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L93[01:02:48] <killjoy> Oh my.... I just
found some code...
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L95[01:02:56] <killjoy> if
(connection.isClosed() || connection == null)
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L98[01:11:33] *** MineBot sets mode: -b
*!*@189.55.64.196
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L111[01:41:18] <masa> esper pls...
L112[01:42:12] <Upthorn> esper be like
"nah"
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L114[01:42:34] <Drullkus> killjoy: Holy
snap. Codes!
L115[01:42:39] <Zaggy1024> fricken
heck
L116[01:42:45] <Drullkus> Frackin
hack
L117[01:42:53] <Zaggy1024> fry still
hasn't properly fixed XZ block offsets in his pipeline
L118[01:42:59] <killjoy> frucking
hick
L119[01:43:41] <Zaggy1024> his offsets
still always take into account Y position for XZ offsets
L121[01:44:11] <Zaggy1024> thought I told
him that was the problem
L122[01:44:54] <Zaggy1024> *a
problem
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L124[01:45:19] <Zaggy1024> there was
actually a bigger issue at the time, but I think I also told him
that it was taking Y into account when it shouldn't
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L126[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160104 mappings to Forge Maven.
L127[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160104-1.8.9.zip
(mappings = "snapshot_20160104" in build.gradle).
L128[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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L147[02:42:56] <solidDoWant1> if I say
this.nbt = (nbt == null ? null : (NBTTagCompound) nbt.copy());,
this.nbt is gaurenteed to be a new copy, no way related to the
origonal nbt, right?
L148[02:43:14] <tterrag|ZZZzzz> yes
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L158[03:09:59] <VikeStep> I've been
manually closing things all this time
L159[03:10:17] <killjoy> Well I think I
just helped my friend port his plugin to sponge
L160[03:10:31] <killjoy> I abstracted away
all the bukkit so now it's easy to do sponge
L161[03:10:53] <killjoy> "damn. This
is much easier with abstract methods"
L162[03:11:06] <ThePsionic> Oh nice
VikeStep, TIL
L163[03:11:22] <killjoy> java 7
L164[03:12:04] <VikeStep> I've been using
C# at work for a while and realised a lot of things I like with C#
that I thought weren't in Java
L165[03:12:04] <ThePsionic> I code with
java 8 compat so idgaf
L166[03:12:06] <VikeStep> this was one of
them
L167[03:12:11] <killjoy> closeQuietly(c)
> try {if (c != null) c.close();}catch(IOException e){}
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L210[04:34:19] <ThePsionic> eugh
L211[04:34:29] <ThePsionic> jumper in
front of my train, missed my test
L212[04:34:34] <ThePsionic> great start of
the year
L213[04:37:19] <luacs1998> ThePsionic,
heh
L214[04:37:34] <ThePsionic> don't heh me
:c
L215[04:37:38] <luacs1998> the rube
goldberg machine my school used to take attendance crashed
today
L216[04:37:51] <luacs1998> it didn't like
2016 :(
L217[04:37:54] <ThePsionic> lmao
L218[04:38:25] <ThePsionic> So everyone
wasn't at school today
L219[04:39:42] <luacs1998> to the
system
L220[04:39:52] <luacs1998> classes went on
as per normal :(
L221[04:39:53] ***
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L222[04:40:13] <ThePsionic> that's too bad
:P
L223[04:40:37] ⇦
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L232[05:11:31] <Wuppy> o/
L233[05:11:36] <Drullkus> \o
L234[05:11:51] <Wuppy> how's peeps
today
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L240[05:36:14] <Wuppy> ugh such a busy day
:V
L241[05:36:19] <Wuppy> and that without
any programming
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L246[06:00:54] <PaleoCrafter> welp,
wouldn't have thought I'd see snow this winter
L247[06:05:20] <Wuppy> :O
L248[06:05:22] <Wuppy> where
L249[06:06:28] <PaleoCrafter> northern
Bavaria :P
L250[06:09:41] <Wuppy> eww bavaria
L251[06:09:44] <Wuppy> my least favorite
beer
L252[06:09:56] <Wuppy> and that's coming
from someone who has had Maes :P
L253[06:10:30] <PaleoCrafter> you wot
mate
L254[06:10:41] <Wuppy> they dont sell
bavaria beer in bavaria?
L255[06:10:52] <PaleoCrafter> of course
they do
L256[06:11:13] <PaleoCrafter> oh, Bavaria
as in the Bavaria brand
L257[06:11:25] <PaleoCrafter> no, never
seen that around here :P
L258[06:11:54] <Wuppy> ah... they sell it
here, it's the worst beer out there
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L272[07:15:15] <OrionOnline> Guys are TE
only ticked on the Server side in 1.8.9?
L273[07:16:41] <OrionOnline> And is there
a way to make them tick on the Client side?
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L279[07:28:55] <Lumien> Orion they still
tick client side
L280[07:29:27] <OrionOnline> He
L281[07:29:39]
⇨ Joins: madcrazydrumma
(~madcrazyd@197.234.0.50)
L282[07:29:42] <OrionOnline> When i put a
break point at the first line of my update method and check for
world.isRemote
L283[07:29:46] <OrionOnline> it is always
false....
L284[07:30:14] <ghz|afk> maybe the
breakpoint is only active on that thread?
L285[07:30:21] <OrionOnline> Let me
check
L286[07:30:23] <madcrazydrumma> Does the
ServerTickEvent work exactly the same as the ClientTickEvent? I've
registered it and all but my code does not run
L287[07:30:46] ***
ghz|afk is now known as gigaherz
L288[07:30:55] <OrionOnline> Nope it
suspends on all threas
L289[07:32:29]
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(~C0deMaver@host-173-247-5-143.FAROLT1.epbfi.com)
L290[07:33:17] <OrionOnline> I will be
back, need to get my brother from school, will debug this
then.
L291[07:33:38] ⇦
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L293[07:36:21] <madcrazydrumma> gigaherz,
you there pal?
L294[07:38:15] ⇦
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L295[07:38:39] ***
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L296[07:43:36] <gigaherz> madcrazydrumma:
I happen to be here, yes
L298[07:46:02] <gigaherz> @EventHandler is
for the lifecycle stuff in your @Mod
L299[07:46:19] <gigaherz> you want
@SubscribeEvent for the stuff you register using
MinecraftForge.EVENT_BUS
L300[07:46:55] <madcrazydrumma> Ahh
okay
L301[07:47:40] ⇦
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L302[07:47:50] <sham1> @EventHandler and
@SubscribeEvent
L303[07:47:58] <sham1> Totally not names
that are easy to mix up...
L304[07:48:04] <sham1> in their
intent
L305[07:48:13] ***
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L306[07:48:19] <gigaherz> blame Java for
allowing you to import inner classes by name
L307[07:48:20] <gigaherz> ;P
L308[07:48:25] <gigaherz> it's really
@Mod.Eventhandler
L309[07:48:39] <madcrazydrumma> gigaherz,
okay its still not decrementing anything :P
L310[07:48:43] ⇦
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L311[07:48:44] <sham1> But why 2
annotations for something so similar
L312[07:49:00] <gigaherz> that I don't
know
L313[07:50:41] <madcrazydrumma> ;_;
L314[07:50:49] <gigaherz> in my ender-rift
mod I chose not to import EventHandler directly
L316[07:50:56] <gigaherz> so I have
@Mod.EventHandler clearly visible
L317[07:50:56] <gigaherz> ;P
L318[07:51:04] <madcrazydrumma> Ahh okay
:P
L319[07:51:16] <sham1> I use
@Mod.EventHandler as well thanks to IDEA
L320[07:51:20] <madcrazydrumma> But i have
no idea why it doesnt decrement
L321[07:51:25] <gigaherz> madcrazydrumma:
really it couldbe many things
L322[07:51:33] <gigaherz> do you call
EVENT_BUS.register for it?
L323[07:51:47] <gigaherz> is
Mod.PUBLIC_FIELD actually not null?
L324[07:51:53] <madcrazydrumma>
EVENT_BUS
L325[07:51:56] <madcrazydrumma> yeah its
not null
L326[07:53:14] <gigaherz> and it's on
1.8.9?
L327[07:54:01] <gigaherz> because
ServerTickEvent is an fml event so in 1.8 or 1.7.10, it would
belong on the fml event bus
L328[07:54:43] <gigaherz> the buses were
merged in 1.8.8
L329[07:57:37]
⇨ Joins: SNightmareWork (webchat@190.104.208.34)
L330[08:00:34] <madcrazydrumma> Yeah
L331[08:01:16] <panda_2134> Is there any
mod that backports the json model system to 1.7.10?
L332[08:01:29] <madcrazydrumma> Well im
using forge version 1.8-11.14.4.1563.mdk
L334[08:01:45] <sham1> fry's not
amused
L335[08:03:04] <gigaherz> madcrazydrumma:
then use the fml bus
L336[08:03:10] <dangranos> hm
L337[08:03:20] <dangranos> i freeze at
"Texture creation - stitching"
L338[08:03:24] <gigaherz> panda_2134: not
that I know of, but if you want to do it ;P
L339[08:03:45] <panda_2134> Haha
L340[08:03:55] <panda_2134> But i dont
have time
L341[08:04:14] <panda_2134> You know,
there is tons of homework...
L342[08:04:37] <gigaherz> then you'll have
to convert the json models to ISBRH classes if you want to backport
;P
L343[08:05:09] <madcrazydrumma> gigaherz,
I have a counter that decrements once per tick, but how do i make
it so it would act in seconds? Would i have to use a separate
counter and count 20 then decrement?
L344[08:05:21]
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L345[08:05:35] <gigaherz> madcrazydrumma:
yes, or use maths
L346[08:05:53] <panda_2134> Just %20 and
see whether it equals to 0 or not...
L347[08:06:03] <panda_2134> I think that
works
L348[08:06:09] <gigaherz> just do...
seconds = (counter+19)/20;
L349[08:06:16] <gigaherz> and oyu'll have
a seconds counter rounded upward
L350[08:06:40] <gigaherz> or just
"seconds = counter/20" if you want to round
downward
L351[08:07:02] <madcrazydrumma> well I
have a variable duration which i decrement once per tick through a
mutator method
L352[08:07:08] <panda_2134> You can simply
use mod...
L353[08:07:20] <Quetzi> you also want to
check which tick phase you're in
L354[08:07:23] <gigaherz> panda_2134: then
you still need two variables
L355[08:07:37] <madcrazydrumma> What do
you mean Quetzi?
L356[08:07:42] <gigaherz> I was just
suggesting to /20 when reading the value
L357[08:07:52]
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L358[08:07:52] ***
Nitrodev was kicked by MineBot (Banned: Ya no quit lieing.
(7d)))
L360[08:08:16] <Hea3veN> that's animating
the bones from code
L361[08:08:40] <fry> nice
L363[08:09:26] <madcrazydrumma> Should i
register my tick handler in pre-init? Its still not being
called
L364[08:09:38] <panda_2134>
@gigaherz
L365[08:10:11] <gigaherz> panda_2134:
yeah, I assumed that the counter was used elsewhere
L366[08:10:17] <gigaherz> to display
seconds
L367[08:10:39] <gigaherz> but I see your
point too
L368[08:10:43] <panda_2134> gigaherz: use
t/20 instead
L369[08:10:46] <panda_2134> I think
L370[08:11:00] <gigaherz> if(t%20 == 0) {
seconds = t/20; }
L371[08:11:05] <gigaherz> well
L372[08:11:08] <gigaherz> if(t%20 == 0) {
seconds = t/20; do stuff }
L374[08:11:50] <panda_2134> Ok You are
right ,too XD
L375[08:11:58] <panda_2134> I
misunderstood you
L376[08:12:29] <Soni> how do I delay some
code until the end of the current tick?
L377[08:12:42] <Hea3veN> fry: yeah, it's
on my todo list
L379[08:13:04] <madcrazydrumma> So like
this giga?
L380[08:13:33] <HassanS6000> Halp: I'm
getting a crash when trying to show a player his inv + enderchest
inv
L383[08:14:08] <HassanS6000> I'm opening a
GUI chest and showing it. Works fine, until I try and move
something or even press a slot
L384[08:14:43] <madcrazydrumma>
IndexOutOfBoundsException: Index: 50, Size: 45
L385[08:16:17] <HassanS6000> ye
L386[08:17:06] <HassanS6000> Also, I wanna
make this server-side only
L387[08:17:23] <madcrazydrumma> Isnt the
GUI client side though?
L388[08:18:30] <HassanS6000>
madcrazydrumma, I think there's a way to display the GUI on client,
but the container and such is all server side. Then I'd like to
save this inventory via NBT - the enderchest is just a test, I'd
rather make a new inventory which I read and wrtie
L389[08:18:41]
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L390[08:20:44] <madcrazydrumma> Hmm
L391[08:20:58] <madcrazydrumma> Maybe its
better to create you're own inventory
L392[08:21:19] <madcrazydrumma> That way
you can handle the NBT better yourself
L393[08:22:11] <HassanS6000>
madcrazydrumma, ye I will
L394[08:22:16] <madcrazydrumma> ^^
L396[08:22:41] <HassanS6000>
madcrazydrumma, lol I fixed it
L397[08:22:47] <madcrazydrumma> How
HassanS6000? xD
L398[08:22:50] <HassanS6000> all I need to
do is
player.displayGUIChest(player.getInventoryEnderChest());
L399[08:22:53] *
HassanS6000 facepalms
L400[08:23:00] <madcrazydrumma> oh goddamn
xD
L401[08:23:02] ***
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L402[08:23:48] <gigaherz> madcrazydrumma:
dude I told you it's NOT @EventHandler! it's @SubscribeEvent!
L403[08:24:39] <madcrazydrumma> AHHH
;_;
L404[08:24:47] <madcrazydrumma> I changed
it and neither worked rip my life
L405[08:26:16] ⇦
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L406[08:28:04] <madcrazydrumma> alright
gigaherz it runs but it doesn't count in seconds xD it goes down so
fast
L407[08:32:04] ⇦
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L412[08:37:59] <Soni> fry, can your
animated model system be used for particle effects?
L413[08:38:26] <fry> no idea
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L418[08:42:59] <madcrazydrumma> Why does
my counter go down so fast in my tick event even though i do % 20
for checking once every 20 ticks?
L419[08:43:46] <Rockers> Depends on the
type of tick event...
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L421[08:44:36] <madcrazydrumma>
server
L422[08:44:43] <Rockers> I could be wrong,
so don't hold me on it, but I think certain event ticks don't get
called every 20th of a second.
L423[08:44:56] <madcrazydrumma> Oh
hm
L424[08:45:15]
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(~mentlerd@catv-176-63-185-54.catv.broadband.hu)
L425[08:45:25] <diesieben07> mad, you also
have to check event.phase, every tick event is fired twice, once
before vanilla logic (PRE) and once after (POST)
L426[08:45:55] <madcrazydrumma> so how
would i go about checking the phase
L427[08:46:21] <diesieben07> do you knw
how2java? :D
L428[08:46:26] <madcrazydrumma> ya
man
L429[08:46:28] <diesieben07> because
that's home.
L430[08:46:30] <diesieben07> *how
L431[08:46:36] <madcrazydrumma> lysm
L432[08:46:53] <diesieben07> read the damn
event class man
L433[08:46:58] <diesieben07> it's not hard
to figure this shit out
L434[08:47:35] <Rockers> EventPriority
~~
L435[08:47:44] <diesieben07> you
guys...
L436[08:47:58] <Rockers> What?
L437[08:48:10] <diesieben07> the heck are
you talking about?:D
L438[08:48:41] <Rockers> e.getPhase() ==
EventPriority.EVENTPRIORITYHERE
L439[08:48:55] <madcrazydrumma> Yeah I
just did that
L440[08:49:12] <diesieben07> the fuck
Rockers
L441[08:49:17] <diesieben07> this has
nothing to do with EventPriority
L442[08:49:41] <madcrazydrumma> getPhase()
returns an event priority
L443[08:50:04] <diesieben07> yes, that is
not what you want though.
L444[08:50:05] ⇦
Quits: mentlerd (~mentlerd@catv-176-63-185-54.catv.broadband.hu)
(Quit: Leaving)
L445[08:50:20] <diesieben07> why would
this have to do anything with priorities?
L446[08:50:28] <madcrazydrumma> Do i want
Phase#END
L447[08:50:28] <madcrazydrumma> ?
L448[08:50:29] <diesieben07> TickEvent has
a field called "phase"
L449[08:51:01] <diesieben07> you have to
choose if you want END or START
L450[08:51:29] <madcrazydrumma>
if(event.getPhase().equals(Phase.START)) { ?
L451[08:51:48] <diesieben07> that will
never be true, since event.getPhase() returns an
EventPriority
L452[08:51:49] <madcrazydrumma> or this
if(event.phase == Phase.START) {
L453[08:51:51] <madcrazydrumma> ^
L454[08:51:55] <diesieben07>
diesieben07> TickEvent has a field called
"phase"
L455[08:52:11] <Rockers> Oh, I'm looking
at a totally different event xd
L456[08:52:27] <Rockers> Ignore me.
L457[08:52:38] <madcrazydrumma> I did
Rockers <3
L458[08:52:48] <Rockers> ~~{@
L459[08:53:58] <Rockers> How difficult
would it be to implement a custom shader for a block, if it's even
possible diesieben07?
L460[08:54:09] <sham1> ask fry
L461[08:54:17] <sham1> He knows more about
rendering
L462[08:54:25] <Rockers> Alright.
L463[08:54:41] <diesieben07> ...
L464[08:55:05] <Rockers> Unless
diesieben07 knows of course.
L465[08:55:28] <sham1> :P
L466[08:55:32] <sham1> All this
pinging
L468[08:55:39] <diesieben07> why would I?
seriously, what is it with people being a chat room and asking
specific people?
L469[08:55:51] <diesieben07> instead of
just ... asking and waiting for *anyone* to answer.
L470[08:55:54] <Rockers> Because you went
"..."
L471[08:56:03] <madcrazydrumma> Even with
the event phase its still not going every second D:
L472[08:56:06] <diesieben07> no, that was
AFTER you pinged me :P
L473[08:56:10] <madcrazydrumma> ^
L474[08:56:13] <diesieben07> anyways, i am
just salty because its fucking freezing here
L475[08:56:16] <diesieben07>
madcrazydrumma, show your code.
L476[08:56:22] <Rockers> I'm not used to
IRCs lol
L477[08:56:29] <sham1> How freezy is it
die
L478[08:56:30] <Rockers> Anyway, brb
L479[08:56:30] ⇦
Parts: Rockers
(rockers300@host86-131-138-242.range86-131.btcentralplus.com)
())
L480[08:56:35] <diesieben07> -5°
L482[08:56:41] <diesieben07> and the
stupid trains break down
L483[08:56:44] <diesieben07> i dont mind
the cold
L484[08:56:46] <madcrazydrumma> Its 31
degrees here in the seychelles diesieben07
L485[08:56:50] <sham1> I just endured -16C
today
L486[08:56:53] <diesieben07> i mind the
incompetent german trains
L487[08:57:18] <diesieben07> sitting in a
train that is already a replacement train and should have departed
20 minutes ago
L488[08:57:57] <sham1> and getting maglevs
to Europe would be so awesome but...
L489[08:58:15] <madcrazydrumma> Hahaha
xD
L490[08:58:33] <diesieben07>
madcrazydrumma, you have to increment counter *always*, even when
counter % 20 is 0
L491[08:58:40] <madcrazydrumma>
really?
L492[08:58:41] <diesieben07> just do if
(counter++ % 20 == 0)
L493[08:58:46] <diesieben07> yes of
course
L494[08:58:48] <madcrazydrumma> ohh
ye
L495[08:58:50] <madcrazydrumma> fml
L496[08:58:57] <sham1> Forge
ModLoader
L497[08:59:25] <sham1> Also god damn it
Ubisoft
L498[08:59:40] <madcrazydrumma> What did
ubisoft do to you?
L499[08:59:53] <sham1> Tetris
Ultimate
L500[09:00:14] <madcrazydrumma> lmao
L501[09:00:26] <sham1> Why cant we get
good, official Tetris games to PCs
L502[09:00:29] <madcrazydrumma>
diesieben07, okay now lets see - it decrements once and then stops
xD
L503[09:00:40] <madcrazydrumma> Could it
be the phase?
L504[09:01:18] <diesieben07> no, shouldn't
be
L505[09:01:29] <diesieben07> where the
heck is this counter field located at even?
L506[09:01:38] <diesieben07> are you sure
you don't modify it anywhere else?
L507[09:01:43] <madcrazydrumma> Nope
L508[09:01:46] <madcrazydrumma> Its in my
mod file
L509[09:02:15] <madcrazydrumma> wait woops
the duration field is in the mod file
L510[09:02:18] <madcrazydrumma> the
counter is nowhere else
L511[09:02:24] <diesieben07> what
L512[09:02:43] ***
TTFT|Away is now known as TTFTCUTS
L513[09:02:44] <diesieben07> just post
*all* the code related to it not just some snippet
L514[09:02:44] <madcrazydrumma> I just
declare 'int counter = 0' at the top
L517[09:04:35]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L518[09:05:24] <diesieben07> no idea
man
L519[09:05:26] <diesieben07> that looks
alright
L520[09:06:10] <madcrazydrumma> ahh
fuck
L521[09:06:33] ***
willieaway is now known as williewillus
L522[09:06:42] <diesieben07> use the
debugger and see whats happening
L523[09:07:16] <madcrazydrumma> Yeah ill
give it a go and see what i can scrap
L524[09:07:34] <madcrazydrumma> couldn't i
also set counter to equal 0 in the loop at %20 so it doesnt take up
space?
L525[09:08:06] <diesieben07> an int always
takes up 4 bytes no matter the value
L526[09:08:27] <madcrazydrumma> that the
same for every paradigm?
L527[09:08:38] <diesieben07>
paradigm?!
L528[09:08:40] <sham1> in java
L529[09:08:44] <sham1> yes
L530[09:08:58] <madcrazydrumma> just a
thought xD
L531[09:09:15] <gigaherz> hey any of you
used JEI in a dev env?
L532[09:09:16] <sham1> In C and C++ (the
languages that heavily inspired java and gave it a lot of
syntax)
L533[09:09:17] <sham1> depends
L534[09:09:20] <madcrazydrumma> that's not
the same necessarily for a functional language though hey?
L535[09:09:27]
⇨ Joins: Jezza
(~Jezza@2a00:c1a0:c091:5700:8b0:b5a6:b1ce:ca94)
L536[09:09:27] <madcrazydrumma> Ahh
okay
L537[09:09:45] <sham1> Java is a mixed
paradigm with a heavy emphesis on OOP
L538[09:10:04] <madcrazydrumma> Yeah i
know that ^
L539[09:10:22] <sham1> And being
functional has nothing to do with it
L540[09:10:28] <sham1> Haskell has a
32-bit integer type
L541[09:10:34] <madcrazydrumma> Is it just
the way the language is written?
L542[09:10:40] <sham1> Yes
L543[09:10:41] <sham1> ish
L544[09:10:47] <madcrazydrumma> ^ alright
then :p
L545[09:10:51] <gigaherz> everything in a
language is "how it was chosen"
L546[09:10:51] <gigaherz> ;P
L547[09:11:19] <sham1> that
L548[09:11:22] <gigaherz> eitehr because
it made sense at the time, because of backward compatibility
L549[09:11:28] <gigaherz> or because the
creator liked it that way
L550[09:11:36] <sham1> === makes no sense
to me
L551[09:11:40] <madcrazydrumma> Ahh fair
enough ^^ xD
L552[09:11:45] <madcrazydrumma> This
stupid counter fuck me man
L553[09:11:53] <gigaherz> === is a way to
write equivalence
L554[09:12:01] <gigaherz> in maths, it's 3
lines one above the other
L555[09:12:06] <sham1> Ye
L556[09:12:08] <madcrazydrumma> YAS
L557[09:12:10] <madcrazydrumma> ficed
it
L558[09:12:12] <madcrazydrumma>
fixed*
L559[09:12:13] <gigaherz> but when
representing that symbol in programming
L560[09:12:15] <gigaherz> you often use
===
L561[09:12:18] <sham1> But in usual
languages you represent it with ==
L562[09:12:45] <gigaherz> it's
different
L563[09:12:46] <gigaherz>
semantically
L564[09:12:51] <williewillus> gigaherz:
yes, I started adding JEI integration to Botania yesterday
L565[09:12:53] <gigaherz> like in java ==
means reference equality
L566[09:13:02] <gigaherz> but it could
have a === that calls a.equals(b) for you
L567[09:13:10] <madcrazydrumma> How can i
send a message to all players in server?
MinecraftServer.getServer.addChatMessage doesnt work
L568[09:13:11] <gigaherz> williewillus: is
there a dev jar, or some maven?
L570[09:13:48] <gigaherz> oh hey
L571[09:13:51] <gigaherz> I didn't notice
that bit
L572[09:15:32] <sham1> Aww
L573[09:15:36] <sham1> So no cheating
items in
L574[09:15:46] <gigaherz> ?
L575[09:15:51] <madcrazydrumma> Anyone?
:3
L576[09:16:02] <sham1> "nothing but
items and recipes"
L577[09:16:08] <gigaherz> sham1: cheating
is part of "items" ;P
L578[09:16:19] <williewillus>
madcrazydrumma: ServerConfigurationManager.sendChatMsg (get a SCM
from MinecraftServer)
L579[09:16:36] <sham1> inb4 how
L580[09:16:45] <gigaherz> I don't
know
L581[09:16:51] <gigaherz> I can't even
make the item list show up
L582[09:16:51] <gigaherz> XD
L583[09:16:52] <OrionOnline> Is there a
way to make my TE tick on the client side?
L584[09:17:03] <williewillus> there's item
cheating
L585[09:17:04] <sham1> it does
L586[09:17:06] <williewillus> it's off by
default
L587[09:17:06] <gigaherz> OrionOnline:
they do
L588[09:17:13] <OrionOnline> mine does not
gigaherz
L589[09:17:15] <sham1> TEs tick on both
sides
L590[09:17:17] <williewillus> hit the
settings button in the lower right and enable item cheating
L591[09:17:19] <sham1> Show your code
then
L592[09:17:20] <gigaherz> you have to
manually use if(!isRemote) to avoid it
L593[09:17:20] <gigaherz> XD
L594[09:17:27] <OrionOnline> nope
L595[09:17:31] <gigaherz> well I do
L596[09:17:32] <gigaherz> XD
L597[09:17:33] <williewillus> they do for
me :p
L598[09:17:38] <williewillus> anyways show
code
L599[09:18:25] <gigaherz> hmmm it worked
in a new world
L600[09:18:32] <gigaherz> I wonder if it's
because it was created before JEI was installed
L601[09:18:37] <gigaherz> or because it's
a creative mode world
L602[09:18:38] ⇦
Quits: madcrazydrumma (~madcrazyd@197.234.0.50) (Quit:
Leaving)
L603[09:19:11] <gigaherz> yep works in
creative
L604[09:19:23] <OrionOnline> Wait now it
starts working again...
L605[09:19:27] <gigaherz> mezz: could it
be that JEI doesn't show up in a save created without JEI?
L606[09:19:52] <gigaherz> wait what
L607[09:19:53] <gigaherz> now it
works
L608[09:19:54] <gigaherz> wtf
L609[09:20:01] <OrionOnline> Yes now it
works
L610[09:20:06] <OrionOnline> I restarted
the client
L611[09:20:11] <gigaherz> I did
not...
L612[09:20:13] <gigaherz> I just switched
saves
L613[09:20:20] <OrionOnline> And whopa now
the TE ticks on the client side......
L614[09:20:47] <sham1> :P
L615[09:20:56] <gigaherz> hmmmm
L616[09:20:58] <sham1> I dont want to say
I told you so but...
L617[09:21:04] <gigaherz> how do I make an
item NOT show up in JEI?
L618[09:21:05] <sham1> I told you so
L619[09:21:09] <gigaherz> XD
L620[09:21:15] <gigaherz> structure blocks
are internal ;P
L621[09:21:20] <OrionOnline> sham1, i know
that they tick on both side
L622[09:21:34] <OrionOnline> But i did not
get the line "Ticking Client Side" in the log
L623[09:21:38] <OrionOnline> Yet now i
do.
L624[09:22:56] <sham1> :P
L625[09:23:10] <sham1> Technical
blocks
L626[09:27:15] ⇦
Quits: Otho (~Otho@189-50-103-231-wlan.lpnet.com.br) (Read error:
Connection reset by peer)
L627[09:28:45] <williewillus> anyone have
access to the latest 1.8.9 thaumcraft 5 beta?
L628[09:28:57] <williewillus> I need you
to check the registry name of an item
L629[09:29:44] <williewillus>
specifically, the inkwell
L630[09:29:58] <fry> inkwell?
L631[09:30:36] <williewillus> botania has
an integration for thaumcraft 4's
"thaumcraft:ItemInkwell" which apparently doesn't exist
in tc5? :p
L632[09:30:52] <fry> what did that item
do? :P
L633[09:31:27] <gigaherz> google doesn't
have anything by that name
L634[09:31:31] <williewillus> idk :p
haven't played with tc4 or 5. Last I played thaumcraft was 3 back
in ultimate xP
L635[09:31:40] <gigaherz> hmm xcept
L636[09:31:45] <gigaherz> maybe it's the
scribling tools?
L637[09:32:15] ***
glass is now known as glasspelican
L638[09:32:33] <sham1> would make
sense
L639[09:32:34] <gigaherz> yep
L640[09:32:46] <gigaherz> they speak about
the inkwell when thalking about the ink pot with the feather
L641[09:33:11]
⇨ Joins: Glitch_Byte (~ROOT@195.174.169.208)
L642[09:35:22] ***
K-4U|College is now known as K-4U
L643[09:36:48] <sham1> so the scribling
tools
L644[09:37:18] <gigaherz> that would be my
guess
L645[09:37:52]
⇨ Joins: Xverion
(webchat@dhcp-089-098-111-168.chello.nl)
L646[09:38:46] <williewillus> woohoo
playable fps in a modpakc for once because 1.8 :p
L647[09:39:01]
⇨ Joins: SNightmareWork (webchat@190.104.208.34)
L648[09:39:58] <sham1> I get 300+ on 1.7.x
FTB
L649[09:40:02] <sham1> Heh
L650[09:41:16] <williewillus> try
pioneers' beta and see how many you get
L652[09:42:11] <sham1> multimc
L653[09:43:11] <Rallias> Which forgegradle
version should I be using with MCF for 1.8.8?
L654[09:43:40]
⇨ Joins: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net)
L655[09:43:50] <williewillus> sham1: what
about MMC? :p
L656[09:43:56] <sham1> meh
L657[09:44:12] <williewillus> what do you
use, the vanilla launcher?!
L658[09:44:13] <williewillus> :p
L659[09:44:43] <sham1> curse
L660[09:44:48] ⇦
Quits: Xverion (webchat@dhcp-089-098-111-168.chello.nl) (Ping
timeout: 204 seconds)
L661[09:45:01] <williewillus> gross
L662[09:45:17] <Flashfire> Does anyone
know how to set the biome id of a predetermined area in the surface
dimension at generation?
L663[09:45:20] <sham1> it gives people
points for downloads
L664[09:46:18]
⇨ Joins: Xverion
(~xverion@dhcp-089-098-111-168.chello.nl)
L665[09:46:35] <williewillus> yup it was
scribing tools
L666[09:46:37] <williewillus> thanks
guys
L667[09:47:11] <gigaherz> [16:43]
(Rallias): Which forgegradle version should I be using with MCF for
1.8.8?
L668[09:47:14] <gigaherz> 2.1
snapshot
L670[09:48:20]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L671[09:48:37] <Rallias> Thanks.
L672[09:48:46] <Rallias> Now... to figure
out forge 1.8.9.
L673[09:48:59] <gigaherz> it's very
similar to 1.8
L674[09:49:14] <gigaherz> the only two
biggest changes are ITickable (new name for
IUpdatePlayerListBox)
L675[09:49:15] <Rallias> gigaherz, Now...
to figure out forge 1.8
L676[09:49:23] <gigaherz> and the
tesellator
L677[09:49:27] <gigaherz> ah that's a
whole other story ;P
L678[09:49:39] <Flashfire> And then
there's some method name changes
L679[09:49:55] <williewillus> 1.8 is fun
:p
L680[09:50:29]
⇨ Joins: Fridtjof (prassel@fridtjof.xyz)
L681[09:50:40] <Flashfire> If anyone knows
of any mods that do the same thing (set surface biome id) that are
at least 1.7, that would help too
L682[09:51:24] *** MineBot sets mode: -b
*!*@dcx0f0yylj3wf6rqjs6fy-3.rev.dnainternet.fi
L683[09:52:46] <Elec332> 1.8.8 -> 1.8.9
doesnt really have changes, only new mappings
L684[09:52:48] <Rallias> So... is there a
means to have forgegradle just use the latest mappings?
L685[09:52:58] <Rallias> Rather than have
to specify a mappings?
L686[09:53:05] <Elec332> Not one that I
know of
L687[09:53:22]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
L688[09:53:29] <Rallias> (getting
"Error: MISSING REPLACEMENT DATA FOR MAPPING_CHANNEL",
assuming a lack of a mappings= line in minceraft{} is the
cause)
L689[09:53:58] <Elec332> I aslways use
snapshots
L690[09:54:14] <williewillus> yeah just
choose a fairly recent one
L691[09:54:17] <Elec332> and whenever I
feel like it, I update it to the current date
L692[09:54:18] <williewillus> I'm on Dec
29
L693[09:54:34] <Elec332> dafuq
L694[09:54:42] <Elec332> why am I on
stable_20?
L695[09:54:51] <Elec332> -_-
L696[09:54:58] <Elec332> let me get
today's snapshot :P
L697[09:55:22] <williewillus> that's 1.8.0
mappings.... :p
L698[09:56:38] <Rallias> Ok... is there a
non-ganky 1.8.9 tutorial site?
L699[09:56:51] <Rallias> (that doesn't
involve videos)
L700[09:57:41] <Elec332> try a 1.8.8
tutorial
L701[09:57:48] <Elec332> its that same as
1.8.9
L702[09:57:52] <Elec332> the*
L703[09:57:53] <williewillus> not 1.8.9
but TheGreyGHost's Minecraft by Example is pretty great from
1.8.x
L704[09:57:58] <williewillus> otherwise
just read other 1.8 mods
L705[09:58:08] <williewillus> <plug>
Botania and Aura Cascade and ProjectE </plug>
L706[09:58:31] <Rallias> ProjectE has a
ganky license.
L707[09:58:33] <gigaherz> Wuppy has a 1.7
to 1.8 porting tutorial
L709[09:58:56] <gigaherz> and 1.8
knowledge carries over to 1.8.9
L710[09:59:03] <williewillus> how does our
license relate to learning to port? :p
L711[09:59:06] <williewillus> and blame
sin for that
L712[09:59:08] <williewillus> :D
L713[09:59:13] <Rallias> I'm not touching
code I can't use.
L714[09:59:29] <gigaherz> use != learn
from ;P
L715[09:59:36] <williewillus> seeing as
all you'll be able to make use of is vanilla lines... :p
L716[09:59:48] *** MineBot sets mode: -b
*!*@asie.pl
L717[10:00:27] <Rallias> gigaherz,
Considering how the whole world is basically analfucky about
copyright, that's not a distinction I'm particularily fond of
making.
L718[10:00:42] <gigaherz> I know
L719[10:02:14]
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L720[10:03:13]
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(bitch2k@dyn-042-143.vix1.mmc.at)
L721[10:03:27] <Nitrodev> Hi
L722[10:04:00] <sham1> so
L723[10:04:10] <williewillus> so
L724[10:04:31] <Nitrodev> so what
L725[10:04:52] <OrionOnline> Why are
breakpoints in Runnables not hit?
L726[10:05:16] <sham1> is the runnable
ever ran
L727[10:05:24] <OrionOnline> I think it
should be
L728[10:05:28] <OrionOnline> ONe sec will
try
L729[10:06:03] <sham1> You gone to the
library yet
L730[10:06:13] <OrionOnline> Yes
why?
L731[10:06:19] <sham1> not you
L732[10:06:20] <sham1> Nitro
L733[10:06:23] <sham1> But nice to hear
:P
L734[10:06:26] <OrionOnline> :P
L735[10:06:30] <Nitrodev> they aren't open
till the 7th
L736[10:06:44] <Nitrodev> so not yet but i
will
L737[10:07:13] <sham1> Hmm
L738[10:07:31] <sham1> Been eyeballin' a
java book to get
L739[10:07:35] <sham1> I presume
L740[10:07:40] <sham1> And propably some
other stuff
L741[10:07:43]
⇨ Joins: madcrazydrumma
(~madcrazyd@197.234.0.50)
L742[10:07:47] <sham1> Reading is always
fun
L743[10:07:53] <Nitrodev> yeah
L744[10:08:04] <madcrazydrumma> How could
I check if the player has say 65 of an item in his/her
inventory?
L745[10:08:10] *
sham1 proseeds to continue reading Les Misérables
L746[10:08:10] <madcrazydrumma> So 1 stack
+ 1 item
L747[10:08:18] <Rallias> How do I set the
heap size when running setupDecompWorkspace from Idea?
L748[10:08:40] <madcrazydrumma> Rallias,
can't you set it after the workspace is created?
L749[10:08:54] <sham1> you scan all the
itemstack inside your player's inventory and if that itemstack
contains that one item, add its stacksize to your counter
L750[10:09:11] <Rallias> madcrazydrumma, I
honestly have no clue.
L751[10:09:21] <sham1> yes you can
L752[10:09:31] <sham1> When IDEAing
L753[10:09:41] <sham1> You import the
gradle file as your project
L754[10:09:58] <sham1> Then after it has
set itself up you run setupDecompWorkspace
L755[10:10:03] <sham1> And then you are
happy
L756[10:10:18] <Rallias> I'm happy with
exceeding my max heap size.
L757[10:10:28] <sham1> run from your
CMD...
L758[10:10:30] <Quetzi> i add
org.gradle.jvmargs=-Xmx1200M to a gradle.properties file
L759[10:10:53] <Rallias> Thank you.
L760[10:12:25] <Rallias> Mmm, needed
quotes, but that seems to have worked.
L761[10:14:56] <madcrazydrumma> sham1, how
do i get the stacksize from the item?
L762[10:15:09] <sham1> itemstack has a
field
L763[10:15:19] <sham1> and before you say
anythinbg
L764[10:15:28] <sham1> All items in your
inventory are itemstacks
L765[10:15:31] <madcrazydrumma> Oh i was
looking for an accessor method xD
L766[10:15:33] <madcrazydrumma> Yeah i
know that ^
L767[10:15:47] <madcrazydrumma>
thePlayer#getInventory() returns an array of itemstacks
L768[10:16:22] <sham1> yeah
L769[10:16:35] <sham1> MC does not really
show that great java idioms
L770[10:16:57] <madcrazydrumma> ^^ i hate
the mc code
L771[10:17:25] <madcrazydrumma> its not
even just java idioms its OOP in general
L772[10:17:47] ⇦
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L773[10:17:51] <sham1> True enopugh
L774[10:17:54] <sham1> But OOP is so
large
L775[10:17:59] <sham1> as a general
thing
L776[10:18:20] <madcrazydrumma> Let me
rephrase.. "as an imperative idiom"
L777[10:20:01]
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L779[10:20:27] <Overreacted> Hey again,
what is the use of IRecipe#getRecipeSize()?
L780[10:21:00] <madcrazydrumma>
Overreacted, returns the size of the recipe area
L781[10:21:02] ***
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L782[10:21:20] <Overreacted> what size?
Say if I return 10, what difference does it make?
L783[10:21:43] <madcrazydrumma> what
extends IRecipe?
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L785[10:22:10] <Nitrodev> you can return
any number between 1 and 9
L786[10:22:17] <Nitrodev> if i remember
coorectly
L787[10:22:41] <Nitrodev> but it literally
returns the size of your recipe
L788[10:22:49] <madcrazydrumma> ^^
L789[10:22:58] <Overreacted> Yet
RecipesArmorDyes returns 10
L790[10:23:05] <sham1> Hmm
L791[10:23:09] <sham1> Quite curious
L792[10:23:11] <Nitrodev> i haven't seen
that
L793[10:23:16] <madcrazydrumma> Me
neither
L794[10:23:22]
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L795[10:23:33] <Nitrodev> i'm pulling up
my project
L796[10:23:44] <Overreacted> I don't know
what you exactly mean with 'size', I've read somewhere that it is
only used for sorting recipes
L798[10:24:10] <madcrazydrumma> any idea
sham?
L799[10:24:37] <Nitrodev> the size the
recipe takes
L800[10:24:45]
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L801[10:24:57] <Overreacted> So if it
takes up more size, it will...?
L802[10:25:18] <Nitrodev> more the size of
the craftin table? It would probably crash
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L804[10:25:55] <Overreacted> but it
doesn't really define how many items you can put in the grid
L805[10:26:52] <Nitrodev> how many items
in a single grid?
L806[10:27:57] <Overreacted> yup if I for
instance return 3 in my recipe, I can still fill all the crafting
grid slots
L807[10:28:27] <madcrazydrumma> Anyone
help with my issue? xD
L808[10:29:07] <Overreacted> As soon as I
understand what you are trying to do with that ItemStack i :
inv
L809[10:29:32] ***
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L810[10:29:35] <madcrazydrumma> Iterate
through the player's inventory
L811[10:29:55] <madcrazydrumma> Simple
java isnt it?
L812[10:30:06] <Overreacted> Probably, I'm
really not that good
L813[10:30:26] <Nitrodev> time to pull the
files from the git repo
L814[10:30:33]
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L815[10:30:33] <madcrazydrumma> lmao
L816[10:31:25] <Overreacted> but I would
do for(int i = 0; i < player.inventory.length; ++i)
L817[10:31:39] <Nitrodev> Overreacted,
many have said this to me aswell so learn atlest the basics of java
before starting to make mods
L818[10:31:44] <Overreacted> and then get
the current Itemstack as in ItemStack i = player.inventory[i]
L819[10:32:14] <Overreacted> I know the
basics of Java
L820[10:32:18] <Nitrodev> okay
L821[10:32:40] <Overreacted> It's just
that I never saw a for loop like that
L822[10:33:06] <Overreacted> and that's
not necessarily bad
L823[10:34:06] <madcrazydrumma>
Hahaha
L824[10:34:16] <madcrazydrumma> For loops
are done like this when dealing with objects
L825[10:34:24] <Overreacted> oh and
madcrazydrumma before you try to check if an ItemStack.getItem()
equals an item, don't you nee d a != null check first?
L826[10:35:02] <gigaherz>
ItemStack.areItemsEqual(a,b)
L827[10:35:05] <gigaherz> does null-check
for you
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L829[10:35:08] <madcrazydrumma> Would i
need the != null check even when i check the length of the
inventory? Why would you have an empty itemstack?
L830[10:35:24] <Overreacted> Okay
okay
L831[10:35:45] <Overreacted> I'll stop
trying to give advice then :P
L832[10:35:58] <ZaggyMobile2> for (Blah
blah : blahs) compiles to blah=blahs[i]
L833[10:36:17] <sham1> or iterator
L834[10:36:20] *
Overreacted takes notes
L835[10:36:25] <gigaherz> also you
probably shouldn't rely on using .length and [i], you should be
using the IInventory interface
L836[10:36:28] <sham1> depending on if
your thing is implementing iterable
L837[10:36:28] <ZaggyMobile2> Well, i mean
for arrays
L838[10:36:33] <sham1> yeah :P
L839[10:36:34] <gigaherz>
player.inventory.getSizeInventory(),
player.inventory.getStackInSlot(i)
L840[10:36:55] <madcrazydrumma> Example
gigaherz?
L841[10:36:58] <ZaggyMobile2> Indeed
L842[10:37:03] <gigaherz> I just said
it
L843[10:37:03] <gigaherz> ;P
L844[10:37:08] <Overreacted> yeah I just
quickly whipped that up out of my head just now tbh
L845[10:37:26] <gigaherz> which btw are
quite poorly named
L846[10:37:32] <madcrazydrumma> So a for
loop like Overreacted wrote using getSizeInventory
L847[10:37:41] <gigaherz> those really are
just .size() and .get(i) from the common list access style
L848[10:37:42] <gigaherz> ;P
L849[10:37:43] <madcrazydrumma> Ohwait let
me take a look at what they return
L850[10:37:48] <madcrazydrumma> oh ffs
mojang
L851[10:37:52] <madcrazydrumma>
microsoft*
L852[10:38:02] <gigaherz> ?
L853[10:38:03] <ZaggyMobile2> They return
int and ItemStack
L854[10:38:13] <sham1> microsoft had
nothing to do with IInventory
L855[10:38:17] <sham1> That was
mojang
L856[10:38:18] <gigaherz> getSizeInventory
and getStackInSlot are mcp names
L857[10:38:26] <madcrazydrumma> Oh ignore
me and sham
L858[10:38:34] <gigaherz> we don't really
know the original names
L859[10:38:39] <gigaherz> my guess is
.size() and .get(i)
L860[10:38:40] <gigaherz> XD
L861[10:38:40] <madcrazydrumma> ^^
L862[10:38:52] <ZaggyMobile2> For an
interface?
L863[10:38:57] <sham1> would make
sense
L864[10:39:00] <madcrazydrumma> But in
theory shouldn't my code work giga?
L865[10:39:11] <gigaherz> no idea I didn't
look
L866[10:39:11] <ZaggyMobile2> I would
think they'd be a little more specific no?
L867[10:39:15] <madcrazydrumma> lmao
L868[10:39:16] <gigaherz> ZaggyMobile2:
why?
L869[10:39:38] <gigaherz> the closest you
make it to List<T> the easier it is to use
L870[10:39:43] <ZaggyMobile2> In case
something is implementing two interfaces with similar
functions
L871[10:39:50] <OrionOnline> Dang i need
to redo my whole multiblock system in 1.8
L872[10:40:01] <gigaherz> OrionOnline: I
feel your pain ;p
L873[10:40:08] <OrionOnline> Thanks
L874[10:40:09] <gigaherz> I just ported a
multiblock to 1.8.9
L875[10:40:26] <OrionOnline> For some
reason my multiblocks are not staying connected anymore on world
load....
L876[10:40:47] <OrionOnline> Or other,
they stay connected, but the client somehow messes up.
L877[10:40:57] <gigaherz> ZaggyMobile2: if
you have two list-style interfaces in the same object, you are
probably doing it wrong ;P
L878[10:41:09] <ZaggyMobile2> Maybe
L880[10:41:18] <madcrazydrumma> my old
code ^
L881[10:41:23] <OrionOnline> I would
probably better change the way structure are written to disk
L882[10:41:28] <gigaherz> madcrazydrumma:
don't do that
L883[10:41:31] <ZaggyMobile2> Don't use
equals
L884[10:41:33] <gigaherz> use
ItemStacks.areItemsEqual
L885[10:41:38] <gigaherz> use
ItemStack.areItemsEqual *
L886[10:41:46] <OrionOnline> And then send
that over
L887[10:41:47] <ZaggyMobile2> Nah just use
==:P
L888[10:42:02] <gigaherz> areItemsEqual
checks for null
L889[10:42:05] <gigaherz> and compares
metadata
L890[10:42:16] <ZaggyMobile2> Mm,
metadata, yeah
L891[10:42:24] <madcrazydrumma> Oh
L892[10:42:31] <gigaherz> it even checks
the wildcard value
L893[10:42:33] <ZaggyMobile2> I guess I
was reading his code at face value
L894[10:42:41] <madcrazydrumma> I didn't
know the mc code had that :P
L895[10:42:45] <gigaherz> and if you need
to compare nbt
L896[10:42:58] <gigaherz> there's also
ItemStack.areItemStackNBTEqual or something along those lines
L897[10:43:09] <gigaherz> which
again
L898[10:43:12] <gigaherz> it poorly
named
L899[10:43:17] <gigaherz> and the original
from mojang probably has
L900[10:43:18] <madcrazydrumma> xD
L901[10:43:20] <gigaherz>
ItemStack.compare
L902[10:43:25] <gigaherz> and
ItemStack.compareNbt
L903[10:43:38] <madcrazydrumma> So this:
if(ItemStack.areItemsEqual(i, new ItemStack(item))) { ?
L904[10:43:41] <ZaggyMobile2>
Crowdsourcing problems!
L905[10:43:58] <gigaherz> madcrazydrumma:
hmf
L906[10:44:07] <gigaherz> is the
comparison really only with an item?
L907[10:44:08] <gigaherz> if so
L908[10:44:08] <ZaggyMobile2> Compare is a
different thing giga :P
L909[10:44:27] <gigaherz> if(i != null
&& i.getItem() == item)
L910[10:44:34] <gigaherz> if you aren't
going to compare metadata
L911[10:44:43] <gigaherz> madcrazydrumma:
what is "item"?
L912[10:44:44] <ZaggyMobile2> Which you
really should
L913[10:44:54] <gigaherz> you probably
want a specific item
L914[10:44:58] <madcrazydrumma> Well if my
code encounters leaves which can have metadata then what should i
do?
L915[10:44:59] <gigaherz> including
subitems with metadata values
L916[10:45:01] <madcrazydrumma> ^
L917[10:45:17]
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L918[10:45:28] <gigaherz> new
ItemStack(Items.leaves, 1, OreDictionary.WILDCARD_VALUE)
L919[10:45:33] ⇦
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L921[10:45:37] <gigaherz> or was it the
other way around?
L923[10:45:53] <shadekiller666> :D
L924[10:45:59] <gigaherz> shadekiller666:
nice
L925[10:46:02] <gigaherz> I don't want
one, though ;p
L926[10:46:03] <ZaggyMobile2> Make your
method take an item stack
L927[10:46:16] <shadekiller666> why not
giga?
L928[10:46:35] <gigaherz> well mostly
because I believe it a gimmick
L929[10:47:08] <shadekiller666> i guess
we'll see where it is in 6 months
L930[10:47:13] ***
Abrar|gone is now known as AbrarSyed
L931[10:47:17] <gigaherz> but also because
the last thing I want
L932[10:47:20] <gigaherz> is more
immersion
L933[10:47:24] <Overreacted> I personally
hope it'll be a success
L934[10:47:33] <shadekiller666> i don't
believe VR will fail this time around
L935[10:47:36] <gigaherz> losing myself
scares me
L936[10:47:37] <ZaggyMobile2> To me it
just seems a little less advanced than I'd like
L937[10:47:50] <shadekiller666> theres a
shit ton of support already
L938[10:47:53] <gigaherz> so anything that
threatens to remove my link with reality, is something I'd rather
avoid
L939[10:48:03] <madcrazydrumma> gigaherz,
so no idea? XD
L940[10:48:09] <gigaherz> heck I feel
wrong just by using earplug-style headphones
L941[10:48:11] <gigaherz> madcrazydrumma:
what?
L942[10:48:16] <Overreacted> How would it
remove your link with reality? If it gets too much you just put it
off
L943[10:48:17] <ZaggyMobile2> He told you
madcrazy
L944[10:48:18] <gigaherz> you didn't
REALLY explain yourself
L945[10:48:28] <gigaherz> I replied with
the best i can do with the limited information
L946[10:48:35] <gigaherz> [17:45]
(gigaherz): new ItemStack(Items.leaves, 1,
OreDictionary.WILDCARD_VALUE)
L947[10:48:35] <Overreacted> As long as
you have enough self-awareness tho
L948[10:48:44] <Overreacted> Wouldn't
recommend it to lucid people
L949[10:48:44] <gigaherz> that's how you
make an itemstack that allows any metadata value
L950[10:49:16] <ZaggyMobile2> Madcrazy,
your method should take item stacks, not items
L951[10:49:18] <shadekiller666> seems
Oculus Touch won't ship until the second half of this year... GG
Oculus
L952[10:49:22]
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L953[10:49:27] <gigaherz> what's Oculus
Touch?
L954[10:49:57] <madcrazydrumma> So new
ItemStack(item, 1, OreDictionary.WILDCARD_VALUE) is all i
need?
L955[10:50:01] <madcrazydrumma> for the
comparison*?
L956[10:50:03] <Overreacted> probably like
a movement remote or something
L957[10:50:08] <Overreacted> idk lemme
research it
L959[10:50:41] <gigaherz> madcrazydrumma:
.....
L960[10:50:45] <Overreacted> yup,
basically some kind of joysticks
L961[10:50:48] <gigaherz> no it's not ALL
you need
L962[10:50:52] <Overreacted> to control
in-game actions
L963[10:50:56] <gigaherz> I never give
copypaste code
L964[10:50:59] <gigaherz> I make an effort
to avoid it
L965[10:51:02] <madcrazydrumma> I dont
copy paste code
L966[10:51:04] <gigaherz> I give you
hints
L967[10:51:14] <gigaherz> and leave it to
people to figure out how to make use of them ;P
L968[10:51:18] <Overreacted> oh and it's
also a movements detection remote
L969[10:51:20] <madcrazydrumma> Would i
have to create different cases?
L970[10:51:23] <shadekiller666> "We
think Touch will set the bar for VR input"... uhh, not if HTC
gets the Vive out before Touch... :P
L971[10:51:48] <gigaherz> madcrazydrumma:
if you want to detect "any leaf", you probably want to
use ore dictionary though
L972[10:51:52] <gigaherz> since that would
include mod leaves
L973[10:52:00] <madcrazydrumma> What about
any other item meta?
L974[10:52:01] <shadekiller666>
overreacted, from what i've heard the tracking on them is good
enough you can reach out and grab them with the headset on
L975[10:52:11] <Overreacted> I like the
design, but seriously, whats up with the armband?
L976[10:52:14] <gigaherz> well I don't
know what you want!
L977[10:52:15] <ZaggyMobile2> Madcrazy,
make your method take an ItemStack as a parameter rather than an
Item if you care about metadata!!
L978[10:52:23] <gigaherz> explain EXACTLY
what you need
L979[10:52:27] <gigaherz> and I'll be able
to give you a better answer
L980[10:52:28] <Overreacted> Won't people
think they need to put them around their wrists?
L981[10:52:29] <shadekiller666>
overreacted, ever thrown a Wii remote?
L982[10:52:30] <Overreacted> lmao
L983[10:52:37] <Overreacted> uhm no why
would I
L984[10:52:43] ⇦
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L985[10:52:48] <shadekiller666> oh, the
big circle things?
L986[10:52:52] <Overreacted> ye
L987[10:53:01] <Elec332> Hmmm, I've got an
issue. Whenever this block is placed, it writes the player (owner)
data to the tile, however, the next tick, that data (UUID) is
always null, after a lot of debugging I niticed that when the tile
is placed, it is "another " object than on the tick
(looking at the hashcode)
L988[10:53:07] <shadekiller666> thats
where the tracking LEDs are
L989[10:53:15] <Overreacted> ok
L991[10:53:24] <gigaherz> Elec332: are you
by any chance setting the data on the client?
L992[10:53:28] <shadekiller666> oh, and
the inside of them have some sensors to detect when you're
pointing
L993[10:53:28] <Elec332> No
L994[10:53:32] <gigaherz> or reading the
data from the client when it's only set on the server?
L995[10:53:35] <Elec332> no
L996[10:53:42] <Elec332> I always skip the
client
L997[10:53:42] <Overreacted> I guess they
represent the digital "wrists"
L998[10:53:43] <Nitrodev> okay so why
shouldn't i use static?
L999[10:53:45] <madcrazydrumma> gigaherz,
The player sends a command: /command <itemname> - i get the
item and i want to check the stack size total for all the same
items
L1000[10:53:57] <gigaherz> Elec332: do
you change the block meta/state?
L1001[10:54:00] <shadekiller666> and
they're not large enough to fit around anyones arm
L1002[10:54:02] <Elec332> with: if
(world.isremote) return;
L1003[10:54:09] <Elec332> No
L1004[10:54:28] <Elec332> The block has
no meta/state, everything happens in the tile
L1005[10:54:30] <gigaherz> so all you do
is assign data to the TileEntity after placing?
L1006[10:54:33] <Overreacted> Hmmm now
that you say detectors it kinda makes sense
L1007[10:54:33] <Elec332> yes
L1008[10:54:34]
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L1009[10:54:39] <gigaherz> well that
doesn't make sense then
L1010[10:54:42] <Elec332> no
L1011[10:54:47] <Elec332> thats my
problem :P
L1012[10:54:52] <gigaherz> the TE is only
recreated when the blockstate changes
L1013[10:54:57] <Elec332> hmmm
L1014[10:55:15] <shadekiller666> tbh, i'm
a little bit more excited for HTC Vive/Steam VR than i am for
Oculus
L1015[10:55:30] <Overreacted> me too for
Steam VR
L1016[10:55:59] <gigaherz> Elec332: if
that were the case, all you'd have to do is override
shouldRefresh
L1017[10:56:10]
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())
L1018[10:56:12] <gigaherz> and return
oldState.getBlock() != newState.getBlock()
L1019[10:56:21] <shadekiller666> i mean,
they'll all work on every VR app, because it would be hilariously
stupid if they didn't...
L1020[10:56:22] <Elec332> Ill try
that
L1021[10:56:26] <gigaherz> instead of the
default implementation that returns "true" always for
mod-defined blocks
L1022[10:56:31] <Overreacted> So much
game titles could design innovative new gameplay experiences with
VR tho
L1023[10:56:32] <ZaggyMobile2> How do you
set the te elec?
L1024[10:56:35] <shadekiller666> but i
like Vive's tracking method more
L1025[10:56:41] <Elec332> Thats extremely
annoying :P
L1026[10:56:43] <ZaggyMobile2> Err,
change the data I mean
L1027[10:56:50] <Overreacted> imagine the
market if you release a long-awaited game sequel or whatever on
this platform
L1028[10:57:16] <Overreacted> as long as
you dont screw up the key gameplay, you're good to go
L1029[10:57:16] <Elec332> ZaggyMobile2
The block doesnt have a state/meta (other than default/0)
L1030[10:57:29] <ZaggyMobile2>
shouldUpdate shouldn't ever be called of the block state didn't
change
L1031[10:57:35] <madcrazydrumma>
gigaherz, my turn my turn xox
L1032[10:57:38] <gigaherz> Elec332: it
was done that way because many big mods used to implement
sub-blocks where each subblock would require a different
TileEntity
L1033[10:57:44] <ZaggyMobile2> I didn't
say metadata did I?
L1034[10:57:52] <shadekiller666>
overreacted, they've scienced the shit out of how all this is going
to work lol
L1035[10:57:58] <Elec332> Aha, I get that
:)
L1036[10:58:08] <gigaherz>
madcrazydrumma: aha so the player says the item
L1037[10:58:15] <Elec332> ZaggyMobile2
Its on a tile
L1038[10:58:15] <gigaherz> as a
string?
L1039[10:58:22] <Overreacted> Haha, ok
well
L1040[10:58:29] <ZaggyMobile2> Yes but
how do you change the data?
L1041[10:58:29] <Overreacted> I'm going
to eat now so cya for a while
L1042[10:58:33]
⇦ Quits: Overreacted
(~Overreact@2a02:1811:2d21:7000:19e9:120c:a31d:edfc) (Quit:
Leaving)
L1043[10:58:38] <ZaggyMobile2> On the
te?
L1044[10:59:05] <Nitrodev> i was told i
shouldn't use static in my code i want a reason for it
L1045[10:59:11] <madcrazydrumma> yeah
gigaherz
L1046[10:59:16]
⇨ Joins: agowa338
(~Thunderbi@p5491901A.dip0.t-ipconnect.de)
L1047[10:59:24] <gigaherz>
madcrazydrumma: so like /countof minecraft:dirt ?
L1048[10:59:34] <madcrazydrumma>
yeah
L1049[10:59:37] <gigaherz> Isee
L1050[10:59:39] <gigaherz> well
L1051[10:59:43] <ZaggyMobile2> IIRC there
was/is a problem where setTileEntity invalidates both the old and
the new TEs
L1052[10:59:45] <gigaherz> you probably
want a version of the command
L1053[10:59:49] <gigaherz> that has also
the metadata value
L1054[10:59:50] <gigaherz> ;P
L1055[11:00:01] <gigaherz> like /countof
minecraft:dye 7
L1056[11:00:04] <shadekiller666> Vive is
scheduled to release in April
L1057[11:00:13] <gigaherz> in that
case
L1058[11:00:15] <madcrazydrumma> xD
L1059[11:00:16] <gigaherz> what I would
do is
L1060[11:00:19] <ZaggyMobile2> Elec, you
see that?
L1061[11:00:26] <IoP> Nitrodev: statics
are bad. always bad, avoid if possible.
L1062[11:00:38] <gigaherz> ItemStack what
= new ItemStack(item,1, WILDCARD_VALUE); if no meta is
provided
L1063[11:00:40] <gigaherz> and
L1064[11:00:44] <Nitrodev> okay so they
are just bad what a reason
L1065[11:00:49] <Nitrodev> more
please
L1066[11:00:53] <gigaherz> ItemStack what
= new ItemStack(item, 1, number); if the number is provided
L1067[11:01:18] <ZaggyMobile2> He should
look at the give command for its item parsing
L1068[11:01:24] <madcrazydrumma> Okay ill
give it a go :3
L1069[11:01:25] <gigaherz> Nitrodev:
there is one and only one reason why singletons are preferred over
statics
L1070[11:01:35] <ZaggyMobile2> It
probably parses NBT as well
L1071[11:01:48] <gigaherz> if you have a
singleton, you can replace the singleton with a proxy, and switch
between implementations on the fly
L1072[11:01:53] <gigaherz> while static
methods don't allow it.
L1073[11:01:58] <OrionOnline> Is there a
way to see the Log Markers in the actual Log??
L1074[11:02:09] <Nitrodev> and i didn't
understand a word
L1075[11:02:10] <madcrazydrumma> As a
string i can do 'str.contains(":");' right?
L1076[11:02:18]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1077[11:02:19] <madcrazydrumma> my java
brain isnt working today
L1078[11:02:29] <Nitrodev> mine either
madcrazydrumma
L1079[11:02:42]
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L1080[11:02:51] <madcrazydrumma>
rip
L1081[11:03:10] <OrionOnline> Is there
some form of a ConcurrentList in java?
L1082[11:03:14] <ZaggyMobile2> That
should work if you're using it the way it's meant to be used
L1083[11:03:24] <gigaherz> Nitrodev: you
know how forge has the client proxy and server proxy thing?
L1084[11:03:32] <Nitrodev> yes
L1085[11:03:38] <gigaherz> that's
why.
L1086[11:03:45] <gigaherz> if you called
things directly
L1087[11:03:50]
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L1088[11:03:54] <gigaherz> you wouldn't
be able to load the right code depending on the situation
L1089[11:04:03] <gigaherz> the proxy
allows making that switch seamlessly
L1090[11:04:11] <ZaggyMobile2> Those
proxies are singletons, in case you didn't know
L1091[11:04:14] <IoP> damn Nitrodev
already knows more about modding than i do
L1092[11:04:17] <gigaherz> a
singleton
L1093[11:04:23] <gigaherz> is a concept
of a class that only ever has one instance
L1094[11:04:25]
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L1095[11:04:28] <gigaherz> hence the
"single" part of the name
L1096[11:04:56] <Nitrodev> IoP, quit the
sarcasm
L1097[11:05:04] <ZaggyMobile2> What would
you call blocks sharing classes though? :P
L1098[11:05:25] <shadekiller666> holy
crap... Oculus has boasted that they've wanted to be the most
affordable VR headset on the market... but its rumored that the
price point will be around $500 usd, or "at least
$300"
L1099[11:05:27] <williewillus>
OrionOnline: synchronize with a wrapper, synchronize yourself, or
use CopyOnWriteArrayList
L1100[11:05:32] <ZaggyMobile2> Wow nitro,
loosen up maybe?
L1101[11:05:37] <shadekiller666> where
the fuck does that put Vive?
L1102[11:05:42] <OrionOnline>
williewillus, okey
L1103[11:05:42] <gigaherz> ZaggyMobile2:
in that case, the class is a template, but the instances are still
singletons ;P
L1104[11:05:51] <shadekiller666> and why
the fuck is it $500?
L1105[11:05:53] <gigaherz> sorta
L1106[11:05:54] <ZaggyMobile2> Ah I
suppose
L1107[11:05:59] <Nitrodev> ZaggyMobile2,
i thought this was a hostile chatroom
L1108[11:06:04]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1109[11:06:09] <gigaherz> Nitrodev: only
if you make it so
L1110[11:06:10] <ZaggyMobile2> Only
sometimes
L1111[11:06:20] <Nitrodev> suuuuure
L1112[11:06:24] <gigaherz> Lex dislikes
drama, so he'll slap the heck out of anyone being unnecessarily
hostile ;P
L1113[11:06:38] <ZaggyMobile2> You're
helping make it become one
L1114[11:06:42] <ZaggyMobile2> :P
L1115[11:06:42] <IoP> Nitrodev: that was
truth. i've skipped that thing(too lazy to find good examples) and
my 'mods' do not have any special code for client/server
L1116[11:06:43] ***
Jared|Away is now known as Jared
L1117[11:06:44] <Nitrodev> but i'm just
going to stay with static and if i got issues with it i'll remove
it
L1118[11:07:01] <Nitrodev> IoP, Oh sorry
then :P
L1119[11:07:09] <gigaherz> IoP: soi you
don't register items or blocks?
L1120[11:07:11] <gigaherz> so*
L1121[11:07:22] <gigaherz> or wait, are
you on 1.7.10?
L1123[11:07:26] <Nitrodev> you can
register iwth static
L1124[11:07:28] <williewillus> or
30
L1125[11:07:33] <madcrazydrumma>
williewillus, lmao
L1126[11:07:35] <gigaherz> in 1.7.10 and
older, you could get away with not using a proxy
L1127[11:07:41] <gigaherz> if you didn't
have a TESR or ISBRH
L1128[11:07:47] <madcrazydrumma> Im not
using a proxy xD
L1129[11:07:48] <Nitrodev> what are
those
L1130[11:07:57] <ZaggyMobile2> Those are
potatoes?
L1131[11:07:58] <madcrazydrumma>
TileEntitySpecialRenderer or something
L1132[11:08:00] <gigaherz> TESR = Tile
Entity Special Renderer
L1133[11:08:05] <IoP> "mods" i
have only wrote mods which break the game or can be used to debug
shit
L1134[11:08:06] <gigaherz> the thing that
draws the book in an enchanting table
L1135[11:08:08] <williewillus>
ZaggyMobile2: Botania's tiny potato :p
L1136[11:08:09] <gigaherz> or the beam in
the beacons
L1137[11:08:11] <williewillus> it's a
joke block
L1138[11:08:20] <gigaherz> ISBRH = the
system in 1.7.10 and older
L1139[11:08:25] <williewillus> but he has
tons of easter eggs depending on what you name the potato
L1140[11:08:26] <gigaherz> that was used
to generate models for blocks
L1141[11:08:36] <williewillus>
"generate models" heh
L1142[11:08:36] <ZaggyMobile2> Lol
nice
L1143[11:08:38] <ThePsionic>
williewillus: wat
L1144[11:08:52] <ThePsionic> i like it
but wat
L1145[11:08:58] <gigaherz> williewillus:
well pretty much, the ISBRH replaced the IBakedModel ;P
L1146[11:08:58] <ZaggyMobile2> Well it
was kind of generating models
L1147[11:09:05] <gigaherz> was replaced
by*
L1148[11:09:07] <williewillus>
ThePsionic: have you guys seriously not played botania :p
L1149[11:09:11] <ThePsionic> nope
L1150[11:09:22] <ZaggyMobile2> Model's on
the form of raw arrays on the gpu or something
L1151[11:09:35] <gigaherz> nah
L1152[11:09:37] <IoP> gigaherz: also aww
block/items... that requires artwork
L1153[11:09:42] <ZaggyMobile2> *models
in
L1154[11:09:44] <gigaherz> ISBRH would
use the Tesellator
L1155[11:09:45] <PaleoCrafter> did the
shader work, williewillus? :P
L1156[11:09:54] <gigaherz> to add items
to the display lists
L1157[11:10:11] <gigaherz> IoP: wow you
limitedyourself a lot :O
L1158[11:10:13] <williewillus> the pool?
I'm gonna come back to that, got the item models working, and then
I got distracted by JEI integration :p
L1159[11:10:24] <PaleoCrafter> lol
L1160[11:11:02] <gigaherz> oh yeah
speaking about JEI
L1161[11:11:09] <gigaherz> I asked
earlier but I don't know if anyone answered
L1162[11:11:16] <gigaherz> is there a way
to skip an item int he NEI/JEI list?
L1163[11:11:19] <gigaherz> the*
L1164[11:11:31] <williewillus> ask
mezz
L1165[11:11:40] <gigaherz> the block
doesn't have a creative tab assigned, but it still shows up in the
panel
L1166[11:11:51] <ThePsionic> JEI being a
toned-down NEI?
L1167[11:11:58] <gigaherz> sortof
yes
L1168[11:12:00] <Nitrodev> williewillus,
you use static in your 1.8 port mods right?
L1169[11:12:01] <williewillus> faster,
leaner, no coremodding :p
L1170[11:12:10] <ThePsionic> Neat
L1171[11:12:11] <williewillus> what do
you mean I "use static"?
L1172[11:12:17] <gigaherz> it's an
item/recipe browser
L1173[11:12:23] <gigaherz> a-la
TMI/NEI
L1174[11:12:30] <Nitrodev> well i can see
many static keywords in your coed
L1175[11:12:32]
⇦ Quits: Glitch_Byte (~ROOT@195.174.169.208) (Quit:
Leaving)
L1176[11:12:35] <gigaherz> but skipping
all the stuff on the left side of the inventory
L1177[11:12:35] <gigaherz> ;P
L1178[11:12:36] <Nitrodev> in git
repos
L1179[11:12:42] <ThePsionic> goood
L1180[11:12:44] <ThePsionic> just
lookup
L1181[11:12:45] <gigaherz> no day/night
buttons, no creative mode shit
L1182[11:12:51] <ThePsionic> v good
L1183[11:12:59] <gigaherz> just the items
and recipes
L1184[11:13:05] <ThePsionic> v v
good
L1185[11:13:11] <ThePsionic> mezz++
L1186[11:13:28] <madcrazydrumma>
gigaherz, getting an issue - it keeps saying there are no items in
the inventory :s
L1187[11:13:33] <williewillus> Nitrodev:
uhhh "using static" doesn't mean much, every programmer
needs to use both static and instance members
L1188[11:13:37] <williewillus> so not
sure waht you're asking
L1189[11:13:46] <Nitrodev> okay
L1190[11:13:48] <Nitrodev> nvm then
L1191[11:14:20] <gigaherz> Nitrodev: the
beauty of programming is to juggle all the features and know when
it's worth making use of them ;P
L1192[11:14:34] <williewillus> the fact
that you asked that is worrying though, read up on static members
and how they're used :p
L1193[11:14:39] <ZaggyMobile2> Static is
good when you have code that is not local to a class and won't be
overridden
L1194[11:14:47] <Drullkus> lol
L1195[11:14:52] <ZaggyMobile2> Such as
math Functions
L1196[11:14:56] <gigaherz> there isn't
really "bad" things in a language
L1197[11:14:59] <PaleoCrafter> actually,
you want to reduce the amount of static stuff as much as possible,
generally
L1198[11:15:04] <williewillus> ^
L1199[11:15:10] <williewillus> unless its
stuff like utils
L1200[11:15:26] <gigaherz> but making a
ton of singletons that you don't need, is also bad
L1201[11:15:30] <ZaggyMobile2> Utils is
what I was talking about
L1202[11:15:42] <IoP> also static
imports... grepping a keyword is not good
L1203[11:15:43] <ZaggyMobile2> So the
code can be inlined
L1205[11:15:54] <gigaherz> coding is a
balancing act between kludges and overengineering
L1206[11:15:54] <gigaherz> ;P
L1207[11:16:17] <gigaherz> and IDE
refactoring buttons are the safety net
L1208[11:16:26] <Drullkus> lol
shadekiller666
L1209[11:17:34] <ZaggyMobile2> I've
probably done what you would call overengineering :P
L1212[11:19:23]
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L1213[11:19:24] <Nitrodev> there have a
look and say if i'm using too many statics
L1214[11:19:54] <gigaherz>
madcrazydrumma: just a note
L1215[11:19:57]
⇨ Joins: Firedingo (~Firedingo@101.175.16.213)
L1216[11:20:01] <gigaherz> if you use
":" to separate the meta number
L1217[11:20:08] <gigaherz> what will
happen if the user says like
L1218[11:20:22] <gigaherz> ... /check
modname:itemname ?
L1219[11:20:27] <gigaherz> ;P
L1220[11:20:29] <madcrazydrumma> yeah i
realised x_x
L1221[11:20:42] <PaleoCrafter> just use
vanilla's give syntax? :P
L1222[11:20:44] <gigaherz> you should
probably make the number a second argument
L1223[11:21:04] <gigaherz> so that it
becmes /check mod:item meta
L1224[11:21:07] <gigaherz> with a
space
L1225[11:21:18] <madcrazydrumma> yeah but
the thing is i already have other args afterwards and the command
would look silly
L1226[11:21:34] <gigaherz> hmm then
@n
L1227[11:21:39] <madcrazydrumma>
yeah
L1228[11:21:42] <gigaherz>
minecraft:dye@4
L1229[11:21:56] <gigaherz> which is how
ItemStack.toString prints it
L1230[11:21:56] <madcrazydrumma> But what
else is the issue?
L1231[11:22:21] <gigaherz> I don't
know
L1232[11:22:43] <gigaherz> how do you get
the item from the string?
L1233[11:23:02] <madcrazydrumma> Item
item = getItemByText(sender, itemID); - a method provided by
CommandBase
L1234[11:23:08] <madcrazydrumma> Got told
to use it by someone here
L1235[11:23:13] <gigaherz> aha
L1236[11:23:19] <OrionOnline> what was
the type id of a NBTTagList with NBTTagCompounds? 10 Right?
L1237[11:23:30] <gigaherz> OrionOnline:
Constants.NBT.*
L1238[11:23:42] <gigaherz> don't use the
numbers directly ;P
L1239[11:23:52] <OrionOnline> Which
package?
L1240[11:24:03] <gigaherz> dunno, I write
Constants.NBT and let IDEA tell me
L1241[11:24:05] <gigaherz> ;P
L1242[11:24:09] <OrionOnline> Found
it:P
L1243[11:24:14] ***
zz_SnowShock35 is now known as SnowShock35
L1244[11:24:19] <OrionOnline> There were
to many when i did Constants.
L1245[11:25:31] <ZaggyMobile2> Wow,
didn't realize this constants actually existed in fields
somewhere
L1246[11:25:56] <OrionOnline>
ZaggyMobile2, me neither :P
L1247[11:25:58] <ZaggyMobile2>
*those
L1248[11:26:10] <gigaherz> it's in
forge
L1249[11:26:21] <gigaherz> the constants
don't exist in the MC jar
L1250[11:26:33] <ZaggyMobile2> Inlining
sucks sometimes
L1251[11:26:35] <gigaherz> they were most
probably inlined and excluded from the class
L1252[11:26:36] <PaleoCrafter> It's only
existed since 1.7, so :D
L1253[11:26:37] <madcrazydrumma> screw
this code ;_;
L1254[11:27:26] <williewillus>
madcrazydrumma: what :p
L1255[11:27:29] <ZaggyMobile2> Are there
any functions that have been unlined, or does that happen
JIT?
L1256[11:27:36] <williewillus> inlining
is all JIT
L1257[11:27:39] <ZaggyMobile2>
*inlined
L1259[11:27:46] <ZaggyMobile2> Obviously
it's not
L1260[11:27:51] <ZaggyMobile2> Not for
constants
L1261[11:28:06] <gigaherz> ZaggyMobile2:
dunno about inlining functions,
L1262[11:28:13] <gigaherz> but we do know
some functions are excluded on build
L1263[11:28:21] <gigaherz> because the
server jar lacks them
L1264[11:28:25] <gigaherz> ;P
L1265[11:28:36] <gigaherz> so inlined or
not
L1266[11:28:44] <ZaggyMobile2> That's
fine by Mojang isn't it? Not the compiler?
L1267[11:28:54] <ZaggyMobile2>
*done
L1268[11:28:59] <gigaherz> well the
obfuscator may remove them not the compiler
L1269[11:29:01] <williewillus>
madcrazydrumma: have you stepped through with a debugger to see if
anything is being picked up?
L1270[11:29:13] <gigaherz> I include
obfuscation in the build process
L1271[11:29:13] <gigaherz> ;P
L1272[11:29:25] <ZaggyMobile2> Yeah
L1273[11:29:29] <ZaggyMobile2> So do
I
L1274[11:30:00] <williewillus> also I'm
rendering a baked model using the blockmodelrenderer, and mymodel
isnt being colored for some reason...
L1275[11:30:01] <gigaherz>
madcrazydrumma: you really should put debug prints or breakpoints
in there
L1276[11:30:02] <madcrazydrumma> I cant
think about debugging right now ;_; haha
L1277[11:30:05] <williewillus> anyone
have ideas why?
L1278[11:30:09] <gigaherz> and see if the
item you receive is the one you wanted
L1279[11:30:11]
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L1280[11:30:13] <ZaggyMobile2> But I
wouldn't think that would be a function of an obfuscator
L1281[11:30:30] <gigaherz> williewillus:
how do you color it?
L1282[11:30:32] <williewillus> item model
is fine, rendering baked model in tesr gives a grayscale one (which
is one of my variants, but the blockstate does not have that
property set)
L1283[11:30:39] <ZaggyMobile2> Willie,
using what function
L1284[11:30:58] <gigaherz> the internal
functions used to render a model take a color param
L1285[11:31:10] <gigaherz> so using
gl.color before drawing is usually ignored
L1286[11:31:11] <gigaherz> ;P
L1287[11:31:16] <williewillus> not
glcoloring
L1288[11:31:19] <williewillus> the model
itself is not colored
L1289[11:31:26] <ZaggyMobile2> No colors
are done by tint index
L1290[11:31:32] <williewillus> i grab the
bakedmodel from modelshapes myself then do
mc.getBlockRendererDispathcer()..getBlockModelRenderer().renderModelBrightness(model,
potato.getWorld().getBlockState(potato.getPos()), 1.0F,
false);
L1291[11:31:33] <gigaherz> oh you mean
items that need tints
L1292[11:31:57] <gigaherz> you'll have to
replicate the tinting system, I guess
L1293[11:32:06] <ZaggyMobile2>
No.....
L1294[11:32:16] <gigaherz> whatever
function mc uses to set up the tint indices before drawing
L1295[11:32:20] <ZaggyMobile2> It does
the tinting internally
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L1297[11:32:40] <ZaggyMobile2> There are
no "tint indices"
L1298[11:32:43] <gigaherz> no idea,
really ;P
L1299[11:32:49] <ZaggyMobile2> It uses
vertex colors
L1300[11:32:52] <gigaherz> ah
L1301[11:33:38] <ZaggyMobile2> Willie you
should use the world aware block renderer
L1302[11:34:01] <williewillus> where is
that?
L1303[11:34:07] <williewillus> and would
it work properly since i
L1304[11:34:07] <Nitrodev> Does the
GameRegistry.addRecipe method care about if the letters are lower
cased or capital
L1305[11:34:08] <ZaggyMobile2> The one
you use probably doesn't call the block's getColorMultiplier
L1306[11:34:10] <williewillus> 'm doing
it in a tesr?
L1307[11:34:12] <ZaggyMobile2> In the
same class
L1308[11:34:15] <Nitrodev> when making
the recipe itself
L1309[11:34:16] <PaleoCrafter> it does,
Nitrodev
L1311[11:34:21] <williewillus> but the
potato doesn't have a color multiplier
L1312[11:34:24] <williewillus> the
texture itself is colored
L1313[11:34:27] <Nitrodev> PaleoCrafter,
okay good to know
L1314[11:34:39] <ZaggyMobile2> Yes it
would work properly, I use it
L1315[11:34:49] <williewillus> actually
nvm it's being colored properly
L1316[11:34:51] <ZaggyMobile2> Oh
hm
L1317[11:34:53] <williewillus> it's just
selecting the wrong baked model 0.o
L1318[11:35:11] <ZaggyMobile2> And you're
getting the correct baked model for the current state?
L1319[11:35:18] <williewillus> yeah
L1320[11:35:22] <williewillus> lemme
pastebin blockstate json
L1322[11:35:41] <madcrazydrumma> ignore
the *'s
L1324[11:35:50] <gigaherz>
madcrazydrumma: inventory slots can be null
L1325[11:35:54] <shadekiller666> Die Hard
is STILL the best Christmas movie
L1326[11:35:55] <gigaherz> you can't just
use i.something
L1327[11:35:57] <williewillus> somehow it
was choosing the "grayscale" texture
L1328[11:36:01] <gigaherz> without
checking if "i" is null
L1329[11:36:03] <ZaggyMobile2> Yes but
you're paying the correct block state?
L1330[11:36:04] <madcrazydrumma> so
inventory is a list of empty itemstacks also?
L1331[11:36:07] <ZaggyMobile2>
Passing
L1332[11:36:13] <gigaherz> yes it
contains ALL slots
L1333[11:36:14] <gigaherz> including
empty
L1334[11:36:14] <williewillus> i just get
the blockstate from the world
L1335[11:36:25] <gigaherz> empty ones are
null
L1336[11:36:26] <williewillus> oh wait
shoot
L1337[11:36:28] <gigaherz> non-empty ones
are not null
L1338[11:36:29] <madcrazydrumma> oh
lmao
L1339[11:36:31] <williewillus> I don't
call getactualState
L1340[11:36:33] <williewillus>
thanks
L1341[11:36:34] <madcrazydrumma> i didnt
know that %
L1342[11:36:35] <madcrazydrumma> ^
L1343[11:36:37] <ZaggyMobile2> Hm
L1344[11:37:15] <Nitrodev> how can i make
a recipe use a specific stained glass
L1345[11:37:26] <Nitrodev> wait nvm i
don't need to know
L1346[11:38:06] <madcrazydrumma> Okay now
even with the check gigaherz, it still doesnt print anything even
with items in the inventory
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L1349[11:38:56] <glasspelican> Nitrodev:
you get the item stack for stained glass then set the damage
ammount for the colour you wnat
L1350[11:39:05]
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L1354[11:41:29] <williewillus> you cant
hotswap public static fields? 0.o
L1355[11:41:56] <PaleoCrafter> what do
you mean, exactly? :P
L1356[11:42:06] <PaleoCrafter> you can't
add or remove any kind of field
L1357[11:42:18] <williewillus> I just
tried to hotswap the value of a public static boolean field
L1358[11:42:19] <williewillus> and it
failed :p
L1359[11:42:29] <PaleoCrafter> well, it
wouldn't have any effect anyway :P
L1360[11:42:41] <PaleoCrafter> the static
initialiser is run exactly once
L1361[11:42:57] <PaleoCrafter> you could,
however, change the value directly with your debugger
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L1364[11:43:32] <Overreacted> Hey uhm how
do I give an item a standard tagcompound?
L1365[11:43:35] <williewillus> if I
wanted the TextureAtlasSprite of one side of a bakedmodel how would
I get that?
L1366[11:43:46] <williewillus>
itemstack.setTagCopmound(new NBTTagCompound()) ?
L1367[11:43:55] <Nitrodev> okay there is
a weird problem with my block
L1368[11:43:55] <shadekiller666>
uhhh
L1369[11:44:08] <Overreacted> yeah but is
there a specific method?
L1370[11:44:32] <Overreacted> as in, is
there a method that detects when an itemstack of that particular
item is put into the world?
L1371[11:44:38] <Overreacted> or is that
an event
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L1373[11:45:30] <Nitrodev> whenever the
upper half of my player is right next to the block all i see is
black
L1374[11:45:45] <williewillus> next to
your block or inside your block?
L1375[11:45:47] <PaleoCrafter>
Overreacted, normally you control the creation of your items
L1376[11:45:51] <Nitrodev> next to
L1377[11:46:08] <Nitrodev> i'm pretty
usre it's next to
L1378[11:46:12] <PaleoCrafter> and if
people use the give command, it's their responsibility to set the
data correctly :P
L1379[11:46:14] <shadekiller666>
williewillus, not sure that you can, because the TAS is the
location of the entire block's texture, and that location is used
in conjunction with the uv coordinates to find the proper location
on the texture map
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L1381[11:47:00] <Nitrodev> i'm guessing
it ahs something to do with the collision box
L1382[11:47:22] <Overreacted> yeah but
basically itemstack.getTagCompound().getInteger("amount")
returns null in my method, and since getInteger() returns 0 if not
initialized and there is indeed an itemstack, the only thing that
could be null is the tagCompound
L1383[11:47:34] <Overreacted> when I try
to craft it, it needs to get this integer
L1384[11:47:44] <Overreacted> craft it
with another item
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L1386[11:47:58] <PaleoCrafter> just never
call itemStack.getTagCompound directly but wrap it in a check
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L1388[11:48:17] <Overreacted> Okay i get
what you mean
L1389[11:48:19] <Nitrodev> Oh yeah i
can't do anything about the bug
L1390[11:48:27] <PaleoCrafter> like
getCompound(ItemStack stack) { if(stack.getTagCompound() == null) {
// set default compound here } return stack.getTagCompound();
}
L1391[11:48:37] <Nitrodev> Because
otherwise the mechanism won't work
L1392[11:48:52] <Nitrodev> the destroying
of entities thrown into it that is
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L1396[11:56:44] <Nitrodev> okay i need to
find a good example for multiblocks in 1.8.9
L1397[11:57:27] <Nitrodev> any
ideas?
L1398[11:57:47] <OrionOnline> Nitrodev,
depents on what you mean with multiblock
L1400[11:58:05] <williewillus> Nitrodev:
gigaherz's ender rift :p
L1401[11:58:43] <gigaherz> well I'm not
sure if my mod is a GOOD example
L1402[11:58:44] <gigaherz> ;P
L1403[11:59:07] <Nitrodev>
"your" mod?
L1405[11:59:23] <gigaherz> yes.
L1406[11:59:25] <gigaherz> MY mod.
L1407[11:59:40] <Nitrodev> oh i thought
willie said that sorry
L1408[12:00:05] <gigaherz> I did my
multiblock in a sortof brute-force way
L1410[12:00:10] <williewillus> gah I hate
openGL >.>
L1411[12:00:12] <gigaherz> I scan each
and every neighbour explicitly
L1412[12:00:18] <williewillus> the baked
model isn't even right without rotation
L1413[12:00:29] <gigaherz> it owuld be
much nicer to have a "pattern"
L1414[12:00:33] <PaleoCrafter> btw,
williewillus, you can parameterise TileEntity from 1.8.8 onwards
:P
L1415[12:00:36] <gigaherz> that you can
follow in an iterative
L1416[12:00:38] <gigaherz> way
L1417[12:00:38] <PaleoCrafter> no need
for that ugly cast anymore
L1419[12:01:14] <gigaherz> yeah much
nicer this way
L1420[12:01:14] <gigaherz> XD
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L1422[12:02:33] <williewillus> with onyl
a translate to x, y, z the baked model renders offset by one block
in the z direction 0.o
L1423[12:03:05] <gigaherz> how do you
export the baked model?
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L1425[12:03:21] <gigaherz> I mean is it
json? obj?
L1426[12:03:26] <gigaherz> because for
.obj models
L1427[12:03:37] <gigaherz> I have to put
them on -1..0
L1428[12:03:41] <gigaherz> for them to
export in the 0..1 range
L1429[12:03:49] <gigaherz> Z-wise
L1430[12:03:52] <MattDahEpic> how would
one change the size of a magmaslimecube?
L1431[12:04:02] <williewillus> it's a
normal json model
L1432[12:04:13] <gigaherz> MattDahEpic: I
believe there's a tag for it in the entity
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L1435[12:07:02] <Rockers> Has anyone
tried to register armour materials in 1.8.8 yet?
L1436[12:07:35] <williewillus> ugh this
is so irritating
L1437[12:07:46] <williewillus> why is
this more annoying than rewriting a whole model loader for special
flowers
L1438[12:07:51] <williewillus> Rockers:
yes
L1439[12:08:15] <Girafi> It's the same as
in 1.7.10 ? :p If there is any changes they are very minor.
L1440[12:08:15] <Rockers> It keeps
spitting this at me:
L1441[12:08:19] <Rockers> Failed to load
texture:
textures/models/armor/satanicofferings:enduirium_layer_1.png
L1442[12:08:43] <Nitrodev> it doesn't
find the texture
L1443[12:08:45] <Rockers> It should be
satanicofferings:textures/models/armor/enduirium_layer_1.png
L1444[12:09:03] <Rockers> In the texture
name, I put: ReferenceVariables.MODID +
":enduirium"
L1445[12:09:40] <Nitrodev> can you
pastebin the model file
L1446[12:09:53] <williewillus> I just did
public static ArmorMaterial manasteelArmorMaterial =
EnumHelper.addArmorMaterial("MANASTEEL",
"manasteel", 16, new int[] { 2, 6, 5, 2 }, 18);
L1447[12:09:59] <williewillus> and it
worked
L1448[12:10:07] <williewillus> no modid
or anything
L1449[12:10:15] <Rockers> The model
file?
L1450[12:10:25] <Rockers> I thought that
was just for the item...
L1451[12:10:27] <williewillus> Nitrodev:
this is armor stuff
L1452[12:10:31] <williewillus> there are
no models for those
L1453[12:10:36] <Nitrodev> oh nvm
then
L1454[12:12:01] <Rockers> If I do it your
way, it spits this out:
L1455[12:12:02] <Rockers> Failed to load
texture:
minecraft:textures/models/armor/enduirium_layer_1.png
L1456[12:12:55] <McJty> Is there some
handy function in MC/forge to convert the colors in
ItemDye.dyeColors to separate RGB values?
L1457[12:13:15] <McJty> Or do I just do
<<16 & 255 for red, <<8 & 255 for green and
&255 for blue?
L1458[12:13:17]
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L1461[12:14:51] <williewillus> not
really, I just do EnumDyeColor.getMapColor().colorValue and extract
it out of the hex
L1462[12:15:17] <McJty> ok
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L1466[12:20:25] <Rockers> I wonder if I
have an outdated version of forge. It might have been a bug?
L1467[12:20:52] <williewillus> did you
try with no modid or paths or anything?
L1468[12:21:18] <williewillus> oh
actually... botania handles its armor rendering on its own
L1469[12:21:21] <williewillus> so no
idea
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L1472[12:21:31] <williewillus> lemme look
at PE
L1473[12:22:18] <williewillus> oh we
override Item.getArmorTexture
L1474[12:22:35] <williewillus> and return
"projecte:textures/armor/<whatever>.png"
L1475[12:22:46] <Rockers> Sorry, I would
go and look aswell, if they still weren't doing maintenance work on
my internet.
L1476[12:23:00] <Rockers> So, if I
override that, it might work...
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L1478[12:26:30] <Wuppy> ugh what a
day...
L1479[12:26:34] <Wuppy> I need a beer
:PO
L1480[12:27:49] <Rockers> o/
L1481[12:27:50] <Rockers> What ya been
busy with?
L1482[12:29:19] <Wuppy> buying stuff and
bringing other stuff away
L1483[12:31:54] <Rockers> Welp, I have an
outdated version of forge and my internet's too slow to update it
atm...
L1485[12:32:21] <Rockers> There's nothing
wrong with my code after all...
L1486[12:33:06] <Rockers> Is lwjgl a good
library?
L1487[12:33:31] <gigaherz> hmf
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L1489[12:33:59] <gigaherz> there is no
IBlockState-sensitive get(Un)LocalizedName, is there?
L1490[12:34:10] <Wuppy> woop woop Ima get
some of the best beer out there tonight :D
L1491[12:34:16] <Wuppy> Texels beer =
best beer :D
L1492[12:35:16] <gigaherz> meh it
wouldn't even make sense
L1493[12:35:16] <Rockers> I wouldn't
imagine there would be gigaherz, but then again, I'm usually
wrong.
L1494[12:35:20] <gigaherz> the name is
onlyused for the item form
L1495[12:35:36] <gigaherz> so basically
I'd need an ItemBlock that has itemstack-sensitive names
L1496[12:35:45] <gigaherz> and I can't be
bothered to do that
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L1498[12:35:59] <Rockers> I just found
that I'm 20 versions behind the latest forge for 1.8.8. :D
L1499[12:36:34] <Rockers> Time to stop
forge modding until my internet comes back.
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L1501[12:37:23] <Rockers> Why do you need
itemstack-sensitive names?
L1502[12:37:33] <gigaherz> well
L1503[12:37:42] <gigaherz> I was
improving the WAILA tooltips for my multiblock
L1504[12:38:06] <gigaherz> and I wanted
to differentiate the display name for the corners and edges
L1505[12:38:19] <gigaherz> but meh
L1506[12:38:22] <gigaherz> it's ok as it
is.
L1507[12:38:26] <Rockers> Sounds like
some special block :p
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L1509[12:39:33] <AnnaMayBelle> So not
sure if this is a forge issue or something else, but I'm running a
forge server, and on respawn after death, all of the chunks around
my character seem to vanish. This remains as such until I
disconnect and reconnect to the server. Any clues what might be my
problem?
L1510[12:39:53] <gigaherz> is there any
errors in the logs?
L1511[12:40:03] <gigaherz> client OR
server
L1512[12:40:32] <williewillus> both forge
server and client right? is one part vanilla?
L1513[12:40:34] <AnnaMayBelle> Not seeing
any on the server, lemme check client
L1514[12:40:36] <williewillus> also what
forge version
L1515[12:40:52] <AnnaMayBelle> Nope, both
are Forge, 1490
L1516[12:41:41] <AnnaMayBelle> And no
errors in client either
L1517[12:41:58] <gigaherz> well with no
mods, I have no idea what it may be
L1518[12:42:02] <gigaherz> no logs*
L1519[12:42:07] <gigaherz> coudl be any
of the mods
L1520[12:42:24] <gigaherz> maybe updating
to a more recent forge helps, but I doubt that
L1521[12:42:41] <shadekiller666>
gigaherz, does your TESREssentializer not exist on github anymore
or did you move it? the bookmark i had for it 404s now
L1522[12:42:53] <gigaherz> hmm
L1523[12:42:57] <AnnaMayBelle> Hrm, it
seems to be server only, works fine in single player..
L1524[12:42:58] <gigaherz> shoudl be in
the same place
L1525[12:43:02] <gigaherz> maybe I
renamed
L1526[12:43:18] <shadekiller666> either
way can you link to it plz
L1527[12:43:19] <Rockers> Have you tried
doing a binary search?
L1528[12:43:23] <gigaherz> ah no
L1529[12:43:24] <gigaherz> moved
L1531[12:43:27] <gigaherz> it's in
there
L1532[12:43:55] <gigaherz> AnnaMayBelle:
do you have any mods that mess with chunkloading?
L1533[12:44:02] <gigaherz> stuff like
optifine or such
L1534[12:44:13] <shadekiller666> you did
move it
L1535[12:44:18] <gigaherz> yep
L1536[12:44:29] <shadekiller666> used to
be in /elementsofpower/client/
L1537[12:44:31] <gigaherz> when I unified
the model rendering tools
L1538[12:44:41] <gigaherz> I put all of
the renderers into their own package
L1539[12:45:10] <gigaherz> you probably
want the RenderStuffs class ;P
L1540[12:45:17] <gigaherz>
Rendering*
L1541[12:45:23] <shadekiller666> i want
to make a digital clock
L1542[12:45:24] <AnnaMayBelle> None I'm
aware of, I'm not running ChickenChunks. I am running
ForgeEssentials which includes WorldEdit, so maybe that?
L1543[12:45:35] <shadekiller666> and i'm
trying to decide how best to do so
L1544[12:45:40] <gigaherz> hmm
L1545[12:45:47] <gigaherz> I need to
switch the TESR to using GlStateManager
L1546[12:46:07] <shadekiller666> to test
the new group config stuff, and see if i can discover any feature
for group configs that i don't currently have
L1547[12:46:13] <gigaherz> AnnaMayBelle:
dunno, WE shouldn't break chunk loading :/
L1548[12:46:35] <gigaherz> maybe someone
else can help better, I have no idea how to help without something
concrete in the logs
L1549[12:46:45] <Rockers> Have you got a
total mod list AnnaMayBelle?
L1550[12:46:48] <gigaherz> barring a
binary search as someone mentioned
L1551[12:47:09] <AnnaMayBelle> Yeah,
that's what I was thinking... It's actually very strange, I can use
the /kill command right next to my respawn location, so all the
chunks are visibly loaded... But when I respawn, I can literally
watch all the chunks around me UNLOAD, starting with the ones
closest and moving outward.
L1552[12:47:22] <AnnaMayBelle> Sure!
It'll take me a minute to type up my modlist. I can also grab logs
of things.
L1553[12:47:51] <shadekiller666>
gigaherz, i do approve of the name
"RenderingStuffs"
L1554[12:47:51] <gigaherz> usea console
window ;P
L1555[12:47:55] <gigaherz> cd to the
folder
L1556[12:48:04] <gigaherz> and dir /b
*.jar
L1557[12:48:15] <gigaherz> or the
equ9ivalent ls command in unixes
L1558[12:48:17] <gigaherz> -9
L1559[12:49:22] <gigaherz>
shadekiller666: heh
L1560[12:49:27] <AnnaMayBelle> Okay!
Never actually tried that before XD
L1561[12:51:33] <gigaherz> yo ucan also
get a modlist from the logs, forge lists them during init ;p
L1562[12:52:23] <AnnaMayBelle> Gonna go
that route, I'm literally pasting the address of the directory and
my command prompt is saying it doesn't exist XD
L1563[12:53:28] <williewillus> near the
point of paying someone to figure out openGL crap
L1564[12:53:31] <williewillus> ugh
L1565[12:53:34] <williewillus> (not
really but)
L1566[12:53:38] <AnnaMayBelle>
adventurebackpack-1.7.10-0.8c AppleMilkTea2-1.7.10_2.8o
AppleCore-mc1.7.10-1.1.0 Aroma1997Core-1.7.10-1.0.2.16
Aroma1997s-Dimensional-World-1.7.10-1.1.0.1
AromaBackup-1.7.10-0.0.0.6 BigDoors-1.7.10-1.1.0
BiomesOPlenty-1.7.10-2.1.0.1067-universal Carpenter's Blocks v3.3.7
- MC 1.7.10 Chisel2-2.5.1.44 ChocoCraft-4.1.5
CodeChickenCore-1.7.10-1.0.7.47-universal CustomNPCs_1.7.10
L1567[12:53:38] <AnnaMayBelle> d
EnderCore-1.7.10-0.2.0.31_beta FastLeafDecay-1.7.10-1.3
forgeessentials-1.7.10-1.4.3.1095-client fpsplus
GardenStuff-1.7.10-1.7.0 GraveStones 1.7.10 -3 Hats-4.0.1
HungerOverhaul-1.7.10-1.0.0 iChunUtil-4.2.2
IguanaTinkerTweaks-1.7.10-2.1.5
ironchest-1.7.10-6.0.60.741-universal
journeymap-1.7.10-5.1.0-unlimited malisisdoors-1.7.10-1.13.0
malisisadvert-1.7.10-0.4.3
L1568[12:53:38] <AnnaMayBelle>
malisiscore-1.7.10-0.14.0 Mantle-1.7.10-0.3.2b
morematerials-0.9.20150615.0-MC1.7-20150621
NEIIntegration-MC1.7.10-1.0.13
NotEnoughItems-1.7.10-1.0.5.118-universal Pam's HarvestCraft
1.7.10k Railcraft_1.7.10-9.8.0.0 SpiceOfLife-mc1.7.10-1.3.0
TiCTooltips-mc1.7.10-1.2.5 TConstruct-1.7.10-1.8.8
TMechworks-1.7.10-0.2.14.100 Waila-1.5.10_1.7.10
WailaHarvestability-mc1.7.10-1.1.
L1569[12:53:38] <AnnaMayBelle> 5
WAILAPlugins-MC1.7.10-0.2.0-23 Wawla-1.3.3-1.7.10
L1570[12:53:41] <McJty> How easy/hard is
it to use the ModelBase system for an item renderer in MC
1.8.9?
L1571[12:53:53] <williewillus> hard
L1572[12:54:29] <McJty> Because it was
really easy to use it for a TESR?
L1573[12:54:40] <williewillus> well you
could use a fake tesr
L1574[12:54:58] <McJty> A TESR for an
item?
L1575[12:55:04] <McJty> I mean for
rendering in the inventory
L1576[12:55:13] <gigaherz> AnnaMayBelle:
pastebin! always pastebin (or gist, or whatever) ;P
L1577[12:55:15] <McJty> The block renders
fine in the world with my TESR + ModelBase
L1578[12:55:18] <AnnaMayBelle> Sorry
XD
L1579[12:55:26] <williewillus> oh theen
just use the temporary TEISR hook
L1580[12:55:28] <williewillus> in
ForgeHooksClient
L1581[12:55:29]
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L1584[12:55:47] <williewillus> pass it
item + meta + TE class and it'll use the TESR
L1585[12:55:52]
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L1586[12:55:54] <McJty> williewillus,
TEISR?
L1587[12:56:24] <williewillus>
ForgeHooksClient.registerTESRItemStack, hooks into vanilla TEISR
(TE ItemStack Renderer)
L1588[12:56:25] <McJty> How can a TESR be
used without a tile entity being present?
L1589[12:56:38] <williewillus> it passes
null :p, up to your tesr to handle it
L1590[12:56:50] <McJty> hmm ok
L1591[12:56:55] <McJty> That's doable of
course
L1592[12:57:28] <williewillus> I'm
surprised no one has attempted to write a Modelbase to model system
loader
L1593[12:57:33] <williewillus> probably
bc it's super hard to
L1594[12:58:17] <McJty> I was actually
surprised my 1.7.10 TESR that used ModelBase worked out of the box
in 1.8.9 :-)
L1595[12:58:22] <williewillus> ugh why is
this stupid potato's axis of rotation wrong
L1596[12:58:27] <McJty> One of the few
rendering related things that hasn't changed apparently
L1597[12:58:32] <AnnaMayBelle> I'm going
to restart my server, connect, use /kill, then post logs of both
client and server.
L1598[12:58:47]
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L1599[12:58:57] <williewillus> seriously
anyone good at immediate mode gl? T-T
L1600[13:00:46] <williewillus> oh shit it
worked
L1601[13:00:54]
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L1602[13:01:58] <McJty>
ForgeHooksClient.registerTESRItemStack(Item.getItemFromBlock(this),
0, ScreenTileEntity.class);
L1603[13:02:04] <williewillus> yup
L1604[13:02:05] <McJty> Still shows
checkerboard for my block in the inventory
L1605[13:02:10]
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L1606[13:02:10] <McJty> So I'm probably
missing something
L1607[13:02:33] <McJty> I'm also getting
warnings like:
L1608[13:02:38] <McJty> [20:00:02]
[Client thread/ERROR]: Model definition for location
rftools:screen#facing=up not found
L1609[13:02:47]
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L1611[13:02:54] <williewillus> uhhh I
think you still need to do the whole standard item registration
fare (setCustomMRL)
L1612[13:03:05] <williewillus> I do that
then do the tesr thing and it works
L1613[13:03:13] <McJty> ok let me try
that
L1614[13:03:32]
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L1617[13:05:13] <McJty> Ok, the warnings
are gone but still checkerboard
L1618[13:05:44]
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L1619[13:05:50] <McJty> hmm hold on
L1620[13:06:12] <AnnaMayBelle> Okay, so I
restarted the server, used the /kill command, got the same
results... Chunks unload around myself, I'd fall through the world
if I didn't fly. Here's the client log:
http://paste.ee/p/R1gll ...and here's the server
log:
http://paste.ee/p/DCU5x
L1621[13:06:40] <Nitrodev> is there a
tutorial on multiblocks for 1.8.9
L1622[13:07:24] <McJty> williewillus,
can't get it to work for some reason
L1623[13:07:25] <gigaherz> multiblocks
you mean using the same "id" for multiple things?
L1624[13:07:40] <gigaherz> or multiblock
structures?
L1625[13:07:41] <McJty> oh wait
L1626[13:07:46] <Nitrodev>
structures
L1627[13:08:09] <gigaherz> structures are
the same thing, just using blockstates instead of metadata
L1628[13:08:17] <gigaherz> you still
build them yourself, and manage them yourself
L1629[13:08:57]
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L1630[13:09:12] <Nitrodev> that doesn't
answer my question
L1631[13:09:38] <McJty> Nitrodev, well it
basically means it is the same in older versions of MC. So any
tutorial will do
L1632[13:09:41] <McJty> Mostly
L1633[13:09:55] <Nitrodev> okay
L1634[13:10:05] <gigaherz> you combine
the tutorial with knowledge about 1.8 blockstates
L1635[13:10:13] <gigaherz> and 1.8
rendering
L1636[13:10:14] <gigaherz> that's
all
L1637[13:10:25] <PaleoCrafter> huh, how
new is IDEA's feature to disable "unused" warnings for
methods with specific annotations? :O
L1638[13:10:31] <Nitrodev> okay
thanks
L1639[13:10:37] <gigaherz> PaleoCrafter:
no idea, I started using it in idea 15
L1640[13:10:45] <gigaherz> I dind't
notice it before that
L1641[13:10:51] <PaleoCrafter> I didn't
either
L1642[13:10:52] <McJty> williewillus, do
you have some example code I can look at to see what I'm doing
wrong?
L1645[13:13:45] <shadekiller666>
Nitrodev, it uses a crafting recipe-style registration system to
define a "template" for a multiblock structure
L1646[13:14:04] <AnnaMayBelle> Well, I
seem to have fixed it, somewhat! The "/p global spawn
here" from ForgeEssentials gives me headaches, but
/setworldspawn doesn't force all my chunks to unload. No inkling
why.
L1647[13:14:14] <shadekiller666> where
each layer on the y axis would be a single crafting recipe
registration basically
L1648[13:15:12] <shadekiller666> once
registered and created, a MutliBlockStructure can use its
MultiBlockTemplate to check structure completeness, and even
build/destroy the structure all at once
L1649[13:15:20] <Nitrodev>
shadekiller666, that is alot of code i would need to
understand
L1650[13:15:46] <McJty> Anyone here know
if there is some special rule about when registerTESRItemStack has
to be called?
L1651[13:15:48] <shadekiller666> most of
it is stuff for handling structure rotation and such
L1652[13:15:53] <McJty> Because it seems
to be ignored for me.
L1653[13:16:22] <McJty> I'm now calling
it in preInit
L1654[13:16:56] <Nitrodev>
shadekiller666, maybe so but i've learned to understand the code
examples have
L1655[13:17:25] <Nitrodev> but that code
is pretty hard to understand
L1656[13:17:25] <shadekiller666> ?
L1657[13:17:32] <shadekiller666> oh
L1658[13:17:36]
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L1659[13:17:46] <shadekiller666> the
checking is handled in MultiBlockStructure
L1661[13:18:57]
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L1662[13:19:53] <shadekiller666>
MultiBlockTemplate is basically just a 3D array of BlockStates that
gets rearanged for rotated structures and such, to check
completeness, the structure itself (the blocks in the world) and
the template are both iterated over in the same order checking if
they match
L1663[13:20:20] <shadekiller666> if any
is found to not match, the method returns false and iteration
ends
L1664[13:20:43]
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L1665[13:20:57] <Nitrodev> okay
L1666[13:21:32]
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L1668[13:23:41] <McJty> That's the code
containing my attempt to get my item to render in the
inventory
L1669[13:23:46] <McJty> The TESR works
fine in the world
L1670[13:23:54] <McJty> So I'm trying to
use ForgeHooksClient.registerTESRItemStack
L1671[13:23:59] <McJty> But it doesn't
appear to do anything
L1672[13:24:29] <gigaherz> o_O you
implement Block, TESR, and IWailaProvider in the same class?
L1673[13:24:45] <McJty> What?
L1674[13:24:49]
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L1675[13:24:53] <McJty> The TESR is not
implemented there
L1676[13:25:13] <gigaherz> ah right
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L1678[13:25:42] <McJty> In the inventory
this block renders as a checkerboard
L1679[13:26:32] <VapourDrive> blocks are
the worst to get to render :P, are you registering the inventory
model in init?
L1680[13:26:56] <McJty> All the
registration code for my block is in that code
L1681[13:26:59] <McJty> So probably
not...
L1682[13:27:05] <McJty> But what exactly
do I need then?
L1683[13:27:11] <gigaherz> VapourDrive:
keep in mind this is a special block with TESR ;P
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L1685[13:27:57] <VapourDrive> yeah, I
would think that the registration for the inventory model would
still need to be done in init, but I'm just learning how to work
with the system
L1686[13:27:57] <diesieben07> mc you do
have it set as a builtin model, yes?
L1687[13:28:02] <diesieben07> see the
vanilla tesr blocks
L1688[13:28:46] <McJty> I never found
where the vanilla blocks register their models
L1689[13:28:52] <diesieben07> they
don't
L1690[13:28:54] <diesieben07> they are
hardcoded
L1691[13:28:56] <Nitrodev> okay since
multiblock structures seem a bit too advanced for me i'll do this
the other way
L1692[13:29:19] <McJty> But what do you
mean by 'have it set as a builtin model'?
L1693[13:29:24] <gigaherz> McJty:
"inventory": [{ "model":
"builtin/generated" }]
L1694[13:29:34] <diesieben07> and the
chest json model for example is just: {
L1695[13:29:34] <diesieben07>
"parent": "builtin/entity"}
L1696[13:29:55] <McJty> hmm
L1697[13:30:02] <gigaherz> ah
/entity
L1698[13:30:15] <Rockers> Whoop! Whoop!
4Kb per sec!
L1699[13:30:17] <McJty> Let me try
that
L1700[13:30:50] <McJty> Hmm no
L1701[13:30:59]
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L1702[13:31:20] <McJty> But should that
go in models/block or models/item?
L1703[13:31:32] <diesieben07> item
L1704[13:31:43] <gigaherz> item, but if
you use forge blockstates
L1705[13:31:44] <McJty> I'm a bit
confused about when to use what
L1706[13:31:49] <McJty> Because after all
this is a block
L1707[13:31:49] <gigaherz> you cna do
"inventory": [{ "model":
"builtin/entity" }]
L1708[13:32:00] <diesieben07> no it is
not :D
L1709[13:32:04] <diesieben07> blocks
never ever exist in inventory
L1710[13:32:08] <gigaherz> not when it's
in the inventory
L1711[13:32:12] <gigaherz> in the
inventory, it's an ItemBlock
L1712[13:32:13] <gigaherz> ;P
L1713[13:32:22] <McJty> But for my other
blocks I only have a model in the block directory
L1714[13:32:26] <gigaherz> yes
L1715[13:32:26] <McJty> Not in the item
dir
L1716[13:32:34] <gigaherz> but you have a
blockstate "inventory" right?
L1717[13:32:44] <McJty> Ok, I get this
error now:
L1718[13:32:45] <McJty> [20:32:04]
[Client thread/ERROR]: MultiModel rftools:block/screen is empty (no
base model or parts were provided/resolved)
L1719[13:33:07] <McJty> gigaherz,
yes
L1720[13:33:07] <gigaherz> hmmm when I
got that
L1721[13:33:09]
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L1722[13:33:12] <gigaherz> fry told meto
use builtin/generated
L1723[13:33:55] <McJty> Same error
L1724[13:34:06] <McJty> It is trying to
go to block/screen and not item/screen
L1725[13:34:16] <gigaherz> weird
L1726[13:34:47] <McJty> I also don't
understand why I actually need this json when I do
ForgeHooksClient.registerTESRItemStack anyway?
L1727[13:34:48]
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L1728[13:34:58] <gigaherz> because one
does not preclude the other
L1729[13:35:16] <McJty> So I have a
screen.json blockstate like this:
L1731[13:35:51] <gigaherz> try to
use
L1732[13:35:52] <gigaherz>
"inventory": [{ "model":
"builtin/entity" }]
L1733[13:35:56] <gigaherz> in the
blockstates json
L1734[13:35:56]
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())
L1735[13:35:59] <McJty> ok
L1736[13:36:03]
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L1737[13:36:16] <Rushmead> Can i do the
reverse of this "
this.entityRenderer.loadEntityShader(viewingEntity);"??
L1738[13:36:27] <gigaherz>
reverse??
L1739[13:36:59] <McJty> gigaherz, all
makes no difference
L1740[13:37:00] <Rushmead> So i like
remove it :P
L1741[13:37:02] <McJty> No matter what I
do
L1742[13:37:17] <gigaherz> McJty: sorry
then, no idea. never used the TEISR thing :/
L1743[13:37:19]
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L1744[13:37:31] <Elec332> Whats the
problem?
L1745[13:37:39] <Rushmead> Because when i
do setRenderViewEntity it doesnt actually render the
player...
L1747[13:37:59] <McJty> Elec332, trying
to use my TESR directly for an inventory model for my block
L1748[13:38:04] <McJty> Elec332, but it
gives checkerboard
L1749[13:38:10] <McJty> And I get:
L1750[13:38:15] <McJty> [20:36:29]
[Client thread/ERROR]: MultiModel rftools:block/screen is empty (no
base model or parts were provided/resolved)
L1751[13:38:37] <McJty> In world it
renders fine. The TESR works
L1752[13:38:41] <Elec332> There is
something for that
L1753[13:38:44] <Elec332> sec
L1754[13:40:09] <Elec332> yep
L1755[13:40:17]
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L1756[13:40:17] <Elec332>
ForgeHooksClient.registerTESRItemStack(Item item, int metadata,
Class<? extends TileEntity> TileClass)
L1757[13:40:25] <McJty> Elec332, look at
the code I pasted. I do that :-)
L1758[13:40:29] <shadekiller666> fry,
whilst testing stuff for the obj loader ive found multiple
situations where the fact that IModelStates can only be passed into
the custom model loaders via ExtendedBlockStates in
Block.getExtendedState() makes it really hard to do the required
logic operations needed to determine exactly what to pass into the
custom model loader
L1759[13:40:33] <McJty> It is what I'm
trying to get to work
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L1763[13:41:31] <shadekiller666> for
example, yesterday i was trying to make a block that displayed the
strength of its redstone input
L1764[13:41:39] <VapourDrive> I already
admitted to not really knowing how it works, but my suggestion
would be to try to get that line run from init McJty, if you're
open to suggestions
L1765[13:41:54] <McJty> VapourDrive,
sure. Let me try that
L1766[13:42:18] <shadekiller666> i took a
look at the vanilla comparator code to figure out how to obtain the
strength value, which is done via World.getRedstonePower()
generally
L1767[13:43:07] <shadekiller666> the
problem i came across was that getExtendedState doesn't get passed
a World instance, but instead gets passed an instance of
RegionRenderCache, which makes sense
L1768[13:43:22] <Rushmead> !gm
p_181560_1_
L1769[13:43:31] <Rushmead> !gf
p_181560_1_
L1770[13:44:13] <McJty> VapourDrive, no
difference I'm afraid
L1771[13:44:41] <shadekiller666> but due
to the fact that returning an IExtendedBlockState from
getExtendedState() that contains an OBJState is the only way to
pass information into the OBJLoader from within a block, i didn't
have a way of changing the group visibility settings
L1772[13:45:37] <shadekiller666> it might
have been possible to do via a TESR and manual baking of the
IModel, but i don't feel like "make a TESR" is a good
answer for this situation
L1773[13:46:23] <Elec332> McJty,
VapourDrive: Did you remember to return true on
"isBuildInmodel" in the model?
L1774[13:46:45] <williewillus> McJty: oh
I also remembered
L1775[13:46:48] <williewillus> for the
tesr thing
L1776[13:46:52] <Elec332> otherwise it
indeed doesnt work
L1777[13:47:11] <williewillus> you have
to call the hook, call setCustomMRL, and in your json need to do
"builtin/entity" as parent (like vanilla TESRS)
L1778[13:47:21] <Elec332> Like I said
-_-\
L1779[13:47:39] <williewillus> well, that
is in code
L1780[13:47:47]
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L1781[13:47:48] <williewillus> you can
just specify builtin/entity in your json
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L1784[13:48:27] <shadekiller666> fry,
there needs to be a more flexible way to send data to the custom
model loaders
L1785[13:48:31] <Elec332> It means the
same thing
L1786[13:49:00] <McJty>
setCustomMRL?
L1787[13:49:15] <gigaherz>
setCustomModelResourceLocation
L1788[13:49:17] <gigaherz> for the
block
L1789[13:49:32] <McJty> Where does that
method live?
L1790[13:49:43] <Elec332> in the
block
L1792[13:49:55] <gigaherz>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block),
0, new ModelResourceLocation(...));
L1793[13:49:56] <Elec332> But im not sure
about that
L1794[13:50:03] <gigaherz> you haveto
call it for any block that you want visible in the inventory
L1795[13:50:24] <williewillus>
registerItemModel is down at line 1022 :p
L1797[13:50:40] <McJty> Ah I actually
know that and do that for my other blocks...
L1798[13:50:43] *
McJty hits me
L1799[13:50:44] <gigaherz> I have it
directly in the clientproxy
L1800[13:50:52] <williewillus> and in
models/item/<whatever>.json just have { "parent":
"builtin/entity" }
L1801[13:50:55] <McJty> Yes it
works!
L1802[13:51:04] <williewillus> what was
it missing?
L1803[13:51:10] <McJty>
setCustomMRL
L1804[13:51:15] <McJty> Note that I still
get this error:
L1805[13:51:17] <McJty> [20:50:40]
[Client thread/ERROR]: MultiModel rftools:block/screen is empty (no
base model or parts were provided/resolved)
L1806[13:51:22] <McJty> Even though all
renders fine
L1807[13:51:36] <williewillus> do you
have an empty blockstate json for screen?
L1808[13:51:40] <McJty> no
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L1811[13:52:08] <shadekiller666> fry, or
some way of tying "custom" data to blockstate
variants
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L1813[13:53:28] <williewillus> also, you
don't need to have separate model files for everything
L1814[13:53:40] <williewillus> you can
just declare the model in blockstate json and then fill all the
textures in right there
L1815[13:54:42] <McJty> Anyway, I'll
ignore the error for now. In game it looks ok
L1816[13:54:44] <UnReal> Can someone help
me with geting the textures to load in Minecraft 1.8.8, i can get
the textures to load in the world but i cant get the textures to
load in my inventory
L1817[13:55:01] <VapourDrive> The issue
of the hour :P
L1819[13:57:06] <VapourDrive> That's
called from preInit in my client proxy
L1820[13:57:09] <gigaherz> UnReal: didyou
call ModelLoader.setCustomModelResourceLocation for each
block/item?
L1821[13:57:29] <gigaherz> in older
versions of forge you also need ModelBakery.addVariantName
L1822[13:57:40] <gigaherz> but newer
1.8.9 versions do that for you internally
L1824[14:00:14] <VapourDrive> if you do
it that way I think it only works if you call it from init, for
some stupid reason...
L1825[14:01:10] <UnReal> -_- i will try
the outher way
L1826[14:02:36] <VapourDrive>
ModelLoader.setCustomModelResourceLocation is the
"correct" way
L1827[14:02:36] <VapourDrive> The qualms
of having a half a dozen different ways to do the same thing
:/
L1828[14:03:35] <UnReal> ok VapourDrive i
will try that
L1830[14:04:16] <gigaherz> that's how I
call them
L1831[14:04:16] <gigaherz> ;P
L1832[14:04:30] <gigaherz> I keep using
addVariantName because I want the mod to work on older 1.8.8
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L1835[14:09:10] <Flashfire> Does anyone
know a way of making Wither Skeletons spawn in the surface with mob
spawners?
L1836[14:09:29] <Flashfire> I tried using
a LivingSpawnEvent and setting the type but it seems to set it back
to normal after that
L1837[14:09:58] <williewillus> how do you
set the type?
L1838[14:10:03] <williewillus> and how
does it go back to normal?
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L1840[14:10:38] <Flashfire> I set it use
setSkeletonType(1)
L1841[14:10:55] <Flashfire> Not sure
what's setting it back but maybe it's the check for
WorldProviderHell
L1842[14:11:23] <Flashfire> That's
vanilla code though so I need something that happens after that if
that's the case
L1843[14:12:36] <Flashfire> I think it's
the onInitialSpawn method that sets it back to normal
L1844[14:13:32] <williewillus> I don't
think so, it doesn't touch setSkeletonType?
L1845[14:13:45] <Flashfire> It does
L1846[14:14:00] <diesieben07> only if
spawned in the nether
L1847[14:14:01] <Flashfire> At least in
1.8 and 1.8.8
L1848[14:14:08] <Flashfire> Yeah that's
what I want to override
L1849[14:14:19] <Flashfire> But I want to
avoid creating a new entity class
L1850[14:14:25] <diesieben07> you wnat to
spawn non-wither skeletons in the nether?
L1851[14:14:37] <Flashfire> I want to
spawn wither skeletons outside of the nether
L1852[14:14:48] <gigaherz> the spawner
calls onInitialSpawn
L1853[14:14:54] <gigaherz> AFTER creating
the entity
L1854[14:14:58] <gigaherz> which calls
setSkeletonType
L1855[14:15:07] <diesieben07> outside the
nether... you can just call setSkeletonType
L1856[14:15:15] <diesieben07> the
skeleton only calls that IN the nether
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L1858[14:15:31] <Flashfire> I did do that
but the only event I know to use for spawn is LivingSpawnEvent and
it happens before onInitialSpawn
L1859[14:15:42] <diesieben07> ...
and?
L1860[14:15:55] <diesieben07>
onInitialSpawn only sets the type IN THE NETHER.
L1861[14:16:05] <Flashfire> Oh, you're
right
L1862[14:16:07] <gigaherz> and only if
random
L1863[14:16:10] <gigaherz> otherwise
defaults to 0
L1864[14:16:23] <Flashfire> But when
debugging I see my setSkeletonType code executes but I'm seeing
normal skeletons
L1865[14:16:44] <williewillus> did you
accidentally do it clientside?
L1866[14:16:50] <gigaherz> are you doing
it on the server? ;P
L1867[14:16:53] <Flashfire> I did it on
both I think
L1868[14:16:53] <diesieben07> show your
code.
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L1870[14:16:59] <Flashfire> Should I do
it just on server?
L1871[14:17:10] <diesieben07> only spawn
stuff on the server
L1872[14:17:26] <Flashfire> Alright, good
to know, I will try that
L1873[14:17:43] <Rushmead> Anyone??
L1874[14:17:48] <williewillus> well
dealing with the datawatcher trying to update it clientside will
just discard (I think), you want to updateWatchableObject on
server
L1875[14:17:54] <williewillus> Rushmead:
?
L1877[14:18:43] <williewillus> weren't
there new hooks to change the viewpoint in 1.8? idk diesieben07
might know :p
L1878[14:18:52] <diesieben07> idk
:D
L1879[14:18:57] <Rushmead> yeah
L1880[14:19:03] <Rushmead>
setRenderViewEntity
L1881[14:19:07] <Rushmead> BUt that might
have broken it
L1882[14:19:28] <Rushmead> As of course
it works lovely in 1.7.10
L1883[14:19:35] <williewillus> ah
L1884[14:19:47] <williewillus> the player
is not rendered if the renderviewentity is not that player
L1885[14:19:54] <Rushmead> And that would
be it.
L1886[14:20:01] <Rushmead> Any ideas on
how to fix?
L1887[14:20:16] <williewillus> use the
new camera events
L1888[14:20:27] <williewillus>
EntityViewRenderEvent
L1889[14:20:28] <Rushmead> Ooh
L1890[14:20:30] <Rushmead> ok.
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L1892[14:20:59] <Flashfire> Still getting
normal skeletons
L1893[14:21:07] <williewillus>
specifically CamerSetup subclass of it
L1895[14:21:23] <Flashfire> It executes
as expected
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L1900[14:32:20] <Rushmead> williewillus,
not sure what to put in the event
L1901[14:32:58] <Flashfire> He's away at
the moment
L1902[14:33:20] <Rushmead> oh
L1903[14:33:23] <Rushmead> didnt
see
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L1905[14:33:44] <Flashfire> He comes here
a lot though so I'm sure he'll be back sometime soon
L1906[14:35:42] <shadekiller666> :O how
long has CameraSetup been a thing?
L1907[14:36:15] <Rushmead> TBH i dont
even know.
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L1909[14:37:04] <shadekiller666> a few
months ago i was tinkering with camera rotations, specifically for
riding rollercoasters
L1910[14:37:16] <shadekiller666> third
person is the most difficult
L1911[14:38:41] <shadekiller666> because
the camera's origin point isn't locked to the player's head, it
just positioned in the correct location with the assumption that
the player is standing up
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L1913[14:39:11] <williewillus> I;m not
sure how to use the Camera event :p
L1915[14:41:31] <Flashfire> Still trying
to figure out the skeleton thing in case anyone can help (code is
above)
L1916[14:42:36] <williewillus> huh wonder
why EBXL isn't updated to 1.8
L1917[14:42:51] <williewillus> biome mods
should be relatively easy since it's all simple blocks
L1918[14:43:06] <williewillus> actually
they didn't even update to 1.7 without asie helping them so I'm not
surprised
L1919[14:44:08] <Flashfire> I'm surprised
nobody else has done it yet
L1920[14:44:39] <williewillus> I would
but my hands are full ;p
L1921[14:45:10] <williewillus> why is TE
closed source, anyone remember?
L1922[14:45:40] <PaleoCrafter>
reasons
L1923[14:45:49] <williewillus> like?
:p
L1924[14:46:06] <PaleoCrafter> probably
horrible code :P
L1925[14:46:27] <Flashfire> Has anyone
here ever successfully created a custom piston?
L1926[14:47:17] <PaleoCrafter>
considering pistons were added by a mod before vanilla added them,
sure :P
L1927[14:47:30] <Flashfire> I made one
and made it almost identical to vanilla except where I wanted it
different but it skips the piston animation and the base turns
invisible for a split second when retracting
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L1929[14:47:59] <Flashfire> I think it
might be related to the models
L1930[14:47:59] <williewillus> that might
be a vanilla issue
L1931[14:48:04] <Flashfire> Or that
L1932[14:48:09] <Flashfire> Hardcoding
maybe?
L1933[14:48:20] <williewillus> in 1.8.x
thrashing pistons super fast with 1 tick pulses make them disappear
sometimes
L1934[14:48:39] <diesieben07> Flashfire,
i don't knwo WTF you are doing, but i just subscribed to
LivingEvent.SpecialSpawn and did setSkeletonType(1). booya, all
wither skeletons in the overworld.
L1935[14:48:52] <Flashfire> Oh, I
see
L1936[14:49:01] <Flashfire> Thank you for
that, at least I know that code works
L1937[14:50:14] <williewillus>
PaleoCrafter: I just use BCV on ThermalExpansion and it just looks
like any other mod's code tbh :p
L1938[14:50:28] <williewillus> there
aren't even many ForgeDirection.UNKNOWNs in there, contrary to
their bitching about it
L1939[14:50:35] <PaleoCrafter> haha
L1940[14:50:55] <PaleoCrafter> well, I
can't come up with any other reason to make the mod closed
source
L1941[14:51:18] <gigaherz> my guess is
they don't want others to be able to profit from their
efforts
L1942[14:51:20] <PaleoCrafter> it doesn't
have any extraordinary feature other mods don't
L1943[14:51:26] <gigaherz> it's the usual
reason for closing the source
L1944[14:51:35] <gigaherz> "I put
the hours, it's all mine and no one else's"
L1945[14:51:46] <williewillus> well
seeing as I basically saw all of it by a few clicks in BCV...
L1946[14:51:52] <williewillus> and all
their other mods are open
L1947[14:51:55] <PaleoCrafter> could at
least make it visible source, gigaherz :P
L1948[14:52:03] <gigaherz> yeah
L1949[14:52:12] <gigaherz> but hey...
their paranoia, their choice.
L1950[14:52:15] <williewillus> I feel
like it's only a problem when they refuse to update ;)
L1951[14:52:28] <williewillus> no one
cares that thaumcraft is closed because its polished, high quality,
and stays updated
L1952[14:52:30] <gigaherz> yeah
Thaumcraft at least updated to 1.8
L1953[14:52:30] <gigaherz> ;P
L1954[14:53:12] <PaleoCrafter> I actually
do care that it's closed because of those reasons :P
L1955[14:53:23] <PaleoCrafter> it would
sure be great reference material :D
L1956[14:53:31] <williewillus> fry: are
you every gonna update your frame mod to 1.8.x? :P
L1957[14:53:37] <VapourDrive> last time I
heard Lemming comment on it, it was more of a "why make it
open source?" because so much of their other stuff is open, so
they already contribute to the whole "Global Resource of Mod
Reference Code", but they don't have people just copying TE
functionality
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L1959[14:53:39] <williewillus> I actulaly
liked it
L1960[14:53:44] <Flashfire> I tried
removing the biome code but I still get normal skeletons. D
L1961[14:54:04] <williewillus> that and
RIM, I might port RIM to 1.8.x next if they haven't already
L1962[14:54:18] <diesieben07> Flashfire,
show the whole event hanlder and where you registrer it.
L1963[14:54:33] <Flashfire> I put it in
the main mod class actually
L1964[14:54:46] <Flashfire> I should
probably make it its own handler
L1965[14:55:11] <fry> williewillus:
maybe
L1966[14:55:19] <fry> if I ever get time
:P
L1967[14:56:03] <Rushmead> 1.8.9
setRenderViewEntity WHATEVER breaks everything :(. Sad
L1968[14:58:00] <williewillus> how does
it break everything? :p
L1969[14:58:04] <williewillus> it just
doesn't render the player
L1970[14:58:12] <williewillus> which
makes sense because in vanilla they use it for spectator mode
L1971[14:59:31] <Rushmead> Rawr.
L1972[14:59:51] <diesieben07> Rushmead,
is it *your* entity that is set as the view entity?
L1973[14:59:57] <Rushmead> Yeah
L1974[15:00:19] <diesieben07> you can try
overriding isPlayerSleeping (yes... stupid name) and returning
true. i am not sure what side effects that will haev though
L1975[15:00:32] <diesieben07> but it
should make the player render
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L1978[15:03:13] <williewillus> where is
that method? 0.o
L1980[15:03:28] <williewillus> oh
ELB
L1981[15:04:09] <diesieben07> i don't see
any spawn handlers there Flashfire
L1982[15:04:17] <diesieben07>
williewillus, ctrl-alt-shift-n in IntelliJ :P
L1983[15:04:20] <diesieben07> for the
future
L1984[15:04:27] <Flashfire> Whoops I
pasted the wrong handler
L1985[15:04:43] <williewillus> TIL
L1987[15:05:34] <diesieben07> and you get
normal skeletons?!
L1988[15:05:47] <diesieben07> also wtf is
that instanceof check
L1989[15:06:15] <Flashfire> I fixed that,
that was from when I was allowing all handlers so I could find
which one was best without restarting the client
L1990[15:06:30] <Flashfire> And yes I get
normal skeletons
L1991[15:06:52] <diesieben07> are you
sure? you should get withers holding bows with this
L1992[15:07:21] <Flashfire> They seem
bright like normal but I will set them to have stone swords to see
if I get wither in survivial
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L1994[15:07:44] <diesieben07> that's
just... impossible man :D
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L1996[15:11:05] <Flashfire> Since I put
the sword code in it's acting weird and allowing all entities
through "e.entityLiving instanceof EntitySkeleton"
L1997[15:11:25] <diesieben07> o.O
L1998[15:12:01] <Flashfire> Not sure how
but it crashed twice because of that
L1999[15:12:30] <Flashfire> Oh, duh, I
accidentally used a hanging indent
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L2004[15:16:43] <Flashfire> Alright, the
sword code isn't working either
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L2008[15:22:49] <Flashfire> It doesn't
seem like it's applying any changes to event.entityLiving to the
actual entity being spawned
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L2011[15:26:48] <gigaherz> hmf
L2012[15:26:53] <gigaherz> what do I add
to my mod?
L2013[15:27:02] <gigaherz> I want to add
some more features, but I have no idea what to do :/
L2014[15:27:47] <Flashfire> That rift mod
you linked yesterday?
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L2017[15:28:26] <gigaherz> well I also
have this
L2019[15:28:26] <Flashfire> I'll tell you
if I think of anything, I'm good with ideas
L2020[15:29:00] <gigaherz> hmm I'll port
the packing tape mod to 1.8.9 meanwhile
L2021[15:29:42] <Flashfire> Great
modelling job
L2022[15:30:02] <gigaherz> thanks
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L2024[15:32:26] <Flashfire> I have an
idea for your packing tape mod
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L2026[15:32:46] <Flashfire> Labels for
packages, possibly text that shows above it like a player
name
L2027[15:32:56] <gigaherz> hmmm
L2028[15:33:00] <gigaherz> that could be
done
L2029[15:33:03] <Flashfire> So you can
keep track of what is in what package
L2030[15:33:04] <gigaherz> just a TESR
that draws the text
L2031[15:33:17] <gigaherz> the item form
already shows it in the tooltip
L2032[15:33:21] <Flashfire> Ah it
does
L2033[15:33:28] <Flashfire> Probably not
necessary then
L2034[15:33:30] <gigaherz> although I
haven't got around to showing a "pretty name"
L2035[15:33:50] <Flashfire> If you're
looking for something to do though it would be cool to have a
"pretty name"
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L2037[15:34:21] <Flashfire> ie
"tools", "redstone stuff",
"food"
L2038[15:34:25] <gigaherz> hmmm
question!
L2039[15:34:35] <gigaherz> my packing
tape mod doesn't make use of any name that changed between 1.8 and
1.8.9
L2040[15:34:51] <gigaherz> think I can
make it accept "1.8,1.8.9"? ;P
L2041[15:35:09] <gigaherz> I'll do that,
built with the 1.8.9 mdk, and see if it still works in 1.8
L2042[15:35:18] <Flashfire> Can forge
mods work with multiple versions?
L2043[15:35:28] <gigaherz> yes, if they
don't use changed mappings
L2044[15:35:35] <Flashfire> Oh I
see
L2045[15:35:39] <gigaherz> if the
low-level srg names changed, it won't work anymore
L2046[15:35:46] <gigaherz> but they try
very hard to avoid that
L2047[15:35:49] <Flashfire> Good to
know
L2048[15:37:13] <gigaherz> one issue I
have with this mod
L2049[15:37:17] <gigaherz> (packing
tape)
L2050[15:37:28] <gigaherz> is that I make
use of the FACING blockstate property
L2051[15:37:36] <gigaherz> to place the
block facing the player
L2052[15:37:45] <Flashfire> Why does it
need to face the player?
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L2054[15:37:46] <gigaherz> but I know of
multiple mods that use a TileEntity to store the facing
L2055[15:37:53] <gigaherz> it doesn't
need to
L2056[15:37:55] <gigaherz> it's for
convenience
L2057[15:37:58] <Flashfire> Ah
L2058[15:38:01] <gigaherz> but because
mods store the rotation in the TE
L2059[15:38:10] <gigaherz> and use
getActualState to return the real facing
L2060[15:38:12] <gigaherz> it doesn't
work well
L2061[15:38:20] <gigaherz> hmmm
L2062[15:38:22] <gigaherz> oh I
know
L2063[15:38:22] <Flashfire> I didn't know
that, I always just use facing
L2064[15:38:39] <gigaherz> I'll use
getActualState() multiple times, while using rotateBlock to change
the direction
L2065[15:38:47] <gigaherz> until it works
;P
L2066[15:38:56] <gigaherz> hmmm did
rotateBlock exist in 1.8?
L2067[15:39:06] <Flashfire> What's the
disadvantage of using metadata?
L2068[15:39:19] <gigaherz> they can't
have 16 sub-blocks in the same id
L2069[15:39:20] <Thutmose> fairly certain
rotate block has been around for a while now
L2070[15:39:31] <gigaherz> Thutmose: I
didn't learn of it until a few weeks ago ;P
L2071[15:39:38] <Flashfire> Ah I see,
didn't know you had others
L2072[15:39:45] <gigaherz> I do not
L2073[15:39:49] <gigaherz> the contained
blocks may
L2074[15:40:06] <gigaherz> I don't have a
facing, but the contained block may have one
L2075[15:40:12] <Flashfire> Oh you're
storing the properties of contained blocks inside the block?
L2076[15:40:17] <gigaherz> of
course!
L2077[15:40:29] <gigaherz> well, the
metadata number, use getStateFromMeta ;P
L2078[15:40:33] <gigaherz> I use*
L2079[15:40:42] <Flashfire> I would think
to use nbt on the te
L2080[15:42:16] <Flashfire> You obviously
know what you're doing though so there's probably a disadvantage to
that
L2082[15:45:09] <ThePsionic>
fantastic
L2083[15:46:17] <gigaherz> meh that won't
work
L2084[15:46:39] <gigaherz> rotateBlock
doesn't just return a blockstate, it changes the world, and that
seems wrong
L2085[15:47:04] <gigaherz> if there was
some "setBlockFacing()" along with it :/
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L2090[15:57:34] <gigaherz> Flashfire:
there
L2092[15:57:40] <gigaherz> detailed
contents ;P
L2093[15:58:31] <gigaherz> I literally
made it query the tooltip for the contents as if they were an
ItemStack, and then added some spaces for indentation ;p
L2094[15:59:03] <Flashfire> Awesome
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L2104[16:05:24] <gigaherz_d> okay... time
to test
L2105[16:05:37] <gigaherz_d> loading the
1.8 profile with the mod in it
L2106[16:05:41] <Rushmead> diesieben07:
btw that didnt seem to work...
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L2154[16:05:53] <gigaherz_d> yay
boots
L2155[16:05:58] <gigaherz_d> let's see if
it works...
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L2158[16:06:35] <gigaherz_d> okay the
item is there...
L2159[16:06:54] <gigaherz_d> :3
L2160[16:06:59] <gigaherz_d> Contains:
Warded Jar
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L2176[16:10:36] <SatanicSanta> So is
Item#getIcon(ItemStack, int, EntityPlayer, ItemStack, int) only
called for the in-hand version? It doesn't seem to be effecting the
item on the hotbar.
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L2197[16:19:02] <ThePsionic> current
mood
L2198[16:20:03] <LexManos> SatanicSanta,
Considering the last int is 'usage' its ONLY for when the item is
actually being used
L2199[16:20:14] <SatanicSanta> alright
then.
L2200[16:21:31] <SatanicSanta> If only
there was Item#getIcon(ItemStack, int, EntityPlayer)
L2201[16:21:49] <SatanicSanta> Although I
guess I could just get the player through
Minecraft.getMinecraft().thePlayer
L2202[16:22:01] <SatanicSanta> since
getIcon logically would only be on the client, yes?
L2203[16:22:12] <LexManos> in all
honesty
L2204[16:22:17] <LexManos> those method
sshould probably be removed
L2205[16:22:23] <LexManos> in favor of
the model system
L2206[16:22:28] <LexManos> fry, poke
about dat
L2207[16:23:08] <diesieben07> there is
actually just one left: getModel(ItemStack stack, EntityPlayer
player, int useRemaining)
L2208[16:24:17] <fry> yup, and I thought
about using a smart model for that too
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L2210[16:24:51] <diesieben07> would need
a new type though, for the player param
L2211[16:24:58] <fry> yup
L2212[16:25:20] <LexManos> Ah then yes
that works.
L2213[16:25:41] <LexManos> Smart model
wouldnt mimic the vanilal functionlaity to well and require people
to do extra work.
L2214[16:25:43] <LexManos> SO meh
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L2216[16:26:13] <SatanicSanta> I don't
really know much about 1.8: Why would you replace icons with models
entirely? I thought MC only did that for actual modeled/3d rendered
blocks and items. So things like clocks and compasses wouldnt have
models, right?
L2217[16:26:33] <fry> no, every item is a
model
L2218[16:26:43] <SatanicSanta> huh.
L2219[16:26:45] <gigaherz_d>
SatanicSanta: 1.8 items are all 3d models
L2220[16:26:48] <gigaherz_d> even when
seen "flat"
L2221[16:26:54] <fry> so is every block
(except a couple of TESR exceptions)
L2222[16:26:56] <gigaherz_d> they still
have the edge and backface
L2223[16:27:07] <LatvianModder> Yeah,
"fast graphics" item is still 3d
L2224[16:27:09] <gigaherz_d> like when
you hold them in the hand
L2225[16:27:21] <LexManos> about that,
did you ever do anything about culling faces in inventory?
L2226[16:27:31] <gigaherz_d> they just
don't make a difference between world and inventory anymore
L2227[16:27:46] <LexManos> Yup,
EVERYTHING is a model
L2228[16:27:57] ***
gigaherz_d is now known as gigaherz
L2229[16:28:00] <fry> issue is still
open, so no :P
L2230[16:28:29] <SatanicSanta> Yep,
getIcon(ItemStack, int) and calling getMinecraft.thePlayer worked
perfectly :D
L2231[16:28:32] <LexManos> im not reading
issues until you and cpw tell me I can do a RB./
L2232[16:28:38] <SatanicSanta> Now I just
gotta figure out why this icon overlay is rendering behind the main
icon...
L2233[16:29:57] <LatvianModder> Because
its shy and is hiding, duuh
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L2237[16:31:55] <LatvianModder> What is
that? A drill or smth?
L2238[16:31:59] <SatanicSanta> Yes
L2239[16:32:17] <SatanicSanta> Steam
Drill. Currently making them upgradable, and the upgrade behind it
is the big drill
L2240[16:32:30] <LatvianModder> You know
you did good textures when someone guesses with first time from
large closeup :D
L2241[16:32:51] <SatanicSanta> Oh, that
was flaxbeard I believe.
L2242[16:32:57] <LatvianModder> Er.. From
closeup? That doesnt sound right...
L2243[16:33:10] <gigaherz> "from
close up"
L2244[16:33:16] <gigaherz> with a space,
two words ;P
L2245[16:33:27] <gigaherz> well
L2246[16:33:29] <SatanicSanta> could also
say "from a closeup"
L2247[16:33:29] <PaleoCrafter> why are
you even still modding for 1.7, SatanicSanta?
L2248[16:33:29] <gigaherz> hmm
L2249[16:33:35] <gigaherz> yeah
L2250[16:33:50] <SatanicSanta> Many
reasons
L2251[16:34:20] <ThePsionic> Lemme hear
them
L2252[16:34:22] <gigaherz> PaleoCrafter:
isn't the reason always the same? "I want my mod to useit on a
1.7.10 modpack" ;P
L2253[16:34:26] <ThePsionic> I want to
know this
L2254[16:34:36] <PaleoCrafter> that ain't
a reason, gigaherz, and you know it
L2255[16:34:43] <gigaherz> no but it's
what people say ;P
L2256[16:34:44] <SatanicSanta> 1. I don't
have the time to port all of this code to 1.8. 2. There's a lot of
mods that we want to have compat with that still use 1.7. 3. It's
very incomplete, and porting to 1.8 would take away dev time for
things that I think actually matter.
L2257[16:35:26] <SatanicSanta> Oh, also
the villager registry doesn't exist in 1.8 yet iirc.
L2258[16:35:27] <LatvianModder> And, how
many of the big mods are in 1.8?
L2259[16:35:33]
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L2260[16:35:35] <LatvianModder> Are CoFH
mods there yet?
L2261[16:35:39] <SatanicSanta> nope
L2262[16:35:41] <gigaherz> LatvianModder:
cofh doesn't plan on updating
L2263[16:35:47] <gigaherz> Thaumcraft 5
is there
L2264[16:35:49] <ThePsionic> Because
they're poops
L2265[16:35:50] <LatvianModder>
Shame
L2266[16:35:50] <gigaherz> ProjectE is
there
L2267[16:35:59] <gigaherz> Botania is
being ported by willieaway
L2268[16:36:01] <LatvianModder> Can I
take over CoFH? :P
L2269[16:36:02] <SatanicSanta> blood
magic is not it appears
L2270[16:36:08] <ThePsionic> @/all get
your shit together
L2271[16:36:10] <SatanicSanta> botania is
only through a port
L2272[16:36:23] <gigaherz> Tinker's is
being rewritten for 1.8
L2273[16:36:30] <LatvianModder> By
ProjectE dev
L2274[16:36:36] <SatanicSanta> twilight
forest is not.
L2276[16:36:42] <gigaherz> everyone's
tired of TF though
L2277[16:36:47] <gigaherz> ;P
L2278[16:36:48] <ThePsionic> I'm
rewriting WildyCraft for 1.8
L2279[16:36:53] <ThePsionic> So that's
something
L2280[16:37:07] <gigaherz> WAILA is on
1.8
L2281[16:37:08] <gabizou> gigaherz i'm
not tired of Twilightforest
L2282[16:37:15] <SatanicSanta> ^
L2283[16:37:18] <SatanicSanta> I <3
TF
L2284[16:37:23] <gigaherz> JEI and NEI
are on 1.8
L2285[16:37:27] <SatanicSanta> and FSP
adds a bunch of support for it.
L2286[16:37:30] <gigaherz> there's a
couple minimaps
L2287[16:37:33] <gabizou> though, that
isn't to say that there could be more content/biomes stuff in the
dimension
L2288[16:37:39] <gigaherz> so really the
biggest "hole"
L2289[16:37:41] <gigaherz> are tech
mods
L2290[16:37:47] <LatvianModder> I dont
really need ThermalExpansion. But I need ThermalFondation
L2291[16:37:48] <gigaherz> cofh,
mekanism, IC2, BC
L2292[16:38:05] <gigaherz> there's
alternatives in progress
L2293[16:38:27] <SatanicSanta> I don't
really plan on updating Flaxbeard's Steam Power to 1.8 at any point
in the near future.
L2294[16:38:30] <LatvianModder> We should
stop making alternatives... #SaysFTBUDev
L2295[16:38:43] <gigaherz> LatvianModder:
it's going to happen
L2296[16:38:51] <LatvianModder> :/
L2297[16:38:52] <gigaherz> ifa
closed-source mod author doesn't want to update
L2298[16:38:53] <smbarbour> None of my
mods are updated to 1.8 because they all use RF. There's an
unofficial update via ProgressiveAutomation, but I have other
CoFHLib dependent functions (that apparently are going to be
replaced by Forge methods, but I haven't checked if they're in
yet)
L2299[16:38:55] <gigaherz> they'll be
left behind.
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L2301[16:39:00] <SatanicSanta> GregTech
is also not on 1.8, obviously.
L2302[16:39:29] <SatanicSanta> gigaherz:
Many of the mods you listed are not closed source.
L2303[16:39:32] <LatvianModder>
smbarbour: your mods can use RF in 1.8 too... The api doesnt change
much, does it?
L2304[16:39:48] <gigaherz> there's an
unofficial port
L2305[16:39:52] <gigaherz> by the author
of Progressive Automation
L2306[16:40:01] <gigaherz> everyone I
know who has 1.8+ mods with RF use that
L2307[16:40:03] <gigaherz> me
included.
L2308[16:40:18] <LatvianModder> Whats the
new system name?
L2309[16:40:21] <smbarbour> Yeah, it's
really just the other functions (for inventory stuff) that I'm
mainly relying on from CoFHLib.
L2310[16:40:25] <gigaherz> unless cofh
appears with an official implementation
L2312[16:40:30] <gigaherz> this is the
de-facto standard in 1.8
L2313[16:41:14] <gigaherz> smbarbour: if
it's anything like the RF api
L2314[16:41:24] <gigaherz> it's just a
matter of going around replacing all ForgeDirection with
EnumFacing
L2315[16:41:31] <gigaherz> and all int
x,y,z triplets with BlockPos
L2316[16:41:34]
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L2317[16:41:45] <LatvianModder> Thr
biggest change probably was ForgeDirection > EnumFacing in
APIs
L2318[16:41:58] <gigaherz> nah the
biggest change would be any api that uses metadata values
L2319[16:42:08] <gigaherz> updating
"Block, int" to IBlockState
L2320[16:42:10] <LatvianModder> Booo to
those apis
L2321[16:42:35] <LatvianModder> I like
BlockPos though
L2322[16:42:43] <gigaherz> I'd like it
more if Java did valuetypes ;P
L2323[16:42:59] <gigaherz> as it is now,
there's like 3 million BlockPos created per second, or was it per
frame?
L2324[16:42:59] <LatvianModder> Like
Pos3I or smth?
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L2326[16:43:13] <LatvianModder> Probably
second
L2327[16:43:19] <gigaherz> no I mean,
classes that don't get stored in the heap, but are passed arron by
value in the stack
L2328[16:43:30] <gigaherz> around*
L2329[16:43:32] <smbarbour> The main
thing is that the inventory functions are so commonly needed, I'm
willing to wait for Forge to have them rather than invent a new
wheel for myself.
L2330[16:43:43] <gigaherz> smbarbour:
what are the inventory functions?
L2331[16:43:46] <diesieben07> basically
BlockPos would be CODED liek it is today but behave internally like
int, int, int
L2332[16:44:02] <gigaherz> I never looked
at that part of the cofh api
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L2334[16:44:19] <smbarbour> Basic things
like checking to see if items can be inserted and adding them to
existing stacks where appropriate.
L2335[16:44:25] <gigaherz> oh
L2336[16:44:27] <gigaherz> I have that on
my mod
L2337[16:44:30] <gigaherz> my own api for
it
L2338[16:44:46] <gigaherz> well,
sorta
L2339[16:44:55] <LatvianModder> I have a
ton of util/api classes in my FTBLib
L2340[16:44:56] <smbarbour> Things so
stupidly common that there should be a common set of functions to
do it.
L2341[16:45:35] <gigaherz> my api
replaces IInventory with a new interface that has pushStack,
pullStack, and extractStack, removing the need for pipes to care
about slots
L2342[16:45:48] <gigaherz> it's not meant
for managing the internal inventory
L2343[16:46:05] <gigaherz> I do have a
wrapper, but it's not full-featured since I didn't use it yet
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L2347[16:52:19] <gigaherz> heh
L2348[16:52:26] <gigaherz> that proposal
seems unfit for my needs ;P
L2349[16:52:58] <gigaherz> since the my
main interest was to remove the concept of slots from the
automation interface
L2350[16:53:19] <gigaherz> still better
than the vanilla interfaces
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L2356[16:56:45] <Temportalist> MoxieGrrl:
!
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L2370[17:07:49] <fry> I did
L2371[17:08:15] <fry> but every time I
run setupForge it sets the project-specific one, and defaults it to
8
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L2378[17:20:04] <SatanicSanta> Alright,
I'm officially stuck on this. I cannot figure out how to get an
icon to render OVER another icon, rather than behind it.
https://beta.paste.ee/p/KYKlv I've looked at like a
million different examples of this type of functionality, and it
should work.
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L2380[17:22:33] <SatanicSanta> I suspect
it's line 33
L2381[17:22:52] <SatanicSanta> But I
honestly have no idea. I guess I'll add a println before that
line.
L2382[17:23:19] <LexManos> well then
delete java 8')
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L2392[17:36:11] <SatanicSanta> Well,
rendering a transparent icon as the fallback seemed to do the trick
:)
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L2396[17:39:12] <Matthew> 10/10
L2397[17:39:30] <killjoy> 1+1=fish
L2398[17:41:07] <Temportalist> killjoy:
wtf? haha XD
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L2400[17:45:34] <LexManos> Reminds me of
a old thing I did In school.
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L2402[17:46:29] <LexManos> Got bored, so
started doing math replacing all numbers and functions with random
names. Had the key on the back of the sheet. Was funny.
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L2408[17:57:17] <shadekiller666> wait...
so DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL breaks the obj
loader, but if you swap the order in which the UV and COLOR
elements are added it works fine?
L2409[17:57:32] <shadekiller666> wonder
if thats also a problem with the b3d loader...
L2410[17:58:15] <shadekiller666>
gigaherz, what happens if you try and use the vertex format from
DefaultVertexFormats instead of your custom one?
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L2415[18:11:21] <gigaherz>
shadekiller666: colors/normals come out wrong
L2416[18:11:42] <gigaherz> or well they
did when I tried ;P
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L2419[18:12:56] <shadekiller666> thats
very strange
L2421[18:13:23] <gigaherz> the custom
format in the file is exactly the same as the default one
L2422[18:13:29] <gigaherz> xcept wit hthe
order changed
L2423[18:13:37] <shadekiller666> except
that you swapped UV and COLOR
L2424[18:13:39] <shadekiller666> ya
L2425[18:14:45] <shadekiller666>
...
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L2429[18:32:30] <shadekiller666> !gm
func_181720_d
L2430[18:32:55] <shadekiller666> !gm
func_181719_f
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L2436[18:58:13] <gigaherz> hmf, curse is
taking a while to review my upload
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L2446[19:10:51] <gudenau> Hello!
L2447[19:11:19] <gudenau> I am attempting
to make an OBJ a block now, I managed to make the item render it;
but the block is the missing object cube thing.
L2448[19:12:09]
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L2450[19:12:23] <gudenau> 1.8.9 BTW
L2451[19:12:34]
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L2452[19:12:42] <gigaherz> what does your
blockstates file look like?
L2453[19:12:45] <gigaherz>
(pastebin)
L2455[19:13:32] <gigaherz> errors in the
log?
L2456[19:14:31]
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L2457[19:14:43] <gudenau> The normal
stack trace thing, the System.exit thing, missing variant: FNF
.../base_machine.obj.json
L2458[19:14:55] <gudenau> [19:13:16]
[Client thread/WARN] [FML]: Unable to load block model:
'gud_machines:block/base_machine.obj' for variant:
'gud_machine:base_machine#normal': java.io.FileNotFoundException:
gud_machines:models/block/base_machine.obj.json
L2459[19:15:34] <gudenau> Oh, I broke the
item rednerer. Yay.
L2460[19:17:04] <gigaherz> hmmm the obj
loader isn't accepting that block
L2461[19:17:13] <gigaherz> but you said
it worked for an item?
L2462[19:17:18] <gigaherz> or the item
form of the same block?
L2463[19:18:01] <gudenau> It was working
for the block as an item, until I broke it.
L2464[19:18:10] <gigaherz> is the
filename still the same?
L2465[19:18:11] <gigaherz> if so
L2466[19:18:24] <gigaherz> did you change
or remove the OBJLoader.instance.addDomain(modid) ?
L2467[19:18:37] <gudenau> Nah, the domain
did not change.
L2468[19:18:50] <gigaherz> and if not,
did you change the modid to have any non-lowercase character?
L2469[19:18:55] <gudenau> Nope.
L2470[19:19:07] <gudenau>
gud_machine
L2471[19:19:37] <gudenau>
assets\gud_machine\models\block\base_machine.obj is a thing
aswell.
L2472[19:20:46] <gigaherz> uhh
L2473[19:20:51] <gigaherz>
'gud_machines:block/base_machine.obj'
L2474[19:20:55] <gigaherz>
'gud_machine:base_machine#normal'
L2475[19:20:59] <gigaherz> canyou see the
typo? ;P
L2476[19:21:01] <gudenau> Oops.
L2477[19:22:15] <gudenau> Yah, that did
it.
L2478[19:22:15]
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L2479[19:25:47] <gudenau> Thanks.
L2480[19:26:05] <gigaherz> np
L2481[19:26:37]
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L2485[19:46:35] <kashike> is there a way
to determine if Forge/FML is running in a dev environment?
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L2487[19:48:38] <Lomeli12> Check if a
method/field is using it's MCP name as opposed to it's SRG
name.
L2488[19:49:26] <Kithio> Question for
anyone willing to answer: What do you use to document/note any
ideas or things you'd like to make for a mod / modpack. I'm mostly
looking for a software or website I can use to write out things I
need added over time.
L2489[19:49:29] <gigaherz> there's a
thing somewhre that you can query
L2490[19:49:34] <gigaherz> but I have no
idea which one it was XD
L2491[19:50:07] <gigaherz> Kithio: I
generally go by memory ;P
L2492[19:50:18] <gigaherz> but just a
random google docs document works fine
L2493[19:50:39]
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L2494[19:50:46] <Kithio> I used to do
that but well... After my memory took a very VERY massive hit with
my latest ... "mishap" I decided to not go by memory
anymore
L2495[19:50:47] <gigaherz> if you want
some "task system" you can use the issue tracker at
github to document feature requests and TODOs
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L2497[19:51:24] <gigaherz> (or bitbucket
if you want a free private repo ;P)
L2498[19:51:41] <Kithio> I'd much rather
not make a github or bitbucket project right now since I can't
exactly remember my login information >~<... still working on
getting my email back
L2499[19:52:02] <shadekiller666>
gigaherz, what does the __ in this lambda end up doing?
((IReloadableResourceManager) rm).registerReloadListener(__ ->
loadedModels.clear())
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L2503[19:54:10] <gigaherz> does nothing,
it's just a dummy varname
L2504[19:54:25] <gigaherz> the method
takes an input
L2505[19:54:31] <killjoy> Is there an
easy way to convert a 1D list to a 2d array?
L2506[19:54:31] <gigaherz> so I had to
give it an input param
L2507[19:54:40] <gigaherz> killjoy:
Y*width + X
L2508[19:54:48] <shadekiller666> so it
efectively just returns null?
L2509[19:54:55] <shadekiller666> passes
null*
L2510[19:55:03] <gigaherz>
shadekiller666: no
L2511[19:55:06] <gigaherz> I just ignore
the contents
L2513[19:55:39] <shadekiller666> i'm
trying to write this for forge :P needs to be java 6 compilable
:P
L2514[19:55:40] <williewillus> ugh just
finished a session of crypt of the necrodancer and I can't not use
any of my WM keyboard shortcuts without feeling the constant need
to tap them more times
L2515[19:55:41] <williewillus> in
time
L2516[19:55:44] <gigaherz> this is the
non-lambda version shadekiller666
L2517[19:55:48] <gigaherz> I backported
;P
L2518[19:57:40] <gigaherz> ah!
L2520[19:57:46] <gigaherz> it was
reviewed :)
L2521[19:58:01] <shadekiller666>
thanks
L2522[20:00:04] <williewillus> your 1.8.9
mod works on 1.8.0?
L2523[20:00:57] <gigaherz> yes
L2524[20:01:06] <gigaherz> it's simple
enough that I didn't even need ITickable
L2526[20:03:12] <gigaherz> killjoy: I
guess? but wouldn't it be easier to use a double-for?
L2527[20:03:32] <killjoy> I'm populating
the array, not the list
L2528[20:03:46] <killjoy> also the array
isn't set yet
L2529[20:03:56] <killjoy> and its size
might change
L2531[20:06:19] <gigaherz> I meant like
this
L2532[20:07:17] <williewillus> where in
the code are mcmeta files parsed?
L2533[20:07:30] <gigaherz> somewhere in
fml XD
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L2535[20:09:17] <williewillus> well in
vanilla probably
L2536[20:09:27] <gigaherz> wait
mcmeta
L2537[20:09:32] <gigaherz> are the ones
for texture animation?
L2538[20:10:33] <williewillus> yeah
L2539[20:10:39] <gigaherz>
FallbackResourceManager.java line 103
L2540[20:10:45] <williewillus> also, why
can't I search inside the vanilla source jar in IDEA?
L2541[20:10:49] <gigaherz> you can
L2542[20:10:52] <williewillus> every
query gives me 0 results
L2543[20:11:04] <williewillus> and yes I
included libraries
L2544[20:11:05] <gigaherz> Edit ->
find -> find in path -> options -> custom -> Projects
and Libraries
L2545[20:11:47] <killjoy> williewillus,
did you decomp or dev?
L2546[20:11:52] <williewillus> i got
it
L2547[20:11:56] <williewillus> I was
searching the directory
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L2550[20:16:52] <shadekiller666>
gigaherz, does the ReportedException thats thrown in
RenderingStuffs.loadModel() crash the game?
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L2553[20:18:49] <gigaherz>
shadekiller666: reported exceptions stop the game with the crash
screen
L2554[20:19:02] <shadekiller666> ok
L2555[20:19:47] <gigaherz> (so yeah you
may want to handle that more gracefully ;P)
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L2557[20:21:49] <shadekiller666> ya
lol
L2558[20:22:49] <shadekiller666> why
doesn't Attributes.DEFAULT_BAKED_FORMAT have a NORMAL
element?
L2559[20:23:34] *
gigaherz shrugs
L2560[20:23:39] <Kithio> Can you use
spaces in Github Repo names?
L2561[20:23:49] <gigaherz> Kithio: I
don't believe so
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L2563[20:24:13] <gigaherz> if you type
"A B"
L2564[20:24:21] <Kithio> Hmm... Do you
substitute it for anything? or do you just push it all into one
word?
L2565[20:24:23] <gigaherz> it says
"Your new repository will be created as A-B"
L2566[20:24:38] <Kithio> yeah I hate
dashes I'd prefer it being a single piece of text then
L2567[20:24:42] <gigaherz> I just use
TitleCase
L2568[20:24:46] <Kithio> but how would I
handle the word "of" since it looks weird
L2569[20:24:48] <Kithio> like
L2570[20:24:54] <gigaherz> just
capitalize
L2572[20:25:04] <gigaherz> I did.
L2573[20:25:15] <Kithio> Alright... I'll
just do that instead
L2574[20:25:58] <shadekiller666>
gigaherz, you know whats funny, DefaultVertexFormats.ITEM actually
has all 5 elements in the correct order :P
L2575[20:26:10] <gigaherz> although I
also used dashes
L2577[20:26:14] <Kithio> and now comes
the primary question... What License should I put it at? It's going
to be open source
L2578[20:26:24] <Kithio> GNU?
L2579[20:26:38] <gigaherz> depends on how
much you care
L2580[20:26:53] <Kithio> Hmm...
L2581[20:26:56] <gigaherz> I mean
L2582[20:27:05] <Kithio> I have read all
the licenses available once
L2583[20:27:06] <gigaherz> so you want
others to be able to use your code in closed-source projects?
L2584[20:27:12] <gigaherz> do*
L2585[20:27:23] <Lomeli12> Anyone know a
nice way of hiding layers in an item model? I have a model with 3
layers and only want the 3 layer's quads to be shown if the item
has a certain NBT tag.
L2586[20:27:28] <gigaherz> or do you
prefer them to use the same license as you?
L2587[20:27:32] <Kithio> Yeah no I'd
rather making sure the mod is always open source. but I don't want
people making complete copies of it
L2588[20:27:43] <gigaherz> okay so you
want a copyleft
L2589[20:28:35] <gigaherz> GPL is one
choice for that
L2590[20:28:42] <gigaherz> however, it
won't prevent others from making full copies
L2591[20:29:01] <gigaherz> this is
considered an unnecessary limitation and rejected by the FSF
L2592[20:29:05] <Kithio> what was the
biggest different between v2 and v3 again? I read them like months
ago... can't remember the changes though
L2593[20:29:16] <gigaherz> never managed
to figure that out
L2594[20:29:29] <gigaherz> it has better
protection in some areas
L2595[20:29:35] <gigaherz> while being a
bit less draconian in others
L2596[20:29:38] <gigaherz> or something
like that
L2597[20:30:00] <gigaherz> my suggestion
would be
L2598[20:30:09] <gigaherz> make code
GPLv3, and assets CC BY-SA 4.0
L2599[20:31:01] <Kithio> Alright
thanks
L2600[20:36:45] <killjoy> 2d arrays are
array[row][col] right?
L2601[20:36:59] <gigaherz> I never
managed to figure that out
L2602[20:37:13] <gigaherz> well
actually
L2603[20:37:20] <gigaherz> those are just
arrays of arrays
L2604[20:37:25] <gigaherz> so technically
it doesn't matter
L2605[20:37:57] <gigaherz> what I never
figured out is C# multidimensional arrays, which are standalone
objects accessed like [x,y]
L2606[20:38:24] <gigaherz> however I do
like to picture memory the way I write text
L2607[20:38:38] <gigaherz> where the line
index is more significant than the column index
L2608[20:38:51] <gigaherz> so I use
array[y][x]
L2609[20:39:22] <killjoy> so
array[vert][horz]?
L2610[20:39:45] <gigaherz> dependso n how
you allocated it.
L2611[20:40:34] <gigaherz> new
X[HEIGHT][] -> array[vertical][]
L2612[20:41:02] <killjoy> I'm trying to
get a grid with 6 columns and variable rows
L2613[20:41:26] <killjoy> Bah, I'll just
use a Table
L2614[20:42:25] <killjoy> Hm...
L2615[20:43:29] <gigaherz> ah then use a
List<Object[]>? ;P
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L2618[20:44:23] <madcrazydrumma> How do i
get a player on the server from a username?
L2619[20:44:38] <killjoy> Is the player
online?
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L2621[20:45:48] <Lomeli12> look at the
getPlayer method in CommandBase
L2622[20:46:22] <killjoy>
MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(username)
L2623[20:47:46] <madcrazydrumma> Cheers
killjoy
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L2630[21:09:21] <Ri5ux> The startup log
says nothing significant, for the record.
L2631[21:09:43] <HassanS6000>
shadekiller666, fry ^
L2632[21:09:56] <williewillus> show
jsons
L2633[21:10:09] <Ri5ux> I mean that's a
link to the repo...
L2635[21:11:23] <HassanS6000> Ri5ux, this
is an OBJ model? Does the mtl load the correct texture? Insure this
by opening the obj in the resources with a 3d modeling program and
see if the texture loads. If not, fix the MTL reference
L2636[21:11:56] <williewillus> yeah you
can only do the "inventory in blockstate json" trick if
you use the forge json
L2637[21:12:17] <Ri5ux> Forge json?
L2638[21:12:21] <Kithio> Question: Would
you recommend modding for 1.8 or 1.7? If memory serves, a few big
modders said they would skip 1.8 and wait for 1.9?
L2639[21:12:32] <Kithio> thus their mods
stays for 1.7
L2640[21:12:36] <williewillus> 1.8
L2641[21:12:44] <williewillus> nearly all
claims of 1.8 being too hard are moot
L2642[21:12:59] <williewillus> and the
gradual flow of mods is ever increasing in rate
L2643[21:13:02] <Ri5ux> 1.7 if you want
things to be easy, 1.8 if you want an easy update to 1.9
L2644[21:13:06] <shadekiller666> Ri5ux,
cuz your .obj file doesn't have any "usemtl" lines in
it... so the obj loader assumed you wanted to use vertex
coloring
L2645[21:13:18] <williewillus> Ri5ux:
forge blockstate json format? haven't seen it before? 0.o
L2647[21:13:31] <shadekiller666> so it
substituted a dynamic white texture instead
L2649[21:13:51] <Ri5ux> williewillus, I
just started on 1.8.
L2650[21:13:52] <shadekiller666> ri5ux,
theres only one texture for this item right?
L2651[21:14:00] <Ri5ux> shadekiller666 ,
yeah
L2652[21:14:14] <williewillus> yeah use
the forge blockstate format, it will save you a LOT of pain, don't
use the vanilla blockstate format
L2653[21:14:44] <Ri5ux> williewillus,
Thanks, I'll look into that.
L2655[21:15:06] <shadekiller666> ok, then
between lines 24 and 25 of m41a.obj (right above the first line
starting with "f"), add "usemtl Main"
L2656[21:15:41] <shadekiller666> after
you've done that you should be fine
L2657[21:16:04] <Kithio> I couldn't care
less about difficulty of making /{insert thing here}/ for the mod.
I care more about the learning experience then anything else.
L2658[21:16:17] <shadekiller666> the obj
loader will read the mtl and grab the texture and have it stitched
into the TextureMap
L2659[21:17:26] <Ri5ux> Kithio, Then go
with 1.8, you'd rather learn about something that is currently
mainstream than something dead like 1.7
L2660[21:17:38] <Kithio> Also - About
1.9... Has anyone actually looked at the snapshots? I kind of feel
they're adding a fair amount of really weird things I'd prefer not
be there
L2661[21:17:42] <Ri5ux> Thanks
shadekiller.
L2662[21:18:03] <williewillus> Kithio:
without a doubt this Botania 1.8 port has taught me a TON about the
internals of the rendering system
L2663[21:18:17] <williewillus> ehh the
1.9 new stuff can easily be disabled or removed
L2664[21:18:29] <williewillus> like the
draw time is just an NBT tag, just listen to all crafting events
and set the tag :p
L2665[21:19:30] <Kithio> Two things I
don't like :
L2666[21:19:37] <Kithio> - Dual
Wielding
L2667[21:19:40] <Kithio> - New
Boats
L2668[21:20:33] <Ri5ux> For the record I
hate the new entity physics.
L2669[21:23:17] <Kithio> I've played
minecraft since... well very short time after the initial public
release... Minecraft has changed a fair amount over time but 1.8 to
1.9 just adds some things that makes it feel a bit stranger then
when they added the hunger bar initially :P
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L2671[21:32:36] <DrDisconsented> How up
to date is the potion tutorial on the wiki?
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L2673[21:37:51] <williewillus> probably
not very :p
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L2675[21:42:27] <killjoy> !gf
GuiContainer.xSize 1.8
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L2677[21:43:18] <williewillus> but
potions should not be difficult, if anything they might've gotten
easier with hte potion registry
L2678[21:43:58] <DrDisconsented> I assume
you'll create it as a static instance and feed that to the game
registry
L2679[21:47:52] <Temportalist> Is there a
way to get the current load phase, without being inside the fml
event? (i.e. pre-init, init, post-init, running)
L2680[21:47:56] <Temportalist> (MC
1.8.8)
L2681[21:48:11] <DrDisconsented> Or not
do that because the constructor already does >_>
L2682[21:49:36] <williewillus>
DrDisconsented: you just construct it and it registers :p
L2683[21:49:58] <Lomeli12>
Loader.instance().hasReachedState()
L2684[21:50:01] <williewillus> in 1.8+
don't give it an ID, it'll magically find and free potion ID's for
you like it does with blocks/items
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L2687[21:51:13] <Lomeli12> or
getLoaderState()
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L2691[21:52:09] <Lomeli12> example: if
(Loader.instance().hasReachedState(LoaderState.PREINITIALIZATION))
{ // do stuff}
L2692[21:52:38] <Lomeli12> also that's a
dodgy comment placement on my part.
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L2698[21:56:50] ***
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L2699[21:57:15] <DrDisconsented> Yep I
saw that williewillus
L2700[21:57:57]
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L2701[22:00:48] <McRafty> new to Forge
work, working on a 1.8.8-mod and see method/field/variable names
I'd like to give 'real' names to (as opposed to the decompiler
generated names). I don't see a mapping file in the (github) source
- how do I submit method/field/variable name updates (...for the
various versoins)?
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L2703[22:02:18] <tterrag> McRafty:
MCPBot_Reborn
L2704[22:02:28] <tterrag> though if you
are going to run a lot of commands use #mcpbot
L2705[22:02:31] <tterrag> and !help
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L2707[22:04:32] <bspkrs> McRafty, just
fyi, you can only submit mappings for the current version
(1.8.9)
L2708[22:05:07] ***
Mumfrey is now known as mumfrey
L2709[22:05:29] <McRafty> cool,
thanks
L2710[22:08:40] <shadekiller666> dang
it...
L2711[22:09:25] <shadekiller666> wanted
to use a switch on a string then i realized forge wants to maintain
java 6 compile... :/
L2712[22:10:10] <williewillus> off to if
else land!
L2713[22:10:10] <bspkrs> just because
forge only requires j6 doesn't mean you can't use j7+ features...
it just means that your mod won't work for some people
L2714[22:10:27] <tterrag> he's not coding
a mod, methinks
L2715[22:10:37] <tterrag> but also,
there's no reason string switches can't compile to j6
bytecode
L2716[22:10:40] <tterrag> it's only
syntax
L2717[22:11:40] <williewillus> yeah BTS
it just generates some fancy int switch lookup table based on the
hashcode of each string
L2718[22:13:06] <tterrag> yes
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L2720[22:15:09] <shadekiller666> string
switches compile to 1.6?
L2721[22:15:30] <shadekiller666> bspkrs,
i'm workin on the obj loader for forge atm :P
L2722[22:17:57] <tterrag> yes, why
wouldn't they
L2723[22:20:51] <Temportalist> How does
one use ITickable for a tile entity in 1.8.8?
L2724[22:21:02] <williewillus> implement
it
L2725[22:21:06] <williewillus> and then
implement update()
L2726[22:21:11] <williewillus> done
:p
L2727[22:21:49]
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L2728[22:21:49] <Temportalist> Does it
auto register?
L2729[22:21:56] <williewillus> it doesn't
register anything
L2730[22:22:10] <Temportalist> But it
registers to the MC server.
L2731[22:22:13] <williewillus> when the
game ticks it looks at every te, checks instanceof ITickable, and
if so calls tick
L2732[22:22:17] <williewillus> ??
L2733[22:22:17] <Temportalist> okay,
whatever. Ill just implement haha
L2734[22:22:27] <Temportalist> just
making sure there is nothing extra
L2735[22:22:40] <gigaherz> Temportalist:
it just works, don't worry how ;P
L2736[22:22:53] <gigaherz> ITickables get
ticked, the rest do not.
L2737[22:22:57] <Temportalist> :P
L2738[22:24:02] <gigaherz> if mc/forge is
smart, it will add ITickables and non-tickables in separate lists,
and loop only through the tickable one ;P
L2739[22:24:18] <gigaherz> but yeah
that's beside the point
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L2741[22:25:20] <williewillus> anyone
ahve a forge dev env open rn?
L2742[22:25:23] <williewillus> on
1.8.9
L2743[22:25:25] <williewillus> might've
found a bug
L2744[22:26:06] <williewillus> place a
steve head down, is the texture...fucked :p
L2745[22:27:18] <shadekiller666>
gigaherz, i was just thinking about that lol
L2746[22:27:44] <shadekiller666>
williewillus, give me a second
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L2749[22:28:40] <gigaherz> williewillus:
did you try without mods?
L2750[22:28:42] <gigaherz> it works
here
L2751[22:29:07] <williewillus> uh oh
then, botania dev env, it doesn't touch the skulls at all... build
1656
L2752[22:29:34] <gigaherz> 1677
here
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L2755[22:36:14] <williewillus> this is
JEI integration btw
L2759[22:42:03] <williewillus> ah, my
newY forgot to flip the - to +
L2760[22:42:13] <Temportalist> Whats
JEI?
L2762[22:43:04] <Temportalist> What are
plans in relation to NEI?
L2763[22:43:10] <williewillus> it's
better than NEI :p
L2764[22:43:14] <Temportalist> haha
L2765[22:43:30] <Cazzar> [/opinion]
L2766[22:43:46] <williewillus> faster,
simpler to integrate with, doesn't coremod hack to work
L2767[22:45:30] <tterrag> Cazzar:
considering there *is* no NEI for 1.8.8, it is better objectively
:P
L2768[22:46:42] <DrDisconsented> Looks
like Potion.affectEntity and Potion.preformEffect are not actually
used... So I need to make use of the onEntityUpdate event for the
effect /?
L2769[22:47:39] <mezz> pretty sure they
are used
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L2771[22:49:11] <williewillus>
affectEntity is called in vanilla from splash potions only
L2772[22:49:39] <tterrag> probably named
badly
L2773[22:49:42] <williewillus>
performEffect is called every tick by
PotionEffect.onUpdate(Entity)
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L2775[22:50:26] <DrDisconsented> Hmm
okay, well neither of them are triggering breakpoints
L2776[22:52:29] <williewillus> woohoo the
next BTM is going to be 1.8.9
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L2778[22:52:42] <tterrag> that was
determined a while ago :p
L2779[22:53:08] <williewillus> just saw
the tweet :p
L2780[22:53:27] <williewillus> but good
that means I can run above 20 fps modded
L2782[22:58:04] <tterrag> 1.7 or
1.8?
L2783[22:58:13] <DrDisconsented>
1.8.9
L2784[22:58:51] <tterrag> diesieben07:
return true from isReady
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L2786[22:59:03] <tterrag> default is
false
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L2788[22:59:14] <tterrag> reading the
code helps :P
L2789[22:59:27] <DrDisconsented> I missed
that bit :P
L2790[23:00:19] <DrDisconsented> Yep that
got it
L2791[23:00:20] <DrDisconsented>
cheers
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L2801[23:04:32] <killjoy> So where is the
equiv of mc.thePlayer on the server side? (integrated server)
L2802[23:04:35] <gigaherz> [05:52]
(williewillus): woohoo the next BTM is going to be 1.8.9
L2803[23:04:35] <gigaherz> BTM?
L2804[23:04:43] <williewillus>
BetterThanMinecon
L2805[23:04:58] <williewillus> killjoy:
well it's multiplayer...you have many EntityPlayerMP
instances
L2806[23:05:01] <gigaherz> killjoy:
there's no "thePlayer" on the server
L2807[23:05:03] <gigaherz> XD
L2808[23:05:06] <killjoy> sigh
L2809[23:05:13] <killjoy> gotta get my
name now
L2810[23:05:34] <williewillus> you can
cast to integratedServer and acquire the host player, but having
such a case is a very 1.2 thing to do :p
L2811[23:05:56] <gigaherz>
MinecraftServer.getServer().worldServerForDimension(<dim>).playerEntities
L2812[23:06:13] <gigaherz> there can be
multiple players in the integrated server: LAN mode
L2813[23:06:47] <gigaherz> not sure how
the server does the tab list, though
L2814[23:07:00]
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L2815[23:07:57] <killjoy> I'm just using
mc.getIntegratedServer()
L2816[23:08:11] <killjoy> It's a client
mod, so it shouldn't matter
L2817[23:08:59] <mezz> if it's a client
mod then you can use Minecraft.getMinecraft().thePlayer
L2818[23:09:15] <gigaherz> that gives the
lient entity though
L2819[23:09:17] <gigaherz> not the server
copy
L2820[23:09:20] <gigaherz> client*
L2821[23:09:34] <mezz> so? I don't
understand
L2822[23:10:04] <mezz> either it's a
client mod or it's not, sounds like it's not if you care about the
server
L2823[23:10:35] <gigaherz> oh I see your
point
L2824[23:10:58] <mezz> killjoy, what are
you doing? heh
L2825[23:11:13] <williewillus> you sound
like you have logical and physical client mixed up :p which makes
me want to finish my RTD on sides
L2826[23:11:17] <killjoy> interacting
with the world/player in singleplayer
L2827[23:11:19] <williewillus> but meh
too focused on botania :p
L2828[23:11:34] <killjoy> Just the
inventory
L2829[23:11:51] <killjoy> If multiplayer,
send packet or chat command
L2830[23:12:07] <williewillus> just do
the MP integration for all cases
L2831[23:12:09] <mezz> you should send
packets always, treat the server as if it's far away
L2832[23:12:14] <Drullkus> lol
L2833[23:12:21]
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L2834[23:12:26] <williewillus> special
casing the integrated server is EXACTLY how things were done......
in 1.2
L2835[23:12:59] <williewillus> sending a
packet to the integrated server just sends it through a memory pipe
anyway, not like you have that great of an overhead
L2836[23:13:06] <killjoy> But that would
require the client to be configured correctly (enabling
cheats)
L2837[23:13:17] <Drullkus> Uh
L2838[23:13:17]
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L2839[23:13:18] <gigaherz> killjoy: I
can't think of a better way than:
MinecraftServer.getServer().worldServerForDimension(dim).getPlayerEntityByUUID(Minecraft.getMinecraft().thePlayer.getUniqueID())
L2840[23:13:18] <gigaherz> XD
L2841[23:13:19] <williewillus> you have
control of that since it's an SP game
L2842[23:13:20] <Drullkus> LEt's not
forget LAN
L2843[23:13:28] <tterrag> gigaherz: jesus
christ no
L2844[23:13:29] <killjoy> I'm using the
configuration manager
L2845[23:13:37] <gigaherz> tterrag: I
know it's fugly
L2846[23:13:38] <tterrag> you're mixing
threads doing that
L2847[23:13:41] <tterrag> DON'T do
that
L2848[23:13:43] <williewillus> yup
L2849[23:13:54] <williewillus> use
packets ALWAYS if you're going across threads
L2850[23:14:12] <gigaherz> well, yo ucan
bypass the packet, and directly call world.addScheduledTask
L2851[23:14:18] <williewillus> it's still
bad
L2852[23:14:19] <gigaherz> but it's still
pointlessly ugly
L2853[23:14:37] <tterrag> how about just
code mods like they will always be on both sides
L2854[23:14:43] <tterrag> unless you have
a POINT to being one-sided
L2855[23:14:48] <gigaherz> actually,
you'd still have to do
"MinecraftServer.getServer().worldServerForDimension(dim)"
from the client thread, which is unsafe on its own
L2856[23:15:01] <gigaherz> just...
packet.
L2857[23:15:02] <williewillus> ????
L2858[23:15:12] <williewillus> why do you
even need that again? :p
L2859[23:15:29] <gigaherz> williewillus:
how else would you get the world object to add a scheduled
task?
L2860[23:15:36] <williewillus> why even
UUID anyway, why not just use the entity ID....
L2861[23:15:57] <gigaherz> true
L2862[23:16:11] <gigaherz> still though,
it's just wrong ;p
L2863[23:16:14] <ollieread> Shit
L2864[23:16:33] <ollieread> Don't you
hate estimating time for coding?
L2865[23:16:34] <williewillus> anyways,
the point is: code your mods like you aren't in 1.2, pls
L2866[23:16:45] <gigaherz> ollieread:
yes. I know I'm useless at it.
L2867[23:17:05] <ollieread> We've
estimated to our end client that it will take 3 days for us to
build this particular part of it
L2868[23:17:23] <ollieread> I couldn't
sleep (5:17am here) so I just built it in the last 4 hours :/
L2869[23:17:52] <mezz> estimate to boss =
double it and add 2 hours. estimate to client = triple boss
estimate
L2870[23:18:20] <ollieread> We're like 2
months into this project, so I let my client (not the end client)
come up with estimates and then I agree to
L2871[23:18:34]
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L2873[23:19:04] <ollieread> It's why I
charge by the day, so I give estimates, stressing the HUGE emphasis
on 'estimate' and then they just pay for days actually worked
L2874[23:19:49] <ollieread> I've learnt
that if I say "It'll take an hour or two, don't worry, I won't
charge for this", it'll take 2 weeks
L2875[23:20:01] <mezz> heh
L2876[23:20:37] <ollieread> and now I'm
going through PaleOff code
L2877[23:20:46] <ollieread> You can tell
he prefers Scala :P
L2878[23:22:47] ***
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L2879[23:24:06] <williewillus> mezz: is
there any plan to be able to search tooltips (or at least registry
name)? or was that on purpose for perforance
L2880[23:24:12] <williewillus>
*excluded
L2881[23:24:45] <mezz> williewillus, yes
I will include a "basic" tooltip search that caches the
tooltips for performance
L2882[23:25:03] <mezz> some tooltips will
be missing because they require player or time-specific
information
L2883[23:25:15] <mezz> and I don't have a
player to use when the game is starting up
L2884[23:25:27] <williewillus> cool, i
just wanted the ability to search registry name which is useful
when developing
L2885[23:25:37] <mezz> ah
L2886[23:25:43] <williewillus>
though
L2887[23:25:45] <gigaherz> can't cache on
demand? or scan the list asynchronously?
L2888[23:25:46] <williewillus> that only
shows on f3+h
L2889[23:25:53] <williewillus> so idk if
that's possible if you cache on startup
L2890[23:26:14] <mezz> I may just add a
different search modifier for registry like #registryname
L2891[23:26:18] <gigaherz> hmm actually
wouldn't you be able to just query as many items as fit in one
page
L2892[23:26:34] <gigaherz> and save the
data needed to continue scanning if the user presses the page
buttons at the top?
L2893[23:26:50] <mezz> gigaherz, I need
to search 1 million items. I don't want to do it more than
once
L2894[23:27:06] <mezz> async means it is
not ready when the player opens the gui to search
L2895[23:27:08] <gigaherz> there aren't 1
million items visible at once on screen though ;P
L2896[23:27:16] <williewillus> ?
L2897[23:27:17] <mezz> not visible, but
you are searching all the items
L2898[23:27:22] <williewillus> yeah
:p
L2899[23:27:22] <gigaherz> yes but what I
mean is
L2900[23:27:25] <gigaherz> when the user
types
L2901[23:27:49] <mezz> what you're
describing is more like NEI which slows down dramatically on big
packs
L2902[23:27:54] <gigaherz> start
searching then, but stop searching as soon as you have a page's
worth of data, or more than X ms have passed
L2903[23:28:04] <williewillus> that's
what NEI does to an extent
L2904[23:28:09] <mezz> I show the number
of pages of items
L2905[23:28:12] <williewillus> which
makes it slow as shit :D
L2906[23:28:18] <gigaherz> hmm
right
L2907[23:28:20] <gigaherz> the page
count
L2908[23:28:24] <gigaherz> yea that kills
that
L2909[23:28:41] <mezz> every tooltip
except like.. the primal charm should be cacheable
L2910[23:29:51] <gigaherz> by the way I
was asking earlier, is there some specific method to have an
item/block not show up in the list at all?
L2911[23:30:31] <mezz> there's a
blacklist from the api, and Item List Edit Mode which lets you hide
things in-game and saves it to the config
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L2914[23:35:12] <gigaherz> I guess it was
wishful thinking that there would be something that made thinks not
show up without requiring use of any API or explicit interactions
;P
L2915[23:35:28] <gigaherz> things*
L2916[23:35:36] <mezz> give item list
edit mode a try, you can hide all the facades in a couple
clicks
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L2919[23:37:23] <gigaherz> I just want to
have my multiblock structure block not be obtainable ;P
L2920[23:37:36] <williewillus> also mezz
when hovering over an oredict recipe is it intended that the stack
you hover over doesn't cycle like the others?
L2921[23:37:45] <mezz> yes
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L2923[23:38:13] <williewillus> kk
L2925[23:39:16] <mezz> that's the only
file you need
L2926[23:41:08] <gigaherz> I'll keep that
open and look at it tomorrow
L2927[23:41:09] <gigaherz> ;P
L2928[23:42:13] <Temportalist> gigaherz:
williewillus moxiegrrl__ (& anyone else interested in
EsoTeriCraft): we now have chunks which spawn sun resistant
mobs
L2929[23:42:26] <williewillus>
EsoTeriCraft?
L2930[23:42:35] <Temportalist> 1.8.8
magic mod
L2931[23:42:49] <Temportalist> First
module will focus on enhancing (new enchanting)
L2932[23:42:50] <Drullkus> oh hey
Temportalist lol
L2933[23:42:56] <Temportalist> o/
L2934[23:43:08] <Temportalist> Leaving
soon for sleeeeeppppzzzzz
L2935[23:43:16] <williewillus> cool
L2937[23:43:47] <Temportalist> just need
to get it textured now
L2938[23:43:47] <williewillus> is that a
static model or tesr?
L2939[23:43:52] <Temportalist> static
obj
L2940[23:43:54] <williewillus> nice
L2941[23:43:58] <Temportalist> loaded via
blockstate
L2942[23:44:02] <williewillus> all the
performances!
L2943[23:44:06] <Temportalist> si
L2944[23:44:25] <Temportalist> and it is
*unbreakable* and is a world gen structure
L2945[23:44:38] <Temportalist> one will
gen every about 5000 blocks
L2946[23:44:43] <Temportalist> for
now
L2947[23:45:15] ***
Ashlee is now known as Ash|Work
L2948[23:51:55]
⇦ Quits: Brokkoli (~Brokkoli@x55b03c99.dyn.telefonica.de)
(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L2949[23:55:25] ***
AbrarSyed is now known as Abrar|gone
L2950[23:59:53] ***
TehNut|Gone is now known as TehNut