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L15[00:57:41] <Wuppy> ugh I hate my alarm
clock
L16[00:58:01] <shadekiller666> why?
L17[00:58:05] <shadekiller666> did it wake
you up?
L18[00:58:16] <Wuppy> yes :V
L19[00:58:42] <shadekiller666> then its
working as intended :D
L20[00:58:50] <xaero> so maybe you should
hate what set up the alarm clock :P
L21[00:58:50] <Wuppy> and that's why I hate
it
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L25[01:02:56] <Wuppy> dammit... life
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L48[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160105 mappings to Forge Maven.
L49[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160105-1.8.9.zip
(mappings = "snapshot_20160105" in build.gradle).
L50[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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L58[02:25:01] <killjoy> !gc GuiContainer
1.8
L59[02:25:59] <killjoy> !gc GuiScreen
1.8
L60[02:26:32] <killjoy> !gm
GuiScreen.mouseClicked
L61[02:26:52] <killjoy> !gm
GuiScreen.mouseClicked 1.8
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L63[02:41:35] <killjoy> !gm
GuiScreen.keyTyped
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L70[02:54:05] <FourFire> Hello, does forge
does anything with the IPv6 network implimentation for
servers?
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L72[02:56:04] <killjoy> FourFire, netty
does that
L73[02:56:17] <killjoy> aka it's
vanilla
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L97[03:54:48] <Nitrodev> Hi all
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L103[04:19:37] <sham1> morning to all the
peoples who are 'ere
L104[04:23:35] <sham1> Oh
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L106[04:23:57] <sham1> In Tarvis you can
add hosts as known for SSH purposes
L107[04:23:59] <sham1> Yay
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L109[04:29:39]
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L110[04:31:18] <OrionOnline> I have a
question regarding inventories. I still need to snychronize them
myself in 1.8.9 right?
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L113[04:35:57] <masa> I don't think
anything major changed with them in 1.8, just the couple of new
methods in IInventory
L114[04:36:16] <masa> why do you even need
the inventory on the client?
L115[04:36:23] <Nitrodev> Hiya all!
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L117[04:36:40] <OrionOnline> I mean the
inventory of my own block
L118[04:36:54] <masa> yes but still
L119[04:37:02] <OrionOnline> For some
reason, sometimes ghost items stay in the inventory
L120[04:37:09] <masa> do you use the items
for rendring or something?
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L122[04:37:27] <OrionOnline> No i mean in
the slots of my TE
L123[04:37:39] <masa> ghost items often
appear if you try to do inventory stuff on the client side
L124[04:37:48] <OrionOnline> Yet i don
not
L125[04:37:53] <OrionOnline> do not*
L126[04:37:59] <masa> ie- if your TE tries
to edit it on both sides
L127[04:38:00] <OrionOnline> The code
worked fine in 1.7.109
L128[04:38:16] <OrionOnline> So i justed
wanted to verify if something had chagned
L129[04:38:25] <OrionOnline> it did not,
so i have to go on bug hunting then#
L130[04:38:46] <masa> well the point is,
if you only need the items when a player open the GUI, then the
container handles the syncing automaticaly
L131[04:39:16] <OrionOnline> Yeah but the
container puts seomthing there that should not be there, and is not
there on the server side
L132[04:39:23] <masa> what?
L133[04:39:27] <OrionOnline> So i need to
figure out why it thinks the stacks are there
L134[04:40:02] <masa> the container only
puts stuff in the slots that it gets from the server
L135[04:40:12] <OrionOnline> i know
L136[04:40:16] <OrionOnline> and that is
my problem
L137[04:40:36] <OrionOnline> It is like
the client pulls the data in the mids of the server processing the
next cycle of the stacks
L138[04:40:36] <masa> so you have some
custom syncing code then?
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L140[04:40:41] <OrionOnline> Yes
L141[04:41:08] <masa> meaning that you
send custom packets and put the stuff to the slots on the client
yourself?
L142[04:41:15] <OrionOnline> I have custom
inventory syncing code on all my Inventories
L143[04:41:46] <masa> well did you then
also disable/override the detectAndSendChanges() so that vanilal
doesn't try to sync it too?
L144[04:42:04] <OrionOnline> Nope i did
not.....
L145[04:42:08] <OrionOnline> That might
actually be it
L146[04:42:28] <masa> well then stuff gets
all kinds of fucked up if you try to sync it multiple times via
different code paths
L147[04:43:10] <OrionOnline> Would
overriding that not also override the functiónality to send changes
from the client to server, (aka placing an ItemStack into the
container) and not only the changes made by the server that are
send to the client?
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L149[04:43:56] <masa> check it on
Container, but I'm pretty sure client -> server changes oly
happen via Container.slotClick()
L150[04:44:54] <OrionOnline> masa, you are
right
L151[04:44:55] <masa> and then
detectAndSendCHanges() just scans the inventory for changes on the
server and then sends those slots/itemstacks to the client, where
the container puts them into the client side inventory via the
IInventory methods
L152[04:46:01] <masa> is there something
special you are doing or why do you even use custom syncing
though?
L153[04:46:24] <OrionOnline> Yeah it is
part of a multiblock
L154[04:46:36] <OrionOnline> In which each
block has its own Inventory with different items
L155[04:46:45] <OrionOnline> And 1 gui
displays all of it
L156[04:46:54] <OrionOnline> So i need to
send changes from the server to the client
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L158[04:47:55] <masa> oh ok
L159[04:48:14] <OrionOnline> I will finik
around with it a bit
L160[04:48:47] <OrionOnline> It may be a
bug in the packet reading, not really sure have to figure it out,
but debugging this is pretty hard
L161[04:48:50] <masa> even so you could
just let the TE on the server combine the inventories into one
virtual inventory
L162[04:49:11] <OrionOnline> I know
L163[04:49:22] <OrionOnline> But i choose
not to when i implemented this
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L165[04:49:36] <OrionOnline> As the
structure can be split into two, by breaking blocks
L166[04:49:44] <OrionOnline> Making two
inventories
L167[04:49:51] <OrionOnline> How would i
split those etc
L168[04:50:10] <OrionOnline> So i just
choose to keep them all in there original and grab the itemstacks
when needed
L169[04:50:13] <masa> well you do have
your network packet handling running in the main thread right?
otherwise you would get weird things happening...
L170[04:52:07] <OrionOnline> Yeah i que
them using a runnable on the Minecraft class (as only the client
side can receive them<9
L171[04:52:36] <OrionOnline> I have a
central packet system in place which handles that luckily
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L173[05:00:17] <Nitrodev> Damn you
school
L174[05:01:32] <Darkhax> Hello, I am
currently looking into manipulating an existing LayerRenderer to
create some different effects. Has a way of doing this been
established yet? I basically want to change some of the private
fields before they are accessed in the renderLayer call.
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L176[05:02:32] <sham1> you could always
reflect upon the private fields
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L180[05:03:23] <Darkhax> Reflection would
be a bit messy, as I don't have direct access to the specific
LayerRenderer instance.
L181[05:03:42] <sham1> Where do you get
that
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L185[05:05:21] <Darkhax> I am not sure,
that's why I am asking :p
L186[05:06:02] <sham1> So you do not know
how you get your LayerRenderer :P
L187[05:06:22] <sham1> It must be
accessible somehow
L188[05:06:52] <sham1> Anyway, gonna set
up Tarvis for my mod and dump drone.io as it does not have enough
nice things
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L190[05:10:06] <Darkhax> You can get it
from the RendererLivingEntity instance, however that would require
something like RenderLivingEvent or RenderPlayerEvent, and both of
those have been deprecated.
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L192[05:15:05] <sham1> Anyway, later
L193[05:18:58] <masa> deprecated? is there
something that replaces them?
L194[05:23:41] <Darkhax> I don't know,
that's why I am asking :p
L195[05:24:05] <Darkhax> They seem to be
fully functional now, however they initially were not. They still
have the deprecated annotation though.
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L208[06:03:36] <Nitrodev> I wonder how
much of an hassle it would be to change my mods name.
L209[06:03:47] <Nitrodev> Not published
yet btw.
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L216[06:14:31] <masa> if you used
constants and didn't hardcode it everywhere, then it would be a
couple of seconds...
L217[06:21:58] <FourFire> SO, does 1.8
with forge server support IPv6, beause I've read that it's been
purposely broken in vanilla
L218[06:22:07] <FourFire> and it doesn't
work on 1.7.10...
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L220[06:23:14] <Nitrodev> Back
L221[06:23:41] <Nitrodev> And sorry this
is my first time using an android irc client
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L227[06:46:33] <sham1> Time to look up
just how the hell does travis ci word
L228[06:46:36] <sham1> Work*
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L253[08:02:25] <PaleoCrafter> uhm,
gigaherz, is it your mod that allows me to right click a block and
increase the stacksize of the held item? :P
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L257[08:06:22] <masa> imma gonna steal
that idea and add a "Top-up Station" to my TODO list
:p
L258[08:06:57] <masa> which fills all
stacks in the player's inventory
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L265[08:16:42] <Nitrodev> i wonder if
there is already a mod called ConstructIO
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L276[08:54:36] <sham1> managed to get it
working
L277[08:54:57] <sham1> Now to make it to
scp my artifacts into my server
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L279[08:55:33] <Cazzar> Though do note,
that travis.yml leverages the caching travis can do :P
L280[08:56:10] <sham1> do you know
anything about maven-wagon
L281[08:56:16] <sham1> and ssh
L282[08:56:47] <Cazzar> What env?
L283[08:57:01] <sham1> What do you
mean
L284[08:57:29] <sham1> like at this point
I am just testing it localy if this is what you mean (I imagine
this is not what you mean)
L285[08:57:36] <Cazzar> Is it running in
maven or gradle?
L286[08:57:47] <sham1> grdle
L287[08:58:02] <sham1> I am using it for
my uploadArchives
L289[08:58:17] <Cazzar> is a custom upload
task :P
L290[08:58:33] <sham1> :P
L291[08:58:39] <sham1> Looks fun
L292[08:59:03] <Cazzar> Though
L294[08:59:25] <sham1> yeah
L295[08:59:34] <Cazzar> using wagon-ssh is
shown to you in the gradle docs, looks straightforward.
L296[08:59:48] <sham1> My uploadArchives
is basically what is presented there, except that all the auth and
stuff are env variables
L297[08:59:50] <sham1> but
L298[08:59:56] <sham1> I get an
error
L299[08:59:56] <Cazzar> Have no time to
test myself.
L300[09:00:04] <Cazzar> oh?
L301[09:00:46] <sham1> The error
description: The host was not known and was not accepted by the
configuration
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L305[09:01:35] <Cazzar> Maven specific,
general gist would be the same.
L306[09:02:26] <Cazzar> Anyway, off to bed
for me.
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L308[09:03:41] <sham1> And my connection
died so I do not know if you said anything
L309[09:04:16] <sham1> Oh the awesomeness
of the bouncers sometimes
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L343[10:08:23] <gigaherz> [15:02]
(+PaleoCrafter): uhm, gigaherz, is it your mod that allows me to
right click a block and increase the stacksize of the held item?
:P
L344[10:08:25] <gigaherz> hopefully
not!
L345[10:08:26] <gigaherz> O_O
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L347[10:09:38] <gigaherz> although
regardless of that
L348[10:09:43] <gigaherz> you gave me an
idea ;P
L349[10:10:20] <gigaherz> click the rift
-> spits out a random item
L350[10:10:31] <gigaherz> click with an
item in hand -> spits out more of the same item
L351[10:11:24] <Nitrodev> sounds
cool
L352[10:11:28] <gigaherz> hmm then it
could be made to allow storing stuff with the opposite button
L353[10:11:36] <gigaherz> a bit like the
jabba barrels
L354[10:11:43] <gigaherz> and shift-click
for stacks
L355[10:12:06] <gigaherz> I HAVE to
implement that ;P
L356[10:12:37] <PaleoCrafter> hm... must
be another mod
L357[10:12:37] <gigaherz> or maybe Q-ing
the items into the rift to store
L358[10:12:56] <gigaherz> PaleoCrafter:
does it happen on any blick or item?
L359[10:13:00] <PaleoCrafter> yep
L360[10:13:20] <gigaherz> because mine
does have a system where clicking the right with an unbound rift
orb will bind one of the orb into a boundorb of that rift
L361[10:13:21] <PaleoCrafter> oh, lol,
it's my own mod :D
L362[10:13:36] <gigaherz> andi t will
duplicate items in creative mode, but it shouldn't affect anything
else
L363[10:13:36] <VapourDrive> LOL,
nice
L364[10:13:36] <gigaherz> ah
L365[10:13:52] <gigaherz> what he F
L366[10:14:04] <gigaherz> "clicking
the right"
L367[10:14:10] <gigaherz> rift**
L368[10:15:37] <gigaherz> so...
L369[10:15:48] <gigaherz> what were the
methods to detect my block being left/right clicked?
L370[10:15:48] <gigaherz> XD
L371[10:15:52] *
gigaherz just woke up
L372[10:16:24] ***
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L373[10:16:46] <VapourDrive> un
onBlockActivated :P
L374[10:18:08] <Nitrodev> i just realised
how complex my mod wmight become
L375[10:18:19] *
Nitrodev is thinking WAY ahead
L376[10:20:10] <gigaherz> yeah don't do
that too much
L377[10:20:17] <gigaherz> at least for
me
L378[10:20:27] <gigaherz> thinking too
much ahead makes me think of al lthe work I'll have to do
L379[10:20:30] <gigaherz> and then I get
lazy
L380[10:20:31] <gigaherz> ;P
L381[10:21:06] <Nitrodev> lol
L382[10:21:18] <Nitrodev> well atleast
i'll write down the ideas i have
L383[10:21:25] <Nitrodev> just incase i
forget them
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L387[10:26:30] <Pennyw95> is there a
simple way to check if a block has a TE while iterating over an
area?
L388[10:27:24] <VapourDrive> as in
world.getTileEntity?
L389[10:28:58] <Pennyw95> yes, I'm using 3
loops to check in a cube and I need to avoid NPEs...I'm trying
blockstate checks since I only need them to be from my mod but I'm
wondering if Forge added its own way
L390[10:29:20] <Tim020>
world.getTileEntity() != null then? :P
L391[10:29:36] <VapourDrive> yeah ^
L392[10:29:52] <Pennyw95> okay much
simpleer than my solution....sometimes the most obvious things are
the hardest to grasp
L393[10:29:54] <Pennyw95> thansk :)
L394[10:29:56] <Tim020> Then check if it's
an instacce
L395[10:30:02] <Tim020> of one of yours
:)
L396[10:30:05] <VapourDrive> which you
should check before instanceof anyways
L397[10:30:05] <Pennyw95> sure
L398[10:31:32] <VapourDrive> getting in
the habit of doing null checks and then checking for instanceof is
good, you'd be surprised that can return null without you expecting
it, itemstacks, items, entities, tileentities etc
L399[10:32:02] <Nitrodev> are there such
things as wooden nails?
L400[10:32:22] <gigaherz> in real life,
sortof
L401[10:32:32] <Nitrodev> okay
L402[10:32:41] <VapourDrive> yes, used to
be used on barn construction and stuff
L403[10:32:42] <Nitrodev> i'm just
wondering if i should add them to my mod
L404[10:32:47] <Tim020> Wooden tent pegs
for example ;)
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L406[10:33:04] <Nitrodev> Oh yeah
those
L407[10:33:28] <gigaherz> there's also
those wood things they have in like IKEA furniture
L408[10:33:33] <gigaherz> that you glue on
each side
L409[10:33:38] <gigaherz> or just hammer
in
L410[10:33:45] <gigaherz> it's not exactly
nails
L411[10:33:49] <Nitrodev> i was just
thinking about those
L412[10:33:58] <Tim020> ooh yes, those
things, which are too easy to misplace :D
L413[10:34:02] <gigaherz> and then
L414[10:34:11] <Nitrodev> can't remember
the name though
L415[10:34:16] <Nitrodev> not even the
finnish ame
L416[10:34:18] <Quetzi> dowels
L417[10:34:37] <gigaherz> in older times,
wooden construction would use that sort of wooden bits to join
together two pieces
L418[10:34:42] <gigaherz> sorry that I
have no names for them
L419[10:34:44] <gigaherz> ;P
L420[10:34:47] <Tim020> yea, small wooden
dowel :P Q hit the nail on the head ;;)
L421[10:34:56] <Nitrodev> that's it thanks
Quetzi
L422[10:35:42] <gigaherz> think "I
really have to go grocery shopping today" -> it starts
raining
L423[10:35:43] <gigaherz> ¬¬
L424[10:36:00] ***
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L425[10:36:10] <Tim020> only just started
raining? count yourself lucky :D
L426[10:36:31] <gigaherz> heh
L427[10:36:50] <williewillus> VapourDrive:
wait what do you have to check null before instanceof?
L428[10:37:14] <williewillus> *why
L429[10:37:21] <VapourDrive> more things
than not in general, something like ItemStack.getItem() can return
null :P
L430[10:37:39] <williewillus> oh I thought
you meant in the context of TE's, since <null> instanceof
MyTileType will just evaluate to false
L431[10:37:42] <gigaherz> aha the storage
drawers mod handles onBlockClicked
L432[10:37:48] <gigaherz> along with
onBlockActivated
L433[10:37:54] <williewillus>
onblockclicked for left click, onblockactivated for right
L434[10:38:06] <VapourDrive> yeah,
onBlockClicked is funky though
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L437[10:38:54] <williewillus> left click
functionality is a little..limited :p
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L439[10:39:10] <gigaherz> well I just want
to detect click, and sneak-click
L440[10:39:45] <Flashfire> I'm trying to
store nbt data in a piston tile entity but it's erased by
NetHandlerPlayClient.handleMultiBlockChange ->
WorldClient.invalidateRegionAndSetBlock
L441[10:39:48] <Nitrodev> okay now i have
atleast some goals written down that are not really that hard
L442[10:39:53] <Flashfire> Is there a way
I can get around this?
L443[10:40:08] <gigaherz> Flashfire:
what
L444[10:40:22] <gigaherz> you shouldn't be
editinganother block's TileEntity
L445[10:40:27] <Flashfire> It's the same
block
L446[10:40:36] <Flashfire> I made a custom
piston
L447[10:40:43] <gigaherz> oh
L448[10:40:43] <Flashfire> And a custom
tile entity to go in the piston's base
L449[10:40:48] <gigaherz> did the
blockstate change?
L450[10:40:53] ⇦
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L451[10:40:56] <gigaherz> you'll need to
override shouldRefresh
L452[10:40:57] <Flashfire> Yes that method
I mentioned sets it
L453[10:40:59]
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L454[10:41:06] <gigaherz> and return
oldState.getBlock() != newState.getBlock()
L455[10:41:08]
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L456[10:41:17] ⇦
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L457[10:41:20] <Flashfire> Wow, thanks!
I'll try that
L458[10:41:57] ***
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L459[10:42:08] <gigaherz> by default it
assumes that different blockstates require different
TileEntities
L460[10:42:57] <gigaherz> many mods packed
together different machines into the same block ID, so it was
decided to make that assumption the default
L461[10:43:08] ⇦
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L462[10:43:33] <gigaherz> (those machines
often need different TEs, so the machine can change without the
block ID changing)
L463[10:44:57] <geratheon> Hey! Is there
any good resource for the usage of the Tessellator class in 1.8.9?
The most pages I found aren't really up to date D:
L464[10:45:37]
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L465[10:46:10] <gigaherz> geratheon: it's
simple enough
L466[10:46:13] <gigaherz> basically:
L467[10:46:17] <williewillus> I was about
to write that section of my primer.. :p guess I'll do that
now
L469[10:46:18] <Nitrodev> Oh god
L470[10:46:22] <williewillus> at the
bottom
L471[10:46:27] <Nitrodev> i have made a
goal i shouldn't have
L472[10:46:37] <Nitrodev> to make a custom
6x6 crafting table
L473[10:46:45] <heldplayer> What are all
the prerequisites for creating a block in 1.8.9?
L474[10:46:54] <Nitrodev> same as
1.7.10
L475[10:46:55] <gigaherz> heldplayer: same
as 1.8 ;P
L476[10:46:57] <Nitrodev> pretty
much
L477[10:47:10]
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L478[10:47:16] <heldplayer> So just make a
class that extends Block, and do GameRegistry.registerBlock?
L479[10:47:18] <Flashfire> It seems to be
retained now, thanks!
L480[10:47:22] <gigaherz> heldplayer:
no
L481[10:47:23] <Nitrodev> yup
L482[10:47:30] <geratheon> Cool, I'll
watch you writing it! Thanks :)
L483[10:47:30] <Flashfire>
(@gigaherz)
L484[10:47:31] <PaleoCrafter> -: New
L485[10:47:31] <gigaherz> well that
creates the block
L486[10:47:32] <PaleoCrafter> lol
L487[10:47:35] <Nitrodev> yeah
L488[10:47:42] <gigaherz> but it won't
have a model
L489[10:47:44] <gigaherz> to register the
model
L490[10:47:47] <gigaherz> you need a
client proxy
L491[10:47:47] <Nitrodev> he didn't ask
about textures and models
L492[10:47:52] <gigaherz> and in the
preinit phase
L493[10:47:58] <heldplayer> Just trying to
do a block first
L494[10:48:09] <gigaherz> call the client
proxy AFTER registering the blocks
L495[10:48:12] <gigaherz> then from the
proxy
L496[10:48:18] <heldplayer> So uh
L497[10:48:28] <heldplayer> My block isn't
getting added :P
L498[10:48:40] <gigaherz> call
ModelLoader.setCustomModelResourceLocation
L499[10:49:29] <heldplayer> The code
calling GameRegistry is being called, and it's being added to the
registry because trying to add it a second time fails. However I
can't spawn it in at all
L501[10:51:28] <heldplayer> So yeah, I've
got no clue why it's not working :/
L502[10:52:59] <VapourDrive> don't
register it with a null itemstack, if you don't have one leave it
empty
L503[10:53:15] <VapourDrive> sorry
itemblock woops
L504[10:53:48] <heldplayer> Whoops
L505[10:54:09] <heldplayer> Source I
looked at was not a good source then :P
L506[10:54:31] <williewillus> ? null
itemblocks are allowed
L507[10:54:37] <williewillus> they just
remove the item form of your block
L508[10:54:41] <Flashfire> @gigaherz I got
my piston working, thanks again
L509[10:54:42] <williewillus> a la vanilla
technical blocks
L510[10:54:42] <heldplayer> Yay, thanks
VapourDrive ^^
L511[10:55:14] <VapourDrive> yeah it's
allowed, but it means he's not going to have an item version of his
block williewillus :P which was the problem
L512[10:55:20] <williewillus> oh lol
L513[10:56:48] <williewillus> new
tessellator/wr question, are you required to call your vertex
building chain in order of the format?
L514[10:56:53]
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L515[10:57:05] <williewillus> i.e. if I
use POSITION_TEX_COLOR_NORMAL, do my calls have to be
pos().tex().color().normal() in that order?
L516[10:57:08] <gigaherz> yes
williewillus
L517[10:57:16] <gigaherz> I believe
so
L518[10:57:25] <gigaherz> the calls just
add to a buffer
L519[10:57:37] <gigaherz> in the order of
the vertex elements
L520[10:57:51] <PaleoCrafter> yep, the
order has to match
L521[10:57:55]
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L522[10:58:12] <PaleoCrafter> weird stuff
happens if you forget to remove a single call after changing the
format xD
L523[10:59:38] <heldplayer> gigaherz: do I
need to use ModelLoader.setCustomModelResourceLocation? Can't I let
vanilla figure it out as I'm using its JSON system?
L524[11:00:18] <gigaherz> if you want an
Item form, yes
L525[11:00:27] <gigaherz> if the block
only exists in the world, no
L526[11:00:29] ⇦
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L527[11:00:34] <Ordinastie> is there an
artist available to make some textures ?
L528[11:00:36] <williewillus> it's a side
effect of the model system not having great item support yet
L529[11:00:43] <williewillus> it's coming
though
L530[11:00:50] <heldplayer> So that means
I'd have to do it for every meta variant?
L531[11:01:04] <williewillus> yes. if it
gets too unwieldy use a custom mesher
L532[11:01:12]
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L533[11:01:19] <williewillus> refer to my
primer :D
L534[11:01:33] <gigaherz> hmm I'm not
actually sure how to do multi-blocks using item metadata XD
L535[11:01:43] <gigaherz> can you even do
it without an ISmartItemModel?
L536[11:01:56] <williewillus> what do you
mean multi-blocks?
L537[11:02:00] <gigaherz> sub-blocks
L539[11:02:05] <williewillus> I just point
all of mine to their block model
L540[11:02:06] <gigaherz> where each meta
has a different model
L541[11:02:23] <gigaherz> last time I
tried
L542[11:02:23]
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L543[11:02:37] <gigaherz> I wasu nableto
make setCustomMRL of an ItemBlock accept anything but the block's
registration name
L544[11:02:40] <williewillus> thanks to
fry we can use the blockstate json variants as inventory model so I
just do setCustomMRL(item, meta, new MRL(<BLOCKStATE JSON>,
"variant=<x>")
L545[11:02:47] <williewillus> yeah this
was a recent addition
L546[11:03:03] <williewillus> and that
steals the block model directly as the item model
L547[11:03:09]
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L548[11:03:09] <gigaherz> H you bind them
to blockstate variants?
L549[11:03:11] <gigaherz> Ah*
L550[11:03:11] <Nitrodev> time to see if
i'm satisfied witht eh textures
L551[11:03:19] <gigaherz> I tried to bind
them to separate model json files
L552[11:03:20] <Nitrodev> i highly doubt
it though
L553[11:03:33] <williewillus> a
ModelResourceLocation is always a variant inside a blockstate
json
L554[11:03:36]
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L555[11:03:39] <williewillus> items are
just special cased
L556[11:03:42] <gigaherz> not for items
;P
L557[11:03:45] <williewillus> (see my
primer for info on that ;p)
L558[11:03:51] <williewillus> the
inventory variant
L559[11:04:00] <gigaherz> yeah
L560[11:04:05] <williewillus> is specia
cased by mojang to check models/item instead of blockstates, but
forge removes that restriction
L561[11:04:07] <gigaherz> given that items
can be bound to separate models per meta
L562[11:04:15] <gigaherz> it surprised me
that ItemBlocks did not work that way
L563[11:04:29] <williewillus> meta just
needs to go asap
L564[11:04:39] <williewillus> according to
asie metas are not transferred over the network anymore in
1.9
L565[11:04:42] <williewillus> blockstates
rae
L566[11:04:43] <williewillus> are
L567[11:04:49] <gigaherz> nice
L568[11:04:55] <Nitrodev> 1.9?
L569[11:05:01] <gigaherz> snapshots
L570[11:05:03] ***
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L571[11:05:32] <PaleoCrafter> well, this
sort of already is there in 1.8 :P
L572[11:05:53] ⇦
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wonders unfold before us; all we have to do is want it
enough.)
L573[11:05:55] <williewillus> the network
sending of chunks didn't change in 1.8 did it?
L574[11:06:08] <gigaherz> yeah all they
had to do is transfer the blockstate "index" instead of
the blockid+meta pair
L575[11:06:10] <williewillus> it's stil
that giant array of block id's then another giant array of metas if
I'm not mistaken
L576[11:06:13] <williewillus> ^
L577[11:06:23] <PaleoCrafter> nah, but
there already is the continuous list of blockstates
L578[11:07:07] <gigaherz> knowing mojang,
they probably chose to transfer the blockstate index as a 16bit
number
L579[11:07:32] <williewillus> well they're
not changing the save format yet so it's still restricted to the
same range
L580[11:07:34] <gigaherz> and it will
annoy modpack makers trying to make packs with > 32768 variants
;P
L581[11:07:53] <williewillus> but they
hopefully will get rid of meta in saves in future releases
L582[11:08:01]
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L583[11:08:09] <gigaherz> williewillus:
even if you only store 16 variants per block, you can still have
extra blockstate combinations
L584[11:08:10] <gigaherz> ;P
L585[11:08:40] <williewillus> well idk, is
the state index only representative of meta-saved properties?
L586[11:08:42] <sham1> I hope my maven
stuff works
L587[11:08:44] <williewillus> or is it all
listed properties?
L588[11:09:18] <gigaherz> no it includes
ALL permutations of listed properties
L589[11:09:37]
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L590[11:09:40]
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L591[11:10:29]
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L592[11:10:54] <Nitrodev> i'm starting to
think that renaming my mod wasn't a good idea
L593[11:11:12] <Nitrodev> oh wait
nvm
L594[11:11:19] <Nitrodev> i realized the
issue iwth models
L595[11:11:42] <Nitrodev> okay let's try
again
L596[11:12:05] <williewillus> welp hope
you didn't release yet or else you just broke everyone's
saves
L597[11:12:10] <williewillus> assuming you
mean switching modid
L598[11:12:53] ***
Vazkii is now known as Vazkii|Streaming
L599[11:13:10] <PaleoCrafter> eh, you can
add aliases, I think :P
L600[11:13:35] <diesieben07> there is an
event for remapping
L601[11:13:41] <Nitrodev> williewillus,
nah i haven't released yet
L602[11:14:35] <Nitrodev> atm i'm just
fiddling around with model rotations (again)
L603[11:16:37] <Nitrodev> yeah -1800
that's what i meant...
L604[11:16:47] <Nitrodev> i wonder what
would happen if i left that there
L605[11:18:00]
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L606[11:18:38] <sham1> Welp
L607[11:18:48] <sham1> I managed to up my
maven stuff to the server manually
L608[11:18:58] <sham1> Now to figure out a
way to allow travis to do so as well
L609[11:19:22] <sham1> (Because running a
build on my home computer would be tedious as heck
L610[11:19:22] <geratheon> Okay, I'm a bit
stuck. D: This *should* render some lines in the hardcoded
coordinates, right? (Jep, it's registered and called, tried
logging)
http://hastebin.com/uxohubugoz.java
L612[11:20:04] <sham1> You need to
translate your stuff so they get rendered on their own places
L613[11:20:44] <geratheon> Like
renderer.translate(1219, 5, 115) and then use renderer.pos(1, 1, 1)
and so on?
L614[11:21:03] <sham1> do you have those
1219 and so on be absolute world coords
L615[11:21:07] <geratheon> I did this
prior and everything was rekt™
L616[11:21:12] <sham1> Like that you find
the lines on that world coords
L617[11:21:26] <sham1> is that what you
wish
L618[11:21:27] <geratheon> No, just for a
proof of concept that I can draw stuff at a given position
L619[11:21:35] <sham1> "given
position"
L620[11:21:45] <sham1> But where in the
screen
L621[11:22:02] <williewillus> um how do I
get an IRecipe out of the CraftingManager?
L622[11:22:15] <williewillus> if I
specifically want the vanilla furnace recipe for example how do I
get it?
L623[11:22:16] <geratheon> Eh, I thought
those are block coordinates in the world. *That* may be the
case.
L624[11:22:24] <sham1> Yeah
L625[11:22:29] <sham1> If you want them to
be block coords
L626[11:22:36] <sham1> for future's
case
L627[11:22:54] <sham1> you translate with
-player.getX() -player.getY() and -player.getZ()
L628[11:22:59]
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L629[11:23:27] <Nitrodev> where could i
see the model files for mc items?
L630[11:23:30] <Nitrodev> any idea
L631[11:23:37] <Nitrodev> or are those
unavailable
L632[11:23:40] <sham1> in the mc jar
L633[11:23:41] <sham1> :D
L634[11:24:01] <williewillus> in your
libraries list there should be a jar called forgeSrc
L635[11:24:15] <williewillus> under that
assets/minecraft/models/<have at it>
L636[11:24:32] <williewillus> though, you
can usually do a lot better than vanilla by using forge jsons
L637[11:24:32] <Nitrodev> thanks
L638[11:24:49] <Nitrodev> i just want to
see the rotation of mc items
L639[11:25:22] <williewillus> oh if this
is for blocks there's a forge shortcut for that
L640[11:25:34] ***
Abrar|gone is now known as AbrarSyed
L641[11:25:36] <williewillus> there's also
a forge shortcut for items but only if it's in the blockstate json
:p
L642[11:25:50] <Nitrodev> oh
L643[11:26:32] <geratheon> Heh, now
everything is light blue. At least I'm drawing _something_..
L644[11:30:02] <PaleoCrafter>
williewillus, a PropertyString doesn't *have* to be unlisted
:P
L645[11:30:29] <williewillus> It's the
simplest case, you're welcome to suggest alternative wording
:p
L646[11:30:36] <PaleoCrafter> you can
create your own listed properties for all sorts of types
L647[11:31:08] <Nitrodev> yeah i need to
rotate these items more
L648[11:31:52]
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L649[11:33:29] <Nitrodev> nearly
there
L650[11:34:03]
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L651[11:34:59] <sejsel> how would I go
about finding which mod in a big modpack calls a function too often
so that I can (if it is open source) try to fix that? the function
iterates over all furnace recipes and gets called over and over
again, which should not be necessary.
L652[11:36:10] <gigaherz> well you could
try to use a profiler
L653[11:36:18] <gigaherz> something that
lets you see the callers of the function
L654[11:36:24] <diesieben07> sejsel, do
you have programming knowledge?
L655[11:36:35] <sejsel> diesieben07: yes,
I do
L656[11:36:37] <gigaherz> alternatively,
you could use a bisection search in a test world
L657[11:36:50] <diesieben07> you can
attach an IDE debugger to the normal Minecraft runtime
L658[11:36:50] <gigaherz> by removing mods
from the pack until you find the one that does it
L659[11:36:54] <diesieben07> and then set
a breakpoint
L660[11:36:57] <diesieben07> and see the
call stack
L661[11:38:06] <sejsel> gigaherz: while
that would be nice, the modpack is too big and it would take a long
time to go through them all. and if it is more of them together...
well, I don't really want to try all combinations :)
L662[11:38:45] <williewillus> are the new
1.8 stones registered to the OD?
L663[11:39:06] <sejsel> diesieben07: that
seems like a good idea, I will try that. I will also try playing
with VisualVM a bit more (is there any better profiling
tool?)
L664[11:39:44] <sham1> Well using Travis
was a waste of time
L665[11:39:56] <sham1> I just noticed I
have a spare computer lying around
L666[11:40:29] ***
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L667[11:48:25] <gigaherz> geh
L668[11:48:33] <gigaherz> what was the way
to get the current item in the hand of the player?
L669[11:48:43] <gigaherz> or the slot
number that is active in the hotbar
L670[11:48:48] <gigaherz> since I'll have
to modify it XD
L671[11:48:52] <williewillus>
EntityLivingBase.getHeldItem()
L672[11:49:23] <gigaherz> yeah found
that
L673[11:49:28] <gigaherz> can I know which
slot that is?
L674[11:49:28] <williewillus>
InventoryPlayer.currentItem for hotbar
L675[11:49:32] <gigaherz> aha
L676[11:49:32] <McJty> You can access the
InventoryPlayer
L677[11:53:14]
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L678[11:57:43] <Nitrodev> is
InventoryPlayer the payers inventory?
L679[11:57:51] <Nitrodev> just asking to
learn some more
L680[11:58:47] <gigaherz> yup
L681[11:58:53] <Nitrodev> okay
L682[11:59:02] <gigaherz> it's an
IInventory that wraps the player inventory slots
L683[11:59:04] <sham1> Well they can be
payers if they want to be
L684[11:59:13] <gigaherz> XD
L685[11:59:20] <gigaherz> well they SHOULD
be
L686[11:59:23] <Nitrodev> btw can
IIventory be used to make custom crafting tables?
L687[11:59:26] <gigaherz> if they didn't
pay for minecraft
L688[11:59:30] <gigaherz> they don't
deserve to be mentioned
L689[11:59:31] <gigaherz> ;P
L690[11:59:48] <gigaherz> Nitrodev: the
creation of the crafting table would involve IInventories but no
it's not for that
L691[11:59:59] <gigaherz> IInventory is a
general-purpose interface used for any inventory
L692[12:00:04] <sham1> Just do what
vanilla does
L693[12:00:09] <gigaherz> including the
player, chests, crafting tables, and basically anything with
slots
L694[12:00:10] <sham1> (dont actually do
that)
L695[12:00:24] <sham1> (It is a hack that
you should avoid)
L696[12:00:33] <sham1> For the crafting
bench that is
L697[12:00:34] <Nitrodev> what you
said?
L698[12:00:54] <Nitrodev> like i shouldn't
do what the vanilla does
L699[12:01:04] <gigaherz> not for crafting
tables ;P
L700[12:01:20] ⇦
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L701[12:01:21] <sham1> Because what
vanilla does with crating tables...
L702[12:01:26] <sham1> Just eww
L703[12:02:07] <LatvianModder> What does
it do?
L704[12:02:32] <sham1> it for one does not
use an IInventory
L705[12:02:47] <sham1> when you open a
crafting table GUI
L706[12:03:00] <sham1> Just look
L707[12:03:17] <Nitrodev> look at
what?
L708[12:03:27] <williewillus> the crafting
table is not tied to the block
L709[12:03:31] <sham1> The vanilla
crafting table's ccode to see what not to do
L710[12:03:37] <williewillus> that's what
let you use pistons on them
L711[12:04:18] <sham1> Because they have
no TileEntities
L712[12:04:25] <Nitrodev> okay
L713[12:04:48] <gigaherz> that's why items
and such can show crafting tables without an actual crafting
table
L714[12:04:49] <gigaherz> ;P
L715[12:05:01] <sham1> Sure
L716[12:05:18] <sham1> That
L717[12:05:23] <sham1> is nice and all,
but..
L718[12:05:37] <gigaherz> wel lthat's why
we have tinker's tables ;P
L719[12:05:46] <sham1> True
L720[12:05:54] <Glitch_Byte> can somebody
push a issue to my github about the error
L722[12:05:56] <sham1> All hail
tinkerer's
L723[12:06:10]
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L724[12:06:23] <sham1> What's all that
shite on your repo
L725[12:07:24] <williewillus> what's that
readme :p
L726[12:07:29]
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L727[12:07:32] <williewillus> that's like
the old MinecraftForge src folder readme
L728[12:07:38] <Glitch_Byte> forgot to
delete
L729[12:07:42] <Glitch_Byte> the
default
L730[12:07:44] <Glitch_Byte> forge
L731[12:07:46] <Glitch_Byte> files
L732[12:07:46] <williewillus> haha
L733[12:07:53] <Glitch_Byte> i needed to
be fast
L734[12:07:54] <Glitch_Byte> :D
L735[12:07:56] <sham1> Mistakeshappen to
all
L736[12:08:04] <williewillus> I'm so glad
gradle happened
L737[12:08:05] <sham1> And I demonstrated
that :P
L738[12:08:14] <williewillus> fuck all the
different maven and ant scripts everyone had before
L739[12:08:15] <gigaherz> Glitch_Byte: you
can type more words in one line too, no need to be THAT fast
;p
L740[12:08:35] <sham1> fuck maven
L741[12:08:38] <sham1> Seriously
L742[12:08:40] <gigaherz> otherwise it
sounds like you have breathing issues and you have to take a breath
every couple words
L743[12:08:50] <Pennyw95> 1 second = 40
ticks, correct?
L744[12:08:54] <gigaherz> 20
L745[12:08:57] <sham1> 20 ticks is
sec
L746[12:08:57] <Pennyw95> oh
L747[12:08:59] <sham1> Damn ninjas
L748[12:09:01] <Pennyw95> Thanks
L749[12:09:21] ⇦
Parts: geratheon
(~geratheon@ip4d16f19a.dynamic.kabel-deutschland.de)
())
L750[12:09:25] <Nitrodev> so what should i
use to make a custom crafting table
L751[12:09:30] <sham1> Or they are 20
assuming your TPS is hit too hard
L752[12:09:37] <Nitrodev> or is there an
example
L753[12:09:43] <sham1> A TileEntity like
any block inventory thing
L754[12:10:16] <gigaherz> Nitrodev:
depends
L755[12:10:20] <gigaherz> do you want to
make a proper custom table
L756[12:10:30] <gigaherz> or just
something like the vanilla table in different wood variants?
L757[12:10:40] <Nitrodev> proper
custom
L758[12:10:44] <gigaherz> okay then
L759[12:10:50] <gigaherz> you'll need your
block, with a TileEntity
L760[12:10:59] <gigaherz> do you want the
table to keep the items when closed?
L761[12:10:59]
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L762[12:11:12] ⇦
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L763[12:11:26] <Pennyw95> Do you think
having a te calculate the blocks of a 2x2x2 cube around it every
minute a small enough performance hit?
L764[12:11:45] <gigaherz> I'd consider
that once a tick a small hit also
L765[12:11:46] <gigaherz> ;P
L766[12:11:55] <gigaherz> once a minute is
negligible
L767[12:12:05] <gigaherz> every second
would still be negligible
L768[12:12:17] <sham1> but not every
tick
L769[12:12:24] <gigaherz> every tick is
not a negligible hit
L770[12:12:28] <gigaherz> a small one. but
non-negligible
L771[12:12:31] <Pennyw95> I wish I could
have it do only once during its life but it causes an NPE crash so
yeah
L772[12:12:36] <sham1> Like I myself run
my multiblock check once only
L773[12:12:40]
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L774[12:12:41] ⇦
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L775[12:12:49] <gigaherz> my multiblock
structure uses special blocks
L776[12:12:53] <sham1> But that is because
they can pretty much be arbitraty sized ;)
L777[12:12:53] <gigaherz> if any of them
is broken
L778[12:12:57] <gigaherz> they notify the
master
L779[12:13:00] <Pennyw95> check once only?
and when the player breaks one? mine checks every second
L780[12:13:02] <sham1> and call
check
L781[12:13:04] <gigaherz> and the master
undoes the structure
L782[12:13:11] <sham1> Or that
L783[12:13:12] <Pennyw95> I have master
and slave too
L784[12:13:14]
⇨ Joins: manmaed|AFK
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L785[12:13:18] <gigaherz> Pennyw95: I rely
on the structure blocks to notify the master
L786[12:13:31] <Pennyw95> like breakBlock
or something?
L787[12:13:33] <sham1> if (know_master())
master.checkMultiBlock
L788[12:13:35] <gigaherz> yup
L789[12:13:48] <Pennyw95> may I take a
look?
L790[12:14:03] ***
manmaed|AFK is now known as manmaed
L791[12:14:07] <Nitrodev> gigaherz, yeah
it shoul dkeep the items
L794[12:14:50] <gigaherz> it's ugly
code
L795[12:15:04] <Pennyw95> fascinating
nonetheless...mine is more bruteforce
L796[12:15:14] <Pennyw95> just a 3x3x3
iteration
L797[12:15:20] <Nitrodev> uhh
L798[12:15:26] <gigaherz> Nitrodev:
hmm
L799[12:15:31] <gigaherz> well
L800[12:15:41] <Nitrodev> does that really
help me with the custom crafting table thing?
L801[12:15:43] <gigaherz> you'll need your
TileEntity to have a 3x3x3 + 1 grid
L802[12:15:45] <gigaherz> no
L803[12:15:48] <gigaherz> I was talking to
Pennyw95
L804[12:15:50] ⇦
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L805[12:15:52] <gigaherz> now i'm talking
to you
L806[12:15:52] <gigaherz> XD
L807[12:15:55] <Nitrodev> oh
L808[12:16:01] <gigaherz> so
L809[12:16:14] <gigaherz> you'll need 9
slots of input storage
L810[12:16:19] <gigaherz> do you want
auto-crafting?
L811[12:16:26] <gigaherz> or just
something like the tinker table?
L812[12:16:34] <Nitrodev> like the tinker
table
L813[12:16:38] <gigaherz> okay then
L814[12:16:43] <gigaherz> 9 slots will
do
L815[12:16:50] <Nitrodev> but wait what if
i want more than 9 slots
L816[12:16:58] <gigaherz> then you have
more than 9 slots.
L817[12:17:01] <Nitrodev> okay
L818[12:17:06] <Nitrodev> now i feel
dumb
L819[12:17:16] <gigaherz> I'm guiding you
through a standard-sized crafting grid
L820[12:17:17] <gigaherz> ;P
L821[12:17:22] <Nitrodev> got it
L822[12:17:27] <gigaherz> you can look at
like TileEntityDispenser
L823[12:17:36] <gigaherz> for how to
implement the 3x3 grid
L824[12:17:52] <gigaherz> as for storage,
that's all you need.
L825[12:18:03] <gigaherz> then there's the
Gui
L826[12:18:07] <Pennyw95> Have you
switched to 1.8.8 already?
L827[12:18:11] <gigaherz> you'll need a
Container
L828[12:18:19] <gigaherz> Pennyw95: yes
that's 1.8.9 code I linked to
L829[12:18:28] <gigaherz> Nitrodev: and a
GuiContainer
L830[12:18:44] <Pennyw95> Do you think
1.8.9 will be more used in the end than 1.8? Like 1.7.10 almost
totally replace 1.7.2?
L831[12:18:50] <gigaherz> yes.
L832[12:18:52] <williewillus> yes
L833[12:19:06] <williewillus> the update
from 1.8.0 to 1.8.8 is marginal at most (just the tessellator
changes)
L834[12:19:16] <gigaherz> I predict all
proper 1.8 modpacks to be released using 1.8.9
L835[12:19:27] <Pennyw95> Only
tessellator?
L836[12:19:27] <williewillus> and 1.8.8 to
1.8.9 is negligible at most (worst case you have to
recompile)
L837[12:19:30] <williewillus> yes
L838[12:19:33] <Temportalist> How big is
the leap from 1.8.8 to 1.8.9?
L839[12:19:34] <gigaherz> and a few name
changes
L840[12:19:36] <gigaherz> but that's all
that matters
L841[12:19:41] <gigaherz> Temportalist:
there's no leap
L842[12:19:44] <williewillus> none
L843[12:19:46] <gigaherz> mods are
SRG-compatible
L844[12:19:48] <williewillus> thanks to
SRG names
L845[12:19:54] <gigaherz> xcept for one or
two names
L846[12:19:56] <Temportalist> cool, Ill
finish my current work and recompile with 1.8.9 :P
L847[12:20:02] <gigaherz> basically you
don't need to worry about it
L848[12:20:09] <gigaherz> just compile
using a 1.8.9 MDK
L849[12:20:16] <Temportalist> ?
L850[12:20:20] <williewillus> they added a
sparkly realms diamond that renders on the mods button and fixed
the christmas chest textures :p
L851[12:20:22] <gigaherz> and add an
acceptable versions thing to your @Mod
L852[12:20:23] <sham1> 1.8.9 was changes
to realms
L853[12:20:29] <williewillus> they fixed
the diamond rendering on Mods though
L854[12:20:31] <sham1> So nothing to worry
about
L855[12:20:34] <gigaherz> sham1: yes but
mods are not meant to interact with Realms ;P
L856[12:20:37] <williewillus> which made
me sad, bc that was a funny bug
L857[12:20:41] <gigaherz> williewillus: no
they moved Mods to the left
L858[12:20:42] <gigaherz> XD
L859[12:20:52] <sham1> How would mods
interracting with Realms even work
L860[12:20:54] ⇦
Quits: Glitch_Byte (~ROOT@195.174.169.208) (Quit:
Leaving)
L861[12:20:56] <williewillus> they
wouldn't
L862[12:20:59] <sham1> Yeah
L863[12:21:01] <gigaherz> sham1: hacking
tools.
L864[12:21:02] <williewillus> or fml would
treat it like a vanilla server
L865[12:21:08] <williewillus> which it
is
L866[12:21:11] <gigaherz> that's the only
use I can imagine
L867[12:21:11] <gigaherz> XD
L868[12:21:16] <sham1> Minimap?
L869[12:21:22] <williewillus> if it's
clientside
L870[12:21:30] <gigaherz> yeah
clinent-only ones may work
L871[12:21:35] <gigaherz> maybe also
inventorytweaks
L872[12:21:39] <gigaherz> client*
L873[12:21:57] <sham1> Well isnt invtweaks
client side
L874[12:21:58] <gigaherz> but actually
interacting with realms code
L875[12:21:59] <Pennyw95> So the only
change I'll have to make is to replace the old WR functions with
the new ones, and that's all?
L876[12:22:14] <gigaherz> Pennyw95:
yup
L877[12:22:24] <PaleoCrafter> has anybody
got a nice example of baking and rendering an OBJ model in a
TESR?
L878[12:22:25] <Pennyw95> phew
L879[12:22:35] <williewillus>
PaleoCrafter: Botania pylons :D
L880[12:22:36] <sham1> Someone has
L881[12:22:38] <sham1> :P
L882[12:22:38] <gigaherz>
wr.begin(GL11.GL_QUADS, VertexFormat)
L883[12:22:39] <PaleoCrafter> ah,
right
L884[12:22:41] <williewillus> except the
group visibility is broken
L885[12:22:46] <williewillus> but
otherwise they bake and render
L886[12:22:47] <PaleoCrafter> meh, I don't
need that :D
L887[12:22:55] <gigaherz>
wr.position(x,y,z).uv(u,v).endVertex()
L888[12:22:57] <gigaherz>
tess.draw()
L889[12:23:00] <Temportalist>
PaleoCrafter: I do it in a blockstate
L890[12:23:04] <Pennyw95> speaking of
TESR, has anyone used a .java model with it in 1.8?
L891[12:23:05] <PaleoCrafter> *tex,
gigaherz :P
L892[12:23:12] <Wuppy> well that was a
depressing meeting :(
L893[12:23:13] <gigaherz> right
L894[12:23:14] <gigaherz> XD
L895[12:23:19] <PaleoCrafter> u nub
L896[12:23:26] ⇦
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L897[12:23:31] <gigaherz> Pennyw95: we
strongly suggest against that
L898[12:23:40] <Pennyw95> obj?
L899[12:23:44] <gigaherz> .obj file
L900[12:23:49] <gigaherz> and a tiny bit
of code
L901[12:23:56] ⇦
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L903[12:24:04] <gigaherz> this is an
utility class
L904[12:24:07] <Pennyw95> I'll have to
because it does not work at all for some reason :\
L905[12:24:11] <williewillus> Pennyw95:
ModelBases work just as before, but if able should convert to
OBJ
L906[12:24:12] <gigaherz> that I use to
manage (re)loading
L907[12:24:17] <williewillus> gigaherz: is
there a modelbase to OBJ converter?
L908[12:24:22] <gigaherz> not that I'm
aware of
L909[12:24:34] <williewillus> meh someone
needs to make a ModelBase-> <something actually
sane>
L910[12:24:44] <williewillus> or a
ModelBase ModelLoader xD
L911[12:24:46] <gigaherz> I did suggest a
method for it
L912[12:25:07] <williewillus> not sure how
a ModelBase ICustomModelLoader would even work or even at all
L913[12:25:18] <gigaherz> but I don't have
a need for it so unless I receive some paypal donations, I have no
interest in writing it myself
L914[12:25:19] <gigaherz> ;P
L915[12:25:51] <gigaherz> nah my idea was
to write a standalone program, with a dummy implementation of the
tesellator and Model*
L916[12:26:01] <gigaherz> that would load
the java classes on the fly
L917[12:26:07] <gigaherz> plug them to the
dummy tesellator
L918[12:26:10] <gigaherz> and tell them to
render
L919[12:26:21] <gigaherz> then the calls
to the tesellator/worldrenderer, would emit .obj commands
L920[12:26:28] <gigaherz> instead of
drawing on screen
L921[12:26:32] <shadekiller666> I want to
make a video about how to use the obj loader and such, but I don't
know what/how I would organize it
L922[12:26:40] <Nitrodev> so Iinventory,
tileentitydispenser, container and guicontainer are all i need for
a custom crafting table?
L923[12:27:08] <gigaherz> Nitrodev: + a
GuiHandler
L924[12:27:12] <Nitrodev> ah
L925[12:27:14] <gigaherz> sorry I got
sidetracked
L926[12:27:15] <gigaherz> ;P
L927[12:27:26] <gigaherz> also
L928[12:27:31] <Nitrodev> no problem
L929[12:27:31] <gigaherz> you'll need one
or two Slot classes
L930[12:27:36] <gigaherz> specially the
most important one
L931[12:27:38] <gigaherz> is the output
slot
L932[12:27:43] <gigaherz> which is a
"fake" itemstack
L933[12:27:43] <shadekiller666> if I
started a script, could you guys help me to organize it and
profread it
L934[12:27:51] <gigaherz> that gets
calculated from the recipes
L935[12:28:07] <gigaherz> so overall
L936[12:28:10] <gigaherz> for the block
itself
L937[12:28:23] <gigaherz> Block,
TileEntity implements IInventory
L938[12:28:27] ***
bilde2910 is now known as bilde2910|away
L939[12:28:29] <gigaherz> for the gui
screen
L940[12:28:43]
⇨ Joins: PBlock96 (~PBlock96@204.116.247.72)
L941[12:28:45] <gigaherz> GuiContainer,
Container, SlotCraftingOutput, GuiHandler
L942[12:29:08] <Nitrodev> in their
individual classes?
L943[12:29:12] <gigaherz> yup
L944[12:29:13] <Nitrodev> the gui
parts
L946[12:29:40] <gigaherz> if you want
examples of how to write Gui screens
L948[12:30:34] <gigaherz> then on top of
the classes, you'll have to manage the crafting itself
L949[12:30:39] <gigaherz> which
means
L950[12:30:49] <gigaherz> you'll have to
compute the crafting output when the items change
L951[12:30:53] <gigaherz> but not actually
consume the items
L952[12:31:10] <gigaherz> and then you'll
have to handle the pick up from slot and shift-clicking
L953[12:31:20] <gigaherz> so that you can
do the actual crafting process
L954[12:31:31] <gigaherz> and if you look
at 1.7.10 crafting tables
L955[12:31:38] <gigaherz> note that the
crafting process changed a bit in 1.8
L956[12:31:47] <gigaherz> with the
addition of a method to keep items in the table after
crafting
L957[12:32:13] <gigaherz> I can't help
with the exact process since I never looked at the details
myself
L958[12:32:43]
⇨ Joins: Tbsc (~Tbsc@176.228.162.38)
L959[12:32:48] <Nitrodev> okay
L960[12:32:57] <Temportalist> gigaherz:
What forge version to use with 1.8.9?
L961[12:33:03] <gigaherz> latest?
L962[12:33:09] <gigaherz> when in doubt,
use latest.
L963[12:33:38] <Nitrodev> i can already
see that this is really advanced
L964[12:33:54] <gigaherz> yes a custom
crafting table is a non-trivial task
L965[12:34:08] <shadekiller666> gigaherz,
i was looking into the behavior of the DefaultVertexFormats
VertexFormat and your custom one
L966[12:34:24] <shadekiller666> i mapped
out the element sizes
L967[12:35:12]
⇨ Joins: Torins
(~Daniel@89-67-23-76.dynamic.chello.pl)
L968[12:35:31] <PaleoCrafter>
shadekiller666, is the UVsOutOfBoundsException supposed to crash
the game? :P
L969[12:35:59] <shadekiller666> the UV
element is a FLOAT, which reserves space for 4 bytes per number,
and there are 2 floats, so it reserves a total of 8 bytes
L970[12:36:10] <sham1> Hmm
L971[12:36:21] <shadekiller666>
PaleoCrafter, no, its just supposed to substitute the missing model
in for your model
L972[12:36:42] <PaleoCrafter> well,
crashed the game for me :P
L973[12:36:43] <shadekiller666> when i get
the stuff i'm working on finished UVsOutOfBoundsException won't
even exist
L974[12:36:56] <gigaherz> shadekiller666:
yeah, the element sizes are right there in the element list
XD
L975[12:37:00] <gigaherz> well sorta
L976[12:37:18] <PaleoCrafter> you should
have it extend RuntimeException
L977[12:37:26] <shadekiller666> the
element for color is BYTE and reserves enough space for 4 of
them
L978[12:37:27] <gigaherz> position, float,
4 --> 4 * 32 bytes
L979[12:37:36] <gigaherz> eh *3
L980[12:37:52] <gigaherz> and bits*
L981[12:37:54] <gigaherz> XD
L982[12:37:57] <gigaherz> yeah
L983[12:38:13] <gigaherz> 12 bytes + 4
bytes = 16 bytes for position+color
L984[12:38:20] <gigaherz> uv is 8 more, so
24 bytes
L985[12:38:28] <shadekiller666>
PaleoCrafter, tried that, it didn't work for some reason, the idea
is to have the obj loader throw an exception, which is then caught
by ModelLoaderRegistry, which then substitutes the missing model
automatically
L986[12:38:35] <shadekiller666>
right
L987[12:39:00] <shadekiller666> the
problem is (i think), that when the array of data is read, its read
assuming that the uvs come first
L988[12:39:10] <shadekiller666> sorry,
that the color comes first*
L989[12:39:13] <PaleoCrafter> well...
doesn't seem to be catched :P
L990[12:39:27] <gigaherz> who assumes
that?
L992[12:39:34] <PaleoCrafter> I'm calling
loadModel directly, btw :P
L993[12:40:12] <shadekiller666>
PaleoCrafter, on what? ModelLoaderRegistry?
L994[12:40:21] <PaleoCrafter>
OBJLoader
L995[12:40:22] ⇦
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L996[12:40:39] <shadekiller666> use
ModelLoaderRegistry.getModel() instead
L997[12:40:56] <shadekiller666> that will
return the missing model if the loader throws an error
L998[12:41:09] <shadekiller666> this won't
be a problem when i finish this stuff
L999[12:41:20] <shadekiller666> it won't
throw that exception ever
L1000[12:41:26] <shadekiller666> it will
just yell at you
L1001[12:41:44]
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L1002[12:41:56] <shadekiller666> and
there will (hopefully) be ways of telling the loader how to handle
said out-of-bounds uvs
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L1005[12:43:59] <PaleoCrafter> I wonder
why my UVs were out of the bounds the in the first place xD
L1006[12:45:25] <shadekiller666> you
didn't map them in your modeling program to be within the 0..1
ranges
L1007[12:45:29] <shadekiller666>
range*
L1008[12:46:12] <shadekiller666> which,
when used to map the texture to the model, will end up showing
portions of the texturemap that are outside of your texture
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L1010[12:46:23] <shadekiller666> its a
stupid bandage that i've come to hate
L1011[12:47:30] <PaleoCrafter> well, I
didn't map any UVs at all, I just wanted to try the model :P
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L1014[12:48:32] <Pennyw95> I'm feeling so
guilty, having my multiblock spawn 12 TEs although they perform a
computation once every 5 minutes...
L1015[12:49:09] <shadekiller666> so have
one check every so often :P
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L1017[12:50:14] <Pennyw95> well 5 minutes
is a long time isn't it? Shouldn't affect performance so
bad..unfortunately I need all of them if I want pipes to connect to
the structure
L1018[12:51:02] <Pennyw95> maybe I could
randomize a little the intervals so that all the TEs don't work in
the same tick
L1019[12:51:27] <williewillus> wait
arne't most multblocks implemented by having one master block that
holds the TE, and all the other blocks are just dummies?
L1020[12:51:30] <gigaherz> Pennyw95: TEs
aren't THAT expensive
L1021[12:51:47] <williewillus> or at
least just dummy TE's that forward to the master
L1022[12:51:51] <gigaherz> yes
L1023[12:51:55]
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L1024[12:52:00] <gigaherz> they are just
small TEs
L1025[12:52:06] <gigaherz> they don't
even need to be tickable
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L1027[12:52:13] <Pennyw95> but I need
more TEs to implement IFluidHandler to have pipes attach to the
multiblock...then those TEs pass the input to the master that holds
the tank
L1028[12:52:23] <sham1> Praise gods above
for SSH
L1029[12:52:25] <gigaherz> all they need
is to know where the parent is
L1030[12:52:39]
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L1031[12:52:42] <gigaherz> which shoudl
be a relative offset
L1032[12:52:42] <sham1> Pennyw95, if you
need mods with pipes ;)
L1033[12:52:49] <Pennyw95> So you suggest
having one iteration happen, outside update()?
L1034[12:52:51] <sham1> I'm yer man
L1035[12:53:07] <gigaherz> Pennyw95: I
suggest that each block in the multiblock has an "xOff, yOff,
zOff"
L1036[12:53:12] <Pennyw95> ahah, well I'm
just doing this for mod compatibility
L1037[12:53:16] <gigaherz> and just knows
where the parent is ;P
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L1040[12:53:38] <Nitrodev> and yes i just
implemented that and did nothing else
L1041[12:53:43] <gigaherz> yes
L1042[12:53:51] <Pennyw95> are pipes hard
to make with the new model system?
L1043[12:53:52] <gigaherz> now look at
the dispenser or dropper
L1044[12:53:53] <gigaherz> ;P
L1045[12:53:57] <gigaherz> Pennyw95:
nope
L1046[12:54:05]
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L1047[12:54:09] <gigaherz> there's the
vanilla way
L1048[12:54:12] <gigaherz> and the forge
way
L1049[12:54:16] <gigaherz> the vanilla
way
L1050[12:54:23] <gigaherz> woudl require
having a model file for each combination of sides
L1051[12:54:29] <Pennyw95> and then,
submodels
L1052[12:54:34] <Pennyw95> :P
L1053[12:54:39] <gigaherz> the forge way
would use submodels
L1054[12:55:04] <gigaherz>
"defaults": { "model": "pipe_core"
}
L1055[12:55:21] <sham1> mc has no such
model ;)
L1056[12:55:37] <williewillus> making the
connecting component is easy though :p
L1057[12:55:46] <gigaherz>
"variants": { "east": { "false": {},
"true": { "submodels": {
"east_connector": { "model": {
"pipe_east" } }...
L1059[12:55:52] <Nitrodev> gigaherz, but
either the dispenser or the dropper don't use IInventory
L1060[12:55:58] <gigaherz> Nitrodev: do
they not?
L1061[12:56:03] <sham1> Just look through
my thing to get an example
L1062[12:56:11] <Nitrodev> nope
L1063[12:56:17] <sham1> wat
L1064[12:56:20] <Soni> GAH ok I figured
out the bug... looks like I need to coremod/AT WorldServer...
L1065[12:56:24] <Pennyw95> @sham1 But now
that I tnink of it, I'll actually need a mod with pipes to test if
my code works, have you released one?
L1066[12:56:30] <gigaherz> Nitrodev: are
you SURE?
L1067[12:56:31] <gigaherz> public class
TileEntityDispenser extends TileEntityLockable implements
IInventory
L1068[12:56:31] <Nitrodev> sham1, i was
talking to gigaherz
L1069[12:56:32] <gigaherz> ;P
L1070[12:56:32] <Soni> how do I use
AT?
L1071[12:56:34] <sham1> Wait
L1072[12:56:40] <Nitrodev> oh THAT
dispenser
L1073[12:56:43] <Nitrodev> lol
L1074[12:56:54] <Soni> (I could go with
reflection but AT is better)
L1075[12:56:55] <williewillus> what
dispensers are there? lol
L1076[12:56:55] <sham1> Pennyw95,
1.8.9?
L1077[12:57:04] <Pennyw95> 1.8
L1078[12:57:07] <sham1> (or 1.8.8 but
meh)
L1079[12:57:10] <Nitrodev> williewillus,
i looked at the blokc class
L1080[12:57:11] <sham1> Oh, just
1.8
L1081[12:57:24] <williewillus> isn't
there TC5 beta 1.8.9?
L1082[12:57:29] <williewillus> addon devs
get access to the beta dropbox
L1083[12:57:38] <sham1> Anyway
L1085[12:57:40] <Pennyw95> haven't
checked in a while
L1086[12:57:43] <Pennyw95> might be
L1087[12:57:44] <sham1> MAVEN
HOST!!!!
L1089[12:57:56] <sham1> and yes
L1090[12:57:58] <Pennyw95> but I'd like
to release a 1. first, then port
L1091[12:58:09] <sham1> My naming for
stuff is not great, shut up
L1092[12:58:13] <gigaherz> sham1: btw I
ended up making my own RF generator ;P
L1093[12:58:17] <sham1> :P
L1094[12:58:17] <Pennyw95> thanks
:)
L1095[12:58:24] <sham1> Not the version
pennyw
L1096[12:58:28] <sham1> note*
L1097[12:58:32] <williewillus> Soni: put
your AT in resources/META-INF, then declare it in your
build.gradle
L1098[12:58:36] <Pennyw95> I know but
I'll eventually need it
L1099[12:58:49] <sham1> gigaherz, well my
creative RF gen is for testing
L1100[12:58:55] <Nitrodev> i'm guessing i
need a variable for the getStackInSlot method?
L1101[12:58:56] <gigaherz> sham1: I
know
L1102[12:59:06] <gigaherz> but i needed a
real one to use in the release mod
L1103[12:59:07] <gigaherz> ;P
L1104[12:59:19] <sham1> :D:D
L1105[12:59:42] <sham1> And yay, I am
installing Jenkins to a server next to me (literally)
L1106[12:59:47] <williewillus> and in
your AT just have separate lines declaring what you need to be
public in the form <access modifier> <fully qualified MCP
class name> <fully qualified SRG member name>
L1107[13:00:17] <sham1> the server really
does reside next to me
L1108[13:00:23] <williewillus> e.g.
public net.minecraft.entity.monster.EntitySlime
func_blahblha(I)V
L1110[13:00:44] <sham1> That a OBJ?
L1111[13:00:49] <sham1> Because that
looks amaging
L1112[13:00:49] <gigaherz> yup
L1114[13:00:56] <Soni> williewillus,
fields?
L1115[13:01:03] <williewillus> same
idea
L1116[13:01:09] <williewillus>
field_blah_b
L1117[13:01:12] <sham1> Stop making my
inability to art worse for me ;_;
L1118[13:01:12] <gigaherz> .obj model
with 4 different textures
L1119[13:01:12] <gigaherz> ;P
L1120[13:01:30] <Pennyw95> Yes, there's
the 1.8.9 beta
L1121[13:01:55] <Soni> !gf
blockEventCacheIndex
L1122[13:02:06] <shadekiller666>
Pennyw95, i am working on "group visibility
configurations" -- a better way to show/hide groups in an obj
model
L1123[13:02:17] <Pennyw95> sounds
nice
L1124[13:02:42] <Soni> -MCPBot_Reborn- AT
: public net.minecraft.world.WorldServer field_147489_T #
blockEventCacheIndex
L1125[13:02:45] <Soni> well that's
new
L1126[13:03:18] <PaleoCrafter> Soni, why
exactly is an AT better?
L1127[13:03:39] <Soni> PaleoCrafter,
because I'm gonna be running this on every tick for all
worlds
L1128[13:03:48] <PaleoCrafter>
MethodHandles
L1129[13:03:54] <Soni> what's that?
L1130[13:03:57] <gigaherz> only once per
world?
L1131[13:04:00] <gigaherz> that's
nothing.,
L1132[13:04:03] <gigaherz> -,
L1133[13:04:03] <PaleoCrafter> also
^
L1134[13:04:04] <williewillus>
PaleoCrafter: those aren't proven to be faster, I don't think
L1135[13:04:07] <Nitrodev> i need an
example for the IIventory thing again
L1136[13:04:13] <gigaherz> Reflection is
something like 100 times a direct call
L1137[13:04:15] <PaleoCrafter> they are
faster than reflection, afaik
L1138[13:04:18] <williewillus> the IKVM
developer actually shows that they regress in performance
L1139[13:04:29] <gigaherz> you'd need to
do like 10000 per tick for it to be a noticeable slowdown
L1140[13:04:30] <williewillus> between
java patches
L1141[13:04:41] <gigaherz> assuming you
cache the Method class
L1142[13:04:45]
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L1143[13:04:48] <williewillus> also,
wouldn't reflection be faster if you just hold on to the
Method?
L1144[13:04:48] <PaleoCrafter> I've never
used MethodHandles myself, diesieben07 is the expert :P
L1145[13:04:49] <williewillus> yeah
L1146[13:04:49] <gigaherz> and
MethodHandles are an optimized way to achieve that
L1147[13:04:58] <gigaherz> williewillus:
yeah, the lookup is MUCH slower
L1148[13:05:01] <gigaherz> but you only
need it once
L1149[13:05:09] <gigaherz> unless the
instance changes and you need to lookup the override handle
L1150[13:05:11] <PaleoCrafter> but yeah,
reflection isn't slow per se, it's the lookup
L1151[13:05:11] <diesieben07> if your
methodhandle instance is static final (both important) then they
get inlined and are just as fast as a direct access
L1152[13:05:16] <Nitrodev> gigaherz, for
a custom crafting table do i actually need every method of the
IIventory?
L1153[13:05:16] <Soni> hmm
L1154[13:05:23] <Soni> actually this bug
is harder than I thought...
L1155[13:05:27] <Soni> ugh
L1156[13:05:33] <gigaherz> Nitrodev: not
"need"
L1157[13:05:36] <gigaherz> but you can't
compile without them
L1158[13:05:47] <Nitrodev> oh yeah sorry
i said it wrong
L1159[13:05:49] <gigaherz> you need the
ones that get and set itemstacks
L1160[13:05:57] <Nitrodev> okay
L1161[13:06:00] <gigaherz> the
getFieldshit ones can be ignored
L1162[13:06:03] <gigaherz> and the name
ones can be ignored
L1163[13:06:19] <gigaherz> that
said
L1164[13:06:29] <gigaherz> I made use of
the Field system in IInventory for my generator :D
L1165[13:06:50] <williewillus> ew
:p
L1166[13:06:51] <Soni> meh that won't
work
L1167[13:06:52] <Soni> ASM time
L1168[13:06:56] <williewillus> ...
L1169[13:07:07] <gigaherz> getField(0)
-> burn time remaining, getField(1) -> total time for current
item, getField(2) -> energy stored, getField(3) -> generator
heat
L1170[13:07:08] <PaleoCrafter> how about
explaining what you want to achieve?
L1171[13:07:15] <williewillus> have fun
maintaining that shit
L1172[13:07:24] <williewillus> my first
mod was ASM, 0/10 would not recommend
L1173[13:07:30] <PaleoCrafter> so, for
some reason my OBJ model apparently has 0 quads oO
L1174[13:07:32] <Soni> PaleoCrafter, I
need to simulate sendQueuedBlockEvents
L1175[13:07:42] <Soni> but I need it to
interleave with WorldServer's sendQueuedBlockEvents
L1176[13:07:48] <williewillus> why
exactly will reflection not achieve your purposes?
L1177[13:07:49] <Nitrodev> gigaherz, can
you tell me in what methods do i need to write code in
L1178[13:08:07] <Nitrodev> so i can just
comment to them that "no code here"
L1179[13:08:18] <Soni> williewillus, I
need to run my code in the middle of sendQueuedBlockEvents
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L1181[13:10:19] <SkySom> Why?
L1182[13:10:22]
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L1183[13:10:47] <gigaherz> Nitrodev:
just... copypaste the ones from the dispenser
L1184[13:11:04] <SkySom> Woo copypasta
:D
L1185[13:11:07] <Nitrodev> like every
sinlge one?
L1186[13:11:17] <Soni> it's such a subtle
bug with the way pistons work, the way they run code that queues
block events in the middle of sendQueuedBlockEvents...
L1187[13:11:19] <gigaherz> well you don't
need the update snd such
L1188[13:11:27] <gigaherz> but the ones
that belong to IInventory, sure why not
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L1190[13:11:43] <Soni> and the while
(!blockEventQueue[currentQueue].isEmpty) in that method
L1191[13:12:11] <Soni> and how it does
currentQueue ^= 1;
L1192[13:12:19] <gigaherz> Nitrodev: also
copypaste readFromNBT and writeToNBT ;P
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L1194[13:13:10] <gigaherz> basically
everything in it but getDispenseSlot
L1195[13:13:11] <gigaherz> ;P
L1196[13:13:17] <shadekiller666> fry, how
does the b3d loader get told what TRSRTransformation to apply to
the model for handling EnumFacing? the obj loader needs it passed
in via OBJState
L1197[13:13:30] <gigaherz> and add
@Override to the methods
L1198[13:13:34] <shadekiller666> does the
B3DLoader do it through handleBlockState()?
L1199[13:13:35] <fry> handling
EnumFacing?
L1200[13:13:39] <shadekiller666> ya
L1201[13:13:47] <shadekiller666> for
blocks that face different directions
L1202[13:13:49] <shadekiller666> like the
check
L1203[13:13:52] <shadekiller666>
chest*
L1204[13:14:00] <gigaherz> chest is a bad
example, it's a TESR
L1205[13:14:01] <gigaherz> ;P
L1206[13:14:05] <fry> that comes from the
json
L1207[13:14:07] <gigaherz> dispenser,
dropper, piston
L1208[13:14:07] <gigaherz> ;P
L1209[13:14:13] <fry> based on the
blockstate
L1210[13:14:27] <Nitrodev> okay
done
L1211[13:14:37] <gigaherz> Nitrodev:
congratulations, you have a 9-slot inventory ;P
L1212[13:14:41] <Nitrodev> woo
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L1214[13:14:49] <gigaherz> no gui yet,
but the hopper should be able to put item into it
L1215[13:14:53] <gigaherz> and extract
items from it
L1216[13:14:58] <Nitrodev> ill try
L1217[13:15:04] <gigaherz> in the
Block
L1218[13:15:08] <gigaherz> make sure you
override
L1219[13:15:10] <gigaherz>
hasTileEntity
L1220[13:15:13] <gigaherz> and
createTileEntity
L1221[13:15:17] <shadekiller666> right,
but does the b3d loader apply the TRSRTransformation? in order for
the obj models to rotate to face the player it currently needs to
have a TRSRTransformation passed in via OBJState
L1222[13:15:33] <shadekiller666> but the
B3D loader doesn't seem to have that problem
L1223[13:15:33] <gigaherz> if you were
using ITileEntityProvider,
L1224[13:15:35] <gigaherz> get rid of
that
L1225[13:15:36] <gigaherz> ;P
L1226[13:15:58] <shadekiller666> is there
something i'm missing?
L1227[13:16:07] <gigaherz>
shadekiller666: ?
L1228[13:16:13] <gigaherz> the obj models
already rotate just fine?
L1229[13:16:24] <gigaherz> I use
blockstates rotation in my mod
L1230[13:16:24] <gigaherz> ;P
L1231[13:16:40] <Nitrodev> there are no
methods of those gigaherz
L1232[13:16:51] <gigaherz> my generator
and structure blocks use { "model" : "",
"y": 90 } and such
L1233[13:17:18] <PaleoCrafter>
shadekiller666, do I always have to pass a full list of the visible
groups to ObjModel.OBJState or can I leave it empty when I want it
to always show everything?
L1234[13:17:39] <shadekiller666>
PaleoCrafter, it defaults to having everything visible
L1235[13:17:50] <Nitrodev> wait a
minute
L1236[13:17:51] <PaleoCrafter> what do I
have to pass for that, then?
L1237[13:17:57] <shadekiller666>
uhh
L1238[13:18:03] <shadekiller666> either
null or an empty list
L1239[13:18:11] <Nitrodev> i still need
to make the block itself
L1240[13:18:17] <Nitrodev> like the
class
L1241[13:18:28] <PaleoCrafter> empty list
didn'T work, so I guess null it is :D
L1242[13:18:30] <Nitrodev> for it to even
showup ingame
L1243[13:19:04] <shadekiller666> if
neither of those works for some reason then pass a list with
OBJModel.Group.ALL in it
L1244[13:19:20] <shadekiller666> thats a
wildcard to prevent having to list them all :P
L1245[13:19:33] <shadekiller666>
gigaherz, really?
L1246[13:19:41] <gigaherz> Nitrodev: of
course
L1247[13:19:44] <gigaherz>
shadekiller666: yep.
L1249[13:20:04] <gigaherz> that works as
is XD
L1250[13:20:15] <shadekiller666> all of
the directional blocks in ModelLoaderRegistryDebug don't rotate the
models unless i pass in a TRSRTransformation into OBJState from
getExtendedState()...
L1251[13:20:48] <Nitrodev> but i don't
know how to add the Constructor class to the block
L1252[13:21:16] <gigaherz> ?
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L1256[13:21:54] <shadekiller666> fry,
would there be a way to have like "#modid:..." as an
acceptable resourcelocation for "model"? like just
"substitute the modid for whatever mod this belongs
to"
L1258[13:22:10] <gigaherz> well that's
even morecomplex than you need
L1259[13:22:32] <gigaherz> PaleoCrafter:
that looks like a rather large gravestone
L1260[13:22:32] <gigaherz> ;P
L1261[13:22:45] <gigaherz> unless the
perspective is a lie
L1262[13:22:46] <gigaherz> XD
L1263[13:23:03] <PaleoCrafter> well, it
has depth :P
L1265[13:23:22] <PaleoCrafter> and that
white panel in the middle would be glass, normally
L1266[13:23:34] <gigaherz> Nitrodev: I'd
recommend using prefixes
L1267[13:23:35] <gigaherz> ;p
L1268[13:23:42] <gigaherz>
TileEntityContrsuctor
L1269[13:23:45] <gigaherz>
BlockConstructor
L1270[13:23:48] <gigaherz>
GuiConstructor
L1271[13:23:52] <gigaherz>
ContainerConstructor
L1272[13:23:53] <PaleoCrafter> the irony
of Constructor not having a constructor
L1273[13:24:00] <PaleoCrafter> (at least
not an explicit one)
L1274[13:24:08] <Nitrodev> ah
L1275[13:24:21]
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L1276[13:24:28] <gigaherz> then
L1277[13:24:30] <gigaherz> from the
Block
L1278[13:24:30] <gigaherz> you have
L1279[13:24:39] <gigaherz> hasTileEntity
() return true;
L1280[13:24:39] <gigaherz> and
L1281[13:24:47] <gigaherz>
createTileEntity() return new TileEntityConstructor();
L1282[13:24:57] <gigaherz> both are
overridable functions in Block
L1283[13:25:22]
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L1286[13:26:13] <williewillus> if I need
to draw a sprite from the sheet using POSITION_TEX suffices
right?
L1287[13:26:22] <williewillus> I'm
getting a blank white texture rn
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L1289[13:27:41] <tterrag> williewillus:
should do
L1290[13:27:44] <gigaherz> it
should
L1291[13:27:46] <tterrag> make sure to
enable GL_TEXTURE_2D
L1292[13:29:34] <Nitrodev> gigaherz, the
compiler says that the hasTIleEntity method is deprecated
L1293[13:29:52] <gigaherz> use the other
one
L1294[13:29:55] <gigaherz> with
IBlockState
L1295[13:30:24] <Nitrodev> got it
L1296[13:34:21] <Nitrodev> okay it works
as a inventory now
L1297[13:34:28] <Nitrodev> an*
L1298[13:38:07] <Nitrodev> what vanilla
classes implement the IGuiHandler?
L1299[13:38:20] <Nitrodev> or are those
examples i shouldn't look at
L1300[13:38:51] <PaleoCrafter> vanilla
doesn't have IGuiHandler
L1301[13:38:56] <Nitrodev> oh
L1302[13:39:07] <Nitrodev> welp looks
like this just got a bit harder
L1303[13:40:34] <PaleoCrafter> gigaherz,
Unknown recipe class!
gigaherz.enderRift.recipe.RecipesRiftDuplication Modder please
refer to net.minecraftforge.oredict.RecipeSorter
L1304[13:40:55] <gigaherz> ah oops I
never actually fixed that
L1305[13:40:55] <gigaherz> XD
L1306[13:41:12] <LatvianModder> Lol
L1307[13:43:19] <sham1> JENKINS!
L1308[13:43:29] <gigaherz> woudl this
do?
L1309[13:43:30] <gigaherz>
RecipeSorter.register(MODID + ":rift_duplication",
RecipesRiftDuplication.class, RecipeSorter.Category.SHAPELESS,
"after:minecraft:shapeless");
L1310[13:43:34]
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L1311[13:43:38] <gigaherz> do I even need
a dependency string at all? or would "" work?
L1312[13:43:45] <PaleoCrafter> no
clue
L1313[13:43:51] <sham1> try
L1314[13:44:39]
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L1315[13:45:18] <LatvianModder> Gigaherz:
I think you need to have vanilla mc there. Check RecipeSorter
itself, it registers vanilla handlers
L1316[13:45:30] <gigaherz> yeah I copied
that from the vanilla recipes
L1317[13:45:35] <gigaherz> but I don't
even know what the purpose is
L1318[13:45:42] <gigaherz> I don't care
the order in the recipe list
L1319[13:45:54] <gigaherz> I'm not
replacing vanilla recipes
L1320[13:46:07] <gigaherz> and my recipes
are unlikely to conflict
L1321[13:47:40] <PaleoCrafter> I'm not
sure, but maybe it's for stuff like NEI?
L1322[13:47:52] <LatvianModder> Still,
better to load after vanilla. You never know, better to follow
vanilla example
L1323[13:48:12]
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L1324[13:48:30] <Nitrodev> gigaherz, i
need help witht he GUIhandler
L1325[13:48:58] <gigaherz> look at mine
;P
L1326[13:49:12] <Nitrodev> and straigup
copy paste it?
L1328[13:49:25] <gigaherz> well you'll
have a different set of TileEntities
L1329[13:49:26] <gigaherz> ;P
L1330[13:49:31] <gigaherz> but yeh you
can copypaste
L1331[13:49:34] <Nitrodev> okay
L1332[13:49:51] <Nitrodev> but it seems
like i need to do containers first
L1333[13:50:03] <gigaherz> you will need
thisl ine
L1335[13:50:04] <Nitrodev> and the guis
htmeselves
L1336[13:50:07] <gigaherz> yes
L1337[13:50:21] <gigaherz> in order to
program the GuiHandler you need the Container and gui first
L1338[13:50:24] <gigaherz> that's why I
told you last
L1339[13:50:25] <gigaherz> ;P
L1340[13:50:31] <gigaherz> they can be
empty
L1341[13:50:35] <gigaherz> just... create
the classes
L1342[13:50:59] <Nitrodev> okay
L1343[13:51:36] <gigaherz> for the Gui
class
L1344[13:51:40] <gigaherz> I like to do
this:
L1346[13:51:52] <gigaherz> andcreate the
client-side contained in the constructor like this
L1347[13:52:00] <gigaherz> so that the
constructor params are similar in the GuiHandler
L1348[13:52:03] <gigaherz> makes it
easier to read
L1349[13:54:39]
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L1351[14:01:21] <PaleoCrafter> hm,
shadekiller666, I get the missing texture ingame when using
OBJModel.retexture, although the selected textures clearly exist
and are stitched
L1352[14:01:48] <shadekiller666> let me
see your blockstate json, .obj, and .mtl
L1353[14:02:00] <PaleoCrafter> there
ain't no blockstate json :P
L1354[14:02:21] <PaleoCrafter> I stepped
through makeLibWithReplacements and it seems to replace everything
correctly
L1355[14:02:40]
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L1356[14:02:54] <shadekiller666> ok
L1357[14:03:07] <shadekiller666> can i
see your .obj/.mtl please
L1358[14:03:23] <shadekiller666> and what
texture are you trying to replace?
L1359[14:03:29] <PaleoCrafter> yeah, one
moment, just checking whether it's my texture getter
L1360[14:05:41] <PaleoCrafter> weird...
seems like
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(resource.toString())
returns the missing texture Oo
L1361[14:07:13] <Nitrodev> gigaherz, what
is the pålayer.inventory on line 28 of the Guihandler class
L1362[14:07:26]
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L1363[14:07:55] <Nitrodev> should it be
entityPlayer.inventory?
L1364[14:09:06]
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L1365[14:09:16] <gigaherz> what?
L1366[14:09:20] <Nitrodev> yeah that is
the only error i'm getting in the GuiHandler class
L1367[14:09:23] <gigaherz> uhh
L1368[14:09:30] <gigaherz> you copypasted
without looking at the code
L1369[14:09:35] <gigaherz> you'll notice
my function param is "player"
L1370[14:09:43] <gigaherz> it just has a
different name
L1371[14:09:44] <gigaherz> XD
L1372[14:09:58]
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L1373[14:10:00] <Nitrodev> oh
L1374[14:10:04] <gigaherz> so yes
L1375[14:10:05] <Nitrodev> i fell like an
idiot
L1376[14:10:14] <gigaherz> it would be
entityPlayer in your case ;p
L1377[14:10:30] <Nitrodev> okay
L1378[14:12:36] <Nitrodev> alright now i
added the networkregistry aswell
L1379[14:13:59]
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L1380[14:14:46] <gigaherz> you can
copypaste from the dispenser Gui and Container
L1381[14:14:57] <gigaherz> they should be
called GuiDispenser, and ContainerDispenser
L1382[14:15:17] <gigaherz> you can change
it to be more like the crafting table gui later
L1383[14:16:16] <gigaherz> okay! pushing
intems into the rift, by hand, works :D
L1384[14:16:19] <gigaherz> only in
survival though ;P
L1385[14:18:04] <Xilef11> is there a way
for a command to work (save a file) on the client only?
L1386[14:19:27] ***
Vigaro|AFK is now known as Vigaro
L1387[14:19:29] <diesieben07>
ClientCommandHandler
L1388[14:20:07]
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L1389[14:21:31] <gigaherz> :3
L1390[14:21:33] <gigaherz> unless I made
a mistake
L1391[14:21:47] <gigaherz> any item that
gets thrown inside the rift block will also get sucked in
L1392[14:22:33] <PaleoCrafter> does the
rift attract nearby items? :P
L1393[14:22:40] <gigaherz> nope
L1394[14:22:55] <gigaherz> purely
onEntityCollidedWithBlock
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L1401[14:23:58] <MGR> I have no clue
what's going on
L1402[14:24:03] <diesieben07> lower the
view distance
L1403[14:24:09] <Xilef11> diesieben07, do
I have to create one or register a command with it?
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L1405[14:24:12] <MGR> That's seriously
the error?
L1406[14:24:14] <diesieben07> yes
L1409[14:24:22] <diesieben07> Xilef11,
you register the command with it.
L1410[14:25:15]
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L1411[14:25:16] <Xilef11> thanks! in
init?
L1412[14:25:20] <Nitrodev> gigaherz, i
can see IInventory in the containerDispenser class but should i
till just copy the whole thing
L1413[14:25:36]
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L1414[14:25:41] <diesieben07> yes
L1415[14:25:52]
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L1417[14:26:06] <Nitrodev> okay
L1418[14:26:27] <diesieben07> that was
for xilef
L1419[14:27:03] <Nitrodev> oh
L1420[14:28:05] <MGR> It worked!
L1421[14:28:07] <MGR> Thanks!
L1422[14:29:21] <sham1> I has maven
L1423[14:29:55] <Nitrodev> gigaherz
L1424[14:30:50] <shadekiller666> i cannot
seem to get this block to cooperate for the life of me...
L1425[14:30:53]
⇦ Parts: MGR (~MajGenRel@c-73-186-66-242.hsd1.ma.comcast.net)
(I could be back, maybe))
L1426[14:32:26] <gigaherz> Nitrodev: you
should try to understand that the code does, not just copy
L1427[14:32:26] <gigaherz> ;P
L1428[14:32:47] <Nitrodev> try is just
the word
L1429[14:33:24] <Nitrodev> but my
question was that is it okay to use IInventory in the Container
class
L1430[14:33:49] <Nitrodev> because when i
copied the code from the dispenser class the IInventory came
aswell
L1431[14:33:57] <sham1> And now that I am
under a domain, I should change my package naming and groupID
L1432[14:35:00] <Nitrodev> so i'm not sre
if my classes lookgood now or not
L1433[14:35:07] <Nitrodev> and by good i
mean functional
L1434[14:35:54] <sham1> Show it and we
may judge
L1436[14:38:05]
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L1437[14:38:54] <sham1> I look at the
names in your container class' constructor and oh god
L1438[14:39:09] <Nitrodev> no
kidding
L1439[14:39:31] <Nitrodev> that is the
one gigaherz said to copy from the COntainerDispenser
L1440[14:39:55] <Nitrodev> and i got no
idea what the code does so i can't change the ames to be
"logical"
L1441[14:40:02] *
sham1 strangles gigaherz
L1442[14:41:05] <Nitrodev> i'm starting
to understand the code
L1443[14:41:11] <Nitrodev> possibly
L1444[14:42:01] <sham1> You could have
the constructor parameters types be your TE and Inventory player
repsectivly
L1445[14:42:46] <Nitrodev> but the
question remains is the IInventory okay to be there
L1446[14:43:03] <Nitrodev> since i can't
see any IInventory in gigas code
L1447[14:45:57]
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L1448[14:47:50] <sham1> Yes...
L1449[14:48:18] <sham1> But you could
replace it with your TE and inventoryPlayer seeing as both of them
inherit IInventory
L1450[14:48:28] <sham1> And that
container is specific
L1451[14:48:50]
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L1452[14:49:50] <Nitrodev> okay
L1453[14:49:59] <Nitrodev> what do you
mean by specific?
L1454[14:50:56] <sham1> If I read your
code right, it should only work with your
"constructor"
L1455[14:51:08] <Nitrodev> yeah that's
the point
L1456[14:51:22] <Rseding91|W> Obfuscating
your own code as you write it seems a little extreme.
L1457[14:51:57]
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L1459[14:52:08] <Nitrodev> Rseding91|W,
i'm a Finn so i don't speak english as my native language so
explain the first word please?
L1460[14:52:31] <sham1> Obfuscation
L1461[14:52:44] <sham1> You try to make
something harder to read in this context
L1462[14:53:31] <Rseding91|W> Minecraft
is Obfuscated which means when you de-compile it all of the
variable names, method names, class names are all
"gibrish".
L1463[14:54:08] <sham1> Or rather in this
context it means "you write something and that something is
harder to read", in this case because of the parameter and
variable names
L1464[14:54:57] <sham1> Also they look
more like SRG names than anything else
L1465[14:55:09] <heldplayer> When you
decompile Minecraft all you get is snowmen
L1466[14:55:52] *
sham1 grumbles about snow and almost -20 degrees Celsius of
temperature
L1467[14:55:54] <Nitrodev> well i changed
the variables and parameters to something else than those lvt and p
things
L1468[14:56:38]
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L1469[14:56:44] *
heldplayer grumbles about lack of snow and hottest december of
recorded history
L1470[14:56:52] <Xilef11> What is the
second argument of WrongUsageException(String message, Object ...
replacements) ? it seems to be mostly new Object[0]...
L1471[14:57:00] <sham1> Seriously,
waiting for a bus to arrive while standing in that kind of
temperature with a crappy winter jacket is not fun
L1472[14:57:12] <PaleoCrafter> it's
called varargs, Xilef11
L1473[14:57:28] <Xilef11> I mean what is
it for...
L1474[14:57:55] <sham1> You propably pass
the objects who were touched the wrong way
L1475[14:58:02] <PaleoCrafter> well, the
new Object[0] is just a decompilation artifact
L1476[14:58:19] <PaleoCrafter> get a
better jacket, sham1
L1477[14:58:28] <sham1> I did
L1478[14:58:40] <Nitrodev> okay i'm
pushing the changes to the git repo now
L1480[14:58:59] <sham1> It's like:
December = no snow nor winter
L1481[14:59:11] <sham1> New year's = Snow
and cold
L1482[14:59:20] <PaleoCrafter> haha, same
here
L1483[14:59:30] <PaleoCrafter> although
we had snow in November, I think
L1484[14:59:50] <sham1> I think here
also
L1485[14:59:56] <sham1> I don't
remember
L1486[15:00:09] <Nitrodev> i don't think
there was
L1487[15:00:14] <Nitrodev> or maybe a
little
L1488[15:00:47] <gigaherz> when I
saidcopy, I assuemd he had recent mappings ;P
L1489[15:01:15] <sham1> You...
L1490[15:01:36] <Nitrodev> shouldn't
assume those kind of things from me
L1491[15:01:54] <sham1> ^
L1492[15:02:06] <sham1> I'm sorry for
that
L1493[15:02:20] <Nitrodev> Which one you
talking to?
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L1495[15:02:53] <gigaherz> Nitrodev: for
the transferStackInSlot
L1496[15:02:58] <gigaherz> you may want
to see mine ;P
L1498[15:03:20] <Nitrodev> do you have
the most recent class of mine
L1499[15:03:20] <sham1>
translateStackInSlot is annoying
L1500[15:03:23]
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L1501[15:03:25] <gigaherz> the part you'd
have to customize
L1503[15:03:33] <gigaherz> are those
lines
L1504[15:03:44] <gigaherz> the slot
numbers are based on how you added them in the constructor
L1505[15:03:55] <sham1> Those magic
numbers :P
L1506[15:04:04] <gigaherz> they aren't
magic
L1507[15:04:05]
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L1509[15:04:24] <gigaherz> the
mergeItemStack function basically does
L1510[15:04:32] <gigaherz> for(int
slot=startIndex; slot < endIndex; i++)
L1511[15:04:36] <gigaherz> so
L1512[15:04:54] <gigaherz> endIndex is +1
of the last valid slot you want to transfer into
L1513[15:06:20] <Ashlee> hmm just noticed
one interseting thing. Some events (like TickEvent.WorldTickEvent)
have got .phase (which is Phase.START/END) AND .getPhase() which
returns EventPriority
L1514[15:06:23] <Ashlee> 1.8.9 at
least
L1515[15:06:25] <gigaherz> and the
indices are like,
L1516[15:06:30] <gigaherz> 0..N, your
container slots
L1517[15:06:50] <PaleoCrafter> Ashlee,
amazin
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L1519[15:06:58] <gigaherz> N+1 to N+27,
the player inventory, and N+28 to N+36, the hotbar
L1520[15:07:07] <Ashlee> PaleoCrafter,
more surprised as there is an overlap :P plus getPhase returns
Priority, not phase...
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L1522[15:07:25] <PaleoCrafter> well,
TickEvents were only added in 1.7.10
L1523[15:07:29] <Ashlee> yeah
L1524[15:07:36] <Rseding91|W> gigaherz:
are those defined anywhere or do you just reference them by pure
number?
L1525[15:07:40] <Ashlee> so why getPhase
returns EnumPriority?
L1526[15:07:41] <Nitrodev> Okay let me
try to understand this for a sec giga
L1527[15:07:46] <gigaherz> Rseding91|W:
hardcoded
L1528[15:07:48] <Ashlee> shouldn't it be,
by logic, .getPriority() then?
L1529[15:07:49] <gigaherz> but you can do
your own maths
L1530[15:07:54] <PaleoCrafter> should,
yes
L1531[15:08:06] <gigaherz> the numbers
depend on the order in which you added the slots in the
constructor, Rseding91|W
L1532[15:08:14] <gigaherz> so you
"know" which order you added them into
L1533[15:08:23] <PaleoCrafter> but either
nobody could be arsed to change it yet or people want to keep
compatibility
L1534[15:08:25] <gigaherz> so you are
responsible for managing the target for each slot
L1535[15:08:29] <Ashlee> heh
L1536[15:08:39] <Ashlee> this would be
the least of the changes for compatibility xD
L1537[15:09:03]
⇨ Joins: romibi
(~quassel@cable-static-7-174.rsnweb.ch)
L1538[15:09:09] <gigaherz> Rseding91|W: i
have seen fancier implementations
L1539[15:09:13] ***
MorphFK is now known as Morphan1
L1540[15:09:14] <gigaherz> but they seem
LESS readable
L1541[15:09:23] <PaleoCrafter> it's most
likely the first reason anyway, Ashlee :P
L1542[15:09:38] <gigaherz> for me it's
easier to manage it this way
L1543[15:09:43] <Ashlee> haha
PaleoCrafter possibly
L1544[15:09:49] <Rseding91|W> Hmm, I
would have thought the main inventory would be one instance of an
inventory and the hotbar another instance of an inventory each with
their own number of slots :) guess I was wrong.
L1545[15:09:52] <gigaherz> if source
range 1 -> target range 1
L1546[15:09:56] <gigaherz> if source
range 2 -> target range 2
L1547[15:09:58] <Nitrodev> gigaherz,
first of all what is the slotIndex
L1548[15:10:02] <gigaherz> otherwise,
return null
L1549[15:10:09] <gigaherz> Nitrodev: the
slot that the player shift-clicked from
L1550[15:10:14] <Nitrodev> ah
L1551[15:10:24] <gigaherz>
transferStackInSlot is for handling shift-click
L1552[15:10:36] <Nitrodev> okay let me
make a comment to remind me of that
L1553[15:10:47] <gigaherz> Rseding91|W:
that doesn't matter
L1554[15:10:50] <gigaherz> what matters
in a Container
L1555[15:10:53] <gigaherz> is that
there's a list of Slot instances
L1556[15:10:59] <gigaherz> each Slot
handles its own contents
L1557[15:11:07] <gigaherz> by referencing
an IInventory+number
L1558[15:11:16] <gigaherz> so for the
purposes of the gui
L1559[15:11:24] <gigaherz> all the slots
visible on screen are in one single list
L1560[15:12:14] <Nitrodev> So what really
does the first if statement mean then
L1561[15:12:17] <Rseding91|W>
Interesting.
L1562[15:12:24] <Nitrodev> since
slotindex is the slotnumber
L1563[15:12:44] <gigaherz> Nitrodev: in
my code
L1564[15:12:51] <gigaherz> slots 0..8 are
the "filter slots"
L1565[15:12:54] <gigaherz> they don't
shift-click
L1566[15:12:57] <Nitrodev> oh okay
L1567[15:13:00] <gigaherz> so return
null
L1568[15:13:06] <gigaherz> slots 9..17
are the input/output slots
L1569[15:13:10] <gigaherz> which DO
shift-click
L1570[15:13:17] <gigaherz> and 18+ are
the actual inventory and hotbar slots
L1571[15:13:44] <Nitrodev> so those
should stay as they are
L1572[15:13:57] <gigaherz> no
L1573[15:14:00] <gigaherz> becuase you
only have 9 slots
L1574[15:14:01] <gigaherz> not 18
L1575[15:14:02] <gigaherz> so
L1576[15:14:07] <gigaherz> your numbers
will all be 9 less
L1577[15:14:16]
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L1578[15:14:29] <gigaherz> you'd have
something like
L1579[15:14:31] <sham1> And this is why I
do not support magic numbers
L1580[15:14:37] <gigaherz> if (slotIndex
< 9) {
L1581[15:14:43]
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L1582[15:14:49] <gigaherz> startIndex =
9; endIndex = 9 + 9*4;
L1583[15:14:51] <gigaherz> } else {
L1584[15:14:57] <gigaherz> startIndex =
0; endIndex = 9;
L1585[15:14:58] <gigaherz> }
L1586[15:15:19] <gigaherz> 9*4 because
the player inventory has 9 rows of 4
L1587[15:15:22] <gigaherz> eh
L1588[15:15:24] <gigaherz> 4 rows of
9**
L1589[15:16:55] <sham1> You hardcoding
shite makes me a sad panda
L1590[15:17:20] <Nitrodev> so startindex
is the hot bar
L1591[15:17:31] <Nitrodev> no wait
L1592[15:17:49] <gigaherz> Nitrodev:
look
L1593[15:17:50] <Nitrodev> yeah no it's
the inventory of the block
L1594[15:17:55] <gigaherz> to go the top
of the file
L1595[15:17:58] <gigaherz> do this
L1596[15:18:24] <gigaherz> static final
int MachineSlots = 9;
L1597[15:18:33] <gigaherz> static final
int PlayerSlots = 9*4;
L1598[15:18:36] <gigaherz> then in the
code
L1599[15:18:45] <gigaherz> if (slotIndex
< MachineSlots) {
L1600[15:19:05] <gigaherz> startIndex =
MachineSlots; endIndex = startIndex + PlayerSlots;
L1601[15:19:09] <gigaherz> } else {
L1602[15:19:19] <gigaherz> startIndex =
0; endIndex = MachineSlots;
L1603[15:19:21] <gigaherz> }
L1604[15:19:26] <gigaherz> better?
;P
L1605[15:19:32] <Nitrodev> sure
L1606[15:19:51] <Nitrodev> but i got it
before you started explaining
L1607[15:19:55] <sham1> Technically
better
L1608[15:19:58] <shadekiller666> with FG2
can i just run "gradlew setup" to have it setup a mod
workspace for intellij?
L1609[15:20:00] <Nitrodev>
<Nitrodev> yeah no it's the inventory of the block
L1610[15:20:14] <gigaherz> Nitrodev: yeah
but that way you'll still know next time you read the code
L1611[15:20:15] <gigaherz> XD
L1612[15:20:22] <Nitrodev> oh yeah
L1613[15:20:33] <sham1> Ignoring the fact
that the inventory is not stored inside the block but the te
L1614[15:20:42] <gigaherz> ?
L1615[15:20:57] <sham1> ¿
L1616[15:21:01] <gigaherz> ¿
L1617[15:21:08] <gigaherz> sham1: how
does that matter?
L1618[15:21:10] <sham1> !
L1619[15:21:17] <gigaherz> ¡¿?!
L1620[15:21:21] <sham1> I just felt like
being a smartass
L1621[15:21:36] <gigaherz> I have a
spanish keyboard, we have a ¡¿ hey ;P
L1622[15:21:41] <Nitrodev> that's my
job
L1623[15:21:53] <Nitrodev> and that's in
RL not here
L1624[15:22:11] <sham1> Oh I forgot that
you can make those inverted question marks naturally
L1625[15:22:45] <Nitrodev> how?
L1626[15:23:08] <sham1> I never
understood why those flipped question and explanation marks are
needed
L1627[15:23:26] <Nitrodev> also where
would i need the first if statement in the transferstackinslot
function if i want the player to be able to shiftclick from the
blocks inv
L1628[15:23:58] ***
TehNut|Sleep is now known as TehNut
L1629[15:25:24] <diesieben07> sham, my
understanding is that it makes it easier for reading because you
know at the start of the sentence that you need to pronounce it
differently because it's a question/exclamation.
L1630[15:27:06] <sham1> Well from what I
googled
L1631[15:27:29] <sham1> It is there so
that you can turn a simple statement to a question by adding ¿ and
?
L1632[15:27:56]
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L1633[15:28:09]
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L1634[15:28:40] <gigaherz> sham1:
questions in spanish have a ¿ at the beginning and a ? at the
end
L1635[15:28:42]
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L1636[15:28:56] <Drullkus> ¿Por
que?
L1637[15:29:09] <gigaherz> and
exclamations have a ¡ at the beginning and a ! at the end
L1638[15:29:29] <gigaherz> but I tend to
skip them
L1639[15:29:47] <gigaherz> I'm natively
bilingual, and I have english as third language
L1640[15:29:54] <gigaherz> so that's 2
out of 3 that don't make use of ¡¿
L1641[15:30:02] <gigaherz> muscle memory
wins that way ;P
L1642[15:30:54] <Nitrodev> gigaherz, did
you read what i said
L1643[15:30:59] <shadekiller666> is there
any way to get the console to stop complaining about Realms
authentication
L1644[15:31:04] <Nitrodev> like 3 min
ago
L1645[15:31:19] <Nitrodev> no wait 10
min
L1646[15:31:26] <gigaherz> no idea what
you asked
L1647[15:31:27] <gigaherz> XD
L1648[15:31:28] <gigaherz> [22:23]
(Nitrodev): also where would i need the first if statement in the
transferstackinslot function if i want the player to be able to
shiftclick from the blocks inv
L1649[15:31:33] <gigaherz> what do you
mean "where"?
L1650[15:31:43] <gigaherz> I gave you a
link marking EXACTLY the code you need to change
L1651[15:31:44] <gigaherz> ;P
L1652[15:31:47] <Nitrodev> why*
L1653[15:32:09] <gigaherz> which
"first statement" are you referring to?
L1654[15:32:18] <gigaherz> the one in my
code?
L1655[15:32:22] <gigaherz> you don't need
that
L1656[15:32:25] <gigaherz> I though that
was clear
L1657[15:32:43] <Nitrodev> the one
starting from 91?
L1658[15:32:49] <gigaherz> look
L1660[15:32:54] <gigaherz> make use of
this whole function
L1661[15:32:56] <gigaherz> but the linkes
I marked
L1662[15:33:11] <gigaherz> replace them
with the ones I gave you that use the constants ;P
L1663[15:33:13] <Nitrodev> those are
changed now
L1664[15:33:17] ***
kroeser is now known as kroeser|away
L1665[15:33:24]
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L1666[15:33:42] <gigaherz> ah wait I
see
L1667[15:33:44] <gigaherz> yes
L1668[15:33:54] <gigaherz> line
91..94
L1669[15:33:56] <gigaherz> I forgot about
those!
L1670[15:33:59] <gigaherz> yup those need
to go
L1671[15:34:00] <gigaherz> XD
L1672[15:34:09] <Nitrodev> yeah i kinda
thought so
L1673[15:34:29] <gigaherz> oops ;P
L1674[15:34:37] <Nitrodev> now the next
if statement (Lines 97 to 100 is one i haven't seen
L1675[15:34:50] <Nitrodev> the lines in
the condition what are they
L1676[15:35:23] <williewillus> how do I
solve the "TE stops rendering on edge of screen" bug
again?
L1677[15:35:54] <gigaherz> williewillus:
on edge of screen? give the TE a bounding box
L1678[15:36:12] <gigaherz> and if
1.8.8+
L1679[15:36:18]
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L1680[15:36:31] <gigaherz> override the
force render something whatever method in the TESR
L1681[15:37:08] <gigaherz> func_181055_a
or the named equivalent
L1682[15:37:44] <gigaherz> if you
override that to return true, you'll skip the frustum checks
L1683[15:37:58] <gigaherz> it will still
not draw while outside the bounding box though
L1684[15:38:06] <gigaherz> so give it a
reasonably large bounding box
L1685[15:38:07] <gigaherz> ;p
L1686[15:39:10] <Nitrodev> my question
was pretty simple
L1687[15:39:41]
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L1688[15:40:31] <gigaherz> Nitrodev: if
you see that I don't answer, assume I didn't read ;P
L1689[15:40:37] <Nitrodev> okay
L1690[15:40:41] <gigaherz> I have stuff
to do too
L1691[15:40:46] <Nitrodev> i just assumed
that you were busy
L1692[15:40:47] <gigaherz> I can't just
be reading every single line that appears in the chat ;P
L1693[15:40:56] <Nitrodev> why not?
L1694[15:41:05] <Nitrodev> DO you have
other life?!?!
L1695[15:41:10] <gigaherz> of
course
L1696[15:41:17] <gigaherz> modding
doesn't yet pay me enough ;P
L1697[15:41:24] <Nitrodev> lol
L1698[15:41:41] <TehNut>
"yet"
L1699[15:41:42] <TehNut> ha
L1700[15:41:51] <gigaherz> TehNut: one
can wish ;P
L1701[15:42:22] <Nitrodev> now the
question if you're not busy
L1702[15:43:00] <gigaherz> I got 5 points
in 3 days! I just need 995 more to get my first $50 ;P or 9995 more
to pay my rent ;P
L1703[15:43:06] <Nitrodev> what are the
lines between slot == null and !slot.getHasStack() on line 97
L1704[15:43:20] <gigaherz>
.................................
L1705[15:43:25] <gigaherz> that's an OR
operator
L1706[15:43:27] <gigaherz> o_O
L1707[15:43:34] <Nitrodev> i didnt know
that
L1708[15:43:36] <gigaherz> you had never
seen an OR operator?!
L1709[15:43:41] <Nitrodev> and google
couldn't provide
L1710[15:43:44] <PaleoCrafter> Nitrodev,
stop modding Minecraft
L1711[15:43:44]
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L1712[15:43:45] <Nitrodev> nope
L1713[15:43:50] <PaleoCrafter> and try
reading some Java books
L1714[15:44:01] <Nitrodev> librarys
aren't open yet
L1715[15:44:27] <Nitrodev> besides i
don't even know how to make that sort of a symbol
L1716[15:44:42] <Nitrodev> i'm just gonna
let that sink in
L1717[15:44:42] <diesieben07> lol
L1718[15:44:44] <gigaherz> for me it's
altgr-1
L1719[15:44:46] <gigaherz> XD
L1720[15:45:02] <diesieben07> alt-gr <
for me, which is left of y which is left of x
L1721[15:45:02] <sham1> For me altgr+1 is
nothing
L1722[15:45:05] <Nitrodev> not for
me
L1723[15:45:09] <Nitrodev> yeah
L1724[15:45:16] <sham1> You mean
pipe?
L1725[15:45:28] <Nitrodev> got it
L1726[15:45:32] <gigaherz>
alt+numpad124
L1727[15:45:37] <diesieben07> lol
L1728[15:45:39] <gigaherz> ;P
L1729[15:45:44] <Nitrodev> it's altgr +
<
L1730[15:45:46] <gigaherz> ah
L1731[15:45:49] <sham1> I don't have
numpad for some reason
L1732[15:45:59] <Nitrodev> you on laptop
sham?
L1733[15:46:05] <diesieben07> but
seriously how the fuck have you not used an or
L1734[15:46:09] <sham1> My laptop has
one
L1735[15:46:15] <sham1> My desktop does
not
L1736[15:46:22] <Nitrodev> no idea
L1737[15:46:22] <gigaherz> get a new
keyboard. seriously.
L1738[15:46:23] <gigaherz> XD
L1739[15:46:26] <PaleoCrafter> I'd guess
lots of code duplication, diesieben07 :P
L1740[15:46:33] <diesieben07> haha
L1741[15:46:36] <Nitrodev> no too much
really
L1742[15:46:43] <Nitrodev> i just haven't
seen that
L1743[15:46:50] <Nitrodev> like
EVER
L1744[15:46:53] <gigaherz> I havea Cherry
G80-3000, mechanical, Cherry MX Black keys
L1745[15:47:02] <gigaherz> simple but
effective.
L1746[15:47:10] <diesieben07> cherry
keyboards are da best
L1747[15:47:28] <gigaherz> no fancy
multimedia keys though
L1748[15:47:40] <diesieben07> i have the
mx board 3.0
L1749[15:47:42] <PaleoCrafter> funny that
I've just ordered a keyboard :D
L1750[15:48:03] <Nitrodev> okay i'm
guessing the ! beofre slot.gethasstack means no right
L1751[15:48:07] <Nitrodev> or not
L1752[15:48:11] <diesieben07> it means
invert
L1753[15:48:12] <sham1> Ye
L1754[15:48:18] <sham1> Logical
invert
L1755[15:48:26] <Nitrodev> okay
L1756[15:48:40] <gigaherz> reads as
"not"
L1757[15:49:04] <sham1> And it's truth
table is the simplest
L1758[15:49:05] <Nitrodev> okay i'm
starting to understand the code
L1759[15:49:20] <Nitrodev> all i need is
time and i will learn
L1760[15:49:29] <sham1> Fucking phone
inserting \' everywhere
L1761[15:50:06] <diesieben07> uhm, excuse
me sir but what exactly is a "fucking phone" and why do
you have intercourse with electronics?
L1762[15:50:12] <diesieben07> we do not
tolerate sexism in this channel.
L1763[15:50:24] <Nitrodev> and as i go to
the if statement with mergeitemstack i get confused
L1764[15:50:27]
⇨ Joins: Corosus
(~Corosus@135-23-126-120.cpe.pppoe.ca)
L1765[15:50:58] <PaleoCrafter> and we
especially don't want to know where said "fucking phone"
is "inserting" things
L1766[15:51:20] <Nitrodev> Stop it i'm
trying to focus damn you XD
L1767[15:51:34] <sham1> Diesieb pls
L1768[15:51:53] <diesieben07> Oh now it's
me how is the pervent? I SEE HOW IT IS!
L1769[15:51:57] <Nitrodev> does
mergeItemStack literally mean if the player is trying to merge two
items
L1770[15:52:17] <diesieben07> read the
javadocs.
L1771[15:52:43] <Nitrodev> i thought
mergeItemStack is related to mc
L1772[15:52:51] <Nitrodev> but okay
L1773[15:52:52] <diesieben07> ...
and?
L1774[15:53:02] <Nitrodev> and
what?
L1775[15:53:05] <gigaherz> Nitrodev:
javadocs is a way to add documentations to java code
L1776[15:53:13] <gigaherz> not just the
docs for the java libraries ;p
L1777[15:53:28] <Nitrodev> oh
L1778[15:54:09] <Nitrodev> but i still
don't understand
L1779[15:54:14] <sham1> I never bother
documenting code unless it is api
L1780[15:54:35] *
diesieben07 stabs sham1
L1781[15:54:41] <diesieben07> what do you
not understand nitro?
L1782[15:54:56] <Nitrodev> agh
nothing
L1783[15:55:02] <diesieben07> lol
L1784[15:55:05] <sham1> Ouch, that
hurt
L1785[15:55:56]
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L1786[15:56:02] <PaleoCrafter> you should
try documenting your code, sham1, makes it look way more
professional all the sudden
L1787[15:56:09] <PaleoCrafter> even if
the actual comments etc. are just gibberish
L1788[15:56:11]
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L1789[15:56:15] <Nitrodev> pfft who needs
pro code
L1790[15:57:10] <shadekiller666> what the
fuck... this block just will not rotate...
L1791[15:57:11] <Nitrodev> i really don't
understand what the mergeItemStack means
L1792[15:57:15] <shadekiller666> i have
no idea why
L1794[15:57:45] <diesieben07> Nitrodev,
from the javadocs: "Merges provided ItemStack with the first
avaliable one in the container/player inventory [...]"
L1795[15:58:00]
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L1796[15:58:30] <PaleoCrafter> how
exactly are you calling that sc method on IIcon? Oo
L1797[15:58:42] <Nitrodev> okay where can
i find the javadocs
L1798[15:58:48] <Nitrodev> oh god
wait
L1799[15:58:50] <PaleoCrafter> oh,
whoops
L1800[15:58:52]
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L1801[15:58:59] <diesieben07> don't ask
:D
L1802[15:59:17] <Nitrodev> yeah where did
you find that diesieben07
L1803[15:59:21] <PaleoCrafter> I was
actually looking at the wrong method :D
L1804[15:59:24] <Nitrodev> that
javadocs
L1806[15:59:45] <Nitrodev> i don't think
you mean the actual docs for java you find while googling
L1807[16:00:05] <PaleoCrafter> gotta love
typos
L1808[16:00:06] <Nitrodev> where are
those
L1809[16:00:16] <PaleoCrafter>
shadekiller666, maybe provide us with a tad bit of code? :P
L1810[16:00:56] <gigaherz> Nitrodev:
javadocs are comments in the code
L1811[16:01:00] <gigaherz> with a
specific format
L1812[16:01:06] <gigaherz> like the
@param and @return
L1813[16:01:14] <gigaherz> a javadocs
page
L1814[16:01:14] <Nitrodev> oh
L1815[16:01:20] <gigaherz> is an html
page generated from those comments
L1816[16:01:28] <gigaherz> but the
original javadocs are the comments
L1817[16:02:32] <Nitrodev> okay but i
still you LOVE to know where those can be found
L1818[16:02:44] <Nitrodev> or am i just
an idiot and you have already told me that
L1819[16:02:52] <sham1> In the
IInventory's file
L1820[16:03:05] <sham1> Wait no
L1821[16:03:07] <diesieben07> Nitrodev,
look at the damn image i posted. you go to the method you wnat to
know something about. and then its there...
L1822[16:03:14] <sham1> In the container
class' file
L1823[16:03:22] <gigaherz> Nitrodev: the
javadocs for the function, is in the function itself
L1824[16:03:25] <gigaherz> so
right-click
L1825[16:03:33] <gigaherz> then choose
"go to definition"
L1826[16:03:42] <gigaherz> or "go
to"->"definition"
L1827[16:03:48] <gigaherz> and you'll see
them there ;P
L1828[16:03:52] <diesieben07> or just
ctrl-click on the method name
L1830[16:04:39] <shadekiller666> whenever
i place the block in-world it always faces EAST, regardless of what
EnumFacing values i pass in
L1831[16:04:52] <Nitrodev> i can't find a
go to definition
L1832[16:05:19] <diesieben07> just
ctrl-click on the name
L1833[16:05:36] <Nitrodev> i know
that
L1834[16:05:41] <Nitrodev> but the
comments
L1835[16:05:50] <Nitrodev> not
there
L1836[16:05:51] <diesieben07> they are
right above the method
L1837[16:05:53] <PaleoCrafter> you're
doing an and in getMetaFromState, shadekiller666
L1838[16:05:57] <Nitrodev> not
there
L1839[16:05:58] <diesieben07> like you
can see in my screenshot.
L1840[16:06:04] <diesieben07> what MC
version are you on?
L1841[16:06:04] <Nitrodev> do you want me
to screenshot it
L1842[16:06:07] <PaleoCrafter> i.e. the
FACING value will never get written
L1843[16:06:08] <Nitrodev> 1.8.9
L1844[16:06:11] <PaleoCrafter> you should
do an OR :P
L1845[16:06:20] <Nitrodev> no wait
1.8.8
L1846[16:06:25] <diesieben07> did you run
setupDecompWorkspace?
L1847[16:06:43] <Nitrodev> i don't think
i would be able to code without that
L1848[16:06:45] <diesieben07> because you
*should* have them.
L1849[16:06:53] <diesieben07> you could
have done setupDevWorkspacde
L1850[16:07:07] <diesieben07> ok just
make a screenshot for the sake of completeness
L1851[16:08:17] <shadekiller666>
PaleoCrafter, ok so should they just be |= ?
L1852[16:08:22] <PaleoCrafter> yep
L1854[16:09:20] <diesieben07> yeah you
did not run setupDecompWorkspace
L1855[16:09:26] <Nitrodev> alright
L1856[16:09:33]
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L1857[16:09:36] <Nitrodev> running it
now
L1858[16:09:41] <Pennyw95> do try/catch
statements influence performance?
L1859[16:09:42] <diesieben07> run it,
then click the blue refresh arrow in the gradle sidebar
L1860[16:09:56] <Pennyw95> I mean,
alot?
L1861[16:10:07] <diesieben07> Pennyw95,
basically not at all, only once the exception is thrown it checks
where the correct catch it
L1862[16:10:09] <diesieben07> *is
L1863[16:10:21] <Pennyw95> still ugly to
see though
L1864[16:10:27] <diesieben07> ?
L1865[16:10:40] <shadekiller666> paleo,
the |= is bitwise OR right?
L1866[16:10:45] <PaleoCrafter> yep
L1867[16:10:56] <Pennyw95> nothing, I'm
just trying to find the cause of the exception instead on relying
on try/catch
L1868[16:11:04] <Nitrodev> build
failed
L1869[16:11:06] <Pennyw95> just wondering
if it was so much worth it
L1870[16:11:18] <diesieben07> what is the
error
L1871[16:11:19] <Nitrodev> GC overhead
limit exceeded
L1872[16:11:30] <Nitrodev> on
decompileMc
L1873[16:11:48] <shadekiller666> yay!
thanks PaleoCrafter
L1874[16:11:53] <PaleoCrafter> no
problem
L1875[16:12:03] <diesieben07> Nitrodev,
run it like this: gradlew -Dorg.gradle.jvmargs=-Xmx2G
setupDecompWorkspace
L1876[16:12:11] <Nitrodev> okay
L1877[16:12:51] <shadekiller666> oh... it
wasn't getting written because meta was initialized to 0 so &
was never writting bits
L1878[16:12:59] <shadekiller666>
derp
L1879[16:14:12] <Nitrodev> well it got
past the decompileMc
L1880[16:14:47] <Nitrodev> damn 10 more
minutes and i gotta go
L1881[16:14:58] <Nitrodev> let's hope
this doesnt take that long anymore
L1882[16:15:33] <sham1> Qhw
L1883[16:15:39] <Nitrodev> what?
L1884[16:15:48] <sham1> Where do you have
to go in the dead of the night
L1885[16:16:04] <Nitrodev> a movie
starts
L1886[16:16:07] <Nitrodev> tv
L1887[16:16:09] <sham1> In the dead of
night*
L1888[16:16:15] <sham1> Ah
L1889[16:16:25] <diesieben07> who cares
abotu shitty movies on TV when you can watch your computer
decompiling minecraft?!
L1890[16:16:27] <sham1> What movie and
which channel
L1891[16:16:39] <Nitrodev> and i don't
wan to fatten my electricity bill
L1892[16:16:43] <Nitrodev> hold on
L1893[16:16:55] <diesieben07> lol
L1894[16:17:02] <shadekiller666> !gf
field_181083_K
L1895[16:18:06] <Nitrodev> eve of
destruction (Tuhon aatto) channel Fox
L1896[16:18:20] <Nitrodev> starts at
00:25
L1897[16:18:21] <sham1> Ah
L1898[16:18:32] <Nitrodev> and
diesieben07 i can see the comments now
L1899[16:18:37] <Nitrodev> thanks
L1900[16:18:49] <Nitrodev> i bet this
will help.
L1901[16:19:24] <sham1> A catastrophe
movie eh
L1902[16:19:35] <Nitrodev> yeah
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L1909[16:31:01] <Flashfire> Is it
possible to create custom fire (color changed) that can coexist
with normal fire?
L1910[16:31:37] <Flashfire> I want to use
it when a custom entity is set on fire
L1911[16:32:31] <sham1> Sure
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L1913[16:34:20] <shadekiller666>
AxisAlignedBB doesn't like collision boxes larger than 1 block
right?
L1914[16:35:03] <sham1> More like MC does
not
L1915[16:35:49] <VapourDrive> and for
good reason
L1916[16:35:58] <diesieben07> only for
blocks.
L1917[16:36:00] <diesieben07> afaik
L1918[16:39:19] <tterrag> yeah, it has
nothign to do with AABB
L1919[16:39:29] <tterrag> block bounds
can't be bigger than 1x1x1
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L1921[16:40:12] <diesieben07> it is
reasonable to assume dimension IDs will not be bigger than
1.048.575? :D
L1922[16:41:52] <gigaherz> can MC even
have that many?
L1923[16:42:16] <diesieben07> forge's
DimensionManager supports any integer
L1924[16:42:53] <Lumien> I now use the
hashcode of the dimension as id xD
L1925[16:42:57] <gigaherz> ah nice
L1926[16:43:06] <gigaherz> Lumien:
wat
L1927[16:43:07] <diesieben07> hashcode of
hte dimension?!
L1928[16:43:15] <gigaherz> you know
hashcodes can repeat right?
L1929[16:43:33] <gigaherz> the idea of a
hashcode is that if the hashcode is different, the objects must be
different
L1930[16:43:37] <diesieben07> because if
i can make that assumption i can pack chunkX, chunkZ and dimension
into a long and i don't need an object
L1931[16:43:44] <gigaherz> but two
objectswith same hashcode are not necessarily the same
L1932[16:44:06] <Lumien> I just did it
because i needed an id :P
L1933[16:44:11] <gigaherz> diesieben07:
well, there's a method to pack any vector into a single number in a
stable way
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L1936[16:44:20] <diesieben07> ?
L1937[16:44:34] <gigaherz> like for a
pair of ints
L1938[16:44:36] <gigaherz> you can
do
L1939[16:44:41] <diesieben07> well,
yeah
L1940[16:44:42] <gigaherz> first all the
pairs that add up to 0
L1941[16:44:48] <gigaherz> then all the
pairs that add up to 1
L1942[16:44:54] <gigaherz> and so
on
L1943[16:44:58] <diesieben07> ehm. what?
:D
L1944[16:45:06] <gigaherz> if you
enumerate the pairs in like
L1945[16:45:18] <gigaherz> (0,0), (1,0),
(0,1), (2,0), (1,1), (0,2), ...
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L1947[16:45:24] <Lumien> the id is
-343800852
L1948[16:45:25] <gigaherz> and use the
index of the pair
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L1950[16:45:27] <Lumien> Should probably
change that
L1951[16:45:29] <gigaherz> as the
number
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L1953[16:45:34] <gigaherz> you can
transform any pair of integers
L1954[16:45:36] <diesieben07> Lumien,
DimensionManager.nextFreeDimensionId
L1955[16:45:36] <gigaherz> into a single
integer
L1956[16:45:47] <diesieben07> yes
L1957[16:45:49] <gigaherz> then
L1958[16:45:52] <gigaherz> this resulting
integer
L1959[16:45:53] <diesieben07> but here i
have 3 ints
L1960[16:45:56] <diesieben07> into one
number
L1961[16:45:56] <gigaherz> can be paired
with a third int
L1962[16:46:01] <gigaherz> and you can
repeat the process a second time
L1963[16:46:06] <gigaherz> to make a
triplet into a single int :D
L1964[16:46:17] <diesieben07> where as
the first two ints need 22 bits each. which leaves 20 bits for hte
last
L1965[16:46:26] <diesieben07> 20 bits
means max 1.048.575
L1966[16:46:28] <Lumien> diesieben that
won'T really work if new mods are added though
L1967[16:46:30] <diesieben07> hence my
question
L1968[16:46:51] <diesieben07> Lumien, if
value in config -> use that. otherwise use nextFree and put in
config
L1969[16:46:59] <diesieben07> if everyone
uses that it just works :D
L1970[16:47:01] <gigaherz> hmm 22 bits
for chunk X/Y?
L1971[16:47:04] <gigaherz> why that
many?
L1972[16:47:04] <diesieben07> yes
L1973[16:47:11] <gigaherz> aren't worlds
limitedto 60 million?
L1974[16:47:24] <gigaherz> wait
nevermind
L1975[16:47:34] <Lumien> diesieben i get
my id using that and write it to my config, then the user adds a
mod that loads before mine which snatches that id
L1976[16:47:52] <diesieben07> hmm
true.
L1977[16:47:56] <diesieben07> -30000000
is max x/z block coord. that >> 4 leaves 22 bits
L1978[16:48:08] <gigaherz> wait is it
-30m to 30m
L1979[16:48:11] <gigaherz> or -60m to
60m?
L1980[16:48:19] <diesieben07> 30
L1981[16:48:21] <gigaherz> ah
L1982[16:48:23] <gigaherz> then yes
L1983[16:48:24] <gigaherz> 22 bits
L1984[16:48:32] <gigaherz> nono
L1985[16:48:35] <diesieben07> the
question is just if 20 bits is enough for dimension
L1986[16:48:37] <gigaherz> 24 bits =
16777216
L1987[16:48:42] <gigaherz> ;P
L1988[16:48:47] <diesieben07> this is
about chunk coords
L1989[16:48:48] <diesieben07> not
block
L1990[16:48:52] <gigaherz> yeah
L1991[16:48:52] ***
Jared is now known as Jared|Away
L1992[16:48:53] <diesieben07> so you have
to divide by 16
L1993[16:48:55] <gigaherz> gah
L1994[16:48:57] <gigaherz> I'm
agreeing
L1995[16:48:59] <gigaherz> yes
L1996[16:49:01] <diesieben07> haha
L1997[16:49:02] <gigaherz> that leaves
3.7m
L1998[16:49:08] <gigaherz> which is
16m/4
L1999[16:49:10] <gigaherz> so 22
bits
L2000[16:49:10] <gigaherz> XD
L2001[16:49:11] <diesieben07> again, the
question is just about dimension ID
L2002[16:49:14] <gigaherz> yep
L2003[16:50:27] <diesieben07> i'm just
gonna assume and hope :D
L2004[16:50:53] <gigaherz> hmm at least
make it signed ;p
L2005[16:50:59] <gigaherz> -512k to
512k
L2006[16:51:08] <diesieben07> well
yeah
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L2008[16:52:30] <Flashfire> Is there a
way I can override the private method renderEntityOnFire in the
Render class from a custom entity renderer class?
L2009[16:52:56] <tterrag> AT is prety
much the only way
L2010[16:53:02] <Flashfire> What is
AT?
L2011[16:53:10] <tterrag> access
transformer
L2012[16:53:34] <Flashfire> I've never
even heard of that
L2013[16:53:40] <Flashfire> But
thanks
L2014[16:53:57] <diesieben07> just
override doRenderShadowAndFire which calls the method and replace
the call with a call to your own method
L2015[16:53:58] <tterrag> it's pretty
simple
L2016[16:54:02] <tterrag> or that
^^
L2017[16:54:07] <Flashfire> Oh
L2018[16:54:25] <diesieben07> honestly my
way is the easier one :D
L2019[16:54:25] <Flashfire> @diesieben07
Thanks, you just saved me a lot of trouble
L2020[16:54:31] <diesieben07> np
L2021[16:54:38] <tterrag> avoid ATs at
all costs
L2022[16:54:41] <gigaherz> woudl be nicer
if the fire was done using an entity render layer ;P
L2023[16:54:45] <tterrag> they are pretty
much only useful for overriding methods
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L2036[17:25:39] <gigaherz> :3
L2037[17:26:00] <gigaherz> so i
implemented the rift interaction stuff
L2038[17:26:11] <gigaherz> the only thing
that doesn't really work is shift-rightclick
L2039[17:26:18] <gigaherz> which bypasses
it and uses the item ;P
L2040[17:26:31] <gigaherz> so I
wonder
L2041[17:26:43] <gigaherz> how
jabba/storage drawers do it XD
L2042[17:27:47] <williewillus> i think
there's a call to override that....somewhere
L2043[17:27:57] <williewillus>
doesShiftBypassUse in block or something of that sort
L2044[17:29:00] <williewillus> still have
yet to find out what tessellator.setBrightness(0x0000f0); means in
1.8.8 xP
L2045[17:29:12] <williewillus>
.lightmap(0xF0, 0xF0) just makes the vertex disappear
L2046[17:29:34] <gigaherz> that's in
item, williewillus
L2047[17:29:35] <gigaherz> XD
L2048[17:30:00] <gigaherz> "Should
this item, when held, allow sneak-clicks to pass through to the
underlying block?"
L2049[17:30:14] <williewillus> blargh
lightmap how do you even use
L2050[17:30:34] <gigaherz> no idea.
L2051[17:31:31] <williewillus> literally
everything I'm trying just disappears my vertices
L2052[17:31:38] <williewillus> and my
calls are in the right order pos tex lmap color
L2053[17:31:52] <diesieben07> gigaherz,
PlayerInteractEvent
L2054[17:32:21] <gigaherz> so I'd have to
handle that and.. cancel? Xd
L2055[17:32:25] <gigaherz> or allow?
XD
L2056[17:32:43] <diesieben07> depends on
what you want to achieve :D
L2057[17:33:03] <williewillus> huh
there's a DefaultVertexFormat for particles, which is what is
broken for me rn
L2058[17:33:06] <williewillus> I should
try that
L2059[17:33:15] <gigaherz> actually I'm
not sure what I want to do
L2060[17:33:16] <gigaherz> XD
L2061[17:33:33] <gigaherz> initially, I
wanted shift-rightclick to still place items into the rift
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L2063[17:33:42] <gigaherz> instead of
into the world
L2064[17:33:43] <gigaherz> but
L2065[17:34:04] <gigaherz> that would
prevent placing pipes or interfaces or similar, too
L2066[17:34:19] <williewillus> lol nope
still doesn't work
L2067[17:34:22] <williewillus> not sure
what I expected
L2068[17:34:25] <gigaherz> and the way I
designed the Rift Interface, it's meant to be placed on the side of
the block you want to interface with
L2069[17:34:29] <gigaherz> and it orients
itself that way
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seconds)
L2075[17:45:15] <sham1> YES
L2076[17:45:49] <gigaherz> ?
L2077[17:46:04] <sham1> my jenkins
uploads to my maven server
L2078[17:46:19] <diesieben07> eww
jenkins
L2079[17:46:32] <sham1> It works
L2080[17:46:47] *
diesieben07 points at travis
L2081[17:47:02] <tterrag> >having your
maven on a separate server
L2082[17:47:04] <tterrag> why :P
L2083[17:47:14] <sham1> Because
L2084[17:47:28] <sham1> It just happens
to be that way
L2085[17:51:15] ***
SnowShock35 is now known as zz_SnowShock35
L2086[17:52:04] <sham1> Anyway
L2087[17:52:08] <sham1> T'was a
mess
L2088[17:52:52] <tterrag> sham1:
actually, I know someone who has been trying to figure that
out
L2089[17:52:57] <tterrag> mind if I send
them your way?
L2090[17:53:11] <sham1> Now?
L2091[17:53:29] <williewillus> fry: what
are the differences between the different layers of
EntityFX.getFXLayer?
L2092[17:54:48] <tterrag> sham1:
yes?
L2093[17:54:51] <tterrag> is now a bad
time?
L2094[17:55:04] <sham1> Well
L2095[17:55:08] <sham1> I try to make it
quick
L2096[17:55:52]
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L2098[17:59:21] <gigaherz> AHA I know how
JABBA did it :D
L2099[17:59:25] <gigaherz>
design-wise
L2100[17:59:34] *
gigaherz hadn't used JABBA in WAY too long ;P
L2101[17:59:46] <gigaherz> so in JABBA,
normal clicks are whole-stack
L2102[17:59:56] <gigaherz> and the way to
extract a single item, is a shift-leftclick
L2103[18:00:01] <gigaherz>
shift-rightclick does nothing
L2104[18:00:09]
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L2105[18:00:11] <gigaherz> I think I'll
copy that behaviour
L2106[18:00:36] *
gigaherz closes the laggy 1.7.10 mc instance
L2107[18:01:01] <gigaherz> if you want to
insert a single item, you'll have to Q it into the rift ;P
L2108[18:02:46] <shadekiller666>
hmmm
L2109[18:03:59] <sham1> I think I will go
to sleep
L2110[18:04:05] <sham1> Kinda late
L2111[18:05:20] <shadekiller666> trying
to decide on what would be the best way for someone to be able to
specify whether the obj loader should show/hide all configurations
instead of only showing what is in a list
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L2113[18:06:00] <shadekiller666> should i
have custom "keys" that would go into the list and check
for them, should i have booleans for showing/hiding all
L2114[18:06:09] <gigaherz>
shadekiller666: "custom": { "hideAllParts":
true }
L2115[18:06:12] <gigaherz> ;P
L2116[18:06:40] <shadekiller666>
gigaherz, what if theres no blockstate json to get
"custom" from
L2117[18:06:40] <gigaherz> if true, it
doesn't add the parts by default, otherwise, the initial state is
"all in"?
L2118[18:06:47] <shadekiller666> ie. in
the case of a TESR
L2119[18:07:04] <gigaherz> then the TESR
can pass over the OBJState on baking?
L2120[18:07:42] <shadekiller666> thats
what i'm asking, how should OBJState handle hiding all vs using its
list of strings
L2121[18:07:53] <PaleoCrafter>
IModelCustomData.process can be called when using a TESR :P
L2122[18:08:16] <gigaherz> uh whitelist
empty but not null?
L2123[18:08:20] <shadekiller666>
PaleoCrafter, i know, but you'd need a properlly structured map for
that :P
L2124[18:09:16] <shadekiller666>
gigaherz, ok so if there are things in the list, only show them, if
list is null hide everything, if empty then show?
L2125[18:09:28] <gigaherz> no the other
way around
L2126[18:09:34] <gigaherz> if whitelist
is null, then allow everything
L2127[18:09:39] <gigaherz> if whitelist
exists but it's empty
L2128[18:09:41] <gigaherz> then NOTHING
is whitelisted
L2129[18:09:44] <shadekiller666> ok
L2130[18:09:45] <gigaherz> so hide
everything
L2131[18:09:58] <gigaherz> or you
know
L2132[18:10:04] <gigaherz> you could have
a Predicate<String>
L2133[18:10:10] <gigaherz> and let the
OBJState handle thefiltering manually
L2134[18:10:10] <gigaherz> XD
L2135[18:10:22] <gigaherz> let the
user*
L2136[18:11:47] <diesieben07> anyone have
a better naming for a method "getOrCreateXXX"?
L2137[18:12:33] <PaleoCrafter>
"checkXXXFactoryManagerHandlerForExistenceAndMaybeCreateXXX"
L2138[18:12:49] <PaleoCrafter> oh, +
AndReturnThat
L2139[18:12:59] *
diesieben07 dies
L2140[18:13:42] <gigaherz> not really.
the only thing I can think of would be
"getXXXOrCreateIfNotFound" so yeah ;P
L2141[18:14:08] <diesieben07> i think
I'll do just getXXX that creates if missing and getXXXMaybe that
gives null if missing :D
L2142[18:14:16] <gigaherz> hmmm
L2143[18:14:22] <gigaherz> maybe call the
other one "find" instead of get?
L2144[18:14:34] <diesieben07> meh
L2145[18:14:41] <diesieben07> this is
just internal anyways
L2146[18:21:28] <killjoy> !gm drawScreen
1.8
L2147[18:24:56]
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L2148[18:25:39] <VapourDrive> Why are
stone slabs not registered in the oredictionary by forge?
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L2159[18:36:20] <masa> diesieben07: I
seem to be using exactly that getOrCreateXXX() naming in my NBT
helpers
L2160[18:36:39] <diesieben07> i just call
it get there :D
L2161[18:37:23] <diesieben07> actually i
don't so nvm
L2162[18:40:11] <tterrag> sham1: sorry,
try #TheProgrammingTurkey
L2163[18:40:14] <tterrag> he's in there
(Turkey) :P
L2164[18:41:11] <williewillus> anyone
know how to use tessellator and lightmaps in 1.8.8? 0.o
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L2168[18:57:07] <McRafty> ItemStack has
`itemDamage`, accessed by both Item.getDamage() and
Item.getMetadata() Is there a preference for using `itemDamage` or
`metadata` when naming variables and params, or is it context
dependent? Is there a nuance I'm missing?
L2169[18:57:31] <gigaherz> metadata is
the preferred name
L2170[18:58:01] <tterrag> yes, I'd use
metadata everywhere
L2171[18:58:06] <tterrag> as it is
essentially the same concept
L2172[18:58:12] <tterrag> damage is a
specialized case of metadata
L2173[18:58:22] <McRafty> beause
itemDamage was the original, and it started to be used for 'other
metadata' later, I assume?
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L2175[18:59:06] <tterrag> it was always
really metadata
L2176[18:59:11] <tterrag> but yes,
originally that's all it was used for
L2177[18:59:20] <tterrag> remember, our
names are (likely) not the same as what mojang uses
L2178[18:59:32] <McRafty> heh,
indeed
L2179[18:59:36] <McRafty> thanks for the
color
L2180[19:01:17]
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L2183[19:14:20] <williewillus> wat
L2184[19:14:26] <williewillus> my
EntityFX's onUpdate isn't being called at all
L2185[19:14:45] <williewillus> nvm it is
but wtf
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L2188[19:35:03] <Flashfire> Does anyone
know how to tint a custom entity's texture in its render
class?
L2189[19:35:32] <Flashfire> I want to
tint because I'm using the same model as a vanilla entity and I
want it to be compatible with all resource packs
L2190[19:38:36] <williewillus> this is
techne models right? ModelBase, ModelBiped, etc.
L2191[19:40:03] <Flashfire> It's a custom
Blaze
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L2193[19:40:14] <williewillus> just use
direct openGL then
L2194[19:40:20] <williewillus>
GlStateManager.color(r, g, b, a)
L2195[19:40:42] <Flashfire> I tried doing
that but I saw no effect
L2196[19:40:56] <Flashfire> I overrided
the doRender method and had just that line
L2197[19:41:10] <Flashfire> Does it need
anything else?
L2198[19:41:20] <Flashfire> Oh and I used
super of course
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L2202[19:47:04] <williewillus> in typical
mojang fashion their attempts to simplify and refactor have in fact
impacted performance -.-
L2203[19:47:23] <killjoy> Anyone know how
the client arranges names in the tab list? ltr or ttb?
L2204[19:47:32] <williewillus> 1.7
getEntitiesWithinAABB: loops through each chunk and simply checks
clazz.isAssignableFrom
L2205[19:47:44] <williewillus> 1.8: super
fancy ClassInheritanceMultimap structure that is godawful
slow
L2206[19:48:05] <diesieben07> it is
actually intended to be faster because it stores entities by
class
L2207[19:48:14] <diesieben07> so if you
query "give me all livings" it jsut gives you a
precomputed set
L2208[19:48:21] <diesieben07> not sure if
that actually works though
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L2210[19:50:58] <williewillus> i just
noticed a ton of stuttering in my botania dev env and did several
profiling runs and it ends up all the hot spots were within
LivingSpawnEvent.checkSpawn eventhandlers, which all call
getEntitiesWithinAABB. I'm curious now though, might generate some
test cases for both 1.7 and 1.8 and compare
L2211[19:54:58] <Flashfire>
@williewillius Do I need more than just
"GlStateManager.color(r, g, b, a)" because it doesn't
seem to do anything
L2212[19:55:04] <gigaherz> hmm
L2214[19:55:18] <gigaherz> I wonder if I
should change the api so that pullItems also tries to gather as
many partial stacks as necessary
L2215[19:55:22] <gigaherz> instead of
just pulling from one slot
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L2217[20:00:13] <williewillus>
probably
L2218[20:00:20] <williewillus> no idea
how though
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L2220[20:05:11] <shadekiller666> is the
EnumFacing argument in onBlockPlaced the side of the block that was
clicked?
L2221[20:05:38] <tterrag> yes
L2222[20:05:40] <PaleoCrafter> Why can't
you use 'this' in a constructor, gigaherz? :P
L2223[20:05:41] <tterrag> as opposed to
what?
L2224[20:05:59] <tterrag> PaleoCrafter:
it's just bad form, to pass around unconstructed this
references
L2225[20:06:08] <shadekiller666> well, it
could be like direction of placer, but they give you that too so
idk :P
L2226[20:06:12] <shadekiller666> just
wanted to make sure
L2227[20:06:22] <PaleoCrafter> Yeah, but
it's not impossible :D
L2228[20:06:51] <PaleoCrafter> And if
everything is initialised, there's no problem with passing it
around
L2229[20:06:59]
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L2234[20:10:16] <tterrag> PaleoCrafter:
yes there is
L2235[20:10:44] <tterrag> scenario:
subclass calls super(), you call a nonfinal method with a 'this'
reference from the super constructor, sublcass doesn't expect this,
crash
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L2237[20:11:18] <Flashfire> Does anyone
know a mod that tints an entity texture?
L2238[20:15:26] <masa> well the color()
call doesn't do anything if the entity renderer also calls color()
before it renders it, right?
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L2240[20:17:08] <Flashfire> So do I have
to re-render it?
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L2244[20:23:25] <shadekiller666> this is
a stupid question but the metadata of an itemblock matches that of
the block it will place right?
L2245[20:23:50] <williewillus> not unless
you say so
L2246[20:24:17] <shadekiller666> so the
itemstack meta is usually different than that of its block?
L2247[20:24:25] <williewillus> there's a
method in ItemBlock called getDamage or getMetadata or something
like that that will be passed into getStateFromMeta
L2248[20:24:32] <williewillus> it returns
0 by default
L2249[20:24:41] <shadekiller666>
ahh
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L2252[20:24:59] <shadekiller666> ok
L2253[20:25:00] <williewillus> is ic2 exp
dead?
L2254[20:26:12] <williewillus> !gm
Item.func_174872_o
L2255[20:26:17] <williewillus> 0.o
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L2259[20:27:26] <williewillus> it says
Item.getAge isn't found
L2260[20:27:32] <williewillus> but it
clearly exists
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L2262[20:29:04] <williewillus>
*EntityItem.getAge
L2263[20:31:14] <gigaherz> [03:05]
(+PaleoCrafter): Why can't you use 'this' in a constructor,
gigaherz? :P
L2264[20:31:15] <williewillus> ahh it's
sideonly client dammit
L2265[20:31:17] <gigaherz> ther was a
reason
L2266[20:31:18] <gigaherz> XD
L2267[20:31:32] <gigaherz> I think it may
have been that you can't use "this" in the call to
super()
L2268[20:31:38] <gigaherz> but yeah I'll
change that
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L2271[20:32:17] <diesieben07> that is
just one restriction that java gives you but really you shouldn't
let this escape in a constructor, better use a factory method for
that
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L2275[20:35:12] <gigaherz> oh yeah I
forgot to say, I released 0.70 earlier ;P
L2277[20:38:15] <Flashfire> I managed to
get color(r, g, b, a) to work with my render class but the result
makes the texture fade. Is there a way to get a hue rotation
effect?
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L2279[20:56:39] <williewillus> make an
HSB color based on time and then convert it to rgb
L2280[20:57:55] <Flashfire> But I
probably need to use a different method than color(r, g, b, a)
because it's not rotating the colors very well
L2281[20:58:48] <shadekiller666> is there
a way to make the game not render a block's model based on its
blockstate? like something in the blockstate json that can be
set
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L2284[21:00:25] <williewillus> Girafi: do
you have a server running your 1.8.9 pack I could join? playtesting
might get easier and funner that way ;p
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L2286[21:03:28] <shadekiller666> Pro Tip:
don't pass null into ImmutableList.copyOf()
L2287[21:03:45] <Flashfire> Crash?
L2288[21:03:57] <shadekiller666> NPE to
be precise
L2289[21:04:05] <Flashfire> Ah
L2290[21:04:06] <shadekiller666>
lol
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L2292[21:05:14] <williewillus>
shadekiller666: smartmodel or tesr :p
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L2294[21:06:15] <shadekiller666>
uhh
L2295[21:06:36] <shadekiller666> both in
this case, was calling copyOf() in OBJState
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L2297[21:06:54] <Flashfire>
@williewillius Are there any other color methods with different
algorithms that I can use to change an entity's hue?
L2298[21:07:18] <Flashfire> I'm looking
for the equivalent of GIMP's hue blend mode
L2299[21:07:55] <williewillus> Flashfire:
botania does something like Color.getHSBColor(<some time> *
<some constant>, 0.6, 1) to get a Color object, then you can
get an RGB back out
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L2302[21:08:49] <williewillus> ignore the
if statement
L2303[21:09:25] <Flashfire> Hmm, I will
try it
L2304[21:09:42] <williewillus> and yes
use the GL11 call not GlStateManager since it's the ub version
which GLSM doesn't have
L2305[21:10:11] <Flashfire> Same result
unfortunately :/
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L2307[21:10:36] <Flashfire> Since the
actual texture doesn't have any blue, when most of the color is
blue I can hardly see the texture through the color and it still
looks red
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L2309[21:11:21] <Flashfire> The only
color it really works well with is green
L2310[21:11:44] <Flashfire> And green is
the opposite of red
L2311[21:11:54] <williewillus> try
playing with the other two constants (saturation and
brightness)
L2312[21:12:07] <Flashfire> Hmm, hadn't
thought of that
L2313[21:12:12] <Flashfire> It'd be nice
to have hue along with those
L2314[21:14:45] <Flashfire> Which class
has saturation and brightness?
L2315[21:14:51] <williewillus> ?
L2316[21:15:02] <williewillus> I mean
pass different things into getHSBColor instead of 0.6 and 1
L2317[21:15:07] <williewillus> for
saturation and brightness
L2318[21:15:30] <Flashfire> Ah I
see
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L2320[21:18:14] <Flashfire> Yeah it
really only works to make red and green because of the texture
:/
L2321[21:19:19] <williewillus> !gf
EntityItem.age
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L2333[21:55:34] <shadekiller666> is the
BlockPos passed into canPlaceBlockOnSide() the position of the
block that was clicked on, or the position of the block that the
side is pointing to?
L2334[21:57:07] <williewillus> probably
clicked on
L2335[21:57:39] <williewillus> it's how
all the other block callbacks work, and you can just do
.offset(side) to get the pointed to pos
L2336[21:58:24] <shadekiller666> i'm
trying to do a check to see if the block to the left or right of
the one clicked on is solid, as this is 2 blocks wide
L2337[21:59:17] <shadekiller666>
hmm
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L2343[22:24:16] <shadekiller666>
williewillus, the BlockPos passed in is the position of the block
that "side" is facing
L2344[22:24:22] <ntzrmtthihu777> Wuppy:
you here?
L2345[22:24:26] <williewillus>
strange
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L2348[22:28:34] <McJty> How can you have
an ISBM get access to the tile entity easily?
L2349[22:28:43] <McJty> handleBlockState
only gets a blockstate parameter
L2350[22:29:52] <diesieben07> McJty, you
don't, since it's called on a differnet thread potentially. you
have to encode the data you want in getActualState /
getExtendedState and then access it from the model.
L2351[22:30:13] <McJty> hmm that's going
to be a pain...
L2352[22:31:06] <williewillus> yeah you
use getactualstate/extendedstate to enhance your blockstate with
info needed for rendering
L2353[22:31:48] <diesieben07> you can use
unlisted properties to put literally any object into an
IBlockState
L2354[22:31:49] <McJty> I *could* cheat
and put the x,y,z pos in my extendedstate and get the TE like that
but let's do it the proper way :-)
L2355[22:32:08] <diesieben07> just copy
the data you want into an immutable object and put that in an
unlisted propert
L2356[22:33:20] <williewillus> yeah you
shouldn't be using the smartmodel to access the world, you make the
info you need from the world, available through the blockstate and
pass it to the smartmodel
L2357[22:33:56] <McJty> In my case the
data I need to transfer is a list of something
L2358[22:34:03] <McJty> Do I have to make
a copy of that list or is a reference ok?
L2359[22:34:11] <williewillus> so stick
an ImmutableList into an unlisted prop :p
L2360[22:34:14] <diesieben07> yep
L2361[22:34:24] <McJty> So a copy
then
L2362[22:34:32] <diesieben07> you CAN
pass mutable data, but then you have to deal with thread
safety
L2363[22:34:33] <williewillus> well
threading is involved so mutability might cause problems, so yeah
copy for safety
L2364[22:34:41] <diesieben07> better to
just copy and be happy
L2365[22:35:10] <shadekiller666> be
carefull with IExtendedBlockStates, if you return one from any
method in Block that isn't getExtendedState() your block won't be
placable
L2366[22:35:24] <williewillus> ^ why
would you even do that? :p
L2367[22:35:29] <shadekiller666> and of
course you can return an ExtendedBlockState from
createBlockState()
L2368[22:36:08] <shadekiller666> if you
don't know how IEBS work
L2369[22:36:20] <shadekiller666> or how
IBS in general work
L2370[22:36:23] <williewillus> yeah
everything else should just use withProperty with what you're
already given
L2371[22:37:03] <McJty> What exactly is
the purpose of valueToString in IUnlistedProperty?
L2372[22:39:19] <McJty> Also how to solve
this: public Class<List<CableSection>> getType()
{
L2373[22:39:19] <McJty> return
List.class;
L2374[22:39:19] <McJty> }
L2375[22:39:36] <McJty> That doesn't
compile since List.class is not the right type
L2376[22:40:00] <williewillus> yeah I
think there's a PR or issue ticket for that, just do a raw cast for
now
L2377[22:40:22] <McJty> It complains
about incompatible type then
L2378[22:40:23] <diesieben07> return
(Class<List<CableSelection>>) (Class) List.class
L2379[22:40:34] <McJty> ah
L2380[22:40:46] <McJty> yes that
works
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L2384[22:46:18] <shadekiller666> you
can't get the class of a generic type
L2385[22:46:32] <shadekiller666> you
could use gson's Type
L2386[22:46:41] <shadekiller666> and
TypeToken classes
L2387[22:46:49] <williewillus> well the
problem is just the type signature of that method is silly
L2388[22:46:52] <williewillus> and needs
to be fixed
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L2392[23:00:52] <TehNut>
IUpdatePlayerListBox -> ITickable was just a mapping change
right?
L2393[23:01:05] <TehNut> If that was the
only difference between my 1.8 and 1.8.8 version, it'll run on
both, correct?
L2394[23:01:19] <williewillus> it was an
actual class change iirc
L2395[23:01:26] <williewillus> idk
L2396[23:01:38] <TehNut> I guess there's
only one way to find out
L2397[23:01:42] <williewillus> the deobf
name changed packages so it might not work
L2398[23:02:00] <williewillus>
nms.gui.IUPLB -> nm.util.ITickable
L2399[23:02:17] <williewillus> heh NMS
havent heard that term in a year or two rip Bukkit
L2400[23:03:00] <gigaherz> TehNut:
nope
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L2402[23:03:05] <gigaherz> the name
change is Forge, not srg
L2403[23:03:11] <TehNut> Alright
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L2406[23:03:31] <gigaherz> if you have
any TE with ITickable, you can't have it on both 1.8 and 1.8.8
sadly
L2407[23:03:51] <gigaherz> hmm wait
L2408[23:03:55] <gigaherz> is that
right?
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L2410[23:04:55] <gigaherz> okay ignore
what I said
L2411[23:04:57] <gigaherz> it won't
work
L2412[23:05:00] <McJty> Bah, why isn't
Vec3f final...
L2413[23:05:00] <gigaherz> just for a
different reason
L2414[23:05:07] <TehNut> hehe
L2415[23:05:11] <williewillus> why aren't
a lot of things in java final :p
L2416[23:05:12] <McJty> I mean
immutable
L2417[23:05:18] <williewillus>
*immutable
L2418[23:05:49] <TehNut> er, What's the
fix for gradle not being able to copy the mcmod.info?
L2419[23:06:14] <TehNut> I see that issue
come up all the time
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L2432[23:32:31] <killjoy> !gf
GuiContainer.guiLeft 1.8
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L2435[23:35:12] <masa> TehNut: not being
able to copy it, how?
L2436[23:35:20] <TehNut> That's just all
it says in console
L2437[23:35:33] <TehNut> Unable to copy
<path> to <path>
L2438[23:35:44] <masa> hm, no
idea...
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L2441[23:38:28] <shadekiller666>
gigaherz, when rendering with a TESR, where does the model render
by default if you don't glTranslate()?
L2442[23:42:42] <Matthew> TehNut, try
closing your ide
L2443[23:42:47] <Matthew> it might have a
lock on the file or something
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