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L1[00:00:07] <GeoDoX> yeah
L2[00:00:09] <GeoDoX> okay
L3[00:03:08] <GeoDoX> shadekiller666, what do you think matcher.matchesState does? http://hastebin.com/futarimewe.coffee
L4[00:03:20] <GeoDoX> it doesn't exist in the class
L5[00:04:30] <GeoDoX> this is the class that it's not existant in http://hastebin.com/ebomerunid.avrasm
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)?
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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?
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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
L64[00:37:19] <GeoDoX> http://hastebin.com/ebomerunid.avrasm
L65[00:37:48] <tterrag> http://hastebin.com/ebomerunid.java
L66[00:37:51] <tterrag> look now it's readable
L67[00:37:53] <GeoDoX> 1:04:30 <GeoDoX> this is the class that it's not existant in http://hastebin.com/ebomerunid.avrasm
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 -.-
L70[00:38:01] <xaero> McJty: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/resources/forge_at.cfg
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.
L81[00:39:13] <Zaggy1024> http://i.imgur.com/jRUvVTN.png
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?
L98[00:42:17] <Unh0ly_Tigg> http://i.imgur.com/5mdopjn.png
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
L151[01:16:32] <GeoDoX> Now this method is trying to get a block id as an int, and I'm not sure of a way to change it to take a string, or anything otherwise. http://hastebin.com/oqovajudax.java
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
L168[01:29:44] <GeoDoX> How can I replace this statement so it doesn't need an int id? Line 34 http://hastebin.com/oqovajudax.java
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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
L209[01:55:02] <SatanicSanta> ZaggyMobile2: Look at this shit https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/master/src/main/java/flaxbeard/steamcraft/handler/SteamcraftEventHandler.java#L1119-L1130
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] *** MrKick|Away is now known as MrKickkiller
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
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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
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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...
L353[03:54:03] <Lunatrius> http://puu.sh/m17up/afe6831e20.png
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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
L364[04:04:51] <Wuppy> is this a screenshot from skyrim or another game? http://i.imgur.com/AoKfuZl.jpg
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
L368[04:05:35] <Lunatrius> Well then http://puu.sh/m17SK/a64db78ef3.png
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
L398[04:12:30] <Cazzar> http://cdn.ndtv.com/tech/google_boot_warning_nexus_support.jpg
L399[04:12:34] <Cazzar> one of these showed up
L400[04:13:34] <Cazzar> T'was probably the different OS one
L401[04:13:47] <Lunatrius> This is the only suspicious commit: https://github.com/MinecraftForge/MinecraftForge/commit/bb3596b31ebb565a73a5067fd789e6bdbea8a02c
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'
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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
L440[04:48:58] <Ordinastie> https://github.com/Ordinastie/MalisisBlocks/blob/master/src/main/java/net/malisis/blocks/block/VanishingBlock.java#L248-L249
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
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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
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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?
L484[05:17:33] <Lunatrius> http://puu.sh/m1aii/715fc3e879.png
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
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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)
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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
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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,
L736[10:00:50] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L108
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.
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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 ?
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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.
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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.
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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?
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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
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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.
L777[10:12:05] <williewillus> vector questions because I managed to confuse myself: when I'm doing homing on position vectors, how does that work? position has no notion of the entity's rotationYaw and rotationPitch, so not sure how I would apply something like https://stackoverflow.com/questions/7136822/rotating-one-vector-to-face-another-but-slowly answer
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
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L791[10:17:51] <fry> ah, ModelObjRenderer
L792[10:17:55] ⇨ Joins: rockers3000 (rockers300@host5-81-144-110.range5-81.btcentralplus.com)
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.
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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
L816[10:24:36] <Rockers> http://puu.sh/m1mOm/a7b12d33ce.png -I'm guessing this isn't good.
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.
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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.
L843[10:32:03] <Wuppy> ?
L844[10:32:08] <Rockers> http://puu.sh/m1mOm/a7b12d33ce.png
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
L854[10:33:21] <williewillus> http://pastebin.com/JavqKZTR
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
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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
L867[10:39:52] <Rockers> *cough* http://projects.haykranen.nl/java/
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.
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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?
L879[10:45:17] <Rockers> http://www.lawoftheplayground.com/browse.php?type=subject&id=2
L880[10:45:37] ⇨ Joins: shadekiller666 (~shadekill@adsl-108-80-79-230.dsl.lsan03.sbcglobal.net)
L881[10:45:49] <diesieben07> Zorn_Taov, if you care about that you are using entity IDs wrong. :D
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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
L958[11:16:31] <shadekiller666> i don't think these people understand the meaning of "hands free": https://twitter.com/meladoodle/status/678111465451089924
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
L964[11:19:19] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2015-12-19-1818-12.mp4
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?
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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
L997[11:24:45] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/Sphere-mapped%20cube.png
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
L1032[11:36:45] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderBall.java
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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] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
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
L1059[11:42:39] <williewillus> number of sheep killed so far making homing arrows https://i.gyazo.com/58f732fcb87c371395328f56d454e0b6.png
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
L1079[11:44:37] <IoP> diesieben07: Your idea about ~week ago was valid: https://github.com/jikuja/TroubleshootingMod/blob/master/src/main/java/io/github/jikuja/TroubleshootingMod/KeyBoardPollerThread.java ;)
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
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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)
L1118[11:49:58] <ghz|afk> https://www.google.com/chrome/browser/desktop/index.html -> download for other platforms -> Windows 64bit
L1119[11:50:50] <ghz|afk> https://www.mozilla.org/en-US/firefox/all/
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
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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
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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
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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> ^
L1151[12:13:28] <MattDahEpic> hmmm for some reason my torch place prevention code doesnt work: https://gist.github.com/MattDahEpic/4bbb0abd3c9e30f31033
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
L1159[12:13:54] <ghz|afk> https://get.adobe.com/flashplayer/
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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
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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
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L1182[12:40:21] <ghz|afk> MattDahEpic: just look at where they are constructed in mc ;P
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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())
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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
L1243[13:25:50] <Lunatrius> There: https://github.com/Lunatrius/MinecraftForge/blob/fix/client-command-autocomplete/patches/minecraft/net/minecraft/client/gui/GuiChat.java.patch#L6-L9
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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
L1248[13:27:00] <Lumien> Try it like this maybe? https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/client/models/ItemModels.java#L101-L112
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
L1259[13:32:18] <McJty> https://github.com/McJty/RFTools/blob/1.8.8/src/main/java/mcjty/rftools/items/storage/StorageModuleItem.java
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
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L1264[13:33:40] <williewillus> most people use the forums
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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
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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
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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?
L1337[13:58:03] <bilde2910> Nope: http://pastebin.ubuntu.com/14102820/
L1338[13:58:38] <shadekiller666> AbrarSyed, ^
L1339[13:58:47] <MrVoltz> This is what /debug outputs to the file: http://pastebin.com/raw/FGGeFzZ3
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] ⇦ Quits: MrVoltz (~MrVoltz@ip-89-103-213-165.net.upcbroadband.cz) (Read error: Connection reset by peer)
L1350[14:02:39] <MattDahEpic> gradle dub ya
L1351[14:03:12] <Aaron1011> lol
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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
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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] ⇦ Quits: McJty (~jorrit@d8d872e30.access.telenet.be) (Quit: Leaving)
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()
L1397[14:25:19] *** williewillus is now known as willieaway
L1398[14:27:22] *** willieaway is now known as williewillus
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
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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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L1414[14:31:46] MineBot sets mode: +o on LexManos
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
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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
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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?
L1477[15:02:23] ⇨ Joins: Zyferus (Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1478[15:02:32] <foxy> there is a method that is called when the armor is to be rendered
L1479[15:02:36] ⇦ Quits: MrVoltz (~MrVoltz@ip-89-103-213-165.net.upcbroadband.cz) (Read error: Connection reset by peer)
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] ⇦ Quits: tambre (~tambre@eb51-45e7-07d1-a07e-4301-8a22-07d0-2001.dyn.estpak.ee) (Ping timeout: 206 seconds)
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
L1487[15:05:11] <IoP> <3
L1488[15:05:54] <foxy> http://pastebin.com/4qyNg6TR
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
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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] ⇦ Parts: Nirahiel (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.
L1526[15:16:11] *** willieaway is now known as williewillus
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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
L1538[15:21:44] <gigaherz> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.8.8.html
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*
L1545[15:22:34] *** kroeser is now known as kroeser|away
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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L1619[15:57:29] <gigaherz> http://www.comingsoon.net/movies/news/642445-star-wars-the-force-awakens-blasts-off-with-record-1205-million
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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L1735[19:52:14] <Zeebra456> Hi Guys for some reason im getting a Gui error when trying to bind a image from a url http://i.imgur.com/73Ph6Dw.png
L1736[19:52:33] <Zeebra456> All my text turns into that
L1737[19:53:12] <Zeebra456> This is my code http://pastebin.com/cwCaQ7KA
L1738[19:55:05] <gigaherz> you seem to be binding a different texture without setting it back to the previous one
L1739[19:55:48] <Zeebra456> im also using this to add the texture addTexture("border", ImageIO.read(new URL("http://i.imgur.com/c7AEhB7.png&quot;)));
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
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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?
L1754[19:59:34] <Zeebra456> http://i.imgur.com/IEBaBLZ.png
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
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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?
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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
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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
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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?
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L1876[21:31:18] <killjoy> mc.serverData
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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
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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
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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
L1921[21:50:45] <Zaggy1024> http://i.imgur.com/fYEsFbv.png
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)
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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
L1990[22:25:33] <Zeebra456> Hey gigaherz for some reason some if the images on the list are glitching a bit http://i.imgur.com/XgF78y3.png
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
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L2001[22:29:51] <Zeebra456> haha ok ill figure it out :P
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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
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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.
L2012[22:41:50] <McJty> So I tried to solve it with this to send the reply later: https://bpaste.net/show/b1e872f9cf7b
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);
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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
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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.
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