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L14[00:35:45] <killjoy> I feel like Stu
Pickles
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L16[00:36:24] <killjoy> "I used paper
clips and rubber bands for a reason!"
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L21[00:44:49] <Ri5ux> Do any of you know
how to change the "render distance" of particles...
L22[00:45:01] <Ri5ux> Cant get particles to
show that are further than 16 blocks
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L27[00:51:45] <Ri5ux> Never mind, figured
out that you cant really do that...
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L35[01:03:08] <Ri5ux> Minecraft keeps
"crashing" every time I spawn the fireworksSpark particle
and it comes to the end of its life, but it does not leave any
crash logs or errors anywhere.
L36[01:03:12] <Ri5ux> It literally just
stops.
L37[01:03:18] ⇨
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L38[01:03:23] <Ri5ux> Ideas?
L39[01:03:40] <solidDoWant1> Can I create
an itemstack from a block before th block is registered with the
game registry?
L40[01:04:10] <Ri5ux> solidDoWant1, Yes,
but why would you want to do that?
L41[01:04:39] <solidDoWant1> making a
public static field in my block/item register class
L42[01:05:05] <Ri5ux> Ah, I see...
Interesting.
L43[01:05:55] <solidDoWant1> is there a
reason I shouldn't be dong that?
L44[01:06:17] <Ri5ux> I just find it odd,
thats all
L45[01:06:25] <solidDoWant1> alright
L46[01:07:27] <Ri5ux> Makes me curious as
to what you're creating
L47[01:09:50] <tterrag> solidDoWant1: can?
yes. should? no
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L49[01:09:57] <tterrag> don't do *anything*
with unregistered items and blocks
L50[01:10:02] ⇨
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L51[01:10:24] <Ri5ux> Depends what he's
doing...
L52[01:10:30] <tterrag> not really
L53[01:10:35] <tterrag> you create
blocks/items then you register them
L54[01:10:38] <tterrag> THEN do other
stuff
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L56[01:10:50] <solidDoWant1> Not making
anything special, just thought it'd be nice to be able to access an
itemstack reference without creating a new one every time unless it
needs to be copied
L57[01:10:51] <Ri5ux> Well yeah, it makes
sense to do it that way
L58[01:11:11] <Ri5ux> @ tterag
L59[01:11:32] <Ri5ux> solidDoWant1, take
his advice.
L60[01:11:48] <solidDoWant1> alright
L61[01:12:20] ⇨
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L62[01:12:21] <Zaggy2048> just use new
ItemStack(block)
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L64[01:12:26] <solidDoWant1> do mods still
need to give an id for a block in 1.7 or is it take care of by
forge?
L65[01:12:33] <Zaggy1024> that constructor
is there for a reason :P
L66[01:13:03] <shadekiller666>
solidDoWant1, needs to have a name, but ids are handled
internally
L67[01:13:59] <solidDoWant1> great,
thanks
L68[01:14:14] <solidDoWant1> and ids are
assigned when registered I'm guessing?
L69[01:14:14] <Ri5ux> Anyone got a solution
to my problem? Particles being limited to a 16 block render
distance.
L70[01:14:27] <Ri5ux> Yes
solidDoWant1
L71[01:14:34] <solidDoWant1> ah, theres my
problem
L72[01:14:36] <solidDoWant1> thanks
guys
L73[01:15:47] <ZaggyMobile2> IDs are
assigned when a world loads actually
L74[01:16:24] <shadekiller666> each world's
ids can be completely different from those of another
L75[01:19:21] <Ri5ux> Because a simple
"yes" wasnt good enough
L76[01:19:44] <shadekiller666> nope
L77[01:19:45] <shadekiller666> never
is
L78[01:19:51] <shadekiller666> :D
L79[01:19:57] <Ri5ux> .-.
L80[01:20:15] <ZaggyMobile2> It's not, when
you're saying it's on game load
L81[01:20:48] <ZaggyMobile2> Mods shouldn't
reference integer block IDs though
L82[01:21:09] <ZaggyMobile2> Not in almost
all cases anyway
L83[01:21:23] <Ri5ux> You want a
cookie?
L84[01:21:28] <Ri5ux> Oops, ran out
L85[01:21:33] <shadekiller666> depends on
the cookie
L86[01:21:55] <shadekiller666> oreos? hell
yeah, rasins? fuck no
L87[01:22:03] <Ri5ux> rasin cookies are
good...
L88[01:22:25] <Ri5ux> Im literally eating
one right now
L89[01:23:04] <shadekiller666> thats your
problem
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L91[01:24:03] <Ri5ux> What did a dried up
grape ever do to you?
L92[01:25:22] <shadekiller666> it dried
up
L93[01:25:27] <shadekiller666> lol
L95[01:26:03] <solidDoWant1> mmmm
L96[01:26:55] <solidDoWant1> you forge devs
sure have made modding a ton easier than 1.2.5
L97[01:27:55] <shadekiller666> ive only
been here since 1.8, but you're welcome :P
L98[01:28:10] <Ri5ux> In my opinion it went
backward from 1.7 to 1.8
L99[01:28:17] <solidDoWant1> lol
L100[01:28:38] <Ri5ux> Except a few
things
L101[01:28:53] <solidDoWant1> well im on
1.7 and its so much easier, I enjoy not having to specify what
position block textures are in a hand stiched sprite sheet
L102[01:29:46] <Ri5ux> Wait, shade, you've
only been around here since 1.8?
L103[01:31:21] <Ri5ux> Thought you were
around longer than that
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L107[01:37:11] <shadekiller666> might have
been here slightly before, but it hasn't been very long
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L111[01:38:55] <Nitrodev> Hi all
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L116[01:45:44] <McJty> Hmm, how does the
new @SidedProxy feature work where you don't have to specify the
proxy but can use inner classes?
L117[01:46:41] <McJty> Ah the inner
classes have to be static
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L119[01:53:22] <tterrag> McJty: why would
you make a new site instead of just contributing to the official
docs
L120[01:53:23] <tterrag> *sigh*
L121[01:53:42] <McJty> Because I really
don't like it that the official docs are not a wiki format
L122[01:53:46] <McJty> I think it is the
wrong way to go with docs
L123[01:53:54] <killjoy> Do you really
need a test for this?
L124[01:54:11] <tterrag> and mediawiki is
the solution...ok
L125[01:54:59] <tterrag> official docs are
a wiki, you just contribute with PRs
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L127[01:55:17] <tterrag> making yet
another source taht will inevitably become outdated and fragmented
is definitely NOT the solution to the problem
L128[01:55:40] <McJty> tterrag, I don't
want to work with PR's. For docs that's IMHO not the right
approach
L129[01:55:52] <McJty> And I have no
intention of letting this go outdated
L130[01:56:01] <tterrag> ok, well enjoy
your spambots and greifers
L131[01:56:04] <tterrag> no one ever
does
L132[01:56:06] <tterrag> but it always
happens
L133[01:56:23] <McJty> Well you cannot
even create accounts on this wiki
L134[01:56:27] <McJty> You have to ask
us
L135[01:56:33] <McJty> that makes spambots
pretty unlikely
L137[01:57:22] <tterrag> you sure?
L138[01:58:01] <McJty> The Create Account
is not working (well haven't tested it but that's what the wiki
owners told me)
L139[01:58:07] <tterrag> read the
page
L140[01:58:09] <tterrag> first line
L141[01:58:13] <Ri5ux> loololololol
L142[01:58:27] <McJty> ah ok. Well then we
have to close that
L143[01:58:51] <McJty> It is the second
day of this wiki. Give us some slack :-)
L144[01:58:51] <tterrag> I've worked with
mediawiki before. it's what the EnderIO wiki is on. and it wouldn't
work for official docs
L145[01:58:58] <tterrag> too much
maintenance required
L146[01:59:12] <tterrag> adding people
permanently still opens up security holes
L147[01:59:25] <Ri5ux> y u not just use
notepad
L148[01:59:37] <Ri5ux> ahahahaha
L149[01:59:55] <masa> wait what? a new
unofficial documentation wiki? where you can't contribute via any
official channels, but have to ask some third party?
L150[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160107 mappings to Forge Maven.
L151[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160107-1.8.9.zip
(mappings = "snapshot_20160107" in build.gradle).
L152[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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L156[02:05:14] <Ri5ux> !gm renderParticle
1.7.10
L157[02:05:29] <Ri5ux> !gm renderParticle
1.8.8
L158[02:05:42] <Ri5ux> !gm
renderParticle
L159[02:05:50] <Ri5ux> -___-
L160[02:06:00] <kashike> what?
L161[02:06:03] <McJty> tterrag, the way I
edit docs you wouldn't want me to submit PR's for the official
docs. I work too chaotic for that. A typo here, another typo there.
Moving stuff around things like that.
L162[02:06:06] <Ri5ux> Thats gonna need a
mapping.
L163[02:06:18] <tterrag> McJty: you can
work on a PR incrementally
L164[02:06:19] <McJty> The delay of PR's
would get in my way VERY quickly. Even if they are approved within
10 minutes
L165[02:06:26] <McJty> yes but then it is
not online
L166[02:06:30] <tterrag> and?
L167[02:06:31] <McJty> And others can't
help with it
L168[02:06:36] <tterrag> sure they
can
L170[02:06:40] <Ri5ux> fork that
mofo
L171[02:06:44] <tterrag> fork to an
org
L172[02:06:49] <tterrag> add people to
org
L173[02:06:50] <tterrag> ???
L174[02:06:51] <tterrag> profit
L175[02:07:00] <McJty> Well I don't have
anywhere that I can host a fork
L176[02:07:05] <tterrag> ...
L177[02:07:06] <tterrag> github?
L178[02:07:08] <Matthew> don't even need
an org for that
L179[02:07:08] <shadekiller666> not enough
?? marks
L180[02:07:09] <VapourDrive> Idea: it
would be nice to have a method in Item for tools that returned
boolean and was used in the place of stack.damageItem calls so that
there would be a uniform way of seeing if items could be used. If
your item consumes rf, then it returns true, and inside that method
could handle applying the effect of the damage request. For
something like bedrock tools from RoC reika would just return true
and not call any item damages.
L181[02:07:10] <Ri5ux> Ask wiz khalifa to
help yu smoke that shit up
L182[02:07:19] <McJty> Anyway it is not
the way that I want to work
L183[02:07:38] <tterrag> so you'd rather
push unfinished stuff to a live site?
L184[02:07:51] <McJty> yes, work in
progress stuff
L185[02:08:01] <VapourDrive> better than
nothing ever making to a live site
L186[02:08:33] <tterrag> that makes no
sense
L187[02:08:41] <tterrag> with readthedocs
you can host your fork so that you can see your changes live
L188[02:08:49] <tterrag> that's what I
do
L189[02:08:53] <tterrag> it's literally
the same thing
L190[02:08:54] <VapourDrive> I know, just
stirring
L191[02:08:57] <Matthew> don't even need
to do that tterrag
L192[02:08:59] <tterrag> except you don't
push unfinished crap to a live site
L193[02:08:59] <Matthew> it's
markdown
L194[02:09:03] <tterrag> Matthew: not
quite
L195[02:09:17] <tterrag> we have a few
special things, like admonitions and sane lists
L196[02:09:24] <tterrag> also, a lot of MD
readers like to use GH enhanced
L197[02:09:24] <Matthew> 0_o
L198[02:09:34] <tterrag> which breaks on
mkdocs
L199[02:09:49] <Matthew> *shrug* I usually
write markdown in atom
L200[02:09:53] <tterrag> it's best to have
your staging environment be identical to prod, right?
L201[02:09:55] <tterrag> as do I
L202[02:09:59] <tterrag> atom uses GH
enhanced
L203[02:10:03] <tterrag> it's close, but
not identical
L204[02:10:22] <solidDoWant1> got a really
dumb question for you guys, but it's bugging the hell out of
me
L205[02:10:44] <solidDoWant1> im setting
the creative tabs on tiered blocks, in the order 4, 5, 6, checked
with debug
L206[02:10:52] <solidDoWant1> but they
show up in the order 4, 6, 5
L207[02:10:55] <solidDoWant1> any idea
why?
L208[02:11:18] <tterrag> McJty: your way
could never work for an official docs page. it's shortsighted.
unfinished projects should never be pushed to prod. using RTD and
github we effectively have a staging environment and produdction
environment set up for us, and we review changes and then push them
to prod. thsi is how you develop things
L209[02:11:44] <VapourDrive> you call
list.add for all of them and then Creative tabs orders the list
entries as it pleases somehow solidDoWant1
L210[02:11:46] <masa> solidDoWant1: what
exactly does "set the creative tabs" mean?
L211[02:12:14] <solidDoWant1>
blockobject.setCreativeTab(mytab)
L212[02:12:20] <tterrag> yeah that doesn't
control order
L213[02:12:22] <shadekiller666>
solidDoWant1, theres a way to create your own creative tab list
orderer thing
L214[02:12:25] <tterrag> order will be by
ID
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L216[02:12:36] <shadekiller666> i don't
remember what its called
L217[02:12:54] <McJty> tterrag, well I
don't really intend for this to be an official docs page.
L218[02:12:56] <solidDoWant1> yea, noticed
that tterrag, the id is in wrong order too despite registering them
in order 4, 5, 6
L219[02:13:07] <McJty> This is intended
more as a user contributed documentation area
L220[02:13:08] <tterrag> because ID order
is not guaranteed
L221[02:13:24] <masa> you can only control
the metadata order really
L222[02:13:30] <solidDoWant1> gaaaa
L223[02:13:34] <solidDoWant1> that bugs
me
L224[02:13:44] <masa> why does that
matter? :D
L225[02:13:52] <masa> how many blocks do
you have?
L226[02:13:54] <shadekiller666>
solidDoWant1, there is a way to define your own orderer i
believe
L227[02:13:57] <solidDoWant1> idk, guess
it doesnt, ocd a little I guess
L228[02:14:02] <solidDoWant1> 3 masa
L229[02:14:09] <VapourDrive> it's nice to
have things organized, I get that
L230[02:14:12] <masa> can they not be the
same block, just different meta?
L231[02:14:16] <solidDoWant1> shade I'm
googleing "creative tab ordering" now
L232[02:14:28] <tterrag> solidDoWant1:
override displayAllRelevantItems in your creative tab
L233[02:14:30] <solidDoWant1> masa maybe,
haven't tried that yet
L234[02:14:31] <shadekiller666> i suggest
looking through the code first
L235[02:14:34] <masa> why not read the
frickin code to see how it orders them...
L236[02:14:35] <tterrag> call super then
sort the list how you want
L237[02:14:35] <shadekiller666> there you
go
L238[02:14:39] <shadekiller666> what
tterrag said
L239[02:14:54] <tterrag> McJty: so is the
official docs
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L241[02:14:57] <solidDoWant1> awesome,
thanks guys, you're really helpful
L242[02:15:05] <tterrag> but it's never
going to get traction if there's a million other people
competing
L244[02:16:02] <shadekiller666> thats what
we're here for
L245[02:16:18] <McJty> masa, yes I know
that one
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L247[02:19:15] <killjoy> what are the dims
of a usual gui image?
L248[02:19:18] <killjoy> 256 or 512?
L249[02:19:44] <tterrag> 256x256
L250[02:20:11] <VapourDrive> it's not
meant to be a standard, it's meant to be a place for a lot of
sample code to get thrown up fast, so that it can be useful for
those who can use some discretion while browsing sample code I I'm
getting the purpose of that Knowledge Base idea...
L251[02:20:31] <Ri5ux> How do I submit
mappings? Never done it before.
L252[02:21:01] <killjoy> use mcpbot
L253[02:21:05] <McJty> Anyway, it is not
meant to replace the official forge docs. It is just another
tutorial site like there are so many already. You're not
complaining against all those are you? I do intend to keep this one
active and up-to-date though
L254[02:21:05] <killjoy> !!help
L255[02:21:15] <Ri5ux> !help
L256[02:21:28] <killjoy> join #mcpbot if
you have lots
L257[02:21:34] <killjoy> or use !dcc
L258[02:21:37] ⇦
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L259[02:21:44] <Ri5ux> !!help
L260[02:22:01] <solidDoWant1> If I use
meta for blocks of different tiers, should I use nbt for the
direction the block's facing (for textures and whatnot)
L261[02:22:13] <shadekiller666> why is the
double !! not working anymore?
L262[02:22:18] <McJty> solidDoWant1, I
would do it the opposite way around
L263[02:22:29] <McJty> solidDoWant1, meta
for direction is standard and easy to handle
L264[02:22:34] <McJty> solidDoWant1, use
NBT for the tiers
L265[02:22:47] <solidDoWant1> okay,
cool
L266[02:25:11] <Ri5ux> So.. "!sp
p_70539_2_ partialTickTime" would map the parameter p_70539_2_
to the parameter name partialTickTime?
L267[02:26:00] <Matthew> Ri5ux, yes. You
should add a comment too :)
L268[02:26:06] <Ri5ux> Aight
L269[02:26:08] <Ri5ux> Thanks
L270[02:26:15] <Matthew> it will become
the @param javadoc line
L271[02:26:35] <tterrag> McJty: I'm not
complaining about them because they existed before the docs
L272[02:26:43] <Ri5ux> Things can only be
mapped on the latest version then?
L273[02:26:50] <Matthew> yeah
L274[02:26:50] <Ri5ux> So 1.8.9...?
L275[02:27:00] ⇦
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L276[02:29:04] <xaero> yes, do !version to
see them all
L277[02:29:11] <Ri5ux> !version
L278[02:29:15]
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L280[02:30:18] <Ri5ux> Just curious, does
it show who maps a mapping? In other words, do I get credit for it?
:P
L281[02:30:49] <xaero> yes, and on the
flip side, you can get blamed for it ;)
L282[02:31:05]
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L283[02:31:22] <Matthew> see: !gf
World.isRemote
L284[02:31:26] <tterrag> !gp 70539_2
L285[02:31:30] <tterrag> y
L286[02:31:31] <masa> McJty: meta for
direction is standard, really? Most machines I've seen see mto use
meta for machine type
L287[02:31:33] <tterrag> !gp
70539_2_
L288[02:31:37] <tterrag> !gp
p_70539_2_
L289[02:31:42] <tterrag> welp
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L291[02:31:53] <Ri5ux> Lol
L292[02:31:59] <solidDoWant1> !gp
wutsthisdo
L293[02:32:02] <McJty> masa, I have never
seen a machine or block not use meta for direction IMHO
L294[02:32:11] <Ri5ux> Mapping might be a
new thing I start doing then.
L295[02:32:13] <tterrag> masa: it really
depends
L296[02:32:18] <tterrag> pretty sure
mekanism does type by meta
L297[02:32:19] <solidDoWant1> !gp
70539_2_
L298[02:32:21] <tterrag> but it doesn't
matter
L299[02:32:24] <tterrag> it's whatever you
want to code
L300[02:32:29] <masa> yeah..
L301[02:32:30] <tterrag> you could do a
hybrid of both if you wanted :P
L302[02:32:33] <solidDoWant1> !gp
p_70539_2_
L303[02:32:38] <tterrag> rotation is only
2 bits so you have 2 more to add types with
L304[02:32:43] <tterrag> 4 types per ID,
everything in meta
L305[02:32:44] <McJty> Well I need 3
L306[02:32:51] <tterrag> you can fit 3
types in 2 bits
L307[02:32:54] <McJty> Most of the rftools
machines can be oriented in 6 directions
L308[02:32:57] <tterrag> 00 01 10
L309[02:33:02] <tterrag> ah, then that's
different
L310[02:33:57] <masa> would be nice to
have 8-bit meta, or more :p
L311[02:34:19] <masa> you often seem to
need at least 6 bits
L312[02:35:10] <masa> but did someone
mention that mojang are trying to get rid of meta completely so
that everything would be just block ids?
L313[02:35:18] <tterrag> that's the hope,
but we don't really know
L314[02:35:26] <tterrag> the idea being
that meta would just be "merged" into normal ids
L315[02:35:36] <tterrag> you simply
declare how many IDs your block requires
L316[02:35:39] <tterrag> and that's your
"meta" space
L317[02:35:45] <masa> hmm, how would that
work with things that are essentially the same block but just like
a rotation difference...
L318[02:35:51] <tterrag> they would all be
IDs
L319[02:35:53] <McJty> That would be
nice!
L321[02:35:56] <tterrag> I mean, they
basically are IDs now
L322[02:36:02] <tterrag> it's just that
most blocks waste 15 IDs
L323[02:36:05] <masa> yeah pretty
much
L324[02:36:18] <tterrag> it's the natural
extension of the blockstate system
L325[02:36:23] <tterrag> they already have
state count calculation
L326[02:36:24] <masa> I was just thinking
how it would look in code, so that you can handle them in the same
class
L327[02:36:31] <tterrag> exactly as it
does now
L328[02:36:33] <tterrag> with
blockstates
L329[02:36:38] <McJty> It should be
possible to handle that totally abstractly using states
L330[02:36:39] <masa> hmm, right
L331[02:37:31] <masa> yep that would be
soo ice, to not have to use a TE every time yoy need like 6 bits of
stuff per block :p
L332[02:37:35] <masa> *nice
L333[02:37:39] <tterrag> hopefully we can
get rid of getMetaFromState etc
L334[02:37:44] <tterrag> but we'll
see
L335[02:38:13] ⇦
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L336[02:38:37] <shadekiller666> still no
word on when 1.9 will be released
L337[02:38:52] <masa> hopefully hat system
would bend to stuff like storing different block ids in the state,
so that you could have like two different types of slabs in the
same block, or storing a "camo" block in a block
etc
L338[02:39:20] <masa> without a TE,
although that probably wouldn't work...?
L339[02:39:48] <tterrag> anything with an
indefinite amount of states still wouldn't work
L340[02:39:48] <shadekiller666> well
L341[02:39:49] <masa> since that would be
two pieces of the same type of data stored in the same type of
data
L342[02:39:57] <tterrag> it'd work the
same as it does now, the states need to be predetermined and
finite
L343[02:40:28] <shadekiller666> you'd have
to know how many different slabs there were
L344[02:40:37] <masa> well long is still a
finite, just somewhat big ;D
L345[02:40:49] <tterrag> finite maybe but
not predetermined
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L347[02:42:10] <Ri5ux> I don't have to
register particles or anything, do I? I can just create the class
and spawn it using
Minecraft.getMinecraft().effectRenderer.addEffect right?
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L351[02:50:41] <Ri5ux> Man you guys must
really not know anything about particles. Cant get a single word
out of any of you about them
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L354[02:58:11] <shadekiller666> uhh
L355[02:58:28] <shadekiller666> i thought
that the world has to spawn particles
L356[02:58:44] <shadekiller666> because
the server says where to spawn
L357[02:59:15] <shadekiller666> i'm off to
bed, goodnight, sorry i couldn't be of much help
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L367[03:27:40] <solidDoWant1> is there any
way to unregister an acheivement page? I'd like to register an
acheivement on another mod's acheivement page.
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L376[03:52:37] <Zaggy1024> Ri5ux, don't
expect answers at all hours on this channel
L377[03:52:42] <Zaggy1024> people sleep,
you know
L378[03:52:57] <Ri5ux> And there's also
people from all over the world here
L379[03:53:06] <Ri5ux> So some arent
sleeping.
L380[03:54:39] <Zaggy1024> well not
everyone knows about particles either
L381[03:54:46] <Zaggy1024> just be
patient.
L382[03:55:13] <Zaggy1024> 10 minutes
isn't even that long in the quiet hours of the channel
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L384[03:56:41] <solidDoWant1> Why would an
achievement not be announced? It shows it on the page but not in
the chat.
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L387[03:59:31] <Ri5ux> Zaggy, I'm well
aware how the channel works. People are either A) not here, B) not
watching, or C) don't care
L388[04:00:38] <tterrag> D) don't
know
L389[04:00:43] <Ri5ux> That too
L390[04:01:06] <Ri5ux> I dont mind though,
I found an alternate solution
L391[04:02:12] <Lumien> Ri5ux you can just
spawn them using the effect renderer yes
L392[04:02:15] <Lumien> Without any
registering
L393[04:03:26] <Lumien> You would only
have to put them in to the EnumParticleTypes enum if you want to
spawn them using the vanilla particle packets
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L395[04:04:46] <Ri5ux> Thanks
L396[04:05:28] <solidDoWant1> Why would an
achievement not be announced? It shows it on the page but not in
the chat.
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L398[04:05:48] <VikeStep> I thought it
only announced it on servers
L399[04:05:51] <VikeStep> maybe that is
why
L400[04:05:56] <solidDoWant1> others show
up
L401[04:06:33] <solidDoWant1> like the
inventory one for example
L404[04:08:02] <Lumien> It looks like the
tile entity is set on the client before the block is but that can't
really happen right?
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L406[04:10:26] <Lumien> That crash happens
on chunk load / respawn btw
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L408[04:14:59] <VikeStep> how does one go
about utilising the requiresWorldRestart property of config
properties?
L409[04:16:21] <Lumien> What do you mean
with "utilising" ?
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L411[04:16:52] <VikeStep> I want to enable
letting the user change the config without restarting the
world
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L414[04:18:18] <Lumien> Isn't
requiresWorldRestart false by default anyway?
L415[04:18:30] <VikeStep> yes
L416[04:18:47] <VikeStep> I just looked
into it and it turns out it is used with the config guis
L417[04:18:51] <VikeStep> gonna look into
that
L418[04:19:03] <VikeStep> thought it was
something which reloaded the config from the config file or
something like that
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L473[06:35:51] <Cazzar> Time to actually
set up my dev env again :3
L474[06:36:35] <Wuppy> Cazzar, how long
have you been out of business?
L475[06:37:13] <Cazzar> 9 months
L476[06:37:44] <Wuppy> were you pregnant?
:P
L477[06:37:49] <Cazzar> No
L478[06:38:07] <Cazzar> Just CBA modding.
Probably won't update one of my mods.
L479[06:38:33] <Wuppy> I haven't done any
modding in ages either
L480[06:38:37] <Wuppy> and probably wont
:V
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L483[06:46:01] <Nitrodev> 2 hours and 45
min before i'm home :(
L484[06:46:09] <Cazzar> *waits for all the
deps to download*
L485[06:47:45] <Nitrodev> What would be
the next step in my 5x5 crafting table
L486[06:47:56] <Nitrodev> I just got the
gui working
L487[06:51:10] <Waterpicker> Hello
L488[06:51:28] <Nitrodev> Hi
waterpicker
L489[06:51:56] <Waterpicker> Look at how
the crafting bench is implmented Nitro
L490[06:52:22] <Waterpicker> I"m
about 70% certain how crafting is done for it can be be expanded to
5x5
L491[06:53:57] <Nitrodev> Okay, i just
need to find it online since i'm not at my pc yet
L492[06:55:50] <Wuppy> I keep reading
Watercolor instead of Waterpicker
L493[06:55:56] <Wuppy> from
ShittyWaterColor
L494[06:57:00] <Waterpicker> ..
L495[06:57:08] <Wuppy> you dont know
shittywatercolor?
L496[06:57:52] <Waterpicker> nope
L497[06:58:10] <Wuppy> do you even
reddit?
L498[06:59:08] <Nitrodev> I don't
eithet
L499[06:59:21] <Wuppy> o___0
L500[06:59:25] <Wuppy> do you guys even
internet
L501[07:00:08] <Nitrodev> I don't use
reddit that often
L502[07:00:46] <Nitrodev> Now where in the
internet would i find the forge/mc classes
L503[07:01:05] <Wuppy> shitty watercolour
and awildsketchappeared are awesome :)
L504[07:02:02] <VikeStep> shitty
watercolour actually does sketches for BBC now because of his
reddit stuff iirc
L505[07:02:21] <Wuppy> wow, not bad
:P
L506[07:03:55] <Nitrodev> Well?
L508[07:04:38] ⇦
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L509[07:04:42] <Nitrodev> Okay
thanks
L510[07:05:00] <VikeStep> it doesn't have
mc code in it though
L511[07:05:46] <Nitrodev> Okay then
L512[07:09:02] <Nitrodev> I wonder where
that would be at then...
L513[07:09:59] ⇦
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L514[07:10:01] <VikeStep> not online
L515[07:10:03]
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L516[07:10:49] <VikeStep> it's not legal
to share the deobfuscated code online, thats why we run the MCP
deobfuscation stuff to view it in our dev environment
L517[07:11:15] <Nitrodev> Oh
L518[07:11:23] <Nitrodev> Okay then
L519[07:11:41] ***
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L520[07:11:44] <VikeStep> if you download
that repo and run "gradlew setupForge" inside the
folder
L521[07:11:49] <VikeStep> it will set up
all that stuff for you
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L523[07:12:05] <VikeStep> ok
L524[07:12:56]
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L527[07:15:25] <Pennyw95> hey, markDirty()
should be the method to use when the client needs to update the
variables I change inside !world.isRemote, right?
L528[07:16:59] <McJty> Not exactly
L529[07:17:12] <McJty> markDirty() should
be called when your TE changes so that it is actually saved when
the world saves
L530[07:17:19] <McJty> Otherwise there is
no guarantee your data will be persisted
L531[07:17:28] <McJty> Sync to client is
only indirectly related to that
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L533[07:17:51] <Pennyw95> I'm asking
because I have a TESR that renders different colored tessellator
quads based on a variable that changes inside the TE's
update()
L534[07:18:36] <Pennyw95> it used to work,
but after I put the changes to variable inside !world.isRemote
(should be the correct procedure, right?), the client gets left
behind and markDirty isn't helping
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L537[07:19:23] <McJty> markDirty() doesn't
automatically cause the client to be synced
L538[07:19:26] <McJty> You still have to
do that part
L540[07:20:22]
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L541[07:20:24] <McJty> Then if
readFromNBT/writeFromNBT are ok then you can just call
markDirtyClient() to update to client
L542[07:20:48] <Pennyw95> I have the same
thing in my baseTE class
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L544[07:21:13] <Pennyw95> but
worldObj.markBlockForUpdate(getPos()) is inside !world.isRemote for
me...is that the mistake?
L545[07:21:33] <McJty> No that's where it
should be
L546[07:22:05] <Pennyw95> I mean, I
override markDirty to be {super.markDirty; if(!isRemote)
worldObj.markBlock..}
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L548[07:22:52] <McJty> Don't do that in
markDirty()
L549[07:23:00] <McJty> Or do you really
need EVERY change on the TE to be synced to the client?
L550[07:23:05] <McJty> That's not very
efficient if that happens a lot
L551[07:23:29] <Pennyw95> I have a custom
NBT method for client stuff...I guess I could use that?
L552[07:24:38] <Pennyw95> Still, my
markDirty() should work, no?
L553[07:26:02] ⇦
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L554[07:26:12] <McJty> It should yes
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L557[07:27:33] <Pennyw95> but for some
reason the client is still out of sync...hm
L558[07:28:00] <Pennyw95> and onDataPacket
and getDescriptionPacket are the methods syncing it, right?
L559[07:28:14] <McJty> if you do it right
yes :-)
L560[07:29:15] <Pennyw95> well, my
variable isn't saved to nbt yet...might it be that? although if I
remove !world.isRemote from update() everything works..
L561[07:34:27]
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L562[07:36:17] <Nitrodev> Is the slot
index param of the Slot method the one used for finding a spcifec
item in a slot
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L565[07:36:34] <Nitrodev> Specific*
L566[07:37:03]
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L567[07:37:09] ***
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L568[07:37:17] <gigaherz> Nitrodev: what
"slot method" are you talking about?
L569[07:37:34] <Nitrodev> The one used in
addslot
L570[07:37:40] <Nitrodev> Container
L571[07:37:45] <gigaherz> that's not a
method
L572[07:37:51] <gigaherz> that's a
constructor
L573[07:37:56] <Nitrodev> Fuck java
L574[07:38:02] <Nitrodev> My*
L575[07:38:07] <gigaherz> "new
Slot"
L576[07:38:16] <gigaherz> the
"new" keyword kinda gives it away ;P
L577[07:38:16] <Nitrodev> Ah
L578[07:38:29] <Pennyw95> @gigaherz: does
getDescriptionPacket get called on markDirty?
L579[07:38:34] <Nitrodev> I gotta remember
these things
L580[07:38:47] <gigaherz> Pennyw95: no, it
gets called on the block update method
L581[07:38:55] <gigaherz> can't remember
which one it was
L582[07:38:56] <gigaherz> XD
L583[07:39:26] <Nitrodev>
Onblockupdate?
L584[07:39:31]
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L585[07:39:32] <gigaherz> no
L586[07:39:35] <gigaherz> those are
*events*
L587[07:39:40] <gigaherz> they are called
when things happen
L588[07:39:48] <Nitrodev> Ah
L589[07:39:51] <gigaherz> you don't call
them yourself
L590[07:40:15] <Nitrodev> Okay
L591[07:40:29] <Pennyw95> activated?
L592[07:40:35] <gigaherz> I can't remember
if it was world.markBlockForUpdate();
L593[07:41:13] <Pennyw95> Anyway my
problem is, my client gets out of sync when I surround the
important stuff in my TE's update() inside
if(!worldObj.isRemote)
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L595[07:41:24] <McJty> Pennyw95, perhaps
show us your code
L596[07:41:27] <McJty> Hard to debug
blindly
L598[07:41:42] <Nitrodev> Now is the
slotindex param used in finding if a slot has a specific item
L599[07:41:54] <gravityfox> hey
L600[07:42:01] <gravityfox> i have an
issue
L601[07:42:09] <gravityfox> when i use
gradle to build a jar
L602[07:42:12] <McJty> Nitrodev, the slot
index just refers to a specific slot
L603[07:42:14] <gigaherz> yep
L604[07:42:15] <gravityfox> the source is
correctly remapped
L605[07:42:16] <gigaherz>
markBlockForUpdate
L606[07:42:22] <gravityfox> but when i
build a shadowjar
L607[07:42:22] <gigaherz> will cause mc to
send the contents of the chunk
L608[07:42:23] <gravityfox> it isn't
L609[07:42:27] <McJty> Pennyw95, more
code
L610[07:42:30] <Nitrodev> Okay
L611[07:42:32] <Pennyw95> coming
L612[07:42:33] <gigaherz> which makes mc
send the tileentities
L613[07:42:41] <gigaherz> which makes mc
call getDescriptionPacket
L614[07:42:49] <Pennyw95> well my
overridden markDirty calls it...
L615[07:43:12] <gigaherz> that seems
excessive
L616[07:43:16] <boboch3> Hello guys. I
have to know if a player is moving from the server side. I tryed
player.motionX and Z, player.moveForward and move Straf but these
value sare always 0. Any idea to know if a player is moving from
the server side? Any help will be appreciate. Thanks in advance
:)
L617[07:43:23] <gigaherz>
markBlockForUpdate can cause lag ifit's called too often
L618[07:43:28] <gigaherz> can't you use
your own packet?
L619[07:43:29] <Nitrodev> Well i gotta get
more into this once i get home :/
L620[07:43:33] <gigaherz> a minimal one
with just the necessary numbers
L621[07:43:46] <gigaherz> or do you need
to sync inventory contents and such?
L622[07:43:54] <gigaherz> those usually
only matter on the server
L623[07:44:03] <gigaherz> and get synced
by the Gui
L624[07:44:18] <Pennyw95> I have custom
nbt only with client vars for the descriptionpacket though
L625[07:44:34] <McJty> Pennyw95, it is
likely the bug is elsewhere so it would be nice to see the rest of
the code
L626[07:44:36] <Pennyw95> it's just a
fluid that the TESR needs to tessellate
L628[07:45:00] <gigaherz> Pennyw95: yes
but it will send *ALL* tileentities in the chunk
L629[07:45:18] <McJty> Pennyw95, and the
rest of the TE?
L630[07:45:22] <McJty> Pennyw95, don't cut
away code please
L631[07:45:45] <Nitrodev> Yeah that's not
useful
L632[07:45:55] <gigaherz> no wait
L633[07:46:03] <gigaherz> it has a list of
blocks that chanced within the chunk
L634[07:46:06] <gigaherz> nevermind the
last line
L635[07:46:11] <Pennyw95> there's not much
else... a method called getTankFluid() that returns a fluid and the
nbt
L636[07:46:19] <Pennyw95> holy shit
wait
L637[07:46:22] <McJty> Pennyw95,
readFromNBT and so on
L638[07:46:25] <Pennyw95> my variable is
not saved to nbt
L639[07:46:26] <McJty> Pennyw95, there
should be a lot more code
L640[07:46:30] <McJty> Exactly...
L641[07:46:41] <Pennyw95> without
!world.isRemote it worked though...
L642[07:46:56] <McJty> Because then you
would do the calculation on the client too most likely
L643[07:47:02] <Pennyw95> sure
L644[07:47:05] <gigaherz> waht does your
getDescriptionPacket look like? and your onDataPacket?
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L647[07:47:38] <Pennyw95> I'll save the
var to nbt and that should fix it
L648[07:47:45] <gigaherz> so you use
writeToNBT to sync
L649[07:47:50] <gigaherz> but you dont'
write the var to NBT
L650[07:47:53] <gigaherz> and you wonder
why it's not synced ;P
L651[07:48:00] <Pennyw95> silly me
L652[07:48:12] <masa> aww crap... why do I
have to do stupid decisions while implementing stuff...
L653[07:48:39] <Nitrodev> What kind of
decisions?
L654[07:49:11] <Pennyw95> how would you
save a Fluid to nbt? fluid, not fluidstack
L655[07:49:21] <masa> a year ago when I
changed my items to be modular, for some reason I decided to do the
module selection with an indext hat does not point to the actual
module slot positions, but instead it searches for the n-th
matching module of that type ;_;
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L657[07:49:45] <Nitrodev> Ok
L658[07:49:52] <masa> and now I have new
items I'm working on that instead use the actual positions and can
thus point to empty slots
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L661[07:50:48] <masa> I guess I'll change
all the old stuff so that when cycling the module selection it will
search for the next matching module and store the actual
position
L662[07:51:15] <Pennyw95> I mean, I can
save the fluidstack but fluid would be better since I only need
that for rendering
L663[07:51:30] <masa> hmm although, then
if the user moves the modules then it will point to empty spots,
which is not exactly what I want with the old items..
L664[07:52:06] <masa> Pennyw95: isn't
fluid basically just a string ie. the name?
L665[07:52:30] <masa> and then you can get
the fluid from the FluidRegistry based on that name
L666[07:52:41] <Nitrodev> Any kind of
programmin=90% bugfixing 10% actual features
L667[07:52:57] <Nitrodev> Atleast that's
what i've heard
L668[07:54:15] <Pennyw95> sure
L669[07:55:45] <Pennyw95> actually I might
need the fluidstack...I should override writeToNBT in my custom
recipe class and use that inside the TE
L670[07:56:34] <Nitrodev> Im guessing
fluidstack is like itemstack but with fluids instead of items
L671[07:56:43] <Pennyw95> yes, saves fluid
and quantity
L672[07:57:00] <Nitrodev> Okay just
checking
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L674[07:58:09] <masa> yay the new item is
working
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L676[07:59:52] <masa> ffs the inverted
armor slot numbering strikes again ;_;
L677[08:00:12] <masa> that is some serious
bullshit
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L686[08:04:48] <masa> uh what
L687[08:05:02] <McJty> Pennyw95,
setString. Not setTag
L688[08:05:12] <masa> why not just
nbt.setString("TagName",
"whateverstring");
L689[08:05:14] <McJty>
nbt.setString("research", "xxx")
L690[08:05:37] <Pennyw95> with xxx being
my variable? okay then, I'm always overcompicating
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L699[08:16:42] <Nitrodev> Hi willie
L700[08:16:46]
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L701[08:17:02] <williewillus> hey
L702[08:18:19] <Nitrodev> Well i will see
you in about 30min
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L704[08:19:32] <Pennyw95> so it's m
L705[08:19:46] <Pennyw95>
world.markBlockForUpdate that can cause lag? reloading the whole
chunk?
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L707[08:21:36] <gigaherz> Pennyw95: no I
read the code better
L708[08:21:42] <gigaherz> it remembers
which blocks were marked
L709[08:21:48] <gigaherz> doesn't send the
whole chunk's data
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L711[08:21:53] <Pennyw95> oh nice
L712[08:22:07] <gigaherz> it's still
heavier than using a custom packet without NBT
L713[08:22:11] <McJty> But it will cause
the entire chunk to be rerendered though
L714[08:22:16] <McJty> At least I
think
L715[08:22:18] <gigaherz> yes that it
will
L716[08:22:29] <gigaherz> well not entire
chunk
L717[08:22:38] <gigaherz> I think there's
sub-chunk meshes
L718[08:22:44] <McJty> Is there?
L719[08:22:59] <gigaherz> the memory is
too faint to say for certain
L720[08:23:23] <gigaherz> but I recall
something about 1.8 doing sub-chunk meshes
L721[08:23:27] <gigaherz> that's why
unlike older versions
L722[08:23:33] <McJty> Would be nice
L723[08:23:37] <gigaherz> if you trick 1.8
to show you behinda block
L724[08:23:41] <gigaherz> you don't see
every single cave
L725[08:23:57] <gigaherz> but I could be
mistaken
L726[08:24:02] <gigaherz> or I could have
dreamed it
L727[08:24:38] <williewillus> depends on
if one of the million isFullBlock/isNormalCube/whatever methods
returns true
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L730[08:29:29] <masa> bleh why didn't
mojang add the validity checks for armor into the
isItemValidForSlot() inside the InventoryPlayer, instead they have
it in the Slots in the container ;_;
L731[08:32:15] <gigaherz> masa: if they
did, there wouldn't be those mods that allow you to place torches
on your head slot! ;P
L732[08:33:01] <geratheon> That does not
sound that bad at all ..
L733[08:33:27] <masa> gigaherz: well
nothing is stopping you from doing the setInventorySlotContents()
enyway :p
L734[08:33:30] <masa> *any
L735[08:34:48] <Pennyw95> @gigaherz: so,
after I save my data to NBT, will I need markBlockForUpdate or will
markDirty suffice?
L736[08:35:58] <McJty> Pennyw95,
markDirty() does not sync to client
L737[08:36:13] <gigaherz> markDirty just
tells the save system that the block needs to be saved to
disk
L738[08:36:21] <Pennyw95> yes! using
markBlockForUpdate solves it :D
L739[08:36:28] <gigaherz> and notifies
neighbouring blocks that there was a change
L740[08:36:43] <gigaherz> meanwhile,
markBlockForUpdate notifies the clients that the block has
changed
L741[08:36:49] <gigaherz> different
purposes ;P
L742[08:36:54] <Pennyw95> okay I get
it
L743[08:37:06] <Pennyw95> so markDirty is
more for saving data on nbt
L744[08:37:29] <gigaherz> yes but it
doesn't cause data to be saved
L745[08:37:35] <gigaherz> it only marks
the tileentity
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L747[08:37:41] <gigaherz> so that next
time the save runs
L748[08:37:44] <gigaherz> it will be
included
L749[08:37:59] <Pennyw95> oh, so even if I
override the nbt methods but don't markDirty anywhere inside
update() data won't be saved?
L750[08:38:20] <gigaherz> basically
L751[08:38:50] <Pennyw95> cool
L752[08:39:10]
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L753[08:39:12] <Pennyw95> I guess calling
markBlockForUpdate every 30 or 40 ticks will mild its peformance
demands
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L763[08:59:36] <Nitrodev> alright i'm
back
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L767[09:03:38] <Pennyw95> Something's
wrong...those nbt override the variables changed inside update()
and persist even if I break and replace the TE...
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L769[09:06:03] <Nitrodev> in 1.8 what is
the preface i need to use of events
L770[09:06:11] <Nitrodev> in a
enventhandler class
L771[09:09:41] <Nitrodev> nvm i got
it
L772[09:09:57] <Nitrodev> i just need to
find the event types
L773[09:10:08] <Nitrodev> or methods
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L781[09:22:08] <masa> what would be good
options for uploading short video clips, or should I just go with
youtube?
L782[09:22:13] <Pennyw95> is order
important while writing/reading nbt?
L783[09:22:19] <masa> gfycat quality seems
like complete crap
L784[09:22:44] <masa> Pennyw95: no, only
inside a TagList or the byte or array types obviously
L785[09:22:52] <Pennyw95> phew,
thanks
L786[09:22:52] <PaleoCrafter> ShareX works
pretty well
L787[09:23:00]
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L789[09:24:05] <masa> uh, that seems to be
a recording software?
L790[09:24:23] <masa> I'm asking for a
site/service where to upload a clip
L791[09:24:38] <PaleoCrafter> Oh, no clue
then xD
L792[09:24:51] <masa> well I'll just
upload to youtube then I guess
L793[09:25:49] <Nitrodev> does mc use java
8?
L794[09:30:47] <williewillus> mojang
compiles for 6, their launcher bundles 8
L795[09:30:54] <williewillus> most modders
use 7
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L797[09:35:08] <Nitrodev> aslright
L798[09:35:26] <Nitrodev> i was just
looking at the java books available at the librarys near me
L799[09:35:44] <Nitrodev> and realized
every single one that is useful is already borrowed
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L802[09:36:00] <Nitrodev> that or they are
so long ways away it won't be good
L803[09:38:58] <Nitrodev> okay the slot
that the crafting result will appear in is done
L804[09:39:10] <Nitrodev> now i think i
need a custom craftingmanager don't i?
L805[09:41:26] <masa> do you?
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L807[09:41:37] <masa> is it going to be a
normal recipe?
L808[09:42:37] <Nitrodev> what do you mean
by that?
L809[09:43:11] <masa> well is it a normal
minecraft recipe that you register to the gameregistry?
L810[09:43:25] <masa> or is it only usable
in your block
L811[09:43:34] <Nitrodev> only in my
block
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L813[09:47:49] <AEnterprise> i'm updating
my workspace to 1.8.9 but gradle sais that the mcp mappings are for
1.8.8, is that normal or did i mess something up?
L814[09:48:39] <Nitrodev> just use
1.8.8
L815[09:48:50] <Nitrodev> if you can't fix
it that is
L816[09:49:06] <masa> did you change the
mappings?
L817[09:49:27] <williewillus> 1.8.8/9
mappings should be interchangeable
L819[09:50:00] <AEnterprise> updated
mappings to "stable_20"
L820[09:50:11] <AEnterprise> as that's
what's in the build.gradle file when i download the mdk for
1.8.9
L821[09:50:15] <williewillus> those should
be fine
L822[09:51:16]
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L823[09:51:18] <AEnterprise> alright, just
wanted to make sure i didn't mess something up
L824[09:51:20] <masa> I seem to be using
20151230
L825[09:51:46] <Halonium> Quick
opionionative question: should I return a boolean true on methods
that can't fail? Just for consistency?
L826[09:52:10] <Halonium> Wow I botched
opinionative
L827[09:52:37] <masa> well is the value
used anywhere? if it can't fail then I don't really see the
point
L828[09:53:08] <AEnterprise> on to porting
my mod then thanks
L829[09:53:21] <Halonium> Just for
consistency, if the user of the class expects it to return a
boolean to ensure it successfully completed it's function
L830[09:53:50] <gigaherz> I use snapshots
for mappings
L831[09:54:00] <williewillus> gigaherz:
there's a stable for 1.8.8 now
L832[09:54:01] <gigaherz> whenever I
update forge, I put today's date in the mappings
L833[09:54:02] <masa> hmm, is returning
boolean on success a java thing? I'm more used to C where 0 is
success and anything else is usually an error
L834[09:54:02] <gigaherz> XD
L835[09:54:05] <williewillus> Halonium:
what kind of situation?
L836[09:54:17] <gigaherz> williewillus:
only because mcp switched to 1.8.9
L837[09:54:27] <gigaherz> so the latest
for 1.8.8 became the "stable" for it
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L839[09:54:33] <gigaherz> the one that's
unlikely to change
L840[09:55:00] <AEnterprise> so what's the
best to use then? 1.8.8 mappings or the latest 1.8.9 mappings
snapshot?
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L842[09:55:14] <gigaherz> masa: no, many
languages do that
L843[09:55:18] <Halonium> williewillus,
like, if I was creating a method for an object that changes an
instance variable with some other logic thrown in. It can't fail,
so should I return a boolean true? Or just not return
anything.
L844[09:55:43] <gigaherz> masa: there's a
set of languages that use "status codes" as return
values
L845[09:55:48] <gigaherz> and status codes
are often 0=ok
L846[09:55:54] <gigaherz> and often < 0
= error
L847[09:56:00] <gigaherz> > 0 = success
with a specific value
L848[09:56:02] <AEnterprise> if it can't
fail there is no point in returning anythin i'd think
L849[09:56:11] <AEnterprise> if it can't
fail nobody will ever be testing for it
L850[09:56:12] <gigaherz> but there's
another set that use exceptions to signal errors
L851[09:56:23] <gigaherz> in which case
they don't use error returns at all ;P
L852[09:56:42] <Halonium> AEnterprise,
fair enough :)
L853[09:56:48] <gigaherz> and then in
between, there's specific functions, like C#'s
"TryGetValue" or "TryParse"
L854[09:56:53] <gigaherz> that return the
value as an "out" param
L855[09:56:59] <gigaherz> and return a
boolean to indicate success
L856[09:57:45] <gigaherz> AEnterprise: if
you use 1.8.8 forge, use latest 1.8.8 mappings
L857[09:57:57] <gigaherz> if you use 1.8.9
forge, and you should, use latest 1.8.9 snapshot
L858[09:58:07] <AEnterprise> ok, 1.8.9
mappings it is then
L859[09:58:35] <gigaherz> forge now
generates an srg-named source jar
L860[09:59:11] <gigaherz> which allows
people to include the source jar regardless of mappings
L861[09:59:15] <gigaherz> although no idea
how you achieve that ;P
L862[09:59:30] <Wuppy> ugh I'm broke now
:V
L863[09:59:38] <Wuppy> why are clothes so
expensive
L864[09:59:41] <gigaherz> I have been
brokw a while
L865[09:59:43] <gigaherz> still no
job
L866[09:59:50] <gigaherz> so I'm not
becoming un-broke any time soon
L867[10:00:06] <Wuppy> I'm a studnet so
yeha... no income for me either
L868[10:00:18] <gigaherz> I'm not a
student though
L869[10:00:21] <gigaherz> I have bills to
pay
L870[10:00:22] <gigaherz> and rent
L871[10:00:23] <gigaherz> XD
L872[10:00:27] <Wuppy> so do I
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L877[10:03:49] <Pennyw95> now this is
really weird...if I break my TE and spawn another one the nbt data
the previous one saved are still loaded...wtf
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L879[10:04:57] <williewillus> it might not
be getting destroyed properly
L880[10:04:58] <williewillus> maybe
L881[10:05:44] <Pennyw95> but there are
println()s inside update() and they stop when I break it so I think
it got killed
L882[10:05:50] <williewillus> lol trying
to figure out why model is missing, open up json, bottom line is
filled with wwwwwwaaaaaaa's
L883[10:05:54] <Pennyw95> and thye new one
spawns with the former's nbt
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L886[10:08:11] <Lapiman> so I have a Ruby
on Rails app that generates .java mod files. What's the bare
minimum forge setup i need server-side to get the java
compiled?
L887[10:08:14]
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L889[10:08:51] <diesieben07> Lapiman,
build.gradle and a gradle installation or the gradle wrapper.
L890[10:09:10] <diesieben07> then you put
the java files in src/main/java and run gradlew build. it will do
all it needs to do provided it has internet access
L891[10:09:25] <diesieben07> (or gradle
build if you are not using the wrapper of course)
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L893[10:11:11] <Lapiman> woo... that's
hard
L894[10:11:16] <diesieben07> hard?
:D
L895[10:12:14] <Lapiman> lol...
L896[10:12:23] <diesieben07> what is
hard?
L897[10:12:28]
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L898[10:12:30] <Lapiman> i'm trying to
mull over how i'd do that in the context of Rails
L899[10:12:54] <diesieben07> you just have
to spawn a process
L900[10:15:00] <gigaherz> Lapiman: just
being able to run "gradlew setupCIWorkspace build" should
be enough
L901[10:15:12] <gigaherz> it's just
running a process with some args
L902[10:15:38] <gigaherz> (CI Workspace is
the bare mimimum needed for automated compilation)
L903[10:15:56] <diesieben07> you don't
need setupCIWorkspace anymore
L904[10:16:00] <gigaherz> no?
L905[10:16:08] <diesieben07> no
L906[10:16:19] <gigaherz> so you use
somethign else instead? or just "gradlew build"?
L907[10:16:24] <diesieben07> just
build
L908[10:16:28] <gigaherz> hmm
interesting
L909[10:17:47]
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L910[10:17:55] <masa> when did you then
need setup ci before a build? I don't remember ever doing
that
L911[10:17:58] <Kobata> It's done setupCI
automatically for a while, it just occasionally breaks so it's
still a bit useful to do it
L912[10:18:34] <gigaherz> dunno when I was
taught how to setup travis
L913[10:18:39] <gigaherz> I was told to
use setupCIWorkspace
L914[10:18:41] <PaleoCrafter> masa, you
never really needed it
L915[10:18:45] <gigaherz> maybe the
tutorial or example I copied from
L916[10:18:54] <Kobata> I've had travis
doing it in the install step, but that's mostly just because
L917[10:18:56] <PaleoCrafter> you just
might have had your CI do a lot of unnecessary work :D
L918[10:19:17] <Kobata> (And the one time
that ci was entirely broken so I needed to have it on setupDecomp
even on travis for a week)
L919[10:19:20] <Lapiman> gigaherz: so the
process is just...
L920[10:19:24] <diesieben07> on travis you
can enable the cache so yeah
L921[10:19:27] <Lapiman> create empty
folder, dump the goodies in,
L922[10:19:33] <gigaherz> Lapiman:
"gradlew" is a shell script that installs gradle if not
present
L923[10:19:35] <diesieben07> you could
even decomp on travis and it would be fast
L924[10:19:38] <Lapiman> run gradelew
setupCIWorkspace build?
L925[10:19:41] <gigaherz> and then runs
gradle with the provided args
L926[10:19:42] <Lapiman> three
steps?
L927[10:19:43] <gigaherz> no just
L928[10:19:48] <gigaherz> "gradlew
build"
L929[10:20:01] <gigaherz> one step.
L930[10:20:10] <gigaherz> gradlew script
with the "build" cmdline param
L931[10:20:15] <diesieben07> well you have
to have the build.gradle and the gradle wrapper
L932[10:20:22] <gigaherz> well yes
L933[10:20:34] <gigaherz> that's assuming
the gradle wrapper and a valid build.gradle are present
L934[10:20:36] <Lapiman> so just create a
directory with all the java goodies + gradle wrapper and build
file
L935[10:20:46] <diesieben07> yes
L936[10:20:48] <gigaherz> then launch the
buildscript
L937[10:20:50] <MattDahEpic> where does
the game spawn lightning?
L938[10:20:52] <Lapiman> then gradlew
build and it'll put a jar in the directory?
L939[10:21:04] <gigaherz> it will output a
jar into build/libs/
L940[10:21:15] <Lapiman> nice!
L941[10:21:17] <gigaherz> with the name
and version number specified in the build.gradle
L942[10:21:26] <gigaherz> although
L943[10:21:36] <diesieben07> MattDahEpic,
WorldServer.updateBlocks
L944[10:21:36] <gigaherz> you should look
at the folder structure for a common mod environment
L945[10:21:44] <gigaherz> since the
sources are meant to be in src/main/java
L946[10:22:04] <Lapiman> yeah, I already
have the structure down
L947[10:22:16] <gigaherz> ok then
L948[10:22:17] <gigaherz> yeah
L950[10:22:30] <gigaherz> basically this
is a simple "standalone" setup
L951[10:22:40] <gigaherz> the repo
contains everything needed for an automated build, if I were to
enable it
L952[10:22:48] <gigaherz> no wait not this
one
L953[10:22:53] <gigaherz> I didn't upload
the gradle wrapper there
L954[10:22:54] <gigaherz> XD
L956[10:23:06] <gigaherz> this one
is
L957[10:23:11] <MattDahEpic> i am severely
dissappointed that dire's new 1.8 server lp doesnt have any of my
mods
L958[10:23:17] <gigaherz> build.gradle,
gradle/wrapper, and the src/* folders
L959[10:23:39] <williewillus> MattDahEpic:
is there a mod list anywhere?
L960[10:23:57] <MattDahEpic> williewillus,
i dont see my debug screen stuff
L961[10:24:30] ⇦
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L962[10:25:29] <Lapiman> gigaherz: that's
super useful, tyvm
L963[10:25:47] <Lapiman> actually while
I'm here I should ask - does what I'm making sound like something
people would use?
L964[10:26:07] <diesieben07> what is it?
:D
L965[10:26:09] <Lapiman> a webapp where
you specify blocks and items through forms and then it spits out a
usable .jar
L966[10:26:30] <Lapiman> and recipes, etc
etc
L967[10:26:31] <diesieben07>
ohgodpleaseno.
L968[10:26:43] <Lapiman> uh oh
L969[10:26:49] <diesieben07> mcreator
2.0?! :D
L970[10:27:04] <williewillus> mcreator?
0.o
L971[10:27:10] <williewillus> is that the
crappy mod generator program thing
L972[10:27:13] <diesieben07> yes
L973[10:27:14] <MattDahEpic> yes
L974[10:27:27] <gigaherz> well, i'd see an
use for something that generates boilerplate code for recipes and
blocks and items
L975[10:27:33] <gigaherz> but outputting
compiled jars...
L976[10:27:40] <gigaherz> I can't see
anything good coming out of that ;P
L977[10:27:48] <Lapiman> well, right now
it outputs a .zip with boilerplate code
L978[10:28:02] <gigaherz> Imean the point
of mods
L979[10:28:07] <gigaherz> is that they add
new mechanics and stuff
L980[10:28:12] <MattDahEpic> also he lists
the mods in the episode
L982[10:28:31] <MattDahEpic> around
4min
L983[10:28:54] <gigaherz> so unless you
also have a means to write code snippets for handling events suchas
item use
L984[10:28:59] <gigaherz> ... but :/
L985[10:29:18] <gigaherz> that'd open the
doors to modding ot people without the necessary knowledge to have
a working common sense
L986[10:29:36] <gigaherz> it's probably
not a good choice to let those people have direct access to the mc
internals ;P
L987[10:29:49] <Lapiman> yeah, all it'd be
capable of spitting out would be crappy little here's a new ore and
associated toolset :(
L988[10:30:23] <Lapiman> but as a
boilerplate generator, me as a modder I definitely see the use for
that
L989[10:30:34] <gigaherz> yeah
L990[10:30:52] <gigaherz> assuming your
poilerplate code follows good practices ;P
L991[10:31:26] <diesieben07> not like
mcreator with literally just imports EVERY SINGLE CLASS.
EVERYWHERE.
L992[10:31:31] <williewillus> import
*
L993[10:32:06] <Lapiman> oh God.
L994[10:32:22] <Lapiman> so it doesn't
know how to import mypackage.blocks.*
L995[10:32:39] ⇦
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L996[10:32:41] <diesieben07> it just lists
all net.minecraft packages and does a * import on them
L997[10:32:51] <Lapiman> T_T
L998[10:33:35] <Lapiman> i have some
complex code that organizes all the import lists through ruby and
it comes out looking proper
L999[10:33:50] <williewillus> what happens
when, you know, name clashes? :p
L1000[10:33:58] <diesieben07> it probaly
just explodes
L1001[10:34:04] <diesieben07> mcreator
code explodes all the time
L1002[10:34:09] <Wuppy> what's
mcreator?
L1003[10:34:15] <Wuppy> because that
sounds horrible
L1004[10:34:22] <MattDahEpic> it makes
shit mods
L1005[10:34:25] <diesieben07> it's a
program that lets you create mods with a gui
L1006[10:34:29] <Lapiman> Wuppy:
Minecraft mod .jar generator program made by some Russian
fellas
L1007[10:34:40] <Wuppy> ugh those are
shit even if the generated code is perfect :|
L1008[10:34:45] <diesieben07> it is
basically just a collection of templates
L1009[10:34:53] <diesieben07> and you
input your names and it spits out code
L1010[10:35:04] <Lapiman> sigh... that's
my app too, basically just a collection of templates :|
L1011[10:36:11] <Wuppy> oh wow, except
for the import part, that looks surprisingly impressive
L1012[10:36:32] <MattDahEpic> its
not
L1013[10:36:33] <diesieben07> it can't do
as much as you would think, really
L1014[10:36:41] <diesieben07> it can spit
out generic ores with tool sets
L1015[10:36:52] <diesieben07> and then
maybe an entity which behaves like a zombiew
L1016[10:36:54] <diesieben07> great!
:D
L1017[10:37:15] <Wuppy> the options I saw
on block creation looked rather extensive though
L1018[10:37:33] <diesieben07> idk
L1019[10:37:35] <diesieben07> i never
used it
L1021[10:37:56] <Wuppy> but even if it's
the most impressive mod generator it's still pure shit :V
L1022[10:38:10] <Wuppy> to make mods you
need to learn how to program, simple as that
L1023[10:38:15] <Pennyw95> is it that
important to use !world.isRemote inside a TEs update() method
:\
L1024[10:38:18] <Lapiman> neat and
proper, hopefully
L1025[10:38:27] <williewillus> Pennyw95:
depends what you want to do
L1026[10:38:32] <MattDahEpic> Lapiman,
the config is not the mod instance
L1027[10:38:37] <williewillus> lol
L1028[10:38:49] <diesieben07> yeah adn
there is a type missing on the instance field
L1029[10:39:04] <diesieben07> and
instnace is a static field, so don't prefix accesses with
this
L1030[10:39:11] <Pennyw95> well my TE
controls a multiblocks that produces fluids based on inputs...it
has variables like the current recipe, the costs...etc
L1031[10:39:19] <diesieben07> and the
class names in @SidedProxy are missing the package name
L1032[10:39:23] <Lapiman> shit, this is
an old file...
L1033[10:39:34] <Lapiman> shit shit shit.
this needs work
L1034[10:39:36] <williewillus> Pennyw95:
I think only the server should do that
L1035[10:39:50] <gigaherz> Pennyw95: it's
good practice to leave the logic to the server, and just do the
minimal work on the client
L1036[10:39:56] <gigaherz> it is possible
to update both
L1037[10:40:03] <Pennyw95> the client
needs to be aware of the currentrecipe because it needs some of its
variables to tessellate different things. The thing is, when I put
all of it inside !world.isRemote I need to sync the TE and my head
is exploding
L1038[10:40:12] <gigaherz> but it can
desync
L1039[10:40:12] <williewillus> ah
L1040[10:40:18] <gigaherz> and then you'd
have erratic behaviour
L1041[10:40:19] <williewillus> keep it
all serverside
L1042[10:40:20] <gigaherz> look at the
item frames
L1043[10:40:23] <gigaherz> when the item
pops off
L1044[10:40:25] <williewillus> and sync
only the stuff it needs to render differently
L1045[10:40:29] <gigaherz> the client
chooses a random number
L1046[10:40:32] <gigaherz> and the server
a different one
L1047[10:40:42] <gigaherz> so the server
appears to jump in one direction
L1048[10:40:44] <gigaherz> but it's
elsewhere
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L1050[10:40:59] <williewillus> for that
record, I wonder why XP orbs don't have that problem
L1051[10:41:02] <gigaherz> that's the
kind of stuff that happens when you allow the client to choose for
itself
L1052[10:41:05] <williewillus> they also
choose random velocities
L1053[10:41:50] <Pennyw95> doesn't sound
good
L1054[10:42:14]
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L1055[10:42:23] <Lapiman> so this is for
a class, i have to finish this because it's for a grade and all
but
L1056[10:42:27] <Lapiman> real talk:
should i ever release this
L1057[10:42:35] <Lapiman> or should i
graduate and let it die in a hole
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L1059[10:44:30] <Pennyw95> so what I need
to do is have the logic handled by the server, then at then end of
update(), put worldObj.markBlockForUpdate and MarkDirty(), to sync
the client and save data. This means I have to save to NBT every
variable. Correct?
L1060[10:45:07] <williewillus> only tell
the client what it needs to render
L1061[10:45:44] <Pennyw95> onDataPacket
and getDescription packet only receive data from readCustomNBT, in
which I write client variables. The other in the standard
readFromNBT
L1062[10:46:06] <Pennyw95> the other
variables the client doesn't need
L1063[10:47:26] <Pennyw95> not that I
plan on doing it, but wouldn't using this.writeToNBT solve the
proiblem alltogether? like, automated syncing with descritpion
packets?
L1064[10:47:52] <gigaherz> thing is, do
you need all the data in the client? ALL of it?
L1065[10:48:08] <Pennyw95> definitely
not, but it's so complicated lol
L1066[10:48:12] <gigaherz> vanilla blocks
don't normally send the contents
L1067[10:48:27] <gigaherz> they just send
a minimal state that lets them draw correctly
L1068[10:49:40] <Pennyw95> the most
important variable in my TE is the recipe object, which contains
all the other variables for crafting...how about I write NBT saving
and reading methods in the recipe class and then call it in TE's
class?
L1069[10:49:49] <williewillus> that could
work
L1070[10:50:02] <MattDahEpic> dang i cant
figure out how to make patch files for the forge dev env
L1071[10:50:38] <williewillus> gradle
genPatches?
L1072[10:50:55] <Pennyw95> but then I'd
have to send the client all the recipe object's vars...not
efficient
L1073[10:51:01] <MattDahEpic> no, how to
actually write the changes so that they'll be genPatchesd
L1074[10:51:14] <williewillus> change the
vanilla code inside the "Forge" project
L1075[10:51:53] <MattDahEpic> i dont have
vanilla code to chage
L1076[10:51:58] <MattDahEpic> im using
idea
L1077[10:52:10] <williewillus> well the
idea is borked
L1078[10:52:17] <williewillus> i use
eclipse for forge PR's :p
L1079[10:52:26] <williewillus> you should
have vanilla code under specifically
projects/Forge/src/main/java/net/minecraft
L1080[10:52:45] <MattDahEpic> Abrar|gone,
y idea forge project borked?
L1081[10:52:45] <williewillus> and you
change that and genPatches compares it to the vanilla code in
projects/Clean and generates patches for you
L1082[10:52:57] <williewillus> that's
what diesieben said at least ;p
L1083[10:53:16] <williewillus> I couldn't
figure out what to import in idea so I just used eclipse
L1084[10:54:40] <AEnterprise> yeah the
idea setup part is broken atm
L1085[10:54:58] <AEnterprise> they still
need to fix it
L1086[10:55:14] <williewillus> I spend
little enough time in there anyway I just use eclipse and it's all
easy
L1087[10:57:01] <Nitrodev> i'm guess that
for the recipes of my 5x5 crafting table i need to make a custom
craftingmanager
L1088[10:57:19] <MattDahEpic> using the
forge project gives me minecraft but not forge
L1089[10:58:20] <williewillus> just bite
the bullet and use eclipse for a bit ;p
L1090[10:58:30] <MattDahEpic> i dislike
eclipse
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L1092[10:59:05] <gigaherz> me too, but
atm it's the less painful choice when it comes to modifying
forge
L1093[10:59:37] <MattDahEpic> everyone
yell at abrar to fix it then
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())
L1095[11:00:57] <williewillus> well in my
case of PR I was in and out of there within 10 minutes so :p
L1096[11:01:35]
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L1099[11:04:18] <Nitrodev> oh gawd i have
no diea how to make a custom craftingmanager
L1100[11:06:10] <Nitrodev> nvm i got
it
L1101[11:06:19]
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L1102[11:07:43] <LatvianModder> well that
was quick
L1103[11:08:09] <williewillus> lol
L1104[11:16:13] <Pennyw95> I assume
markBlockForUpdate and MarkDirty should be used only inside
!world.isRemote, right?
L1105[11:16:36] <diesieben07> markDirty
yes, markBlockForUpdate can also make sense on the client
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L1107[11:16:54] <Pennyw95> so if I call
them both only the server, no problems should arise
L1108[11:16:59] <Pennyw95> from the
server*
L1109[11:17:11] <diesieben07> it depends
on what you are trying to do.
L1110[11:17:36] <Pennyw95> sync TE data
with the client
L1111[11:17:44]
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L1112[11:18:00] <diesieben07> how often
does the data change?
L1113[11:18:15] <williewillus> can't you
just send a vanilla packet with your own NBT?
L1114[11:18:36] <diesieben07> yes, but
don't do that if the data like... changes a lot.
L1115[11:18:43] <diesieben07> because it
re-renderes the whole chunk on the client.
L1116[11:18:50] <diesieben07> afaik
L1117[11:19:19] <Pennyw95> tick % 5 == 0
when the TE's isn't activated, no more when it's operating
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L1119[11:19:36] <diesieben07> uh ... why
do you need to send data that often? :O
L1120[11:20:26] <Pennyw95> basically my
TE has to determine the right recipe based on the itemstack and
fluidstack that the player gives it...until the player locks the
recipe, it keeps refreshing the recipe
L1121[11:20:52] <Pennyw95> I mean, check
if the item and fluid give a matching one
L1122[11:20:53] <diesieben07> and the
client needs to know about that? always?
L1123[11:21:28] <Pennyw95> the client
only needs one variable from the recipe for using the tessellator,
I have a custom nbt method for client data that gets sent to
getDescritpionPacket
L1124[11:21:42] <Pennyw95> and the item
variable for animating it
L1125[11:21:58] <diesieben07> so... just
refresh the client when the recipe actually changes?
L1126[11:22:27] <Pennyw95> hm
L1127[11:22:33] <Pennyw95> wait let me
think a little
L1128[11:23:01] <Pennyw95> it's the first
time I do a big thing like this so I'm still fumbling around
L1129[11:24:28] <Pennyw95> basically my
TE has a default recipe to avoid NPEs, then inactive (the player
right clicks a block to activate the crafting) it checks if the
item (input) and fluid (output) are still in place so that when he
locks it so that the recipe will become static, it will be the
right one
L1130[11:24:39] <Pennyw95> when
inactive*
L1131[11:25:05] <diesieben07> and when
exactly does the appearance of your block change in this
process?
L1132[11:25:12] <Pennyw95> basically
if(tick%5==0) recipe = findMatchingRecipe
L1133[11:25:35] <Pennyw95> it displays
the floating item and tessellates the fluid
L1134[11:25:47] <diesieben07> still nto
sure why you check every few ticks instead of when the player
actually puts something in...
L1135[11:25:50] <Pennyw95> so they change
with every recipe
L1136[11:26:01] <diesieben07> just
re-check whenever the inputs change
L1137[11:26:09] <diesieben07> and then
when you determined a new output, sync to the client
L1138[11:26:23] <Pennyw95> Good idea...I
can make a refresh method and put inside the
onBlockActivated?
L1139[11:26:29] <heldplayer> Pennyw95: Do
you mean you want to allow players to craft stuff that has
conflicting recipes?
L1140[11:26:38] <Pennyw95> no no
L1141[11:26:50] <Pennyw95> just a
crafting device, like the tech mods do
L1142[11:26:55] <heldplayer> Ok, I
misunderstood that then, sorry :P
L1143[11:26:59] <Pennyw95> np :)
L1144[11:27:23] <Pennyw95> @diesieben07:
then, if the recipe has changes -> markBlockForUpdate?
L1145[11:27:33] <Nitrodev> ughh this is
way too advanced for me
L1146[11:27:40] <diesieben07> yes
L1147[11:27:44] <Pennyw95> and only the
client relevant variables are sent to the
getDescriptionPacket
L1148[11:27:44] <Nitrodev> this custom
craftingManager stuff
L1149[11:28:26]
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L1150[11:29:47] <Nitrodev> but i'm gonna
copy the code from the vanilla manager and then just tweak the code
until it does what i want it to
L1151[11:30:01] <Nitrodev> that way i
learned to use the last advanced piece of code
L1152[11:33:03] <MattDahEpic> im not
finding a way to get the World instance from WorldInfo
L1153[11:33:07] <MattDahEpic> any
help?
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L1155[11:36:26] <williewillus> that's
because a worldinfo is just info, it can be hooked onto any world,
what do you need a world for and where are you getting
worldinfo?
L1156[11:36:43] <Nitrodev> darn i have no
idea what part of this code refers to the size of the recipe
L1157[11:36:55] <Nitrodev> or does
craftingmanager not do that?
L1158[11:38:12] <MattDahEpic>
williewillus, im making an event that is called when weather
changes, and world info is where weather changes
L1159[11:39:04] <williewillus> you
probably want that event to fire above worldinfo
L1160[11:39:10] <williewillus> i.e.
whatever calls worldInf
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L1163[11:41:30] <Nitrodev> alright the
recipe made now to figure out how i get the custom craftingmanager
to be called in the correct TE
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L1166[11:43:28] <MattDahEpic> well
williewillus the worldinfo functions are called from a lot of
places and i know my PR wont get accepted if i put the event in
evey place worldinfo is called
L1167[11:43:46]
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L1169[11:44:40] <williewillus> a lot of
events get called from 3-4+ places
L1170[11:44:50] <williewillus> just put a
common call in ForgeEventFactory and call that
L1171[11:45:00] <williewillus> and put
all the places it's called from in the javadoc
L1172[11:45:22] <PaleoCrafter> what the
heck, I get an NPE on a line where everything is not null ._.
L1173[11:45:34] <AEnterprise> lol, forge
is complaining in the log that a 'mod' has a direct reference to
System.exit()
L1174[11:45:50] <AEnterprise> offendor is
com/sun/jna/Native.main([Ljava/lang/String;)V
L1175[11:45:50] <MattDahEpic> loopdeloop:
MinecraftServer.getServer().worldServerForDimension(dimension).theChunkProviderServer.worldObj
L1176[11:46:56] <williewillus> why the
loop?
L1177[11:47:36] <MattDahEpic> no... im
going around the problem by getting the world elsewhere
L1178[11:47:53] <Nitrodev> alright the
moment of truth is upon me
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L1180[11:48:08] <Nitrodev> but i have a
dubot that this won't work
L1181[11:48:14] <Nitrodev> doubt*
L1182[11:48:23] <MattDahEpic> i have a bu
bot too
L1183[11:48:27]
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L1184[11:48:29] <MattDahEpic> du
bot*
L1185[11:49:04] ***
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L1186[11:49:13] <Nitrodev> yeah doesn't
work
L1187[11:49:36] <Nitrodev> now i need to
find out why
L1188[11:49:37] <williewillus> why is
worldServerForDimension(dim) not give you a good world object to
use?
L1189[11:50:06] <Nitrodev> and i'm not
going to give you guys my code because i know you will judge my way
of doing this
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L1191[11:50:43] <williewillus> welp
L1192[11:51:33] <PaleoCrafter> yay,
shade's OBJ loader is borked ._.
L1193[11:52:55] <Nitrodev> i really
shouldn't have done that
L1195[11:54:09]
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L1196[11:54:38] <williewillus>
PaleoCrafter: group vis problems? :p
L1197[11:54:44] <PaleoCrafter> yep
L1198[11:55:32] <PaleoCrafter> the loader
is far from graceful
L1199[11:55:46] <Nitrodev> welp i fond a
serious bug in my code
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L1201[11:56:12] <williewillus>
PaleoCrafter: yeah the pylons in botnaia are all screwy
L1202[11:56:19] <williewillus> because
the groups aren't applying correctly
L1203[11:56:34] <PaleoCrafter> well, it
kinda all works for me
L1204[11:56:48] <PaleoCrafter> but you
basically can't use the ALL_EXCEPT special thing
L1205[11:56:50] <williewillus> mine are
just....wrong :p
L1206[11:56:56] <williewillus> I declare
all of my group vis manually
L1207[11:56:57] <PaleoCrafter> because
you'd still have to list every group
L1208[11:57:00] <williewillus> and
they're still wrong
L1209[11:57:05] <williewillus> so
*shrug*
L1210[11:57:25] <PaleoCrafter> I'll take
a quick look, now that I got mine working :D
L1211[11:57:38] <Xilef11> Is there a way
to access a file in another mod's jar (by modid) ?
L1212[11:57:40] <williewillus>
RenderTilePylon and ModelPylon
L1213[11:57:45] <williewillus> Xilef11:
why would you need that? 0.o
L1214[11:58:05] <williewillus> if anyone
wants anything accessible they should use the resource system
(assets/<modid>)
L1215[11:58:38] <Xilef11> and how do I
access that (server side)?
L1216[11:59:00] <williewillus> oh no
idea
L1217[11:59:04] <williewillus> but why do
you need that?
L1218[12:01:02] <Xilef11> making an api,
I want to import stuff from a json file defined in the other
mod
L1219[12:01:22] <williewillus> probably
would work better if you asked the author to make it accessible
:p
L1221[12:01:54] <PaleoCrafter> well, that
was easy to fix, williewillus :P
L1222[12:02:01] <williewillus>
MattDahEpic: that's getting rejected
L1223[12:02:08] <williewillus> you're
adding imports to vanilla classes
L1224[12:02:09] <MattDahEpic> why?
L1225[12:02:29] <MattDahEpic> -_
L1226[12:02:30] <MattDahEpic> -
L1227[12:02:31] <williewillus> which
bloats the patchset and increases conflicts in the future, use the
fully qualified name
L1228[12:02:37] <williewillus> changes to
vanilla need to be as small as possible
L1229[12:02:39] <Xilef11> that will be
the case, but I still need to get that file from the jar server
side...
L1230[12:02:41] <williewillus>
PaleoCrafter: where did I derp :p
L1231[12:02:52] <PaleoCrafter> one
moment, now I derped somewhere :D
L1232[12:03:06] <MattDahEpic> well i have
to go so ill do that later
L1233[12:03:46] <PaleoCrafter> well, you
didn't really derp, it's still shade's fault
L1234[12:03:52] <PaleoCrafter> but you
could have used an easier approach
L1235[12:04:08] <PaleoCrafter> instead of
turning off everything but what you want to draw, only specify what
you want to draw :P
L1236[12:04:52] <PaleoCrafter> so do new
OBJState(ImmutableList.of("Crystal"), true) etc. instead
of your current approach
L1237[12:05:14] <Pennyw95> christ...my
client still doesn't get the new information even after
markBlockforUpdate (inside onBlockActivated) :(
L1238[12:05:48] <williewillus>
MattDahEpic: also, that patch can be one line:
http://pastebin.com/Vz7NK92y. formatting goes out
the window when talking about vanilla, we just want tiny
patches.
L1239[12:06:00] <williewillus>
PaleoCrafter: I thought everything was on by default?
L1240[12:06:08]
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L1241[12:06:20] <PaleoCrafter> nope,
that's the derp on shade's part xD
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L1243[12:09:23] <williewillus> -.-
L1244[12:09:53] <Nitrodev> what is the
ShapedOreRecipe
L1245[12:10:05] <Nitrodev> i've heard of
the shapedrecipe but not of that
L1246[12:10:31] <williewillus> ore
dictionary recipe
L1247[12:11:00] <Nitrodev> okay
L1248[12:11:52]
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L1249[12:12:06] <williewillus>
PaleoCrafter: yeah, it worked...so just invert everything for now?
:p Or maybe I should leave it broken so I remember to fix it for
real when he updates
L1250[12:12:24] <PaleoCrafter> just
invert forever :P
L1251[12:12:30] <PaleoCrafter> actually
reduces the amount of code :P
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L1258[12:18:32] <williewillus> yup that
did it
L1259[12:18:37] <williewillus> the rings
are a little darkened/screwy lighting
L1260[12:18:44] <williewillus> but
otherwise it works
L1261[12:22:40] <Nitrodev> there is not
suppsoed to be a semicolon after the for loop right?
L1262[12:22:51] <Nitrodev> kinda obvious
question but still
L1263[12:23:08] <gigaherz>
for(...);
L1264[12:23:12] <gigaherz> would create
an empty for
L1265[12:23:16] <gigaherz> using
";" as the body of the for
L1266[12:23:16] <gigaherz> and
L1267[12:23:20] <gigaherz> for(...)
{};
L1268[12:23:22] <williewillus> yeah
that's the same as for() { }
L1269[12:23:24] <gigaherz> would just be
a redundant ;
L1270[12:23:34] <gigaherz> in that
position it does nothing to the for
L1271[12:23:51] <Nitrodev> okay i figured
it out
L1272[12:23:54] <williewillus> whenever
people end their inner classes with ; it's always like uhh this
isn't C ;p
L1273[12:24:00] <gigaherz> I'm of the
opinion that C-like languages should explicitly forbid
";" as the body of a loop
L1274[12:24:09] <Nitrodev> my IDE was
just saying that there should be a ; there so
L1275[12:24:17] <gigaherz>
"for(...);" should be a compile-time error ;P
L1276[12:24:29] <gigaherz> (or at the
very least a slap in the face)
L1277[12:25:48] <gigaherz> brb
L1278[12:25:58]
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L1279[12:26:48] <williewillus> fry|afk:
if I want to recolor a bakedmodel on the fly using
UnpackedBakedQuad, how would I do it? Same as the translating you
taught me last time, I presume, but how do I change color in the
put() method?
L1280[12:26:59] <williewillus> context:
trying to render a bakedmodel in TESR that fades between the
rainbow colors
L1281[12:27:20] <williewillus> and
glcoloring obviously doesn't work
L1282[12:27:46] <tterrag|ZZZzzz>
PaleoCrafter: I noticed that multiline code blocks still look bad
inside admonitions
L1283[12:27:57] <tterrag|ZZZzzz> Think
you could take a look? :)
L1284[12:28:01] <PaleoCrafter> ah, so
you're not asleep after all :P
L1285[12:28:07] <PaleoCrafter> I already
looked into it
L1286[12:28:09] <tterrag|ZZZzzz> Just
waking up
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L1288[12:30:29] <Pennyw95> Uhm...I don't
know why, but my Te's fluid isn't in sync with client about the
kind of fluid it has inside but it syncs the amount...although I
call both markBlockForUpdate and te.markDirty inside
onBlockActivated (for the manual filling with a bucket)...any ideas
why?
L1289[12:31:03] <PaleoCrafter> hm... put
display: inline-block; overflow-x: visible inside div.admonition
code
L1290[12:31:18] <Pennyw95> I mean, if
before is water (default fluid instead of null even for an empty
tank) and 0, after a bucket of lava the server says "lava
1000", the client says "water 1000"
L1291[12:31:24] <PaleoCrafter> wait, I
can PR it :D
L1292[12:33:03] <tterrag> yes please
:D
L1293[12:33:45] <Nitrodev> okay the
custom craftingmanager stuff is so hard i'll just pass
L1294[12:35:50] <Xilef11> How should I
deal with obfuscation when using reflection? (currently using
ReflectionHelper.getPrivateValue(NBTTagCompound.class,src,"tagMap")
but I doubt it will work outside eclipse)
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L1297[12:39:39] <tterrag> Xilef11:
ReflectionHelper methods take varargs for names
L1298[12:39:45] <tterrag> just add the
srg names to the passed in names
L1299[12:39:58]
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L1300[12:40:12] <Xilef11> how do I find
the srg names?
L1301[12:40:25] <tterrag> mcpbot
L1302[12:40:28]
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L1304[12:40:37] <tterrag> !!gf
NBTTagCompound.tagMap
L1305[12:40:37] <MCPBot_Reborn> === MC
1.8.9: net/minecraft/nbt/NBTTagCompound.tagMap (dn.b) UNLOCKED
===
L1306[12:40:38] <MCPBot_Reborn> Name : b
=> field_74784_a => tagMap
L1307[12:40:39] <MCPBot_Reborn>
Descriptor : Ljava/util/Map;
L1308[12:40:39] <MCPBot_Reborn> AT :
public net.minecraft.nbt.NBTTagCompound field_74784_a #
tagMap
L1309[12:40:40] <shadekiller666> what
does srg stand for?
L1310[12:40:40] <MCPBot_Reborn> Comment :
The key-value pairs for the tag. Each key is a UTF string, each
value is a tag.
L1311[12:40:41] <MCPBot_Reborn> Last
Change: 2015-12-29 16:15:11.537170-05:00 (_bot_update_)
L1312[12:40:49] <tterrag> don't use !!
though, just ! :P
L1313[12:40:59] <PaleoCrafter> Searge,
shadekiller666
L1314[12:41:05] <shadekiller666> oh
lol
L1315[12:41:23] <PaleoCrafter> btw,
shadekiller666, your visbility stuff is borked :P
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L1317[12:42:17] <tterrag> PaleoCrafter:
screenshot of new look?
L1319[12:43:17] <PaleoCrafter> I can make
the multiline block take up the full width, in theory
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L1321[12:43:42] <tterrag> egh...what's
with the huge padding on the single line blocks
L1322[12:43:50] <shadekiller666>
PaleoCrafter, i know, i'm working on it
L1323[12:43:52] <PaleoCrafter>
"huge"
L1324[12:44:08] <tterrag> huge compared
to what it was O.o
L1325[12:44:14] <tterrag> also, was that
text always justified?
L1326[12:44:21] <PaleoCrafter> it
was
L1327[12:44:26] <tterrag> hm
L1328[12:44:34] <PaleoCrafter> and there
wasn't any padding at all beforehand :P
L1329[12:44:35] <diesieben07> also i
think what you mean is margin
L1330[12:44:42] <diesieben07> the padding
is the thing INSIDE the border
L1331[12:44:55] <tterrag> I know what
padding is and that's what I mean :P
L1332[12:45:02] <williewillus> where are
the standard Client Thread/Server Thread loggers?
L1333[12:45:10] <PaleoCrafter> if you
mean the vertical padding, that doesn't actually change the size of
the entire thing
L1334[12:45:23] <PaleoCrafter> an
inline-block just fills the line
L1335[12:45:34] <diesieben07> i think the
inline code things have too much left and right margin
L1337[12:45:44] <PaleoCrafter> they don't
have any margin at all
L1338[12:45:50] <PaleoCrafter> it's the
justified formatting
L1339[12:46:01] <diesieben07> oh
L1340[12:46:02] <diesieben07> right
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L1342[12:46:41] <tterrag> and one more
thing, why is the second line of the code block indented?
L1343[12:46:45] <tterrag> they have the
same indentation in the source
L1344[12:46:52] <diesieben07> tterrag, i
think the new one is better
L1345[12:46:53] <Huene> is there
something different with 1.8 forge over 1.7 that would cause
certifications to fail for half a dozen libraries?
L1346[12:47:04] <tterrag> diesieben07:
it's definitely better
L1347[12:47:07] <tterrag> but I think
it's not perfect :P
L1348[12:47:15] <diesieben07> of course
not :D
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L1350[12:47:19] <PaleoCrafter> that
indentation was there beforehand :P
L1351[12:47:25] <tterrag> so while we're
here, why not improve it as best we can
L1352[12:47:31] <tterrag> PaleoCrafter:
yeah I know, I'm asking why :P
L1353[12:47:35] <PaleoCrafter> no
clue
L1354[12:47:37] <tterrag> it's not
indented on GH
L1355[12:48:03] <BobDaRedDino> Is there a
way to set the texture for an item in the json file based on damage
value? Or do I have to register a different model for each damage
value.
L1356[12:48:13] <PaleoCrafter> probably
because it's indented in the markdown
L1357[12:48:20] <tterrag> PaleoCrafter:
it's not
L1358[12:48:23] <tterrag> not any more
than the first line
L1360[12:48:40] <PaleoCrafter> well, I
guess RTD's compiler strips the indentaiton on the first line
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L1362[12:48:59] <tterrag> probably
mkdocs, not RTD
L1363[12:49:02] <PaleoCrafter> well
yeah
L1364[12:49:02] <tterrag> I'll bug
someone
L1365[12:49:18] <PaleoCrafter> bringing
both lines on the level where the ''' starts should fix it
L1366[12:49:52] <tterrag> let me
try
L1367[12:50:29] <PaleoCrafter> but I
really can't do anything about the vertical padding, I think
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L1370[12:53:24] <tterrag> PaleoCrafter:
yeah that just inverts the problem :/
L1371[12:53:31] <PaleoCrafter>
hm...
L1372[12:53:41] <PaleoCrafter> what if
you remove all indentation?
L1374[12:53:49] <Huene> is there any
checklist for failed server installation I have a pastebin
http://pastebin.com/xiAvh88F and I'm mostly sure
it's something on my machine specifically, but I am at a loss for
how to correct it, everything I see involving the truststore
involves coding, and I'm more adminstation than coding
oriented
L1375[12:53:50] <tterrag> I'll try
L1376[12:54:03] <tterrag> that'll
probably break the admonition
L1377[12:54:10] <PaleoCrafter> we'll see
:D
L1378[12:54:23] <Huene> I should mention
that I also attempted build 1688 originally with the same
results
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L1380[12:55:01] <tterrag> PaleoCrafter:
it very much broke it, yes
L1381[12:55:08] <tterrag> admonitions
require all following lines to be 4-space indented
L1382[12:55:15] <PaleoCrafter> then
you'll have to bug the mkdocs people :D
L1383[12:55:19] <tterrag> already
have
L1384[12:55:44] <tterrag> anyways, could
we unjustify admonition text?
L1385[12:55:50] <tterrag> none of the
rest of the text is justified
L1386[12:55:53] <tterrag> looks
weird
L1387[12:56:34] <PaleoCrafter> all
paragraphs are justified :P
L1388[12:57:39] <tterrag> huh...I guess
so
L1389[12:57:43] <tterrag> I was looking
at a page with a lot of lists
L1390[12:58:01] <PaleoCrafter> yeah, they
aren't justified, might change that
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L1393[12:58:21] <PaleoCrafter> managed to
reduce the vertical padding
L1394[12:58:29] <PaleoCrafter> looks chit
on the multiline one though, I think
L1395[12:58:40] <tterrag> oh hey, the
indentation is fixed O.o
L1396[12:58:49] <PaleoCrafter> I did that
in the HTML :P
L1397[12:58:53] <tterrag> it doesn't look
THAT bad
L1398[12:59:08] <tterrag> also, if the
rest of the page is justified, may as well leave the admonitions
that way
L1399[12:59:27] <PaleoCrafter> yeah,
maybe change the text around a bit such that it looks better
:D
L1401[13:00:29] <PaleoCrafter> it's not
possible to have a class on multiline code blocks, is it?
L1402[13:00:38] <tterrag> a what?
L1403[13:00:41] <tterrag> oh
L1404[13:00:45] <tterrag> yeah I wish
there was
L1405[13:00:46] <PaleoCrafter> that's
pretty old news, shadekiller666 :P
L1406[13:00:48] <tterrag> but I don't
think so
L1407[13:00:52] <PaleoCrafter> because
then I could easily fix it
L1408[13:01:16] <gigaherz> a what?
L1409[13:01:16] <tterrag> yeah
L1410[13:01:19] <gigaherz> XD
L1411[13:01:22] <tterrag> tbh your last
screenshot isn't that bad
L1412[13:01:32] <tterrag> gigaherz:
<div class="codeblock">
L1413[13:01:35] <PaleoCrafter> thought
:only-child might do it, but that doesn't account for text without
tag around it :/
L1414[13:01:57] <gigaherz> isn't that
<pre>?
L1415[13:02:37] <gigaherz> well it still
doesn't do syntax highlihgting and coloring, but it will maintain
the spaces and linebreaks of the content
L1416[13:02:58] <PaleoCrafter> doesn't
matter if it's pre or div, it's about the class :P
L1417[13:03:44] <gigaherz> why would
"class" not be supported there?
L1419[13:04:00] <PaleoCrafter> ...
L1420[13:04:11] <PaleoCrafter> the HTML
is generated
L1421[13:04:16] <diesieben07> whooo
w3schools
L1422[13:04:35] <Huene> can anyone make
any recomendation for any troubleshooting reading regarding
minecraft forge server installations?
L1423[13:04:47] <gigaherz> PaleoCrafter:
the w3schools link shows how to configure an arbitrary div to
behave like a <pre>
L1424[13:04:56] <PaleoCrafter> geez
L1425[13:05:00] <PaleoCrafter> that's not
the problem
L1426[13:05:16] <tterrag> PaleoCrafter:
yeah :only-child hits on the first code block in that admonition as
well
L1427[13:05:20] <gigaherz> wait you mean
that something else generates the html
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L1429[13:05:24] <gigaherz> and you have
no way to edit it
L1430[13:05:24] <gigaherz> Xd
L1431[13:05:27] <PaleoCrafter>
exactly
L1432[13:05:29] <tterrag> since it's just
<div> [text] <code> [text] </div>
L1433[13:05:30] <tterrag> darn
L1434[13:05:32] <PaleoCrafter> yeah
L1435[13:05:37] <diesieben07> Huene, i
looked at your crash and it just looks like your computer for some
reason does not accept some certtificate... but there shouldn't be
any https downloading, so i don't knwo WHY that is.
L1436[13:06:02] <shadekiller666> now
someone in IN tried logging into my Steam
L1437[13:06:08] <shadekiller666> stupid
phishin
L1438[13:06:12] <shadekiller666>
phishing
L1439[13:06:13] <tterrag> PaleoCrafter:
commit what you have, it's better than the current look
L1441[13:06:37] <tterrag> yeah that's
fine :P
L1442[13:07:04] <Huene> diesieben07, I
found that out already, but I'm not quite sure where to begin, I've
already downloaded both oracle java 8 and openjdk 8, and switched
forge versions, by any chance can you confirm that at least it's
not related to forge directly? if so I can take it to java
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L1444[13:08:09] <diesieben07> one
second
L1445[13:08:15] <Huene> thank you
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L1447[13:09:04] <tterrag> PaleoCrafter:
so you are justifying lists?
L1448[13:09:07] <tterrag> that could be
ugly...
L1449[13:09:28] <PaleoCrafter> actually
seems to look fine
L1450[13:09:41] <tterrag> pic?
L1452[13:09:53] <PaleoCrafter> I'll look
through a few of the pages
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L1455[13:10:20] <tterrag> check the
versioning page
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L1457[13:10:52] <diesieben07> Huene, ok,
the only thing (as far as I can see) being https here is
https://libraries.minecraft.net/. can you verify
that their certificate is accepted on your machine?
L1458[13:10:54] <PaleoCrafter> it doesn't
look any different there
L1459[13:11:02] <PaleoCrafter> the last
line in a justified text will always be left aligned
L1460[13:11:34] <Huene> diesieben07, I
have to research how, but I'll check, one moment
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L1466[13:23:12] <Xilef11> is it possible
to get an InputStream from a ResourceLocation on the server?
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L1468[13:24:08] <Huene> diesieben07, I'm
having a bit of trouble finding how to list it with my limited
vocabulary related to certificates, and everything that I'm finding
regarding certificates is unfortunately a coding guide assuming
that the problem is the code which as we were discussing I'm pretty
sure is not the case
L1469[13:24:09] <gigaherz> Xilef11: keep
in mind the server jardoes not have the resources
L1470[13:24:46] <diesieben07> Huene, then
unfortunately i also do not know how to further help you
L1471[13:24:53] <Xilef11> isn't it the
same jar?
L1472[13:25:03] <diesieben07> the server
doesn't have a resource syste
L1473[13:25:07] <diesieben07> and no it's
not the same jar
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L1475[13:25:21] <diesieben07> if you want
to load resources on the server: MyMod.class.getResource /
getResourceAsStream
L1476[13:25:56] <gigaherz> Xilef11:
foryour mod, it is, but it's not the same files for Minecraft
L1477[13:25:57] <Huene> diesieben07,
that's alright, would your understanding of it indicate that it'd
be more appropriate to reach out to the OS or java developers
L1478[13:26:16] <gigaherz> Xilef11: the
whole reason we have the proxy system is that the code inside the
jars is slightly different
L1479[13:26:17] <tterrag> Xilef11: no
it's not the same jar
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L1481[13:26:23] <tterrag> and most
resource related classes are client only
L1482[13:26:25] <gigaherz> the
compiler/obfuscator removes unused methods and classes
L1483[13:26:28] <tterrag> there is no
resource manager on the serverside
L1484[13:26:32] <diesieben07> i am not
sure how java manages ssl certificates. it depends :D
L1485[13:26:42] <gigaherz> Java has a
certificate program
L1486[13:26:46] <gigaherz> which
generates signing stores
L1487[13:26:49] <gigaherz> which you can
move around
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L1489[13:26:59] <gigaherz> I had to mess
with that when doing android compilations
L1490[13:27:07] <diesieben07> this is
abotu an HTTPS connection
L1491[13:27:10] <Xilef11> diesieben07,
its not in *my* mod's jar...
L1492[13:27:17] <diesieben07> what jar
then?
L1493[13:27:21] <gigaherz> ah https certs
are a different matter
L1494[13:27:32] <Huene> ok thank you all
for the nudge in the right direction then
L1495[13:27:56] <Xilef11> the jar of a
mod that's using my mod's api
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L1521[13:31:44] <gigaherz> JRE stores
certificates inside keystore named as "cacerts" in folder
<jre>/lib/security
L1522[13:31:44] <gigaherz> it's a
keystore file that you can manage with keytool
L1523[13:31:44] <gigaherz> "Common
password of keystore is "Changeit""
L1524[13:31:44] <diesieben07> Xilef11,
Loader.instance().getModClassLoader().getResource[AsStream]()
L1526[13:31:44] <gigaherz> the location
can apparently be changed through cmdline args
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L1530[13:31:44] <Xilef11> the name of the
resource should be in what format?
L1531[13:31:44] <gigaherz>
"path/inside/jar.wahtever" I guess
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L1533[13:31:44] <diesieben07> it's the
path, starting at the classpath root
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L1535[13:31:44] <diesieben07> with the
classpath being every mod jar
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L1555[13:44:42] <williewillus> OBJ
L1556[13:45:11] <williewillus> It's not a
straight-from-blockstate-json obj, I pass it through a smartmodel
to turn some groups on/off, if that matters
L1557[13:46:47] <williewillus>
shadekiller666/fry ^
L1558[13:47:20] <fry> that shouldn't
matter, no
L1559[13:48:47] <shadekiller666>
williewillus, you have a very strange test world...
L1560[13:49:03] <shadekiller666> whats
with the pigs and obsidian
L1561[13:49:19] <williewillus> botania
multiblock, pigs are from a spawner :p
L1562[13:49:28] <williewillus>
(incomplete multiblock) :p
L1563[13:49:36] <gigaherz> that's a
botania enchanter shadekiller666 XD
L1564[13:49:44] <Pennyw95> botania
1.8?
L1565[13:49:48] <gigaherz> yup he's
porting
L1566[13:49:49] <williewillus>
yeppers
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L1568[13:49:54] <Pennyw95> cool
L1569[13:50:14]
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L1570[13:50:20] <shadekiller666> is that
all of it?
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L1572[13:50:26] <shadekiller666> or is
there a portion missing
L1573[13:50:36] <shadekiller666> cuz it
looks like a random assortment of blcoks
L1574[13:50:39] <williewillus> I broke it
:p
L1575[13:50:41] <shadekiller666>
blocks*
L1576[13:50:44] <shadekiller666> ok
L1577[13:50:45] <williewillus> there's
usually flowers around and pylons
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L1579[13:50:58] <shadekiller666> ok
L1580[13:50:59] <williewillus> anyways,
any idea on the lighting issue? not sure where to poke
L1581[13:51:19] <shadekiller666> fry,
thats on you, i don't know much about the lighting
L1582[13:51:45] <williewillus> I got the
TESR to render properly though, your group configs in OBJState are
inverted :p
L1583[13:51:55] <shadekiller666>
O.o
L1585[13:52:05] <shadekiller666> group
configs aren't released yet...
L1586[13:52:09] <williewillus> *group
vis
L1587[13:52:28] <shadekiller666> good to
know whats wrong with them
L1588[13:52:29] <shadekiller666>
lol
L1589[13:52:31] <williewillus> I treated
everything like it was off, then passed the groups I wanted to turn
on to OBJState, with "false" as a param :p
L1590[13:52:41] <williewillus> and it
worked
L1591[13:52:47] <shadekiller666>
O.O
L1592[13:52:50] <shadekiller666>
huh
L1593[13:52:58] <williewillus>
PaleoCrafter found out for me :p
L1594[13:53:01] <shadekiller666> that
will work as intended when i get this out :P
L1595[13:53:09] <shadekiller666>
lol
L1596[13:53:30]
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L1597[13:53:42] <fry> no idea what could
be wrong.
L1598[13:54:16] <masa> stuff. stuff is
wrong. probably...
L1599[13:54:27] <shadekiller666>
nooooo
L1600[13:54:33] <shadekiller666> you dont
say!
L1601[13:54:42] <masa> nooooo not the
stuff!
L1603[13:55:07] <Wuppy> wow Creeper World
3 is a great game :O
L1604[13:55:21] <Wuppy> anyone here who
likes strategy should realy play it :)
L1605[13:56:17] <Huene> diesieben07, is
there a certificate that I can simply import into java for the
installer to work? I am either missing something completely. or I
just don't have the certificate, but I don't know where it's
supposed to get the cert from, I figured the installer would get it
is this not the case?
L1606[13:56:19] ***
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L1607[13:57:00] <diesieben07> well, this
is just the mojang server. if your java for reasons I do not know
does not accept it there is *something* wrong on your sytem. i do
not know if it's java or the OS though.
L1608[13:57:05] <williewillus> disabling
the pipeline does nothing, just thought I'd give that a shot
L1609[13:58:07] <Huene> I thought as much
which is why before I asked the question I tried to open firefox on
the server and load up the old /play website but it appears it's
not on minecraft.net anymore
L1610[13:58:21] <Huene> so unforutnately
I don't know where to get the actual cert
L1611[13:58:25] <williewillus> the old
web MC hasn't been there in ages :p
L1612[13:58:35] <Huene> yup yup, which
shows how often I use it
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L1615[13:59:23] <Huene> however it was
the only thing I could think of that might trigger the cert
download
L1617[13:59:52] <diesieben07> wait
no
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L1622[14:00:43] <Huene> yup tried that
too, when I attempt to acces that I get some XML that basically
says access denied
L1623[14:00:59] <diesieben07> yes, that's
fine
L1624[14:01:04] <diesieben07> it is about
the certificate only
L1625[14:01:11] <Pennyw95> @diesienben07
world.markBlockForUpdate should always go before markDirty?
L1626[14:01:30] <diesieben07> the both
have nothing to do with each other
L1627[14:01:47] <diesieben07>
markBlockForUdpate to resent the description packet. markDirty to
say "the data (serverside!) of this TileEntity has
changed"
L1628[14:01:49] <Huene> ok then I'm
confused, no cert attempts installation when I do that, and I'm not
sure what a cert file looks like so I don't know what path to enter
to get it
L1629[14:02:02] <Pennyw95> I hoped that
was the cause of my troubles lol
L1630[14:02:07] <diesieben07> this sounds
like a problem with your java installation honestly
L1631[14:02:14] <diesieben07> have you
tried a fresh java installation=?
L1632[14:02:21] <Huene> I agree, except
I've installed two versions both fail
L1633[14:02:39] <Huene> ubuntu, and
update-alternatives was performed
L1634[14:02:55] <Huene> so it should be
looking in all the right places
L1635[14:03:43] <Huene> I'm using java 8
by oracle currently, and alternatively have openjdk installed
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L1638[14:04:32] <Huene> I'll purge and
reinstall and try again though maybe it's just something
wierd
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L1641[14:09:07] <Mathe172> diesieben07:
Are you sure? I'm trying to debug a mod that definitely has the
'FMLCorePlugin'-Attribute set, but the check fails for some
reason
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L1643[14:09:48] <diesieben07> well, then
your manifest is invalid, because if this would fail i am sure
you'd not be the first one to complain. do you for example have a
newline at the end of hte manifest (you should really not be
generating it by hand)?
L1644[14:10:11] <tterrag> Mathe172: are
you using gradle to generate your manifest?
L1645[14:10:21] <tterrag> if not, you
likely made a syntax error (do you have two newlines at the
end?)
L1646[14:10:44] <Huene> unbelievable,
purge worked
L1647[14:11:03] <Huene> (unbelievable
that I didn't try it first, rather than spend hours trying to fix
it -- not that it actually fixed it)
L1648[14:11:10] <Mathe172> diesieben07,
tterrag: I'm using gradle to generate it, so it should be
fine
L1649[14:11:46] <Pennyw95> Something is
puzzling me...I put both markBLockForUpdate and MarkDirty inside
onBlockActivated when I place a fluid in my TE's tank with a
bucket. If I turn OFF the writing and reading of nbt data for the
recipe (which contains the fluid's data) it all works. However, as
I re-add the recipe's data to the nbt the fluid changes for a brief
moment (I can see it from the TESR that changes the tessellated
quad's
L1650[14:11:46] <Pennyw95> texture) and
then reverses back. COuld it be that there's something that makes
it read nbt again and thye didn't save properly?
L1651[14:12:27] <Pennyw95> Only the
client data reverses to the default fluid, the serverf knows of the
change
L1652[14:12:46] <shadekiller666> sounds
like a desync
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L1654[14:13:18] <Pennyw95> how can I
trace it?
L1656[14:15:56] <tterrag> Xilef11: I
don't think that construction of path is valid
L1657[14:16:10] <tterrag> print out the
path before you use it
L1658[14:16:14] <tterrag> make sure it's
valid
L1659[14:16:37] <Xilef11> what is
"valid" ?
L1660[14:16:53] <Mathe172> diesieben07:
Ok, you were right, getMainAttributes() seems to be correct.
get("FMLCorePlugin") however returns null, even though
Eclipse claims there is an Entry with Key
"FMLCorePlugin"
L1661[14:17:17] <diesieben07>
eclipse?
L1662[14:17:27] <diesieben07> this does
not matter in-dev
L1663[14:17:30] <Xilef11> it ends up
being /assets/modid/patterns/file.json
L1664[14:17:48] <tterrag> does that
actually point to a file?
L1665[14:17:53] <tterrag> check the jar,
make sure it matches
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L1669[14:19:27] <Xilef11> it matches
(there is a path assets/modid/patterns/file.json at its root)
L1670[14:20:01] <Mathe172> What do you
mean by 'does not matter in-dev'? The next line never gets reached
(confirmed by the logs) for some reason
L1671[14:20:37] <ThePsionic> Lex: Now
That's What I Call Necro™
L1672[14:21:05] <williewillus> In a
perspective model for the GUI transform do I have to do
TRSRTransformation.blockCenterToCorner or anything like that?
L1673[14:21:20] <diesieben07> Mathe172,
in-dev coremods are loaded using a command line argument
L1674[14:21:56] <Xilef11> thing is, not
sure what the root is for the ModClassLoader
L1675[14:22:20] <Mathe172> diesieben07,
I've attached the debugger to an instance started by the launcher,
so this should not be an issue
L1676[14:22:40] <diesieben07> So you are
not actually launching from eclipse. you should have said that
:P
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L1678[14:23:10] <Mathe172> True, I should
have specified :D
L1679[14:23:18] <williewillus> lol also
the bug ticket that was like "OBJMODELPLS"
L1680[14:24:10] <LexManos> ya people who
dont do research are retarded
L1681[14:24:27] <sham1> you dont
say
L1682[14:24:30] <LexManos> 'OMFG DO DIS
CUZ I LAZY' ... we added what you want 3 years ago..
L1683[14:24:52] <shadekiller666>
lol
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L1686[14:25:38] <shadekiller666> did some
one actually file a bug report to request adding obj models?
L1688[14:28:34] <smbarbour> "servers
are not supposed to change the mod list for existing worlds"
That's news to me... the servers I play on as well as run update
mods at least twice per month.
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L1690[14:29:37] <gigaherz> not update,
that means add and remove mods to existing worlds
L1691[14:29:47] <smbarbour> We do that
too.
L1692[14:29:56] <gigaherz> yeah that can
have bad results
L1693[14:29:59] <gigaherz> depending on
the mod
L1694[14:30:12] <gigaherz> but can
doesn't mean will
L1695[14:30:16] <smbarbour> We try not to
remove anything with worldgen.
L1696[14:30:26] <shadekiller666> wow
lol
L1697[14:30:47] <shadekiller666> 'you're
welcome for the loader, btw...' :P
L1698[14:31:20] <tterrag> it
shouldn't
L1699[14:31:27] <tterrag> mod removals
should be handled just fine
L1700[14:31:42] <tterrag> if removing a
mod ruins the world then there's either a bug in forge or the mod
is doing something horrible
L1701[14:31:51] <tterrag> (likely the
latter)
L1702[14:32:22] <gigaherz> well it may
not ruin the world per se
L1703[14:32:39] <smbarbour> Nothing
should break if you remove mods (unless you're removing Reika's
stuff... then all hell breaks loose), but if those mods have things
like ores, you get air pockets underground, and mobs can and do
spawn in them.
L1704[14:32:54] <gigaherz> but like, all
the blocks that were created by that mod would ge deleted from
loaded chunks, no?
L1705[14:33:02] <gigaherz> get*
L1706[14:33:06]
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L1707[14:33:13] <tterrag> of course
L1708[14:33:20] <tterrag> yeah it can get
messy, but it shouldn't /crash/
L1709[14:33:29] <tterrag> and you can use
MIDAS or something to replace the blocks before hand
L1710[14:33:35] <gigaherz> yeah
L1711[14:33:39]
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L1712[14:34:00] <williewillus> MIDAS
still exists? wow almost forgot about that
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L1715[14:35:40] <tterrag> Pretty
sure
L1716[14:35:53] <tterrag> It may be a
forked forked fork
L1717[14:35:59] <tterrag> But its around
:p
L1719[14:37:12] <LexManos> Mathe172, Why
are you making a coremod?
L1721[14:38:27] <Mathe172> I don't think
that's possible without coremods ;)
L1722[14:38:39] <tterrag> should be
possible with events, if a bit tricky
L1723[14:38:54] <LexManos> whats wrong
with the current command syste,?
L1724[14:39:07] <LexManos> And yes, it's
compleetly possible with out a coremod
L1725[14:39:29] <Mathe172> tterrag: To
specify: What we're doing doesn't seem possible
L1726[14:39:43] <LexManos> even without
events
L1727[14:39:46] <tterrag> can do anything
with the command event, including completely overriding the
system
L1728[14:39:49] <LexManos> its compleetly
possible
L1729[14:39:51]
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L1730[14:39:55] <Mathe172> We have to
change lots of Baseclasses to get precompilation and other stuff
working
L1731[14:40:10] <LexManos> no you
dont
L1732[14:40:20] <LexManos> you're doing
the entire system wrong.
L1733[14:40:55] <Mathe172> As for the
reason: The current system doesn't allow for variables or reading
out scores or NBTs and using them
L1734[14:41:48] <smbarbour> Sure it
can
L1735[14:41:56] <shadekiller666>
vanilla's commands allow NBT
L1736[14:42:05] <shadekiller666> for
blocks items and entities
L1737[14:42:14] <Mathe172> smbarbour,
shadekiller666: But you can't use the result in a command ;)
L1738[14:42:25] <shadekiller666>
what?
L1739[14:42:31] <shadekiller666> NBT as a
command?
L1740[14:42:39] <Mathe172> How would you
for example store the compiled command for each command-block and
only compile it again if necessary?
L1741[14:42:55] <shadekiller666>
what
L1742[14:43:10] <LexManos> Side note: OH
DEAR FUCKING GOD THE FRAMES AHHHHHHHHHHHHHHHHHHHHHHHHH
L1743[14:43:14] <shadekiller666> command
blocks store their command in the TileEntity NBT
L1744[14:43:18] <Mathe172>
shadekiller666: For example /say @n[Mathe172,Motion] would print
out my motion vector
L1745[14:43:45] <shadekiller666> that
doesn't require a coremod
L1746[14:43:53] <shadekiller666> just
override the /say command...
L1747[14:44:07] <smbarbour> Or just make
a custom command
L1748[14:44:29] <shadekiller666> can't
you unregister a command too
L1749[14:45:03] <LexManos> ya the fact
that you cant read a simple function and understand what its doing
when its NOT decompiled code {the descoverer} makes me feel you
arnt smart enough to be trusted editing base classes.
L1750[14:45:15] <LexManos> Beyond that
everything you are doing so far can be done without editing
L1751[14:45:20] <Mathe172> shadekiller666
We want to store the compiled command for each command block
separately, so it doesn't have to be parsed each time the
commandblock is triggered
L1752[14:45:26] <LexManos> Worst case by
just compleetly replacing the command managers
L1753[14:45:52] <shadekiller666>
Mathe172, parsing takes like 1/10 of a second
L1754[14:46:02] <LexManos> you can
already do that without base edits
L1755[14:46:02] <Mathe172> Lex: The
function cited is in fact wrong...
L1756[14:46:16] <LexManos> we allow
arbitrary data to be stored with tes
L1757[14:46:27] <LexManos> and the
function is in fact, not wrong
L1758[14:46:42] <LexManos> the code
you're citing is actually old code that no longer should be
there
L1759[14:46:58] <LexManos> the rest of
the function is fine
L1760[14:47:22] <Mathe172>
shadekiller666: 1/10 would be to much, also the new system takes a
bit longer since the syntax is a lot more flexible
L1761[14:47:46] <Mathe172> Lex: I didn't
claim the function was wrong, just the line (sorry for not being
clear enough)
L1762[14:48:01] <williewillus> mmm 1.8
modpack delicious non-shitty modded fps
L1763[14:48:11] <LexManos>
<Mathe172> Lex: The function cited is in fact wrong...
L1764[14:48:19] <LexManos> claiming the
function is wrong
L1765[14:48:20] <LexManos> anyways
L1766[14:48:42] <Mathe172> Hmm, in that
case, fail :P
L1767[14:48:43] <shadekiller666>
Mathe172, the point: it takes an insignificant amount of time to
parse
L1768[14:48:46] <LexManos> we've told you
everything you want to do in your mod is possible without a
coremod
L1769[14:49:09] <smbarbour> But
seriously... you don't need a coremod. Just make your own command
and use that in a command block instead of trying to rewrite the
/say command
L1770[14:49:09] <LexManos> your PROPER
coruse of action when told this by people who know a lot more about
minecraf thten you do, is to go rethink your project and attempt to
do it without a coremod
L1771[14:49:23] <williewillus> why did
mojang combine the block/item texturesheet in 1.8?
L1772[14:49:28] <LexManos> And to help
you on your way with this I will allocate you an allotment of time
to go do it.
L1773[14:49:39] ***
Mathe172 was kicked by MineBot (Banned: 1 Day should do.
(1d)))
L1774[14:49:44] <smbarbour> LOL
L1775[14:49:48] ***
Kobata_ is now known as Kobata
L1776[14:50:21] <smbarbour> "Now go,
and be free of the distraction of this channel for a
day."
L1777[14:50:27] <shadekiller666> what
exactly is a coremod actually required for?
L1778[14:50:31] <Drullkus> *gasp*
L1779[14:50:32] <williewillus> nearly
nothing
L1780[14:50:34] <LexManos> almost
nothing
L1781[14:50:44] <LexManos> what it SHOULD
be used for
L1782[14:50:46] <shadekiller666> whats
the "almost"
L1783[14:50:49] <LexManos> is prototyping
PRs to Forge
L1784[14:50:55] <Lumien> Core Vanilla
Stuff
L1785[14:50:57] <williewillus> if you
need a hook in a very, very precise place maybe, but generally
other events or making PR's is better
L1786[14:51:14] <LexManos> if you think
that vanilla should change to help modding, then you should be
putting it into Forge, not your coremod
L1787[14:51:48] <smbarbour> My best guess
is... make coremods when you need something really special in an
old version of Minecraft that Forge won't be updated for.
L1788[14:51:57] <Lumien> Well some places
in rendering and stuff aren't really great for firing events
L1789[14:52:01] <LexManos> the problem is
people fail to have the balls to stand up to one simple question so
they hide behind a coremod.
L1790[14:52:09] <LexManos> It's a really
simple question: Why?
L1791[14:52:17] <LexManos> Not many
coremodders can answer it
L1792[14:52:36] <Drullkus> The world may
never know
L1793[14:52:43] <shadekiller666> so, its
useful for forge development, but the wrong option for everything
else...
L1794[14:53:08] <LexManos> essentially?
yes
L1795[14:53:33] <LexManos> There are a
FEW legit uses, like adding shader support, {nobody has done a PR
for that yet} or oculus suppoty
L1796[14:53:53] <LexManos> But 99% of
people do it wrong.
L1797[14:54:00] <williewillus> can't 1.8
load shaders natively?
L1798[14:54:20] <LexManos> yes but as
with most mojang things
L1799[14:54:25] <williewillus> half
baked?
L1800[14:54:25] <williewillus> :p
L1801[14:54:26] <LexManos> its 1/2
assed
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L1803[14:54:54] <shadekiller666> isn't
official oculus support coming?
L1804[14:55:02] <LexManos> Doubt it
L1805[14:55:05] <Drullkus>
shadekiller666: Not soon enough
L1806[14:55:15] <LexManos> the microsoft
holo lense is being supported
L1807[14:55:19] <LexManos> by the windows
10 version
L1808[14:55:23] <williewillus> also
probably not for java
L1809[14:55:26] <LexManos> which means we
dont get any use
L1810[14:55:30] <Drullkus> Unfortunately,
that's windows 10, yes
L1811[14:55:32] <shadekiller666> i know
Notch said no when Facebook baught Oculus, but he's no longer in
charge... and MS is in Oculus' pants
L1812[14:55:40] <Drullkus> heh
L1813[14:55:48] <LexManos> holo lense
isnt oculus
L1814[14:55:55] <LexManos> its a
propriatry competitor
L1815[14:55:55] <shadekiller666> i
know
L1816[14:56:19] <shadekiller666> an xbone
controller is being shipped with every Oculus headset
L1817[14:56:38] <shadekiller666> and the
minecraft logo is on the page with the list of games for
oculus
L1818[14:56:43] <LexManos> thats jsut cuz
the xbox is closely tied to pcs
L1819[14:56:49] <LexManos> and is easy to
hook in
L1820[14:56:50] <Drullkus> So far we
don't even know how the hololens tech is gonna work behind the
scenes, only what is does
L1821[14:56:52] <LexManos> unlike the
ps3/4
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L1823[14:57:06] <shadekiller666> PS4
controllers are super easy to use on pc
L1824[14:57:06] <Drullkus> it*
L1825[14:57:08] <masa> hm, VR stuff... I
have hard enough time keeping my mouse clean, I don't need a
freakin monitor helmet sitting on my head 12h a day :p
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L1827[14:57:35] <shadekiller666> they're
XInput compatible
L1828[14:57:37] <Drullkus> masa: inb4
neck strains
L1829[14:57:56] <shadekiller666> masa,
you don't have to wear it the entire time
L1830[14:58:33] <masa> i don't have to
wear it at all. period. :p
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L1833[14:59:44] <LexManos> side note
anyone happen to have a old ps4?
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L1836[15:00:34] <killjoy>
ResourceLocation isn't a resource on the classpat
L1837[15:01:50] <Lumien>
IResourceManager.getResource & IResource.getInputStream() gives
you an input stream btw
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L1839[15:02:11] <Xilef11> I need it
server side
L1840[15:02:16] <Lumien> oh nevermind
just saw it^^
L1841[15:02:34] <PaleoCrafter> Xilef11,
put a slash at the beginning of the path :P
L1842[15:02:39] <LexManos> why?
L1843[15:02:42] <tterrag> Old ps4? Isn't
that an oxymoron?
L1844[15:02:42] <Xilef11> tried
that
L1845[15:02:42] <killjoy> if you need it
server-side, don't use a resourcelocation
L1846[15:02:49] <killjoy> use a
config
L1847[15:03:03] <williewillus> he wants
to retrieve files from another mod's jar :p
L1848[15:03:25] <PhiPro> To clarify, I'm
not Mathe172 using a second account, but a coauthor of the
mod
L1849[15:03:27] <PhiPro> The actual
reason we're using a coremod (we know we shouldn't...) is that we
developed the mod to be used with Vanilla (without Forge) and want
to use the same code for this version and the new forge-compatible
version
L1850[15:03:53] <killjoy> so this is the
common impl
L1851[15:04:31] <Xilef11> ?
L1852[15:04:39] <LexManos> PhiPro, Again
even wtihtout forge you dont need a coremod, you just need a
loader.
L1853[15:04:55] <LexManos> Also, you
should make 'vanila' mods. Thats a horrible thing to do.
L1854[15:05:03] <LexManos> There is no
legitimate reason to NOT use Forge when modding.
L1855[15:05:20] <LexManos> But, thats
another argument.
L1856[15:06:28] <killjoy> coremod is a
forge term anyway
L1857[15:06:35] <killjoy> you're thinking
of a itweaker
L1858[15:06:59] <LexManos> {Which
technically is a Forge term ;)}
L1859[15:07:54] ***
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L1860[15:08:26] <killjoy> i guess since
cpw made that interface, it belongs to forge. /
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L1863[15:13:52] <Xilef11> does someone
have an example for
Loader.instance().getModClassLoader().getResourceAsStream() ?
L1864[15:13:52] ***
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L1866[15:15:39] <LexManos> OH
L1867[15:15:41] <LexManos> OH GOD
L1869[15:16:01] <LexManos> THEY HAVE ALL
THE MOJANG CODE ON GITHUB
L1870[15:16:23] <AbsentThirdEye> Great,
now we can do some mass production
L1871[15:16:34] <AbsentThirdEye> I'm
kidding, of course
L1872[15:17:06]
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L1873[15:17:16] <shadekiller666> thats
more than illegal isn't it
L1874[15:18:03] <LexManos> yup
L1876[15:18:19] <PhiPro> actually only
the classes we modified (let's not talk about if those changes are
necessary or not...) and we stated that in the README
L1877[15:18:23] <LexManos> There are a
lot of repos with raw MC code in it
L1878[15:18:38] <LexManos> There is a
reason we force FG to ignore the build folder explicitly
L1879[15:18:43] <Matthew> yeah searched
github for __OBFID
L1880[15:19:11] <shadekiller666>
seriously
L1881[15:19:14] <gigaherz> Matthew: you
could have found some of my old old code with that, I copypasted
some of those at the beginning
L1882[15:19:15] <gigaherz> XD
L1883[15:19:17] <shadekiller666>
wow
L1884[15:19:26] <LexManos> I know PhiPro
and what im saying is you're doing it wrong,
L1885[15:20:09] <LexManos> Also protip:
Working with patch files makes it easier to update then using full
classes
L1886[15:21:25] <killjoy> that guy also
has the binaries
L1887[15:21:41]
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L1889[15:23:35] <LexManos> Seriously it's
kids like this who give coremods a bad name.
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L1891[15:25:03] <killjoy> well that's
just bad practice even without a coremod
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L1895[15:30:43] <LexManos> fry, -^
L1896[15:30:47] <LexManos> Hes the render
guy
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L1898[15:31:04] <PhiPro> Just as an
example: How would you go about adding some data to the
CommandBlock-TE? The only thing I found was to derive the class and
change all references. But I don't see how a coremod can be less
compatible than that
L1899[15:31:23] <LexManos> grep
ForgeData
L1900[15:31:42] <LexManos> also we're
working on a cool new system
L1901[15:31:49] <killjoy> do tell
L1902[15:31:50] <LexManos> much fun in
the works
L1904[15:32:22] <Drullkus> o.O?
L1906[15:33:15] <Drullkus> Wait, what
exactly is capibilities?
L1907[15:33:24] <LexManos> Go look at my
example mod
L1908[15:33:29] <LexManos> and the
Furnace patch
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L1910[15:35:07] <killjoy> tile entity per
side?
L1911[15:35:40] <killjoy> oh, different
actions per side clicked on?
L1912[15:36:09] <LexManos> No more needed
for ISidedInventory, you just use Inventory!
L1913[15:36:30] <LexManos> No more need
for 'canFillFrom(Side)' you just use get(TANK, SIDE)
L1914[15:37:05] <LexManos> There are a
lot of things you can do with this considering Forge goes the whole
9 yards witht he 'sides of blocks can be different
interfaces'
L1915[15:37:48] <killjoy> I can see TE
and TC having fun with that
L1916[15:37:49] <LexManos> It also lets
you have things like multiblocks without stupid stupid hacks like
CBMP does {on top of all the stupid things that thing does
u.u}
L1917[15:37:52] <Drullkus> Interesting
:D
L1918[15:37:55]
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L1919[15:38:53] <shadekiller666> lex,
multiparts you mean? the "multiple pieces of a block in one
block space" etc.?
L1920[15:39:09] <killjoy> yes, that is
what a multipart is
L1921[15:39:16] <LexManos> ama is working
on a not-shit Multipart API.
L1922[15:39:43] <LexManos> Which *MIGHT*
get into Forge considering 1) its not scala 2) Hes doing a lot fo
things right 3) ITS NOT FUCKING SCALA 4) This will help it a
lot
L1923[15:40:08] <LexManos> He hasnt sent
me a draft to review yet so that is FAR ion the future
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L1925[15:40:20] <ThePsionic> 5) tbh who
even uses scala
L1926[15:40:55] <PaleoCrafter> what if it
was Kotlin, or, beware, Clojure? :P
L1927[15:41:02] <shadekiller666> 6) ITS
NOT FUCKING WRITTEN IN SCALA!
L1928[15:41:28] <PaleoCrafter> huh, I
thought ama already had you take a look Oo
L1930[15:41:35] <shadekiller666> do both
of those run on the JVM PaleoCrafter?
L1931[15:41:45] <PaleoCrafter> I wouldn't
mention them otherwise :P
L1932[15:44:07] <LexManos> {Also side
note: Ama has a 75% better chance to get his api into Forge because
he DIDNT call it 'Forge*', seriously the only reason CBMP is
popular is because he started it by saying 'THIS IS THE OFFICIAL
FORGE API ITS OFFICIAL USE IT CUZ ITS OFFICIAL' seriously I hate
that peice of shit}
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L1935[15:46:36] <PhiPro> how would you
change the way selectors for the CommandResultStats or
ChatComponentProcessor are parsed? (e.g. using @s to select the
entity itself, which is not equivalent to @e[c=1])
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L1937[15:47:05] <LexManos> You control
the entire command
L1938[15:47:11] <LexManos> You can select
whatever you want
L1939[15:48:52] <Drullkus> Lex: From what
I've seen, it would be a lot easier to get the specialized chisel
block renders onto Ama's MCMP as well :D
L1940[15:49:11] <LexManos> possibly
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L1942[15:49:29] <LexManos> I dont know
your renderes so meh
L1943[15:49:30] <PaleoCrafter> MCMP won't
go anywhere until Ama's found the source of the bug I've
discovered, though
L1944[15:49:53] <LexManos> hes still got
some issues to work out and features to fix up
L1945[15:49:56] <PaleoCrafter> every
multipart goes invisible when more than 60 blocks are changed in
the chunk, for some totally weird reason
L1946[15:50:03] <LexManos> 0.o
L1947[15:50:10] <LexManos> threading
issue probably
L1948[15:50:31] <LexManos> 60/tick?
L1949[15:50:40] <PaleoCrafter> nah, 60 at
all
L1950[15:50:42] <shadekiller666>
PaleoCrafter, how did you manage to discover that
L1951[15:50:46] <LexManos> what?
L1952[15:50:47] <williewillus> fill
command probably
L1953[15:50:52] <PaleoCrafter> multiblock
structure :D
L1954[15:51:01] <LexManos> link me to
report
L1955[15:51:18] <PaleoCrafter> I've only
discussed it with Ama in the channel
L1956[15:51:29] <LexManos> 60 IIRC is the
chunk caching/batching number for network updates
L1957[15:51:42] <PaleoCrafter> it didn't
*always* happen
L1958[15:52:02] <PaleoCrafter> but it's
easy to reproduce, put down a multipart and enter /fill ~1 ~ ~1 ~1
~64 ~1 minecraft:stone
L1960[15:53:36] <shadekiller666> the
thing i like the most about the HTC Vive is that they're going more
towards the Holodeck level of interaction
L1961[15:53:36]
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L1962[15:53:57] <PaleoCrafter> how about
using SomeClass.class.getResourceAsStream? :P
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L1964[15:54:12] <PaleoCrafter> oh,
lol
L1965[15:54:27] <PaleoCrafter> it works
without initial slash only? Oo
L1967[15:54:49] <PhiPro> Im not talking
about selectors in commands but the one that's used for
CommandResultStats. I don't see any possibility to influence the
parsing of that
L1968[15:54:55] <Xilef11> would it work
if it wasen't in the same jar?
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L1970[15:55:26] <PaleoCrafter> not sure,
but it should work with the leading slash
L1971[15:55:27] <shadekiller666> is there
any way that i could get my changes to the OBJLoader tested before
making a PR
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L1973[15:57:22] <Xilef11> well it
dosen't
L1974[15:57:57] <LexManos> Parsing
what?
L1975[15:58:00] <LexManos> Be more
specific
L1976[15:58:10] <LexManos> the class
looks like you can add all the values you want from it
L1977[16:00:53] ***
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L1978[16:01:55] <PhiPro> If for example I
set the AffectedEntities-stat to @e[c=1], how would I change the
way that (the '@e[c=1]') is interpreted? As far as I can tell, it
goes directly to CommandResultStats.func_179672_a, then
CommandBase.getEntityName and then to PlayerSelector - I see no way
to intercept that
L1979[16:03:00]
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L1981[16:07:29] <LexManos> Well you have
control over CommandResultStats as that function isnt static, so
that shortcuts right there.
L1982[16:08:44] <shadekiller666>
williewillus, how many .obj models are you using/plan to use in
botania?
L1983[16:08:52] <williewillus> one
L1984[16:08:54] <williewillus> pylon
:p
L1985[16:08:55] <Xilef11> Actually, it
looks like
PatternUtils.class.getClassLoader().getResourceAsStream(path) does
work for files in another jar
L1986[16:08:59] <shadekiller666> ok
L1987[16:09:06] <williewillus> the
techne's might become OBJ's further down the line
L1988[16:09:08] <williewillus> but that's
later
L1989[16:09:29] <shadekiller666> is there
a spec for techne's model format?
L1990[16:09:44] <williewillus> minecraft
:p
L1991[16:09:46] <shadekiller666> i'm sure
there is... but do you know how to find it
L1992[16:09:52] <williewillus> they're
all java defined boxes
L1993[16:09:56] <williewillus> and
rotations
L1994[16:10:05] <shadekiller666> even the
.tcns?
L1995[16:10:27] <williewillus> idk how
those are formatted, tabula can open them though
L1996[16:10:33] <gigaherz> tcn is the
same info but in a xml in a zip
L1997[16:10:37] <PhiPro> Btw, is there
any way one can find all those fancy features of forge without
knowing about them? Google for example yields no useful results for
INBTSerializable, or any combination of terms describing ForgeData
I could come up with
L1998[16:10:50] <williewillus> reading
the forge code
L1999[16:10:55] <williewillus> /
vanilla
L2000[16:11:03] <LexManos>
INBTSerializeable isnt in yet and thats also not ForgeData
L2001[16:11:05] <PaleoCrafter> they
aren't in mainstream forge yet, of course you won't find
documentation on them
L2002[16:11:12] <LexManos> As I said,
grep ForgeData it'll show you
L2003[16:11:28] <shadekiller666> ahh
ok
L2004[16:11:32] <LexManos> Also our
github has EVERYTHING in it so just look around and you'll find the
features you want
L2005[16:11:48] <LexManos> Also learn to
read code and understand it thats your best option for working with
Minecraft
L2006[16:11:54] <shadekiller666> in that
case looking at Tabula's code might be helpful
L2007[16:12:16] <shadekiller666> i'm
thinking about making a loader for x3d and/or COLLADA models
L2008[16:12:40] <shadekiller666> they're
both xml based and support texture application natively
L2009[16:12:56] <shadekiller666> though
x3d seems like a nicer format imo
L2010[16:13:38] <PaleoCrafter> will
people actually use it though? :P
L2011[16:13:54] <PaleoCrafter> I've never
even heard of it
L2012[16:16:16]
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L2013[16:17:23] <shadekiller666> i wonder
what it is about reloading minecraft's resources (F3+S) and
eclipse's hotswap that makes eclipse forget how to build the
proejct
L2014[16:17:26] <shadekiller666>
project*
L2015[16:17:35] <shadekiller666>
PaleoCrafter, i don't know
L2016[16:17:42] <shadekiller666> and i'm
not sure how/where to ask
L2017[16:17:50] <shadekiller666> for
requests of loaders
L2018[16:18:20] <PaleoCrafter> I don't
think we need another loader for a general purpose model format
unless it has some special features
L2019[16:18:25] <masa> how does it
forget? I don't think I've ever seen that
L2020[16:20:48] <shadekiller666> masa
basically, if running in debug mode, and you change a
resource-related thing, like blockstate jsons or model files, save
the changes, and then F3+S in-game, after about 4-5 times of doing
that (sometimes more) during the same debug session (ie. not
quiting the game and restarting), eventually, when you press F3+S
to reload resources the minecraft screen will flash a grid of the
missing texture and then crash
L2021[16:21:05] <shadekiller666> after
that happens, eclipse won't know how to start the game again
L2022[16:21:14] <shadekiller666> it
forgets what GradleStart is
L2023[16:21:31] <shadekiller666> and the
way to fix it is to run Build->Clean in eclipse
L2024[16:21:51] <shadekiller666> i've run
across this like 10 times now
L2025[16:22:19] <shadekiller666>
sometimes it happens with more consecutive hotswap+reloads, other
times it happens with fewer
L2026[16:22:23] <PhiPro> What's the
benefit of the function being non static? I don't really see how
that can help without replacing every instance with a custom one
(which infact needs reflection or something else since the member
is private) which IMHO is even less compatible then a coremod. Am I
missing something?
L2027[16:23:54] <LexManos> reflection is
a standard java mechanics, not asm hackery.
L2028[16:24:11] <LexManos> also your
'replace everything in the class' approach to the coremod is just
dumb and not compatible at all.
L2029[16:24:20] <shadekiller666>
PaleoCrafter, thats the thing... the OBJLoader itself ignores half
of the actual features that .obj/.mtl files support because of
minecraft's rendering system
L2030[16:24:29] <shadekiller666>
hmmm
L2031[16:24:34] <LexManos> and yes,
replacing instances is the way you override non-static
methods.
L2032[16:24:47] <shadekiller666> wonder
if i could actually add support for .mtl shader
definitions...
L2033[16:25:26] <shadekiller666> i'd
really like to add support for NURBS curve geometry from the .objs,
but curves don't exactly mesh well with a system expecting
vertices
L2034[16:25:59] <PaleoCrafter> well...
rasterise the curve or whatever the term is? :P
L2035[16:26:32] <LexManos> Anwyays what
you shoudl really do is go forth and make your changes actual
patches. See what you're ACTUALLY changing then you should go
through and see what can be replaced with reflection/normal
registries.
L2036[16:26:57] <LexManos> Better to
actually go through and document each of your changes {protip your
commit messages are important and you should be doing smaller
commits}
L2037[16:27:34] <PhiPro> First, I only
patch the methods I need. So another person can still change
something (with ASM). Changing instances breaks completely if two
people access the same class...
L2038[16:27:55] <PhiPro> We are using a
local Git repo with more frequent commits
L2039[16:28:26] <PhiPro> Actually only
the "Vanilla" part is uploaded on Github atm
L2040[16:28:34]
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L2041[16:29:07] <shadekiller666> does
anyone have a link to Ama's multipart thingy?
L2042[16:29:12] <PhiPro> We are currently
working on the forge part with finer patches
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L2044[16:29:24] <LexManos> so you're
uploading the exact opposite of what you're legally suposed/allowed
to do.
L2045[16:29:35] <LexManos> I'd suggest
you push to both repos or github as the master
L2046[16:29:47] <LexManos> not hard to
have mutliple remotes
L2048[16:29:50] <PaleoCrafter>
shadekiller666, join #MCMultiPart there are links in the topic
:P
L2049[16:30:48] <shadekiller666> i
haven't managed to figure out how to join a new channel in hexchat
after having gone through the initial server window thing
L2050[16:31:54]
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L2051[16:32:35] <PaleoCrafter> /join
#channel
L2052[16:32:36] <PaleoCrafter> xD
L2053[16:32:48] <ThePsionic> standard IRC
protocol
L2054[16:32:53] <PaleoCrafter> or Menu
-> Server -> Join a channel
L2055[16:32:58] <PaleoCrafter> if you're
more of a GUI guy
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L2060[16:44:39] <LexManos> Anyways side
note, honestly, the command system is.. bad.. very bad.. the 'lets
run these thousand commands every tick' is nothing but lag.
Allowing for server side scripts is probably the best way to go if
you want to mimic this style of feautre without the uber lag.
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L2063[16:47:28] <PhiPro> that's one of
the things we are trying to do ;-) Instead of having 360 command
blocks for every possible rotation angle things can now be done
with one. You're right scripts would be better but we wanted to
stay with the old syntax (for backwards compatibility)
L2064[16:48:21] <gigaherz> you could make
a mcscript system where commandblock syntax can be mixed with
shell-script-style conditional expressions
L2065[16:48:50] <gigaherz> something like
bash but where the lines that would run programs actually execute
minecraft commands ;P
L2066[16:49:12] <gigaherz> of course that
wouldn't actually fix the issue of running commands over and over
XD
L2067[16:49:28] <gigaherz> it would just
centralize it and allow a more optimized system
L2068[16:49:54]
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L2071[16:51:08] <PhiPro> you can actually
do that for the most part with our mod (even if it's terrible to do
with the command block GUI ;-))
L2072[16:51:18] ***
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L2073[16:51:21] <gigaherz> yeah that's
what I meant ;P
L2074[16:51:40] <gigaherz> the only
downside of server-side scripting would be that you remove the
"collaborative" part of editing commandblocks ;P
L2075[16:51:54] <PhiPro> To rephrase my
question above: is there any way to accomplish compatibility
between two mods patching with reflection?
L2076[16:52:22] <LexManos> Depends on
what you do with the reflection there are no magic one word answers
for every question.
L2077[16:52:39] <MattDahEpic> dang why
wont git let me push my stuff
L2078[16:52:51] <LexManos> Either way, go
with scripts its better and with J8's JS JITer it's super
fast.
L2079[16:54:33] <PhiPro> If I understood
you correctly, one would patch a single method by extending the
class and changing all references to it via reflection. How can
this be compatible with another mod changing another method of the
same class?
L2080[16:55:07] <gigaherz> PhiPro: what
you do is wrap the original class
L2081[16:55:10] <gigaherz> so that you
forward all calls
L2082[16:55:14] <gigaherz> xcept the
onesyou need to replace
L2083[16:55:14] ***
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L2084[16:55:26] <gigaherz> another mod
doing the same then would also wrap the existing (yours)
L2085[16:55:32] <gigaherz> and override
its own thing
L2086[16:55:40] <williewillus> yay
composition!
L2087[16:55:45] <gigaherz> or the
opposite, the one you override may be one that's already
wrapped
L2088[16:56:06] <gigaherz> this system
does not allow for two mods replacing the behaviour of the SAME
method though
L2090[16:56:16] <PhiPro> okay, that
should work
L2091[16:56:24] <williewillus> meh that
bar at the top
L2092[16:56:27] <williewillus> breaks muh
immersion
L2093[16:56:28] <LexManos> Im not here to
hold your hand
L2094[16:56:40] <LexManos> you've taken
it upon yourself to say that you know best and create a
coremod
L2095[16:56:52] <LexManos> you SHOULD
know what you're talking about and be able to do your own
research
L2096[16:57:42] <LexManos> either way
what you COULD do if ytou wanted to compleetly circument the
system
L2097[16:58:02] <LexManos> subscribe to
the CommandEvent ALWAYS cancel it and implement your own
shit.
L2098[17:00:18]
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L2100[17:01:09] <gigaherz> [23:56]
(williewillus): meh that bar at the top
L2101[17:01:09] <gigaherz> ?
L2102[17:03:34] <williewillus> at the top
of lmgtfy
L2103[17:03:39] <williewillus> that bar
totally breaks immersion
L2104[17:03:54] <gigaherz> oh
L2105[17:04:17]
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L2107[17:05:54] <LexManos> ah ya when did
theyt add that shiut/.
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L2109[17:07:21] <LexManos> "As of
now, MCP contains two bugs preventing direct use of the
reobfuscated code (described here and here ) - direct execution
using the startclient.bat files is still possible"
L2110[17:07:25] <LexManos> No... no it
doesnt
L2111[17:08:39] <williewillus> what's
that from?
L2112[17:08:50] <LexManos> reading their
fucking readme
L2113[17:09:03]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
L2114[17:09:09] <LexManos> seriously the
stupidity and lack of understanding of how the MC coding world
works :/
L2115[17:09:24] ***
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L2116[17:09:34] <LexManos> {I should
ignore this project but they brought it to my attention fucking
coremods doing stupid shit}
L2117[17:09:38] <williewillus>
MCP??
L2118[17:09:42] <williewillus> or some
wannabe deriv?
L2119[17:10:05]
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L2122[17:12:10] *
VapourDrive shudders
L2123[17:12:24] <williewillus> Ive only
used MCP directly back when I was making my shitty vanilla bugfix
coremod
L2124[17:12:27] <williewillus> lol
L2125[17:12:41] <williewillus> haven't
touched that in forever and don't wanna
L2126[17:13:11] <PhiPro> Well, MCP moves
the inner classes of MinecraftServer (let's not talk about modyfing
that class or not) out of the net/minecraft/server package and
leaving the main class there without adjusting the access
modifiers
L2127[17:17:24] <LexManos> Humm it might
last I test it fixed them fine.
L2128[17:17:27] <LexManos> But what you
should do
L2129[17:17:43] <LexManos> is just
fucking update to 1.8.9 which 1) would bring you with cuyrrent and
2) doesnt ahve those issues
L2130[17:18:18] <smbarbour> I think a
Mojang employee should take a note of that repo, since it has fully
compiled versions of client and server in it.
L2131[17:18:51] <PhiPro> No, it doesn't.
Only the classes that we changed are in there
L2133[17:19:49] <MattDahEpic> LexManos, i
fixed the imports on my PR
L2134[17:20:15] <LexManos> anyways, point
is you really need to re-work your flow.
L2135[17:20:19] <smbarbour> And it's
still against the EULA to distribute modified classes
L2136[17:21:58] <smbarbour> There's a
reason nothing gets put into the jar anymore.
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L2138[17:22:53] <shadekiller666> and a
reason that forge does all of the patching and stuff to avoid doing
so
L2139[17:23:32] <williewillus> dae
overwrite axz.class? mod conflict if we do! :p
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L2141[17:24:38] <PhiPro> If you believe
it or not, initially we wanted to make a standalone mod
L2142[17:24:41] <smbarbour> But it
doesn't matter... they won't listen to us. We say "you don't
need a coremod" so *obviously* we have no clue what we are
talking about having been involved in modding for years.
L2143[17:25:04] <PhiPro> we did never say
that
L2144[17:26:16] <PhiPro> we just pointed
out a (very minor) error in the code which (if I understood right)
turned out to be true
L2145[17:27:39] <smbarbour> A possible
very minor error in something that you shouldn't need to worry
about since you DON'T NEED A COREMOD.
L2146[17:28:05] <PhiPro> how does that
matter
L2147[17:28:07] ***
SnowShock35 is now known as zz_SnowShock35
L2148[17:28:09] <williewillus> eclipse y
u take forever to Import external project
L2149[17:28:09] <Drullkus> lol
L2150[17:28:26] <williewillus> because
coremods are hacky and everyone doing it is not good
L2151[17:28:52] <smbarbour> The very
minor error is in the JarDiscoverer relating to the mcmod.info when
making a coremod. You don't need a coremod, the error doesn't
apply.
L2152[17:29:17] <shadekiller666> is there
a way that a few of the people in here could test the changes i've
made to the obj loader without it having to be pulled into the main
branch?
L2153[17:29:43] <smbarbour> You can
replace existing commands without coremods and you can add new
commands without coremods. So why do you think you need a
coremod?
L2154[17:29:50] <LexManos> Build the jar
and give it to someone to test
L2155[17:29:56] <shadekiller666> ok
L2156[17:29:56] <PhiPro> How are you
supposed to find something like ForgeData if not looking at such
code (which reqires you to know about it in order to find it)
L2157[17:30:07] <shadekiller666> do i do
that with "gradlew build"?
L2158[17:30:20]
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L2159[17:30:35] <Matthew> shadekiller666,
yeah
L2160[17:30:59] <LexManos> PhiPro, 'Humm
I want to add extra stuff to tile entities, i wonder where they
save their data... *looks* sees a 'ForgeData' nbt... humm wonder if
I can edit that Oh look there is a getter for it yaya!'
L2161[17:31:14] <LexManos> Or read the
docs, which should have a tutorial on that
L2162[17:32:16] <Matthew> I forget. do
the forge javadocs get published anywhere?
L2163[17:32:22] <LexManos> no
L2164[17:32:33] <PhiPro> williewillus How
are reflection patches less hacky (and less cumbersome)?
L2165[17:33:04] <Matthew> hmm. would be
nice to have those somewhere
L2166[17:33:09] <williewillus> Matthew:
used to be, but pointless if you have a dev env
L2167[17:33:53] <Matthew> williewillus,
ehh not really. I find it easier to look through a javadoc page
than browsing through sources
L2168[17:34:04] <LexManos> the thing
is
L2169[17:34:29] <LexManos> javadocs 1)
were 90% of our file server data size and 2) change because they
are crowdosurced from mcpbot
L2170[17:34:43] <LexManos> We want to
make a 'dynamic javadocs' page but thats a PITA
L2171[17:34:59] <Matthew> well I was just
talking about the net.minecraftforge.* javadocs
L2172[17:35:26] <Matthew> also, don't
need to store them for every build. could do what FG does and only
keep the latest for each version
L2173[17:35:28] <LexManos> Wouldnt cover
1/2 the shit Forge does
L2174[17:36:04] <Matthew> but yeah, a
dynamic page would be cool
L2175[17:36:07] <LexManos> The RTD is the
way to go, let other people fill it in.
L2176[17:36:34] <PhiPro> But you'll only
find ForgeData if you're looking at NBT - which are NOT applicable
for us, since deserializing is not what we want (too
expensive)
L2177[17:37:47] <LexManos> mm which is
where aubstitutions come into place but meh.
L2178[17:38:21] <LexManos> Point is you
can do what you want, but we do not support nore care for
coremods.
L2179[17:38:39] <LexManos> 99.99999% of
the time they do nothing but cause issues and can be done using
forge or vanilla mechanics
L2180[17:39:05] <LexManos> The 'issue'
your friend pointed out ISNT a issue, its old code that doesnt
matter anymore, i'll poke cpw about it but whatever.
L2181[17:40:23] <PhiPro> I get that
coremods can be terrible for compatibility, but I don't see any
advantage of forwarding everything instead of simply adding one
bytecode instruction - what am I missing? IMHO patching via
reflection is way more cumbersome than with ASM
L2182[17:40:23] <LexManos> Do commands
need to be re-writen to be less crappy? Yes. Is vanilla's
implementation really shitty/combersome? Yes. It'd be better to
spec it out and move forward with a PR, especially if its vanilla
compatible and adds extra functionality.
L2183[17:40:40] <LexManos> it may be
comversome
L2184[17:40:44] <LexManos> But its less
hacky
L2185[17:41:24] <LexManos> If you're like
me and are used to manipulating the Byte/Machinecode world then you
may be able to do it right.
L2186[17:41:29] <LexManos> But Most
people arnty
L2187[17:41:30] <shadekiller666> i'm
excited to take a look at the new structure handling code in 1.9,
with each structure being defined by nbt data and the new Structure
block
L2188[17:41:43] <Matthew> I do agree with
him that a small callback injection would be more compatible with
other mods than replacing the entire instance of the class
L2189[17:41:46] <LexManos> 1.9 does have
interesting things.
L2190[17:41:54] <gigaherz> knowing
mojang, they'll do a half-assed thning that will only support their
own structures
L2191[17:42:03] <shadekiller666> and to
see how the "itemstates" are set up
L2192[17:42:11] <gigaherz> and forge will
haveto replace that with a custom nbt reader that adds mod-aware
stuff
L2193[17:42:12] <gigaherz> XD
L2194[17:42:28] <LexManos> Matthew,
actually it can be exactly the same, got a hook you wanna inject at
the beginning of a function, Cool make a bouncer class and call
bounce on everything!
L2195[17:42:33] <shadekiller666>
gigaherz, looks like they're making them modifyable by
resourcepacks
L2196[17:42:47] <williewillus> the 1.9
item jsons look terrible
L2197[17:42:48] <LexManos> structures
modifyable by resource packs?
L2198[17:42:49] <shadekiller666> they're
stored in /assets/resources/structures i believe
L2199[17:42:52] <LexManos> eww
L2200[17:42:54] <gigaherz> nbt data in
resourcepacks? o_O
L2201[17:42:54] <williewillus> there's so
much "fluff" in the format
L2202[17:43:08] <williewillus> I don't
think they'll be overrideable
L2203[17:43:17] <williewillus> there's
things in assets/ you can't override
L2204[17:43:18] <LexManos> i dont know
maybe when cpw/fry tells me I can do a fucking RB I may go through
and update MCP to a snapshot.
L2205[17:43:37] <gigaherz> that'd be
nice
L2206[17:43:59] <gigaherz> too early to
actually make modes for 1.9, but at least we'd start to know what
to expect
L2207[17:44:02] <gigaherz> mods*
L2209[17:44:30]
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L2210[17:45:14] <PhiPro> so you're
suggesting to fix the mod (in however many places this is
necessary) and then create a PR for forge?
L2211[17:45:29] <shadekiller666> and the
/clone command can rotate and mirror stuff, theres a new structure
block that i guess is used to determine where parts of the
structure are located, like corners and things
L2212[17:45:40] <gigaherz> PhiPro: do the
changes to the Forge-minecraft environment
L2213[17:45:50] <gigaherz> then use
genPatches to update the patchset with your changes
L2214[17:46:03] <gigaherz> and commit
that to a branch/fork that you can PR
L2215[17:47:14] <LexManos> Fixup your
stuff
L2216[17:47:17] <LexManos> document
it
L2217[17:47:19] <PaleoCrafter> the
structure block won't be in the release, shadekiller666
L2218[17:47:30] <LexManos> then make it a
PR for review and comments from the community
L2219[17:47:37] <shadekiller666>
PaleoCrafter, ok
L2220[17:47:46] <LexManos> we probably
wouldn't add all the extra features but we'd add hooks to ALLOW you
to make the extra features
L2221[17:47:50] <shadekiller666> i
suggest also looking at the changes to Models
L2222[17:47:51] <LexManos> like extra
selectors and shit
L2223[17:48:07] <shadekiller666>
"Different models/textures can be used for each different
damage value, item states, and whether the item is held in a
different hand"
L2224[17:48:45] <shadekiller666>
"can be put together based on block state attributes" ---
which is what forge blockstates do
L2225[17:49:14] <LexManos> interesting it
even has 'loot tables'
L2226[17:49:41]
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L2227[17:49:42] <gigaherz> yeah that was
one of the last things dinnerbone did before stepping away from
core mc development right?
L2228[17:50:00] <shadekiller666> when did
he step away?
L2229[17:50:11] <PhiPro> Would it matter
if there were dozens of classes for keeping it as general as
possible?
L2230[17:50:19] <gigaherz> 2 months ago?
3?
L2231[17:50:23] <shadekiller666>
wow
L2232[17:50:30] <gigaherz> but I don't
know if he meant for the 1.9 cycle
L2233[17:50:32] <gigaherz> or what
L2234[17:51:06] <shadekiller666> i hope
he sticks around, he's made good things
L2235[17:51:37] <LexManos> If its good
and documented/clean then it doesnt matter how many classes there
are
L2237[17:52:00] <gigaherz> ah "for a
few months"
L2238[17:52:25] <LexManos> Still working
on MC just other stuff for it
L2239[17:52:35] <gigaherz> yeah that's
why I said "core mc"
L2240[17:52:40] <LexManos> Cant wait till
they get the damn native launchers working correctly
L2241[17:53:37] <shadekiller666>
ahh
L2242[17:53:41] <williewillus>
shadekiller666: what do you think aobut the item jsons in
1.9?
L2243[17:53:54] <williewillus> I hope
forge comes up with a more elegant solution, because they're
ugly
L2244[17:53:55] <shadekiller666>
williewillus, haven't taken a look at them yet
L2245[17:54:01] <gigaherz> I'd like mc to
have a native executable whateveryoucallit so that it doesn't show
up as "java.exe" in task manager
L2246[17:55:15] <PaleoCrafter> Why?
L2247[17:55:26] <williewillus> lol
L2248[17:55:28] <LexManos> where is the
item jsons?
L2249[17:55:37] <shadekiller666> ^
L2250[17:55:41] <PaleoCrafter> You can
identify the task by the massive memory usage xD
L2251[17:56:02] <williewillus> the format
just got updated, see models/item/fishing_rod.json, or the clock or
compass
L2252[17:56:08] <williewillus> in the
snapshot assets
L2253[17:56:19] <shadekiller666>
well
L2254[17:56:21] <shadekiller666> first of
all
L2255[17:56:30] <LexManos> wow 64 clock
jsons
L2256[17:56:34] <LexManos> ya we're gunna
fix that
L2257[17:56:35] <shadekiller666> find a
way to combine the 32 jsons for the compass
L2258[17:56:50] <PhiPro> For a PR, should
everything be documented or just the interface-like stuff?
L2259[17:56:53] <ThePsionic> mojang what
are you even doing
L2260[17:57:02] <gigaherz> how about the
20something fire ones?
L2261[17:57:06] <LexManos> everything
that isnt obvious
L2262[17:57:17] <shadekiller666>
gigaherz, used to be 512...
L2263[17:57:23] <gigaherz> really?
L2264[17:57:24] <gigaherz> XD
L2265[17:57:35] <williewillus> yeah
there's a zillion fire ones in 1.8
L2266[17:57:45] <shadekiller666> ya, one
of the changes on that 1.9 page mentions changes to fire's
blockstate properties
L2267[17:58:02] <LexManos> oh ya
L2268[17:58:03] <PhiPro> will take some
time but we'll try ;-) thanks
L2269[17:58:06] <LexManos> fucking
predicates crap
L2270[17:58:08] <shadekiller666> and
mentioned that they reduced it from some rediculously high number
down to 20
L2271[17:58:14] <williewillus> yeah the
predicate stuff is stupid
L2272[17:58:17] <LexManos> that is
annoying and will be a PITA to udpate/fuck with
L2273[17:58:32] <shadekiller666> how do
the predicate flags work for items
L2274[17:58:38] <williewillus> you
probably define the flags in code
L2275[17:58:45] <williewillus> and then
get to use a single on
L2276[17:58:46] <LexManos> we'll
see
L2277[17:59:31] <shadekiller666> sounds
like "if 'cast' evaluates to true when checked, use this
model"
L2278[17:59:41] <shadekiller666> forge is
definitely going to make this better
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L2280[18:00:17] <williewillus> don't
think we'll have true itemstates in 1.9, yay meta
L2281[18:00:23] <williewillus> we'll
see
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L2283[18:01:17] <LexManos> igloo?
L2284[18:01:33] <LexManos> anyways,
interesting stuff need to poke SeargeDP to give me info!
L2285[18:02:11] <shadekiller666> fry, if
"transform" is defined in the "defaults" block,
and is set to "forge:default-block", and then you later
do something like "y": 180 in "inventory", it
seems to completely override the settings made by
"forge:default-block", shouldn't they be merged?
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L2287[18:03:12] <williewillus> brackets
around it?
L2288[18:03:58] <williewillus> I was
gonna ask how to dump a debug texture atlas in forge but now I see
in TextureMap "FIXME TextureUtil.saveGlTexture is
gone"
L2289[18:04:02] <williewillus> there's my
answer :p
L2290[18:05:33] ***
Jared is now known as Jared|Away
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L2292[18:06:44] <shadekiller666> i feel
like any "transform" data that is defined in the
"defaults" block should be applied to any
"transform" data applied by the variants if not defined
by the variants
L2293[18:07:05] <shadekiller666> ?
L2294[18:07:51] <LexManos> hehe
L2295[18:08:19] <LexManos> I wrote a mod
a while ago to dump the textures.. dont remember where I put
it.
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L2299[18:09:49] <williewillus> I could
just copy the method from an old MC and paste it into a mod
:p
L2300[18:11:36] <LexManos> wes about your
pr, talking to mezz there are better things that need to be done
for this, hes working on it, speak to him
L2301[18:13:07] <williewillus> yeah
talked to him too, his issue is essentially the same result,
different cause than mine :p his fix is more complicated, though,
so I might ask him to roll my fix into his pr
L2302[18:13:49] <LexManos> yarp
L2303[18:13:53] <mezz> might as
well
L2304[18:14:27] <williewillus> stupid
vanilla :p
L2305[18:14:49] <williewillus> I always
thought that item entity was real too
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L2377[18:15:13] <illy> Woah
L2378[18:15:38] <williewillus> rip
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L2452[18:15:50] <williewillus>
wheee
L2453[18:15:56] <illy> welcome back
L2454[18:16:33] <kashike> how was your
trip
L2455[18:17:00] <mezz> wow
L2456[18:18:29] <MattDahEpic> and thus my
chat log is essentially cleared
L2457[18:18:31] <ThePsionic> That was
quite something
L2458[18:18:59] <ThePsionic> MattDahEpic:
And thus my chat log has a block of names that takes up
approximately half of the screen because I use IRCCloud
L2461[18:20:43] <PaleoCrafter>
"nipped out", lol
L2462[18:21:03] <ThePsionic> nipping out
= leaving and coming back in rapid succession
L2463[18:21:16] <ThePsionic> there's also
nipping in which is the other way 'round
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L2465[18:22:11] <williewillus> every time
I play on the server that playtests my botania port, shed a tear of
joy, never thought I'd see the day of a 1.8 modpack xP
L2466[18:22:37] <MattDahEpic> and now to
wait to either get more feedback on my pr or until a forge build
exists with my events
L2467[18:22:38]
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L2468[18:23:04] <solidDoWant1> why might
my gui not be showing up on a block's right click? I have a feeling
I didn't register something somewhere, but not sure what
L2469[18:23:14] <gigaherz> do you have a
GuiHandler?
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L2471[18:23:23] <solidDoWant1> yep
L2472[18:23:35] <gigaherz> is your gui
handler handling the gui ID on both sides?
L2473[18:23:53] <solidDoWant1> yep,
through getClientGuiElement and getServerGuiElement
L2474[18:24:11] <gigaherz> do you call
the openGui method?
L2475[18:24:11] <gigaherz> XD
L2476[18:24:27] <solidDoWant1> ummm
L2477[18:24:33] <solidDoWant1> let me
check lol
L2479[18:25:47] <solidDoWant1> yep, but I
had my switch statement screwed up there. Thanks!
L2480[18:26:21] <gigaherz> np
L2481[18:29:29] <LexManos> humm how does
one add trusted SSL cerificates to git?
L2482[18:29:35] <LexManos> also
chrome.
L2483[18:31:03] <solidDoWant1> on chrome,
settings>show advanced settings>Manage certificates
L2484[18:31:10] <shadekiller666>
williewillus, willing to test the changes i've been making to the
obj loader, i should be ready to make a test build shortly
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L2488[18:46:09] <shadekiller666> i wish
you could make changes to item transform data from within the game
and have them saved to the blockstate json...
L2489[18:47:33] <LexManos> write a mod
for it
L2490[18:48:20] <shadekiller666> would
that have the potential to be part of forge?
L2491[18:49:31] <PaleoCrafter> It's
beyond the scope of Forge, I'd say
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L2501[19:09:01] <DrDisconsented> Whats
the best method to destory armour after its damaged? Remove it
myself? (Use setCurrentItemOrArmor with a null stack)
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L2507[19:16:23] <williewillus>
shadekiller666: what changes are there?
L2508[19:16:49] <shadekiller666> changes
to the way group visibilities are handled and interfaced with
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L2510[19:17:08] <gudenau> My block that
has custom collition makes items derp up quite a lot.
L2511[19:17:09] <shadekiller666> a bunch
of internal stuff
L2512[19:19:05] <williewillus> so do I
declare group vis the same way?
L2513[19:19:19] <williewillus> also, how
would I setup a develop space with this :p
L2514[19:19:42] <shadekiller666> you
should be able to set it up the same way
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L2516[19:20:28] <williewillus> unzip the
zip, gradle setupDecompWorkspace?
L2517[19:20:32] <shadekiller666>
uhh
L2518[19:20:39] <shadekiller666> can try
that i suppose
L2519[19:20:53] <shadekiller666> zip up
my dev folder
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L2521[19:24:30] <LexManos> humm I need to
write a script that will mass decompile minecraft...
L2522[19:25:46] <solidDoWant1> what does
eclipse consider the "root" folder? trying to figure out
where to shove my mcmod.info file. Is it the project or the src
folder or something else?
L2523[19:28:25] <williewillus> why does
mc sometimes call the update() method of TE's clientside when their
chunk has already unloaded? >.>
L2524[19:29:00] <shadekiller666> lex, if
i wanted to give williewillus the changes i have been working on so
that he can setup a mod dev env with it, do i just zip up the
folder and then he could run setupDecompWorkspace after unzipping
it?
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L2527[19:31:09] <williewillus> yeah, MC
unloads all queued TE's at the end of every TE tick instead of at
the beginning
L2528[19:31:26] <williewillus> so every
TE gets an extra tick after their chunk unloads and if they access
blockstates boom
L2529[19:32:13] <LexManos> dealing with
it in dev is a bit of a pain
L2530[19:32:17] <LexManos> because of
gradle
L2531[19:33:01] <LexManos> you';d have to
publish the artifacts to a local repo so give him your forge
workspace and have him run setup/push with the localmaven as a
target
L2532[19:33:44] <williewillus>
shadekiller666: wouldn't iit be easier if you cloned my botania and
tried the OBJ stuff to see if it works? ;p
L2533[19:33:58] <shadekiller666>
ok...
L2534[19:34:19] <williewillus> all the
important stuff is in botania.client.model.ModelPylon
L2535[19:36:12] <shadekiller666>
link?
L2536[19:37:06] <shadekiller666>
williewillus, it would probably be easier for you to clone my fork
of the forge repo and shove your mod into it
L2537[19:38:20] <shadekiller666> how do
the downloads from the minecraftforge website get built from the
github?
L2538[19:38:35] <shadekiller666> i know
it auto-builds every time a change is made to the main repo
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L2540[19:40:33] <shadekiller666>
williewillus, can i get a link to botania's repo?
L2542[19:40:56]
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L2543[19:44:48] <shadekiller666> anyone
know how to get Git Bash to recognize "gradlew" as a
command?
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L2546[19:48:54] <williewillus>
"./gradlew"?
L2547[19:49:46] <shadekiller666> oh ya,
that worked, awesome
L2548[19:50:13] <shadekiller666> though
without the coloring for the tasks and such but oh well
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L2559[20:23:17] <shadekiller666> lex, how
does one "push with the local maven as target"?
L2560[20:24:56] <LexManos> same way you
push to a remote maven just with local as the target
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L2562[20:25:17] <shadekiller666> i don't
even know how to push to a remote maven :P
L2563[20:26:19] <LexManos>
lmgtfy.com?q=how+to+not+be+a+noob
L2564[20:26:57] <shadekiller666>
lol
L2565[20:27:12] ***
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L2566[20:27:28] <Drullkus> I just ask
someone else to use their jenkins :P
L2567[20:27:43] <Drullkus> with a
maven
L2568[20:29:09] <Matthew> shadekiller666,
just run gradle uploadArchives and ittl push to a folder called
'repo' in the root of the project
L2569[20:29:35] <MattDahEpic> lex, is my
PR for the weather events any good?
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L2575[20:32:53] <williewillus> Kolatra:
how do I get +v in NotEnoughMods?
L2576[20:33:54]
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L2581[20:41:57] <gudenau> My block that
has custom collition makes items derp up quite a lot.
L2582[20:42:01] <gudenau> Any help?
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L2584[20:47:04] <williewillus> I had a
few collision troubles from 1.7->1.8
L2585[20:47:08] <williewillus> whats your
problem?
L2586[20:47:48] <gudenau> I overrode
addCollisionBoxesToList with a few bounds and when I toss an item
on top of the block it jumps around.
L2587[20:49:03] <williewillus> hm
L2588[20:49:10] <williewillus> yeah
something changed for me too and I'm not sure what
L2589[20:49:28] <williewillus> botania's
petal apothecary broke, I had to get around it by returning smaller
boxes in addCollisionBoxesToList for items
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L2591[20:50:15] <gudenau> I already have
12 boxes. :-P
L2592[20:50:24] <gudenau> Bleh,
goodbye.
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L2594[20:51:59] <DrDisconsented> whats
the vararg for world.spawnParticle for ?
L2595[20:53:23] <williewillus> auxiliary
parameters the particle type might need
L2596[20:53:45] <williewillus> for
example if you need block break particles you pass the stateID of
the block you want in as an extra param
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L2601[21:00:16] <VikeStep> oh wait, it
was only for the patches you did that
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L2603[21:00:42] <VikeStep> I think it
still holds though for the patches unless I am mistaken
L2604[21:01:20] <VikeStep> but if you can
avoid that altogether and use it all on one line it is
optimal
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L2609[21:15:34] <shadekiller666> damn
it
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L2611[21:18:09] <shadekiller666> Matthew,
didn't work, failed with a bunch of errors compiling java...
L2612[21:18:25] <Matthew> then you have
compile errors :P
L2613[21:18:44] <shadekiller666> they
don't show up in eclipse
L2614[21:19:02] <Matthew> what are the
errors?
L2616[21:22:28] <shadekiller666> oh son
of a
L2617[21:22:38] <shadekiller666> guess
they do appear in eclipse...
L2618[21:22:49] <Matthew> heh
L2619[21:22:52] <shadekiller666> stupid
java
L2620[21:23:07] <shadekiller666> !gm
func_181662_b
L2621[21:23:40] <shadekiller666> seems
the mappings changed?
L2622[21:23:51] <Matthew> hmm?
L2623[21:24:19] <Matthew> oh yeah I think
fry updated the mappings when he updated it to 1.8.9
L2624[21:25:01] <DrDisconsented> cheers
williewillus
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L2627[21:29:51] <shadekiller666>
!help
L2628[21:31:13] <shadekiller666>
!latest
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L2637[21:46:45] <shadekiller666> !gm
func_181720_d
L2638[21:50:02] <shadekiller666> gradlew
setupForge should re-apply the mappings right?
L2639[21:51:50] <shadekiller666> is it
normal to not have the forge classes update their method calls when
the mappings are changed?
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L2643[22:05:43] <IoP> ohhh. Finally I
found something for that stupid long loadtime bug. Version: '4.2.0
- Build 10.18.10.3540' Works fine and Version: '4.3.0 - Build
10.18.15.4235' & newer are sLOW
L2644[22:06:22] <shadekiller666> do the
forge source files have to be updated by hand every time the mcp
mappings change?
L2645[22:06:44] <shadekiller666> or is
gradlew supposed to do that?
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L2647[22:09:05] <williewillus> man the
new dynbucket model is so cool
L2648[22:09:24] <williewillus> the liquid
is animated 0~0
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L2657[22:21:28] <shadekiller666> fry,
your latest commit doesn't seem to like 'stable_20'
mappings...
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L2659[22:22:20] <shadekiller666>
ForgeHooksClient, GuiIngameForge, LightUtil, and GuiScrollingList
all got angry... for some reason
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L2684[23:34:35] <SatanicSanta> Is it
possible to easily get the output of a very specific crafting
recipe? I'm looking in all the net.minceraft.items.crafting classes
and I don't see any easy way of doing it.
L2685[23:36:02] <SatanicSanta> I say
"easy" speaking relatively, obviously.
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L2687[23:40:46] <SatanicSanta> Actually,
I don't know if I'll actually need to do that. I could just assume
the recipe is a certain thing based on whether it has certain items
and has a certain height and width. With this given recipe, chances
are it will be.
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L2691[23:52:49] <killjoy> Has anyone
implemented the konami code?
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L2693[23:53:23] <shadekiller666>
#fuckonami
L2694[23:53:37] <shadekiller666> thought
id say that
L2695[23:53:44] <shadekiller666> and
probably
L2696[23:54:14] <killjoy> I want to make
a rainbow fly across the screen when someone does it.
L2697[23:54:24] <shadekiller666> no no
no
L2698[23:54:42] <shadekiller666> flash
the PULL THE LEVER!!! screen and play the audio
L2699[23:55:18] <illy> all that we're
missing is a pachinko mod... nevermind
L2700[23:55:42] <shadekiller666> or an
MGS mod... oh wai
L2701[23:55:43] <shadekiller666>
wait
L2702[23:57:07] <killjoy> So far I have
this.
L2703[23:57:08] <killjoy> private static
final int[] CODE = { KEY_UP, KEY_UP, KEY_DOWN, KEY_DOWN, KEY_LEFT,
KEY_RIGHT, KEY_LEFT, KEY_RIGHT, KEY_B, KEY_A, KEY_RETURN };
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