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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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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?
L38[00:23:30] <Unh0ly_Tigg> killjoy, https://www.opengl.org/wiki/Pixel_Transfer
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
L77[00:50:30] <tterrag> Unh0ly_Tigg: this is all the plugins http://puu.sh/lINXa.png
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.
L97[00:58:31] <tterrag> https://twitchemotes.com/emote/73117
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.
L107[01:04:25] <Unh0ly_Tigg> heh, if you guys could splurge on hardware, I'd suggest one of these for a new server: https://www.supermicro.com/products/system/4U/4048/SYS-4048B-TR4FT.cfm
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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"
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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
L224[07:05:06] <Rockers> http://pastebin.com/sCu09zgv
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
L229[07:08:34] <Rockers> http://pastebin.com/CQrP0QSW
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] ⇨ Joins: JamEngulfer221 (~games@host86-137-175-67.range86-137.btcentralplus.com)
L249[07:17:04] <Rockers> like
L250[07:17:18] <Rockers> EntityLivingBase ELB = new EntityLivingBase(params)
L251[07:17:26] *** kroeser is now known as kroeser|away
L252[07:17:30] <Rockers> getting the variable using reflection
L253[07:17:31] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0ycv9zt0m6vf7fwt-3.rev.dnainternet.fi)
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
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L264[07:24:27] *** Vigaro|AFK is now known as Vigaro
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
L296[07:34:08] <Cazzar> Can anyone explain, how the fuck this happened? http://upload.cazzar.net/u/1449236038
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] ⇦ Quits: Lunatrius (~Lunatrius@77.38.103.182) (Ping timeout: 195 seconds)
L306[07:37:24] <Cazzar> though, that lambda, should nuke out the nulls, but one passes through.
L307[07:37:45] ⇨ Joins: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
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 (~psxlover@athedsl-383916.home.otenet.gr)
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] ⇨ Joins: Wolwrig (~Wolwrig@2602:ffe8:200::7f1e:61de)
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
L395[07:51:19] <Rockers> http://pastebin.com/T5DXTg4D
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
L432[07:58:19] <Rockers> https://esolangs.org/wiki/Brainfuck%2B%2B
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] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 195 seconds)
L484[08:10:45] <sham1> 1.7.10 X_X
L485[08:11:17] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
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
L487[08:14:52] *** kroeser|away is now known as kroeser
L488[08:16:13] *** cpw|out is now known as cpw
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
L499[08:19:02] *** kroeser is now known as kroeser|away
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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L504[08:20:15] ⇦ Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Remote host closed the connection)
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
L564[08:40:03] <gigaherz> https://github.com/MattDahEpic/MCForgeDocumentation/blob/56e2a22f97ae350b22a63a2780b99ce9230ddc0a/docs/conventions/loadstages.md
L565[08:40:51] <boboch3> thanks a lot
L566[08:41:21] <gigaherz> it has some comments suggesting corrections, though
L567[08:41:26] <gigaherz> https://github.com/MinecraftForge/Documentation/pull/27
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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L576[08:46:29] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L239
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)
L594[08:55:48] <Rockers> http://pastebin.com/12LJ3Pek
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.
L607[08:59:29] <Cazzar> http://upload.cazzar.net/u/1449241163 it works again
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L609[09:04:46] <JamEngulfer221> This is the relevant activationCrystal.json to my error: http://pastebin.com/tPMtRKr8
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
L619[09:09:07] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/client/models/ItemModels.java
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?
L697[10:26:56] <OrionOnline> yeah : https://gist.github.com/OrionDevelopment/23bd47490d2d3c26b423
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
L719[10:30:06] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/build.gradle
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
L754[10:41:06] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L68
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?
L770[10:43:28] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L99
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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L864[12:55:21] <tterrag|ZZZzzz> ... https://github.com/apple/swift/pull/165
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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
L904[13:27:03] <ASB2> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.8.8.html
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
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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
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L1020[14:24:40] <ASB2> sham1: I've doene the decomp workspace piece. Whats next?
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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> >.<
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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?
L1094[14:51:28] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L1095[14:51:36] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer.json
L1096[14:52:32] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L65
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
L1099[14:53:30] <TehNut> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/item/essentializer.json
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
L1109[14:55:05] <MattDahEpic> and thus tem shop glitch hop is a thing: https://www.youtube.com/watch?v=Gu8A8uWAJaA
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
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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
L1148[15:16:29] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L63,L100
L1149[15:16:53] <gigaherz> https://github.com/gigaherz/signbutton/blob/master/src/main/resources/assets/signbutton/models/item/signButtonItem.json
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
L1196[15:45:49] <MattDahEpic> ASB2, look at my ores: https://github.com/MattDahEpic/MobDropOres
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
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L1202[15:46:55] <gigaherz> also read this
L1203[15:46:56] <gigaherz> http://mcforge.readthedocs.org/en/latest/blockstates/introduction/
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L1205[15:47:05] <gigaherz> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
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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L1308[17:03:09] <ASB2> http://pastebin.com/Y2vwqD2U
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
L1356[17:37:48] <ASB2> ?
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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