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L1[00:00:07] <GeoDoX> yeah
L2[00:00:09] <GeoDoX> okay
L4[00:03:20] <GeoDoX> it doesn't exist in
the class
L6[00:04:41] <shadekiller666> it looks like
it compares the passed-in IBlockState with the schematic's
IBlockState
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L11[00:23:31] <GeoDoX> shadekiller666, do
you think it would be a simple .equals?
L12[00:23:47] <GeoDoX> or do you think it
would expand upon somthing?
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L14[00:24:42] <Zaggy1024> it probably has
multiple states
L15[00:24:58] <Zaggy1024> just look at the
dang code for it
L16[00:25:11] <shadekiller666> uhh
L17[00:25:38] <shadekiller666> BlockState
overrides .equals and .hashCode
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L19[00:26:01] <shadekiller666> so i think
you might be ok, though i would look into that class if you
can
L20[00:26:19] <shadekiller666> how are you
updating a mod that you don't have all of the code for
anyway?
L21[00:26:34] <Zaggy1024> it checks the
Block instance and uses predicates for the property->value
pairs
L22[00:27:27] <Zaggy1024> you need to use
the tools your IDE gives you to find out for yourself what these
things do
L23[00:28:50] <GeoDoX> I'm not sure, I'm
checking the repo now
L24[00:29:13] <Unh0ly_Tigg> Is there a way
to change the light a block emits based on a property value,
instead of having 2 different block ids for it (like the vanilla
furnace)?
L25[00:29:14] ⇦
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L26[00:29:40] <shadekiller666> uhhh
L27[00:29:43] <GeoDoX> Zaggy, you don't
even have access to the code. Plus, what you're referring to has
nothing to do with what we're talking about
L28[00:29:48] <shadekiller666> maybe with
fry's fancy system idk
L29[00:31:04] <GeoDoX> Zaggy1024, do you
see a matchesState method in the BlockStateHelper class?
L30[00:31:40] <Zaggy1024> ..yes?
L31[00:31:47] <Zaggy1024> did you not use
setupDecompWorkspace?
L32[00:32:06] ⇨
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L33[00:32:09] <Zaggy1024> if not, you
should, because then you don't have to ask other people to look at
the classes to figure them out for you
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L35[00:32:29] <Zaggy1024> Unh0ly_Tigg,
getLightValue
L36[00:32:40] <McJty> Hi, why is
GuiContinaer.getSlotAtPosition() private in 1.8.8?
L37[00:32:43] <McJty> It was public in
1.7.10
L38[00:32:44] <Zaggy1024> it has an
IBlockAccess, BlockPos version
L39[00:32:51] <GeoDoX> I did which is how
I'm modding it.
L40[00:33:06] <GeoDoX> If you see it, I
wanna know how because it's not even in the repo.
L41[00:33:21] <Zaggy1024> it's part of the
Minecraft codebase
L42[00:33:27] <Zaggy1024> use open
declaration
L43[00:33:34] <GeoDoX> No it isn't.
L44[00:33:57] <Zaggy1024> erm
L45[00:33:58] <GeoDoX> BlockStateHelper is
a custom class in Lunatrius
L46[00:34:04] <tterrag> GeoDoX: ?
L47[00:34:08] <Zaggy1024> then I guess he
didn't name it very carefully
L48[00:34:10] <GeoDoX> well, Schematica I
should say,
L49[00:34:23] <Zaggy1024>
net.minecraft.block.state.pattern.BlockStateHelper
L50[00:34:31] <GeoDoX> I provided a link to
the class which you clearly didn't look at.
L51[00:34:36] <Zaggy1024> and if you don't
have access to a class used in the mod, then I don't see how you're
going to updat eit.
L52[00:35:01] <GeoDoX> So stop getting
pissed at me when you didn't even look at the class that we're
talking about.
L53[00:35:16] <xaero> McJty: did you check
the Forge ATs to see if it was just overlooked or if mojang made
that change?
L54[00:35:20] <GeoDoX> I have access to the
class, the method isn't in that class.
L55[00:35:32] <Zaggy1024> I did look at
that.
L56[00:35:43] <Zaggy1024> it doesn't have
the dang import, so how am I supposed to know where
BlockStateHelper came from?
L57[00:35:59] <GeoDoX> xaero, is there a
server plugin for your minimap?
L58[00:36:43] <xaero> GeoDoX: dunno, that's
not my mod (there's more than one xaero in the community)
L59[00:36:44] <McJty> xaero, hmm how can I
check that exactly? Where are those at's?
L60[00:36:47] <GeoDoX> Because the class I
linked IS BlockStateHelper
L61[00:36:56] <GeoDoX> xaero, ah :P
L62[00:37:00] <Zaggy1024> what link?!
L63[00:37:12] <Zaggy1024> danget
L66[00:37:51] <tterrag> look now it's
readable
L68[00:37:54] <Unh0ly_Tigg> how do you
generate a debug world?
L69[00:37:59] <tterrag> why do people use
these nonsense extensions on hastebin -.-
L71[00:38:12] <Unh0ly_Tigg> nevermind,
found it.
L72[00:38:14] <xaero> McJty: and switch
branches for different MC versions
L73[00:38:22] <GeoDoX> tterrag, it auto
generates the extension
L74[00:38:24] <tterrag> !gm
getSlotAtPosition
L75[00:38:44] <Zaggy1024> GeoDoX, I doubt
that's the correct class, it only has static methods
L76[00:38:48] <tterrag> nope, that method
was never AT'ed
L77[00:38:49] <Zaggy1024> nothing to
indicate it's an object
L78[00:38:52] <tterrag> it was made private
by mojang
L79[00:38:59] <McJty> xaero, GuiContainer
is not mentioned in that file at all
L80[00:38:59] <GeoDoX> Zaggy1024, it's used
statically.
L82[00:39:13] <tterrag> McJty: so then
mojang changed it
L83[00:39:15] <GeoDoX> wait, sorry.
L84[00:39:17] <Zaggy1024> that's not
statically
L85[00:39:26] <McJty> Annoying. I have to
override that method
L86[00:39:39] <tterrag> guess you're making
an AT then
L87[00:39:46] <McJty> yes seems like
it
L88[00:39:59] <McJty> ok thanks
L89[00:40:02] <Zaggy1024> Is that really
the class that was originally imported?
L90[00:40:16] <Zaggy1024> and are you sure
you're using the same version of the utility mod that the mod
you're updating used?
L91[00:40:28] <Zaggy1024> maybe he dropped
it in favor of the vanilla implementation.
L92[00:40:42] <tterrag> McJty: mcpbot gives
you a nice AT line if you ask it :P
L93[00:40:50] <tterrag> public
net.minecraft.client.gui.inventory.GuiContainer
func_146975_c(II)Lnet/minecraft/inventory/Slot; #
getSlotAtPosition
L94[00:41:13] <GeoDoX> I'll see if thats
the case, but I don't see why they would keep it as that if it's
not even in the mod.
L95[00:41:22] <Unh0ly_Tigg> I think I'm
going to have to say, this was the quickest I've ever added a
furnace type block (no tileentity yet) to a mod, and have it
rendering properly...
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L97[00:42:11] <Zaggy1024> well, it still
has methods that he presumably uses, so why not keep it?
L99[00:43:09] <Zaggy1024> it gets easier as
you do models more :P
L100[00:43:15] <GeoDoX> Zaggy1024, I don't
see matchesState in there?
L101[00:43:30] <Zaggy1024> the function
doesn't have to have the same name
L102[00:43:37] <Zaggy1024> the
functionality is the same AFAICT
L103[00:43:55] <Zaggy1024> you need to
look at how the mod's BlockStateHelper is constructed to know for
sure
L104[00:45:23] <GeoDoX> I guess it uses
minecrafts BlockStateHelper
L105[00:45:33] <GeoDoX> but again,
matchesState isn't in there
L106[00:45:45] <GeoDoX> at least, I don't
see it
L107[00:45:52] <Zaggy1024> it's the apply
method
L108[00:45:58] <Zaggy1024>
BlockStateHelper is a predicate
L109[00:46:24] <Zaggy1024> it's not like
Mojang would take a class straight from some random utility mod
:P
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L112[00:49:36] <GeoDoX> I'm assuming
startDrawingQuads was replaced with begin? passing
GL11.GL_QUADS?
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L114[00:51:19] <tterrag> yes
L115[00:52:00] <GeoDoX> Do you know what
addVertexWithUV was changed to?
L116[00:52:15] <McJty>
renderer.pos(x,y,z).tex(u,v).endVertex()
L117[00:52:41] <GeoDoX> okay :)
L118[00:54:00] <GeoDoX> is endVertex
required?
L119[00:54:54] <Zaggy1024> yes
L120[00:55:52] <GeoDoX> Is there no
getCustomName anymore?
L121[00:57:40] <tterrag> GeoDoX:
WorldRenderer now uses a "factory" structure for
vertices
L122[00:57:53] <tterrag> I find it a bit
more verbose, annoyingly so, but I guess it's cleaner code
L123[00:58:14] <GeoDoX> or a way to set
the format of the worldrenderer without begining?
L124[00:58:29] <tterrag> what purpose
would that serve?
L125[00:58:31] <GeoDoX> The method is
called preRenderBlocks if that helps
L126[00:59:02] <GeoDoX> its in a class
that extends RenderChunk
L127[00:59:55] <Zaggy1024> ...what about
it?
L128[01:00:19] <Zaggy1024> there's no use
to setting the format outside a draw call, because that format will
get changed to whatever startDrawingQuads gets
L129[01:00:24] <Zaggy1024> er,
startDrawing
L130[01:01:10] <tterrag> *begin
L131[01:01:22] <GeoDoX> Okay, so theres no
need for it?
L132[01:01:33] <McJty> After adding a
custom AT to your mod, do you have to rerun
setupDecompWorkspace?
L133[01:01:42] <McJty> Or what is the
minimum to do to make sure it is picked up?
L134[01:02:54] <GeoDoX> What is
isCompileTaskPending changed to?
L135[01:04:37] <Zaggy1024> in what
class?
L136[01:04:38] <tterrag> McJty: yes, you
need to recompile
L137[01:04:42] <tterrag> so sDecW is
required
L138[01:05:46] <GeoDoX> RenderChunk
L139[01:06:14] <GeoDoX> and
RenderOverlay
L140[01:06:22] <GeoDoX> Both in
RenderInfo
L141[01:08:28] <Zaggy1024> er...which one
was the function in?
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L143[01:09:55] <GeoDoX> both I
believe
L144[01:10:03] <GeoDoX> they both are
calling it
L145[01:10:29] <GeoDoX>
renderChunk.isCompileTaskPending() as well as
renderOverlay.isCompileTaskPending()
L146[01:11:18] <SatanicSanta> Okay, so I'm
currently replacing the getEntityId stuff with an
IExtendedEntityProperties. There's some items that save the
player's entity ID in their nbt, which is used in an IItemRenderer
to get the player from the world. Is there a different way to get
the entity in IItemRenderer#renderItem?
L147[01:11:50] <SatanicSanta> I can't see
any way that I could possibly get the player.
L148[01:12:14] <SatanicSanta> Would
Minecraft.getMinecraft().thePlayer suffice?
L149[01:13:09] <SatanicSanta> Because we
currently get the player with
Minecraft.getMinecraft().thePlayer.worldObj.getEntityByID(oldPlayer);
so I feel like the previous would not work for this particular
instance.
L150[01:14:34] <SatanicSanta> I don't
think Minecraft.getMinecraft().thePlayer would work due to
multiplayer rendering stuff. hrm
L152[01:16:38] <GeoDoX> Line 34
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L154[01:17:53] <tterrag> SatanicSanta:
there is only ever one player clientside
L155[01:18:14] <tterrag> however, other
players in MP rendering might be an issue yes...don't you get the
player in the IItemRenderer?
L156[01:18:20] <sham1> And the others are
something else
L157[01:18:27] <SatanicSanta> tterrag: Not
that I can see.
L158[01:18:29] <sham1> Client has THE
player and the others
L159[01:19:31] <tterrag> yes you do
L160[01:20:04] <tterrag> for the EQUIPPED
and EQUIPPED_BLOCK you get it as data[1]
L161[01:20:38] <tterrag> sorry
EQUIPPED_BLOCK is a render helper, misread
L162[01:22:57] <SatanicSanta> tterrag: So
for when the item is rendered in those types, I should get the
entity from data[1], but when the type is inventory,
Minecraft.getMinecraft().thePlayer?
L163[01:23:47] <tterrag> of course, you
don't see other player's inventories
L164[01:24:20] <SatanicSanta> Right. I'm
just not very familiar with any of the rendering shit in MC or
MCF.
L165[01:26:56] <GeoDoX> I'm soooo close to
getting this donw
L166[01:26:59] <GeoDoX> done*
L167[01:27:09] <GeoDoX> I just need like 2
more things
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L171[01:33:36] <tterrag> don't use int
ids?
L172[01:33:41] <tterrag> seems like a
pretty simple solution
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L174[01:38:34] <GeoDoX> Did you see
it?
L175[01:38:46] <GeoDoX> It seems like a
way of storing block data?
L176[01:39:01] <McJty> GeoDoX, you can
serialize blockstate info so you can store it
L177[01:39:23] <McJty> Otherwise for
block/items store the name from the registry
L178[01:39:29] <GeoDoX> McJty, how would
you recommend doing that?
L179[01:39:37] <McJty> GeoDoX, hmm?
L180[01:39:40] <McJty> Just like I
said?
L181[01:40:07] <GeoDoX> How do you
serialize the blockstate info?
L182[01:40:57] <sham1> Are you asking how
you could serialize a blockstate variant?
L183[01:41:50] <McJty> GeoDoX, hmm can't
find it. Well storing the metadata wold work too in this
case.
L184[01:41:57] <GeoDoX> I'm not sure at
all
L185[01:41:59] <McJty> sham1, no to
replace the storing of metadata in NBT
L186[01:42:11] <McJty> sham1, i.e. when
you have for example a wand or tool that can pick up blocks
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L188[01:42:17] <sham1> Ah
L189[01:42:17] <McJty> And it needs to
remember the meta/state of that block
L190[01:42:19] <sham1> I C
L191[01:42:30] <GeoDoX> I'm not even sure
what that block of code does
L192[01:42:32] <McJty> In Not Enough Wands
I just get the metadata
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L194[01:50:37] <SatanicSanta> Can entity
IDs be negative?
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L196[01:50:53] <SatanicSanta> I don't see
why not, but it would be strange.
L197[01:51:32] <ZaggyMobile2>
Probably
L198[01:51:50] <SatanicSanta> hrm
L199[01:52:07] <SatanicSanta> I'm
currently trying to figure out what the fuck
"isJumping.put(event.entity.getEntityId(), Math.max(0,
isJumping.get(event.entity.getEntityId()) - 1));" does
L200[01:52:27] <SatanicSanta> (in an
existing codebase im working on)
L201[01:52:34] <ZaggyMobile2> Holy cow
poop
L202[01:52:52] <SatanicSanta> isJumping is
only set in one other place, during a rocket jump, to 5.
L203[01:53:11] <ZaggyMobile2> Use entity
properties o.O
L204[01:53:18] <SatanicSanta>
ZaggyMobile2: That is my current project
L205[01:53:33] <SatanicSanta> isJumping is
only used in one place, which checks if isJumping > 0
L206[01:54:06] <SatanicSanta>
ZaggyMobile2: I wouldn't be delving into this part of the project
if I wasn't switching everything to IEEP :P
L207[01:54:13] <GeoDoX> What was
isCompileTaskPending changed to?
L208[01:54:39] <ZaggyMobile2> You asked
what it did, so I wasn't sure :P
L210[01:55:09] <SatanicSanta> I honestly
think I can just completely delete that entire block
L211[01:55:14] <SatanicSanta> or at least
the meat of it
L212[01:55:39] <killjoy1> Eating a worm:
It doesn't taste like chocolate spaghetti, but it dances all the
way down.
L213[01:57:40] <SatanicSanta> "if the
entity is a player, and they are on the ground, set their fall
distance to 0.1"
L214[01:58:25] <SatanicSanta> "or if
their fall distance is 0.0, set it to 0.1"
L215[01:58:26] <SatanicSanta> what the
hell
L216[01:59:20] <ZaggyMobile2> Um.
L217[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151219 mappings to Forge Maven.
L218[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151219-1.8.8.zip
(mappings = "snapshot_20151219" in build.gradle).
L219[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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L221[02:01:57] <ZaggyMobile2> The thing I
hate the most about that is it does == on a float :P
L222[02:02:17] <ZaggyMobile2> Next thing
is the number of casts
L223[02:02:38] <ZaggyMobile2> And double
isRemote checks
L224[02:02:42] <SatanicSanta> mhm
L225[02:02:46] <SatanicSanta> i do not
take credit for this code
L226[02:02:59] <ZaggyMobile2> Jeez, is
this guy the king of duplicate code? :P
L227[02:04:01] ***
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L228[02:04:30] <ZaggyMobile2> Can't be too
mad about that map though, I did the same when I first started
out
L229[02:04:46] <ZaggyMobile2> Though not
as messily
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L233[02:05:56] <Lunatrius> GeoDoX: not
sure if you found out yet, but the Helper class is actually a
Matcher and in 1.8.8 the matchesState si actually just apply
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L235[02:06:35] <GeoDoX> Lunatrius, I did
:P
L236[02:06:36] <Lunatrius> I did suggest a
rename to make it clearer, but meh
L237[02:07:13] <GeoDoX> I'm stuck in
trying to find what isCompileTaskPending is now
L238[02:07:27] <GeoDoX> It's my last error
before I build and test
L239[02:07:30] <Lunatrius> In 1.8.8?
L240[02:07:33] <GeoDoX> Yes
L241[02:07:40] <Lunatrius> And build
what?
L242[02:07:56] <GeoDoX> Schematica
L243[02:08:07] <Lunatrius> I already have
1.8.8 done, locally
L244[02:08:12] <GeoDoX> omggg :P
L245[02:08:22] <GeoDoX> Can you send it to
me?
L246[02:08:25] <Lunatrius> I just didn't
bother to push yet because i'm waiting for a stable FG/Forge
version
L247[02:09:15] <Lunatrius> I have to check
if it even compiles still, there's probably been a few renames of
func_* stuff
L248[02:10:06] <GeoDoX> Do you mind
updating it and passing a copy to me?
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L251[02:11:40] <SatanicSanta> Is there a
better way to check if a player is on the ground than
EntityPlayer#onGround? I see EntityLivingBase#isJumping, but it's
protected :/
L252[02:15:54] <killjoy1> Seems as good as
any to me
L253[02:16:22] <sham1> being protected
means nothing when you can reflect upon it
L254[02:16:40] <Lunatrius> AT™
L255[02:16:45] <sham1> NO
L256[02:16:53] <killjoy1> ATs are
evil
L257[02:16:57] <sham1> Put that
sledgehammer down
L258[02:17:11] <killjoy1> anything that
creates a dirty jar is terrible
L259[02:17:27] <sham1> Reflection
especially java7 and up can get really fast
L260[02:17:30] <Lunatrius> Depends on what
he wants to do anyway
L261[02:17:37] <Lunatrius> Not
really.
L262[02:17:44] <sham1> So fast in fact
that it is comperable to a access transformed field
L263[02:17:50] <sham1> MethodHandles
L264[02:17:50] <Lunatrius> I tried
reflection, 20% performance decrease, overall
L265[02:17:57] <SatanicSanta> It's a
single if statement that checks if the player is jumping, but not
flying.
L266[02:18:01] <SatanicSanta> I don't
think that warrants reflection :P
L267[02:18:16] <sham1> Neither does it
warrant ATs
L268[02:18:21] <SatanicSanta> er no, if
they are not jumping
L269[02:18:26] ⇦
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L270[02:19:09] <Lunatrius> FG 2.1 is not
on the gradle repo yet, correct?
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L272[02:20:48] <Lunatrius> Uh
L273[02:20:57] <killjoy1> right
L274[02:21:04] <killjoy1> use forge
maven
L275[02:21:05] <Lunatrius> Well then
com.cloudbees.diff.PatchException: Cannot find hunk target
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L278[02:22:46] <LexDesktop> clean your
cache and refresh deps when doing setup
L279[02:27:12] <Lunatrius> Yeah, that was
it, thanks
L280[02:27:37] <Lunatrius> I keep
forgetting that refreshing usually fixes things.
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L287[02:35:32] <Lunatrius> Oh, right, I
didn't quite finish some helper stuff... urgh. Time to fix
that
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L304[02:48:04] <GeoDoX> Lunatrius, ping me
when you finish up
L305[02:48:55] <Lunatrius> I might just
release things, assuming I get some things behaving
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L314[03:00:27] <SatanicSanta> diesieben07:
Since you're the one who turned me onto IEEPs, I'll ask you: For
packets, should I continue using getEntityId in order to determine
which entity X thing is happening to?
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L317[03:03:01] <SatanicSanta> Hrm. I guess
it would be better to use a UUID
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L324[03:24:35] <LexManos> During
networking entity ID and world is fine.
L325[03:24:44] <LexManos> as thats
garenteed to be unique at runtime.
L326[03:24:50] <LexManos> UUID is best for
storage tho.
L327[03:25:14] <SatanicSanta> Alright,
thanks.
L328[03:25:32] <LexManos> However remember
that an entity CAN change IDs at runtime
L329[03:25:41] <LexManos> if the chunk
they are in is unloaded/reloaded
L330[03:26:23] <LexManos> As the client
gets notified of the unload and basically treats the two instances
of the entity as seperate entities, you should be fine. Unless you
screw up the caching or something.
L331[03:27:12] <SatanicSanta> I don't
think that should be a problem at least for this tile entity
L332[03:27:32] <Lunatrius> Why would I get
"7minecraft:" when trying to tab complete a
command?
L333[03:27:56] <LexManos> because you are
stupid and instaleld a modified mod from 7minecraft
L334[03:28:01] <Lunatrius> <.<
L335[03:28:04] <LexManos> or there is
someone with that name in wherever you're talking
L336[03:28:06] <Lunatrius> I'm
in-dev
L337[03:28:30] <LexManos> ... then you've
fucked something ..
L338[03:28:32] <Lunatrius> There is
nothing else installed. Also, calling return
getListOfStringsMatchingLastWord(args, BLOCK_REGISTRY.getKeys());
in addTabCompletionOptions
L339[03:37:20] <Lunatrius> Well, no, I
didn't fuck up anything. All client side commands do this in latest
Forge.
L340[03:37:32] <Lunatrius> Also, 7 is the
ascii code for tab
L341[03:37:55] <LexManos> What...
L342[03:38:03] <LexManos> Why the hell
would that happen...
L343[03:38:04] <Lunatrius> I'll test this
in dev-forge, gimme a few
L344[03:39:11] ***
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L347[03:47:19] <GeoDoX> I can confirm when
I was updating my mod to 1.8.8 with 1630 using a
ClientCommandHandler, when I pressed tab, it would tab to 7's
L348[03:48:14] <sham1> Well that's just a
curious bug
L349[03:50:38] <Lunatrius> Gonna try with
breakpoint while I wait for the correct branch to setup
(again)
L350[03:51:15] <Lunatrius> I didn't have
the issue on the previous version that I used which was...
L351[03:51:53] <Lunatrius>
11.15.0.1609-1.8.8 was fine, 11.15.0.1635-1.8.8 is not
L352[03:53:20] <Lunatrius> Uhh...
L354[03:58:12]
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L357[04:00:25] <Lunatrius> The argument
"dd" autocompletes to "7ddr"
L358[04:00:34] <Lunatrius> Something isn't
tripping colors correctly
L359[04:00:38] <Lunatrius> s+
L360[04:03:48] <GeoDoX> Lunatrius, what
IDE is that?
L361[04:03:54] <Lunatrius> IDEA
L362[04:04:04] <GeoDoX> Looks different
than mine'
L363[04:04:08] <Lunatrius> Using the
Darkula theme
L365[04:05:08] <tmtu> Darcula*
L366[04:05:27] <sham1> dracula is the best
dark mode for an IDE ever
L367[04:05:28] <tmtu> Wuppy: reminds me of
dark souls
L369[04:05:38] <Wuppy> it's not dark
souls, but yeah, similar style
L370[04:05:50] <Wuppy> it looks quite a
lot like a draugr dungeon in Skyrim
L371[04:05:57] <Wuppy> but it looks worse
than I remember skyrim looking
L372[04:06:23] <Wuppy> although that could
be because the game was so cool :P
L373[04:06:39] <Lunatrius> Now to figure
out what caused that change
L374[04:06:39] <sham1> it propably just
strips "§" and not the char straight after it
L375[04:06:45] <sham1> for some
reason
L376[04:06:55] <Lunatrius> Yes, it
does.
L377[04:07:18] <Lunatrius> It does that
because the input doesn't allow §
L378[04:07:21] <Wuppy> wow, skyrim did
look far worse than I remember :O
L379[04:07:35] <Samario> I'm not quite
sure what I'm looking at
L380[04:07:37] <Lunatrius> The string has
to be filtered before it's getting written
L381[04:07:41] <sham1> but it cannot check
if there is something like a color code after it
L382[04:07:50] <sham1> if I understand
this correctly
L383[04:08:04] <sham1> Therefor making
7*something* when you tab-complete
L384[04:08:09] <Lunatrius> writeText
basically "types" as if a player would do it
L385[04:08:28] <Lunatrius> It just ignores
the § as it's blacklisted
L386[04:09:28] <sham1> §§
L387[04:09:47] <sham1> They should have it
kinda like how backslashes can be typed as \\ in code
L388[04:10:19] <sham1> but if it is not §§
then check the char after it
L389[04:10:44] <Cazzar> So, I just
accidentally bricked my nexus 6... but the bootloader is smart
enough to tell you how to unbrick
L390[04:10:46] <Cazzar> NIICE
L391[04:10:54] <sham1> Oh wow
L392[04:10:56] <Cazzar> Also bricked is
the wrong term, I made it unbootable.
L393[04:11:15] <sham1> Well if it cannot
boot then it is kinda like a brick
L394[04:11:17] <Cazzar> (temporarily, the
bootloader had cached old files)
L395[04:11:20] <sham1> Useless
L396[04:11:31] <Cazzar> sham1: Generally
bricking makes it non-recoverable.
L397[04:11:39] <Cazzar> Nexus phones, that
is hard to do to them
L399[04:12:34] <Cazzar> one of these
showed up
L400[04:13:34] <Cazzar> T'was probably the
different OS one
L402[04:14:36] <Lunatrius> Only one way to
find out.
L403[04:14:59] <sham1> Time to make my
mana networks become merge-able'
L404[04:18:48] ⇦
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L406[04:26:32] <Ordinastie> when swapping
a chest, it drops its inventory, any idea on how to prevent that
?
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L408[04:27:50] <Wuppy> just read a lecture
about someone who designed missions for GTA
L409[04:27:59] <Wuppy> the way they
designed them is incredibly interesting :O
L410[04:28:28] <Wuppy> anyone remember
playing the GTA 3 mission where you had to kill Salvatore?
L411[04:28:46] <Ordinastie> apparently I
can't :s
L412[04:29:23] <Ordinastie> and I
shouldn't even
L413[04:32:42] <Ordinastie> except I
restore the inventory that was being dropped :x
L414[04:37:05] <Ordinastie> I love it when
you code a block, and when you're almost done, there is that one
tiny detail that make the whole thing not possible at all :x
L415[04:37:28] <sham1> I have done so much
for making this mana network
L416[04:37:32] <Cazzar> Time to flash all
the partitions on my phone!
L417[04:37:37] <Cazzar> Barring
userdata.img
L418[04:37:38] <sham1> So much code that I
doubt works the first time
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L421[04:41:23] <GeoDoX> Figure that bug
out Lunatrius?
L422[04:41:57] <Lunatrius> Sorta
L423[04:42:33] <Lunatrius> Testing a
possible fix
L424[04:42:44] <Ordinastie> so my block
swaps the blocks in front of it with the one stored inside the TE.
I store the NBT data of TEs I swap so I can restore them the next
time.
L425[04:43:06] <Ordinastie> however, for
inventories, the breakBlock is called, so the inventory is spilled,
and the next time, I do restore the inventory contents, duplicating
everything
L426[04:43:48] <Ordinastie> I can't really
bypass the breakBlock, but if I somehow managed to do it, I feel
like it's a really bad idea anyway
L427[04:44:07] <Ordinastie> does anyone
have an alternate solution to that problem ?
L428[04:44:46] <GeoDoX> Ordinastie, after
storing the contents of the inventory, delete them?
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L430[04:45:26] <Ordinastie> fair enough, I
actually didn't even consider that
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L432[04:46:03] <Ordinastie> but it could
spill stuff not from inventory
L433[04:46:53] <GeoDoX> How?
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L435[04:47:04] <Ordinastie> I have a block
that does that
L436[04:47:27] <Ordinastie> because having
a block that stores another doesn't mean it's an inventory
L437[04:47:42] <Zaggy1024> I believe you
could use the captureDrops ting
L438[04:48:07] <Zaggy1024> although that's
not guaranteed to catch all mods' dropped items
L439[04:48:23] <Ordinastie> and in my case
it's not even a drop
L441[04:49:46] <Zaggy1024> ah yeah I guess
nothing in breakBlocks would be captured
L442[04:49:47] <Zaggy1024> nvm
L443[04:50:07] <GeoDoX> Not too sure, just
what made sense to me from what you explained
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L445[04:50:44] <Zaggy1024> you could make
a list of EntityItem before breaking the block and then after and
remove the new ones from the world
L446[04:51:13] <Zaggy1024> although I'm
not sure if merging the EntityItems might interfere with that
L447[04:52:15] <Ordinastie> the easier way
would be to not call breakBlock at all, but I think that would
probably break many things :x
L448[04:52:29] <Zaggy1024> well, I dunno
about that
L449[04:52:37] <Zaggy1024> you're not
actually breaking the block :P
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L452[04:52:50] <Zaggy1024> you just need
to remove the TE from the world
L453[04:53:43] <Zaggy1024> although
breakBlock is called from Chunk.setBlockState, so I'm not sure if
you can bypass that
L454[04:59:00] <Ordinastie> i would
probably go deeper
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L457[05:05:08] <Lunatrius> Uhh, all 1.8.8
build have the issue apparently
L458[05:06:12]
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L459[05:07:14] <raoulvdberge> Is there a
standard for "wrenches" in the modding community? I'm
hesitant to add it myself if a million other mods add it.
L460[05:08:29] <Lunatrius>
YetAnotherWrench™
L461[05:08:48] <raoulvdberge> :p
L462[05:09:44] <Lunatrius> You'll need one
anyway, but I think there are a few APIs floating around for cross
mod compatibility
L463[05:13:20] <Lunatrius> GeoDoX: looks
like something went wrong from 1.8 -> 1.8.8
L464[05:13:27] <Lunatrius> Or vanilla code
changed, not sure.
L465[05:13:49] <Lunatrius> 1.8 latest is
fine, first 1.8.8 has the bug
L466[05:13:52] <GeoDoX> Regarding?
L467[05:13:56] <GeoDoX> The command?
L468[05:14:01] <Lunatrius> Yeah
L469[05:14:07] <Samario> I think the
reason every mod under the sun adds a wrench is what do you use if
your mod is added on its own
L470[05:14:17] <raoulvdberge> Think I'll
be using Buildcraft's IToolWrench
L471[05:14:40] ⇦
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L472[05:14:53] <GeoDoX> Lunatrius, is
there a way to parse the command before it gets executed?
L473[05:14:58] <GeoDoX> As a temporary
fix?
L474[05:15:13] <Lunatrius> Executed?
L475[05:15:22] <GeoDoX> Basically, remove
the stuff that shouldn't be in the command?
L476[05:15:25] <Lunatrius> It's just tab
completion, it's not getting executed.
L477[05:15:35] <Lunatrius> That's what I'm
currently testing
L478[05:15:38] <GeoDoX> Meh, not a deal
breaker then
L479[05:15:55] <Lunatrius> It makes tab
completion useless
L480[05:16:08] <GeoDoX> See if it's
already posted as an issue, if its not, post it
L481[05:16:40] <GeoDoX> Well, yeah, but I
mean, it can be avoided by simply not using it
L482[05:16:41] <Lunatrius> Make that a PR
instead, got it working correctly.
L483[05:16:54] <GeoDoX> How so?
L485[05:17:33] <GeoDoX> Is it a work
around or not a bug
L486[05:17:42] <Lunatrius>
Workaround-ish?
L487[05:18:07] <Zaggy1024> Cazzar, my
Nexus 5 got good and bricked randomly
L488[05:18:14] <GeoDoX> So definitely a
bug, or something that just doesn't seem right?
L489[05:18:22] <Lunatrius> Actually, lemme
test in 1.8 and see what the input to that method is
L490[05:18:30] <Zaggy1024> stuck in a boot
loop, and the partitions couldn't be read to flash or boot
from
L491[05:18:38] <Zaggy1024> had to send it
in for repairs :|
L492[05:18:57] <GeoDoX> If you need some
help, let me know. I'm not doing anything interesting right now
:P
L493[05:19:12] <Zaggy1024> wasn't new when
I got it though, so I can't blame LG
L494[05:22:11] <Lumien> Does someone know
where the position from where the world is rendered
("Camera" Position) is determined?
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L497[05:33:15] <Zaggy1024> Lumien,
ActiveRenderInfo may have what you need
L498[05:34:21] ⇦
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L499[05:34:27] <Cazzar> Oh for fucks sake
Microsoft
L500[05:34:38] <Cazzar> Why do you impose
a limit of 512 items in the start menu
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L502[05:34:51] <Wuppy> not even 1024
L503[05:35:06] <Lumien> Looks like it
thanks :)
L504[05:40:30] <Lunatrius> GeoDoX: yup, my
fix is the correct fix. Something simply changed from 1.8 to 1.8.8
that requires the call in two places
L505[05:41:07] <Lunatrius> Some of the
surrounding code changed as well
L506[05:41:14] <GeoDoX> Interesting,
probably best to make a PR then
L507[05:41:18] <Lunatrius> (in
vanilla)
L508[05:41:35] <Lunatrius> Yeah,
generating patches with a test class
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L533[06:47:30] <Rockers> Does anybody know
if it's possible to create textures at runtime in 1.8 and apply it
to an item? If it's not possible, then that's fine.
L534[06:48:23] <sham1> Fry
L535[06:59:50] <Rockers> !!latest
L536[06:59:50] <MCPBot_Reborn> === Latest
Mappings ===
L537[06:59:51] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L538[06:59:52] <MCPBot_Reborn> 1.8.8
snapshot_20151219
L539[06:59:53] <MCPBot_Reborn> 1.8
snapshot_20151128
L540[06:59:53] <MCPBot_Reborn> 1.8
stable_18
L541[06:59:54] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L542[06:59:55] <MCPBot_Reborn> 1.7.10
stable_12
L543[07:00:50] <Rockers> I'm starting to
make a SoundCloud mod
L544[07:01:12] <Rockers> I found a nice
Java api. I wonder how this is going to turn out.
L545[07:05:48] <Cazzar> Rockers: just a
FYI you can do it as just "!latest" and it will send in a
notice to you instead of dumping to the channel :P
L546[07:06:05] <Rockers> Oh, sorry xd I
didn't know lol
L547[07:06:12] <Rockers> :p
L548[07:06:39] <Cazzar> :P usually people
will show you how to do it by doing the !! but, single is
recommended.
L549[07:06:59] <Cazzar> Ex:
-MCPBot_Reborn- Commands you have access to use (type !help
<command> for help on specific commands or !help * to list
help on all commands; prefix commands with !! for public
output):
L550[07:07:09] <Rockers> So, what d'ya
think about a soundcloud mod?
L551[07:16:16] <GeoDoX> I'd be
interested
L552[07:21:53] <raoulvdberge> what would
it do?
L553[07:22:05] <raoulvdberge> like display
stuff, or also play music?
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L560[07:37:29] <Wuppy> o/
L561[07:37:37] <Rockers> Play music
L562[07:37:42] <Rockers> I found an
API
L563[07:37:43] <Rockers> o/
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L566[07:38:02] <Wuppy> not bad Rockers
:O
L567[07:38:28] <Rockers> It'll be
interesting to see if it actually is going to work.
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L569[07:40:04] <Wuppy> I'm just screwing
around with useless school documents and my portfolio....
L570[07:40:19] <Rockers> Alright.
L571[07:40:36] <Wuppy> making cool stuff
like that is much better :P
L572[07:40:53] <Rockers> That is if it is
going to work at all. :p
L573[07:41:39] <Wuppy> good luck, it
sounds very complicated
L574[07:41:50] <Rockers> Shouldn't
be.
L575[07:41:56] <Rockers> The API is quite
simple.
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L578[07:51:17] <Cazzar> Rockers: One thing
you'll have to take into account, is threaded downloads :P
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L602[09:19:32] <MattDahEpic> what's the
best way to replace a vanilla block with yours
L603[09:19:50] <Ivorius> Subclass it and
replace it in the registry probably
L604[09:19:56] <MattDahEpic> such as a
custom torch or chest with special sorting code
L605[09:20:13] <Ivorius> But remember it
will make you incompatible with all other mods doing the same
L606[09:20:22] <Ivorius> Normally you want
patches / additions to it
L607[09:21:10] <Wuppy> time to play with
mah arduino :D
L608[09:21:18] <ghz|afk> MattaBase:
GameRegistry.setSubstitutionAlias
L609[09:21:27] <MattDahEpic> i am
MattaBase
L610[09:21:31] <ghz|afk> oops
L611[09:21:31] <MattDahEpic> MattaBase is
me
L612[09:21:32] <ghz|afk> ;P
L613[09:21:57] <ghz|afk> but yeah
L614[09:22:29] <ghz|afk> what that
function does
L615[09:22:41] <ghz|afk> is register a
substitution for a certain block/item
L616[09:22:44] <Ordinastie> does that
actually work ?
L617[09:22:49] <ghz|afk> so that anywhere
that item is referenced
L618[09:22:57] <ghz|afk> it gets replaced
with your version instead
L619[09:23:04] <ghz|afk> it's not EXACTLY
what Ivorius described though
L620[09:23:32] <ghz|afk> Ordinastie: I
assume so, it's not deprecated or anything ;P
L621[09:23:44] <Ivorius> iirc that was
what I meant :P
L622[09:23:50] <Ivorius> It's just a
shortcut
L623[09:24:37] <Ordinastie> last time
someone tried to use the alias stuff had a desillusion because it
didn't really replace the blocks
L624[09:24:37] <ghz|afk> the crappy
solution is coremod patching, but let's try to avoid that
L625[09:24:37] <ghz|afk> XD
L626[09:24:48] <Ordinastie> or use
MalisisCore, it has built-in replace :p
L627[09:24:57] <ghz|afk> the first
alternative for coremod patching
L628[09:25:05] <ghz|afk> is a
wrapper
L629[09:25:18] <ghz|afk> you create a
proxy class
L630[09:25:27] <ghz|afk> that forwards
every method call to the contained class
L631[09:25:27] <Ordinastie> no need for
coremod for that, just a bit of reflection
L632[09:25:40] <ghz|afk> except the one
you need to change
L633[09:26:10] <ghz|afk> this way if some
other mod also used the wrapping proxy to substitute a different
method
L634[09:26:12] <ghz|afk> it will still
cooperate
L635[09:26:24] <ghz|afk> (you just can't
have two mods substituting the same method, one will take
over)
L636[09:27:28] <ghz|afk> (then you'd need
reflection to inject this proxy wrapper into the right place(s) in
the registry)
L637[09:27:37] ***
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L638[09:28:18] <Ordinastie> ghz|afk,
except that wouldn't work :)
L639[09:28:24] <ghz|afk> why not?
L640[09:28:41] <Ordinastie> in the
registry, it's either your wrapper or some other
L641[09:28:58] <Ordinastie> so no point in
having a wrapper at all
L642[09:29:00] <ghz|afk> ?
L643[09:29:10] <ghz|afk> no? you take
whatever was in the registry at the time, and wrap it
L644[09:29:13] <ghz|afk> you can have
nested wrappers
L645[09:29:14] <Ordinastie> just extend
the block you need and insert into registry
L646[09:29:32] <Ordinastie> ah
L647[09:29:36] <Ordinastie> meh
L648[09:29:39] <Wuppy> holy FUCK how
stupid can people be...
L649[09:29:46] <Wuppy> we worked with
arduino kits for one fucking time
L650[09:29:54] <Wuppy> and all of them are
missing half of the contents already
L651[09:29:56] <Wuppy> what the fuck
L652[09:30:28] <MattDahEpic> Wuppy, you
know it
L653[09:30:49] ⇦
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L654[09:30:57] <MattDahEpic> day 0: 20
resistors. day 1: -300 resistors
L655[09:31:02] <Wuppy> this one is fucking
uselss because it's missing both the connector to ground as well as
ALL OF THE FUCKING RESISTORS
L656[09:31:12] <ghz|afk> wtf?
L657[09:31:13] <ghz|afk> XD
L658[09:31:40] <Wuppy> took one home last
week as well, also missing all of the them
L659[09:31:45] <ghz|afk> did they spend
their time actively plucking the components or something?
L660[09:32:01] <Ordinastie> hum, I need a
HashMap that can have the same key multiple times
L661[09:32:09] <Wuppy> I'm very much
considering buying my own one atm to not have to deal with this
bullshit
L662[09:32:20] <ghz|afk> uhh
L663[09:32:54] <williewillus> Ordinastie:
multimap
L664[09:32:56] <williewillus> ?
L665[09:32:59] <Ordinastie> ah, that
L666[09:33:06] <ghz|afk> multimpa can't
have two exact pairs
L667[09:33:09] <Ordinastie> ffs, I
couldn't remember it ><
L668[09:33:30] <ghz|afk> so you'd need
like, a unique id as a value or something
L669[09:34:49] <ghz|afk> ah
L670[09:34:51] <ghz|afk> guava
multiset
L671[09:34:58] <ghz|afk> lets you have
duplicate entries
L672[09:35:10] <Ordinastie> no, I need
HashMultimap
L673[09:35:29] <ghz|afk> ah right you said
HashMap
L674[09:35:34] <ghz|afk> my brain replaced
it with HashSet
L675[09:35:55] <Ordinastie> me too at
first, that's why I couldn't find it :p
L676[09:36:18] <ghz|afk> in C#, we don't
have that many distinctions ;P
L677[09:36:40] <Ordinastie> and right now,
I'm not even sure that's what I really need either :s
L678[09:36:48] <ghz|afk> describer what
you want to store
L679[09:36:48] <ghz|afk> XD
L680[09:36:52] <ghz|afk> describe*
L681[09:37:13] <Ordinastie> I'm redoing my
take on IMC
L682[09:37:35] <ghz|afk> like, is it
key-value pairs where you need to lookup all values with the same
key in a fast way? if so, you want some kind of Multimap
L683[09:37:49] <ghz|afk> brb
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L685[09:38:51] <Ordinastie> the goal is,
you register an object with annotated methods, and it stores the
annotated methods so they can be called from other mods
L686[09:38:55] <Ordinastie> "stringly
typed"
L687[09:40:27] <Ordinastie> so I need to
keep track of the names of the methods, but their object holder
too
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L689[09:41:00] <ghz|afk> ah so you need
basically "two keys"
L690[09:41:23] <Ordinastie> it needs to be
accessible from the name only
L691[09:41:34] <Ordinastie> then I check
if params passed match
L692[09:41:47] <ghz|afk> independently of
the object holder?
L693[09:41:53] <Ordinastie> yeah
L694[09:41:57] <ghz|afk> hmm
L695[09:41:58] <Ordinastie> that's the
annoying part :)
L696[09:42:11] <ghz|afk> so it's just a
multimap then?
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L698[09:42:32] <ghz|afk> Multimap
Name->MethodInformation
L699[09:42:46] <Ordinastie> you lost the
object holder :)
L700[09:42:54] <Ordinastie> to call the
method from
L701[09:42:59] <ghz|afk> MEthodInformation
would be your own class
L702[09:43:00] <ghz|afk> ;P
L703[09:43:06] <ghz|afk> that contains
Method and Instance
L704[09:43:52] <Ordinastie> hum, yeah,
could go that way
L705[09:48:18] <Ordinastie> I have a
slight issue though, I could register 2 objects with the same
method in both
L706[09:48:35] <Ordinastie> or I call that
a feature
L707[09:50:07] <ghz|afk> dunno
L708[09:53:37] <williewillus> !gm
setThrowableHeading
L709[09:53:52] <williewillus> it's still
called that, it's a terrible name >.<
L710[09:54:13] <ghz|afk> propose a new
one?
L711[09:54:18] <Ordinastie> is there a
shortcut to check if Object...data would match a Method parameters
?
L712[09:54:51] <ghz|afk> not that I know
of, but i'm not a reflection expert
L713[09:55:01] <williewillus> loop over
parameter types and check each one using getclass? xP
L714[09:55:36] <Ordinastie> williewillus,
that's the definition of "not a shortcut"
L715[09:56:05] <williewillus> what were
you hoping for?
L716[09:56:27] <williewillus> I can't
think of any other way other than calling it and catching the
exception (ew), or this :p
L717[09:56:44] <williewillus> even if
there was some util method to do it, it would loop through the
types and check the class probably
L718[09:56:50] <ghz|afk> williewillus: he
was hoping for Method.matchTypes(Object[] argValues) ;P
L719[09:56:58] <ghz|afk> or
L720[09:57:06] <ghz|afk>
Method.tryInvoke(values)
L721[09:57:12] <ghz|afk> that doesn't
return an exception if it fails ;p
L722[09:58:01] <williewillus> that's code
the user should write though ;p
L723[09:58:16] <ghz|afk> how so?
L724[09:58:30] <ghz|afk> it's code that
should be standard for anyone working with delegates
L725[09:59:35] <Lymia> What's wrong with
the usual API classes approach?
L726[09:59:37] <Ordinastie> not sure what
you're talking about anymore
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L728[10:00:00] <ghz|afk> Lymia: IMC
allowsyou to cooperate with other mods without requiring hard
dependencies
L729[10:00:17] <williewillus> anyways,
back to homing arrows >.>
L730[10:00:20] <Ordinastie> goal :
ModMessageManager.message("modid",
"messageName", new AABB(), 0x00FF00);
L731[10:00:26] <Lymia> Reflection lets me
cooperate with other mods without requiring hard dependencies
too.
L732[10:00:26] <Ordinastie> for
example
L733[10:00:35] <Lymia> And I can get
strong typing in the process.
L734[10:00:47] <Ordinastie> yes, but it's
a real pain to do
L735[10:00:50] <ghz|afk> like,
L737[10:00:54] <ghz|afk> this method
call
L738[10:00:59] <ghz|afk> if WAILA isn't
installed
L739[10:01:00] <ghz|afk> it does
nothing
L740[10:01:02] <ghz|afk> if it's
installed
L741[10:01:07] <ghz|afk> WAILA itselfwill
choose to call me back
L742[10:01:26] <ghz|afk> I don't have to
worry about the presence, check Loader.isModLoaded, or see if
Class.fromName crashes
L743[10:01:30] <ghz|afk> it "just
works"
L744[10:02:02] <Ordinastie> yes, but what
IMC doesn't do, and what I want to do, is not limit the args to a
single string/ItemStack/NBT
L745[10:02:05] <Lymia> I can use the same
approach FML uses for server/client proxies except with mod
presence. And I don't have to bother with reflection.
L746[10:02:23] ⇦
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L748[10:02:31] <Lymia> Or, rather.
L749[10:02:47] <Lymia> I do, but, only on
my own code, and in an easily isolatable way.
L750[10:03:29] <ghz|afk> yeah it's just
shifting responsibilities
L751[10:03:40] <ghz|afk> Ordinastie wants
to make it as simple as possible for the implementor
L752[10:03:46] <ghz|afk> (just a single
IMC call and it works)
L753[10:04:01] <Ordinastie> Lymia, if you
go with reflection, how do you even get the instance to call the
method from ?
L754[10:04:27] ⇦
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L755[10:04:55] <Lymia> ghz|afk, sure, in
execution terms. In code terms, this buys me, uh, not violating
type safety. If something changes in the mods API, the compiler
will tell me.
L756[10:04:58] <Ordinastie> but yes,
that's the end game here : as easy as possible for the
implementor
L757[10:04:59] <Lymia> Same reason I use
Scala and not Python.
L758[10:05:09] ***
Abrar|gone is now known as AbrarSyed
L759[10:05:28] <Lymia> Ordinastie,
??
L760[10:05:31] <Ordinastie> the compiler
won't tell you if your reflection fails
L761[10:06:07] <Lymia> The compiler will
tell me if some code I wrote that statically links to a mod has
errors.
L762[10:06:14] ⇦
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L763[10:06:36] <williewillus> where is the
vecmath javadoc 0.o
L764[10:06:43] <williewillus> has it
really not been updated since java 5?
L765[10:06:45]
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L766[10:06:47] <Ordinastie> but the whole
point is to not link to another mod
L767[10:07:14] <Lymia> So? I've hard
linked in an implementation of an interface, and have an null
implementation for when the mod isn't there.
L768[10:07:29] <Lymia> I use reflection
once to load the former if the mod's there.
L769[10:08:09] <Ordinastie> and it's a
PITA to use/code
L770[10:08:14]
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L771[10:08:22] <Lymia> I think we have
very different definitions of "PITA"
L772[10:08:48] <Ordinastie> again "as
easy as possible for the implementor"
L773[10:09:01] <Ordinastie> either be the
message maker, or the message caller
L774[10:11:07] <Lymia> Sure.
L775[10:11:24] <Lymia> As easy as possible
for the implemenator until the mod you depend on changes its
API.
L776[10:11:36] <Lymia> Opps, I now have to
refactor a stringly typed codebase.
L778[10:12:07] <Lymia> And if I want to
prevent that, I'd need to write a proxy layer anyway. So it's no
longer "as easy as possible".
L779[10:12:42] ***
fry|afk is now known as fry
L780[10:14:01] <Lymia> williewillus, do
you under the basics of vector math?
L781[10:14:15] <williewillus>
"basics" sure
L782[10:14:45] <williewillus> it's just
hard to grasp how to translate everything into how mc does
stuff
L783[10:14:57] <fry> williewillus: what
was that you were doing with animation api? :P
L784[10:15:09] <Lymia> You might be able
to get away with just interpolating yaw and pitch anyway.
L785[10:15:21] <Lymia> It's not
"correct", but, IDK how noticably wrong it'd be.
L786[10:15:40] <williewillus> fry: it's a
dep for ars magica 2, and it has stuff that renders OBJ's as entity
parts :p
L787[10:16:15] <fry> does the animation
api itself has it, or AM2?
L788[10:16:49] <Lymia> I should actually
try my mod again sometime. But it's hard for me to keep interested
in Minecraft stuff.
L789[10:17:03] <williewillus> AnimationAPI
has it
L790[10:17:48]
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L791[10:17:51] <fry> ah,
ModelObjRenderer
L792[10:17:55]
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L793[10:18:00] ***
rockers3000 is now known as Rockers
L794[10:18:04] <Rockers> Erm
L795[10:18:07] <Lymia> I think I gave up
when I realized how stupid Minecraft's entity system was at the
time.
L796[10:18:08] <Rockers> I dun
goofed.
L797[10:18:24] <williewillus> Rockers:
what happened :p
L798[10:18:26] <Lymia> And I saw that
Arrow/Fireball and stuff were just copy/paste/edits of each other,
instead of having a common parent.
L799[10:18:53] <ghz|afk> Lymia: they
invented EntityThrowable later, but didn't bother using it for
fireballs
L800[10:18:53] <ghz|afk> XD
L801[10:19:07] <Lymia> gdi.
L802[10:19:39] <ghz|afk> gdi? (never seen
that one before)
L803[10:19:59] <williewillus> god damn
it
L804[10:20:09] <Rockers> I think you know
your SoundCloud mod isn't getting anywhere when you having to
manually import (i.e. get the files off GH) parts of the old apache
api with new parts of the apache api and making them work
together.
L805[10:20:13]
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L806[10:20:24] <ghz|afk> Ah
L807[10:20:34] <Rockers> And the org.json
api
L808[10:22:15] <Lymia> ghz|afk, do they
have a generic API for projectiles that need to care about
colliding with entities/blocks yet?
L809[10:22:48] <Lymia> Or, well, base
class, anyway.
L810[10:22:52] <williewillus> no, it's all
in arrow still :D
L811[10:23:00] <Lymia> Mojang. :(
L812[10:23:10] <ghz|afk> Lymia:
EntityThrowable does collisions
L813[10:23:14] <williewillus> well the
bulk of it, EntityThrowable has impacts
L814[10:23:16] <ghz|afk> it's used by
ender pearls and snowballs
L815[10:23:26] <ghz|afk> but it won't do
the "bounce" like arrows do
L817[10:25:18] <Lymia> ghz|afk, presumably
it only works for, well.
L818[10:25:28] <Lymia> Thrown projectiles
with a parabola arc?
L819[10:25:47] <ghz|afk> so far as I know,
yes
L820[10:25:52] <ghz|afk> although you can
remove the gravity
L821[10:26:01] <ghz|afk> I use it for my
spells
L822[10:26:03] <Lymia> Doesn't help
much.
L823[10:26:25] ⇦
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L824[10:26:25] <Lymia> I'd want stuff like
angular momentum or homing and stuff.
L825[10:26:29] <Lymia> And prediction for
such.
L826[10:26:39] <ghz|afk> you can override
update() and add extra stuff
L827[10:26:44] <ghz|afk> and adjust
motionX/Y/Z manually
L828[10:26:58] <Lymia> Can you overwrite
the client-side prediction?
L829[10:27:15] <ghz|afk> dunno how that
works
L830[10:27:21] <ghz|afk> I thought it's
just running thesame code on both sides
L831[10:27:39] <Lymia> I'm pretty sure
Minecraft uses some client-side prediction? IDK
L832[10:28:29] <ghz|afk> yeah I thought
that was just running the same code as the server does for the
actual calculation ;P
L833[10:28:52] <ghz|afk> all it does is
calculatethe next position
L834[10:28:55] <ghz|afk> and then in the
renderer
L835[10:29:00] <ghz|afk> interpolate the
position using partialTicks
L836[10:29:01] <Lymia> Minecraft's frames
aren't fixed length, right?
L837[10:29:13] <ghz|afk> no it uses linear
interpolation between previous and next
L838[10:29:27] <ghz|afk> that'swhy all
rendering methods include a partialTicks arg
L839[10:30:17] <Lymia> I see.
L840[10:31:26] <Lymia> ... eh, other
projects first.
L841[10:31:32] <Lymia> Then I'll see what
Minecraft's like then.
L842[10:31:59] <Rockers> Wuppy Yeah, no. I
ain't dealin' with Apache.
L845[10:32:17] <Rockers> My effort which I
scrapped.
L846[10:32:20] <Ordinastie> well, of
course if (!paramClass.isAssignableFrom(dataClass)) doesn't work
for int/Integer :x
L847[10:32:31] <Rockers> I had to download
parts of apache and org.json
L848[10:32:36] <Wuppy> :<
L849[10:32:46] <Ordinastie> Rockers, can't
you use GSON ?
L850[10:32:49] <Rockers> It scarred
me.
L851[10:32:51] <Rockers> No.
L852[10:32:52] <Wuppy> I had to manually
download and compile SDL for Ludum Dare :C
L853[10:33:20] <williewillus> can someone
look at this and tell me what's wrong with it? I'm starting slow,
just want to make the arrow hang in the air and slowly turn to
point at the target. But instead it's flailing randomly
L855[10:33:24] <Rockers> I've done that
before.
L856[10:33:26] <williewillus> ignore all
commented stuff
L857[10:33:38] <Rockers> I still need a
tutorial to do it :p
L858[10:33:42] <Rockers> I use SFML
L859[10:33:45] <williewillus> relevant
part at line 94
L860[10:34:39] ⇦
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L862[10:36:08] <Rockers> Ordinastie I
needed to use GSON for the SoundCloud API but for the Apache
server, I needed to use org.json.
L863[10:36:47] <williewillus> oh duh I'm
not converting to degrees
L864[10:36:47] <williewillus> fml
L865[10:37:56] <diesieben07> oh god. i
just wrote the most java class ever.
RetryingRunnableCompletableFuture
L866[10:38:27] <williewillus> except it
still flails xP
L868[10:40:08] <williewillus> lol
L869[10:40:23] <diesieben07> meh
L870[10:41:47] <Rockers> public class
pDPMHT_ implements
PoolDispatcherPrinterMessageHelperTests<PoolDispatcherPrinterMessage,
Helper>
L871[10:42:05] <diesieben07> haha
L872[10:42:19] <Rockers> Is is so
Java.
L873[10:42:26]
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L874[10:42:49] <ThePsionic> fun
times
L875[10:42:56] <Rockers>
CallbackConnectionFieldServerSerializerDescriptorTagComparator
L876[10:43:11] <diesieben07> writing
asynchronous, failsafe (as in it retries a few times) IO is a pain
in the butt
L877[10:43:38] <ThePsionic>
ThreadAuthenticationPrinterMessageResolverConnectionExporterPolicyReponse
L878[10:44:08] <Zorn_Taov> entity ID's of
entities that have spawned in the world are supposed to stay the
same order, right?
L880[10:45:37]
⇨ Joins: shadekiller666
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L881[10:45:49] <diesieben07> Zorn_Taov, if
you care about that you are using entity IDs wrong. :D
L882[10:49:25] ⇦
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L883[10:53:55]
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L884[10:59:52] <ghz|afk> shadekiller666:
meh your OBJ loader is too paranoid about UV coords, this is -1e-4
-- a rounding error from my 3D app ,P
L885[11:00:10] <shadekiller666> ?
L886[11:00:21] <shadekiller666> oh, it
doesn't like scientific notation?
L887[11:00:27] <ghz|afk> it crashes trying
to load a .obj model because some UV coords are -0.0001122
L888[11:00:38] <shadekiller666> ...
L889[11:00:41] <ghz|afk> XD
L890[11:00:44] <shadekiller666> thats cuz
its negative
L891[11:00:45] <ghz|afk> I'm fixing them
manually
L892[11:00:52] <ghz|afk> yeah I know it
was a joke
L893[11:00:55] <shadekiller666> lol
L894[11:01:07] ***
AEnterprise is now known as AEnterpriseAFK
L895[11:01:40] <shadekiller666> the
current obj loader release is bandaged to substiture the missing
model when uvs are out of range
L896[11:01:55] <shadekiller666> why it
doesn't like that small of a number idk...
L897[11:02:00] <ghz|afk> okay no 1.0001
anywhere, only a bunch of -0.0001
L898[11:02:29] <shadekiller666> -0.0001 is
out of range too :P
L899[11:02:32] <ghz|afk> [17:59:56]
[Client thread/ERROR]: Exception loading model
elementsofpower:entity/sphere.obj with loader
net.minecraftforge.client.model.obj.OBJLoader@2adc8e41,
skipping
L900[11:02:47] <shadekiller666> O.o
L901[11:02:51] <shadekiller666> hmm
L902[11:03:00] <ghz|afk> it actually
throws the exception ;P
L903[11:03:05] <shadekiller666> well
L904[11:03:08] <ghz|afk> anyhow
L905[11:03:10] <ghz|afk> doesn't
matter
L906[11:03:12] <ghz|afk> I fixed the
UVs
L907[11:03:12] <shadekiller666> the model
loader throws the exception
L908[11:03:19] <shadekiller666> it
actually throws 2 exceptions
L909[11:03:32] <Ordinastie> why does the
loader even bother with bad UVs anyway ?
L910[11:03:36] <shadekiller666> one by the
obj loader to pass to the modelloaderregistry
L911[11:03:57] <shadekiller666>
ordinastie, cuz it has to in some fashion
L912[11:04:00] <ghz|afk> Ordinastie: it's
paranoid XD
L913[11:04:17] <ghz|afk> it could be a
warning instead
L914[11:04:23] <shadekiller666> it will
be
L915[11:04:27] <shadekiller666> its a
bandage
L916[11:04:27] <ghz|afk> something like
"Model UV out of bounds, will draw glitched!"
L917[11:08:52] <shadekiller666> after
throwing the exception from the loader, the modelloaderregistry
catches it, prints that error message, and substitutes the missing
model
L918[11:09:09] <shadekiller666> i'm
working on it
L919[11:09:39] <ghz|afk> GEH
L920[11:09:41] <ghz|afk> stupid
minecraft
L921[11:09:45] <ghz|afk> 0xFF0000 is
blue!
L922[11:09:55] <shadekiller666> no thats
red
L923[11:10:02] <shadekiller666>
0xrrbbgg
L924[11:10:03] <ghz|afk> not when you pass
it to the model rendering!
L925[11:10:08] <shadekiller666> ?
L926[11:10:20] <shadekiller666> O.o
L927[11:10:30] <shadekiller666> how are
you passing that to the model renderer
L928[11:10:32] <ghz|afk>
LightUtil.renderQuadColor(renderer, bakedquad, color) << this
color value is 0xaabbggrr
L929[11:10:44] <shadekiller666> da
faq
L930[11:10:50] <ghz|afk> to be
honest
L931[11:10:54] <ghz|afk> this is the gpu
order
L932[11:10:58] <shadekiller666> fry, your
light color is broken!!! :P
L933[11:10:59] <ghz|afk> R,G,B,A in byte
ordering
L934[11:11:08] <ghz|afk> which results in
0xaabbggrr
L935[11:11:08] <fry> block color
multiplier is 0xaabbggrr
L936[11:11:10] <ghz|afk> it's common
L937[11:11:21] <shadekiller666> thats
really stupid
L938[11:11:22] <ghz|afk> I just didn't
think of that XD
L939[11:11:27] <fry> also, shadekiller666,
0xrrbbgg?
L940[11:11:36] <ghz|afk> it's not stupid,
shadekiller666, it's how the GPU prefers it XD
L941[11:11:46] <ghz|afk> and yeah green is
always in the middle Xd
L942[11:11:53] <shadekiller666> why is
that how the gpu prefers it
L943[11:12:04] <ghz|afk> if you lay it out
in separate bytes
L944[11:12:08] <ghz|afk> it's
L945[11:12:13] <ghz|afk>
Red,Green,Blue,Alpha
L946[11:12:19] <ghz|afk> which maps to the
vector's
L947[11:12:27] <ghz|afk> X,Y,Z,W(T)
L948[11:12:40] <ghz|afk> when you pack the
numbers into an int
L949[11:12:49] <ghz|afk> little-endian
makes them so that least significant goes first
L950[11:12:55] <ghz|afk> so you end up
with 0xaabbggrr
L951[11:13:13] <shadekiller666> oh
L952[11:13:26] <shadekiller666> i thought
that g and b were getting swapped
L953[11:13:31] <shadekiller666> read it
wrong
L954[11:15:48] <ghz|afk> but yeah the
point was
L955[11:15:52] <ghz|afk> I typed it in
"html" order
L956[11:15:57] <ghz|afk> which is reversed
from gpu order
L957[11:16:06] <ghz|afk> but I blamed MC
instead ;P
L959[11:17:27] <williewillus>
shadekiller666: I got something working! :D
http://pastebin.com/kTEzHKtL#L94. except now the
problem is it arcs really weirdly, like sometimes if the target is
right in front of me the arrow arcs behind and goes around
L960[11:17:35] <ghz|afk> works \o/
L961[11:17:37] <williewillus> very
dramatic effect but not quite ideal lol
L962[11:18:44] <shadekiller666> lol
L963[11:18:53] <shadekiller666> so have a
"lock on" delay
L965[11:19:22] <shadekiller666> where you
shoot it and it won't start homing until a second later or so
L966[11:19:29] <ghz|afk> imported the
sphere.obj model I used in another mod
L967[11:19:35] <ghz|afk> (it's a
sphere-mapped cube ;P)
L968[11:19:56] <ghz|afk> (which works well
with the "quad-oriented" nature of mc)
L969[11:20:17] <ghz|afk> and used it in
the entity with the "white" texture as a base, and a
given color
L970[11:20:30] <shadekiller666> nice
L971[11:20:36] <shadekiller666> you could
have just imported a sphere
L972[11:20:43] <shadekiller666> the obj
loader knows what to do with tris
L973[11:20:53] <shadekiller666> it just
duplicates the last vertex
L974[11:20:57] <ghz|afk> no, I created
this .obj model specifically to be able to texture-map using square
tiles
L975[11:21:16] <shadekiller666> ok
L976[11:21:18] <ghz|afk> each
"face" of the sphere-mapped cube corresponds to
(0,0)-(1,1) texcoords
L977[11:21:26] <shadekiller666> so that
little ball is not a ball, its a cube?
L978[11:21:56] <ghz|afk> it's a ball
L979[11:22:06] <shadekiller666> i'm
confused
L980[11:22:14] <ghz|afk> but a ball that
has been "cut" into 6 sections
L981[11:22:16] <ghz|afk> sec
L982[11:22:21] <shadekiller666> oh
L983[11:22:22] <ghz|afk> taking a
wireframe screenshot
L984[11:22:39] <shadekiller666> so its a
ballooned-out cube
L985[11:22:47] <ghz|afk> yes
L986[11:22:59] <shadekiller666>
smart
L987[11:23:02] <ghz|afk> imagine a very
elastic cube, that has been inflated into a perfect sphere
L988[11:23:12] <shadekiller666> a
baloon
L989[11:23:30] <ghz|afk> closer to a
basketball
L990[11:23:44] <shadekiller666>
basketballs aren't cubes
L991[11:23:46] <ghz|afk> no wait, rugby
ball?
L992[11:23:51] ⇦
Quits: Zorn_Taov (~Greenfox@c-67-164-28-138.hsd1.ca.comcast.net)
()
L993[11:23:58] <ghz|afk> no those are
eggs
L994[11:23:58] <shadekiller666>
volleyball*
L995[11:24:07] <ghz|afk> yeah!
L996[11:24:09] <ghz|afk> that ;P
L998[11:25:00] <shadekiller666> nice
L999[11:25:28] <shadekiller666> didn't
really need the top/front/side views for that lol
L1000[11:25:43] <ghz|afk> I just
screenshotted the 3d app and cropped
L1001[11:25:44] <ghz|afk> ;p
L1002[11:25:49] <shadekiller666>
lol
L1003[11:26:06] <shadekiller666> could
have just used the snipping tool lol
L1004[11:26:12] <shadekiller666> or are
you not on windows?
L1005[11:26:14] <ghz|afk> oops
L1006[11:26:21] <ghz|afk> I found a flaw
of my TESR rendering
L1007[11:26:32] <ghz|afk> I used the
world time + partialticks
L1008[11:26:41] <ghz|afk> to draw the
animation
L1009[11:26:46] <ghz|afk> but the world
time is now always 0
L1010[11:26:51] <ghz|afk> since I
disabled daylight cycle
L1011[11:26:51] <ghz|afk> XD
L1012[11:27:05] <shadekiller666>
hahaha
L1013[11:27:19] <shadekiller666> so is
the animation looping weird then?
L1014[11:27:29] <ghz|afk> it's
shaking
L1015[11:27:36] <ghz|afk> since world
time is always 0
L1016[11:27:39] <shadekiller666> maybe
its just cold
L1017[11:27:39] <ghz|afk> the
partialticks only do
L1018[11:27:44] <ghz|afk>
0..1,0..1,0..
L1019[11:27:47] <shadekiller666> oh
lol
L1020[11:28:01] <shadekiller666> so
they're occilating instead of rotating
L1021[11:28:32] <ghz|afk> the animation
takes like 4-5 seconds, it's doing 1% of the total animation
;p
L1022[11:28:42] <shadekiller666>
lol
L1023[11:28:45] <ghz|afk> I'll have to do
like the enchanting table
L1024[11:28:55] <ghz|afk> and have the
TileEntity have a field for it
L1025[11:29:01] <ghz|afk> which is not
saved
L1026[11:29:07] <ghz|afk> just updated at
runtime
L1027[11:29:39] <shadekiller666>
lol
L1028[11:33:41] <ghz|afk> there
L1029[11:33:54] <ghz|afk> float
renderTime; and on update, renderTime++
L1030[11:33:55] <ghz|afk> XD
L1031[11:34:16] <ghz|afk> although I
could have made it an int, but whatever ;P
L1033[11:37:55]
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L1035[11:38:39] <Nucleria> Hi. Does
anyone if any tech mods with a power system are updated to 1.8.8?
Or will I have to do it myself?
L1036[11:38:52] <ghz|afk> yes
L1037[11:39:04] <ghz|afk> Progressive
Automation has a 1.8 variant of the RF api
L1038[11:39:09] <Wuppy> :O
L1039[11:39:15] <Wuppy> I has switched
browsers
L1040[11:39:15] <Nucleria> Thank you SO
much!
L1041[11:39:18] <ghz|afk> the Flux ducts
mod uses this variant
L1042[11:39:20]
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L1043[11:39:22] <ghz|afk> and so far as I
know, so does neotech
L1044[11:39:25] <williewillus> Wuppy:
what to?
L1045[11:39:43] <ghz|afk> not sure if any
of them use 1.8.8 specifically
L1046[11:39:45] <Nucleria> That's all I
needed to know, for now. Thanks!
L1047[11:39:46] <ghz|afk> but the code is
mostly the same
L1048[11:39:47] <Wuppy> chrome has been
getting shitier and shitier, I'm now on firefox
L1049[11:40:13] <Wuppy> I'm impressed
with how terrible they've been when it comes to maintaining
it
L1050[11:40:33] <IoP> anyone familiar
with lwjgl: Does mc loose keyboard event if I run Keyboard.poll()
in other thread?
L1051[11:40:42] <ghz|afk> hmmm
L1052[11:40:46] <ghz|afk> PA seems to be
1.8(.0)
L1053[11:41:00] <Rockers> I hate how
Chrome doesn't let you download certain things. It's my computer,
I'm responsible with what happens to it.
L1054[11:41:13] <diesieben07> you can
turn it off
L1055[11:41:19] <IoP> I tried to find
answer for that from lwhgl javadocs but it does not help at all
:/
L1056[11:41:35] <Rockers> Oh whoops
lol
L1057[11:41:50] <Rockers> Even still,
they should ask you if you want it enabled.
L1058[11:42:34] <diesieben07> IoP,
doesn't seem like it
L1060[11:42:41] <ghz|afk> chrome doesn't
even ask?
L1061[11:42:47] <ghz|afk> Firefox is nice
enough to use Windows smartscreen
L1062[11:42:56] <ghz|afk> so youcan
choose "allow anyway" in the details
L1063[11:43:15] <williewillus> I switched
to firefox because chrome ate ram and battery life for breakfast
lunch and dinner
L1064[11:43:22] <williewillus> more the
battery life
L1065[11:43:22] <IoP> diesieben07: so
answer is "yes"
L1066[11:43:30] <Wuppy> I'm annoyed with
the fact that tabs randomly crash
L1067[11:43:32] <Wuppy> or start playing
sound
L1068[11:43:35] <Wuppy> or dont for no
reason
L1069[11:43:39] <diesieben07> IoP, no,
the answer is "no it does not loose events"
L1070[11:43:40] <ghz|afk> the onlything I
have noticed "lacking" performance-wise, in firefox, is
the HTML5 video rendering
L1071[11:43:47] <Wuppy> plugins randomly
break
L1072[11:43:49] <IoP> ohh \o/
L1073[11:43:49] <ghz|afk> it's more
sluggish than the flash player used tobe
L1074[11:43:55] <Wuppy> and the
performance is shit
L1075[11:44:12] <diesieben07> you all
seem to have a weird version of chrome :D
L1076[11:44:27] <ghz|afk> probably
32bit
L1077[11:44:33] <ghz|afk> almost no one
knows that chrome has 64bit builds ;P
L1078[11:44:37] <diesieben07> same
here
L1080[11:44:43] <ghz|afk> btw so does
firefox in the latest version
L1081[11:44:53] <Wuppy> _a lot_ of people
have been complaining about chrome lately
L1082[11:44:54] <ghz|afk> firefox 43 has
windows 64bit downloads
L1083[11:45:30] <diesieben07> i know
wuppy, i'm just saying I can't say that i have any of those
issues
L1084[11:45:32] <RANKSHANK> that's cuz
people love complaining
L1085[11:45:51] <Wuppy> RANKSHANK, a year
or 2 ago nobody was complaining about chrome
L1086[11:46:22] <williewillus> (or
linux/mac, where everything gets 64 bit builds :p)
L1087[11:46:31] <williewillus> idk why
windows is still stuck on 32 bit
L1088[11:46:37] <williewillus> even in
built in MS programs
L1089[11:47:00] <diesieben07> is there a
a reason not to use the 64 bit version? like does it have any
downsides?
L1090[11:47:08] <IoP> williewillus: some
plugins are still 32-bit only?
L1091[11:47:10] <Wuppy> no
L1092[11:47:23] <IoP> is there 64-bit
flash?
L1093[11:47:25] <williewillus> yes
L1094[11:47:29] <williewillus> i
think
L1095[11:47:33] <diesieben07> chrome has
it's own flash anyways
L1096[11:47:33] <ghz|afk> YES, FOR
YEARS
L1097[11:47:35] <ghz|afk> oops
L1098[11:47:36] <ghz|afk> yes*
L1099[11:47:37] <diesieben07> and nobody
cares about flash :D
L1100[11:47:39] <williewillus> ^
L1101[11:47:41] <Wuppy> wow, South Park
is really on fire the last few weeks :O
L1102[11:47:46] <ghz|afk> I was using
64bit firefox for a long time
L1103[11:47:57] <williewillus> there's a
pepperflash wrapper for firefox too
L1104[11:48:03] <williewillus> so you
don't have to use the shitty NPAPI one
L1105[11:48:05] <Wuppy> with the whole PC
thing, safe space, shi tpa town
L1106[11:48:06] <ghz|afk> unofficial
64bit firefox, I mean
L1107[11:48:27] <Wuppy> and the guns,
transgender and trump things
L1108[11:48:29] <williewillus> they have
official 64 bit builds 0.o
L1109[11:48:33] <ghz|afk> williewillus:
doesn't wrapping ppapi into npapi defeat the point of the
ppapi?
L1110[11:48:38] <ghz|afk> or is it a
different thing?
L1111[11:48:49] <williewillus> ppapi
flash is updated, for one thing :p
L1112[11:48:50] <Wuppy> oh yeah, also
advertisements
L1113[11:48:52] <williewillus> npapi
flash is dead
L1114[11:48:56] <ghz|afk> since firefox
43
L1115[11:49:04]
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L1116[11:49:10] <ghz|afk> and chrome
something
L1117[11:49:29] <Lord_Ralex> (want to do
a reinstall for FF so it puts it in the right program files)
L1120[11:51:00] <ghz|afk> (Windows 64-bit
column ;P)
L1121[11:51:21] <ghz|afk> half the
crashes and issues are fixed by using 64bit browsers these
days
L1122[11:51:22] <ghz|afk> ;P
L1123[11:51:32] <Wuppy> I'll install the
64 bit version then when I install Windows 10 :D
L1124[11:51:40] <ghz|afk> it only has
taken 10 years
L1125[11:51:47]
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L1126[11:51:52] <ghz|afk> for browsers to
get up to par with the operating system bitness
L1127[11:51:53] <ghz|afk> ;P
L1128[11:52:11] <ghz|afk> that is: where
64bit is the optimal choice unlessyou have a special need
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L1132[12:04:12] <williewillus> yeah the
ppapi flash is on ver 19 with everyone else, the npapi one is on
v11.2
L1133[12:04:18] <williewillus> security
holes galore
L1134[12:05:07]
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L1135[12:08:43] <IoP> :P
<diesieben07> and nobody cares about flash :D
L1136[12:09:04] <IoP>
"important" video sites does not use flash
L1137[12:09:12] <williewillus> twitch
still finds the need to
L1138[12:09:18] <williewillus>
>.>
L1139[12:09:22] <tterrag> they are
rolling out the HTML5 player now actually
L1140[12:09:29] <tterrag> I think you can
force it with a url flag
L1141[12:09:55] <IoP> d'oh me can't
think/write... "have not yet moved away from flash" that
was the thing I was going to write
L1142[12:10:56] <IoP> twitch still uses
flash?
L1143[12:11:05] <tterrag> yes,
sadly
L1144[12:11:49] <IoP> oh true. I've been
using livestreamer to watch twitch streams.
L1145[12:12:51] <ThePsionic> I'm pretty
sure they've made the switch to HTML5 tterrag
L1146[12:12:54] <IoP> it just works. And
does use as much cpu as browser would use
L1147[12:13:06] ***
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L1148[12:13:15] <diesieben07> i just
disabled flash and twitch stopped working
L1149[12:13:16] <diesieben07> so
yeah
L1150[12:13:20] <tterrag> ^
L1152[12:13:31] <tterrag> they started
using HTML5 for the player controls ages ago
L1153[12:13:35] <tterrag> but not the
actual video player
L1154[12:13:36] <ThePsionic> hm
L1155[12:13:42] <ghz|afk> [19:04]
(williewillus): yeah the ppapi flash is on ver 19 with everyone
else, the npapi one is on v11.2
L1156[12:13:43] <ghz|afk> uhhh
L1157[12:13:50] <ghz|afk> I haveversion
20 in my firefox so...
L1158[12:13:51] <ghz|afk> XD
L1160[12:13:57]
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L1161[12:13:57] <ghz|afk> you may be out
of date
L1162[12:13:58] <ghz|afk> ;p
L1163[12:14:03] <williewillus> linux
:p
L1164[12:14:22] <williewillus> lol the
debug world pressure plate crashes your game essentially if you
step on it
L1165[12:14:29] <MattDahEpic> ghz, YOUR
fire fox?? no MY firefox
L1166[12:14:40] <williewillus> it updates
and pops off, but the debug world immediately replaces it, which
pops off again
L1167[12:14:48] <williewillus> multiply
exponentially :p
L1168[12:14:53] <ghz|afk> MattDahEpic: no
I definitely checked my own installation, not yours
L1169[12:14:53] <ghz|afk> XD
L1170[12:16:59]
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L1171[12:21:36] <ThePsionic> Why is
everyone on GTA Online an idiot
L1172[12:23:25] <H1N1theI> ThePsionic:
Because there's no repercussions and breaking the rules is
"fun"
L1173[12:24:04] <H1N1theI> In that
reguard, people want to do stupid things because they can't in real
life.
L1174[12:24:16] <ThePsionic> H1N1theI:
Not in that way
L1175[12:24:26] <H1N1theI> ThePsionic:
Then in what way?
L1176[12:24:27] <ThePsionic> We replayed
the same Heist setup five times and they still failed
L1177[12:24:45] <ThePsionic> Because they
kept using an RPG on a truck that can't be destroyed for the
mission to succeed
L1178[12:25:08] <H1N1theI> ThePsionic:
Ah, that's the not reading type.
L1179[12:37:58] <MattDahEpic> hmm the
block hardness values on the mcwiki are in no way correct
L1180[12:38:39]
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L1182[12:40:21] <ghz|afk> MattDahEpic:
just look at where they are constructed in mc ;P
L1183[12:41:45] ***
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L1184[12:44:26] <Mowmaster> But arnt
wiki's allways correct and up to date? ;)
L1185[12:45:33] <MattDahEpic> thing is i
unserdtand some things wrong, but every single number on the page
is incorrect
L1186[12:45:46] <MattDahEpic>
understand*
L1187[12:46:29] <ghz|afk> oops
L1188[12:46:35] <ghz|afk> did /kill
@e
L1189[12:46:40] <ghz|afk> mc
crashed
L1190[12:46:43] <ghz|afk> XD
L1191[12:48:28] <MattDahEpic> whats the
best way to check is someone is oped on a server?
L1192[12:48:41] <Mowmaster> Check the
file
L1193[12:48:46] <ghz|afk> there wasn't
any nice way
L1194[12:48:49] <ghz|afk> check how the
commands do it
L1195[12:48:56] <ghz|afk> they basically
look it up int he ops file
L1196[12:49:01] <ghz|afk> the*
L1197[12:53:00] <MattDahEpic> and thus
Arrays.asList(MinecraftServer.getServer().getConfigurationManager().getOppedPlayerNames()).contains(p.getDisplayNameString())
L1198[12:53:20]
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L1201[12:56:41] <tterrag> MattDahEpic: or
skip the unnecessary list creation and use
ArrayUtils.contains
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L1208[13:08:08] <McJty> Hi, how does one
handle items with different textures depending on damage
value?
L1209[13:08:11] <McJty> In 1.8.8
L1210[13:09:52] <sham1> Like you do in
1.8
L1211[13:10:09] <McJty> Well how do you
do it in 1.8 :-)
L1212[13:10:15] <McJty> I'm coming from
1.7.10. Not from 1.8
L1213[13:10:53] <shadekiller666>
ItemLayerModel
L1214[13:11:13] <McJty> So you can't do
it via the json then?
L1215[13:11:52] <shadekiller666> should
be able to
L1216[13:12:08] <shadekiller666> fry, any
ideas?
L1217[13:13:17] <fry>
ModelLoader.setCustomMeshDefinition
L1218[13:14:02] <McJty> aha
L1219[13:14:17] <McJty> Let me try
that
L1220[13:15:34] <diesieben07> why use
that, you can just do setCustomModelResourceLocation
L1221[13:15:38] <diesieben07> it takes a
damage value
L1222[13:15:51] <fry> yes, or that
L1223[13:16:29] <McJty> ok, that works if
you know the possible damage values in advance (which is the case
now)
L1224[13:16:33] <diesieben07> yeah
L1225[13:16:34] <McJty> Will not work for
my dimlets though
L1226[13:16:44] <diesieben07> and
ItemMeshDefinition also gives you NBT access
L1227[13:16:53] <McJty> yes I see. That's
pretty nice
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L1230[13:19:49] <McJty> I have to add
#inventory to the name in my ModelResourceLocation I suppose?
L1231[13:20:54] <McJty> Hmm it isn't
working
L1232[13:21:03] <McJty>
ModelLoader.setCustomModelResourceLocation(this, STORAGE_TIER1, new
ModelResourceLocation(RFTools.MODID +
":storage_module0#inventory"));
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L1234[13:21:17] <McJty> STORAGE_TIER1 is
the metadata (0 for this case()
L1235[13:22:45] <McJty> But I just get
the checkerboard block in my inventory
L1236[13:23:22] <McJty> I see no errors
in the log
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L1238[13:24:19] <LexManos> Lunatrius, So,
that color code crap is because some dipshit thought it would be
smart to distinguis client command from server commands in the
inistal auto-complete using the color grey -.-
L1239[13:24:56] <McJty> diesieben07, any
idea?
L1240[13:25:01] <diesieben07> no :D
L1241[13:25:11] <Lunatrius> Well, no.
Vanilla changed the way auto-complete is handles - the gray color
codes were already getting stripped at...
L1242[13:25:29] <Lumien> McJty try to use
"inventory" as the second parameter of
ModelResourceLocation instead of appending it like that
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L1245[13:26:41] <McJty> Lumien, no
difference
L1246[13:26:48] <Lunatrius> Vanilla
changed some of the code around auto complete so it has now two
exit points instead of the one that was already stripping the color
codes.
L1247[13:26:49] <McJty> The strange thing
is also that I see no errors in the log
L1249[13:29:41] <Inari> so kind of a
generic-y question: im adding an upgrade to opencomputers,
basically the upgrade has some callbacks called from lua, and is
for trading with villagers. currently it makes a new object for
each trade found (so lua has the trades as userdata objects), and
trade objects have a callback for lua too, storing the villager
UUID in the trade object and a weakreference to the villager
entity
L1250[13:29:51] <Inari> too and saving
the uuid ot nbt and finding it back when loading
L1251[13:29:57] <McJty> Lumien,
nope
L1252[13:30:05] <McJty> No matter what I
do it doesn't seem to make a difference
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L1254[13:30:27] <Inari> but i wonder if
it would be better to just have the trade objects as proxies that
call the tradingupgrade object and the trading upgrade stores the
weakreferences and does the checks for range and all (and that
woudl mean i dont have to replicate the range check in trade
objects etc)
L1255[13:30:48] <Lumien> Do you have the
code somewhere?
L1256[13:31:06] <McJty> Lumien, me?
L1257[13:31:08] <McJty> I can commit it
yes
L1258[13:31:10] <Lumien> yes
L1260[13:32:25] <McJty> It is the
initModel() method
L1261[13:33:02] <Nitrodev> is there a
subreddit for mc modding?
L1262[13:33:07] <Nitrodev> just
curios
L1263[13:33:29] ***
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L1264[13:33:40] <williewillus> most
people use the forums
L1265[13:34:01]
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L1266[13:34:29] <Nitrodev> okay
L1267[13:35:13] <Lumien> ok no clue^^,
sry
L1268[13:35:32] <McJty> This should be
simple...
L1269[13:35:47] <McJty> When should this
code be called?
L1270[13:35:51] <McJty> Maybe I'm doing
it at the wrong time
L1271[13:36:13] <williewillus> McJty:
what's wrong?
L1272[13:36:26] <McJty> williewillus,
trying to make an item that has a different texture depending on
metadata in 1.8.8
L1273[13:36:29] <MattDahEpic> is there an
event fro when the weather changes?
L1274[13:36:57] <williewillus>
ModelLoader.addVariantName and ModelLoaer.setMRL(item, meta, new
MRL("yourmod:itemmodelpath", "inventory")
L1275[13:37:10] <McJty> williewillus,
exactly what I'm doing and what isn't working
L1276[13:37:11] <Lumien> preInit mc
L1277[13:37:24] <McJty> ah
L1278[13:37:31] <williewillus> yea models
in preinit
L1279[13:38:06] <MattDahEpic> are chunks
threadsafe? i would assume not
L1280[13:38:16] <McJty> Problem is that
this crashes
L1281[13:38:23] <McJty>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(this,
0, new ModelResourceLocation(RFTools.MODID + ":" +
getUnlocalizedName().substring(5), "inventory"));
L1282[13:38:29] <McJty> That crashes if I
move it to preInit
L1283[13:38:32] <McJty> But works fine in
init
L1284[13:38:38] <Lumien>
ModelLoader.setCustomModelResourceLocation
L1285[13:38:41] <williewillus> ^
L1286[13:38:42] <MattDahEpic> use
modelloader McJty
L1287[13:39:08] <McJty> But this is for a
normal case? I got that code from tutorials
L1288[13:39:12] *
McJty is getting confused
L1289[13:39:23] <McJty> What about
blocks?
L1290[13:39:27] <MattDahEpic> blocks
too
L1291[13:39:29] <williewillus> blocks are
totally diferent
L1292[13:39:33] <MattDahEpic> jus tuse
item.getitemfromblock
L1293[13:39:34] <williewillus> unless you
mean itemblocks
L1294[13:39:58] <McJty> Why should I call
ModelLoader.setCustomModelResourceLocation for normal items
too?
L1295[13:40:04] <williewillus> anyways, i
first learned it using modelloader.setCustomMRL and using the
mesher always broke for me lol
L1296[13:40:10] <williewillus> it's just
an mcp name
L1297[13:40:22] <williewillus> just
because it has "custom" in the name says nothing :p
L1298[13:40:53] <Lumien> ModelLoader is a
forge class
L1299[13:40:58]
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L1301[13:42:15] <McJty> Weird that for
all my other blocks and items it worked in init...
L1302[13:42:16] <williewillus> oh
woops
L1303[13:42:22] <McJty> But indeed, it is
ok now
L1304[13:43:02] <shadekiller666> models
should generally be loaded in preinit if possible
L1305[13:43:02] <MattDahEpic>
indood
L1306[13:43:40] *
McJty foresees some issues getting his dimlets to work
L1307[13:43:55] <McJty> I initialize my
dimlets after the world has loaded. Not even in init/preInit
L1308[13:44:04] <McJty> But that's for
later to worry about
L1309[13:44:06] <shadekiller666>
dimlets?
L1310[13:44:19] <McJty> RFTools dimlets
for dimensions (tech variant of Mystcraft pages)
L1311[13:44:30] <shadekiller666> oh
L1312[13:45:26] <williewillus> it's a
fixed set of models though right?
L1313[13:45:38] <williewillus> or are
they dynamically generated
L1314[13:45:41] <McJty> yes the set of
models is fixed but which metadata goes to which model isn't
L1315[13:45:54] <McJty> And also the
amount of metadata for the items that is present is not fixed
either
L1316[13:45:55] <williewillus> use a
smartmodel then
L1317[13:46:10] <Lumien> McJty why?
L1318[13:46:13] <Lumien> Just
wondering
L1319[13:46:27] <McJty> Lumien, dimlets
are items that are generated based on things that other mods might
add
L1320[13:46:32] <McJty> Like biomes,
blocks, liquids, ...
L1321[13:46:40] <Lumien> oh
ofcourse
L1322[13:46:42] <Lumien> kk
L1323[13:46:43] <williewillus> smartmodel
lets you decide what model to return based on an itemstack
passed
L1324[13:46:56] <McJty> And also a server
can blacklist dimlets so after connecting to a server it is
possible that rearrangements have to be made again
L1325[13:55:42] <bilde2910> Uh I'm kinda
stuck trying to set up 1.8.8 MDK. `gradlew setupDecompWorkspace` is
the right command?
L1326[13:56:12] <shadekiller666>
uhhh
L1327[13:56:17]
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L1328[13:56:20] <shadekiller666> i think
its just "gradlew setup" now
L1329[13:56:46] <bilde2910> Hm let me
try
L1330[13:57:08] <McJty>
setupDecompWorkspace still works though
L1331[13:57:14] <MrVoltz> Hi, I see lots
of calls to Profiler.startSection("...") in mods and
such. Where can I get collected information from these calls?
L1332[13:57:30] <MrVoltz> I tried /debug
command, but that just outputted file with nothing in it
L1333[13:57:38] <bilde2910> Nope,
"Task 'setup' is ambiguous in root project 'Forge1635'.
Candidates are: 'setupCiWorkspace', 'setupDecompWorkspace',
'setupDevWorkspace'
L1334[13:57:49] <shadekiller666> ok
L1335[13:57:55] <bilde2910> And
setupDecompWorkspace throws an exception at me.
L1336[13:58:00] <shadekiller666> does
setupDecompWorkspace not work?
L1338[13:58:38] <shadekiller666>
AbrarSyed, ^
L1340[14:00:12] <bilde2910> For the
record, OS is Windows 8.1 Home x64, running JDK 1.8.0_66 at
%JAVA_HOME%
L1341[14:00:30] <bilde2910> Foge version
1635
L1342[14:01:49] <AbrarSyed> add
--refresh-dependencies
L1343[14:01:53] <AbrarSyed> bilde2910,
^
L1344[14:02:17] <McJty> bilde2910, what
version of java?
L1345[14:02:22] <McJty> ah you told
us
L1346[14:02:23] <McJty> nm
L1347[14:02:25] <shadekiller666> 'gradlew
setupDecompWorkspace --refresh-dependencies'
L1348[14:02:30] <bilde2910> Thanks
AbrarSyed, trying now
L1349[14:02:33]
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L1350[14:02:39] <MattDahEpic> gradle dub
ya
L1351[14:03:12] <Aaron1011> lol
L1352[14:04:42]
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L1354[14:06:06] <bilde2910> Thank you
very much, shadekiller666 and AbrarSyed, --refresh-dependencies
fixed the issue :-)
L1355[14:07:09] <AbrarSyed> whatever
hapenned to the days people had the default debugging steps
L1356[14:07:12] <shadekiller666>
mhmm
L1357[14:07:12]
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L1358[14:07:14] <AbrarSyed> 1) try
again.. still hapenning?
L1359[14:07:14] <ghz|afk> back in the
day, I put --refresh-dependencies in my "setup.cmd"
script
L1360[14:07:21] <AbrarSyed> 2) try
--refresh dependencies.. stil hapenning?
L1361[14:07:24] <AbrarSyed> 3)
cleanCache
L1362[14:07:26] <ghz|afk> I still haven't
regretted having it in ;P
L1363[14:07:33] <AbrarSyed> 4) bug
abrar
L1364[14:08:17] <tterrag> PSA
L1365[14:08:18] <tterrag> >
com.cloudbees.diff.PatchException: Cannot find hunk target
L1366[14:08:24] <tterrag> is always
caused by outdated MCP mappings
L1367[14:08:28] <tterrag> to
--refresh-dependencies is always the fix
L1368[14:09:08]
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L1369[14:10:01] <shadekiller666> abrar,
see the thing is that people do those in the reverse order
L1370[14:12:09] <Dark|Sleep> AbrarSyed
feel bad for you most days, everyone must bug you
L1371[14:12:12] ***
Dark|Sleep is now known as Dark
L1372[14:12:30] <Dark> you need some
minions to task support questions for you
L1373[14:12:37]
⇨ Joins: tmtu
(~tundmatu@h-72-32.a192.priv.bahnhof.se)
L1374[14:13:09] <Dark> also AbrarSyed
change step 4 to Ask for help in ForgeGradle IRC chat room
L1375[14:13:15] <tterrag> I've never once
needed to cleanCache
L1376[14:13:19] <tterrag> personally I
think it's a waste of time .-.
L1377[14:13:36] <Dark> its actually worth
it
L1378[14:13:44] <Dark> you can build up a
lot of extra .jar files in it
L1379[14:14:44] *
Dark returns to being AFK in the shadows
L1380[14:14:46] <AbrarSyed> ^
L1381[14:14:50] ***
Dark is now known as Dark|AFK
L1382[14:14:54] <AbrarSyed> should run a
clean acche every now and then...
L1383[14:14:56] <tterrag> yeah of course
it's useful to clean up your cache
L1384[14:15:01] <tterrag> but it won't
solve any crashes
L1385[14:15:07] <Dark|AFK> from time to
time is does
L1386[14:15:14] <Dark|AFK> but that is
normally file corruption at that point
L1387[14:15:18] <Dark|AFK> rare but
happens
L1388[14:15:46] *
Dark|AFK back to the shadows for sure this time
L1389[14:16:08] <AbrarSyed> ^
L1390[14:16:27] <AbrarSyed> its also the
"clean start" command.. if you dunno whats screwed up..
its a last resort
L1391[14:18:33] <MattDahEpic> !gm
World.getMaxHeight
L1392[14:18:36] <MattDahEpic> hmmmm
L1393[14:18:46] <MattDahEpic> how do you
get the max height for a world
L1394[14:19:43] <williewillus> world
provider
L1395[14:20:03] <ghz|afk> (you could
assume 256 but you'll make some people very annoyed ;P)
L1396[14:20:16] <williewillus>
world.provider.getHeight()
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L1399[14:27:32] <williewillus> when you
make a fakeplayer, what uuid do you give its gameprofile?
L1400[14:29:20] <ghz|afk> dafuq
L1401[14:29:34] <ghz|afk> no idea what I
pressed, but idea switched to english input
L1402[14:29:47] <ghz|afk> no wait
L1403[14:29:50] <ghz|afk> mirc also
L1404[14:29:54] <ghz|afk> something
fucked up in the system
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L1406[14:30:03] <ghz|afk> I don-t even
have english keymap selected in the settings ....
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L1408[14:30:42] <williewillus> do I just
pick whatever uuid and hope no one has it :p
L1409[14:31:02] <diesieben07> ghz|afk,
alt + shift
L1410[14:31:24]
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L1411[14:31:30] <ghz|afk> why the fuck
does that even do ANYTHING if you have only one keymap
selected?
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L1415[14:31:47] <diesieben07> i don't
know, i don't think it's an IDEA feature even
L1416[14:31:54] <ghz|afk> no it'¡s
windows
L1417[14:31:58] <ghz|afk> I disabled the
keybind for that
L1418[14:32:02] <diesieben07> it happened
to me all the time when using eclipse, because eclipse uses
alt+shift all the time for shortcuts
L1419[14:32:23] <diesieben07> it seems
windows 10 doesn't have it anymore, it doesn't work for me right
now.
L1420[14:32:28] <ghz|afk> IT DOES
L1421[14:32:31] <ghz|afk> I'm on 10
L1422[14:32:39] <diesieben07> weird
L1423[14:33:02] <ghz|afk> language
control panel -> advanced settings on the left sidebar
L1424[14:33:12] <ghz|afk> change language
bar hot keys a bit down
L1425[14:33:27] <ghz|afk> change key
sequence in that dialog
L1426[14:33:30] <diesieben07> language
control panel? :O
L1427[14:33:35] <diesieben07> where is
that even? :D
L1428[14:33:44] <ghz|afk> Control panel
-> Language
L1429[14:33:45] <ghz|afk> ?
L1430[14:33:47] <diesieben07> lol
L1431[14:34:35] <ghz|afk> (shame on you
if you use the categories view instead of the raw list ;P)
L1432[14:35:06] <williewillus> you've
been afk for the last several hours giga :p
L1433[14:35:09] <diesieben07> i am not in
the settings often enough to care
L1434[14:35:15] <ghz|afk> true
L1435[14:35:17] ***
ghz|afk is now known as gigaherz
L1436[14:35:23] <gigaherz> although I WAS
sortof "away from irc"
L1437[14:35:26] <gigaherz> as in, not
paying attention
L1438[14:35:52] <gigaherz> ugh the more I
try to make the spell beams accurately represent the casting
direction, the worse they look ;P
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L1444[14:50:56] <shadekiller666>
what?
L1445[14:50:59] <shadekiller666> spell
beams?
L1446[14:51:05] <gigaherz> yes
L1447[14:51:07] <williewillus> his mod
has spells :p
L1448[14:51:32] <gigaherz> I started wit
hball-type, now I was trying to make beam-type
L1449[14:51:54] <gigaherz> then I'd make
area-type where the spell shows as an area around the player
L1450[14:52:00] <gigaherz> I think I need
to change the method here
L1451[14:52:14] <gigaherz> I tried to
make the beam a separate entity that follows the player
L1452[14:52:17] <gigaherz> looks like
crap
L1453[14:52:48] <gigaherz> is there some
event that lets me draw stuff aroudn an entity? ;P
L1454[14:54:02]
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L1461[14:59:05] <michael_> Has anyone
succeeded at making armor with a custom model in 1.8?
L1462[14:59:20] ***
mumfrey is now known as Mumfrey
L1463[15:00:27] <gigaherz> Relaying a PM
from someone who didn't think setting up a whole IRC client was
worth the effort for a single message:
L1464[15:00:29] <gigaherz> [21:59]
(Nirahiel): Hello people. I want to create a mod for minecraft, and
while I know how to code, I'm not sure about the features of my
mod. There are some things I *want* to be in my mod, but they must
be linked together one way or another, and I'm missing that. If
anyone wants to engage in a potentially big mod, contact me.
:3
L1465[15:00:37]
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L1467[15:01:14] <foxy> michael_: i've
done it before. I made a birthday hat.
L1468[15:01:15] <shadekiller666> To
Nirahiel: if you want some help/advice, set up your IRC...
L1469[15:01:39] <foxy> i did it through
manual rendering though
L1470[15:01:41] <foxy> i think
L1471[15:01:47] <foxy> or was it
tabula
L1472[15:01:50] <shadekiller666> giga, if
you would relay that to him that would be great
L1473[15:01:57] <gigaherz> they are
here
L1474[15:02:04] <gigaherz> jsut can't
speak with a webchat ;P
L1475[15:02:06] <foxy> either way i don't
know how to do it properly with JSON models so...
L1476[15:02:17] <michael_> What do you
mean by manual rendering foxy?
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L1478[15:02:32] <foxy> there is a method
that is called when the armor is to be rendered
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L1480[15:02:41] <foxy> let me try to find
the code for you
L1481[15:02:42] <shadekiller666> is there
no way to allow someone with a NickServ name talk through a
webchat?
L1482[15:03:23] <michael_> I'm trying to
port my mod, and it has a ModelBiped armor model
L1483[15:03:43] <michael_> But it
renderes all small and in the wrong place in 1.8
L1484[15:03:51]
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L1485[15:03:51] <gigaherz>
shadekiller666: there's an explicit +q
L1486[15:04:33] <gigaherz> anyone with
*mibbit* or *webchat* in their ident string
L1489[15:06:01] <IoP> btw it should be
possible to allow access for registered users with webchats if
that's desirable use case.
L1490[15:06:10] <foxy> michael_: that is
my code for rendering a birthday har
L1491[15:06:10] <foxy> hat
L1492[15:06:19] <IoP> but webchat users
are 99% stupid
L1493[15:07:06]
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seconds)
L1494[15:07:33] <IoP> aww I just offended
muted users :P
L1495[15:07:35] <shadekiller666> giga, so
is that a no?
L1496[15:07:57] ***
williewillus is now known as willieaway
L1497[15:08:17] <foxy> hope that
helps
L1498[15:08:40] <michael_> That's
basically what I have
L1499[15:08:56] <ThePsionic>
shadekiller666: I think KiwiIRC works
L1500[15:09:14] <michael_> foxy: Why did
you comment out the super.render() call and replace it with
something else()
L1501[15:09:33] <ThePsionic> Otherwise
consider making an IRCCloud account
L1502[15:10:09] <foxy> it prevents the
biped model from rendering a second time
L1503[15:10:50]
⇦ Parts: Firedingo|Sleep (~Firedingo@101.161.10.168)
())
L1504[15:11:48] <michael_> But you're
still rendering the head twice
L1505[15:12:08] <Lunatrius> Are 1.8.8
builds currently on hold?
L1506[15:12:12] <foxy> i'm not
L1507[15:12:20] <michael_> and why extend
ModelBiped at all in that case. Just extend Model
L1508[15:12:25] <foxy> this.bipedHead =
new ModelRenderer(this, 0, 0);
L1509[15:12:31]
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(webchat@AStLambert-651-1-119-135.w90-43.abo.wanadoo.fr)
())
L1510[15:12:38] <foxy> because modelbiped
is scaled correctly
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L1513[15:12:51] <Nirahiel> Test.
L1514[15:12:56] <foxy> model biped is
scaled and rotated by minecraft
L1515[15:13:03] <foxy> it's a little
weird
L1516[15:13:04] <michael_> Hmm
L1517[15:13:06] <Nirahiel> Does it work
?
L1518[15:13:10] <foxy> yes
L1519[15:13:11] <michael_> Yep very
weird
L1520[15:13:11] <foxy> it does
L1521[15:13:15] <Nirahiel> yay
L1522[15:14:00] <foxy> i have to go for a
bit
L1523[15:14:06] <foxy> pm me if you need
any more help
L1524[15:14:24] <Nirahiel> Okay so, as
said earlier, I'm looking for someone to help with a mod I want to
create, not for the code (even though it could be nice), but for
some of the not-entirely-designed features.
L1525[15:14:58] <Nirahiel> so PM me if
you're interested.
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L1528[15:18:28] <gigaherz> [22:07]
(shadekiller666): giga, so is that a no?
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L1530[15:18:50] <gigaherz> if the client
can change the ident string to NOT contain "webchat" or
"mibbit"
L1531[15:19:04] <gigaherz> then it will
do
L1532[15:19:17] <gigaherz> it's simply a
filter against people who won't even bother to change that
L1533[15:19:26] <shadekiller666> oh
L1534[15:19:26] <shadekiller666> ok
L1535[15:21:05] <Nirahiel> If you need
more informations before engaging in such a project, I can tell you
that it's supposed to be a highly technological mod focused on
automation and continuous production of resources.
L1536[15:21:28] <gigaherz> Lunatrius:
what makes you think so?
L1537[15:21:30] <shadekiller666> ok
L1539[15:21:47] <gigaherz> there'0s a
build from today
L1540[15:22:10] <Lunatrius> There should
be one, assuming they're not turned off.
L1541[15:22:15] <gigaherz> there
is.
L1542[15:22:28] <gigaherz> all you haveto
do it switch to 1.8.8 from the dropdown
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L1544[15:22:33] <gigaherz> is*
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L1546[15:22:43] <gigaherz> the website
was changed to show the latest version with a Recommended
L1547[15:22:46] <gigaherz> instead of
latestest
L1548[15:22:56] <Lunatrius> It wasn't
there a few minutes ago o_O
L1549[15:22:58] <gigaherz> so that normla
users get shown 1.8.0 instead
L1550[15:23:04] <gigaherz> wel lthen you
were too impatient? ;P
L1551[15:23:15] <Lunatrius> It was pulled
2 hours ago. lol
L1552[15:23:38] <Lunatrius> I blame my
cache or something.
L1553[15:23:56] <gigaherz> I hate the
"pretty time display" stuff
L1554[15:23:58] <gigaherz> "2 hours
ago"
L1555[15:24:16] <gigaherz> that's
INEXACT, I want to see the actual timestamp! ;P
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L1557[15:25:01] <Lunatrius> That exact
enough? 2015-12-19T19:31:44Z
L1558[15:25:13] <gigaherz> yes, but the
github site doesn't show it XD
L1559[15:25:20] <Lunatrius> It
does.
L1560[15:25:36] <shadekiller666>
nirahiel, what was it you wanted help with
L1561[15:25:37] <Lunatrius> Just gotta
hover over the text.
L1562[15:26:06] <gigaherz> Lunatrius:
that's one of the least intuitive features I have ever seen
L1563[15:26:09] <gigaherz> XD
L1564[15:26:24] <Lunatrius> Most of
websites do that?
L1565[15:26:29] <gigaherz> there's no
indication that the text has a hovertext
L1566[15:26:34] <gigaherz> no faint
underline or anything
L1567[15:26:41] <gigaherz> you can assume
it on images
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L1569[15:26:48] <gigaherz> but you don't
usually assume it on plain text
L1570[15:26:50] <gigaherz> at least I do
not
L1571[15:26:56] <Lunatrius> I assume it
on any "x ago" timestamps
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L1576[15:28:46] <gigaherz> I don't, or
well, I didn't until now
L1577[15:28:52] <Psybur> Is it easy to
change how minecraft encodes game output to logs?
L1578[15:28:54] <gigaherz> since I had
never seen it happen ;P
L1579[15:28:58] <gigaherz> Psybur:
what?
L1580[15:29:06] <Nirahiel>
shadekiller666: sorry i didn't see your message, are you still
willing to help me ?
L1581[15:29:14] <shadekiller666> well
ya
L1582[15:29:20] <shadekiller666> if i
can'
L1583[15:29:22] <Psybur> Minecraft isnt
outputting japanese characters to log files in an encoding that
works
L1584[15:29:23] <shadekiller666>
can*
L1585[15:29:25] <Psybur> Just get
?????
L1586[15:29:29] <gigaherz> ah
L1587[15:29:31] <gigaherz> hmmm
L1588[15:29:40] <gigaherz> I don't know
if that's a problem with log4j
L1589[15:29:48] <Psybur> I dont see an
option to change the encoding so wondering if I need to make a
mod
L1590[15:29:50] <Nirahiel> Ok i'll try to
make it clear. I want to make a mod. A big mod. Think like idk,
industrial craft, or buildcraft, or mods like that. You get the
idea ?
L1591[15:30:27] <shadekiller666> ok
L1592[15:30:29] <gigaherz> you may be
able to change that in the log4j config file
L1593[15:30:37] <Psybur> Good call
L1594[15:30:40] <Psybur> Ill take a
look
L1595[15:32:00] <gigaherz> yeah I see
something about log4j.appender.myappender.encoding=UTF-8
L1596[15:32:20] <gigaherz> of course
you'd need to figure out the actual "appender" name
L1597[15:33:25] <Psybur> Hmm I dont see
one in the jar or in the .minecraft folder anywhere
L1598[15:33:50] <Nirahiel> The mod I want
to make will have several features. But these features need to be
linked together. Let me give you an example. Imagine, i want to
design a crystal plant thats supposed to be able to produce metals.
Good. But how does that work ? What are the mechanics behind this ?
Should I put the plant in a machine with the target ore to make it
pr
L1599[15:33:50] <Nirahiel> oduce more ?
Should I plant this flora on TOP of the ore as soil ? That's my
problem. I want to add features, and I know what they should do.
Not entirely sure how. (That was probably a bad example as well).
Basically, i need help designing my mod.
L1600[15:34:11] <Nirahiel> (Also,
sometimes i get design ideas, but at some point they contradict
each other)
L1601[15:35:13] <Nirahiel> I think i gave
enough details about my problem, if you're still not sure what I
need help with, PM ;)
L1602[15:35:17] <Psybur> Where did you
find log4j.properties?
L1603[15:35:27] <Psybur> Oh I see
it
L1604[15:35:30] <Psybur> log4j2.xml
L1605[15:35:34] <shadekiller666> what if
it was a "seed" that you use on tilled soil to turn it
into the beginnings of an ore block?
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L1607[15:35:48] <shadekiller666>
nirahiel^
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L1609[15:37:44] <Psybur> Dont see any
encoding specifications, I thought default was UTF-8 which should
work right
L1610[15:37:45] <Nirahiel>
shadekiller666: that was just an example, there are a lot more
features I need to work on. Also please PM :3
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L1612[15:38:16] <Psybur> Maybe not
L1613[15:38:46] <michael_> Nirahiel: I
suggest you post on reddit.com/r/feedthebeast Very friendly
community and i'm sure you can find some people that will be happy
to help you there
L1614[15:39:05] <Nirahiel> why FTB
?
L1615[15:39:11] <shadekiller666> #FTB is
a good place too
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L1617[15:40:39] <michael_>
/r/feedthebeast is basically the modded minecraft subreddit
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L1620[15:57:32] <gigaherz> the force DID
awaken XD
L1621[15:59:18] <shadekiller666> fry,
what kind of french fries are your favorite? straight, curly, wavy,
or waffle?
L1622[15:59:38] <shadekiller666> and what
is your favorite thing to put on them?
L1623[15:59:48] <fry> my tongue! :P
L1624[16:01:25] <Nirahiel> Fries aren't
french.
L1625[16:04:54] <shadekiller666> you put
your own tongue on the fries before you eat them?
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L1628[16:10:00] <Nirahiel> what ?
L1629[16:10:06] <Nirahiel> ah lol
@fry
L1630[16:10:31] <Nirahiel> Well,
technically, your tongue should be one of the things that touches
the fries you eat, no ?
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L1643[16:25:03] <sham1> Just Cause 3 is
awesome
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L1647[16:40:18] <MattDahEpic> is there an
event that occurs when the weather changes?
L1648[16:47:32] <gigaherz> ugh I wanted
to fix the beam shit
L1649[16:47:37] <gigaherz> ended up
building a little village
L1650[16:48:15] <gigaherz> there's
nothing with weather and event in the same name
L1651[16:48:16] <gigaherz> ;p
L1652[16:48:33] <sham1> Make a PR
L1653[16:48:35] <gigaherz> so...
L1654[16:48:45] <gigaherz> how would I
draw stuff related to entities?
L1655[16:50:31] <gigaherz> is there some
entity draw event or something
L1656[16:52:03] <gigaherz> I can't see
any
L1657[16:52:52] <gigaherz> there is
however a RenderPlayerEvent... so I guess that will have to
do
L1658[16:53:07] <gigaherz> not that I was
going to allow any vanilla mobs to cast spells XD
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L1662[17:21:45] <gigaherz> hmmm what's
the best way to sync IEEPs?
L1663[17:21:57] <gigaherz> custom
packets?
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L1670[17:44:42] <GeoDoX> Lunatrius,
status on the update?
L1671[17:50:19] <Lunatrius> Mostly done,
will see if I can release some stuff tomorrow
L1672[17:50:27] <kashike> update?
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L1676[17:57:22] <Lunatrius> kashike: 1.8
-> 1.8.8
L1677[17:58:08] <kashike> sorry, should
have been more specific - update what
L1678[17:58:23] <Lunatrius> All of my
mods
L1679[17:58:32] <kashike> ah
L1680[17:59:26] <gigaherz> Update all the
thingsª \o/
L1681[17:59:29] <gigaherz> !*
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L1685[18:11:37] <gigaherz> hmf how do I
update my IEEPs from the server?
L1686[18:11:44] <gigaherz> I can't think
of the appropriate way
L1687[18:13:31] <gigaherz> ah I just
noticed TickEvent.PlayerTickEvent
L1688[18:14:18] <williewillus> packet
each time it changes :p
L1689[18:14:27] <gigaherz> nono, I
already did that part
L1690[18:14:33] <gigaherz> I meant how to
update it over time ;P
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L1692[18:21:57] <Nirahiel>
shadekiller666: you here ?
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L1701[19:01:27] <Psybur> gigaherz, that
did the trick. I didnt have to make a mod, I just added a -D flag
that points log4j to my own logger
L1702[19:01:37] <Psybur> xml
L1703[19:01:52] <Psybur>
~gigaherz++
L1704[19:01:59] <gigaherz> :)
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L1706[19:02:48] <Psybur> I read somewhere
that ISO-6969shizwhatever is faster so thats probably whats being
used.
L1707[19:03:01] <Psybur> By minecraft.
UTF-8 is the default though, wonder where its being set
L1708[19:04:15] <IoP> source and
benchmarks?
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L1710[19:06:23] <IoP> ISO-646, ISO8859 or
something else?
L1711[19:07:16] <gigaherz> hmmm what was
the way to write an nbt tag into a ByteBuf for a packet?
L1712[19:07:55] <gigaherz> foundit
L1713[19:10:54] <Psybur> 8859.
L1714[19:10:57] <Zaggy1024> popcorn and
empire strikes back :)
L1715[19:11:53] <Zaggy1024> I always
prefer to write the data in the NBT rather than using the NBT
writer because it's less data that way
L1716[19:12:19] <Zaggy1024> write it at
fixed positions in the buffer like with other data, I mean
L1717[19:12:26] <gigaherz> yeah
L1718[19:12:28] <gigaherz> but I need it
done
L1719[19:12:34] <gigaherz> I'll do it
well someday later maybe
L1720[19:12:37] <gigaherz> when I feel
like optimizing
L1721[19:13:26] <gigaherz> this is
variable data though, so the NBT fits
L1722[19:13:50] <gigaherz> (I don't know
which exact data I will need beforehand, because there could be
addon mods that add new spells)
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L1736[19:52:33] <Zeebra456> All my text
turns into that
L1738[19:55:05] <gigaherz> you seem to be
binding a different texture without setting it back to the previous
one
L1740[19:56:12] <Zeebra456> ive been at
this all day and cant seem to figure it out
L1741[19:56:14] <killjoy> are you opening
to opengl?
L1742[19:56:19] <killjoy> I mean
uploading
L1743[19:56:28] <killjoy>
TextureUtils.uploadTexture
L1744[19:56:36] <killjoy> Or the gl
function
L1745[19:56:57] <Zeebra456> im using the
glbindtexture but storing the texutre to a map
L1746[19:57:13] <killjoy> Uploading the
texture?
L1747[19:57:32] <Zeebra456> no
L1748[19:57:40] ***
Mumfrey is now known as mumfrey
L1749[19:58:13] <gigaherz> killjoy: click
the texture url, the texture IS drawing fine, he's just not having
the font texture set back
L1750[19:58:39] <killjoy> oh, that's the
font
L1751[19:59:02] <Zeebra456> why would it
affect the font tho? im just drawing a string.
L1752[19:59:04] <gigaherz> problem is the
code that runs after that expects the font texture to be
assigned
L1753[19:59:14] <gigaherz> is this
1.8.x?
L1755[19:59:45] <killjoy> You could've
just said yes
L1756[19:59:46] <gigaherz> I would have
believed you
L1757[19:59:47] <gigaherz> ;P
L1758[19:59:53] <Zeebra456> ;P
L1759[19:59:58] <gigaherz> so, in mc
1.8
L1760[20:00:01] <gigaherz> there's a
GlStateManager
L1761[20:00:10] <gigaherz> that keeps
track of things so that they aren't assigned twice
L1762[20:00:22] <gigaherz> I suspect
GlStateManager things the font texture is still active
L1763[20:00:31] <gigaherz> you shouldn't
be calling GL11.glBindTexture manually
L1764[20:00:44] <gigaherz> use
GlStateManager.bindTexture();
L1765[20:00:45] <gigaherz> instead
L1766[20:01:02] <gigaherz> also your
forge is OLD
L1767[20:01:03] <gigaherz> ;P
L1768[20:01:16] <gigaherz> you may want
to update to a newer version, and newer mappings
L1769[20:01:16] <Zeebra456> hmm
L1770[20:01:22] <killjoy> forge version
doesn't matter right now
L1771[20:01:32] <gigaherz> wit
L1772[20:01:33] <gigaherz> this is
1.8
L1773[20:01:36] <gigaherz> hmm
L1774[20:01:52] <Zeebra456> YES
L1775[20:01:54] <gigaherz> it's not OLD,
just "old" ;P
L1776[20:01:56] <Zeebra456> it
worked
L1777[20:02:00] <gigaherz> yeah doesn't
matter ;P
L1778[20:02:05] <killjoy> old is such a
harsh word
L1779[20:02:09] <killjoy> I prefer
outdated
L1780[20:02:18] <gigaherz> for a moment I
thought it was 1.8.8
L1781[20:02:19] <Zeebra456> gigaherz,
You're a life saver<3
L1782[20:02:34] <Zeebra456>
GlStateManager worked
L1783[20:02:34] <gigaherz> in which case
it would have been a version from before the mcp was updated for
1.8.8 ;p
L1784[20:02:37] <gigaherz> yeap
L1785[20:02:39] <gigaherz> so from now
on
L1786[20:02:46] <gigaherz> every time you
do something related to GL11.
L1787[20:02:53] <gigaherz> check if
GlStateManager has a method for it
L1788[20:02:54] <gigaherz> ;P
L1789[20:03:00] <Zeebra456> <3
:D
L1790[20:03:02] <gigaherz> and use that
one if possible
L1791[20:03:18] <killjoy> We should get
fg to warn about GL11 usage when we should use GlStateManager
L1792[20:03:29] <killjoy> or maybe a
separate plugin
L1793[20:03:43] <killjoy> A test?
L1794[20:03:46] <Zeebra456> Yea alot of
gl stuff changed the last time i wrote mod
L1795[20:03:57] <killjoy> a unit test
would likely be better
L1796[20:04:04] <gigaherz> yeah but you'd
haveto write that yourself?
L1797[20:06:00] <killjoy> a gradle plugin
that runs a unit test
L1798[20:08:04]
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L1800[20:13:37] <Zeebra456> gigaherz, how
could i update myself of these things?
L1801[20:14:13] <gigaherz> hm?
L1802[20:14:33] <gigaherz> oh you mean
like, learn about what's new?
L1803[20:14:41] <gigaherz> it's generally
trial&error for us
L1804[20:14:45] <gigaherz> stay around,
talk to people
L1805[20:14:49] <gigaherz> whenever a new
update happens
L1806[20:14:59] <gigaherz> someone
eventually discovers what changed and how to make use of it
L1807[20:15:32] <gigaherz> alternatively,
there's tutorials around, that show how to upgrade from one version
to the next
L1808[20:18:14] <gigaherz> hmf, I don't
seem to get any call to RenderPlayerEvent
L1809[20:18:26] <gigaherz> is it ONLY for
other players?
L1810[20:23:22] ***
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L1811[20:23:56] <killjoy> gigaherz, 1.8
or 1.7?
L1812[20:25:00] <gigaherz> 1.8.8
L1813[20:25:12] <killjoy> That event has
been replaced by layers
L1814[20:25:20] <gigaherz> ah
L1815[20:25:20] <killjoy>
EntityRenderer.addLayer()
L1816[20:25:58] <gigaherz> that doesn't
exist XD
L1817[20:26:15] <killjoy> I know they're
used in the renderer constructors
L1818[20:27:02] <killjoy>
RenderLivingEntity.addLayer
L1819[20:27:32] <gigaherz> Oh
L1820[20:27:49] <killjoy> There's just so
many reversed class names
L1821[20:27:58] <killjoy> RenderEntity
and EntityRenderer
L1822[20:28:00] <killjoy> ugh
L1823[20:28:11] <gigaherz> yeah same
thing, doesn't exist
L1824[20:28:26] <killjoy> It's protected,
but forge adds an AT for it.
L1825[20:28:48] <killjoy> sorry,
RendererLivingEntity
L1826[20:28:52] <gigaherz> oh I see it's
not a static
L1827[20:29:33] <killjoy> I'd hope
so
L1828[20:29:39] <killjoy> wouldn't do
much good if it wasn't
L1829[20:29:44] <gigaherz> it isn't,
though XD
L1830[20:29:57] <killjoy> s/n't/
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L1833[20:36:20] <gigaherz> killjoy:
renderLayers is only calledfrom one place, and it has a if(!(entity
instanceof EntityPlayer) ...
L1834[20:36:22] <gigaherz> XD
L1835[20:37:12] <killjoy> and not a
spectator
L1836[20:38:05] <gigaherz> oh wait,
reversed logic
L1837[20:38:46] <gigaherz> it's a
!(player && spectator), or just "anything BUT a
spectating player"
L1838[20:38:58] <killjoy> player and not
spectator
L1839[20:39:14] <gigaherz> err
L1840[20:39:16] <gigaherz> whatever
L1841[20:39:17] <gigaherz> XD
L1842[20:39:19] <killjoy> if (is player
&& player not spectator
L1843[20:39:37] <gigaherz> anyhow, gotta
igure out wtf the args are ¬¬
L1844[20:39:52] <killjoy> wait, not
player or not spectator
L1845[20:40:12] <gigaherz> yeah, which is
the negated version of !(player && spectator)
L1846[20:40:18] <gigaherz> as in
L1847[20:40:25] <Brokkoli> (player
&& spectator)
L1848[20:40:33] <gigaherz> if you split
!(a && b) you get !a || !b
L1849[20:41:02] <killjoy> if (player) {if
(!spectator)renderLayers();}else {renderLayers();}
L1850[20:41:08] <killjoy> that's how or
works
L1851[20:41:16] <gigaherz> I know
L1852[20:52:49]
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L1859[21:10:07] <killjoy> TIL that guava
is a fruit
L1860[21:10:35] <gigaherz> so I think
I'll try again tomorrow
L1861[21:10:48] <gigaherz> all that
effort and it does exactly the same as before: nothing XD
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L1863[21:17:25] <Cypher121> apparently
biggest difference between community and ultimate Idea is that
ultimate loads errors before IDE itself -_-
L1864[21:18:35] <gigaherz> o_O
L1865[21:21:03]
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L1871[21:27:48] <gigaherz> AH it hits
ONLY when in third person
L1872[21:28:04] <gigaherz> I'd really
need something that also happens when in first person, so I guess
the layers are NOT the right thing for me
L1873[21:28:20] <gigaherz> or not the
ONLY thing at least
L1874[21:30:12] <luacs1998> how do i get
the IP of a server that i'm connected to?
L1875[21:30:55] ***
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L1876[21:31:18] <killjoy>
mc.serverData
L1877[21:31:20]
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L1878[21:34:01] <SatanicSanta> Is there
some way to update an itemstack after its nbt has been manipulated?
An nbt tag in this itemstack gets removed, but all of the things
that depend on its existance are still present in the game, and I'm
not really sure how to get that to stop happening. I.e, rendering,
tooltips, etc
L1879[21:34:18] <killjoy> when it's
saved?
L1880[21:34:42] <SatanicSanta> Even after
duplicating the itemstack and deleting the old one, those effects
are still present.
L1881[21:34:49] <SatanicSanta> killjoy:
?
L1882[21:35:18] <killjoy> nbt is a public
field, so it's saved later
L1883[21:36:19] <SatanicSanta> Okay. Well
is there a way to force it to save/refresh?
L1884[21:36:43] <killjoy> idk. I'm
thinking there's a markDirty() for the entity or item
L1885[21:37:19]
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L1886[21:39:58] <gigaherz> SatanicSanta:
"saving" has nothing to do with that
L1887[21:40:08] <gigaherz> and refresh
should happen automatically
L1888[21:40:54]
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L1890[21:43:31] <SatanicSanta> Someone is
videochatting on my network >.>
L1891[21:43:50] <SatanicSanta> I've lost
connection like 4 times in the past 15 minutes
L1892[21:44:28] <Zeebra456> hmm is there
any way to fix "No OpenGL context found in the current
thread."? im using a socket from client to server for my mod
but i can run methods without that throwing.
L1893[21:45:46] <killjoy> Zeebra456, draw
in the drawing thread
L1894[21:45:57] <gigaherz> yeah avoid
drawing from the network thread ;P
L1895[21:46:16] <gigaherz> in fact
L1896[21:46:21] <gigaherz> avoid doing
any actual logic in it
L1897[21:46:34] <gigaherz> use the
network thread only for handling receiving/sending packets
L1898[21:47:07] <Zeebra456> how can i
call a method from the drawing thread if i need to load something
when receiving a packet?
L1899[21:47:10] <Zaggy1024> there really
should be a method register an ItemBlock instance to a block
L1900[21:47:31] <killjoy> Set a field
that the drawing thread checks for
L1901[21:47:35] <gigaherz> ?
L1902[21:47:48] <gigaherz> Zaggy1024:
registerBlock(theBlock, TheItemBlock.class)
L1903[21:47:53] <killjoy> network thread:
loading = true;
L1904[21:47:58] <Zaggy1024> that's not an
instance, giga
L1905[21:48:01] <Zaggy1024> that's a
class
L1906[21:48:07] <killjoy> draw thread: if
(loading) drawLoading();
L1907[21:48:18] <gigaherz> yeah but
that's how MC works
L1908[21:48:18] <gigaherz> ;P
L1909[21:48:22] <Zaggy1024> no it's
not
L1910[21:48:28] <Zaggy1024> it's how
Forge works
L1911[21:49:13] <Zaggy1024> problem is,
if you pass parameters and their types don't exactly match the
constructor's, it will fail at runtime
L1912[21:49:38] <gigaherz> ah I see waht
you mean
L1913[21:49:43] <gigaherz> now that I
look at the registerBlock code
L1914[21:49:54] <gigaherz> it's not even
saving it for later
L1915[21:49:56] <gigaherz> it'staking the
class
L1916[21:50:16] <gigaherz> and then
passing the same block you already gave it, along with any extra
args
L1917[21:50:20] <gigaherz> to the
constructor
L1918[21:50:33] <gigaherz> so it may as
well just accept a pre-constructed instance
L1919[21:50:40] <Zaggy1024> yes
L1920[21:50:44] <Zaggy1024> this is how I
bypass that
L1922[21:50:55] <Zaggy1024> using the map
that Forge says not to use, because it's the only way :P
L1923[21:51:05] <gigaherz> make a PR to
forge?
L1924[21:51:36] <killjoy> If this is
1.8.8, bad
L1925[21:51:39] <Zaggy1024> I'm too lazy
:D
L1926[21:51:50] <gigaherz> make the
current registerBlock construct the instance, and then call your
new method with the given instance
L1927[21:51:54] <gigaherz> then don't
complain ;P
L1928[21:52:08] <Zaggy1024> it's just
surprising it wasn't done in the first place :P
L1929[21:52:22] <gigaherz> sometimes
there's hidden reasons or just bad design choices
L1930[21:52:31] <Zaggy1024> I might do a
PR sometime, but right now I'm busy
L1931[21:53:23] <killjoy> It's because
the forge workspace has it set to ignore generics
L1932[21:53:47] <killjoy> at least the
mcp one did
L1933[21:54:05] <Zaggy1024> I'm not
talking about my comment
L1934[21:54:13] <Zaggy1024> I'm talking
about manually putting hte mapping into GameData
L1935[21:54:32] <Zaggy1024> although I
may make a PR to fix those two things now, since I just realized
how crappy the generics are in GameData now :P
L1936[21:55:19] <Zaggy1024> wonder how
Lex would feel about a combined PR to add generics to anything I
notice that's missing htem...
L1937[21:55:23] <Zaggy1024> (in Forge of
course)
L1938[21:55:45]
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L1939[21:55:48] <gigaherz> better not
have rando mstuff in PRs
L1940[21:55:52] <gigaherz> as a general
rule on any project
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L1942[21:56:46] <gigaherz> unless you
purposefully have a "maintenance" commit, and those are
generally done only after deciding it's really necessary
L1943[21:57:51] <gigaherz> soyeah you may
want to speak with Lex before you make such a PR, or at least make
separate commits locally
L1944[21:58:00] <gigaherz> and then you
can squash them if he likes the idea
L1945[21:58:41] <Zaggy1024> hm
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L1948[22:05:59] <SatanicSanta> Hm. It
seems this item's NBT isn't saving, or it's being restored to its
previous values or something. In the event that the tag gets
removed, I printed the full stacktagcompound before and after it
gets removed. Then I triggered that twice. The result was the same
in both trials, with it having the tag before, and not after.
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L1950[22:06:44] <SatanicSanta> The
preferred result would have been: 1st trial: has it, then doesn't;
2nd trial: doesn't have it, doesn't have it
L1951[22:07:01] <SatanicSanta> SO I have
absolutely no idea what is going on here. Perhaps somewhere the nbt
tag is being restored.
L1952[22:09:44] <SatanicSanta> Or, as
what I think killjoy was getting at, the NBT isn't saving when I
think it is.
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L1954[22:10:11] <gigaherz> SatanicSanta:
by any chance are you assigning the NBT on the client?
L1955[22:10:25] <gigaherz> you should
ALWAYS do any changes on the server side
L1956[22:10:39] <gigaherz> that is,
responding to events where world.isRemote is FALSE
L1957[22:10:41] <SatanicSanta> I'm
removing it server-side
L1958[22:10:45] <killjoy> Except for
books
L1959[22:11:00] <SatanicSanta> at least,
I'm pretty sure I am. Last time I checked that was a while
ago
L1960[22:11:17] <gigaherz> killjoy: the
client will sync the book contents to the server? o_O
L1961[22:11:21] <killjoy> You can send
the server a book with any nbt and it will accept it
L1962[22:11:35] <SatanicSanta> gigaherz:
I assume you mean am I removing the tag on the client?
L1963[22:11:47] <gigaherz> SatanicSanta:
I meant if you are editing any itemstack on the client
L1964[22:11:50] <gigaherz> regardless of
what you do
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L1966[22:12:00] <gigaherz> with the
exception of a written book as killjoy was just mentioning
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L1968[22:12:32] <SatanicSanta> I'll
quickly search the repo to see if that specific nbt tag is being
set on the client at any point
L1969[22:12:33] <SatanicSanta> sec
L1970[22:13:11] <gigaherz> kiljacken:
that sounds like a really bad design choice XD
L1971[22:13:16] <gigaherz> oops
L1972[22:13:18] <gigaherz> killjoy*
L1973[22:13:52] <gigaherz> they should
probably be only accepting input data in a special "save
book" packet that is only accepted when the player is in the
book GUI
L1974[22:13:56] <killjoy> Client makes
its changes in the book screen then sends the new nbt to the
server
L1975[22:14:11] <killjoy> it uses the
custom packet
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L1977[22:14:33] <killjoy> It isn't sent
when the player is in the book gui
L1978[22:14:43] <gigaherz> yeah it's the
concept of not requiring to have the book gui open AND an unwritten
book in hand
L1979[22:14:43] <gigaherz> ;p
L1980[22:14:46] <killjoy> it's sent when
the done button is clicked and the screen is closed
L1981[22:15:04] <killjoy> but it checks
for the current item
L1982[22:17:10] <SatanicSanta> gigaherz:
Looks like it's only set on the server, but I'll do a quick
test
L1983[22:17:52] <killjoy> Basically any
changes you make on the client need to be sent to the server
L1984[22:17:59] <gigaherz> if it's only
set on the server, and yo uare editing a player-held ite, it should
sync automatically, I believe
L1985[22:18:21] <SatanicSanta> well, it's
an armor item, but it should work the same way
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L1987[22:21:08] <SatanicSanta> gigaherz:
Yep, isRemote is false
L1988[22:22:26] <gigaherz> no idea
then
L1989[22:22:47] <SatanicSanta> hrm
L1991[22:26:43] <SatanicSanta> I guess
I'll try printing its nbt stacktagcompound every tick :P
L1992[22:27:07] <killjoy> Now that I look
at how its handled, I guess it changed from 1.7 to 1.8
L1993[22:27:14] <killjoy> now books only
set the pages nbtcompound
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L1995[22:27:40] <gigaherz> Zeebra456:
coudl be related to alpha blending or current color or
something
L1996[22:28:18] <gigaherz> maybe
something is disabling alpha blending?
L1997[22:28:22] <gigaherz> sunno
L1998[22:28:24] <gigaherz> dunno*
L1999[22:28:27] <gigaherz> andi t's
5:30am so ;P
L2000[22:28:30]
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L2001[22:29:51] <Zeebra456> haha ok ill
figure it out :P
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L2003[22:31:29] ***
Abrar|gone is now known as AbrarSyed
L2004[22:31:48] <Zaggy1024> fixing lots
of bugs getting ready for a alpha D:
L2005[22:33:32] <SatanicSanta> gigaherz:
So apparently, the nbt is reset in the tick following the event
>.>
L2006[22:33:38] <Zaggy1024> I don't quite
understand why ItemColored is a thing
L2007[22:34:19] <Zaggy1024> I feel like
the color code would work just fine in ItemBlock, since the Block
should return the correct color regardless of whether the ItemBlock
cares about it
L2008[22:34:47] *
Zaggy1024 has random thoughts like this a lot :P
L2009[22:38:35]
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L2011[22:41:40] <McJty> Hi, I have a
networking question. In 1.7.10 I used the reply mechanism to send a
reply from a message. But with addScheduledTask (since networking
is in a separate thread) that's no longer possible.
L2013[22:41:58] <McJty> But it seems the
reply message (bottom of the paste) is not coming
L2014[22:42:03] <McJty> Am I handling
this wrong?
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L2016[22:45:09] <gigaherz> no idea how
the reply system works, can't jsut have two separate messages?
;P
L2017[22:46:38] <McJty> That's what I'm
trying to do
L2018[22:46:49] <McJty> But the reply
message (just a normal message) is not sent it seems
L2019[22:46:55] <McJty> I may be doing
that code wrong there
L2020[22:47:17] <gigaherz> ah I haven't
done anything beyond channel.sendTo(client, message)
L2021[22:47:26] <McJty> The problem is
that I don't have access to my SimpleNetworkWrapper there
L2022[22:47:34] <McJty> Otherwise I would
do sendTo() from that
L2023[22:47:57] <gigaherz> I see
L2024[22:48:13] <McJty> So I tried to do
what sendTo() does but I don't know if the channel I get there is
actually right
L2025[22:49:14] <gigaherz> the reply
does
L2026[22:49:20] <gigaherz>
ctx.channel().attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.REPLY);
L2027[22:49:20] <gigaherz>
ctx.writeAndFlush(result).addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE);
L2028[22:49:28]
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L2031[22:49:59] <gigaherz> which
apparently uses the inbound packet's originator information
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L2033[22:50:43] <McJty> Let Where do you
see that?
L2034[22:50:58] <gigaherz>
SimpleChannelHandlerWrapper#channelRead0
L2035[22:51:20] <gigaherz> question then
would be, if the ChannelHandlerContext is valid later
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L2040[23:04:53] <HellerTech> Heller
L2041[23:04:53] <HellerTech> Hey, I was
wondering if you could give me some assistance? I renamed the
folder that my minecraft mod is in and then ran the "gradlew
setupDecompWorkspace eclipse" command.When I go to my
workspace ,Eclipse will not open the folder in Package Explorer
saying that the ".project" file is missing, although it
is still there. Any ideas how I can fix this? I've had this happen
like two times before and I had to copy everything
L2042[23:04:53] <HellerTech> to a new dev
environment. :/
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L2044[23:06:59] <Matthew|Phone>
HellerTech: gradle cleanEclipse eclipse then re-import
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L2056[23:33:05] <Zaggy1024> crap
L2057[23:33:13]
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L2058[23:33:26] <Zaggy1024> I just got a
cme in EntityPlayerMP
L2059[23:33:52] <Zaggy1024> on
loadedChunks
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L2064[23:38:50] <sdtr443w> Is there some
kind of void terrain generator concidentally already in Forge for
1.7.10?
L2065[23:39:24] <sdtr443w> I am trying to
just make myself a nice little void dimension. I have created the
dimension and can visit it with a default plains biome, but I just
want void.
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L2071[23:55:02] <luacs1998> lex made a
void world generator for ftb a very long time ago
L2072[23:55:10] <luacs1998> not sure if
it still works
L2073[23:55:12] <luacs1998> or is even
updated
L2074[23:59:09] <sdtr443w> Hmm couldn't
find it but I tripped into some things that make this sound like I
don't have to implement *too much* stuff.
L2075[23:59:43] <sdtr443w> It might be an
issue of just declaring a new biome and declaring some
settings.