PostInit
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L540[08:37:26] <boboch3> maybe that is the
problem :p
L541[08:37:26] <masa> "after proxy
stuff" well it just depends where you call your proxy methods
from...
L542[08:37:40] <gigaherz> what I do
is
L543[08:37:42] <boboch3> proxy in load,
item in preinit
L544[08:37:45] <gigaherz> preinit {
L545[08:37:48] <gigaherz> register blocks
and stuff
L546[08:37:53] <gigaherz> call proxy's
preinit method
L547[08:37:54] <gigaherz> }
L548[08:37:56] <gigaherz> init {
L549[08:37:59] <gigaherz> call proxy's
init method
L550[08:38:02] <gigaherz> register recipes
and stuff
L551[08:38:04] <gigaherz> }
L552[08:38:22] <boboch3> yeah, the load
method is not to use, ok
L553[08:38:22] <gigaherz> then in the
proxy's preinit, I register stuff using the 1.8 model loaders
L554[08:38:23] <boboch3> thanks :p
L555[08:38:35] <gigaherz> and in the
proxy's init, I register the entity renderers
L556[08:38:49] <gigaherz> 1.7.10 was
different in that regard
L557[08:38:53] <gigaherz> also
L558[08:39:03] <gigaherz> I faintly recall
"load" from back in the ancient days
L559[08:39:14] <gigaherz> you may want a
newer tutorial on the forge lifecycle
L560[08:39:14] <gigaherz> XD
L561[08:39:23] <boboch3> :)
L562[08:39:55] <gigaherz> this is a
pending pull request
L563[08:40:03] <gigaherz> for the
documentation repository
L565[08:40:51] <boboch3> thanks a
lot
L566[08:41:21] <gigaherz> it has some
comments suggesting corrections, though
L568[08:41:30] <gigaherz> but yeah better
than nothing
L569[08:41:30] <gigaherz> XD
L570[08:43:04] <boboch3> where should I
register my Guihandler?
L571[08:43:09] <boboch3> init or
preinit?
L572[08:45:53] <boboch3> anyway it works
now
L573[08:45:59] <boboch3> thanks for the
help
L574[08:46:23] <gigaherz> I have it in
init
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L577[08:47:11] <boboch3> ok thanks
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L580[08:52:00] <Rockers> You see
onEntityCollidedWithBlock.... What would be a good way to check if
an entity is *not* colliding with that block. For that function
only gets called when the entity is in the block. How would I check
to see if the entity is not colliding...
L581[08:52:20] <gigaherz> what?
L582[08:52:46] <gigaherz> what do you need
to do exactly?
L583[08:52:58] <Rockers>
onEntityCollidedWithBlock only gets called when the Entity in
question is colliding with it. How would I check when an entity is
not colliding with a certain block?
L584[08:53:08] <gigaherz> not this
L585[08:53:17] <gigaherz> why do you need
to know when the entity is not colliding?
L586[08:53:43] <Rockers> It's for my
jumping mechanics.
L587[08:53:50] <gigaherz> there's no
direct way to know if an entity is "not colliding"
L588[08:53:54] <gigaherz> it would be
called millions of times
L589[08:54:04] <gigaherz> since it would
be "not colliding" with every single block
L590[08:54:22] <Rockers> I could check if
it's not colliding with the liquid though.
L591[08:54:24] <gigaherz> so the only way
would be to keep track (per entity) using something like an
IEEP
L592[08:54:28] <Rockers> Yes
L593[08:54:56] <Rockers> I have an IEEP
with this: if(this.entity.worldObj.getBlock((int)this.entity.posX,
(int)this.entity.posY, (int)this.entity.posZ) ==
MortalBloodFluid.block)
L595[08:55:54] <Rockers> But it doesn't
work very well at all...
L596[08:57:18] <Rockers> I could call my
jump code inside an EntityMove event or something like
that...
L597[08:58:30] <Cazzar> I have an issue
with ASP
L598[08:58:36] <Rockers> Entity Jump only
gets called whenever the Entity jumps. This is not good for the
player as it only counts the jump, not if you are holding it.
L599[08:58:44] <Rockers> Is there an
alternative to ASP?
L600[08:58:44] <Cazzar> Spend 30 minutes
debugging it, and then all of a sudden, it works again
L601[08:58:51] <Rockers> Oh
L602[08:58:53] <JamEngulfer221> Any ideas
why this error would occur? "Model definition for location
crystalalchemy:crystalalchemy_activationCrystal#inventory not
found"
L603[08:59:04] <Cazzar> Rockers: many,
many, but I want to do it in ASP
L604[08:59:08] <JamEngulfer221> I've got a
.json file for the item model and everything
L605[08:59:10] <Cazzar> plus, half the
work is already done.
L606[08:59:20] <Rockers> I see.
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L610[09:05:13] <JamEngulfer221> I've
cross-referenced this with other mod's setups and I can't find
anything wrong with it
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L613[09:06:41] <Rockers> I'm not going to
start modding newer versions of minecraft until 1.9 comes out
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L615[09:07:39] <AbrarSyed> Rockers, have
fun with that :)
L616[09:07:59] <Lumien> JamEngulfer221 did
you register the model?
L617[09:08:28] <JamEngulfer221> um
L618[09:08:33] <JamEngulfer221> Hmm
L620[09:11:23] <JamEngulfer221> Yeah. I've
got all my blocks registered but I forgot to do the items
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L637[09:28:29] <Rockers> Is there an event
that gets called every game tick?
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L640[09:30:54] <masa> several events
L641[09:31:21] <Rockers> Just found
WorldTickEvent
L642[09:31:27] <masa> ClientTick,
ServerTick, PlayerTick and some entity update events
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L645[09:35:47] <Rockers> wtf
L646[09:35:49] <Rockers> for(int currEnt =
0; currEnt = e.world.getLoadedEntityList().size(); currEnt++)
L647[09:35:49] <Rockers> {
L648[09:35:49] <Rockers>
e.world.loadedEntityList.get(currEnt);//addVelocity(0,
0.03999999910593033D, 0);
L649[09:35:49] <Rockers> }
L650[09:36:07] <Rockers> "Type
mismatch: cannot convert from int to boolean"
L651[09:37:37] <heldplayer> currEnt =
e.world.getLoadedEntityList().size()
L652[09:37:48] <heldplayer> You're
assigning, rather than checking
L653[09:38:03] <Rockers> I forgot how to
think
L654[09:38:22] <Rockers> Swapped = for
<
L655[09:38:30] <Rockers> *facedesk*
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L665[10:23:27] <gigaherz> [16:06]
(Rockers): I'm not going to start modding newer versions of
minecraft until 1.9 comes out
L666[10:23:28] <gigaherz> you mean
that
L667[10:23:38] <gigaherz> you wil lbe
doing 1.8.8 once 1.9 is out?
L668[10:24:06] <gigaherz> because they
said they aren't rushing forge for 1.9, to avoid what happened with
1.8
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L670[10:24:28] <gigaherz> where they
couldn't keep up with mc patches and it ended up taking so long to
get 1.8.8 done
L671[10:24:43] <Rockers> I know
L672[10:24:54] <Rockers> I might do
1.8
L673[10:24:57] <gigaherz> so it's best to
get started with 1.8.8 already
L674[10:25:16] <OrionOnline> I am updating
to 1.8.8 now
L675[10:25:22] <gigaherz> since many
modders are already doing rewrites and ports to 1.8.8
L676[10:25:29] <Rockers> Yeah. I'm going
to finish this fluid and then I will upgrade to 1.8.8
L677[10:25:31] <gigaherz> so by the time
you are done
L678[10:25:33] <OrionOnline> I would like
to get that JSON stuff out of the way
L679[10:25:36] <gigaherz> you'll "fit
in" with the new modpacks
L680[10:25:46] <Rockers> Ok
L681[10:25:48] <OrionOnline> But
ForgeGradle is messing stuff up
L682[10:25:53] <gigaherz> hm?
L683[10:25:53] <Rockers> I swear
L684[10:25:55] <OrionOnline> My library is
not building
L685[10:25:59] <gigaherz> OrionOnline:
having decompile issues?
L686[10:26:00] <Rockers> Fluids are the
bane of me right now
L687[10:26:04] <gigaherz> you may need a
jvm with extra ram
L688[10:26:15] <Rockers> Nothing is
working
L689[10:26:17] <Rockers> Well
L690[10:26:20] <Rockers> That's not
true
L691[10:26:29] <Rockers> but, it's not
working the way I want it to.
L692[10:26:30] <gigaherz> for me it was
enough to run gradlew setupDecompWorkspace from cmd instead of
IDEA
L693[10:26:33] <OrionOnline> gigaherz, no
it fails to build
L694[10:26:41] <gigaherz> hmm
L695[10:26:48] <OrionOnline> i ported
everything in my library yesterday
L696[10:26:51] <gigaherz> are you using
forgegradle 2.1-snapshot?
L698[10:27:16] <Rockers> Has anybody ever
worked with Fluids because whenever I ask, it seems that nobody
has....
L699[10:27:17] <gigaherz> ah
L700[10:27:19] <gigaherz> fancy gradle
file
L701[10:27:24] <gigaherz> outside of my
level of expertise
L702[10:27:25] <gigaherz> ;p
L703[10:27:49] <gigaherz> mappings seem
new enough so no idea
L704[10:27:52] <Rockers> Are there any
FluidAPIs?
L705[10:28:02] <OrionOnline> Rockers no
clue
L706[10:28:06] <OrionOnline> check
Forge
L707[10:28:07] <gigaherz> oh
L708[10:28:08] <gigaherz> >
java.io.FileNotFoundException:
com\SmithsModding\SmithsCore\Client\GUI\Components\IGUIComponent.java
(Het systeem kan het opgegeven pad niet vinden)
L709[10:28:11] <OrionOnline> Yeah
L710[10:28:17] <OrionOnline> it looks for
my IGUIComponent file
L711[10:28:26] <OrionOnline> But fails to
find it
L712[10:28:30] <OrionOnline> Yet the file
exists
L713[10:28:58] <gigaherz> sounds like your
source sets are messed up somehow?
L714[10:29:40] <OrionOnline> yeah
somehow
L715[10:29:49] <OrionOnline> i am trying
to figure it out
L716[10:29:49] <gigaherz> no idea though,
I use the defaults in my mod
L717[10:29:54] <gigaherz> never had to
customize that much ;P
L718[10:29:56] <OrionOnline> gigaherz, i
am lazy
L720[10:30:08] <gigaherz> I'm lazier
;P
L721[10:30:17] <Rockers> Screw it
L722[10:30:19] <gigaherz> my mod is still
WIP because I can't be arsed to finish it
L723[10:30:21] <Rockers> GH has my
fluid
L724[10:30:32] <Rockers> I'm wiping it and
starting again
L725[10:30:44] <Rockers> (The fluid, not
GH)
L726[10:31:36] <JamEngulfer221> Well,
"ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation(Reference.modid + ":" + itemName,
"inventory"));" doesn't seem to be working at
all
L727[10:32:29] <JamEngulfer221> itemName
being "String itemName =
GameRegistry.findUniqueIdentifierFor(item).name;"
L728[10:32:45] <gigaherz> ewh
L729[10:32:49] <gigaherz> just hardcode
it
L730[10:32:49] <gigaherz> XD
L731[10:32:57] <sham1> NO
L732[10:32:59] <gigaherz> the
"itemname" is the name of the json file, without json at
the end
L733[10:33:01] <JamEngulfer221> But why
would I do that XD
L734[10:33:32] <JamEngulfer221> I can
automate all of my item registration with one line total per
item
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L736[10:34:30] <JamEngulfer221> gigaherz:
Yeah, it is.
L737[10:34:49] <JamEngulfer221> My .json
files are in assets/<modname>/models/item
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L739[10:36:39] <OrionOnline> gigaherz, you
were right :P
L740[10:36:49] <OrionOnline> it had the
source directory messed up :P
L741[10:36:53] <gigaherz> heh
L742[10:37:35] <JamEngulfer221> Yeah, I'm
getting Model definition for location
<modname>:<itemname>#inventory not found
L743[10:39:30] <gigaherz> back
L744[10:39:32] <gigaherz> I was on the
phone
L745[10:39:36] <gigaherz> so as I was
saying
L746[10:39:42] <gigaherz> for me the item
"name"
L747[10:39:45] <gigaherz> is just the name
of the json
L748[10:39:49] <gigaherz> they don't even
necessarily have to match
L749[10:39:51] <gigaherz> like
L750[10:40:09] <gigaherz> the item may be
"bigSomething" but the resource I'd prefer to call
"big_something"
L751[10:40:21] <gigaherz> since I prefer
lowercase for filenames
L752[10:40:40] <gigaherz> so yeah I have
them hardcoded in the registration
L753[10:40:50] <JamEngulfer221> Yeah,
thing is, they're all named identically. I'm keeping it consistent,
so it shouldn't matter
L755[10:41:10] <gigaherz> yeap
L756[10:41:11] <gigaherz> so
L757[10:41:13] <JamEngulfer221> And I
checked, the name I'm registering is the same as the json
file
L758[10:41:30] <gigaherz>
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation(ElementsOfPower.MODID + ":" +
itemName, "inventory"));
L759[10:41:36] <gigaherz> my linedoesn't
look different from yours
L760[10:42:00] <gigaherz> there's the
addVariantName
L761[10:42:05] <gigaherz> but I think
that's only necessary for subitems?
L762[10:42:19] <JamEngulfer221> Yeah. I
haven't got any subitems yet
L763[10:42:30] <JamEngulfer221> It's
weird. My line is basically identical to yours
L764[10:42:33] <gigaherz> is your
resources folder lowercase?
L765[10:42:42] <JamEngulfer221> yeah
L766[10:42:50] <JamEngulfer221> all of the
folder names are all in lowercase
L767[10:42:52] <gigaherz>
resources\assets\modid in lowercase\...
L768[10:42:57] <JamEngulfer221> My blocks
all work fine
L769[10:43:14] <gigaherz> can you try
adding the addVariantName?
L771[10:43:36] <gigaherz> just to make
sure, since I'm never certain of it
L772[10:43:47] <gigaherz> also
L773[10:43:49] <gigaherz> where are you
doing that?
L774[10:43:53] <gigaherz> it should be in
PREinit
L775[10:44:10] <gigaherz> the old method
worked in init, but the ModelLoader prefers pre-init
L776[10:44:18] <JamEngulfer221> I'm doing
it in init
L777[10:44:27] <gigaherz> move it to
pre
L778[10:44:38] <gigaherz> I think that may
be your issue
L779[10:45:25] <JamEngulfer221> Oh hey, it
worked
L780[10:45:26] <JamEngulfer221>
Thanks
L781[10:45:29] <gigaherz> yay
L782[10:45:41] <JamEngulfer221>
ewwwwww
L783[10:45:49] <JamEngulfer221> wtf did I
put as these textures
L784[10:45:54] <gigaherz> XD
L785[10:45:56] <Rockers> Tamale
L786[10:45:59] <sham1> I have no idea what
the point of init phase is anymore
L787[10:46:31] <Rockers> Isn't that what
constructors are for?
L788[10:46:44] <sham1> Umn, no?
L789[10:46:49] <Rockers> Whait
L790[10:46:52] <Rockers> *Wait
L791[10:46:58] <Rockers> Oh
L792[10:46:58] <Rockers> That
L793[10:46:59] <Rockers> Sorry
L794[10:47:09] <Rockers> I thought you
were talking about IEEPs
L795[10:47:13] <OrionOnline> sham1, i use
preinit for network and event init
L796[10:47:30] <OrionOnline> init for
recipes, blocks items models what ever
L797[10:47:38] <OrionOnline> and post init
for inter mod compat
L798[10:48:06] <sham1> Yeah, post I
understand and also pre
L799[10:48:23] <sham1> But
FMLINITIALIZATIONEVENT is kinda weird to me
L800[10:50:36] <sham1> And my c++ eclipse
made my comp crash...
L801[10:51:12] <OrionOnline> lol
L802[10:53:27] <OrionOnline> Finally got a
proper build up of SmithsCore :P
L803[10:53:36] <OrionOnline> Now lets
start porting armory tomorrow
L804[10:53:51] <gigaherz> yay
L805[10:54:29] <OrionOnline> gigaherz, no
:P
L806[10:54:34] <OrionOnline> It is going
to be a lot of work
L807[10:54:41] <OrionOnline> have to write
at least to model loaders
L808[10:54:51] <OrionOnline> no correction
four model loaders
L809[10:55:02] <OrionOnline> i need two
for the armor
L810[10:55:05] <OrionOnline> and two for
the heated item
L811[10:56:06] <OrionOnline> which is
going to be fun....
L812[10:56:49] <OrionOnline> or not
depending on how it goes
L813[10:57:40] <gigaherz> o_O
L814[10:57:42] <gigaherz> model
loaders?
L815[10:57:49] <gigaherz> cna't use
obj/b3d?
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L818[10:59:12] <OrionOnline> gigaherz, my
items are like TiC Tools
L819[10:59:15] <OrionOnline> But then for
armor
L820[10:59:26] <OrionOnline> So sadly
no
L821[11:04:41] <gigaherz> ahh
L822[11:04:49] <gigaherz> yeah then you'll
need to have ISmartItemModel
L823[11:04:56] <gigaherz> and assemble the
pieces on the fly?
L824[11:05:53] <OrionOnline> Yes a
combination of ISmartItemModel and ItemLayeredModel
L825[11:05:57] <OrionOnline> Does the
trick
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L827[11:06:41] <OrionOnline> you basically
define all the item components in the JSON
L828[11:07:25] <OrionOnline> and then the
ISmartModel checks if the component is present, if so finds the
component model and adds that on top, or just adds a see through
one
L829[11:07:30] <OrionOnline> And you are
basically done
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L862[12:53:46] <ASB2> Yo, im just coming
back to the minecraft scene whats the best version of minecraft to
mod for?
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L873[13:06:03] <ASB2> Any
suggestions?
L874[13:10:00] <gigaherz> do 1.8.8
L875[13:10:06] <gigaherz> forge for 1.8.8
is still in beta
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L877[13:10:15] <gigaherz> but by the time
you finish the mod, it will be the preferred version ;p
L878[13:10:29] <gigaherz> FTB just
released the first FTB Unstable fro 1.8
L879[13:10:31] <gigaherz> for*
L880[13:11:03] <gigaherz> soyeah 1.8
development is the best choice if you want your mod to get included
in the upcoming modpacks fro 1.8/1.8.8
L881[13:13:30] <sham1> And makes porting
for 1.9 easiee
L882[13:16:01] <gigaherz> yeah specially
1.8.8
L883[13:16:07] <gigaherz> less differences
to upgrade ;P
L884[13:16:15] <gigaherz> the sooner you
get json models done and working, the better
L885[13:16:20] <gigaherz> json isn't going
anywhere ;P
L886[13:16:38] <gigaherz> (in fact,
chances are MORE stuff will use json in the future)
L887[13:16:51] <gigaherz> (wouldn't
surprise me to eventually see a way to add items/blocks with
json)
L888[13:16:58] <gigaherz> (vanilla, not
forge ;P)
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L890[13:17:38] <sham1> Json for adding
more blocks to vanilla
L891[13:17:42] <sham1> Oh god
L892[13:18:42] <heldplayer> I knew I saw
the name gigaherz somewhere
L893[13:20:18] <ASB2> gigaherz: All right
thanks. Any tutorials on how to setup a workspace for 1.8.8
L894[13:21:22] <sham1> You use the mdk and
setupDecompWorkspace
L895[13:21:26] <sham1> Not that hard
L896[13:22:52] <ASB2> I have no idea what
that means sham1
L897[13:23:25] <sham1> All right
L898[13:23:40] <sham1> First, go to the
forge download page
L899[13:26:06] <sham1> Are you there
L900[13:26:18] <ASB2> Yes
L901[13:26:23] <ASB2> I have the mdk
zip
L902[13:26:44] <sham1> 1.8.8?
L903[13:26:54] <ASB2> Yes
L905[13:27:08] <ASB2> Is that the correct
place to get it?
L906[13:27:17] <Girafi> Yes
L907[13:27:46] <sham1> Ye
L908[13:27:56] <sham1> Now extract it
somewhere
L909[13:28:28] <ASB2> Done
L910[13:28:45] <sham1> Open your cmd and
get it there
L911[13:28:56] <ASB2> Done
L912[13:29:19] <sham1> Now write
"gradlew setupDecompWorkspace eclipse"
L913[13:29:35] <sham1> Assuming you want
to use eclipse
L914[13:29:40] <ASB2> I do
L915[13:29:45] <ASB2> Its running
now
L916[13:30:04] <sham1> There we go
L917[13:30:36] <ASB2> This will create a
seperate eclipse workspace for forge right?
L918[13:30:45] <diesieben07> for the
future: sDecW is the same as setupDecompWorkspace
L919[13:30:51] <sham1> If it fails, just
repeat it a couple of times
L920[13:31:05] <sham1> I use the full name
damn it
L921[13:31:33] <sham1> Because my phone
leant it
L922[13:31:57] <sham1> Learned*
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L924[13:36:27] <ASB2> Are you required to
restart your computer after adding the jdk to the path
variable?
L925[13:36:53] <sham1> No
L926[13:37:06] <sham1> You just need to
restart where - ever it uses pah
L927[13:37:14] <sham1> Path £
L928[13:37:21] <sham1> For instance
cmd
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L930[13:38:17] <ASB2> Strange. My path was
set before i started the cmd
L931[13:38:29] <ASB2> However it
references the jre instead ot he jdk
L932[13:38:43] <sham1> Well if you set it
before you launch it then it is fine
L933[13:38:49] <sham1> Eugh
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L936[13:42:13] <ASB2> No probelm ill do
some testing.
L937[13:48:29] <tterrag|phone> I don't get
the point of the mdk
L938[13:48:44] <tterrag|phone> It just
confuses people's
L939[13:48:49] <tterrag|phone>
people*
L940[13:48:49] <sham1> Anyway, how many
ticks should I wait to check if there are any changes on the
world
L941[13:48:57] <tterrag|phone> All you
need to set up is a gradle script
L942[13:49:00] <sham1> Purely from
performance standpoint
L943[13:49:55] <diesieben07> depends on
the area you check
L944[13:49:56] <tterrag|phone> err
wut?
L945[13:50:02] <tterrag|phone> *any*
changes?
L946[13:51:31] <sham1> Just if there is
any new tes
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L948[13:51:50] <diesieben07> anywhere in
the world?
L949[13:52:03] <diesieben07> you can do
that easily
L950[13:52:08] <diesieben07> just store
the size of the TE list
L951[13:52:17] <diesieben07> actually
no
L952[13:52:29] <diesieben07> you have to
copy and compare it
L953[13:52:45] <sham1> Around in a 7x7x7
cube where my TE that I use to scan is in the middle
L954[13:52:51] <diesieben07> ohhh
L955[13:53:00] <diesieben07> you can do
that every tick even if you just check the TE lists in the
chunk
L956[13:53:18] <sham1> Like I already add
the BlockPoses into a list
L957[13:53:26] <sham1> Mm
L958[13:53:36] <sham1> Every tick?
L959[13:53:39] <sham1> Oh wow
L960[13:53:53] <diesieben07> no don't do
that
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L962[13:54:01] <diesieben07> Chunk has a
Map with the TEs as values
L963[13:54:03] <diesieben07> just make a
copy of that
L964[13:54:08] <diesieben07> (the
map.values())
L965[13:54:09] <sham1> Ahk
L966[13:54:23] <diesieben07> but you have
to do that for every chunk in that 7x7x7 of course
L967[13:54:32] <sham1> And then filter
that so it only includes the TEs I want
L968[13:54:48] <sham1> And in that
cube
L969[13:55:18] <tterrag|phone>
FluentIterable could help you there
L970[13:55:48] <sham1> Check if TE'S x is
3 or under from current blockpos of my TE
L971[13:56:41] <sham1> You mean Stream
right?
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L973[13:57:15] <diesieben07> nah
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L975[13:57:25] <diesieben07> for small
collections FluentIterable is more efficient
L976[13:57:33] <sham1> Hmm
L977[13:57:42] <tterrag|phone> Also for
non java 8
L978[13:57:46] <tterrag|phone> But
yes
L979[13:58:19] <sham1> Well, I can still
use some java8 stuff with guava so :D
L980[13:59:15] <tterrag|phone> Not streams
though
L981[13:59:32] <tterrag|phone> and
FluentIterable is guava. ..
L982[13:59:40] <tterrag|phone>
right?
L983[13:59:55] <sham1> Ye
L984[14:00:02] <sham1> Meant lambdas
L985[14:00:11] <sham1> Makes the code look
nicer
L986[14:00:37] <sham1> Wait
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L988[14:04:01] <tterrag|phone> wat
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L990[14:04:24] <sham1> I don't know if I
can use lambdas with it
L991[14:04:27] <sham1> But meh
L992[14:04:29] <diesieben07> yes you
can
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L994[14:04:46] <sham1> Mmm
L995[14:04:50] <tterrag|phone> you can but
that still needs java 8
L996[14:04:56] <tterrag|phone> Unless
retrolambda
L997[14:04:57] <sham1> Because the
interfaces only have one thing to implement
L998[14:05:06] <sham1> Java8
L999[14:05:09] <tterrag|phone> also most
of the functional interfaces provided by guava are added in Java
8
L1000[14:05:13] <diesieben07> the point
of using FluentIterable is not to avoid java 8
L1001[14:05:14] <sham1> Not an
issue
L1002[14:05:17] <tterrag|phone> so they
are no longer necessary
L1003[14:05:19] <diesieben07> at least
not here
L1004[14:05:36] <tterrag|phone> I know,
I'm just saying it's another reason
L1005[14:08:04]
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L1006[14:08:17] <sham1> And I got chunk
coords by shifting 4 to right?
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L1008[14:10:00] <diesieben07> yea
L1009[14:12:33] <tterrag|phone> sham1: or
if you hate hardcoded math you can do
world.getChunkFromBlockCoords(...).getChunkCoordCoordIntPair()
L1010[14:12:36] <tterrag|phone> :p
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L1012[14:13:05] <sham1> :P
L1013[14:13:11] <sham1> That works
too
L1014[14:15:25] <diesieben07> its not
nearly as fast :p
L1015[14:16:22] <tterrag>
ChunkCoordIntPair really needs a static
"fromBlockCoords"
L1016[14:16:26] <tterrag> but
unfortunately it doesn't exist
L1017[14:20:24]
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L1020[14:24:40] <ASB2> sham1: I've doene
the decomp workspace piece. Whats next?
L1021[14:25:54]
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L1022[14:26:28] <diesieben07> ASB2, you
open Eclipse and point it at the "eclipse" folder. done
:D
L1023[14:27:00] <ASB2> Is there any way
to move the workspnace into another eclipse folder?
L1024[14:27:35] <diesieben07> yes, you
can put the workspace anywhere you like
L1025[14:27:48] <diesieben07> then you
just have to re-import the project
L1026[14:27:51] <tterrag> the workspace
folder is useless
L1027[14:27:56] <tterrag> just import
your mod as a project
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L1029[14:27:59] <sham1> ^
L1030[14:29:47] <ASB2> Thats my plan. I
have my mod setup in a different workspace. How would i go about
moving the Miencraft project to that eclipse directory
L1031[14:30:18] <diesieben07> there is no
"miencraft project"
L1032[14:30:27] <diesieben07> there is a
project for your mod, period.
L1033[14:32:16] <heldplayer>
Meincraft
L1034[14:32:25] <heldplayer>
>.<
L1035[14:34:59]
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L1036[14:36:24] <sham1> Meincraft is now
YOURcraft
L1037[14:36:50] <sham1> Nostalgia to the
ModLoader days
L1038[14:36:57] <sham1> (Of horror)
L1039[14:37:10] <ASB2> How would i go
about updating a mod from 1.7 or would it be better to rewrite
it?
L1040[14:37:56] <sham1> You propably want
to rewrite in general because you may be more experienced, ergo you
can write better code for your mod
L1041[14:38:14] <sham1> But as far as
just porting, nothing too drastic
L1042[14:38:31] <sham1> Metadata for
blocks is now IBlockState
L1043[14:38:59] <sham1> X, Y and Z are
now inside a wrapper class BlockPos
L1044[14:41:42] <TehNut> If you do any
fancy rendering you'll have a fun time updating
L1045[14:42:09] <sham1> Obj and b3d
ooaders
L1046[14:42:30] <TehNut> Not if you use
an ISBRH :p
L1047[14:42:50] <sham1> IBAKEDMODEL and
pals
L1048[14:43:26] <sham1> So yeah
L1049[14:44:08] <TehNut> Yeah which
requires an entire revamp of how you do things. Aka: Fun
L1050[14:44:20] <gigaherz> ISBRH ->
custom state mapper + ISmartBlockModel
L1051[14:44:28] <gigaherz> it's not quite
the same thing, but it's equivalent
L1052[14:44:43] <gigaherz> but yeah whole
new code
L1053[14:44:44] <gigaherz> XD
L1054[14:44:59] <TehNut> I wasn't saying
hard/impossible
L1055[14:45:02] <TehNut> Just fun
L1056[14:45:07] <TehNut> a whole lotta
fun
L1057[14:45:31] <gigaherz> ASB2: my
suggestion would be sto start over, and import things one by
one
L1058[14:45:33] <gigaherz> as you learn
them
L1059[14:45:37] <gigaherz> like, try one
item
L1060[14:45:40] <gigaherz> once you get
it to work
L1061[14:45:43] <gigaherz> import the
rest of the items
L1062[14:45:48] <gigaherz> try one
block
L1063[14:46:02] <gigaherz> (preferably
without metadata, so you don't need blockstates)
L1064[14:46:06] <gigaherz> then try a
block with blockstates
L1065[14:46:14] <TehNut> That's what
we're doing with BM
L1066[14:46:18] <gigaherz> and then you
can just import the rest (TileEntities are practically the
same)
L1067[14:46:23] <TehNut> Rewriting it one
block/item at a time
L1068[14:46:49] <gigaherz> you can reuse
the textures and .obj models you may have
L1069[14:47:00] <gigaherz> techne models
need to be converted to .b3d/obj
L1070[14:47:40] <gigaherz> you'll
probably find the json-based model system annoying, but it's for
the best
L1071[14:47:47] <gigaherz> gives resource
pack makers so much more freedom
L1072[14:48:15] <gigaherz> which is why I
think the model system was done slightly wrong ;P
L1073[14:48:33] <TehNut> I just wish we
didn't have to do models for basic blocks
L1074[14:48:47] <gigaherz> you can put
them in the blockstates file
L1075[14:48:56] <gigaherz> if you use the
forge blockstates extensions
L1076[14:48:57] <sham1> Forte
blockstate
L1077[14:49:00] <TehNut> If I'm using
cube_all or the forge default, I really shouldn't need the file
there
L1078[14:49:06] <gigaherz> you
don't
L1079[14:49:09] <sham1> Yes you do
L1080[14:49:10] <TehNut> I do, and I
still need the model in items/blocks
L1081[14:49:14] <gigaherz> you can keep
it all self-contained in the blockstates
L1082[14:49:30] <gigaherz> you do however
need a blockstates file.
L1083[14:49:37] <gigaherz> unless you use
a custom state mapper
L1084[14:49:51] <TehNut> Yes I get that,
but the inventory rendering does not work unless I have all 3
JSON's
L1085[14:50:00] <sham1> 2
L1086[14:50:04] <gigaherz> so you could
completely avoid it by creating a custom state mapper that is bound
to a fixed "cube_all" model
L1087[14:50:10] <sham1> Blockstate Nd
item model
L1088[14:50:13] <TehNut> Blockstate,
models/item, models/block
L1089[14:50:27] <gigaherz> models/item
isn't necessary, you can use the block one for the item
L1090[14:50:29] <sham1> Models/Block is
not required
L1091[14:50:40] <gigaherz> you just
exclude the "inventory" variant
L1092[14:50:49] <gigaherz> mc will map
"normal"->"inventory"
L1093[14:50:58] <gigaherz> or was it
exclude normal?
L1097[14:52:48] <gigaherz> those 2 files
and that one line, is all you need for a block, using vanilla json
files
L1098[14:53:13] <TehNut> You have an item
json for it
L1100[14:53:31] <gigaherz> I do?
L1101[14:53:33] <gigaherz> I do!
L1102[14:53:35] <gigaherz> omg
L1103[14:53:39] *
gigaherz facedesks
L1104[14:53:57] <gigaherz> well I was
convinced I did not have one
L1105[14:54:14] <sham1> Time to learn how
to blender
L1106[14:54:16] <gigaherz> oh, for the
"parent"
L1107[14:54:48] <TehNut> Yup
L1108[14:55:00] <TehNut> AFAIK, using the
Vanilla/Forge JSON systems, you need all 3
L1110[14:55:10] <TehNut> I have tried
tons of things
L1111[14:56:07] <gigaherz> yeah sorry
about that
L1112[14:56:08] <gigaherz> XD
L1113[14:56:17] <gigaherz> well sucks
then
L1114[14:56:23] <gigaherz> I seem to have
been spreading misinformation
L1115[14:56:24] <gigaherz> ;P
L1116[14:56:36] <gigaherz> i did the
machine back in january ;P
L1117[14:56:43] <TehNut> :p
L1118[14:56:57] <gigaherz> I have no
memory of creating an item json for it
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L1122[15:01:50] <ASB2> What does the
getField method do in the Inventory interface
L1123[15:01:57] <TehNut> Literally
nothing
L1124[15:02:16] <gigaherz> for you,
nothing
L1125[15:02:21] <gigaherz> for a few
select vanilla blocks
L1126[15:02:33] <gigaherz> it allows
setting values
L1127[15:03:00] <gigaherz> it was
presumably designed as a means to synchronizing values between
server and client
L1128[15:03:09] <gigaherz> but a rather
clumsy one
L1129[15:04:43] <tterrag> I don't think
IInventory means IInventory
L1130[15:04:47] <ASB2> Ah okay
L1131[15:04:47] <tterrag> it means
IMojangTileEntity
L1132[15:04:51] <diesieben07> lol
L1133[15:04:55] <tterrag> they just stuff
everything they want into it
L1134[15:04:59] <tterrag> fields?
sure
L1135[15:05:01] <tterrag> name? why
not
L1136[15:05:07] <ASB2> What about
getCommandSenderName
L1137[15:05:13] <tterrag> precisely
L1138[15:05:17] <tterrag> why does an
inventory need a name?
L1139[15:05:22] <tterrag> that's not part
of the contract of an inventory
L1140[15:05:35] <tterrag> INamed would be
perfect for something like that
L1141[15:09:36]
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L1144[15:14:13] <ASB2> How are item icons
registered now? registerIcons is not used anymore im guessing
L1145[15:14:31] <TehNut> In your model
json
L1146[15:15:00] <ASB2> Can you give me
the rundown of how models work now
L1147[15:16:07] <gigaherz> yep
L1150[15:16:56] <gigaherz> they are from
different mods
L1151[15:17:01] <gigaherz> but it's the
best examples of each I have
L1152[15:17:01] <gigaherz> ;p
L1153[15:17:30] <gigaherz> so in
1.8
L1154[15:17:36] <gigaherz> Mojang
implemented a json-based model system
L1155[15:17:43] <gigaherz> instead of
having the textures specified explicitly
L1156[15:17:50] <gigaherz> the item is
bound to a model
L1157[15:17:58] <gigaherz> this model is
loaded from the information in a json file
L1158[15:18:02] <gigaherz> which can be
hierarchical
L1159[15:18:08] <gigaherz> (one json can
inherit from another)
L1160[15:18:12] <gigaherz> for
items
L1161[15:18:22] <gigaherz> the essential
parent is "builtin/generated"
L1162[15:18:37] <gigaherz> which uses the
3d-ifier (whatever it's called)
L1163[15:18:41] <gigaherz> to give the
item depth
L1164[15:18:50] <gigaherz> and yes, 1.8
uses this 3D model even for the flat icons in the inventory
L1165[15:19:12] <heldplayer> ಠ_ಠ
wat
L1166[15:19:22] <heldplayer> God damnit
Mojang
L1167[15:19:25] <gigaherz> yup just try
to give the item a non-standard rotation ;P
L1168[15:19:30] <gigaherz> it has the
edge ;p
L1169[15:20:55] <gigaherz> so,
L1170[15:21:07] <gigaherz> that's all you
need as a replacement for the old item icon
L1171[15:21:28] <gigaherz> (the json file
and the one line in your client proxy within the context of
pre-init)
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L1181[15:42:17] <ASB2> Can anyone explain
the new metadata system. I used to use metadata to store different
types of ores in a single block is there any reason to do that
now?
L1182[15:43:05] <gigaherz> metadata still
exists internally
L1183[15:43:12] <gigaherz> but you don't
interact with it directly
L1184[15:43:14] <gigaherz> what you
do
L1185[15:43:18] <gigaherz> is have a
series of properties
L1186[15:43:20] <gigaherz> in your
case
L1187[15:43:26] <gigaherz> you'd want a
PropertyEnum
L1188[15:43:37] <gigaherz> with a
"OreType" enum with your sub-blocks
L1189[15:44:55] <gigaherz> however
L1190[15:45:00] <gigaherz> that only
works for blocks in the world
L1191[15:45:04] <gigaherz> it won't work
for blocks in the hand
L1192[15:45:15] <gigaherz> if you want
the inventory blocks to also have sub-types
L1193[15:45:22] <gigaherz> you'll need to
have a custom ItemBlock
L1194[15:45:24] <gigaherz> that allows
subitems
L1195[15:45:38] <gigaherz> and then you
register each subitem separately in your client proxy
L1197[15:46:03] <gigaherz> I don't have
any example of this, but someone else .... like MattDahEpic
apparently, may do
L1198[15:46:16] <MattDahEpic> i
doos
L1199[15:46:36] <gigaherz> you use a
ItemBlock which allows subitems? ;P
L1200[15:46:44]
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L1202[15:46:55] <gigaherz> also read
this
L1204[15:46:58]
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L1206[15:47:06] <gigaherz> and this
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L1208[15:47:42] <Shamu> Anyone know if
there is an event that fires before someone actually joins a server
and it shows the message?
L1209[15:48:14] <gigaherz> hmm I think
fml had a login event?
L1210[15:48:57] <Shamu> loggedInEvent
still fires the "Player has joined" message on the
server
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L1212[15:51:46] <ASB2> Is there a
tutorial of how the property system works?
L1213[15:52:07] <gigaherz> probably
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L1215[15:54:53] <ASB2> Metadata isnt a
number right now currect? Its just a map of IProperties to
Comparable objects
L1216[15:55:17] <ASB2> If you want to add
data to a Block you have to choose a IProperties class and make
your own object that impleemnts Comparable
L1217[15:56:12] <gigaherz> not exactly,
metadata still exists internally
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L1219[15:56:25] <gigaherz> you'll have to
implement getStateFromMeta and getMetaFromState
L1220[15:56:41] <sham1> Only
getMetaFromState is mandatory
L1221[16:02:38] <gigaherz> also ASB2: the
properties area already made for you, you can use PropertyInt,
PropertyEnum, etc
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L1230[16:24:04] <Pennyw95> Is it possible
to change getRendertype in an already existing block? I bet the
answer is no...
L1231[16:24:16] <fry|sleep> why?
L1232[16:24:20] <fry|sleep> 1.7?
L1233[16:24:24] <Pennyw95> 1.8
L1234[16:24:29] <fry|sleep> then why?
:P
L1235[16:24:55] <Pennyw95> need a ghost
block and wish to save as much metadata as I can cause I'll need
them later
L1236[16:25:42] <fry|sleep> don't see how
a render type is relevant for that
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L1240[16:27:08] <Pennyw95> well if i
switch it to -1 the block becomes invisible , no?
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L1242[16:27:58] <fry|sleep> do you want
to disable the block rendering, but keep the block there?
L1243[16:29:56] <Pennyw95> yes...I'll
have 8 of those ghost blocks surrounding a tesr
L1244[16:30:25] <fry|sleep> do you need
them to actually be in world?
L1245[16:30:44] <Pennyw95> for the
collision
L1246[16:31:05] <fry|sleep> is that the
only thing?
L1247[16:31:08] <Pennyw95> it's
multiblock, the player places some blocks and then the blocks are
replaced with the MB's blocks
L1248[16:31:13] <Pennyw95> why, yes
L1249[16:31:28] <fry|sleep> MB's
blocks?
L1250[16:31:32] <Pennyw95> multiblock,
sorry
L1251[16:32:44] <Pennyw95> Of course, I
can just add one more slot to my propertyEnum and be done with it,
i was just curious if there was a smarter way
L1252[16:32:53] <fry|sleep> you should be
able to query the collision info, I think
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L1254[16:33:16] <fry|sleep> should be
easier than disabling the rendering of the original blocks :P
L1255[16:33:23] <Pennyw95> query?
L1256[16:33:27] <fry|sleep> get
L1257[16:33:30] <Pennyw95> oh
L1258[16:33:40] <Pennyw95> probably
easier, yes
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L1260[16:34:15] <Pennyw95> but maybe I'll
do those ghost blocks...otherwise a player would be able to place
blocks in that space occupied by the tesr's rendering
L1261[16:34:24] <Pennyw95> unless I can
prevent that too
L1262[16:34:56] <fry|sleep> yes, place
your own blocks there
L1263[16:35:33] <Pennyw95> okay, then,
thanks :)
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L1271[16:45:00] <Rockers> Can I ask a
very quick question?
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L1274[16:45:18] <Rockers> What does forge
do if a smelting recipe clashes with another mod?
L1275[16:45:34] <Rockers> Say, smelting
obsidian for example...
L1276[16:46:03] <Rockers> What if both
Mod A and Mod B have the same recipes..
L1277[16:46:21] <smbarbour> Then
whichever Minecraft picks first is the one that is used.
L1278[16:46:32] <Rockers> I see
L1279[16:46:46] <TehNut> Whichever is
registered first
L1280[16:47:08] <TehNut> So if your mod
loads before all others, your recipe is guarenteed
L1281[16:47:20] <TehNut> IIRC
L1282[16:48:27] <Rockers> I googled
"Smelting Obsidian" and only molten-obsidian came-up with
TC. It uses a smeltery (sp?) so I think it's fine.
L1283[16:48:45] <smbarbour> The question
becomes "What do you do about it?". My best answer is
MineTweaker if you are an end user, or if you are a mod author with
a conflicting recipe, provide some other way of doing what you
want.
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L1285[16:50:05] <Rockers> So, I could
provide a more inefficient way of doing things that is slightly
more expensive. But if people had to use it, it's an option.
L1286[16:50:21] <gigaherz> there's mods
that let you choose alternative recipes for crafting tables
L1287[16:50:28] <gigaherz> but I'm not
ware of any for furnace recipes
L1288[16:50:43] <Rockers> I think it's
fine.
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L1290[16:50:47] <smbarbour> MineTweaker
can change furnace recipes too.
L1291[16:50:54] <gigaherz> not
change
L1292[16:50:57] <TehNut> Find mods that
you know conflict, if they're loaded, use their end item. If not,
register your recipe and use yours
L1293[16:50:58] <gigaherz> I' mspeaking
about in-gui
L1294[16:51:00] <Rockers> tbh it's the
Mod-Pack creator's problem (mostly)
L1295[16:51:07] <gigaherz> there's mods
that let you CHOOSE which one to use while crafting
L1296[16:51:08] <gigaherz> ;P
L1297[16:51:12] <smbarbour> Yeah. It
really is.
L1298[16:51:32] <Rockers> I will add
another option though.
L1299[16:52:04] <smbarbour> My best
advice is to try not to make recipes that use vanilla mechanics and
vanilla items.
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L1302[16:52:52] <Rockers> I was going to
create something similar to IC2 hammers
L1303[16:56:02] <Rockers> I could also go
for bazaar and abstract recipes using custom items and rarely used
blocks and items (Daylight sensors, comparators, coloured
glass.etc)
L1304[17:01:07] <ASB2> How do you load
things from configuration files in 1.8
L1305[17:01:22] <smbarbour> As long as
you have something unique to your mod in the recipes you make, you
can reasonably be assured that there will be no conflicts.
L1306[17:02:02] <TehNut> ASB2: Exactly
the same as in previous versions. That wasn't changed at all.
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L1309[17:03:46] <ASB2> Thats what im
using to create a configuraiton object is that correct?
L1310[17:03:50] <tterrag|away> yes
L1311[17:04:29] <ASB2> Opps i imported
the wrong Configuration class
L1312[17:04:31] <ASB2> My mistake
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L1317[17:15:44] <ASB2> There used to be
an addInformation method in the Block class that allowed you to add
text to the tool tip of an item. Has it been renamed or is it
compleatly removed?
L1318[17:18:25] <masa> it is in the Item
class
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L1320[17:21:42] <ASB2> So you have to
create a custom ItemBlock to add tooltops
L1321[17:21:49] <ASB2> tooltips*
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L1323[17:23:18] <minecreatr> what do the
different EnumWorldBlockLayer's mean?
L1324[17:23:22] <TehNut> Yes
L1325[17:23:28] <ASB2> Also how do you
get an instance of PropertyInteger for metadata
L1326[17:23:39] <TehNut>
PropertyInteger.create()
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L1328[17:25:41] <ASB2> Params?
L1329[17:25:52] <ASB2> Im guessing the
min and max are 0-15
L1330[17:26:17] <ASB2> Also if its a map
dont i require the actual object that the value was mapped to
orignally?
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L1332[17:28:00] <TehNut> min is generally
0
L1333[17:28:06] <TehNut> max is the max
meta for your block
L1334[17:28:13] <TehNut> If you plan to
use all 16, then yes, it's 15
L1335[17:29:52] <ASB2> I have to manage
this value by self right? I mean if i want to change my metadata i
have to send packets between client and server to keep this updated
right?
L1336[17:30:01] <TehNut> wat
L1337[17:30:18] <ASB2> The property
system confuses me which is why im trying ot understand it
L1338[17:30:30] <Lumien> No, if you set a
block state on the server it will be synced to clients
L1339[17:31:24] <ASB2> Does that mean all
Properties will be synced from server to client?
L1340[17:32:34] <Lumien> i assume so
yeah
L1341[17:34:04] <ASB2> All right. Now
when using properties do i have to retain a reference to the
Property object inorder ot be able to get the data out of the block
again?
L1342[17:34:15] <Unh0ly_Tigg> yes
L1343[17:34:27] <ASB2> Yes to
witch?
L1344[17:34:30] <ASB2> which*
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L1346[17:34:32] <tterrag|away> properties
are immutable
L1347[17:34:35] <tterrag|away> and
compare by reference
L1348[17:34:38] <tterrag|away> so yes,
keep the reference
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L1350[17:34:49] <Unh0ly_Tigg> o/
L1351[17:35:04] <Rockers> \o/
L1352[17:35:05] <Rockers> |
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L1354[17:36:32] <minecreatr> anyone have
information on the new model "pipeline" system?
L1355[17:37:19] <gigaherz> ASB2:
Minecraft precalculates ALL possible state combinations so yeah
;P
L1357[17:37:53] <gigaherz> oh wait
nevermind
L1358[17:37:56] <gigaherz> it's still
true however
L1359[17:38:07] <gigaherz> you just
do
L1360[17:38:18] <gigaherz>
state.withProperty(PROP, value) and
L1361[17:38:24] <gigaherz>
state.getValue(PROP)
L1362[17:38:50] <gigaherz> one of the
advantages of 1.8.8 generics, is that we don't have to do
"(Integer)state.getValue(PROP)", since it's generic and
it knows :D
L1363[17:40:15] <Unh0ly_Tigg> speaking of
1.8.8, I know that we have forge versions now, can anyone attest to
how stable they are compared to 1.8 forge versions?
L1364[17:40:33] <gigaherz> well there's a
reason why 1.8.8 still doesn't have a recommended
L1365[17:40:50] <gigaherz> 1.8.8 is ok
for modding
L1366[17:40:58] <tterrag> no stability
issues for me
L1367[17:41:12] <gigaherz> but it hasn't
been tested enough to say that it's ok for playing
L1368[17:41:57] <gigaherz> yeah the
issues I did find, were mostly related to forge patches not having
been ported right
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L1374[17:49:25] <Unh0ly_Tigg> yay,
there's 1.8.8 mcp snapshots now. there wasn't any last time I
looked.
L1375[17:50:06] <kashike> seems like a
week or so since they came out
L1376[17:51:22] <ASB2> tterrag: If
Properties are transfered from server to clietn is it possible to
acces a Property made on the server on the client since you cant
have a refence to the obejct
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L1378[18:00:53] <gigaherz> ASB2:
uh?
L1379[18:01:10] <gigaherz> the Property
exists ONCE
L1380[18:01:18] <gigaherz> the
IBlockState is what's transferred
L1381[18:01:26] <gigaherz> and that's
using an internal ID
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L1384[18:02:38] <Soni> so how can I go
about ASMing Forge events?
L1385[18:02:53] <gigaherz> what?
L1386[18:03:10] <Soni> I need to turn a
field into accessor methods
L1387[18:03:21] <Cazzar> If you have to
ask, you don't
L1388[18:03:30] <gigaherz> can't you
reflect?
L1389[18:03:43] <Soni> ... so that I can
override them
L1390[18:04:00] <Cazzar> You can reflect
to write to a variable
L1391[18:04:03] <gigaherz> you can still
reflect ;P
L1392[18:04:16] <Soni> I mean it's pretty
easy to turn field access into accessor calls
L1393[18:04:23] <Soni> the field is
public
L1394[18:04:33] <gigaherz> then modify
forge
L1395[18:04:35] <gigaherz> and make a PR
to forge
L1396[18:04:47] <gigaherz> and make your
case as to why this change is worth including
L1397[18:05:11] <Soni> well I'll still
need to add ASM for backwards compatibility either way :P
L1398[18:05:32] <Soni> (altho I guess it
wouldn't involve ASMing Forge itself)
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L1401[18:15:41] <Cazzar> Soni, generally
the comment, was avoid ASM..
L1402[18:16:50] <Soni> Cazzar, my idea is
to make the field private and replace it with accessor methods so I
can override the setter
L1403[18:17:10] <Soni> for backwards
compatibility it needs ASM
L1404[18:17:25] <Cazzar> That doesn't
change my comment.
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L1406[18:17:33] <Soni> Forge used ASM for
backwards compatibility before, with the fluids change
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L1408[18:28:32] <gigaherz> there's two
benefits of letting Forge do the ASMing and hooks:
L1409[18:29:12] <gigaherz> 1. other mods
will also have easy access to it, and
L1410[18:29:29] <gigaherz> 2. you know
you won't be the cause incompatibilities with other mods
L1411[18:29:33] <gigaherz> +of
L1412[18:30:05] <gigaherz> there's also a
3rd one, sorta: you don't have to worry about people not including
your codemod lib or whatever (although it's not much of a point
since you can have a jar that has both ASMing and a normal
mod)
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L1419[19:08:03] <Geforce> Hey, I'm trying
to use "gradle setupForge", and whenever I do, I get this
error. Someone said it's because I'm using Java 8, is that right? |
http://pastebin.com/SFkMMYxT
L1420[19:10:06] <kashike> Geforce: it
can't find git. there's no issues with using java 8
L1421[19:10:44] <Geforce> Oh, okay. I've
added git to my system PATH, maybe I did something wrong. :P
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