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L10[00:41:22] <xaero> luacs1998: hard to say without further information, but could be not loading (wrong location, bad formatting, wrong side), or it is loading, but you are invoking translation incorrectly (bad key), or any number of reasons
L11[00:42:03] <xaero> basically right now, we're in Multivax's position: "Insufficient data for a meaningful answer"
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L14[00:51:43] <covers1624> so, it is probably obvious but how is one able to have client only commands?
L15[00:52:13] <luacs1998> covers1624, register with the ClientCommandHandler
L16[00:52:14] <tterrag> ClientCOmmandRegister
L17[00:52:24] <covers1624> -_-
L18[00:52:31] <covers1624> *facedesk*
L19[00:54:14] <luacs1998> i'm such an idiot
L20[00:56:45] <luacs1998> xaero, got it working in production
L21[00:56:48] <luacs1998> thanks anyway
L22[00:57:22] <xaero> ok
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L25[01:07:00] <Ri5ux> Do events work properly in 1.8.8? On the latest build and cant get any tick events to work in the main mod class or separate classes.
L26[01:07:12] <Ri5ux> Tried RenderTickEvent and the standard tick event.
L27[01:07:30] <Ri5ux> Tried just a basic print out and nothing would happen....
L28[01:07:52] <TehNut> Are you sure you registered to the bus?
L29[01:08:03] <Ri5ux> The main mod class is already registered to the bus...
L30[01:08:21] <Ri5ux> But the extra class, yes, I registered that manually.
L31[01:08:31] <McJty> Ri5ux, show us the code
L32[01:08:53] <TehNut> uh, no it's not?
L33[01:09:48] <Ri5ux> Excuse the formatting... https://github.com/Ri5ux/MinecraftTesting/blob/master/src/main/java/com/example/examplemod/ExampleMod.java
L34[01:10:12] <Ri5ux> TehNut, Yes it is. How else would FMLInitializationEvent and the other events work...
L35[01:10:18] <TehNut> ...
L36[01:10:22] <TehNut> @SubscribeEvent
L37[01:10:26] <Ri5ux> Exactly.
L38[01:10:29] <TehNut> @Mod.EventHandler is only for initialization events.
L39[01:10:44] <TehNut> The events you're talking about are fired on the Forge event bus
L40[01:10:47] <Ri5ux> Oh my fuck.
L41[01:10:53] <Ri5ux> Ignore my stupidity.
L42[01:11:07] <Ri5ux> I was told by someone that @EventHandler was what I should be using in 1.8.8
L43[01:11:13] <TehNut> No
L44[01:11:27] <TehNut> What they probably meant was that you *only* subscribe to the Forge event bus and not the FML one
L45[01:11:38] <TehNut> You still have to register to the bus and use @SubscribeEvent
L46[01:11:43] <Ri5ux> I was told both were merged in 1.8.8
L47[01:11:55] <TehNut> The FML and Forge buses were merged, yes
L48[01:12:02] <TehNut> @Mod.EventHandler is separate
L49[01:12:02] <Ri5ux> I'll brb. Have to switch to a hotspot
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L53[01:17:20] <Ri5ux> Thanks, Events work fine now. Gonna have to talk to the dude that told me otherwise....
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L63[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160102 mappings to Forge Maven.
L64[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160102-1.8.9.zip (mappings = "snapshot_20160102" in build.gradle).
L65[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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L73[02:44:44] <LexManos> https://gist.github.com/LexManos/777688c317288f47eb1f
L74[02:47:26] <ThePsionic> Lex++
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L76[02:53:03] <tterrag> lex: the javadoc for the item method is the same as for block
L77[02:53:09] <tterrag> i.e. it says "Block" and not "Item" :P
L78[02:55:03] <LexManos> updated
L79[02:56:00] <tterrag> why does it prefer delegate.getResourceName() ?
L80[02:56:09] <tterrag> (I don't even know what that method is)
L81[02:56:29] <LexManos> Thats the name that is set after you register the block in the block registry
L82[02:56:37] <LexManos> AE: the TRUE name
L83[02:57:07] <tterrag> ah...so then I'm confused as to the purpose of this new thing, if you can just pass through to the registry name
L84[02:57:46] <LexManos> GameData.registerBlock(block)
L85[02:58:02] <tterrag> I see
L86[02:58:03] <LexManos> instead of GameData.registerBlock(block, block.getUnlocalizedName().substring(6))
L87[02:58:08] <LexManos> because FUCK YOU THATS RETARDED
L88[02:58:17] <tterrag> I know it is, I've never done it that way
L89[02:58:50] <tterrag> ok, yeah that sounds useful. delegate the naming to the block instead of hardcoding in the registry call. smart
L90[02:58:57] <LexManos> yes, but most 'modders' do that
L91[02:59:03] <LexManos> because they are idiots who jsut copy pasta
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L93[03:09:15] <gabizou> what's this for exactly?
L94[03:09:34] <ThePsionic> gabizou: do you even read
L95[03:12:31] <gabizou> oh, I didn't actually read the GameRegistry changes, derp.
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L112[04:10:17] <Wuppy> a few years ago someone here suggested I'd get Creeper World 3
L113[04:10:25] <Wuppy> thanks for that, it's in incredible game!
L114[04:13:43] <Wuppy> it can also run on a potato so anybody can enjoy it :P
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L116[04:20:40] <Wuppy> question, is there an easy way to get all items in your hotbar?
L117[04:21:18] <masa> for loop :p
L118[04:21:35] <Wuppy> through what
L119[04:22:47] <masa> what?
L120[04:23:07] <Wuppy> well I know that you'd have to loop through all the slots in the hotbar
L121[04:23:12] <Wuppy> but how do you get access to said slots
L122[04:23:44] <masa> for (int i = 0; i < InventoryPlayer.getHotbarSize(), i++) { player.inventory.getStackInSlot(i); }
L123[04:24:07] <Wuppy> thanks, that's what I was looking for :)
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L127[04:31:16] <Wuppy> " I want to make a mod that spawns massive builds randomly other the world with tons of new mobs and I want to incorporate at least a hundred new items and blocks " hehe
L128[04:31:26] <Wuppy> the comments on my website make me laugh :P
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L130[04:33:04] <sham1> mmm
L131[04:33:09] <Wuppy> "So Wuppy, today i copy and pasted the mob code we used in the 1.5.2 tutorials and it was all kinda similar so I didn’t even need to change much. I just couldn’t get it to work though." stupidity!
L132[04:34:24] <Wuppy> I feel for Lex fry and diesieben having to deal with way more people like that on a daily basis :V
L133[04:38:32] <LatvianModder> Its even more annoying when some 12yr older that knows you, asks to teach them how to make mods.. Every now and then
L134[04:39:05] <LatvianModder> I always recommend them wuppy's tutorials >:D
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L137[04:39:47] <luacs1998> it's been a year, wuppy, and i still have some PTSD
L138[04:41:05] <Wuppy> LatvianModder, thanks :P
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L140[04:41:31] <Wuppy> luacs1998, I only check the comments on my website very irggularly by now and get about 10 times fewer than back in the modding tutorial days
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L143[04:41:57] <Wuppy> although I also really enjoyed helping people, getting the same stupid question 10 times a week got annoying
L144[04:45:07] <LatvianModder> Welp, Im usually more annoyed when people keep asking the same question all the time, when the answer is clearly written in curse page or like.. The next comment below or smth
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L147[04:50:09] <luacs1998> heh
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L151[05:06:23] <IoP> users.. Always reporting bugs or making questions...
L152[05:16:14] <sham1> well most of the users never actually make good questions
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L163[05:53:15] <Wuppy> lol the steam sale detective group is currently brute forcing the SEARCH box to figure out what's goin on
L164[05:53:34] <Wuppy> they're practically DDOSing the servers to figure out what the sale secret is :P
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L166[05:54:51] <Flenix> Is there a way to stop players from interacting with certain slots of a GUI? I want some slots to display their contents, but I don't want the player to be able to remove them.
L167[05:55:11] <Flenix> (Happy to make new slot classes if needed)
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L170[05:56:42] <Flenix> Oh, I suppose I can just use the containers slotclick? that's easy enough.
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L173[06:00:55] <masa> alright, time to get started on the testing of my mod... so much frickin prep work and fiddling around to get stuff set up for the testing even ;_;
L174[06:01:51] <masa> I needed to create separate template images for each dimension, in two variant for the per-region templates and then another set for the single template mode
L175[06:02:08] <masa> and all those in the global configs and then per-world configs
L176[06:02:42] <masa> and then I used imagemagick to split the larger template into the per-region images, but of course it didn't work under cygwin so I had to copy stuff to my server and back...
L177[06:03:17] <masa> and now to set up all the configs for global and per-world
L178[06:03:55] <masa> and then go through all the relevant settings in every combination and so forth... ugh
L179[06:04:04] <masa> this mod really sucks for thorough testing :D
L180[06:04:54] <masa> and then I need to still change templates for testing with mod biomes... or I guess I could just change the config, a lot easier
L181[06:05:38] <masa> I need a testing slave for this shit :D
L182[06:07:46] <masa> it gets more and more tempting to just stick a "stable" label on it and release it and then fix stuff if someone reports something is broken :D
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L187[06:33:14] <luacs1998> Wuppy, lol
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L189[06:38:01] <luacs1998> https://www.reddit.com/r/steamsaledetectives/wiki/summary wat
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L200[07:26:23] <OrionOnline> Hello
L201[07:28:26] <OrionOnline> I have a question about blockstates
L202[07:28:35] <OrionOnline> Say a blockstate has two propertiers
L203[07:28:40] <OrionOnline> properties*
L204[07:28:45] <OrionOnline> How do i only set one?
L205[07:30:30] <PaleoCrafter> uhm... state.withProperty(PROPERTY, value) ?
L206[07:30:37] <PaleoCrafter> that will leave the other one untouched
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L208[07:31:36] <ghz|afk> OrionOnline: you can't have "unset" properties
L209[07:31:49] <ghz|afk> you can however choose the defaults
L210[07:32:28] <ghz|afk> in your constructor call setDefaultState(blockState.getBaseState().withProperty(PROP, default value))
L211[07:33:07] <masa> what is the "cleanest" way of checking if a given int is in a int[] array? just a regular for loop?
L212[07:33:30] <OrionOnline> masa, yeah probably
L213[07:33:40] <OrionOnline> ghz|afk, PaleoCrafter i currently have this:
L214[07:33:41] <OrionOnline> https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/TileEntity/TileEntityFirePit.java
L215[07:34:06] <OrionOnline> But for some reason the the Burning value is being reset, even though i have the TE forcefully set it to true every tick
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L217[07:34:42] <ghz|afk> are you setting it in the client by any chance?
L218[07:35:09] <OrionOnline> I run the setting code only on both sides
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L220[07:35:33] <masa> not al lthe sides, only on both sides? :D
L221[07:35:37] <OrionOnline> I would prefer if there is a way i could not have then be synced
L222[07:35:44] <OrionOnline> I know masa realised my mistake :P
L223[07:36:04] <ghz|afk> well you should probably set it only in the server and let the server notify the client
L224[07:36:21] <OrionOnline> I really donnot want to do that
L225[07:36:21] <masa> OrionOnline: where in that class are you setting it?
L226[07:36:35] <OrionOnline> I set it using the methods at the bottom masa
L227[07:37:03] <OrionOnline> I have an event that gets fired when one of my blocks needs to update the model based of TE data that gets chagned
L228[07:37:05] <ghz|afk> gotta go
L229[07:37:07] * ghz|afk leaves
L230[07:37:33] <OrionOnline> no masa
L231[07:37:47] <OrionOnline> the methods to set the values are actually on the top under the constructor my mistake
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L234[07:41:43] <dangranos> is it possible to have 100 people on Forge server?
L235[07:45:37] <sham1> of course
L236[07:47:20] <masa> OrionOnline: why would you not want the game handle the syncing?
L237[07:47:37] <OrionOnline> because the event can be canceled
L238[07:47:51] <masa> not syncing a blockstate would just be weird
L239[07:47:51] <OrionOnline> Or changed
L240[07:47:59] <masa> uh, so?
L241[07:48:02] <OrionOnline> The blockstate is not there for data storage
L242[07:48:21] <OrionOnline> If it was up to me i would not even have it saved to disk
L243[07:48:41] <masa> well you don't have to
L244[07:49:05] <OrionOnline> If i not implement the getMetaFromState and getStateFromMeta methods i get an exception....
L245[07:49:11] <masa> but syncing to client has nothing to do with saving to disk
L246[07:49:25] <masa> hmm well
L247[07:49:30] <OrionOnline> masa i know
L248[07:49:44] <masa> actually I don't know how the blockstates are synced
L249[07:49:45] <OrionOnline> The values in the blockstates are only used on the Client
L250[07:50:12] <OrionOnline> So i have the TE on the client side run the model dependent calulations set the values and be done with it
L251[07:50:26] <masa> well there should be no reason to actually return anything but 0 from getMetaFromState()?
L252[07:50:30] <OrionOnline> i need to set the flag to 2 when setting the blockstate in the world
L253[07:50:43] <OrionOnline> That is true
L254[07:50:48] <masa> if you don't set the state based on the meta read from disk anyway
L255[07:52:16] <OrionOnline> I might actually try something
L256[07:54:05] <masa> OrionOnline: if you have the client side setting the blockstates then that is probably why it's not working, I don't think you should be setting anything on the client
L257[07:54:26] <masa> you should only return the correct state from the getWhateverState() methods
L258[07:54:52] <masa> getACtualState() I believe
L259[07:54:56] <OrionOnline> Hmm alright.. So if i only set it on the server that might fix it
L260[07:55:12] <masa> or extended, don't really know what that one was for
L261[07:55:21] <OrionOnline> getExtendedState
L262[07:55:25] <OrionOnline> I use that for the OBJ Model
L263[07:55:33] <masa> yeah it soudns to me that the server syncing is overriding your client side states
L264[07:56:02] <masa> because you should not be trying to override the state on the client in the world, only return the actual state for the rendering from the getActualState() etc. methods
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L268[08:06:23] <OrionOnline> ah got damn sorry masa
L269[08:06:27] <OrionOnline> I actually sent the TE file
L270[08:06:32] <OrionOnline> not the block file
L271[08:06:34] <OrionOnline> one sec
L272[08:06:41] <masa> I did look at it already too :p
L273[08:06:45] <OrionOnline> Ah okey
L274[08:07:33] <masa> lots of code that I'm not familiar with so I can't really say anything about it
L275[08:07:51] <masa> except the things I said already...
L276[08:07:58] <OrionOnline> I am trying to figure out what is randomly overwriting the value
L277[08:08:25] <masa> are you sure something is?
L278[08:08:46] <OrionOnline> Yeah
L279[08:08:50] <OrionOnline> I can see in the F3
L280[08:08:59] <masa> so what exactly is happening? you have a firepit multiblock thingy, and something is setting it to what state?
L281[08:10:15] <OrionOnline> the master value for the multiblock is always
L282[08:10:17] <OrionOnline> correct
L283[08:10:46] <OrionOnline> Just the one for burning gets sometimes set to false, even when i set the value forcefully to true, no matter what the value in the parameter is
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L285[08:14:19] <masa> well, the first thing I would do is make sure you are not actually trying to use setBlockState() on the client, that I'm pretty sure will just mess things up
L286[08:14:35] <OrionOnline> hmm
L287[08:15:40] <OrionOnline> masa as said it is not that easy
L288[08:15:50] <OrionOnline> I need to cue a rendered of the block
L289[08:16:14] <OrionOnline> Oh wait never mind when i set flag 1 and 2 it will update the block accordingly as well on the client side
L290[08:16:15] <masa> so you either set the burning and master properties only on the server and let it sync to the client, or if you have the necessary data on the client via the TE, then you could only return the correct state from getExtendedState()
L291[08:16:16] <OrionOnline> One sec
L292[08:16:43] <OrionOnline> I will try server side only first
L293[08:22:31] <OrionOnline> So for some reason the block state is not syncing....
L294[08:23:52] <OrionOnline> What the helll.....
L295[08:24:13] <OrionOnline> fry is the ExtendedState for the OBJ model interfering with State syncing?
L296[08:26:47] <fry> only metadata is synced, not even getActualState will be synced
L297[08:26:48] <diesieben07> orion extended state is client only
L298[08:29:26] <OrionOnline> ... Weird then why is my state no being synced.
L299[08:29:58] <OrionOnline> i am passing as flag a 3
L300[08:30:09] <diesieben07> is the state stored in metadata?
L301[08:30:14] <OrionOnline> yes
L302[08:30:17] <OrionOnline> One sec
L303[08:31:26] <OrionOnline> This is what i am using now: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/Block/BlockFirePit.java
L304[08:31:49] <OrionOnline> As you can see the burning property is forcefully set to true, but looking at the F3 it is still false
L305[08:33:16] <OrionOnline> Wait for some reason that method is never called....
L306[08:33:38] <diesieben07> the hell are you doing in the metadata encoding :O
L307[08:33:54] <OrionOnline> What do you mean?
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L309[08:34:10] <diesieben07> just set a bit for each boolean
L310[08:34:26] <diesieben07> int meta = (b1 ? 1 : 0) | (b2 ? 2 : 0)
L311[08:34:32] <OrionOnline> Why did i not think of that......
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L315[08:38:23] <Flashfire> @diesieben07 Hi, I asked you about setting the quads for an ISmartBlockModel last night but I didn't have too much luck
L316[08:39:26] <Flashfire> I tried clearing newModel.getFaceQuads(EnumFacing) and setting each facing to the value baseModel.getFaceQuads(EnumFacing) but I didn't see a visible difference
L317[08:41:55] <masa> 2016-01-02 16:40:23 [INFO] Found 1 fields to add to net/minecraft/world/gen/layer/GenLayer
L318[08:41:58] <masa> 2016-01-02 16:40:23 [INFO] WAT
L319[08:41:59] <masa> wat :D
L320[08:42:01] <masa> 2016-01-02 16:40:24 [INFO] Mantle (1.7.10-0.3.2.jenkins191) -- Preparing for launch.
L321[08:42:36] <masa> hm, I wonder is that from Mantle or some other mod
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L346[09:59:28] <Jared> Does anyone know how I can scale an obj model? this is how it is currently rendering... http://www.blamejared.com/content/2016-01-02_17-09-00.png
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L348[10:02:15] <heldplayer> That's a.. uh... very nice model you have there
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L351[10:11:42] <Renari> How do I change the forge version requirement for a mod? I was using the latest forge release for 1.8.9 however now when I build the mod requires forge 11.15 even though I'm not using anything that requires the newer version.
L352[10:12:40] <Renari> I have downloaded 11.14 and moved the sources over to that gradle setup but it still builds requiring 11.15
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L354[10:13:40] <ThePsionic> Renari: Do you have any Forge deps in your @Mod annotation?
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L356[10:14:21] <Overreacted> is there a way to render parts of my custom json block model based on whether there is an item in a certain slot of the container?
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L358[10:15:02] <Renari> ThePsionic, no I do not, just modid, name and version.
L359[10:15:06] <Overreacted> I know how to do it with a custom rendered model, but I'd like to know if I can do it with these new json formats
L360[10:15:16] <Overreacted> Do i define more variants in the blockstate file?
L361[10:19:46] <Renari> The only think I can find that references the forge version is the build.gradle which is referencing 1.8-11.14.4.1563.
L362[10:25:46] <diesieben07> Renari, FG sets the MC version in your @Mod automatically. if you want to change it, provide it explictly
L363[10:26:07] <Renari> Alright, thanks.
L364[10:27:07] <Flashfire> @diesieben07 How can I transform the quads of a model as you told me yesterday?
L365[10:27:43] <diesieben07> i do not know. i only know basic concepts with rendering. i haven't done any of this myself. if i had to, i'd have to figure it out, too
L366[10:27:53] <Flashfire> Ah I see
L367[10:28:06] <ThePsionic> Ask fry :P
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L375[10:58:02] <VapourDrive> Does anyone know where vanilla does it's block model registering?
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L379[11:04:27] <raoulvdberge> In 1.8.9, what is removeStackFromSlot supposed to do / return?
L380[11:04:37] <raoulvdberge> Because Mojang keeps adding methods to IInventory like its nothing.
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L382[11:05:18] <Girafi> It was there in 1.7.10, just another name if I remember correctly :p
L383[11:05:31] <Kobata> Yeah, I think that was an old one
L384[11:05:37] <raoulvdberge> Oh.. getStackInSlotOnClosing ?
L385[11:05:41] <Kobata> As the comment says, it should return the stack that was there
L386[11:06:10] <VapourDrive> yeah, just the itemstack from the stack array in your TE at that index number if it isn't null
L387[11:06:17] <raoulvdberge> ok thanks
L388[11:06:22] <raoulvdberge> nvm my Mojang rant then :P
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L397[11:26:33] <Unh0ly_Tigg> when a GuiContainer is rendering items in slots, where does the position translation happen to make the slot display location be relative to the gui's draw area (versus a corner of the game window itself)?
L398[11:26:48] <Unh0ly_Tigg> in 1.8.9*
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L402[11:28:57] <ThePsionic> Wuppy: tfw a concert you want to go to isn't on I'M IN
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L404[11:30:50] <Unh0ly_Tigg> never mind, GuiContainer.drawScreen, it tells opengl to translate to (guiLeft, guiTop)
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L406[11:39:30] <Unh0ly_Tigg> how (in 1.8.x) would you change a property on a blockstate for a position in a world, and preserve the tile entity?
L407[11:40:48] <raoulvdberge> Unh0ly_Tigg: implement shouldRefresh in your TE
L408[11:42:29] <MattDahEpic> yay AGDQ is tomorrow
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L410[11:49:18] <Unh0ly_Tigg> for anyone that can do a proper pull request on the forge repo, https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/minecraft/net/minecraft/tileentity/TileEntity.java.patch#L94 the last parameter should be "newState", not "newSate", there's a typo.
L411[11:50:01] <ThePsionic> We need to collect all spelling errors and make one giant PR tbh
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L416[11:59:09] <Unh0ly_Tigg> So, I can tell that my furnace is working in terms of finding valid multi item 'recipes', it just doesn't actually smelt items for some reason...
L417[11:59:26] <ThePsionic> Wuppy: get yo ass over here
L418[12:00:17] <Unh0ly_Tigg> though, once I get it working, I can code an electric version of the furnace without having to rewrite the logic.
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L420[12:02:05] <Unh0ly_Tigg> because the logic for the most part, doesn't actually know anything other than it's implementing an alloy furnace, it just needs an inventory, some ints for where to get input, where to put output, and what field ids to store things in.
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L423[12:05:27] <raoulvdberge> pfff, anyone know why my cable TESR is not rendering as an item? Relevant code from ClientProxy: http://pastebin.com/a3YQWedN the top lines are from preInit
L424[12:06:05] <raoulvdberge> its just rendering the placeholder texture
L425[12:06:32] <raoulvdberge> I used https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ItemTileDebug.java as reference
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L430[12:20:02] <masa> humm, so if MCPBot says AT public, why would a field show up as protected in eclipse, or are those ATs only at runtime?
L431[12:21:03] <masa> in 1.7.10 the bot doesn't have the AT line and the field was public in eclipse
L432[12:25:00] <PaleoCrafter> masa, the AT line just shows what an AT would look like
L433[12:25:05] <PaleoCrafter> not that that AT actually exists
L434[12:27:30] <masa> uh, what's the point of that then?
L435[12:28:28] <masa> welp, time for reflection then...
L436[12:28:42] <PaleoCrafter> it helps with writing ATs :P
L437[12:28:58] <masa> why do they have to keep hiding stuff during updates :/
L438[12:29:17] <masa> ie. changing things from public to protected or private
L439[12:29:29] <shadekiller666> anyone know how to setup an ssh key in SourceTree so that i don't have to type in my username and password every time i push via the git bash terminal?
L440[12:30:04] <masa> does it use the cmdline git?
L441[12:30:40] <masa> then you should be able to put your key in the .ssh directory inside your home dir probably
L442[12:31:23] <masa> if I remember correctly git bash uses that location
L443[12:31:43] <shadekiller666> sourcetree uses git bash as the terminal i believe
L444[12:31:51] <shadekiller666> "MINGW64"
L445[12:31:56] <shadekiller666> whatever that means
L446[12:32:28] <masa> then it should be like c:/Users/you/.ssh
L447[12:33:05] <masa> throw your id_rsa files there
L448[12:33:20] <masa> and the dir might need to be chmod 700 and the key files 600
L449[12:33:28] <shadekiller666> running 'ls -al ~/.ssh' shows that there is a github_rsa pair and an id_rsa pair
L450[12:33:40] <masa> at least on linux openssh complains if they are readable to other users
L451[12:33:49] <shadekiller666> i'm on windows 10
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L453[12:34:55] <masa> well even so
L454[12:35:30] <masa> although I have no idea how these *nix shells translate to NTFS permissions
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L456[12:38:58] <shadekiller666> i ran ssh-agent -s to start the ssh agent and it printed stuff about SSH_AUTH_SOCK=<path>; export SSH_AUTH_SOCK; SSH_AGENT_PID=<5 digits>; export SSH_AGENT_PID; echo Agent pid <5 digits>;
L457[12:39:03] <shadekiller666> don't know what that means
L458[12:39:27] <AnnaMayBelle> So, I'm about to ask a string of really dumb questionsh ere, but... for starters... Is there any supported way to run a Forge server with plugins?
L459[12:40:01] <shadekiller666> but after that i tried 'ssh-agent ~/.ssh/id_rsa' and it said "Could not open a connection to your authentication agent."
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L462[12:43:21] <masa> yeah I have no idea how those agents are supposed to work...
L463[12:44:01] <masa> I just have my keys there and it just works :p
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L465[12:44:25] <masa> I use git directly from cmdline, via cygwin
L466[12:44:34] <masa> on windows that is
L467[12:45:11] <masa> and on linux, well directly from terminal
L468[12:45:43] <unascribed> shadekiller666, you need to do something like "eval $(ssh-agent -s)"
L469[12:45:50] <unascribed> so it loads the variables into the shell
L470[12:46:07] <masa> AnnaMayBelle: so you mean bukkit plugins? isn't Cauldron the thing that combines bukkit and forge?
L471[12:46:49] <masa> so that support (if any) would come from the cauldron side of things
L472[12:46:52] <shadekiller666> ahh it seems to have worked that time, thanks unascribed
L473[12:46:53] <unascribed> if you mean any platform and not just Bukkit, you can write a mod with acceptableRemoteVersions="*", or use Sponge
L474[12:46:57] <unascribed> welcome shade
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L479[12:57:32] <AnnaMayBelle> Back sorry! Got pulled afk right after posting. But yes, Masa, Cauldron is the combination of Bukkit and Forge... But from what I've been able to find, all official development and support of Cauldron has stopped. I was just curious if there were any other methods out there.
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L483[13:01:21] <masa> well Sponge is the "new bukkit" and it is built on top of Forge afaik
L484[13:02:50] <masa> I don't know much about it, but I believe that would probably be the best option atm if it is complete enough for regular use
L485[13:04:38] <AnnaMayBelle> Alright, thank you!
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L495[13:35:39] <ThePsionic> Where's a Wuppy when you need one
L496[13:38:16] <PaleoCrafter> why would you need a Wuppy
L497[13:38:27] <masa> so is acceptedMinecraftVersions="1.8,1.8.8,1.8.9" the correct syntax? the brackets are only for ranges, right?
L498[13:38:31] <PaleoCrafter> I heard it's contagious
L499[13:38:43] <PaleoCrafter> you need the brackets afaik, masa
L500[13:39:18] <masa> hurr durr wtf
L501[13:39:24] <PaleoCrafter> square brackets for a closed range, round ones for an open one
L502[13:40:09] <masa> I had the brackets like "[1.8,1.8.8,1.8.9]" but then it said can't run on 1.8.9 the mod wants [1.8,1.8.8,1.8.9] and then I took the brackets out and it worked at least in 1.8.9
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L504[13:40:46] <masa> but I seem to have the brackets on another mod, unless I never rebuilt and tested that with this one...
L505[13:40:56] <masa> this syntax I mean
L506[13:41:06] <Girafi> Remove the 1.8.8 parameter
L507[13:41:08] <Girafi> It's in range
L508[13:41:13] <Girafi> So 1.8, 1.8.9 is what you want
L509[13:41:27] <ThePsionic> PaleoCrafter: I need to discuss ...matters.
L510[13:41:39] <ThePsionic> With Wuppy, that is.
L511[13:42:31] <masa> yeah nope it won't work with the brackets
L512[13:42:41] <masa> Girafi: well then it would accept imaginary versions...
L513[13:43:13] <Girafi> Well it's a not a problem if it's a imgainary version ? :p
L514[13:43:21] <Girafi> Just put a dependency on Forge too, then you're good :3
L515[13:43:33] <masa> I got yelled at yesterday for suggesting [1.8,1.9), although I guess accepting imaginary future versions is a lot worse
L516[13:43:36] <PaleoCrafter> VersionRange.createFromVersionSpec is the parsing
L517[13:43:57] <Girafi> Yeah
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L522[14:16:12] <MattDahEpic> for some reason my mod loads, but refuses to be active. any help? code: https://github.com/MattDahEpic/MDECore
L523[14:16:33] <ghz|afk> masa: you have a mod that works in both 1.8 and 1.8.9?
L524[14:16:36] *** ghz|afk is now known as gigaherz
L525[14:17:06] <gigaherz> I wonder if mine would work on 1.8
L526[14:17:56] <gigaherz> MattDahEpic: you don't have an @Mod?
L527[14:18:00] <gigaherz> it's commented out
L528[14:18:08] <MattDahEpic> cause coremod
L529[14:18:12] <gigaherz> aha
L530[14:18:41] <gigaherz> but you still do have a mod file with lifecycle events in it
L531[14:19:00] <gigaherz> anyhow
L532[14:19:07] <gigaherz> you are talking about the coremod side of things
L533[14:19:17] <MattDahEpic> https://github.com/MattDahEpic/MDECore/blob/1.8.8/src/main/java/com/mattdahepic/mdecore/tickrate/TickrateCoreMod.java
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L538[14:38:52] <PaleoCrafter> what did one have to pass to registerItemVariants again, ModelResourceLocations or regular ones?
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L540[14:43:41] <PaleoCrafter> fry ^ :P
L541[14:43:54] <fry> MRL
L542[14:48:23] <PaleoCrafter> kthx
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L545[14:55:45] <masa> gigaherz: yes, two mods actually
L546[14:56:20] <masa> I could have three except that one needs ore gen event stuff that was only added in 1.8.8
L547[14:56:30] <masa> on the forge side
L548[14:57:09] <masa> and the fourth doesn't work on 1.8 and 1.8.8+ because mojang once again changed the ScaledResolution constructor parameters, lel
L549[14:58:08] <masa> but all of these four mods are kind of utility type mods, they have quite limited contact with minecraft
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L552[14:58:27] <masa> and no actual in-game content
L553[14:59:59] <masa> but now finally I got the 0.4.0 release of painted biomes out, both for 1.7.10 and 1.8/1.8.8/1.8.9
L554[15:00:19] <masa> so now only my only content mod to re-port for 1.8+
L555[15:00:34] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/1a31ff9f065220ea169fbbdd383019c2b7f1f583 Spread the word, we MUST kill the strocious 'getUnlocalisedName().substring(6)' bullshit!
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L558[15:01:38] <gigaherz> Nice Lex,
L559[15:01:51] <kashike> I'm curious why the substring in the first place, not sure why that'd be done
L560[15:02:08] <gigaherz> kashike:
L561[15:02:12] <LexManos> modders are idiots that copy paste everything they see in tutorials without question
L562[15:02:13] <gigaherz> if you do
L563[15:02:18] <gigaherz> setUnlocalizedName("someBlock")
L564[15:02:20] <gigaherz> then you do
L565[15:02:25] <gigaherz> getUnlocalizedName()
L566[15:02:30] <gigaherz> it returns "tile.someBlock"
L567[15:02:33] <gigaherz> so people substring(5)
L568[15:02:39] <gigaherz> to get the "name"
L569[15:02:46] <kashike> ah
L570[15:02:55] <gigaherz> but that name is not necessarily the same as the registration name
L571[15:02:59] <kashike> thanks for clarifying
L572[15:03:05] <gigaherz> that's just the identifier used by mc to look up the translation strings
L573[15:03:14] <gigaherz> because of people doing that
L574[15:03:16] <gigaherz> you see stuff like
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L576[15:03:28] <gigaherz> modname:modname:blockname
L577[15:03:33] <gigaherz> as registration strings
L578[15:03:55] <gigaherz> because someone who used substring() later learned that unlocalized names are meant to include the modname in them to avoid conflicts
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L581[15:04:21] <gigaherz> so whenever we (at least I) saw someone using substring
L582[15:04:42] <gigaherz> it was suggested that they either separate them, or implement a getRegistationName() method that returns the "clean" string
L583[15:05:07] <gigaherz> so lex now added that to the forge-extended block class
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L585[15:05:26] <gigaherz> so that we can tell people "just call setRegistrynName!"
L586[15:06:00] <gigaherz> avoiding the substring and all related side-effects.
L587[15:09:02] <PaleoCrafter> creating a key binding requires nothing more than instantiating KeyBinding, right?
L588[15:09:17] <gigaherz> then you register it with the clientregistry
L589[15:09:30] <gigaherz> http://www.minecraftforge.net/wiki/Key_Binding
L590[15:09:34] <PaleoCrafter> oh... right ._.
L591[15:09:38] <gigaherz> it's for 1.7.10 but I don't think this changed
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L593[15:09:43] <PaleoCrafter> I wrote that tutorial, lol
L594[15:09:50] <gigaherz> XD
L595[15:09:59] <gigaherz> --PaleoCrafter 17:10 24 March 2014
L596[15:10:00] <gigaherz> true
L597[15:10:00] <gigaherz> XD
L598[15:10:07] <LexManos> you know..
L599[15:10:10] <tterrag> y u no move to official docs
L600[15:10:12] <LexManos> i wish there was a generic i could do
L601[15:10:29] <LexManos> that makes a function return this class type. ...
L602[15:10:42] <tterrag> I was just saying the same thing a few days ago
L603[15:10:43] <PaleoCrafter> because I'm a lazy bastard, tterrag
L604[15:11:02] <tterrag> I needed ti return a Foo<this>
L605[15:11:10] <PaleoCrafter> Lex, like this.type in Scala?
L606[15:11:18] <MattDahEpic> what should i call to make my mod have the green U of updatebleness in the mod list
L607[15:12:01] <gigaherz> use forge's update checker system?
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L609[15:12:24] <gigaherz> I don't actually know what "U" you mean ;P
L610[15:13:45] <MattDahEpic> gigaherz, https://i.imgur.com/qxe1j99.png
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L612[15:15:04] <LexManos> probably Paleo, so that instead of returning 'Item' it would return whatever subclass so we dont have to recast.
L613[15:15:14] <PaleoCrafter> yeah, that's what this.type does
L614[15:15:16] <gigaherz> MattDahEpic: I have never noticed that XD
L615[15:15:26] <PaleoCrafter> pretty snazzy for fluent APIs
L616[15:15:30] <LexManos> mm
L617[15:15:38] <LexManos> anyways enough bitching.
L618[15:19:50] <masa> U as in up-to-date or go-update-this-old-shit?
L619[15:20:01] <MattDahEpic> u for update available
L620[15:20:16] <gigaherz> as I said
L621[15:20:23] <gigaherz> wouldn't that be forge's update checker system?
L622[15:20:28] <tterrag> I am going to write a docs page about the update checker
L623[15:20:31] <tterrag> eventually
L624[15:20:48] <LexManos> All you need is to add a url to your @Mod
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L626[15:21:11] <LexManos> https://gist.github.com/LexManos/7aacb9aa991330523884
L627[15:21:16] <gigaherz> what kind of content does it need on the server?
L628[15:21:22] <gigaherz> just a plain text string with the version?
L629[15:21:28] <gigaherz> some json?
L630[15:21:46] <gigaherz> aha update.json
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L632[15:23:25] <masa> hmm, and where to host said json... gist doesn't work because it always has the commit hash in the url?
L633[15:23:39] <MattDahEpic> put it in a repo and get the raw
L634[15:23:43] <PaleoCrafter> ^
L635[15:24:05] <gigaherz> btw PaleoCrafter, it's funny that your tutorial on key bindings used "O" for ping, which has no "o" in it, but "p" for pong, which does have "o" in it, while ping does have the "p" ;P
L636[15:24:10] <masa> https://gist.githubusercontent.com/LexManos/7aacb9aa991330523884/raw/f9183208efc4a07f89ed5e68de6cee740f380b4f/example.json
L637[15:24:20] <PaleoCrafter> :D
L638[15:24:26] <LexManos> >.<
L639[15:24:28] <masa> then what is the second hash in that? if you push an update, wouldn't that change?
L640[15:24:31] <gigaherz> masa: ideally in your maven output
L641[15:24:42] <PaleoCrafter> repo, masa, not gist :P
L642[15:24:47] <gigaherz> barring that, on some website you host
L643[15:25:03] <masa> right, so gist won't work, which is what I was asking :p
L644[15:25:14] <gigaherz> no but a dropbox would
L645[15:25:20] <LexManos> http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions_slim.json
L646[15:25:30] <LexManos> if you use Forge's server it gives you this file automatically ;)
L647[15:27:00] <MattDahEpic> what'll get me to use the forge updater is a ModContainer.updateAvailable boolean
L648[15:27:19] <LexManos> why?
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L650[15:27:30] <MattDahEpic> in chat update available message
L651[15:27:35] <LexManos> no fuck that
L652[15:27:40] <LexManos> the entire point is to NOT do that
L653[15:28:11] <Matthew> oh god no. screw those to hell and back
L654[15:28:15] <LexManos> One central place for checking if updates are avalible, one central place for managing the config for checking or not.
L655[15:29:13] <MattDahEpic> in chat messages are the easiest way to get player to bug pack makers to update mods
L656[15:29:20] <MattDahEpic> tickrate
L657[15:29:28] <MattDahEpic> whoops wrong chat
L658[15:29:35] <LexManos> Dont care, that nag is fucking retarded
L659[15:29:41] <LexManos> and it never actually gets the modpack updated
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L661[15:30:30] <PaleoCrafter> the most tolerable thing (not saying it should be done) would be Forge itself saying "there are 2 mod updates available, check the menu" or something
L662[15:30:40] <LexManos> That MIGHt be fesible.
L663[15:30:43] <MattDahEpic> ^ thats waht i mean
L664[15:30:45] <LexManos> but I still ahte the spam
L665[15:30:48] <ThePsionic> Mayhaps
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L667[15:33:19] <shadekiller666> is there any difference in execution time between initializing a Map<K, V> with "new HashMap<K, V>()" or initializing it with "Maps.newHashMap()"
L668[15:33:32] <PaleoCrafter> not really, it's about the generics .P
L669[15:33:35] <gigaherz> shadekiller666: negligible
L670[15:33:43] <shadekiller666> or advantage of one over the other
L671[15:33:54] <PaleoCrafter> you don't have to repeat the type parameters with the latter
L672[15:33:56] <gigaherz> the latter lets you avoid the <K, V> part
L673[15:34:00] <gigaherz> in java < 7
L674[15:34:15] <gigaherz> in Java7+ you have diamond operators
L675[15:34:19] <gigaherz> so it's not necessary anymore
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L677[15:34:27] <shadekiller666> i prefer the Maps.newHashMap() personally, it looks cleaner and Maps has other usefull initializers
L678[15:34:59] <williewillus> google actually encourages you to use the standard constructor in java 7+, but it really doesn't matter
L679[15:35:02] <LexManos> yes Maps.newHashMap is slower
L680[15:35:09] <LexManos> not much because its jsut one function call
L681[15:35:12] <LexManos> but technically slower
L682[15:35:25] <LexManos> But the benifit in code cleanliness is worth it.
L683[15:35:55] <PaleoCrafter> I know a certain person who has been trying to write an MC API that might nitpick about that xD
L684[15:36:07] <diesieben07> it's pretty much never *actually* slower because JIT and inlining
L685[15:36:17] <PaleoCrafter> They also think that ifs are bad
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L687[15:37:12] <shadekiller666> ok
L688[15:38:05] <shadekiller666> the guava collections classes like Maps, Lists, and Sets are really nice when you want to duplicate a map/list/set
L689[15:38:36] <williewillus> PaleoCrafter: wat
L690[15:38:40] <diesieben07> vanilla java often has copy constructors though, such as new ArrayList<>(collection)
L691[15:38:46] <PaleoCrafter> you don't know ltp, williewillus? D:
L692[15:38:53] <LexManos> wait
L693[15:38:57] <LexManos> ltp thinks ifs are bad?
L694[15:39:01] <PaleoCrafter> yes he does
L695[15:39:01] <LexManos> how does it do anything in code?
L696[15:39:13] <williewillus> i think I've heard but who is this
L697[15:39:16] <williewillus> and what's he doing?
L698[15:39:31] <LexManos> ltp is a retard, lets jsut l;eave it at that
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L700[15:39:48] <illy> you should see his API...
L701[15:39:59] <LexManos> leave it at that
L702[15:40:09] <williewillus> ohhh just one of the many "forge sucks lets make my own" people :p
L703[15:40:13] <LexManos> i dotn want his drama in here I get enough of it with his harrasment of me over pms
L704[15:41:11] <Flashfire> Does anyone know where I can find an example of a TESR class for a tile entity that mimics a block?
L705[15:41:46] <Flashfire> Also for 1.8 (preferably 1.8.8)
L706[15:42:04] <diesieben07> i don't see why you would need a TESR for that.
L707[15:42:19] <LexManos> you dont
L708[15:42:20] <Flashfire> Because I can't get my block to change texture
L709[15:42:32] <Flashfire> I mean so it can be the texture of any block underneath it
L710[15:42:48] <LexManos> Ah 'I cant do something simple and dont want to do research so I will ask people to write my code for me!'
L711[15:42:52] <diesieben07> flash, show what you have tried with the method i told you
L712[15:42:59] <Flashfire> I did research for a long time
L713[15:43:04] <LatvianModder> there even was an exmple for that somewhere
L714[15:43:13] <williewillus> you just need a smartmodel that steals the model of another block
L715[15:43:16] <PaleoCrafter> also a classic case of http://xyproblem.info/
L716[15:43:29] <diesieben07> he wants his own model, but other blocks texture
L717[15:43:29] <Flashfire> I tried using ISmartBlockModel and it works to take the texture but then it changes the bounds so it's full cube
L718[15:43:35] <Flashfire> ^
L719[15:43:54] <diesieben07> again, you need to create your BakedQuads manually and give them the other block's texture
L720[15:44:03] <diesieben07> show where you tried that.
L721[15:44:08] <Flashfire> I tried changing the array but it didn't change anything visibly
L722[15:44:19] <williewillus> show code :p
L723[15:44:20] <diesieben07> array? wat
L724[15:44:25] <LexManos> http://www.minecraftforge.net/forum/index.php/topic,35870.0.html hehe idiots
L725[15:45:13] <Flashfire> Hold on I'll upload the code
L726[15:46:13] <Flashfire> The commented stuff in handleBlockState are things I tried just to see if I could make a visible difference in the model but it didn't work
L727[15:46:14] <Flashfire> https://gist.github.com/anonymous/5f1909c0fd0fc2f5a3f2
L728[15:46:46] <Flashfire> I tried a few other things with the same list like clearing it
L729[15:47:08] <diesieben07> never ever modify models
L730[15:47:14] <diesieben07> models are immutable, create new ones
L731[15:47:38] <diesieben07> actually...
L732[15:47:39] <Flashfire> Alright, how would I go about defining my own vertex data?
L733[15:47:47] <diesieben07> again. create new bakedQuads
L734[15:47:55] <diesieben07> i see nowhere where yu even attempted
L735[15:48:02] <diesieben07> that. you just copied something form TGG
L736[15:48:03] <Flashfire> It's not in there, I took it out
L737[15:48:06] <diesieben07> probably without understanding it
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L739[15:49:29] <MattDahEpic> haha i got my tickrate management working, now to make a bed that simulates night by changing tickspeed: https://dl.dropboxusercontent.com/u/146233520/ShareX/2016/01/2016-01-02_14-45-54.mp4
L740[15:49:43] <williewillus> isn't there a mod that does that or used to anyway
L741[15:49:45] <williewillus> somnia was it?
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L743[15:51:10] <masa> how much can you increase tickspeed before the server dies?
L744[15:51:29] <diesieben07> depends™
L745[15:51:41] <Flashfire> Is there a special method for creating vertex data arrays?
L746[15:51:47] <Unh0ly_Tigg> how do you get the game type of a player regardless of the logical side of code execution?
L747[15:52:13] <diesieben07> Flashfire, look at how vanilla does it?
L748[15:52:33] <Flashfire> I wasn't sure where to look but I'll try to find it
L749[15:53:22] <diesieben07> Unh0ly_Tigg, don't think you can
L750[15:53:36] <diesieben07> Flashfire, use your IDE, look for where BakedQuads are created
L751[15:53:44] <MattDahEpic> masa, at 1000 its runs a good 5000+ms behind and drops ticks accordingly
L752[15:54:30] <Unh0ly_Tigg> diesieben07, alright, then is there a way to get it client side? from an EntityPlayer?
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L754[15:55:38] <williewillus> there's got to be a way, both sides need to know the game mode
L755[15:55:45] <williewillus> client for gui stuff
L756[15:55:58] <williewillus> server to let you fly/clip through/spectate, etc.
L757[15:56:04] <diesieben07> Unh0ly_Tigg, Minecraft#playerController.getCurrentGameType()
L758[15:56:14] <diesieben07> you cannot know for players that aren't the client player
L759[15:56:59] <masa> wut?
L760[15:57:24] <Giraffestock> you cant know another players gamemode
L761[15:57:29] <Giraffestock> on the server
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L763[15:57:36] <diesieben07> on the client*
L764[15:57:51] <diesieben07> the server knows everybody's gamemode
L765[15:58:10] <Flashfire> Instead of using the vanilla method, wouldn't it work to take the facequads data from the model I want to use and use that?
L766[15:58:16] <Matthew> hey lex, you said if we used the forge server we get promotions_slim automatically. I'm not seeing it :/
L767[15:58:28] <diesieben07> Flashfire, but you want your own model i thought...
L768[15:58:41] <LexManos> have you prmoted anything?
L769[15:58:43] <Flashfire> I want a pressure plate model so it's already in vanilla
L770[15:58:59] <Flashfire> Sorry if I was unclear
L771[15:59:07] <diesieben07> yes, but you do not wish to use the model from the block below
L772[15:59:18] <Flashfire> That's correct
L773[15:59:20] <Matthew> well I just pushed a build to maven, I assume that promotes latest
L774[15:59:27] <LexManos> it does not
L775[15:59:28] <diesieben07> so you need to construct the quads with how YOU wnat the model and then with the other blocks texture
L776[15:59:30] <LexManos> you need to promote it
L777[15:59:42] <Matthew> ahh right. how does one promote? overmind never told me
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L779[15:59:54] <Giraffestock> diesieben07 I meant 'you cant know another players gamemode on the server'
L780[15:59:56] <Giraffestock> my bad
L781[15:59:58] <Flashfire> Ah, I suppose texture is included in that
L782[16:00:09] <LexManos> curl --user USERNAME:PASSWORD http://files.minecraftforge.net/maven/manage/promote/latest/your.poroject.path.name/PROMOTED_BUILD
L783[16:01:01] <Matthew> ahh nice. pass it the full version number?
L784[16:01:13] <LexManos> build number
L785[16:01:18] <LexManos> full version might work as well
L786[16:02:08] <Unh0ly_Tigg> ok, so, in the debug worldtype, you're in spectator mode, and hovering over normal blocks doesn't bring up the crosshairs, but it does for my block, is there a way I can change that?
L787[16:03:11] <Matthew> oh hey it worked. nice
L788[16:03:26] <williewillus> Unh0ly_Tigg: it does that on TE's for some reason
L789[16:03:33] <williewillus> chests, furnaces, etc., not normal blocks
L790[16:03:47] <LexManos> Additional note: change latest to recomended
L791[16:03:56] <LexManos> cuz thats the only one the update system recognizes right now
L792[16:04:17] <LexManos> Cuz dont want people getting notifications on beta builds
L793[16:04:23] <Unh0ly_Tigg> huh... I wonder why it does that...
L794[16:04:59] <Matthew> yeah my plan was. promote every build to latest. then manually promote recomended
L795[16:05:19] <diesieben07> Unh0ly_Tigg, if it's an inventory (TE implemsnts IInventory) it shows it
L796[16:06:46] <LexManos> ya thats what forge does
L797[16:07:14] <Unh0ly_Tigg> though, is there a way to have the block tell forge not to do that for it?
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L799[16:07:37] <diesieben07> RenderGameOverlayEvent.Pre with type CROSSHAIRS
L800[16:08:06] <LexManos> in spectator mode its imporant ot show the corsshairs
L801[16:08:12] <LexManos> it tells the players what they can interact with...
L802[16:08:18] <LexManos> why do you wanna hide them?
L803[16:08:25] <shadekiller666> if i have a variable of type IModelState, and it is set to a class that implements IModelState, is there any difference in "((MyModelState) this.state).apply()" and "this.state.apply()" where "this.state" is the IModelState variable, and "MyModelState" implements the interface
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L805[16:08:37] <shadekiller666> i don't think there is
L806[16:08:44] <diesieben07> no there isn't
L807[16:12:53] <PaleoCrafter> well, there is a difference in the bytecode :P
L808[16:13:05] <diesieben07> yes, but it does the same thing :D
L809[16:13:44] <diesieben07> unless ths.state is not a MyModelState in which case one of them will crash and the other won't :D
L810[16:13:51] <PaleoCrafter> yeah :D
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L815[16:17:22] <shadekiller666> well, the method being called is defined in IModelState, so the cast wouldn't be required i guess
L816[16:17:23] <Unh0ly_Tigg> Lex, because I don't want spectators interacting with these blocks.
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L818[16:19:00] <PaleoCrafter> as diesieben pointed out, shadekiller666, it actually is dangerous :P
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L821[16:19:49] <shadekiller666> why would one of them crash?
L822[16:20:02] <diesieben07> because if this.state is not MyModelState...
L823[16:20:05] <williewillus> spec mode interacts with TE's very weirdly 0.o
L824[16:20:06] <diesieben07> the cast will crash
L825[16:20:42] <shadekiller666> the cast was inside an if instanceof check so it would have skipped anyway :P
L826[16:20:43] <gigaherz> if a cast fails, your assumptions were wrong ;p
L827[16:21:05] <diesieben07> uhh
L828[16:21:10] <diesieben07> yeah no need to do that
L829[16:21:21] <diesieben07> the JVM performs these optimizations for you already, and much better than you can.
L830[16:21:50] <LexManos> then dont open an inventory when the block is activated
L831[16:21:57] <LexManos> hiding the crosshairs wont help
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L833[16:22:37] <diesieben07> no, but it should be done anyways, otherwise it's confusing
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L835[16:26:14] <gigaherz> hmf so any recommendations to do before releasing my mod? ;P
L836[16:26:39] <masa> test it at least once? :p
L837[16:26:45] <gigaherz> yeah besides that ;P
L838[16:27:00] <masa> test it on a server
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L840[16:27:30] <gigaherz> hmmm how does the mod version stuff works?
L841[16:27:43] <gigaherz> I have heard about that but I have no idea how to indicate my mod should work in both 1.8.8 and 1.8.9?
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L843[16:28:23] <masa> acceptedMinecraftVersions = "1.8.8,1.8.9"
L844[16:28:25] <diesieben07> acceptedMinecraftVersions in your @Mod
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L846[16:28:47] <gigaherz> aha in the @Mod
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L849[16:30:34] <LatvianModder> oh nice
L850[16:30:51] <LatvianModder> also, the clientSideMod (or whatever) is only 1.8+ mods, right?
L851[16:31:12] <LexManos> in the @Mod yes but the functionality in the manifest has existed for years
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L853[16:31:20] <LexManos> but nobody used it hence the @Mod shit
L854[16:32:18] <LatvianModder> also, if I want the mod server-only BUT if the client IS installed, I want their versions to match.. I wrote this code: https://github.com/LatvianModder/FTBLib/blob/1.7.10/src/main/java/ftb/lib/mod/FTBLibMod.java#L63-L67
L855[16:32:31] <LatvianModder> More or less accurate?
L856[16:33:05] <diesieben07> looks fine
L857[16:35:40] <MattDahEpic> im making beautiful slowmo art: https://dl.dropboxusercontent.com/u/146233520/ShareX/2016/01/2016-01-02_15-32-55.mp4
L858[16:36:45] <LatvianModder> nice
L859[16:37:05] <LatvianModder> Booooo, you dont set your username :<
L860[16:37:13] <LatvianModder> Player720 :P
L861[16:37:33] <PaleoCrafter> maybe that *is* his ingame name :P
L862[16:38:00] <tterrag> I rarely set my username
L863[16:38:05] <tterrag> it's nice to have a fresh player every time
L864[16:38:19] <diesieben07> and sometimes it's not ;)
L865[16:38:36] <tterrag> indeed
L866[16:38:45] <tterrag> but it's not hard to add --username --password :P
L867[16:38:49] *** TehNut is now known as TehNut|Gone
L868[16:38:59] <diesieben07> i know
L869[16:39:16] <MattDahEpic> i just dont like plaintexting my login details
L870[16:39:20] <PaleoCrafter> it's rather funny to find PlayerXyZ names that actually have skins
L871[16:39:28] <gigaherz> lol
L872[16:39:55] <tterrag> meh, my eclipse workspace isn't going to be put anywhere
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L874[16:40:28] <Thutmose> you don't even need the --password, just --username keeps it consistant
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L879[16:50:13] <Unh0ly_Tigg> I wish that we could get the GradleStart to pull info from the login profiles from the .minecraft directory...
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L881[16:56:39] <gigaherz> okay my mod appears to load fine in 1.8.8 and 1.8.9, but ofc not in older 1.8, since I use ITickable ;P
L882[16:56:41] ⇨ Joins: raoulvdberge (uid95673@id-95673.richmond.irccloud.com)
L883[16:56:53] <raoulvdberge> in 1.8.9, why are blocks that I'm holding huge in third person?
L884[16:57:24] <gigaherz> your json doesn't have proper third-parson transforms
L885[16:57:26] <gigaherz> person*
L886[16:57:38] <Unh0ly_Tigg> shouldn't the default transforms be fine?
L887[16:58:27] <gigaherz> now that you mentioned it, I never checked that
L888[16:58:35] <gigaherz> and no, the default isn't fine for third person ;P
L889[16:59:04] <gigaherz> even in 1.8
L890[16:59:16] <gigaherz> you at least needed a thirdperson transform in your items
L891[16:59:20] <raoulvdberge> im using the block state crap, do I just add "display": {"thirdperson": {}} stuff?
L892[16:59:27] <raoulvdberge> in the inventory section
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L894[17:02:06] <gigaherz> well it's "transform" instead of "display"
L895[17:02:14] <gigaherz> and you can use ... "forge:default_block" or whatever it was
L896[17:02:15] <gigaherz> XD
L897[17:02:26] <raoulvdberge> oh yeah thaaanks
L898[17:02:26] <gigaherz> "forge:default-block"?
L899[17:02:35] <raoulvdberge> i have it somewhere in my git history
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L901[17:04:46] <gigaherz> yeah: "transform": "forge:default-block"
L902[17:05:25] <raoulvdberge> yes :D
L903[17:05:43] <Unh0ly_Tigg> first block of this new mod, is now complete... after almost 2 weeks... ugh.
L904[17:05:48] <gigaherz> XD
L905[17:05:56] <gigaherz> what's it about?
L906[17:07:32] <Unh0ly_Tigg> rp2 clone for 1.8.9
L907[17:08:01] <gigaherz> full-featured? or just the logic?
L908[17:08:28] <gigaherz> cos a microblock system is being developed already ;P
L909[17:08:43] <heldplayer> And a pipes system too
L910[17:08:51] <heldplayer> And basically everything :P
L911[17:09:01] <heldplayer> Doesn't mean you can't try though ;)
L912[17:09:10] <gigaherz> yeah "nostalgia" mods also "sell"
L913[17:09:10] <gigaherz> ;p
L914[17:09:11] <Unh0ly_Tigg> this probably won't have microblocks at first, but I want to visually and functionally replicate the original.
L915[17:09:21] <raoulvdberge> omg... couldve thought this wouldn't work again
L916[17:09:29] <raoulvdberge> this model system always does the opposite thing i want it do lol
L917[17:09:29] <gigaherz> okay! i think I'm ready
L918[17:09:32] <gigaherz> I can't be 100% sure
L919[17:09:37] <PaleoCrafter> asie's charset also has gates etc., I think?
L920[17:09:45] <gigaherz> because I'm not aware of any released mod in 1.8.8+ that has RF power generation
L921[17:09:51] <gigaherz> but otherwise... ;P
L922[17:10:03] <raoulvdberge> This model: http://pastebin.com/1rq9qQs3 still renders hugely thirdperson
L923[17:10:04] <raoulvdberge> Any ideas how?
L924[17:10:35] <shadekiller666> unholy, any ideas how you plan on implementing the frames?
L925[17:10:45] <shadekiller666> those are still sketchy as hell :P
L926[17:10:50] <gigaherz> "frames"?
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L928[17:10:56] <shadekiller666> rp2 frames
L929[17:10:58] * gigaherz doesn't remember everything RP2 had
L930[17:11:12] <gigaherz> I have no idea what those were ;P
L931[17:11:18] <shadekiller666> https://www.youtube.com/watch?v=PhtMOXyjLoo
L932[17:11:40] <gigaherz> oh moving stuff
L933[17:11:43] <PaleoCrafter> oh yeah, there's Framez as well :D
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L935[17:11:53] <Unh0ly_Tigg> I have been looking at the rp2 1.4.7 jars with jd-gui, just to get a feel for what eloraam did.
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L937[17:12:03] <Unh0ly_Tigg> and then writing my own code.
L938[17:12:06] <masa> raoulvdberge: well the blockstate doesn't tell much about the model...
L939[17:12:27] <PaleoCrafter> I think RP2 is pretty much all covered in 1.8.9 apart from the computers
L940[17:12:30] <raoulvdberge> nevermind, the transform had to be in inventory section
L941[17:12:35] <gigaherz> raoulvdberge: "inventory": [{ "transform": "forge:default-block" }]
L942[17:12:44] <Rushmead> Paleo even you got OC
L943[17:12:53] <Rushmead> Even then*
L944[17:12:57] <PaleoCrafter> yeah
L945[17:13:09] <gigaherz> PaleoCrafter: there's mods that implement moving stuff?
L946[17:13:11] <gigaherz> :O
L947[17:13:14] <PaleoCrafter> yes :P
L948[17:13:16] <Rushmead> Framez2
L949[17:13:30] <Rushmead> Or even that piston extendy thingy doo mof
L950[17:13:31] <PaleoCrafter> fry did one himself (for 1.7.10, but still :D)
L951[17:14:01] <Rushmead> Anyway i should probably sleep
L952[17:14:17] <Rushmead> My irccloud trial runs out today...
L953[17:14:23] <Unh0ly_Tigg> I never used rp2 computers, mainly because I never understood fortan, but I am going to make that available eventually. Once all the original features are in, I'll probably add other computer cores that use different languages.
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L955[17:14:50] <Unh0ly_Tigg> like lua, or scheme, or javascript, etc.
L956[17:14:52] <shadekiller666> giga, if "transform" is in "defaults" and the model is still large, then it would have to be "transform": {"thirdperson": {"scale": <value>}}
L957[17:14:55] <ThePsionic> Rushmead: git gud
L958[17:15:10] <Rushmead> I did have a bnc but meh
L959[17:15:23] <Rushmead> Too much effort to setup myself one up
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L961[17:16:28] <raoulvdberge> i really wonder why people like lua for scripting
L962[17:16:33] <raoulvdberge> like its syntax is so limiting
L963[17:17:03] <Unh0ly_Tigg> In terms of in-game coding, lua is one of the more popular languages, mainly because CC and OC
L964[17:17:04] <PaleoCrafter> how can syntax be limiting?
L965[17:17:15] <Unh0ly_Tigg> factorio is mostly lua.
L966[17:17:25] <raoulvdberge> you don't know how syntax can be limiting?
L967[17:17:45] <PaleoCrafter> I guess it depends on what you think it's limiting
L968[17:17:49] <PaleoCrafter> but it can't limit functionality :P
L969[17:18:23] <raoulvdberge> BTW, this transform crap is broken on multiple metadata values? http://pastebin.com/13yeESA9
L970[17:18:45] <raoulvdberge> it renders it hugely for both 0 and 1
L971[17:18:46] <PaleoCrafter> Lua actually is a rather powerful language, it's just very meta xD
L972[17:19:01] <raoulvdberge> PaleoCrafter: Powerful is relative.
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L974[17:19:21] <Rushmead> But the only language to not start from 0 in arrays...
L975[17:19:36] <Unh0ly_Tigg> if you think lua syntax is limiting, then you've never dealt with "a, b, c = 1, 2, 3"
L976[17:19:54] <Unh0ly_Tigg> so freeing compared to java, imho
L977[17:20:08] <PaleoCrafter> that statement is just plain confusing :P
L978[17:20:23] <Unh0ly_Tigg> what, the quoted part?
L979[17:20:25] <PaleoCrafter> yes
L980[17:20:35] <ThePsionic> not really
L981[17:20:50] <ThePsionic> you assign the values in the order the variables are named
L982[17:20:51] <Unh0ly_Tigg> a, b, c = 1, 2, 3 is the same as a = 1; b = 2; c = 3;
L983[17:21:00] <gigaherz> assuming the order of returns corresponds with the order of the expressions
L984[17:21:06] <gigaherz> becausemy brain is tempted to do
L985[17:21:15] <gigaherz> "a, b, (c = 1), 2, 3"
L986[17:21:23] <Unh0ly_Tigg> nope
L987[17:21:25] <gigaherz> and use the C++ comma operator semantics
L988[17:21:25] <gigaherz> XD
L989[17:21:42] <Unh0ly_Tigg> a, b, c = (to a), (to b), (to c)
L990[17:21:48] <gigaherz> yeah
L991[17:21:50] <PaleoCrafter> depending on the language it could also be "assign a the list [1, 2, 3] to a, b and c" :P
L992[17:21:55] <gigaherz> although the floating syntax is sortof confusing
L993[17:22:03] <Unh0ly_Tigg> but lua does what I described.
L994[17:22:04] <heldplayer> Swapping is easy: a,b = b,a
L995[17:22:13] <gigaherz> I'd have used a more verbose syntax
L996[17:22:19] <Unh0ly_Tigg> gigaherz, floating syntax?
L997[17:22:19] <gigaherz> using array initializer-style syntax
L998[17:22:26] <PaleoCrafter> scala's equivalent is (a, b, c) = (1, 2, 3)
L999[17:22:29] <gigaherz> [a,b,c] = { e1, e2, e3}
L1000[17:22:46] <gigaherz> Unh0ly_Tigg: there's no clear indication what the comma applies to
L1001[17:23:13] <heldplayer> Also, if somebody can point me to a library that can run Python inside Java, please point me to it
L1002[17:23:14] <gigaherz> yeah if I were to add that to JAva, or C#
L1003[17:23:15] <gigaherz> I'd use
L1004[17:23:23] <PaleoCrafter> heldplayer, it also shows how bad mutability is :P
L1005[17:23:26] <gigaherz> [var1,var2] to create l-value tuples
L1006[17:23:30] <PaleoCrafter> you can't reason about what exactly happens in that statement
L1007[17:23:35] <Unh0ly_Tigg> heldplayer, jython or jpython, or something like that?
L1008[17:23:35] <gigaherz> and then I'd use tuple return values internally
L1009[17:23:40] <gigaherz> so like
L1010[17:23:42] <gigaherz> the compiler would emut
L1011[17:23:43] <PaleoCrafter> it could first assign b to a and then a to b, leaving b unchanged :P
L1012[17:23:45] <gigaherz> emit*
L1013[17:23:48] <gigaherz> tuple1 = func
L1014[17:23:53] <gigaherz> var1 = tuple1.element1
L1015[17:23:58] <gigaherz> var2 = tuple1.element2
L1016[17:24:28] <gigaherz> of course that only works well with valuetypes
L1017[17:24:29] <gigaherz> ;P
L1018[17:24:53] <heldplayer> Unh0ly_Tigg: Jython seems to be correct
L1019[17:25:06] <heldplayer> Amazing how long google searching didn't bring that one up for me
L1020[17:25:08] <PaleoCrafter> nah, gigaherz, no value types required, they just make it nicer :P
L1021[17:25:15] <ThePsionic> http://www.melkweg.nl/en/agenda/caravan-palace-16-03-2016-2 to buy or not to buy
L1022[17:25:21] <raoulvdberge> you guys should try Go :P
L1023[17:25:32] <PaleoCrafter> but I think brackets sould be reserved for lists, not tuples :P
L1024[17:25:37] <Unh0ly_Tigg> heldplayer, it's more of a jvm level python interpreter, iirc.
L1025[17:25:58] <heldplayer> JVM level would be great for performance
L1026[17:27:21] <Unh0ly_Tigg> http://www.jython.org/docs/tutorial/indexprogress.html to get technical on it.
L1027[17:28:22] <gigaherz> PaleoCrafter: I like to think of tuples as a "list of types" ;P
L1028[17:28:29] <gigaherz> so [int,String,float]
L1029[17:28:47] <PaleoCrafter> on the type level that works
L1030[17:28:55] <PaleoCrafter> or actually it doesn't xD
L1031[17:29:08] <gigaherz> yes, then you can use a generic initializer with { value1, value2, value3 }
L1032[17:29:25] <gigaherz> type inference rules should be able to distinguish between arrays and tuples
L1033[17:30:35] <Unh0ly_Tigg> well, once java 9 is available, we should have value types, which will make it possible to interpret a BlockPos as just 3 ints again, iirc.
L1034[17:30:43] <PaleoCrafter> yep
L1035[17:30:53] <gigaherz> yep, assuming Mojang switches to java9
L1036[17:30:53] <gigaherz> ;P
L1037[17:31:08] <Unh0ly_Tigg> don't know how you'd tell the jvm to do that though...
L1038[17:31:21] <gigaherz> so yeah in the end, my proposal for Java language-integrated tuples, would be "[int,String,float] aTuple = { 1, "2", 3 };"
L1039[17:31:54] <gigaherz> Unh0ly_Tigg: there's two ways to work with byvalue semantics at low level
L1040[17:32:00] <gigaherz> the non-breaking way
L1041[17:32:05] <gigaherz> would be to expand all uses of the type
L1042[17:32:07] <gigaherz> into their components
L1043[17:32:10] <gigaherz> so
L1044[17:32:10] <PaleoCrafter> I don't think using curly braces is good :P arrays can have (in theory) infinitely many values
L1045[17:32:17] <gigaherz> func(valuetype) --> func(value1, value2, value3)
L1046[17:32:32] <PaleoCrafter> borrowing the normal round parens from mathematics is the way to go :P
L1047[17:32:34] <gigaherz> of course that comes with its own load of issues
L1048[17:32:46] <gigaherz> such as not allowing value packing
L1049[17:33:10] <gigaherz> or non-serial members, that C# can do (you can simulate unions in C#by using explicit struct layout offsets)
L1050[17:33:30] <gigaherz> but it wouldn'te require jvm changes
L1051[17:33:32] <gigaherz> the better method
L1052[17:33:40] <gigaherz> is to be able to mark a type as a value
L1053[17:34:11] <gigaherz> in C#, the object hierarchy goes like Object -> Struct/ValueType -> primitive types
L1054[17:34:30] <gigaherz> when a type inherits from "struct" the VM uses value semantics
L1055[17:34:51] <PaleoCrafter> shouldn't you say .NET? :P
L1056[17:35:01] <gigaherz> yeah I use them interchangeably
L1057[17:35:11] <gigaherz> I ignore the existance of all other .NET-based langauges ;P
L1058[17:35:18] <PaleoCrafter> how dare you ignore F#
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L1060[17:35:26] <gigaherz> anyhow
L1061[17:35:33] <PaleoCrafter> (VB.NET can go die in a hole)
L1062[17:35:35] <gigaherz> "inherit from struct" here means using "struct" keyword instead of "class"
L1063[17:35:44] <gigaherz> you don't actually have "class X: struct"
L1064[17:36:16] <gigaherz> enums also happen to be value types, but enums in .NET are just constant-groups
L1065[17:36:18] <Unh0ly_Tigg> I only use .NET for the .NET Micro Framework.
L1066[17:36:26] <gigaherz> but I digress
L1067[17:36:51] <PaleoCrafter> btw, gigaherz, I think the Valhalla way also is to have the VM do, if I'm not mistaken
L1068[17:36:53] <gigaherz> this other method, would require that the compiler and JVM have knowledge of value semantics
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L1070[17:37:08] <Unh0ly_Tigg> because I have a fez domino, which is an arduino like device, but based on the .net micro framework.
L1071[17:37:52] <gigaherz> using value semantics means the jvm can do auto-boxing/unboxing
L1072[17:38:14] <Unh0ly_Tigg> like it already does for the primitives' wrapper classes.
L1073[17:38:18] <gigaherz> and can apply a bunch of optimizations
L1074[17:38:34] <gigaherz> such as dynamic packing based on the platform
L1075[17:38:34] <diesieben07> the JVM has nothing to do wiht primitive wrapper (un)boxing
L1076[17:39:20] <Unh0ly_Tigg> well, technically, that is done at compile time, but I'm not sure just how many developers know that.
L1077[17:39:23] <gigaherz> (some 64bit platform may benefit from having struct members be aligned on 8 bytes boundary, while others may be fastest using 1-byte)
L1078[17:40:08] <gigaherz> although technically those things should already exist, just from aligning the class members themselves
L1079[17:40:24] <Unh0ly_Tigg> I'm just wondering when we'll reach the point where we're pushing the current memory address limit (64 bits currently).
L1080[17:40:37] <diesieben07> lol not for a looooong time
L1081[17:40:50] <gigaherz> Unh0ly_Tigg: chances are the way we use computers will change before that happens
L1082[17:40:56] <Unh0ly_Tigg> you'd need to reach ~18446 pettabytes
L1083[17:41:00] <gigaherz> most CPUs use LESS than 48 bits internally
L1084[17:41:15] <gigaherz> the first x86-64 cpus were 36bit
L1085[17:41:17] <gigaherz> which means
L1086[17:41:19] <PaleoCrafter> there are 128-bit architectures already, and they are being used, afaik
L1087[17:41:27] <gigaherz> the bits above 36 were FIXED to be the same as the sign bit
L1088[17:41:40] <gigaherz> so that negativeness is maintained
L1089[17:41:46] <gigaherz> I think the current ones are 40bit
L1090[17:41:48] <gigaherz> or maybe 48bit
L1091[17:42:12] <gigaherz> but no one foresees intel/amd having to expand the 48bit to 52/56 any time soon ;P
L1092[17:42:16] <Unh0ly_Tigg> I also just wish that I could find a high io count microprocessor that has a ddr controller built in (instead of the ddr2 controllers that I'm finding currently)
L1093[17:42:40] <gigaherz> ddr1?
L1094[17:42:45] <gigaherz> why that ancient?
L1095[17:43:01] <Unh0ly_Tigg> I've got a bunch of ddr1 cards from old machines.
L1096[17:43:06] <gigaherz> oh
L1097[17:43:07] <Unh0ly_Tigg> including 2 1GB sticks
L1098[17:43:14] <gigaherz> get one of those ram-disks?
L1099[17:43:27] <gigaherz> that have a bunch of DDR slots and a battery
L1100[17:43:34] <gigaherz> and pretend to be an HDD?
L1101[17:43:57] <PaleoCrafter> http://openjdk.java.net/jeps/169 yep, seems like the JVM is aware of value types
L1102[17:43:57] <Unh0ly_Tigg> a ramdisk is software based...
L1103[17:44:00] <gigaherz> http://www.ddrdrive.com/
L1104[17:44:02] <gigaherz> Unh0ly_Tigg: nono
L1105[17:44:06] <gigaherz> a ddr-drive kinda thing
L1106[17:44:07] <gigaherz> XD
L1107[17:44:09] <gigaherz> check the link
L1108[17:44:09] <Unh0ly_Tigg> wut
L1109[17:44:32] <gigaherz> ith as a bunch of RAM slots, and a small battery
L1110[17:44:38] <gigaherz> can keep the data for like a week in case of power failure
L1111[17:44:47] <gigaherz> but it's as fast as ram
L1112[17:44:53] <gigaherz> (limiting factor being the bus)
L1113[17:45:18] <gigaherz> it's obviously useless for long-term storage
L1114[17:45:29] <gigaherz> and modern SSDs make them sorta pointless
L1115[17:45:46] <gigaherz> but they can be an interesting way to have a persistent cache
L1116[17:46:46] <Unh0ly_Tigg> well, I know of some microprocessors (atmel ARM9Ms) that don't have built in flash, but do have a ddr2 controller inside, so you can use external ram, but I don't have any ddr2 based sticks.
L1117[17:47:03] <Unh0ly_Tigg> I have some LP-DDR sticks, but those are currently in a laptop...
L1118[17:49:48] <diesieben07> PaleoCrafter, of course, i has to be. otherwise this would be pointless. it would just be boxing, which we can already do today.
L1119[17:50:06] <PaleoCrafter> gigaherz stated otherwise (or I misunderstood him)
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L1121[17:53:23] <gigaherz> diesieben07: nah what I meant is
L1122[17:53:27] <gigaherz> you could unpack valuetypes
L1123[17:53:31] <gigaherz> and pass them item-by-item
L1124[17:53:50] <diesieben07> of course
L1125[17:53:51] <gigaherz> function(valuetype) --> function(valuetype_member1, valuetype_member2, ...)
L1126[17:53:54] <diesieben07> that's just "field accesses"
L1127[17:54:09] <gigaherz> internally at compile-time, without the jvm ever knowing they exist
L1128[17:54:29] <gigaherz> you'd still need boxing on the return values though
L1129[17:54:43] <PaleoCrafter> read that document, gigaherz :P
L1130[17:54:58] <PaleoCrafter> it covers returns as well :P
L1131[17:56:02] <diesieben07> nd gigaherz, doing this without jvm changes brings a LOT of probelms
L1132[17:56:06] <gigaherz> ah they are proposing a third alternative
L1133[17:56:09] <diesieben07> e.g.: field assignment wouldn't be atomic
L1134[17:56:17] <gigaherz> which is to implement valuetypes using locked immutables
L1135[17:56:28] <ThePsionic> Anyway, http://kotaku.com/heres-windows-95-running-on-a-new-nintendo-3ds-1750678441
L1136[17:56:51] <PaleoCrafter> on the highest level yes, gigaherz
L1137[17:57:35] <gigaherz> yeah the locking has some major side-effects
L1138[17:57:45] <gigaherz> when it comes to the JVM interpreting the meaning of the instructions
L1139[17:58:01] <gigaherz> such as being able to completely remove the allocation and by-ref operations
L1140[17:58:19] <gigaherz> but the same bytecode could be run in an older jvm
L1141[17:58:27] <gigaherz> which would simply ignore the attribute
L1142[17:58:39] <gigaherz> and create plain old references
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L1146[18:02:39] <diesieben07> gigaherz, they have done that, but it is very brittle
L1147[18:02:54] <diesieben07> because bytecode attributes are like... stripped a lot by various tools
L1148[18:03:12] <diesieben07> and then somehing changes somewhere and your bytecode indices don't match up anymore
L1149[18:03:39] <gigaherz> heh
L1150[18:04:06] <diesieben07> it's how the prototype works i think
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L1152[18:04:46] <PaleoCrafter> That's the specialisation, isn't it?
L1153[18:05:01] <diesieben07> uhh yeah
L1154[18:05:17] <diesieben07> without that value types are pretty useless :D
L1155[18:05:34] <PaleoCrafter> Those presentations were very good, btw
L1156[18:05:47] <PaleoCrafter> Isn't it more like the other way around? :P
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L1158[18:06:05] <diesieben07> no
L1159[18:06:17] <diesieben07> without specialization you'd have boxing whenever generics are involved
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L1161[18:06:28] <diesieben07> which destroys the performance of ArrayList<ValueType>
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L1163[18:06:38] <diesieben07> and performance is one of the main reasons value types are being made
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L1170[18:10:28] <PaleoCrafter> I mean, you can write a lot of stuff with values types without ever needing generics, but specialisation is pretty useless (apart from primitives) without value types to exploit it ;)
L1171[18:10:42] <gigaherz> not really
L1172[18:10:47] <diesieben07> primitives alone is a great thing :D
L1173[18:10:50] <gigaherz> just having List<int>
L1174[18:10:54] <diesieben07> specialization for primitives
L1175[18:10:58] <gigaherz> I mean even without any other primitives
L1176[18:11:00] <gigaherz> just <int>
L1177[18:11:05] <gigaherz> that would already be an amazing addition
L1178[18:11:06] <gigaherz> XD
L1179[18:11:09] <diesieben07> indeed
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L1181[18:11:44] <PaleoCrafter> Sure, but my point is that value types are not totally useless without specialisation, either :P
L1182[18:11:46] <gigaherz> thing is, if you do it for primitives, it's only another step to allow valuetypes
L1183[18:11:55] <diesieben07> yes, that is true paleo
L1184[18:12:03] <diesieben07> but they miss their main goal :D
L1185[18:12:11] <gigaherz> well you still have arrays
L1186[18:12:24] <gigaherz> it's just... it would feel half-assed
L1187[18:12:48] <gigaherz> but I'd understand having first both features separately, and then combine
L1188[18:13:09] <PaleoCrafter> One kinda necessates the other
L1189[18:13:22] <gigaherz> one group preparing the groundwork for setting up specializations for value types
L1190[18:13:35] <gigaherz> while the other group prepares the groundwork for the non-primitive valuetypes themselves
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L1192[18:14:04] <diesieben07> they are really the same thing though
L1193[18:14:18] <diesieben07> specialization just means spitting out new classes
L1194[18:14:30] <gigaherz> specialization means adding a reification engine
L1195[18:14:37] <gigaherz> valuetypes mean adding byvalue semantics
L1196[18:14:56] <gigaherz> they are two separate features intrinsically, but that complement eachother
L1197[18:14:57] <diesieben07> the reification is an implementatino detail, really
L1198[18:15:03] <diesieben07> but yes
L1199[18:15:19] <diesieben07> i thought you meant value type specialization and primitive specialization different :P
L1200[18:15:31] <gigaherz> and in the end
L1201[18:15:43] <gigaherz> once you have specialization
L1202[18:15:49] <gigaherz> the difference is simply
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L1205[18:16:07] <gigaherz> the switch from using a backing Object[] to using a T[]
L1206[18:16:18] <gigaherz> that T[] can be a valuetype array
L1207[18:16:20] <diesieben07> it's not quite that simple :P
L1208[18:16:26] <diesieben07> because you need to be backwards compatible
L1209[18:16:29] <gigaherz> it's not, but after all the processing steps
L1210[18:16:33] <gigaherz> wrapper methods and whatever else
L1211[18:16:42] <diesieben07> so reference types are still erased, but value types are retained
L1212[18:17:11] <gigaherz> the effective changes are generating a specialized class that has the exact type instead of Object
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L1214[18:17:28] <diesieben07> yes, but that class needs to be spit out at runtime
L1215[18:17:32] <gigaherz> yup
L1216[18:17:35] <gigaherz> hence the reifier engine
L1217[18:18:04] <gigaherz> a machine that takes class metadata, and spits out type implementations
L1218[18:18:48] <gigaherz> but this engine wouldn't really need to care if the valuetype is a primitive or it's complex, all it knows ithat "T" becomes "Vector3" instead of "Object"
L1219[18:18:54] <gigaherz> is that*
L1220[18:19:13] <diesieben07> yep
L1221[18:19:43] <Flashfire> I have tried creating making custom BakedQuads and replacing the existing ones in my ISmartBlockModel but it doesn't seem to be doing anything
L1222[18:19:53] <Flashfire> Here is my updated code https://gist.github.com/Samuel-Harbord/170a0ff4f72a9b523634
L1223[18:20:18] <gigaherz> so by extension, the two features can be developed separately: one cares about implementing the valuetype arrays and how to store/transfer thevalues, while the other cares about the reifier
L1224[18:20:34] <gigaherz> then we drool and cheer
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L1226[18:21:47] <diesieben07> yep
L1227[18:21:58] <diesieben07> the first group is called VM guys, the 2nd is called java langauge guys.
L1228[18:22:20] <diesieben07> because the VM doesn't need to know that java treats generics this stupidly
L1229[18:22:54] <PaleoCrafter> Well, it needs to know that it has to run the reifier :P
L1230[18:23:07] <gigaherz> Flashfire: reading
L1231[18:23:08] <diesieben07> yes
L1232[18:23:17] <diesieben07> it's basically InvokeDynamic for classes
L1233[18:23:30] <diesieben07> "the class returned by this method with these args"
L1234[18:24:19] <gigaherz> the bytecode equivalent of "typeout = ApplyGenericParameters(typein, params)"
L1235[18:24:30] <PaleoCrafter> Anyways, bed's calling
L1236[18:24:37] <VapourDrive> question, I have a block that I want to update the metadata of (now done with world.setBlockState()) from the tileentity... but when I call setBlockState, it resets the tileentity data; how can I avoid this/ how should I be doing it?
L1237[18:24:42] <PaleoCrafter> Night y'all
L1238[18:24:46] <gigaherz> night
L1239[18:24:47] <diesieben07> night
L1240[18:24:52] <VapourDrive> g'night
L1241[18:24:57] <gigaherz> VapourDrive: shouldRefresh or something like that
L1242[18:25:01] <diesieben07> ^
L1243[18:25:06] <gigaherz> override it,
L1244[18:25:18] <gigaherz> and return oldState.getBlock()!=newState.getBlock()
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L1246[18:25:42] <gigaherz> so that the TE only gets re-created if the actual block changed
L1247[18:26:07] <VapourDrive> ah thanks!
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L1249[18:26:14] <gigaherz> by default, forge assumes that blockstates represent sub-blocks instead of just thesame block in different states
L1250[18:27:35] <gigaherz> Flashfire: that code seems overcomplicated
L1251[18:27:51] <Flashfire> That's probably because I've tried so many things to make this work
L1252[18:28:04] <VapourDrive> I know how that works :P
L1253[18:28:07] <gigaherz> why are you trying to copy the weighted pressure plate model instead of making your own?
L1254[18:28:36] <Flashfire> Because I want the same model but with a texture that changes to the block below it
L1255[18:28:54] <Flashfire> So it's a hidden pressure plate
L1256[18:29:21] <gigaherz> so you can refer to the pressure plate model from your blockstates file
L1257[18:29:33] <Flashfire> Yes
L1258[18:29:48] <gigaherz> well actually hmm
L1259[18:29:52] <Flashfire> That doesn't help me with my issue though
L1260[18:29:57] <gigaherz> you'd really benefit from obtaining an IModel directly
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L1262[18:30:08] <LexManos> <gigaherz> by default, forge assumes that blockstates represent sub-blocks instead of just thesame block in different states
L1263[18:30:11] <LexManos> umm... no?
L1264[18:30:22] <diesieben07> for TEs
L1265[18:30:38] <gigaherz> if you don't override shouldRefresh, ANY blockstate causes the TE to be re-created with a new instance
L1266[18:30:39] <VapourDrive> return !isVanilla || (oldState.getBlock() != newSate.getBlock());
L1267[18:30:50] <LexManos> oh for tes not subblocks but more seperate TEs
L1268[18:30:55] <LexManos> cuz thats what people use it for
L1269[18:31:08] <gigaherz> well, some people ;P
L1270[18:31:11] <diesieben07> yep, it only makes sense with getTileEnitty taking IBlockState
L1271[18:31:19] <LexManos> it does
L1272[18:31:25] <gigaherz> I have still never created a block that has different TEs based on blockstate ;P
L1273[18:31:35] <diesieben07> i have :P
L1274[18:31:42] <LexManos> most major mods do to conserv iods
L1275[18:31:59] <VapourDrive> huh, that's interesting
L1276[18:32:23] <VapourDrive> I guess metadata gets eaten up pretty fast by direction enums...
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L1278[18:32:50] <gigaherz> VapourDrive: a lot of mods use the TileEntity for direction
L1279[18:33:01] <gigaherz> and use getActualState to return the direction info based on TE
L1280[18:33:16] <gigaherz> so that they can keep the 16 numbers in the metadata for a MachineType enum of sorts
L1281[18:33:40] <Flashfire> @gigaherz Where would I get the IModel from?
L1282[18:33:50] <VapourDrive> I guess that makes some sense, plenty of different ways to skin cats ;)
L1283[18:34:08] <gigaherz> Flashfire: ModelLoader.getModel("minecraft:pressure_plate_whatever"); or similar
L1284[18:34:09] <gigaherz> ;P
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L1286[18:34:23] <Flashfire> Thanks
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L1288[18:34:47] <gigaherz> maybe you need "minecraft:block/whatever"
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L1291[18:41:01] <Thutmose> how would I go about making my TESR render something when not in view, like the beacon? I have a TE that renders a hologram of an entity, which can be projected to nearby locations, but it disappears if the block itself is not in view
L1292[18:41:28] <gigaherz> there's a method for it
L1293[18:41:32] <diesieben07> override getRenderBoundingBox in your TE
L1294[18:41:32] <gigaherz> check the beacon implementation
L1295[18:41:40] <gigaherz> although, the method didnt' exist in 1.8
L1296[18:41:44] <gigaherz> it was added afterward in 1.8.x
L1297[18:42:10] <gigaherz> this: public boolean func_181055_a()
L1298[18:42:10] <gigaherz> {
L1299[18:42:10] <gigaherz> return true;
L1300[18:42:10] <gigaherz> }
L1301[18:42:15] <gigaherz> oops meantto paste as one line
L1302[18:42:18] <Thutmose> ahh
L1303[18:42:22] <gigaherz> if you return true
L1304[18:42:26] <diesieben07> it's a forge method gigaherz
L1305[18:42:26] <gigaherz> frustum checks are ignored
L1306[18:42:32] <gigaherz> diesieben07: using SRG name?!
L1307[18:42:39] <diesieben07> no, there is a different one
L1308[18:42:56] <gigaherz> that's what the beacon uses though, and it worked for the last person who I helped with this
L1309[18:42:56] <gigaherz> XD
L1310[18:43:47] <Thutmose> hmm, I don't see a method like that in beacon
L1311[18:43:55] <Thutmose> the tile entity at least
L1312[18:44:01] <diesieben07> yeah same here
L1313[18:44:06] <SatanicSanta> How could I attack an entity in front of the player? I use this code currently https://beta.paste.ee/p/7IiKW but it doesnt actually attack the entity. It might have something to do with the fact that I'm launching the player forward a bit first, but I dunno.
L1314[18:44:27] <SatanicSanta> The isRemote is false on L#3
L1315[18:44:30] <diesieben07> you have to attack stuff on the server
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L1317[18:44:42] <diesieben07> objectMouseOver is client only
L1318[18:44:50] <Thutmose> func_183000_F() is in the tile entity itself, I will see if that is it?
L1319[18:45:09] <Thutmose> hmm most likely not
L1320[18:45:14] <diesieben07> no that is something wiht NBT
L1321[18:45:18] <diesieben07> you want getRenderBoundingBox
L1322[18:45:25] <SatanicSanta> diesieben07: Figured as much. Is there a way to do something similar to objectMouseOver.entityHit on the server?
L1323[18:45:31] <diesieben07> return INFINITE_EXTEND_AABB to always render
L1324[18:45:34] <Thutmose> but that already returns that
L1325[18:45:41] <diesieben07> whaa
L1326[18:45:44] <Thutmose> oh
L1327[18:45:45] <Thutmose> wait
L1328[18:45:47] <Thutmose> no it doesn't
L1329[18:45:57] <Thutmose> thanks, Will use that
L1330[18:45:57] <diesieben07> SatanicSanta, you have to replicate the clientside raytrace on the server
L1331[18:49:35] <LexManos> how do endermen do it?
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L1333[18:51:24] <SatanicSanta> getClosestVulnerablePlayerToEntity
L1334[18:51:28] <SatanicSanta> it seems
L1335[18:51:37] <LatvianModder> I think they just scan nearby players and check if atan2 delta from his rotation is smaller than X degrees or smth
L1336[18:51:53] <LatvianModder> magic math
L1337[18:53:18] <gigaherz> [01:43] (Thutmose): hmm, I don't see a method like that in beacon
L1338[18:53:20] <gigaherz> 1.8.8+
L1339[18:53:47] <gigaherz> and I mean TileEntityBeaconRenderer
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L1341[18:54:18] <LatvianModder> it should be in TileEntity
L1342[18:54:33] <gigaherz> I'm saying waht vanilla minecraft has
L1343[18:54:39] <gigaherz> which didn't exist in 1.8.0
L1344[18:54:55] <gigaherz> 1.8.0 beacons had the bug where they beam disappears when out of sight
L1345[18:54:59] <gigaherz> the*
L1346[18:55:09] <LatvianModder> hmm
L1347[18:55:13] <gigaherz> and somewhere between 1.8.0 and 1.8.8, that not-yet-named method was added
L1348[18:55:18] <gigaherz> and overriden by the beacon TESR
L1349[18:55:28] <gigaherz> which minecraft uses to skip frustum checks
L1350[18:55:34] <LatvianModder> maybe its in TESR class then? no idea
L1351[18:55:43] <gigaherz> yes, it's in the TESR class I just said it
L1352[18:55:44] <gigaherz> XD
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L1354[18:56:16] <LatvianModder> oh :D
L1355[18:56:28] <LatvianModder> I dont have 1.8+ source, so, you know :P
L1356[18:56:53] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/5e49ebb151c4d247e098 the game errors on line 6, column 10 (the first " on the line) with a MalformedJsonException "Undetermined object at line 6 column 10". Is there something I'm missing?
L1357[18:57:53] <Flashfire> @gigaherz I can't seem to do anything with the IModel either, what were you thinking I could use it for?
L1358[18:57:54] <gigaherz> oh hey it has been named now
L1359[18:57:59] <gigaherz> [01:57] -MCPBot_Reborn- === MC 1.8.9: net/minecraft/client/renderer/tileentity/TileEntitySpecialRenderer.forceTileEntityRender (bhd.a) UNLOCKED ===
L1360[18:58:06] <gigaherz> [01:57] -MCPBot_Reborn- Name : a => func_181055_a => forceTileEntityRender
L1361[18:59:06] <gigaherz> Flashfire: if the IModel is also IRetexturableModel
L1362[18:59:20] <gigaherz> which it should be for any loaded models using the existing loaders
L1363[18:59:27] <Flashfire> Can I assign a vanilla model to IRetexturable model?
L1364[18:59:37] <gigaherz> you can first call .retexture to remap the texture channels
L1365[18:59:45] <gigaherz> then .bake
L1366[18:59:53] <Flashfire> How do I get the bake arguments though?
L1367[19:00:20] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java#L76
L1368[19:00:24] <gigaherz> check how I did it
L1369[19:01:23] <Flashfire> Thanks
L1370[19:06:43] <Unh0ly_Tigg> seriously, I have no idea why minecraft is tripping up on my json... jsonlint.com even validates it as valid json...
L1371[19:07:14] <gigaherz> Unh0ly_Tigg: if it's notthe json
L1372[19:07:17] <gigaherz> it's the deserializer
L1373[19:07:25] <gigaherz> your json has an invalid "type"
L1374[19:07:28] <gigaherz> for an element
L1375[19:07:36] <gigaherz> what is your json? (pastebin/gist)
L1376[19:07:46] <gigaherz> oh I see it above
L1377[19:07:51] <Unh0ly_Tigg> yeah...
L1378[19:08:56] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/2e0f818ae653c9f76719 there's the error.
L1379[19:09:17] <gigaherz> wait
L1380[19:09:27] <gigaherz> it complains about the model file
L1381[19:09:28] <gigaherz> not the blockstates
L1382[19:09:55] <gigaherz> at ModelBlock.deserialize
L1383[19:09:59] <gigaherz> that's the model json loader
L1384[19:10:21] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/d8b1c33dc3bccec17351 there's the model/project_table.json file.
L1385[19:10:29] <Unh0ly_Tigg> oh...
L1386[19:10:37] <Unh0ly_Tigg> I missed a freaking comma
L1387[19:10:45] <Unh0ly_Tigg> at the end of line 5
L1388[19:11:01] <Unh0ly_Tigg> gist is showing a syntax error on the :...
L1389[19:11:02] <williewillus> that'll do :p
L1390[19:11:35] <Unh0ly_Tigg> and no more error \o/
L1391[19:14:02] <williewillus> bleh there are no good json modelers >.<
L1392[19:14:17] <williewillus> opl's is basic, crayfish's is bork on linux, cubik is terrible
L1393[19:14:56] * Unh0ly_Tigg should make a modeling program that looks like blender.
L1394[19:15:11] <williewillus> i still haven't figured out how that thing works
L1395[19:16:54] <williewillus> lol someone really should collect all the typo PR's into one big spelling and grammar fix PR
L1396[19:16:59] <williewillus> alone they're really pointless
L1397[19:20:43] <gigaherz> I just use JSON models these days
L1398[19:20:56] <gigaherz> it's a slight annoyance to not have face-quads
L1399[19:21:07] <gigaherz> since it means slightly higher quad counts on the gpu
L1400[19:21:25] <gigaherz> eh
L1401[19:21:28] <gigaherz> I just use OBJ models**
L1402[19:21:40] <gigaherz> I would still use a JSON for a full-block model
L1403[19:21:53] <gigaherz> "parent":"minecraft:blocks/cube_all"
L1404[19:22:01] <gigaherz> and such
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L1406[19:22:12] <gigaherz> but for anything more complex than that, meh.
L1407[19:26:55] <williewillus> what's the difference bw face/gen quads?
L1408[19:30:14] <Flashfire> @gigaherz Thank you so much, I finally got it to retexture properly
L1409[19:31:29] <gigaherz> :)
L1410[19:31:47] <gigaherz> Flashfire: by the way if you don't cache the models
L1411[19:31:49] <gigaherz> consider doing so
L1412[19:32:04] <gigaherz> because eavery time you call retexture, it will create a whole new IModel instance
L1413[19:32:21] <Flashfire> I will do that, yes
L1414[19:32:34] <Flashfire> Wow, this took a day and a half and I finally got it working
L1415[19:32:46] <williewillus> \o/
L1416[19:33:03] <williewillus> basically the botania floating flower models, and special flower models :p
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L1418[19:38:54] <luacs1998> cpw, why would i use ContainedDeps over CB DepLoader or my own library extractor?
L1419[19:39:55] <shadekiller666> williewillus, the difference between face/gen quads is that face quads are automatically occluded when they are unable to be seen
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L1427[20:02:19] <gigaherz> SHIT
L1428[20:02:24] <gigaherz> I had the whole changelog written in github
L1429[20:02:31] <gigaherz> and I went and opened a page in the same tab
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L1431[20:05:27] <shadekiller666> :/
L1432[20:06:54] <shadekiller666> hmmm
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L1436[20:11:52] <SatanicSanta> What are the parameters to ItemRenderer#renderItemIn2D?
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L1442[20:21:08] <SatanicSanta> Eh, nevermind. The things that I put in there seem to work.
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L1444[20:26:36] <gigaherz> so, released: https://github.com/gigaherz/Ender-Rift/releases/tag/v0.64
L1445[20:26:51] <gigaherz> uploading to curseforge now ;P
L1446[20:28:52] <SatanicSanta> neato.
L1447[20:32:14] <shadekiller666> do you guys think that a custom model loader for COLLADA or X3D models would get any use?
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L1449[20:36:56] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L1450[20:36:58] <gigaherz> and it's up ;P
L1451[20:42:55] <SatanicSanta> gigaherz: That looks tight yo
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L1453[20:43:54] <gigaherz> yeah I just need someone to make an energy source mod that works on 1.8.9 ;P
L1454[20:44:22] <panda_2134> Energy source?
L1455[20:44:24] <panda_2134> Rf?
L1456[20:44:46] <gigaherz> yup
L1457[20:45:03] <panda_2134> But as far as i know the cofh api hasn't been ported to 1.8 yet
L1458[20:45:05] <gigaherz> well there may be something done already, I didn't look that hard
L1459[20:45:10] <gigaherz> not officially
L1460[20:45:24] <panda_2134> I dont play Minecraft 1.8 :)
L1461[20:45:27] <gigaherz> but there's an unofficial port that has become a de-facto standard for existing1.8 mods
L1462[20:45:43] <gigaherz> thanks to Progressive Automation
L1463[20:45:43] <gigaherz> ;P
L1464[20:45:43] <panda_2134> Huh
L1465[20:45:48] <panda_2134> Idk that
L1466[20:46:13] <gigaherz> https://github.com/Vanhal/ProgressiveAutomation/tree/1.8/src/main/java/cofh/api
L1467[20:46:20] <gigaherz> it's basically the same API
L1468[20:46:26] <gigaherz> but they changed ForgeDirection to EnumFacing
L1469[20:46:28] <panda_2134> Let me have a look...
L1470[20:46:30] <gigaherz> and int x,y,z to BlockPos
L1471[20:46:42] <gigaherz> otherwise, it's exactly the same methods and behaviour
L1472[20:46:59] <panda_2134> Huh
L1473[20:47:38] <panda_2134> I'll make it if i have time
L1474[20:47:55] <panda_2134> But currently i have too much homework XD
L1475[20:48:02] <gigaherz> np
L1476[20:48:12] <gigaherz> there's 1.8 mods that will probably be ported soon
L1477[20:49:00] <panda_2134> Well
L1478[20:49:12] <panda_2134> Let me count the big mods in 1.8
L1479[20:49:16] <panda_2134> Thaumcraft
L1480[20:49:20] <panda_2134> Botania
L1481[20:49:27] <panda_2134> And... NEI?
L1482[20:49:31] <gigaherz> ProjectE
L1483[20:49:33] <gigaherz> WAILA
L1484[20:49:35] <panda_2134> Huh
L1485[20:49:39] <gigaherz> NeoTech
L1486[20:49:54] <gigaherz> tinker's is WIP
L1487[20:50:06] <panda_2134> But neither TE nor IC2 ... was ported...
L1488[20:50:07] <gigaherz> as is an Armory mod for tinker's-like armor
L1489[20:50:17] <gigaherz> cofh don't seem to want to move to 1.8
L1490[20:50:26] <gigaherz> their choice
L1491[20:50:35] <panda_2134> So is IC
L1492[20:50:48] <gigaherz> yeah my opinion is
L1493[20:50:55] <gigaherz> upgrade or become forgotten
L1494[20:51:07] <panda_2134> Yes...
L1495[20:51:29] <panda_2134> But why they don't wanna upgrade to 1.8?
L1496[20:51:31] <gigaherz> new modders will behappy to fill in the void
L1497[20:51:35] <gigaherz> various reasons
L1498[20:51:43] <gigaherz> but they all can be reducedto one underlying one:
L1499[20:51:56] <gigaherz> they want to keep getting money without spending the time to upgrade
L1500[20:52:04] <panda_2134> Haha
L1501[20:52:06] <panda_2134> Yep
L1502[20:52:28] <gigaherz> yes, 1.8 is a major change and it breaks some former features that people used
L1503[20:52:30] <panda_2134> But the more they pay the more they'll get
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L1505[20:52:37] <gigaherz> yes 1.8 requires redoing the models into json/obj files
L1506[20:52:41] <panda_2134> Yes
L1507[20:52:51] <gigaherz> but 1.8 models are NOT going away
L1508[20:52:53] <panda_2134> So it's harder to add a block
L1509[20:53:05] <gigaherz> and forge won't be adding new hacks when perfectly good features exist
L1510[20:53:17] <gigaherz> it's not really that hard
L1511[20:53:19] <gigaherz> it's just different
L1512[20:53:30] <gigaherz> I understand them ,though
L1513[20:53:39] <gigaherz> if I had a large mod with dozens of machines
L1514[20:53:44] <gigaherz> I'd also despair at the thought
L1515[20:53:49] <panda_2134> I heard that 1.8 added the isbrh back
L1516[20:53:54] <gigaherz> nah
L1517[20:54:05] <panda_2134> Huh
L1518[20:54:08] <gigaherz> ISBRH is one of the things that has a perfectly good alternative
L1519[20:54:34] <gigaherz> however
L1520[20:54:46] <gigaherz> some uncomformist modders have ported it over
L1521[20:54:56] <gigaherz> but it's their own thing, using a coremod or whatever
L1522[20:54:59] <gigaherz> not an official ISBRH
L1523[20:55:21] <gigaherz> the official method, and by official I mean supported by Vanilla minecraft
L1524[20:55:22] <panda_2134> Yep
L1525[20:55:29] <gigaherz> is to use the blockstates files
L1526[20:55:31] <panda_2134> For example reika
L1527[20:55:32] <gigaherz> with json models
L1528[20:55:38] <gigaherz> and yes
L1529[20:55:40] <gigaherz> that was limiting
L1530[20:55:48] <gigaherz> hence why forge adds a model loader system
L1531[20:55:53] <gigaherz> and an extended blockstates system
L1532[20:55:57] <gigaherz> with those
L1533[20:56:19] <gigaherz> you can have this: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockStructure.json
L1534[20:56:43] <gigaherz> a single block using the high-level blockstate system
L1535[20:56:50] <panda_2134> Huh
L1536[20:56:51] <gigaherz> using forge blockstates extension
L1537[20:57:00] <gigaherz> which combines multiple .OBJ models
L1538[20:57:10] <gigaherz> to form the appropriate block model
L1539[20:57:25] <panda_2134> Sounds cool
L1540[20:57:29] <gigaherz> it also supports rotations: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockInterface.json
L1541[20:57:47] <panda_2134> But I don't like to write renderers...
L1542[20:57:59] <gigaherz> that's the thing, someone else wrote them for you
L1543[20:58:11] <gigaherz> you just create the json file in your resources folder
L1544[20:58:30] <gigaherz> and it just works
L1545[20:58:59] <gigaherz> (with the tiny exception that in-hand item versions of the blocks require a single function call in your client proxy)
L1546[20:59:05] <panda_2134> So it means that i don't need to write one myself?
L1547[20:59:08] <panda_2134> Good.
L1548[20:59:17] <gigaherz> exactly, you can just export .obj models or .b3d models
L1549[20:59:22] <gigaherz> write a couple files
L1550[20:59:32] <gigaherz> "apply" for the inventory model loading in your client proxy
L1551[20:59:36] <gigaherz> and boom, model works ;P
L1552[20:59:49] <panda_2134> :O
L1553[21:00:05] <panda_2134> Haha
L1554[21:00:15] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L48
L1555[21:00:34] <gigaherz> this one line is literally all you have to write in actual java code to get a custom block to work everywhere
L1556[21:01:12] <panda_2134> But i have a question...
L1557[21:01:21] <panda_2134> Will greg use this ?
L1558[21:01:30] <gigaherz> no F*ing idea
L1559[21:01:42] <panda_2134> You know, there's tons of machines in gt
L1560[21:01:46] <panda_2134> Haha
L1561[21:01:48] <gigaherz> I haveseen quite a few modders who came here asking for help writing custom rendering stuffs
L1562[21:02:05] <panda_2134> That will kill greg
L1563[21:02:09] <gigaherz> because they flat out refuse to use any model that's editable in the resourcepack
L1564[21:02:47] <panda_2134> ;D
L1565[21:04:01] <gigaherz> btw
L1566[21:04:08] <gigaherz> you juined right after I pasted the link
L1567[21:04:10] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
L1568[21:04:22] <gigaherz> this is why I need someone to write an energy source ;P
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L1570[21:07:03] <gigaherz> hmmmm
L1571[21:07:06] <gigaherz> hey ppl, question
L1572[21:07:38] <gigaherz> if I throw an ender-pearl at a block, would I be ableto detect and destroy the entity before the teleport happens?
L1573[21:08:04] <williewillus> heh
L1574[21:08:08] <gigaherz> I'm thinking of creatinga silly power source
L1575[21:08:15] <williewillus> now would be a perfect time to update my PR to 1.8.9
L1576[21:08:15] <gigaherz> whereyou throw ender-pearls at a block
L1577[21:08:23] <williewillus> my "event for when throwables impact"
L1578[21:08:25] <williewillus> PR
L1579[21:08:27] <gigaherz> heh
L1580[21:09:07] <gigaherz> I'm thinking of creating a cauldron-like model, and detect when the pearl enters the block using onEntityCollidedWithBlock
L1581[21:10:46] <panda_2134> Why don't just use the dropped item?
L1582[21:11:16] <gigaherz> because it's not as fun
L1583[21:11:23] <panda_2134> Huh
L1584[21:11:25] <gigaherz> that'd be basically a copy of the ender generator from extra utilities
L1585[21:11:53] <panda_2134> So just cancel the event(if any)?
L1586[21:11:58] <gigaherz> I want to have some "lore"
L1587[21:12:09] <gigaherz> and my mod would be about doing stuff with in-flight ender pearls
L1588[21:12:16] <panda_2134> Huh
L1589[21:12:32] <gigaherz> right now there's a recipe to create the rift item
L1590[21:12:37] <panda_2134> Cancel the teleport event?
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L1592[21:12:51] <panda_2134> Let me have a look at the forge document...
L1593[21:12:55] <gigaherz> my goal would be to eventually do it by detecting an in-flight ender pearl XD
L1594[21:13:03] <williewillus> the teleport happens after the pearl dies though
L1595[21:13:12] <williewillus> so if you want to keep the pearl alive you can't
L1596[21:13:13] <gigaherz> it happens in onImpact
L1597[21:13:19] <gigaherz> I looked at it
L1598[21:13:20] <gigaherz> ;P
L1599[21:13:31] <gigaherz> in fact I replicated the ender pearl teleporting in my other mod
L1600[21:13:38] <gigaherz> anyhow
L1601[21:13:42] <williewillus> anyways, I still have incentive to update my PR's to 1.8, but not sure about this one: https://github.com/MinecraftForge/MinecraftForge/pull/2083
L1602[21:13:57] <williewillus> asie said I should redo LivingHealEvent, but it's not in the position that I need it to be in
L1603[21:15:29] <gigaherz> yeah dunno
L1604[21:15:36] <gigaherz> the heal/damage system is kindof meh
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L1611[21:25:06] <williewillus> uhh how do I use idea for forge dev
L1612[21:25:15] <williewillus> what do I open/import
L1613[21:25:33] <williewillus> there's imls/iws' everywhere
L1614[21:26:40] <gigaherz> I ahve seen two methods suggested
L1615[21:26:52] <gigaherz> 1 would be to import the eclipse workspace as-is, but someone complained about missing libs that way
L1616[21:27:07] <williewillus> but there is no eclipse workspace 0.o
L1617[21:27:09] <williewillus> something changed
L1618[21:27:11] <gigaherz> the other was to import each project separately
L1619[21:27:13] <williewillus> since last time I did this
L1620[21:27:15] <gigaherz> uh
L1621[21:27:18] <gigaherz> you get forge
L1622[21:27:22] <gigaherz> which comes with a gradle file
L1623[21:27:30] <gigaherz> you run "gradlew setupForge"
L1624[21:27:52] <gigaherz> and I can'tremember if you then do "gradlew eclipse", let me find the link
L1625[21:28:22] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge
L1626[21:28:24] <williewillus> after setupForge there used to be an eclipse/ folder
L1627[21:28:31] <williewillus> that I would direct use as an eclipse workspace
L1628[21:28:34] <gigaherz> yeah now there's
L1629[21:28:39] <gigaherz> projects/
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L1631[21:28:52] <gigaherz> whic has two sub-projects
L1632[21:29:10] <gigaherz> Clean and Forge
L1633[21:29:17] <gigaherz> I presume Clean is Minecraft deobf
L1634[21:29:23] <gigaherz> and Forge is the modified sources
L1635[21:29:24] <williewillus> there's iml/iws/ips in both
L1636[21:29:34] <williewillus> but opening them with IDEA leads to no libs and nothing needed to launch
L1637[21:29:43] <williewillus> there's also a gradle in both, but importing that fails
L1638[21:29:45] <gigaherz> not open, import each one as a module
L1639[21:30:06] <gigaherz> but yeah sorry
L1640[21:30:10] <gigaherz> I never did it myself
L1641[21:30:19] <madcrazydrumma> Can anyone explain why, when i return a packet to the client I call a method containing Minecraft#thePlayer.moveEntity(params) - but it doesn't do anything
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L1643[21:30:42] <gigaherz> madcrazydrumma: first of all, 1.8?
L1644[21:30:54] <madcrazydrumma> mhm
L1645[21:31:03] <gigaherz> because if so, I want to remind you that 1.8's network code is threaded
L1646[21:31:18] <gigaherz> so you shouldn't call things directly, you need to schedule a task on the right thread
L1647[21:31:41] <gigaherz> Minecraft.getMinecraft().addScheduledTask for client, and world.addScheduledTask for server
L1648[21:31:47] <madcrazydrumma> Okay i have a thread in my packet
L1649[21:31:56] <madcrazydrumma> So i should pass the player from there into my method?
L1650[21:32:15] <gigaherz> ?
L1651[21:32:32] <gigaherz> what do you mean "you have a thread in your packet"?
L1652[21:32:46] <madcrazydrumma> http://pastebin.com/ttDtq4FR
L1653[21:32:57] <gigaherz> ah
L1654[21:33:02] <gigaherz> that's not a thread
L1655[21:33:06] <gigaherz> but yeah
L1656[21:33:07] <gigaherz> good
L1657[21:33:10] <madcrazydrumma> okay
L1658[21:33:27] <gigaherz> okay that being out of the way
L1659[21:33:58] <gigaherz> I'm not sure that calling player.moveEntity on the client is a good idea
L1660[21:34:06] <williewillus> meh I'll do it later
L1661[21:34:27] <williewillus> moving the client player on the client is fine
L1662[21:34:42] <williewillus> players for the most part control their own movement, telling the server where they've gone
L1663[21:35:29] <madcrazydrumma> So why isn't he/she moving then? :s
L1664[21:35:36] <gigaherz> but is moveEntity the right call?
L1665[21:35:40] <madcrazydrumma> ^
L1666[21:35:49] <williewillus> it might not be, look at PlayerController, it might overriding stuff
L1667[21:36:01] <gigaherz> I know that movement is done on the client, I'm jsut not sure that moveEntity is the way to go
L1668[21:36:02] <williewillus> or wherever class the user input is accepted and converted into entity movement in vanilla
L1669[21:38:59] <madcrazydrumma> hmm
L1670[21:39:10] <madcrazydrumma> I cant seem to find much
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L1673[21:44:19] <Halonium> Does anyone have any idea why this isn't working for negative chunk values? https://gist.github.com/ihatecsv/9f0fc73f8b1d69a0395c
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L1675[21:45:24] <Halonium> "Handled" appears, so I know it's being executed, but "P-Found new sourceblock at" never is
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L1677[21:51:01] <madcrazydrumma> Any idea what I should use gigaherz?
L1678[21:51:12] <gigaherz> no idea sorry
L1679[21:51:17] <madcrazydrumma> :c
L1680[21:51:19] <madcrazydrumma> rip
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L1691[22:23:06] <killjoy> Tried to explain to a friend how to make a java program.
L1692[22:23:13] <killjoy> Couldn't get past "Create a new class"
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L1694[22:34:37] <Halonium> Is there a .side for MinecraftForge event?
L1695[22:34:39] <Halonium> s
L1696[22:36:00] <gigaherz> killjoy: lol, well you didn't explain what a class is, first ;P
L1697[22:36:08] <gigaherz> ordid you? ;P
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L1699[22:36:16] <killjoy> meh
L1700[22:36:26] <killjoy> Never said I was a great teacher
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L1703[22:46:26] <minecreatr> if you have a BakedQuad that has a certain EnumFacing but is diagnol so you can see it from multiple sides, will it only render if you look at it from its EnumFacing direction/
L1704[22:47:07] <tterrag> I don't think there's any obscured culling at all
L1705[22:47:15] <tterrag> so, no
L1706[22:47:25] <tterrag> they only cull chunks that are outside the view frustum
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L1715[23:01:14] <gigaherz> minecreatr: the getFaceQuads is only skipped if shouldSideBeRendered returns false for that side
L1716[23:01:35] <gigaherz> nothing to do with culling
L1717[23:01:50] <gigaherz> the gpu does culling based on polygon winding, which is a whole different matter
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L1721[23:05:13] <tterrag> not to mention that it would be impossible to do without re-rendering the chunk
L1722[23:07:15] <Temportalist> Inquiry: So I am trying to render an OBJ in 1.8.8. I got it rendering in the world, but it shows a missing texture block in inventory,
L1723[23:07:27] <Temportalist> Yes, I am calling ModelLoader.setCustomModelResourceLocation
L1724[23:08:14] <williewillus> post your blockstate json
L1725[23:09:40] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/scala/com/temportalist/esotericraft/client/ProxyClient.scala#L26
L1726[23:09:51] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/resources/assets/esotericraft/blockstates/BlockNexusCrystal.json
L1727[23:10:19] <gigaherz> inventory model MUST have the same name as the block
L1728[23:10:23] <gigaherz> just saying
L1729[23:10:23] <gigaherz> ;P
L1730[23:10:30] <Temportalist> Well, yeah
L1731[23:10:33] <Temportalist> it does
L1732[23:10:47] <Temportalist> It renders in the game, just not in inventory
L1733[23:10:51] <gigaherz> wait nevermind
L1734[23:10:52] <gigaherz> .obj
L1735[23:10:56] <Temportalist> ya
L1736[23:11:15] <gigaherz> no errors in the log?
L1737[23:11:23] <Temportalist> not any that seem relavant
L1738[23:12:21] <Temportalist> http://pastebin.com/A1xntHek
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L1740[23:12:36] <gigaherz> Temportalist: the item version always has meta 0
L1741[23:12:47] <Temportalist> and thats what it points to
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L1743[23:12:59] <gigaherz> in a convoluted way that misrepresents what's going to happen
L1744[23:13:09] <Temportalist> getMetaFromState returns 0, but ill try hardcoding
L1745[23:13:22] <gigaherz> unless you override ItemBlock so it supports meta values
L1746[23:13:34] <gigaherz> and you make sure to drop the item with matching metadata
L1747[23:13:36] <tterrag> your proxy is erroring
L1748[23:13:38] <Temportalist> hard-coding 0 doesnt work
L1749[23:13:46] <gigaherz> the ItemBlock is always meta=0 ;P
L1750[23:13:48] <Temportalist> tterrag: how so?
L1751[23:13:48] <tterrag> [00:06:26] [Client thread/ERROR]: A critical error occurred instantiating the gui factory for mod esotericenhancing
L1752[23:13:49] <tterrag> java.lang.ClassCastException: class com.temportalist.esotericenhancing.client.ProxyClient
L1753[23:13:57] <tterrag> line 120
L1754[23:13:58] <Temportalist> thats the other proxy
L1755[23:14:04] <Temportalist> look at the class path
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L1757[23:14:14] <Temportalist> there are two mods in there right now
L1758[23:14:25] <tterrag> [00:06:21] [Client thread/ERROR]: MultiModel esotericraft:block/BlockNexusCrystal.obj is empty (no base model or parts were provided/resolved)
L1759[23:14:48] <gigaherz> Temportalist: you didn't call OBJLoader.addDomain(modid)
L1760[23:14:53] <Temportalist> I did
L1761[23:15:00] <gigaherz> no wait you did
L1762[23:15:08] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/scala/com/temportalist/esotericraft/client/ProxyClient.scala#L25
L1763[23:15:17] <gigaherz> to omany unnecessary functions XD
L1764[23:15:27] <Temportalist> gigaherz: those are to be moved out later
L1765[23:15:29] <gigaherz> my 6:15am self can't handle that much indirection
L1766[23:15:39] <Temportalist> just wanted to get some basic ones up an running for when I move them to origin
L1767[23:15:50] <Temportalist> so I wouldnt have to thing about it later
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L1769[23:18:15] <Temportalist> could it have to do with "Model definition for location esotericraft:models/block/BlockNexusCrystal.obj#inventory not found"
L1770[23:18:25] <gigaherz> yes.
L1771[23:18:59] <gigaherz> I'm not certain how right now (need sleep)
L1772[23:19:07] <gigaherz> but most definitely that indicates that stuff went wrong
L1773[23:19:09] <Temportalist> would not that line refer to a file at "esotericraft:models/block/BlockNexusCrystal.obj.json"?
L1774[23:19:16] <gigaherz> I suspect so
L1775[23:19:26] <gigaherz> but you call addDomain
L1776[23:19:27] <Temportalist> which it should not be looking for because its a obj model and not a json mode?
L1777[23:19:28] <gigaherz> hmmm
L1778[23:19:28] <gigaherz> wait
L1779[23:19:34] <gigaherz> isyour modid lowercase?
L1780[23:19:36] <Temportalist> yes
L1781[23:19:42] <gigaherz> hmmm
L1782[23:19:53] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.8.8/src/main/scala/com/temportalist/esotericraft/common/EsoTeriCraft.scala#L23
L1783[23:20:01] <gigaherz> is the resource path typed correctly?
L1784[23:20:07] <Temportalist> should be
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L1786[23:20:20] <Temportalist> EsoTeriCraft.getModID + ":models/block/BlockNexusCrystal.obj"
L1787[23:20:52] <Temportalist> I did this to help try to track down bug (same result as before):
L1788[23:20:55] <Temportalist> https://www.irccloud.com/pastebin/971WtFJ1/
L1789[23:22:27] *** tterrag is now known as tterrag|away
L1790[23:22:56] <williewillus> wait wait wait, a ModelResourceLocation always points to a *variant* within a blockstate json. Failing that, vanilla will then, in the special case of the #inventory variant, look inside models/item/ for a model json
L1791[23:23:10] <williewillus> when you setCustomMRL you need to give it the path of your blockstate json and a variant inside of it
L1792[23:23:25] <williewillus> so it should be new MRL("modid:<nameofblockstatejson>", "inventory")
L1793[23:25:40] <williewillus> the error you got about was basically saying the game tried and failed to load the OBJ file as a blockstate json to find an "inventory" variant inside :p
L1794[23:26:52] <Temportalist> Smart thinking williewillus, however, it is still not working. What I have is:
L1795[23:26:55] <Temportalist> https://www.irccloud.com/pastebin/lNIyyH0Q/
L1796[23:27:14] <williewillus> is that the exact name of your json inside blockstates/ ?
L1797[23:27:22] <Temportalist> BlockNexusCrystal.json
L1798[23:27:33] <Temportalist> so add the .json?
L1799[23:27:50] <williewillus> no, then it should be fine 0.o
L1800[23:28:00] <williewillus> does the error change when you do that?
L1801[23:28:19] <Temportalist> let me look
L1802[23:29:53] <Temportalist> that error is gone, but the issue persists
L1803[23:29:59] <williewillus> any new error?
L1804[23:30:06] <williewillus> also you said the block model worked right?
L1805[23:30:27] <Temportalist> nope. 3D model worked in world, just not in inventory or as EntityItem
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L1808[23:32:29] <williewillus> so no "Model definition for <x>#inventory not found"? hm
L1809[23:33:00] <Temportalist> correct
L1810[23:34:50] <Temportalist> TehNut: you around to help?
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L1812[23:35:13] <TehNut> Depends, with what
L1813[23:35:20] <TehNut> In the middle of a CS match right now
L1814[23:36:16] <Temportalist> CustomModelResourceLocation isnt working right atm
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L1816[23:41:58] <TehNut> does console show any errors?
L1817[23:42:15] <Temportalist> Not anymore
L1818[23:42:34] <TehNut> oh wait, so it works in world but not in inventory?
L1819[23:42:35] <Temportalist> Issue is that it will render in 3D space (world), but not as an item (inventory or entityitem)
L1820[23:42:41] <Temportalist> correct
L1821[23:43:32] <TehNut> Did you copypaste the blockstate i gave you
L1822[23:43:39] <Temportalist> yes
L1823[23:43:46] <Temportalist> Thats where I started
L1824[23:43:59] <TehNut> that's why
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L1826[23:44:08] <Temportalist> https://www.irccloud.com/pastebin/QeliheG1/
L1827[23:44:12] <Temportalist> thats what I have now
L1828[23:44:15] <Temportalist> I changed it since
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L1835[23:56:59] <Temportalist> williewillus: TehNut: what about these errors? Why does MC want to load the .json model when an OBJ is being use?
L1836[23:57:01] <Temportalist> used*
L1837[23:57:04] <Temportalist> https://www.irccloud.com/pastebin/Ns70OQ6o/
L1838[23:57:41] <williewillus> the OBJ loader doesn't seem to be catching it
L1839[23:57:58] <williewillus> normally the loader sees ".obj" in the model name and intercepts it before vanilla tries to load it
L1840[23:58:53] <gigaherz> all I can say is that it works for me: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockStructure.json
L1841[23:58:57] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java
L1842[23:59:15] *** Abrar|gone is now known as AbrarSyed
L1843[23:59:27] <Soni> hello
L1844[23:59:47] <Soni> why does forge use checkboxes instead of toggle buttons (as in vanilla)?
L1845[23:59:54] <Temportalist> found the issue
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