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L1[00:00:00] <Darva> I left the one that is
the default blockstate as inventory.
L2[00:00:04] ⇨
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L3[00:00:06] <Sandra> sprtnsniper553,
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this),
0, new ModelResourceLocation(getRegistryName(),
"inventory"));
L4[00:00:09] <tterrag> McJty: I generaly
agree, but in this case I forgot I didn't have j8 on the server
:P
L5[00:00:50] <Sandra> and then replace
"inventory" with whatever the state name that you want to
render with.
L6[00:01:13] <sprtnsniper553> wouldn't that
render each itemblock in the inventory as the same texture?
L7[00:01:17] <Sandra> the 0 being the
metadata of the item.
L8[00:01:26] <Sandra> sprtnsniper553,
no?
L9[00:01:38] <Sandra> because each block has
a different ItemBlock.
L10[00:02:40] <McJty> What is the best way
to uniquely identify a mob (in json/cfg/NBT/...)?
L11[00:03:55] <Cazzar> McJty there is a use
case for people only having 6 though the support even from Oracle
is limited.
L12[00:04:06] <sprtnsniper553> Sandra: I
did that and I can get the blocks to render in the world, but I
want to know how to specify the #inventory texture for each
subblock
L13[00:04:13] <sprtnsniper553> or am I
misunderstanding you?
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L15[00:04:45] <Sandra> sprtnsniper553,
replace "inventory" with the blockstate name for every
subitem you want.
L16[00:04:59] <Sandra> and replace 0 with
the metadata number for the subitem.
L17[00:06:58] <McJty>
EntityLivingBase.getName()? Is that unique?
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L19[00:07:18] <DrDisconsented> What are you
trying to achieve McJty?
L20[00:07:37] <McJty> It is for my mob
dimlets. Every type of mob could have a dimlet (for making
dimensions)
L21[00:07:45] <McJty> And people need to be
able to blacklist them in config for example
L22[00:07:50] <McJty> So I need some
identifier
L23[00:08:04] <McJty> Like say. Disable the
dimlet for Thaumcraft wisp
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L25[00:10:21] <tterrag> McJty:
EntitiyList.stringToClassMapping etc I think are your best
best
L26[00:10:22] <tterrag> bet*
L27[00:10:58] <McJty> Aha thanks. I'll
check that out
L28[00:11:06] <Cazzar> Yeah I don't think
name would be unique enough.
L29[00:11:25] <McJty> throw new
IllegalArgumentException("ID is already registered: " +
entityName);
L30[00:11:25] <Cazzar> Windows installs and
boots and therefore windows update occurs.
L31[00:11:26] <McJty> It is
L32[00:11:41] <McJty> If you register
entities apparently entityName has to be unique
L33[00:11:44] <McJty> So that's good
L34[00:11:45] <Cazzar> My brother complains
at me for downloading.
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L40[00:46:09] <Darva> So, the same setup
i'm using in 1.7.10 for creating my own world type doesn't appear
to work in 1.8.9. It's still calling vanilla code for the
WorldProvider, even though i've unregistered it, and registered
mine.
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L43[00:50:15] <Darva> *sigh* It appears to
be a change in the event timing... yay.
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L48[01:25:18] <sprtnsniper553> can someone
who understands modeling please tell me what I'm doing wrong here?
I have 6 different subblocks of a metadata block and their
inventory textures won't load
L50[01:25:58] <sprtnsniper553> and I can
post an in-game screen shot showing that the block textures render
in world but not in inventory
L51[01:26:29] <sprtnsniper553> I'm at a
loss as to why the item variants aren't being textured
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L55[01:41:56] <williewillus> are you sure
your MRL is pointing to the right path?
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L64[01:56:06] <undeadparrot> Say I want my
mod to add a block variation to Chisel
L65[01:57:07] <undeadparrot> I look on the
github and find some nice classes with functions in Chisel that
add/register blocks
L66[01:57:26] <undeadparrot> but that's
obviously in the Chisel code
L67[01:57:34] <undeadparrot> I have to
reference that somehow
L68[01:57:49] <undeadparrot> am I supposed
to just add the jar as a reference or package?
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L70[01:58:05] <undeadparrot> I'm not really
familiar with Javaland on this point
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L72[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160116 mappings to Forge Maven.
L73[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160116-1.8.9.zip
(mappings = "snapshot_20160116" in build.gradle).
L74[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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L94[03:01:23] <killjoy1> So what kind of
enchantments would Goku have?
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L96[03:04:00] <DrDisconsented> Well not
health boost since he dies a lot
L97[03:06:58] <killjoy1> I've got knockback
128 so far
L98[03:08:22] <smbarbour> Does anyone know
if jaquadro comes on IRC? I found a fairly critical exploit in
Storage Drawers and would prefer to inform him directly instead of
posting details in a public issue report.
L99[03:10:17] <killjoy1> does he have a mcf
or curse account?
L100[03:13:33] <smbarbour> Curse. I'm
sending a PM
L101[03:14:07] <jadedcat> sometimes he
does, but he's pretty quick at responding to CurseForge PMs
L102[03:14:11] <killjoy1> yeah, cuz irc
isn't really "private"
L103[03:16:54] <smbarbour> Doing a /msg is
fairly private
L104[03:16:59] <wlhlm> irc has private
messages
L105[03:17:06] <Wuppy> o/
L107[03:18:17] <smbarbour> Since I trust
you, jaded, I'm going to PM you images of the exploit. You probably
would want to see this.
L108[03:18:42] <jadedcat> k
L110[03:19:52] <jadedcat> just make an
issue that says "I found an exploit PM me at <email
address> for details"
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L146[05:12:12] <LatvianModder> Wuppy: is
that your setup or you took a pic from net?
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L152[05:21:30] <madcrazydrumma> How could
I get all players from a server and get the IEEP for each
player?
L153[05:22:39] <LatvianModder> IEEP?
L154[05:23:19] <madcrazydrumma>
IExtendedEntityProperties
L155[05:25:44] <LatvianModder> That is..
In modding codebase or just from server files?
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L157[05:27:24] <madcrazydrumma>
What?
L158[05:27:39] <madcrazydrumma> Okay i can
do that part myself but how do i get all the players from a server
(online + offline)?
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L160[05:28:05] <LatvianModder> You can't
get offline entities, only online
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L162[05:28:35] <LatvianModder> But you can
read .dat file from world/playerdata/uuid.dat or smth
L163[05:28:45] <madcrazydrumma> Okay so
how do i get online ones then?
L164[05:29:18] <Lumien> Something in
ServerConfigurationManager
L165[05:29:20] <LatvianModder>
MinecraftServer.getInstance().getConfigurationManager().playerList
or smth
L166[05:31:10] <madcrazydrumma> Got it
cheers
L167[05:33:01] <Cypher121> can't you try
reading their .dat files from save directory?
L168[05:33:26] <madcrazydrumma> Is the
extended properties stored in the dat file?
L169[05:34:30] <LatvianModder>
Probably
L170[05:34:37] <LatvianModder> No idea
what that is, but probably
L171[05:34:52] <madcrazydrumma> Ill come
back when the US is on ^
L172[05:35:04] <LatvianModder> But you
know that player.dat files arent always up-to-date for online
players
L173[05:36:19] <madcrazydrumma> yeah i
do
L174[05:36:25] <madcrazydrumma> so thats
not an option for me
L175[05:36:31] <Zaggy1024> well anything
you do should prefer to use loaded data rather than things on the
file system
L176[05:36:43] <Zaggy1024> so...just check
if a player is online, and if not, load what you need from the
.dat
L177[05:37:01] <madcrazydrumma> I might
just rethink how I'm gonna do what i need
L178[05:37:05] <Zaggy1024> do you really
need offline players' data though?
L179[05:37:18] <madcrazydrumma>
Indirectly
L180[05:37:27] <Zaggy1024> what are you
trying to do?
L181[05:37:31] <madcrazydrumma> Each of my
players has a field and i need to get the highest field from the
IEEP
L182[05:37:50] <madcrazydrumma> so i may
just use a server tick event and store stuff in a encrypted file on
the server
L183[05:38:09] <Zaggy1024> loading files
is slow
L184[05:38:13] <Zaggy1024> don't do that
in a tick
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L186[05:38:28] <Zaggy1024> not everyone
has an SSD :P
L187[05:38:54] <Cypher121> threads!
L188[05:39:26] <madcrazydrumma> no not
every tick
L189[05:39:34] <madcrazydrumma> like every
minute or so
L190[05:39:48] <madcrazydrumma> its not a
big file it just has 10 lines with like 20 characters per
line
L191[05:40:06] <Zaggy1024> even if it's
every minute or so
L192[05:40:16] <Zaggy1024> you would need
a thread to prevent the game freezing
L193[05:40:27] <Zaggy1024>
*stuttering
L194[05:41:31] <madcrazydrumma>
True.
L195[05:42:58] <Zaggy1024> it would be
better to have the data in memory, most likely
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L197[05:43:09] <Zaggy1024> and only save
the data when the world is saved
L198[05:43:45] <Zaggy1024> that would also
be preferable because if your data saves out of sync with the world
data, weird things could potentially happen
L199[05:43:48] <madcrazydrumma> I can
store the data in a hashmap in memory its just a string for the
players name and an integer
L200[05:44:00] <diesieben07> if anything
UUID
L201[05:44:06] <diesieben07> use a
LoadingCache
L202[05:44:27] <madcrazydrumma> ?
L203[05:44:37] <diesieben07> player names
change
L204[05:44:51] <madcrazydrumma> True
L205[05:44:55] <madcrazydrumma> UUID is a
java class?
L206[05:44:58] <diesieben07> yes.
L207[05:45:07] <diesieben07> and with a
LoadingCache (from guava) you can load data autmatically and cache
it in memory
L208[05:45:55] <madcrazydrumma> True
L209[05:46:15] <madcrazydrumma> I think i
could just always keep it in memory to be fair
L210[05:46:21] <diesieben07> why?
L211[05:46:37] <madcrazydrumma> Because
the command used to get the data is a command for when there is a
server running
L212[05:46:56] <diesieben07> ok so,
question.
L213[05:47:00] <diesieben07> why do you
need the data, and when
L214[05:47:15] <madcrazydrumma> When the
player calls /money t
L215[05:47:28] <diesieben07> ok
L216[05:47:29] <madcrazydrumma> it gets a
list of the top 5 values from players IEEP
L217[05:47:42] <diesieben07> if you want
it to be available offline i would not use an IEEP
L218[05:47:48] <madcrazydrumma> nah i
dont
L219[05:47:49] <diesieben07> because then
you have to deal with two systems
L220[05:47:50] <madcrazydrumma> only
online
L221[05:47:58] <diesieben07> what is this
discussion about then?!!
L222[05:48:03] <madcrazydrumma> how to do
it xD
L223[05:48:11] <diesieben07> do
WHAT?
L224[05:48:14] <diesieben07> get an
IEEP?
L225[05:48:16] <madcrazydrumma> no
L226[05:48:29] <madcrazydrumma> get the
top 5 values of money from players on the server
L227[05:48:37] <madcrazydrumma> getting an
IEEP and the value is not an issue
L228[05:48:44] <madcrazydrumma> Its
getting the players and choosing the top 5
L229[05:48:48] <diesieben07> iterate all
players, find higest value
L230[05:51:53] <diesieben07>
MinecraftServer.getServer().getConfigurationManager().getPlayerList().stream().max(Comparator.comparingInt(player
-> IEEP.get(player).getMoney()));
L231[05:51:56] <diesieben07> that would do
:D
L232[05:52:30] <madcrazydrumma> Lmao is
that it?
L233[05:52:46] <diesieben07> yes
L234[05:52:59] <diesieben07> gives you an
Optional<EntityPlayerMP>
L235[05:53:14] <diesieben07> will be empty
if there are no playrs online, otherwise contain the player with
the most money
L236[05:53:49] <madcrazydrumma>
"player ->" so i already have to have a list of the
players?
L237[05:54:02] <diesieben07> that is a
lambda
L238[05:54:12] <Zaggy1024> that's only if
you want to only support Java 8 :P
L239[05:54:13] <diesieben07> that code is
complete, you can put it in your code it will compile
L240[05:54:18] <diesieben07> who doesn't
wnat that? :D
L241[05:54:20] ***
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L242[05:54:34] <sham1> People who want to
support idiots who did never update to java8
L243[05:54:35] <Zaggy1024> well of course
I *want* Java 8
L244[05:54:47] <Zaggy1024> but apparently
Macs don't have Java 8 as widely as Windows
L245[05:54:53] <sham1> Or people too lazy
to use retrolambda in the case of those people
L246[05:55:08] <Zaggy1024> yeah I've
wanted to try retrolambda
L247[05:55:13] <Zaggy1024> never got
around to setting it up
L248[05:55:43] <Zaggy1024> does it require
a Java 6 implementation of the stream APIs to be really
useful?
L250[05:56:46] <sham1> Well you could use
Guava "streams" to have thecompatibility while using
lambdas to make your code look nice
L251[05:56:56] <sham1> Eww
L252[05:57:12] <madcrazydrumma> I have
java 8 dw haha
L253[05:57:14] <madcrazydrumma> Just
realised
L254[05:57:21] <sham1> Good boy
L255[05:57:21] <diesieben07> its not about
YOU
L256[05:57:23] <madcrazydrumma>
<3
L257[05:57:25] <diesieben07> its abotu
your end users :P
L258[05:57:27] <madcrazydrumma> ^^
L259[05:57:41] <sham1> Well as far as Mac
OS X goes
L260[05:57:47] <sham1> I think there was
java8 for it
L261[05:57:50] <madcrazydrumma> The
lambdas are relative to java8?
L262[05:58:02] <diesieben07> lambdas and
Stream API require java 8 to run
L263[05:58:07] <sham1> lambdas are java8
feature
L264[05:58:23] <madcrazydrumma> Link? My
university needs to catch up ffs
L265[05:58:29] ⇦
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L266[05:58:31] <diesieben07> link to
what?
L268[05:58:43] <sham1> Quick
explenation
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L271[05:59:58] <sham1> Lambdas are
basically syntax sugar around anonymous classes that implement
interfaces with one method to implement (ex. Runnable)
L272[06:00:21] <madcrazydrumma> Ahh right
okay fair enough
L273[06:00:22] <diesieben07> basically but
not really :D
L274[06:00:26] <Zaggy1024> and I assume it
infers the type of the functional interface?
L275[06:00:32] <diesieben07> if it really
was just syntax sugar java 8 would have come 2 years earlier
:D
L276[06:00:33] <Zaggy1024> I haven't had
the chance to play with them much
L277[06:00:38] <diesieben07> yeah it
does
L278[06:00:40] <madcrazydrumma> player
-> IEEP.get(player) doesnt want to be nice to me because its
giving me an object
L279[06:00:45] <madcrazydrumma> I tried
casting player but it wont let me do that
L280[06:00:51] <diesieben07> are you on
1.8.8?
L281[06:00:54] <diesieben07> if not:
update.
L282[06:01:10] <diesieben07> this wont
work nicely without generic
L283[06:01:12] <diesieben07> *s
L284[06:01:14] <Zaggy1024> 1.8.9 :P
L285[06:01:19] <diesieben07> well,
yeah
L286[06:01:27] <madcrazydrumma> how do i
update?
L287[06:01:27] <sham1> Well yeah, the
labda stuff does do a lot of things under the hood, but as far as
developing using Java8 they can be thought as syntax sugar, even
though they might not be so
L288[06:01:36] <Zaggy1024> change the
version in build.gradle
L289[06:01:40] <madcrazydrumma> I swear i
am using 1.8.8 in gradle
L290[06:01:41] <Zaggy1024> re-set up
L291[06:01:49] <Zaggy1024> well what type
is the collection?
L292[06:02:06] <diesieben07> sham, well,
also no :D because people will reconsider using an inner class
because "Performance! *handwave*"
L293[06:02:07] <diesieben07> ;D
L294[06:02:29] <Zaggy1024> what?
L295[06:02:34] <madcrazydrumma> according
to minecraft: List
L296[06:02:34] <Zaggy1024> do inner
classes have bad perf?
L297[06:02:38] <madcrazydrumma> they dont
specify a type
L298[06:02:38] <sham1> Muh
peformmance
L299[06:02:58] <diesieben07> they are just
normal classes
L300[06:03:05] <Zaggy1024> madcrazy, I
mean in the code, what is the return type?
L301[06:03:12] <diesieben07> but people
will wave hands and scream perofrmance if you create lots of
objects
L302[06:03:14] <Zaggy1024> for
getPlayerList
L303[06:03:16] <madcrazydrumma> fixed
it
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L305[06:03:42] <Zaggy1024> oh, you mean
anonymous inner classes?
L306[06:03:44] <madcrazydrumma>
MinecraftServer.getServer().getConfigurationManager().playerEntityList.stream().max(Comparator.comparingInt(epmp
-> IEEP.get(epmp).getMoney()));
L307[06:03:46] <madcrazydrumma> That was
before
L308[06:03:49] <diesieben07> yeah
that
L309[06:03:54] <Zaggy1024> I see
L310[06:03:59] <madcrazydrumma>
((List<EntityPlayer>)MinecraftServer.getServer().getConfigurationManager().playerEntityList).stream().max(Comparator.comparingInt(epmp
-> EconomyPlayer.get(epmp).getMoney()));
L311[06:04:03] <madcrazydrumma> This is
how i fixed it
L312[06:04:06] <Zaggy1024> yeah, I've been
a little worried about the performance impact
L313[06:04:06] <diesieben07> yu should not
have to do that
L314[06:04:21] <diesieben07> mc has
generics since 1.8.8
L315[06:04:28] <sham1> Thankfully
L316[06:04:34] <Zaggy1024> open the game
and look at the version number :P
L317[06:05:39] <madcrazydrumma> lmao
minecraft 1.8
L318[06:08:20] <Lumien> Can i call
TextureMap.registerSprite on the block sheet in ModelBakeEvent or
do i have to do that in TextureStitchEvent ?
L319[06:09:16] <Zaggy1024> model bake is
way too late
L320[06:09:26] <Lumien> okay :)
L321[06:09:29] <Zaggy1024> texture map has
to be fixed by the point it bakes
L322[06:09:47] ⇦
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L324[06:10:02] <Lumien> So if i want to
bake a model in ModelBakeEvent
L325[06:10:07] <Lumien> How am i supposed
to get the textures for it?
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L329[06:12:37] <madcrazydrumma> So
diesieben07 Optional is null if there is no player?
L330[06:12:40]
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L331[06:12:55] <diesieben07> no, optional
is *empty*
L332[06:13:18] <madcrazydrumma> so i use
'isPresent()'?
L333[06:13:22] <sham1> yes
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L335[06:13:29] <madcrazydrumma>
Alright
L336[06:14:22] <sham1> they *could* have
gone with an abstract Optional<T>-class that has 2 private
inner class siblings, Just<T> and None
L337[06:15:08] <diesieben07> sham1, they
havent done that because value classes
L338[06:15:31] <sham1> It can be done
without them, somewhat at least
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L340[06:15:42] <madcrazydrumma> Why would
there be an exclamation mark present on my project when there are
no errors shown
L341[06:15:42] <diesieben07> Optinoal
might become a value type
L342[06:15:50] <diesieben07> it cant if
there is inheritance
L343[06:15:57] <madcrazydrumma>
"Description Resource Path Location Type
L344[06:15:57] <madcrazydrumma> Build path
contains duplicate entry:
'org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-1.8'
for project 'Economy' Economy Build path Build Path Problem
L345[06:15:57] <madcrazydrumma>
"
L346[06:16:39] <madcrazydrumma> Nevermind
I had 2 java8 libraries for some odd reason in the build path
L347[06:17:14]
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L348[06:19:53] <Zaggy1024> wouldn't these
"Just" and "None" be private classes
anyway?
L349[06:19:59] <sham1> Indeed
L350[06:20:02] <Zaggy1024> part of the
internal implementation that could change?
L351[06:20:59] <Zaggy1024> in fact
non-present optional could be a constant like empty
collections
L353[06:22:22] <diesieben07> it is.
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L355[06:23:12] <Zaggy1024> ah, didn't
notice that
L356[06:23:31] <Zaggy1024> in that case
why isn't it just an inner class that always returns false for
isPresent?
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L358[06:24:21] <diesieben07> because
Optional might be a value type in the future.
L359[06:24:32] <diesieben07> and that
cannot support inheritance
L360[06:24:41] <diesieben07> they just
want to keep the implementation
L361[06:24:57] <Zaggy1024> won't they have
to change the implementation a bit for value types anyway?
L362[06:25:31] <diesieben07> ideally
they'd change "class optinoal" to "value class
Optional" and be done
L363[06:29:59] <Zaggy1024> will value
types include operators?
L364[06:31:01] <diesieben07> define
operators
L365[06:31:07] <Zaggy1024> operator
overloading
L366[06:31:08] <diesieben07> operator
overloading?
L367[06:31:11] <diesieben07> haha
L368[06:31:16] <diesieben07> it is being
discussed
L369[06:31:17] <sham1> that would be
nice
L370[06:31:47] <diesieben07> right now
they are working on the mechnics behind it, not the language
design
L371[06:31:55] <Zaggy1024> I suppose
so
L372[06:32:12] <Zaggy1024> is there
somewhere I can read about what they're doing exactly?
L373[06:32:26] <Zaggy1024> I'm especially
interested to know how value types can be used to optimize
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L377[06:37:08] <diesieben07> yes, thats
how guava's optional works
L378[06:37:21] <diesieben07> but there
really is not a significant advantage to either
L379[06:38:29] <sham1> Yeah, there is
not
L380[06:38:49] <Zaggy1024> I figure the
null check has to be slightly slower :P
L381[06:39:13] <diesieben07> nah
L382[06:39:22] <diesieben07> a) nullchecks
are BLAZING fast
L383[06:39:36] <Zaggy1024> haha if only
they were blazing fast to write :P
L384[06:39:37] <diesieben07> b) if you
have inheritance you have to check for subtyping when invoking
methods anyways
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L386[06:39:48] <diesieben07> so it comes
to the same thing pretty much
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L388[06:42:18] <sham1> My design has the
fact that after it becomes None it never even attempts to apply any
more methods to it
L389[06:42:24] <sham1> Now the JDK one
does it too
L390[06:42:58] ***
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L391[06:44:01] <sham1> But this one
distinguishes between a monad with a value and a monad without a
value as 2 different entities that are related only by a common
ancestor
L392[06:48:08] <Nitrodev> anyone got a
good example for multiblock s in 1.8
L393[06:48:24] <Zaggy1024> will value type
objects with only final value type fields be cached?
L394[06:48:51] <PaleoCrafter> you know,
sham1, you could just have refered to Scala :P
L395[06:49:05] <sham1> Nah
L396[06:49:25] <sham1> Much rather refer
to Haskell when talking about the Maybe monad
L397[06:49:54] <PaleoCrafter> you're using
the word monad way too often xD
L398[06:50:08] <sham1> Well that's what it
is
L399[06:50:28] <PaleoCrafter> Maybe is a
type in the first place :P
L400[06:50:34] <diesieben07> Zaggy1024,
there is no caching. a value type with two int fields will behave
like two ints. not an object.
L401[06:51:04] <Zaggy1024> oh
L402[06:51:05] *
sham1 mumbles about how similar that sounds to structs
L403[06:51:13] <Zaggy1024> so the methods
will be inlined by the compiler?
L404[06:51:17] <diesieben07> not by the
compiler
L405[06:51:21] <diesieben07> it is a JVM
feature
L406[06:51:32] <diesieben07> that is why
it's taking a while to make :P
L407[06:51:39] ***
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L408[06:51:42] <Zaggy1024> ah
L409[06:51:53] <Zaggy1024> I'll have to
read more about it, sounds interesting :)
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L412[06:55:46] <Lumien> Is it possible to
somehow just "add" a json model to the vanilla model
system to get it loaded & baked?
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L414[06:57:20] <Wuppy> \o/ new desk chair
:D
L415[06:57:42] <Wuppy> now to put together
this ikea thing :P
L416[06:58:19] <Zaggy1024> Lumien, you
mean a model not tied to a block or item?
L417[06:58:26] <Lumien> Yes just a json
file
L418[06:58:43] <Zaggy1024> I don't know of
a straightforward way
L419[06:59:03] <Zaggy1024> I made a dummy
block to force load arbitrary blockstates jsons so I can render
them
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L421[06:59:18] <Zaggy1024> I'm guessing
you don't mean blockstates jsons, but still you need a Block or
Item AFAIK
L422[06:59:40] <PaleoCrafter>
ModelLoaderRegistry.getModel, Lumien
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L424[07:00:10] <Lumien> So if i call that
will the model that gets returned later get baked by the system
itself?
L425[07:00:32] <PaleoCrafter> no
L426[07:00:36] <PaleoCrafter> you still
have to bake it yourself
L427[07:00:47] <Lumien> Where am i
supposed to bake it?
L428[07:00:56] <Lumien> In ModelBakeEvent
i can't add anymore textures to the block sheet
L429[07:01:10] <PaleoCrafter> that you do
in TextureStitchEvent.Pre
L430[07:01:31] <Lumien> Ok so i do have to
manually add all the textures in TextureStitchEvent and then bake
the model in ModelBakeEvent?
L431[07:01:54] <PaleoCrafter> you don't
need ModelBakeEvent, I think
L433[07:02:43] <PaleoCrafter> which you
can register with ((IReloadableResourceManager)
Minecraft.getMinecraft().getResourceManager()).registerReloadListener
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L435[07:10:25] <Nitrodev> anyone got a
good example for multiblock s in 1.8?
L436[07:11:42] <sham1> what kind of
multiblocks
L437[07:11:43]
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L439[07:12:14] <sham1> (Note, there is no
space between "multiblock" and 's' when doing plural of
the word)
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L442[07:17:51] <Nitrodev> yeah yeah and
just regular multiblocks with storage
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L446[07:20:36] <sham1> You can then make
it implement IInventory and whatever
L447[07:20:59] <Nitrodev> yeah i got the
storage part pretty much figured out
L448[07:25:35] <sham1> Now you can adapt
that code I gave you to have all the things play out
L449[07:28:44] <Nitrodev> i'll try
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L453[07:39:16] <Wuppy> \o/ I'm finally
dutch again
L454[07:39:18] <Wuppy> my bike is working
:P
L455[07:41:05] <diesieben07> haha
L456[07:41:10] <diesieben07>
stereotypes!
L457[07:41:59] <Wuppy> to be fair though,
not having a bike here is a big problem
L458[07:42:04] ***
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L459[07:43:29] <Wuppy> now, to assemble
one of those damn ikea things
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L461[07:44:03] <sham1> Have fun
L462[07:44:13] <Wuppy> I'll try not to cry
:P
L463[07:44:47] <sham1> IKEA furniture is
actually very high quality at least here
L464[07:45:01] <diesieben07> yeah
depending on what you buy IKEA is not bad
L465[07:45:13] <Ordinastie> try assemble a
damn bed by yourself, then you'll cry :p
L466[07:45:13] <Wuppy> ikea is high
qaulity here as well
L467[07:45:23] <Wuppy> but exactly what
Ordinastie sad
L468[07:45:26] <Wuppy> said*
L469[07:45:29] <sham1> I have
L470[07:45:38] <diesieben07> i have,
too
L471[07:45:42] <diesieben07> its not toooo
bad
L472[07:46:23] <Wuppy> well, at least this
is a chair and not a closet
L473[07:46:32] <Wuppy> those have way more
parts which all look the same
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L476[07:47:32] <Ordinastie> I had to
assemble the bedspring too... 42 (!) battens
L477[07:47:38] <Ordinastie> FOR EACH SIDE
:'(
L478[07:47:44] <diesieben07> pussy
:P
L479[07:47:59] <diesieben07> my bed broke
a week ago :P
L480[07:48:12] <diesieben07> the supports
for the matress just broke at one place
L481[07:48:13] <Ordinastie> and 2
nightstands
L482[07:49:23] <Ordinastie> worst thing
is, you have to screw in screws in metal plates, but the holes are
way too small
L483[07:49:38] <Ordinastie> and the metal
plates are thougher than the screws themselves
L484[07:49:42] <Ordinastie> so, no way to
make it work
L485[07:49:44] ***
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L486[07:49:44] <Wuppy> I had to make a bed
where there weren't even any screw holes
L487[07:49:54] <Wuppy> and of course we
put it on the wrong way around
L488[07:50:06] <Wuppy> and the material
was 0.1cm thick
L489[07:50:53] <Ordinastie> you're
confusing it with the cardboard box :p
L490[07:51:44] <Wuppy> at least this kit
only has 2 types of screws :)
L491[07:51:51] <Wuppy> instead of 10
different things
L492[07:54:40] ⇦
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L493[08:00:29] <sham1> Hmm
L494[08:00:41] <sham1> Apparently Guava
has some unsigned integer stuff going on
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L500[08:18:39] <Wuppy> and it's done
:D
L501[08:18:47]
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L502[08:19:05] <Wuppy> this is some really
clever design :o
L503[08:19:33] ***
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L504[08:21:05] ***
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L505[08:21:48] <Ordinastie> Wuppy, what? 2
wheels, a saddle and a handlebar ? :p
L506[08:22:19] <Wuppy> 5 wheels, 5 wheel
sticks, a wheel stick center, height stick, sadle, 2 arm rests and
a back rest
L507[08:22:38] <Wuppy> and in the back of
the back rest is a compartment to hide the tools you need to build
it :P
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L513[08:48:16] <kimfy> What is the
"particle" key in models\block\crafting_table.json
for?
L514[08:48:33] <sham1> So the crafting
bench has particles
L515[08:48:43] <sham1> When you break it
or dash over it for instance
L516[08:48:51] <kimfy> Ohhh when you break
it, gotcha!
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L526[09:11:43]
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L527[09:12:31] <noninc> Good evening! I am
trying to learn forge related gradle stuffs and am running into
'Could not find method srgExtra()'. Is it gone in
ForgeGradle:2.0-SNAPSHOT?
L528[09:13:09] <Cypher121> noninc: go to
#forgegradle
L529[09:13:20] <noninc> oh, I'm sorry.
Gonna ask #ForgeGradle too.
L530[09:13:27] <Cypher121> you're more
likely to get answer there
L531[09:14:42] <sham1> they know better
about this fancy gradle magic
L532[09:15:04] <sham1> And my grammar
there was fucked up
L533[09:15:13] <sham1> The hell did I do,
stutter in text?
L534[09:15:47] <noninc> Fancy indeed :D Is
that channel "new"? Did not remember having that in the
/topic here.
L535[09:19:05] <ghz|afk> depends on when
was the last time you were here
L536[09:19:11] <Cypher121> it was there
for at least 6 months
L537[09:19:18] <ghz|afk> it was in the
topic over a year ago
L538[09:19:36] <ghz|afk> when I got
started with modding 1.8
L539[09:19:47] <ghz|afk> (late december
2014)
L540[09:23:00] <Wuppy> damn I'm happy with
my new chair <3
L541[09:23:29] <Wuppy> if anyone is
looking for a desk chair, Malkolm from Ikea comes highly suggested,
just 80 euros and it's great :D
L542[09:23:32]
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L543[09:24:05] <Wuppy> as in, comparing it
to the like 400 euro chairs we have in school, this one is as good
if not better :O
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L545[09:25:05] <XDjackieXD> Wuppy: there
are actually schools which have good chairs? o.O
L546[09:25:08] <Cypher121> got myself a
vps for $5
L547[09:25:31] <Wuppy> XDjackieXD, we got
new chairs at the beginning of this year, so atm, yeah
L548[09:25:37] <Wuppy> although were short
a few
L549[09:25:51] <XDjackieXD> wait are you a
student or a teacher? xD
L550[09:25:56] <Wuppy> I'm a studnet
L551[09:26:09] <Wuppy> but out school is
really unique anyway, we don't really have lectures
L552[09:26:16] <Cypher121>
>studnet
L553[09:26:17] <Wuppy> we work on games
while supervised by teachers
L554[09:26:26] <Wuppy> close enough
Cypher121
L555[09:26:29] <Cypher121> I'll write that
word down
L556[09:26:37] <Wuppy> why?
L557[09:26:39] <XDjackieXD> Wuppy: I would
love school like this :3
L558[09:26:47] <Wuppy> XDjackieXD, it's
amazing <3
L559[09:27:15] <Wuppy> our teachers worked
on pretty much all of the GTA projects
L560[09:27:36] <Wuppy> and a guy also
worked for 15 years at Dice, he's insanely smart
L561[09:27:42] <XDjackieXD> O.O
wannahave
L562[09:27:54] <XDjackieXD> I'm in a
technical school but it's extremely boring if you already know how
to code and how to do electronics :3
L563[09:28:30] <Wuppy> that's too
bad
L564[09:29:03] <XDjackieXD> Wuppy: in what
country are you?
L565[09:29:12] <Wuppy> I work reasonably
often with that teacher from Dice and he literally knows everything
about C++, engines and cpu's, it's almost scary at times :P
L566[09:29:22] <Wuppy> XDjackieXD, the
Netherlands
L567[09:29:41] <XDjackieXD> well I think I
should move there xD (I live in Austria)
L568[09:30:10] <Wuppy> our school &
city is very international so it's certainly possible
L569[09:30:32] <Wuppy> in my team I have
people from america, bulgaria and a few other places
L570[09:30:36] <gr8pefish> What is the
school called wuppy?
L571[09:30:41] <Wuppy> NHTV IGAD
L572[09:31:38] <Wuppy> currently we are
also developing for Playstation 4 using their dev kits
L573[09:31:38] <XDjackieXD> the
"interactive brochure" is flash based :P
L574[09:31:49] <Wuppy> there are only a
handful of schools in the world which can do that :P
L575[09:32:06] <Wuppy> XDjackieXD, yeah...
our school is pretty bad at advertising itself
L576[09:32:14] <Wuppy> on the other hand,
it doens't have to
L577[09:32:29] <Wuppy> I think the year I
joined there were 200 spots and about 800 people tried getting
in
L578[09:32:39] <XDjackieXD> I only wnat PC
or multiplatform development... (I don't like modern consoles
because performance and things like pay extra for
multiplayer...)
L579[09:32:48] <XDjackieXD> :P
L580[09:33:00] <Wuppy> we had to do mobile
development last block, but it's a good thing to learn
L581[09:33:26] <XDjackieXD> how to handle
limited performance? :P
L582[09:33:35] <Wuppy> it sucks, but it is
useful
L583[09:33:58] <XDjackieXD> the showcase
videos on the homepage won't play and the interactive brochures
only display a white image :(
L584[09:34:07] <Wuppy> aw dang :P
L585[09:34:34] <XDjackieXD> I found a vid
that loads \o/
L586[09:34:47] <gr8pefish> Still looks
like a cool place. What year are you wup?
L587[09:34:49]
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L588[09:34:50] <Wuppy> inb4 I know the
people in that video :P
L589[09:34:53] <Wuppy> second year
atm
L590[09:37:49] <XDjackieXD> I just got
unreal editor 4 to run natively on linux and I want to get into
game dev (I have some ideas. anyone knows how to randomly generate
textured low-poly terrain in ue4? :P)
L591[09:38:03] <Wuppy> Ue4 is great
L592[09:38:07] <Wuppy> but also a
bitch
L593[09:38:29] <XDjackieXD> UE4 is great.
haven't found the bitchy side so far :P
L594[09:38:45] <Wuppy> you havent done any
C++ then have you?
L595[09:39:12] <Wuppy> hmm I actually know
a way to do what you want
L596[09:39:15] <XDjackieXD> I started to
code using C on AVRs when I was 10 but I only used the object
oriented part of C++ once :P
L597[09:39:15] <Wuppy> maybe
L598[09:39:30] <Wuppy> if your C++ code
crashes in unreal, the entire editor crashes
L599[09:39:36] <XDjackieXD> wow :P
L600[09:39:38] <Wuppy> also, code help
from VS is broken
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L602[09:39:51] <Wuppy> and the editor
crashes when you double click certain things sometimes
L603[09:39:54] ***
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L604[09:39:58] <Wuppy> the blueprint
system is awesome though
L605[09:40:01] <Wuppy> and the ai
system
L606[09:40:08] <XDjackieXD> Wuppy: I don't
think the linux editor has this issues.
L607[09:40:22] <XDjackieXD> Yeah I played
around with the blueprint system lately
L609[09:40:41] <Wuppy> that system should
be perfect
L610[09:40:45] <Wuppy> even runs on mobile
:O
L611[09:41:35] <XDjackieXD> my plan is to
build as much as possible using blueprints so my 2 friends who want
to help can help (they don't know how to code) and later rewrite it
in C++ when everything is working to improve performance (C++ is
about 10 times faster according to epicgames)
L612[09:41:45] <PaleoCrafter> why wouldn't
it run on mobile? :P
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L614[09:41:55] <Wuppy> PaleoCrafter, 2
reasons
L615[09:42:10] <Wuppy> 1. Unreal has many
limits on mobile, such as only having 4 dynamic lights
L616[09:42:18] <Wuppy> 2. dynamic meshes
are heavy
L617[09:42:42] <Wuppy> XDjackieXD, we had
a guest lecture from a guy who made a complete game in Unreal and
almost all of it was done in blueprints
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L619[09:42:43] <XDjackieXD> yes because
you can't pre-calc shaders.
L620[09:43:08] <XDjackieXD> Wuppy: you can
even create your own blueprint modules using c++
L621[09:43:24] <Wuppy> basically, only
heavy code has to be done in C++, BP is really quite fast as
well
L622[09:43:30] <Wuppy> XDjackieXD, I know,
it's an amazing system
L623[09:43:49] <XDjackieXD> it's the best
block-based programming i've seen so far
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L626[09:44:18] <Wuppy> it's the only one
I've tried, but it's great
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L629[09:45:21] <PaleoCrafter> eh, nothing
compares to Scratch, XDjackieXD xD
L630[09:46:01] <Wuppy> so many XDs
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L635[09:47:19] <XDjackieXD> PaleoCrafter:
scratch... /me shudders
L636[09:48:29] <sham1> I know what
compares to Scrach. The LEGO EV3 Mindstorm programming
"language"
L637[09:49:00] <XDjackieXD> ._. just
program it using C/C++!
L638[09:49:20] <sham1> But cross-compiling
sucks
L639[09:52:26]
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L640[09:52:45] <ghz|afk> you can always
use C#/MonoGame, VS2015 comes with android compilation ;P
L641[09:53:21] <ghz|afk> (MonoGame being a
crossplatform recreation of the XNA runtime)
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L643[09:54:53] <Nitrodev> hii all
L644[09:55:03] <XDjackieXD> ghz|afk:
just... no... use a good game engine (XNA was crappy... Also I
would never use VS... C-Lion <3)
L645[09:55:30] <ghz|afk> XNA was
nice
L646[09:55:34] <ghz|afk> it just wasn't a
full game engine
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L649[09:55:47] <ghz|afk> can't compare XNA
to like, Unity or Unreal
L650[09:55:51] <Penguin> Hi :)
L651[09:56:11] <ghz|afk> in fact some
years ago I started creating a proper game engine on top of XNA,
but I just meh'd and started using Unity instead
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L654[09:56:25] <ghz|afk> all the issues
that Unity has, are still better than reinventing all the wheels
involved in a game engine
L655[09:56:25] <ghz|afk> XD
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L657[09:56:40] <Nitrodev> i can't use
unreal even the main scene puts my GPU temp at 90
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L659[09:56:44] <XDjackieXD> ghz|afk: ok.
it was a framework but there are still better ones that have better
cross platform support...
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L662[09:57:00] <ghz|afk> sure
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L664[09:57:08] <XDjackieXD> Nitrodev: wtf?
I got unreal4 games to run on my laptop (first gen i5 with intel
GMA card...)
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L667[09:57:42] <Nitrodev> XDjackieXD, i
haven't EVEN opened my pc in like 3 years so :P
L668[09:57:49] <XDjackieXD> :P
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L670[09:57:56] <XDjackieXD> what
gpu?
L671[09:58:06] <gigaherz> Nitrodev: then
you need to remove the dust from the case ;p
L672[09:58:18] <Nitrodev> yeah
L673[09:58:24] <XDjackieXD> that would be
a good idea :P
L674[09:58:34] <Nitrodev> i'm just so
lazy
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L676[09:58:43] <gigaherz> XDjackieXD: I
remember someone made an actual proper game engine in C#, but I
can't remember the name -- they put it up on github XD
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L679[09:58:50] <Nitrodev> i'll clean it
after the passive temp goes near 60
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L682[09:59:31] <Nitrodev> XDjackieXD, i
got a FTX 760
L683[09:59:36] <Nitrodev> 192-bit
L684[09:59:39] <XDjackieXD> gigaherz: why
C#? D:
L685[10:00:16] <XDjackieXD> Nitrodev: GTX
or FTX? o.O
L686[10:00:28] <Nitrodev> GTX
L687[10:00:32] <Nitrodev> sorry
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L689[10:00:48] <XDjackieXD> that should be
more than enough to run the ue4 editor o.O
L690[10:00:48] <Penguin> Do you know if
there's a way to retrieve the clicked block from a
PlayerInteractEvent? Or from some other event, by the way
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L693[10:01:08] <XDjackieXD> Penguin:
raytracing maybe?
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L696[10:02:13] <Penguin> I'll try it, but
isn't there a easier way?
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L699[10:02:36] <Cypher121> can't you get
MovingObjectPosition from player's sight?
L700[10:02:39] <XDjackieXD> idk. probably
not if you don't get the coords the player clicked at
L701[10:02:54] <Cypher121> although it's
probably not going to work for things that do remote clicking
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L703[10:03:42] <Penguin> Yes, I see
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L706[10:03:48] <Penguin> Thanks :)
L707[10:05:21] <Temportalist> Cypher121:
yes you can
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L709[10:05:25] <Nitrodev> what classes do
i need for a multiblock structure
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L715[10:06:34] *
Cypher121 clicks, sees scala and nopes out
L716[10:06:37] <PaleoCrafter> get rid of
those type annotations, Temportalist D:
L717[10:06:42] <Temportalist> Nitrodev:
that depends on how you are handling it, usually its lots of custom
classes
L718[10:06:59] <Temportalist>
PaleoCrafter: I know haha, that was in my earlier scala days
L719[10:07:24] <Nitrodev> handling?
L720[10:07:26] <PaleoCrafter> assumed so
:D
L721[10:07:36] <Nitrodev> like what is the
functionality of it?
L722[10:08:01] <Temportalist> Nitrodev:
vanilla MC has no multiblock structures, you have to write custom
code to do all the parent/controller code for it
L723[10:08:07] <Temportalist> Nitrodev:
yes
L724[10:08:10] <Nitrodev> ah
L725[10:08:32] <Nitrodev> wait isn't the
double chest kind of a multiblock?
L726[10:08:53] <Temportalist> Nitrodev:
*kinda* same goes for enchanting table
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L732[10:11:11] <Temportalist>
PaleoCrafter: I removed them... in that class...
L733[10:11:13] <Nitrodev> okay because the
multiblocks i will be adding are only storage ones
L734[10:11:14] <gigaherz> Nitrodev:
there's no concept of "multiblock"
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L737[10:11:18] <gigaherz> the double-chest
is a hack
L738[10:11:19] <Nitrodev> nothing else
special
L739[10:11:37] <gigaherz> it just detects
when you place one chest next to another
L740[10:11:39] <Nitrodev> and there's the
word again
L741[10:11:43] <gigaherz> and merges their
TileEntities
L742[10:11:46] <Nitrodev> yeah i got
that
L743[10:11:57] <PaleoCrafter> everybody
forgets about portals :D
L744[10:12:11] <gigaherz> nether portals
aren't really multiblocks
L745[10:12:21] <gigaherz> each portal
piece acts independently
L746[10:12:21] <gigaherz> XD
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L749[10:12:35] <PaleoCrafter> uhm... they
act as one big portal :P
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L751[10:13:09] <Temportalist> hey, can any
of you give me a hand with some world rendering?
L752[10:13:17] <Nitrodev> yet you can
place the portals separetly in creative :P
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L755[10:13:31] <PaleoCrafter> they'll go
away immediately, iirc
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L758[10:13:53] <PaleoCrafter> and you can
place most multiblock parts individually in creative/with
commands
L759[10:14:03] <Nitrodev> wellyeah
L760[10:14:22] <PaleoCrafter> lol, Spotify
has a whole genre dedicated to the Beatles :D
L761[10:14:26] <gigaherz> a portal block
only stays if it's surrounded by a valid portal
L762[10:14:35] <Nitrodev> how do i have 32
followers o.O
L763[10:14:53] <IoP> creepers!
L764[10:15:36] <Nitrodev> or people who
wan tme to follow 'em back
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L767[10:15:44] <Nitrodev> nice try
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L772[10:17:00] <Wuppy> heh, I may actually
be able to play Laser Tag as a useful educational experience for
school xD
L773[10:17:27] <XDjackieXD> Wuppy: we may
do this too ^^
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L775[10:17:47] <Wuppy> I may be making
laser tag with an Arduino
L776[10:17:51] <madcrazydrumma> Is there a
sign event?
L777[10:17:59] <Wuppy> otherwise, flying
quad copters through the school building sounds pretty cool as
well
L778[10:18:10] <XDjackieXD> :D
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L786[10:18:48] <XDjackieXD> laser tag with
arduinos is pretty easy. just buy some cheap lasermodules from
dealextreme (like 10 pieces cost 5€) and ,odulate them
L787[10:19:02] <XDjackieXD>
*modulate
L788[10:19:13] <Wuppy> I haven't really
looked at it a lot so far, I've been trying to make a custom game
controller using Arduino
L789[10:19:19] <Wuppy> and linking it to
Unreal
L790[10:20:30] ***
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L791[10:21:37] <Temportalist> a chunk's
position starts in negative and goes to positive, right?
L792[10:21:53] <Temportalist> so a chunk
at (0,0) would start at 0, 0 and go to 15, 15
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L794[10:22:01] <PaleoCrafter> yes
L795[10:22:15] <XDjackieXD> Wuppy: get a
arduino leonardo or use v-usb and emulate an xbox gamepad.
L796[10:22:31] <Wuppy> XDjackieXD, we have
an Arduino Uno
L797[10:22:44] <Temportalist> And axis'
look like this?
L799[10:22:49] <XDjackieXD> then use
v-usb
L800[10:23:03] <Temportalist> Or is the z
the other way?
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L806[10:24:37] <madcrazydrumma> How can i
check if the player put certain words on a sign?
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L808[10:25:09] <Nitrodev> i don't think ya
can
L809[10:25:31] <madcrazydrumma> aw what, i
swear there used to be a sign event or something
L810[10:26:07] <Upthorn> you might be
thinking of bukkit?
L811[10:26:35] <madcrazydrumma> Yea
maybe
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L814[10:26:41] <madcrazydrumma> But there
must be a way
L815[10:28:14] <Upthorn> You could
definitely do it by making your own sign to replace Vanilla's
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L817[10:28:45] <Nitrodev> yeah that's a
choice
L818[10:28:47] <williewillus> can't you
just listen for the sign container to open
L819[10:28:50] <williewillus> and then
chekc the te
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L822[10:29:03] <Cypher121> does sign even
have a container? I can't find it
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L825[10:30:47] <gigaherz> no the sign
doesn't use a container-based gui
L826[10:31:04] <gigaherz> it's just the
TileEntity, TESR, and commands
L827[10:31:10] <gigaherz> packets I
meant
L828[10:31:53] <madcrazydrumma> So there's
no way?
L829[10:32:02] <madcrazydrumma> without a
new sign*
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L834[10:32:27] <Temportalist> Does this
look right to you rendering peeps?
L836[10:32:37] <Temportalist> cc fry
L837[10:32:55] <Cypher121> why is there
GuiOpenEvent but no GuiCloseEvent?
L838[10:33:18] <diesieben07> GuiOpenEvent
with screen==null is the close event :P
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L842[10:33:57] <Cypher121>
seriously?
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L845[10:34:07] <Cypher121> I hope that
it's not
L846[10:34:10] <Temportalist> it should be
renamed GuiChangeEvent...
L847[10:34:53] <Cypher121> even like that,
what use can it possibly have if it provides no information about
what gui/te/player/whatever fired it?
L848[10:35:35] <diesieben07> because thats
not possible to kno
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L850[10:35:47] <diesieben07>
Minecraft.displayGuiScreen doesn't have any context
L851[10:35:52] <Upthorn> Well, you get
that information when the GUI actually opens, right?
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L854[10:36:38] <Cypher121> and I guess
it's not like that event even exists serverside
L855[10:36:45] <diesieben07> indeed it
does not
L856[10:36:50] <Upthorn> Oh, I see what
you're saying
L857[10:37:10] <Cypher121> well, I mean
it's probably possible to do it like this
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L860[10:37:37] <Cypher121> if sign gui
opened, set flag. if flag and gui closed, send packet for server to
check... what?
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L863[10:38:19] <Cypher121> I wonder if
that guy will ever get that his connection is bad
L864[10:38:47] <williewillus> :p
L865[10:40:27] <noninc> Would it be
possible to create a block dynamically at runtime on the client
after startup but before joining a world?
L866[10:40:35] <PaleoCrafter> Cypher121, I
think there's a way to hook into vanilla's packet handling
L867[10:40:44] <Temportalist> Hey, so I am
using WorldRenderer.color, but it isnt coloring my texture (blend
at 771)
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L869[10:41:17] <diesieben07> noninc, no,
blocks & items have to be created in preInit.
L870[10:41:21] <PaleoCrafter> you're only
coloring one vertex, Temportalist :P
L871[10:41:29] <Temportalist> Im coloring
them all
L872[10:41:30] <diesieben07> why?
L873[10:41:32] <PaleoCrafter>
WorldRenderer.color is not the same as the old one
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L876[10:41:47] <PaleoCrafter> just use
GlStateManager.color
L878[10:41:59] <PaleoCrafter> oh
L879[10:42:02] <PaleoCrafter> that was a
function :D
L880[10:42:24] <Temportalist> its a white
texture
L881[10:42:28] <PaleoCrafter> but yeah,
just use the state manager if they all will have the same color
anyway
L882[10:42:31] <Temportalist> but is
rendering black
L883[10:42:48] <Temportalist> oh, maybe
divide by 255
L884[10:42:52] <noninc> diesieben07: any
place I can look up what info must be there at preInit and what can
be changed later. So I can maybe reserve a generic block and
customize it later?
L885[10:43:04] <Temportalist> yup, that
was it
L886[10:43:04] <diesieben07> yes, that
would be what to do.
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L889[10:43:51] <noninc> as to the first
part, you know any place? I find it hard looking for information
for forge internals
L890[10:44:11] <PaleoCrafter> but keep in
mind that you won't be able to create totally different blocks with
that generic one
L891[10:44:22] <diesieben07> not sure what
you are looking for.
L892[10:44:43] <PaleoCrafter> as of 1.8,
pretty much everything goes into pre-init, noninc
L893[10:45:16] <PaleoCrafter> integration
with other mods and things like that would go into later
stages
L894[10:45:20] <noninc> so it is more or
less a trial and error thing to try what I can do after
preinit?
L895[10:45:29] <diesieben07> uh, no not
really
L896[10:45:41] <diesieben07> you register
your things when your mod starts up, most things in preInit,
recipes in init
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L899[10:45:50] <diesieben07> don't try to
register stuff later,
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L902[10:46:04] <PaleoCrafter> right, why
*do* you register recipes in init? xD
L903[10:46:15] <sham1> so you can use some
other stuff
L904[10:46:15] *** V
is now known as Vigaro
L905[10:46:18] <diesieben07> because
OreDict recipes are slighly broken
L906[10:46:23] <noninc> but the again
minetewaker changes recipes at runtime, even when server is
ticking
L907[10:46:24] <diesieben07> they capture
the ordict state at the time of creation
L908[10:46:25] <PaleoCrafter> lol
L909[10:46:37] <Temportalist>
PaleoCrafter: how do I switch the direction the texture is
facing?
L910[10:46:47] <Temportalist> without
changing the position
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L912[10:47:04] *
Temportalist knows it is some sort of vertex order
change
L913[10:47:19] <PaleoCrafter> yeah,
reverse the order
L914[10:47:28] <PaleoCrafter> or disable
culling if you want it to be visible on either side
L915[10:48:11] <Temportalist>
PaleoCrafter: no, need different colors on each side. Just invert
the order so 1234 is 4321?
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L920[10:48:56] <PaleoCrafter> yeah
L921[10:49:43] <Temportalist> hmmm, I got
yellow and green things...
L922[10:49:48] <Temportalist> instead of
blue
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L927[10:51:25] <Darva> Only one last part
to port to 1.8.9... and it's the complicated part that does weird
stuff with blocks and metas.
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L932[10:54:17] <Temportalist> Darva:
HA
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L942[10:59:31] <Temportalist> is there a
way to prevent blends from increasing overlapping opacity?
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L952[11:05:24] <g> Hey guys, looking for
some troubleshooting help
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L958[11:05:54] <g> it looks to me like
there's some mod breaking here, was hoping someone would have a
better way to figure out which mod it is rather than "load
them one at a time"
L959[11:06:07] <g> since I can't figure
the mod from the traceback
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L964[11:09:09] <g> (a clean world doesn't
fix it, but removing all mods does, so it's almost 100% one of the
mods)
L965[11:09:29] <Temportalist>
PaleoCrafter: can you set the engine to render a texture by tileing
instead of stretching?
L966[11:09:33] <mikebald> EnderIO: Found
the following problem(s) with your installation:
L967[11:09:33] <mikebald> * An unknown AE2
API is installed (rv3 from
appliedenergistics2-rv3-beta-5.jar).
L968[11:09:40] <mikebald> That part will
probably help you out
L969[11:09:44] <g> I saw that
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L971[11:09:47] <g> removing AE doesn't
help
L972[11:09:58] <g> shall I do that again
and get a new crash report?
L973[11:10:01] <PaleoCrafter> if it isn't
on the texture map, yes, Temportalist
L974[11:10:06] <mikebald> Might be
helpful
L975[11:10:10] <Temportalist> like a
resource location
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L982[11:11:37] <Temportalist>
PaleoCrafter: how do?
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L986[11:12:16] <PaleoCrafter>
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
L987[11:12:28] <PaleoCrafter> and use UVs
that are larger than the 0..1 range
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L989[11:13:50] <Temportalist>
PaleoCrafter: that didnt do anything?
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L992[11:13:59] <mikebald> g, if that
doesn't work try removing threadedlighting; you'll need to remove
Aether 2 too probably as I think that's a dependency.
L993[11:14:31] <g> mikebald, Threaded
Lighting comes from minecraft.jar though?
L994[11:14:38] <williewillus> 0.o
L995[11:14:38] <g> ah, no
L996[11:14:41] <PaleoCrafter> do you call
it after binding the texture, Temportalist?
L997[11:14:42] <g> I'm not sure where that
one comes from
L999[11:14:47] <williewillus> it's
gildedgamesutil
L1000[11:14:51] <Temportalist>
PaleoCrafter: should it be before?
L1001[11:14:58] <PaleoCrafter> I don't
think so xD
L1002[11:15:01] <g> ah, yeah, that's
there because aether
L1003[11:15:05] <g> alright, I can try
that
L1005[11:15:55] <Temportalist> I tried
moving them apart (like push and pop) and that didnt do anything
either
L1006[11:16:22] <PaleoCrafter> btw, use
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA instead of 770, 771 :P
L1007[11:16:58] <Temportalist> so thats
what those numbers are
L1008[11:16:59] <PaleoCrafter> and use
GlStateManager.enableBlend :P
L1009[11:17:06] <g> yeah, removing aether
and gilded doesn't fix it
L1011[11:17:28] <g> I guess I'm going to
have to do this the hard way, eh
L1012[11:17:33] <Temportalist>
PaleoCrafter: meh
L1013[11:17:42] <Temportalist> Want them
to tilesies
L1014[11:17:44] <PaleoCrafter> hm... try
putting it before the bind call
L1015[11:17:58] <PaleoCrafter>
oh...
L1016[11:17:59] <Temportalist> nope
L1017[11:18:05] <PaleoCrafter> your UVs
are in the 0..1 range :P
L1018[11:18:06] <g> is there a method in
bash that would let me move 50% of files, eg with a range regex for
starting letter?
L1019[11:18:19] <PaleoCrafter> you have
to use some multiply of 1 for your max U/V
L1020[11:18:27] <Temportalist>
gotcha
L1021[11:18:27] <PaleoCrafter> or
anything larger than 1, really
L1022[11:18:35] <PaleoCrafter> that
defines how often it will get repeated
L1023[11:18:40] <g> oh, mv
[L-Zl-z]*
L1024[11:18:41] <g> well then
L1025[11:19:30] <Temportalist>
PaleoCrafter: in my case, maxY / 256
L1026[11:20:25] <Temportalist>
PaleoCrafter: that did nothing
L1027[11:20:38] <PaleoCrafter> and where
are the texture param calls now? :D
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L1030[11:20:58] <Temportalist> I move
them back to after...
L1031[11:21:02] <Temportalist> Ill put
them back before
L1032[11:21:40] <Temportalist> there we
go...
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L1034[11:22:32] <PaleoCrafter> does it
work? :D
L1035[11:22:34] <Temportalist>
PaleoCrafter: doing color counds on forced chunks
L1036[11:22:46] <PaleoCrafter> hm?
L1037[11:23:03] <Overreacted> How would I
go about making my own FontRenderer?
L1038[11:23:16] <Overreacted> as in I
want a custom font to appear on my Gui
L1039[11:23:29] <Darva> Ooh, i just
realized, i can get rid of my only tile entity in this mod... I
only needed it for rendering purposes.
L1040[11:24:53] <Flenix> I'm having weird
issues with rayTraceBlocks - something is changing my player
coordinate Vec3. Can anyone help?
http://pastebin.com/fmxseW3j
L1041[11:25:17] <williewillus> in 1.7
there's a client/server bug
L1042[11:25:23] <Flenix> Yup, accounted
for that
L1043[11:25:49] <Flenix> It's all three
values changing and they're correct before I call rayTraceBlocks. I
println the values directly before and after
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L1047[11:27:14] <PaleoCrafter> ah,
cool
L1048[11:27:33] <Overreacted> nvm I found
how to make my own font
L1049[11:27:39] <PaleoCrafter> I'd never
have thought about doing that with a texture
L1050[11:27:46] <Overreacted> but is
there perhaps a way to increase the maximum size of a letter?
L1051[11:27:54] <Overreacted> as In a
32x32 font instead of what it is now
L1052[11:27:55] <Darva> Odd, when i do:
block.getMetaFromState(world.getBlockState(new
BlockPos(tx,ty,tz))), it hits my block, and appears to call the
vanilla getMetaFromState (instead of the one on the block itself),
and gripe because it doesn't know how to transform that state to
meta.
L1053[11:28:11] <Temportalist>
PaleoCrafter: next up is persistent forcing (between world
loads)
L1054[11:28:20] <Flenix> Overreacted,
stab in the dark as I have no idea what you're doing but if it's in
GL just use glScalef?
L1055[11:28:27] <Overreacted> no
L1056[11:28:32] <Overreacted> I mean the
actual texture
L1057[11:28:36] <Overreacted> I want to
make a fancy font
L1058[11:28:48] <Flenix> Ah - doesn't it
just scale automatically like block/item textures?
L1059[11:29:01] <Flenix> I've seen
resource packs using fancy textures before and they obviously don't
touch code
L1060[11:29:01] <Overreacted> idk
rly
L1061[11:29:08] <Overreacted> I'll
try
L1062[11:29:21] <Flenix> Worth a shot,
just double the size in paint and see if it still loads
L1063[11:29:40] <g> alright, it seems to
be galacticraft
L1064[11:30:07] <g> just confirming my
hunch..
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L1068[11:33:30] <g> alright, guess I'll
report it to their team
L1069[11:33:35] <g> thanks for the tips
though, guys
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L1071[11:36:47] <Tenrys> hello
L1072[11:37:13] <Tenrys> how would I make
my command's caller launch himself in the air when he runs
it?
L1073[11:37:52] <williewillus> in the
processCommand method of your command
L1074[11:38:21] <Tenrys> I'm using
1.8
L1075[11:38:23] <Tenrys> so execute
L1076[11:38:35] <Tenrys> Entity ent =
sender.getCommandSenderEntity();
L1077[11:38:36] <Tenrys> Vec3 look =
ent.getLookVec().normalize();
L1078[11:38:36] <Tenrys>
ent.addVelocity(look.xCoord * 300, look.yCoord * 300, look.zCoord *
300);
L1079[11:38:41] <Tenrys> this is my code
right now
L1080[11:38:41] <Tenrys> would that
wokr?
L1081[11:38:48] <Tenrys> work*
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L1084[11:39:06] <williewillus> not sure
because clients handle all movement normally, and idk if you need a
special server call to override that
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L1086[11:43:58] <Flenix> AH that's it, I
was forgetting to addVector with the range! Thanks for your
unintentional help Tenrys ;)
L1087[11:44:19] <Tenrys> lol no problem i
guess
L1088[11:44:21] <Tenrys> I come from
garry's mod
L1089[11:44:42] <Flenix> As for
"would that work" - You seen the new star wars? If so,
just think what Han said before taking off in the millenium falcon
after he gets it back.
L1090[11:45:31] <Temportalist>
PaleoCrafter: should I use json or NBT to load/save data on world
load and save?
L1091[11:45:45] <PaleoCrafter>
WorldSavedData ;)
L1092[11:45:47] <PaleoCrafter> i.e.
NBT
L1093[11:45:57] <PaleoCrafter> unless you
want it to be easily editable by users
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L1095[11:47:12] <Darva> if
(OreDictionary.itemMatches(item.getEntityItem(), new
ItemStack(Blocks.log),false) && !world.isRemote) Isn't
doing what i want. It matches oak logs, but no other kind of
log.
L1096[11:47:27] <Temportalist>
PaleoCrafter: well I only need it to load once on server load
(because its all in the same file)
L1097[11:47:34] <Temportalist> so maybe
not worldsaveddata
L1098[11:47:35] <Tenrys> i didn't see any
star wars lol
L1099[11:47:42] <Temportalist> or maybe
worldsaveddata just for dim 0?
L1100[11:48:33] <PaleoCrafter> yeah, you
can have WorldSavedData for all dimensions
L1101[11:48:38] <PaleoCrafter> it is by
default, I think
L1102[11:48:50] <Temportalist>
PaleoCrafter: but i dont want it per dimension
L1103[11:49:08] <Temportalist> although
maybe thats a good idea....
L1104[11:49:50] <diesieben07> Darva,
getOreID("logWood") in your mod init and store it in a
static field. then when you wnat to check:
Ints.contains(OreDictionary.getIDs(stack),
<id_from_step_one>)
L1105[11:50:26] <PaleoCrafter>
Temportalist, that's what I mean, it's one for all dimensions by
default
L1106[11:50:30] <PaleoCrafter> unless I
got that wrong, diesieben07? :D
L1107[11:50:43] <diesieben07> i didn't
pay attention :D
L1108[11:50:46] <Temportalist>
PaleoCrafter: no, you are correct. I just have all my dimensions in
the same map right now
L1109[11:50:47] *
diesieben07 is setting up a webserver
L1110[11:50:54] <diesieben07> and its a
pain in the buttock
L1111[11:50:56] <diesieben07> *s
L1112[11:50:58] <Temportalist>
PaleoCrafter: so I am going to have to split them, although that is
probably for the best
L1113[11:51:45] <Darva> diesieben07: K,
trying.
L1114[11:52:02] <mikebald> diesieben07 I
hear you, I spent like 4 hours just setting up FTP on a windows
server the other day...
L1115[11:52:14] <diesieben07> whaa? :D
that doesn't sound too hard
L1116[11:52:29] <diesieben07> but getting
the correct binaries for apache php and all that shit is a
pain
L1117[11:52:37] <diesieben07> but, i
guess
L1118[11:53:02] <mikebald> Well, IIS
doesn't save passive FTP port ranges until you tell the service to
stop and restart... it's not documented =/
L1119[11:53:19] <mikebald> If you tell
the FTP site to restart, it doesn't update the settings. . .
L1120[11:53:21] <diesieben07> well...
IIS.
L1121[11:53:25] <mikebald> yeah =)
L1122[11:53:31] <diesieben07> the name
tells you already that it cannot be good :D
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L1125[11:54:57] <Darva> diesieben07: That
method works, but looks to be a pain in the butt with oredictionary
entries that aren't known at compile time... Which i will be
dealing with.
L1126[11:55:16] <diesieben07> then you
just have to call getOreID directly instead of storing it
L1127[11:55:27] <diesieben07> it's not
that expensive, but you can do it ahead of time if the entry is
statically known
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L1129[11:55:47] <Darva> getOreId only
works on the oredictionary name though doesn't it? Or does it work
on the basic item name as well?
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L1131[11:56:08] <mikebald> I tried using
Apache 2.4 recently and eventually just gave up and installed
lighttpd
L1132[11:56:16] <diesieben07> it works on
the oredict entry name
L1133[11:56:18] <diesieben07> haha
L1134[11:56:21] <mikebald> [different
system of course]
L1135[11:56:25] <diesieben07> but my
production env is apache
L1136[11:56:28] <diesieben07> so i want
to replicate it
L1137[11:56:39] <Darva> mikebald: Really?
Apache is so easy... It's the only thing we never have to
troubleshoot at work.
L1138[11:56:49] <diesieben07> yes, it's
easy once it runs
L1139[11:56:58] <Darva> Jboss on the
other hand... *sighs*
L1140[11:57:04] <mikebald> Darva Apache
was easy, they introduced some changes from 2.2 to 2.4 that
completely breaks the configs IIRC
L1141[11:57:56] <Darva> Ahh. We're still
on 2.2, the only thing in 2.4 we want, we can't use because of
security concerns.
L1142[11:58:14] <Temportalist>
PaleoCrafter: scala question
L1143[11:58:20] <PaleoCrafter> go
ahead
L1144[11:58:47] <Temportalist> I want a
function which is called by: Object.foo[ClassA](world)
L1146[11:58:59] <Temportalist> But ClassA
must extend WorldSavedData
L1147[11:59:11] <Temportalist> so far, I
have def forWorld[T: TypeTag](world: World): T
L1148[11:59:38] <Temportalist> How do I
write it so the compiler knows that T: TypeTag must extend
WorldSavedData?
L1149[11:59:46] <mikebald> diesieben07
yay! now all we need to see is phpinfo(); =D
L1150[11:59:59] <Temportalist> where
TypeTag is scala.reflect.runtime.universe.TypeTag
L1151[12:00:45] <PaleoCrafter> T <:
WorldSavedData: TypeTag iirc
L1153[12:01:01] <Temportalist>
PaleoCrafter: YUP!
L1154[12:01:03] <Temportalist>
thanks!
L1155[12:01:08] <PaleoCrafter> np
L1156[12:01:22] <diesieben07> why is the
php.ini in C:\Windows :O
L1157[12:02:15] <mikebald> diesieben07
Apache on windows?! You heathen! =)
L1158[12:02:24] <diesieben07> it's not
for prod lol
L1160[12:03:58] <Darva> Heh, I've used
apache on windows at work to make incoming queries look like
they're coming from the local box, so ServiceV will actually
respond to them. Like using a 747 to help a grandma cross the
street, but it works.
L1161[12:04:12] <diesieben07> lol
L1162[12:05:32] <Darva> What can i say,
give me a dumb goal, and i'll give you a sarcastic but workable
answer.
L1163[12:05:41] <PaleoCrafter>
Temportalist, do dataClass.cast(null) and
dataClass.cast(data)
L1164[12:05:53] <PaleoCrafter> looks a
bit nicer, imo
L1165[12:10:43] <mikebald> So, I'm
running into some oddities with
GameRegistry.addSubstitutionAlias... I've replaced the Vanilla
snowball with my own [yay!] but it's having some odd
results..
L1166[12:11:17] <mikebald> First: Even
though I don't list a creative tab for my replacement item, it
shows up and there's 2 versions... both work exactly the same
L1167[12:11:45] <mikebald> And for
debugging, onItemRightclick I added an output... it outputs twice
when throwing 1 snowball.
L1168[12:12:18] <mikebald> Anyone know if
GameRegistry.addSubstitutionAlias is. . . kinda funky at the
moment? [1.8 latest]
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L1175[12:20:43] <dangranos> wikipedia
pages about diseases
L1176[12:20:52] <dangranos> worse than
any horror films
L1177[12:24:03] <gigaherz> why do you
think doctors are often distant and detached?
L1178[12:24:10] <gigaherz> they didn't
just look at wikipedia, they had to study it
L1179[12:24:18] <gigaherz> and then work
with patients that had shit like that
L1180[12:24:19] <gigaherz> XD
L1181[12:25:19] <Wuppy> okay what the
fuck...
L1182[12:25:38] <Wuppy> the steam
discovery list is so stupid that it's asking if I'm interested in
buying a game I've already purhcased and played....
L1183[12:26:07] <Wuppy> I can make a
better discovery list than valve appernatly
L1184[12:26:12] <Wuppy> in fact, I even
made one for movies :P
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L1187[12:28:42] <williewillus> what was
the call to tell if we have deobf environment?
L1188[12:28:49] <williewillus>
Launch.blackboard.something
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L1191[12:31:56] <Temportalist>
williewillus: why?
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L1193[12:32:08] <Temportalist> I don't
know it, but curious I am
L1194[12:32:20] <williewillus> found it,
((Boolean)
Launch.blackboard.get("fml.deobfuscatedEnvironment")). It
tells you if you're in a dev env or not
L1195[12:32:24] <williewillus> so you can
enable debug stuff
L1196[12:32:25] <Ordinastie> jadedcat, is
there a way to permanently delete uploaded files ?
L1197[12:33:34] <Ordinastie> because I
uploaded some files to the wrong project, but now, on the right on
they get rejected because they're considered as duplicate
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L1200[12:38:10] <Temportalist>
Ordinastie: plus projects which one might have deleted and are now
just sitting on their profile
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L1212[12:55:33] <Ordinastie>
Temportalist, I have one of those too *_*
L1213[12:56:08] <Temportalist>
Ordinastie: I think I have like 3..........
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L1220[13:10:05] <Soni> can we get
multithreaded coremodding?
L1221[13:10:16] <PaleoCrafter> wat
L1222[13:11:08] <tterrag> that's not how
it works Soni. you can't just smash two programming words together
and hope it means something
L1223[13:11:10] <Soni> multithreaded
class transformers, so e.g. if 2 coremods change the same class but
different methods, they can modify each method separately and at
the same time
L1224[13:11:36] <Soni> (without blocking
eachother)
L1225[13:11:58] <Lumien> How would you
know how to put the two different byte code results back
together?
L1226[13:12:01] <IoP> Why?
L1227[13:12:33] <Soni> IoP, faster load
times
L1228[13:12:45] <Soni> Lumien, uhh
because they're separate methods
L1229[13:13:01] <Soni> you're supposed to
lock on the method object
L1230[13:13:11] <tterrag> ASM is not
nearly the largest contributor to load times
L1231[13:13:13] <Lumien> If you abstract
it away it could probably work like that
L1232[13:13:13] <IoP> How much does it
currently use from total load time?
L1233[13:13:15] *
heldplayer twitches
L1234[13:13:24] <Soni> IoP, depends on
how many coremods you have
L1235[13:13:34] <PaleoCrafter> numbers or
gtfo :P
L1236[13:13:40] <IoP> PaleoCrafter:
<3
L1237[13:13:44] <Lumien> I made a mod for
that let me check
L1238[13:14:03] <Soni> PaleoCrafter, with
every other mod out there adding a coremod, it starts to get
slow
L1239[13:14:16] <tterrag> that's not
numbers
L1240[13:14:30] <MrKickkiller> ^^
L1241[13:14:47] <williewillus> lol
L1242[13:14:50] <Soni> FZ, CCC,
NoteBetter, Framez, Forge, CoFH Core, etc
L1243[13:14:54] <heldplayer> The problem
is that mods are adding a coremod while they shouldn't
L1244[13:14:56] <williewillus> that's not
how it works...
L1245[13:15:02] <williewillus> 1.
coremods aren't slow
L1246[13:15:18] <IoP> Timings for those
mods?
L1247[13:15:24] <williewillus> 2.
multithreading would introduce 50000x more problems than it would
solve
L1248[13:15:25] <MrKickkiller> Soni, you
code something to prove core mods are what's actually slowing
things down, and people will probably listen.
L1249[13:15:35] <Soni> heldplayer, well
what do I do replace vanilla noteblocks using the new block
replacement mechanism? (which didn't exist when I made it)
L1250[13:15:36] <williewillus> ^hint:
they aren't slow
L1251[13:15:53] <Temportalist>
PaleoCrafter: does match remove the null?
L1252[13:15:55] <williewillus> it's raw
byte manipulation, often of very very small regions
L1253[13:16:02] <Temportalist> aka a null
wont match a GameProfile
L1254[13:16:14] <Soni> williewillus, well
you have the whole parsing and then reassembling thing
L1255[13:16:19] <PaleoCrafter> nope,
Temportalist
L1256[13:16:22] <heldplayer> Soni: Block
replacement mechanism? You mean the registry methods for replacing
a mod aren't good enough?
L1257[13:16:31] <PaleoCrafter> eh,
yes
L1258[13:16:32] <PaleoCrafter> xD
L1259[13:16:37] <Temportalist> Ok
goooood
L1260[13:16:38] <Temportalist> haha
L1261[13:16:39] <williewillus> I don't
get why you're suggesting such a ridiculous idea :p
L1262[13:16:45] <Soni> heldplayer, I
couldn't replace the note block when I started my mod
L1263[13:17:01] <heldplayer> Why
not?
L1264[13:17:16] <Soni> because there was
no block/item/registry object replacement system
L1265[13:17:19] <heldplayer> If the
answer is, "forge didn't support it", my answer is
"make a PR"
L1266[13:17:59] <Soni> and I still need
ASM for WorldServer.sendQueuedBlockEvents, to emulate a stupid
vanilla bug
L1267[13:18:17] <heldplayer> Make a PR to
fix it
L1268[13:18:35] <MrKickkiller> If it's a
bug in vanilla, go report it at the bug tracker, so they can review
and potentially fix things .. No reason to complain about
stuff
L1269[13:18:36] <heldplayer> NOTE: Make a
PR, NOT an issue saying "fix this"
L1270[13:19:03] <heldplayer> And as Kick
says, head over to their bug tracker, see if it has been reported
and if not report it
L1271[13:19:28] <Soni> MrKickkiller, I
already reported it
L1272[13:19:32] <Soni> but I need to
emulate it
L1273[13:19:43] <MrKickkiller> Link to
the issue on the Mojang Bug tracker?
L1274[13:19:46] <Soni> because it gets
abused quite a lot by the japanese community (main users of my
mod)
L1275[13:19:48] <heldplayer> Explain the
bug
L1276[13:20:00] <heldplayer> Or give a
link to the report
L1277[13:20:07] <Soni> heldplayer,
activating noteblocks with pistons lets you play notes at 20
TPS
L1279[13:20:30] <PaleoCrafter> *too
L1280[13:20:32] <heldplayer> lol
PaleoCrafter
L1281[13:20:37] <MrKickkiller> Paleo,
nah. Still on time
L1282[13:22:44] <heldplayer> Also, when
you say "emulate a vanilla bug", do you mean the bug is
not present with Forge? Or do you mean you need ASM for the bug to
happen at all?
L1283[13:22:58] <Soni> the bug exists
with forge
L1284[13:23:06] <Soni> I'd call it more
of a quirk than bug
L1285[13:23:08] <Soni> because
pistons
L1286[13:23:34] <williewillus> when did
it get fixed?
L1288[13:23:57] <Soni> williewillus,
never?
L1289[13:24:07] <Soni> but my method of
playing notes doesn't trigger the bug
L1290[13:24:27] <heldplayer> So what's
the problem then?
L1291[13:24:36] <heldplayer> You _want_
your mod to contain a bug?
L1292[13:24:40] <Soni> moving
sendQueuedBlockEvents to the end of the update tick (after
tileentities) would fix the bug (and potentially a few
others)
L1293[13:24:56] <williewillus> Soni: that
would most definitely break things that you would've never thought
of
L1294[13:25:06] <Lumien> Soni all (mod)
transformers together take around 7 seconds in latest FTB
infinity
L1295[13:25:07] <williewillus> you just
don't move things around inside the tick cycle and expect nothing
to break :p
L1296[13:25:08] <diesieben07> jesus that
code
L1297[13:25:11] <Soni> williewillus, it'd
fix pistons
L1298[13:25:12] *
diesieben07 cringes hard
L1299[13:25:19] <Soni> and pistons
activating repeaters
L1300[13:25:27] <diesieben07> Lumien, you
can't measure that, classes are loaded when needed.
L1301[13:25:31] <Soni> and a bunch of
piston-related bugs
L1302[13:25:41] <Lumien> I measure how
long transformers take to transform classes
L1303[13:25:51] <diesieben07> ah ok
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L1306[13:30:35] <Temportalist>
PaleoCrafter: compiler says "class type required by T
found" for "val dataClass = classOf[T]" where
declaration is "def forWorld[T <: WorldData :
TypeTag](world: World): T = {"
L1307[13:31:06] <PaleoCrafter>
typeTag[T].runtimeClass, iirc
L1308[13:31:41] <Temportalist> nope
L1309[13:31:46] <Temportalist> not
runtimeClass
L1310[13:32:42] <PaleoCrafter>
classTag[T].runtimeClass then :D
L1311[13:33:25] <Temportalist> doesnt
exist
L1312[13:33:30] <Temportalist>
classTag
L1313[13:33:53] <PaleoCrafter>
impossibru
L1314[13:34:17] <Temportalist> import
scala.reflect.runtime.universe._
L1316[13:34:45] <Temportalist> ah, I need
import scala.reflect._
L1317[13:34:56] <Temportalist> you silly
derp you PaleoCrafter
L1318[13:35:04] <PaleoCrafter> meh
L1319[13:35:16] <Temportalist> that
returns Class[_]
L1320[13:35:27] <Temportalist> should I
just asInstanceOf?
L1321[13:35:58] <Temportalist> val
dataClass = classTag[T].runtimeClass.asInstanceOf[Class[T]]
L1322[13:36:19] <Temportalist> oh, by the
way, "No ClassTag available for T"
L1323[13:36:42] <PaleoCrafter> you need
to change the type annotation as well, T <: WorldSavedData :
ClasstAg
L1324[13:36:50] <PaleoCrafter> and yes,
cast it
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L1328[13:48:22] <PaleoCrafter> write a
proper serialisation framework :P
L1329[13:48:43] <Temportalist> a what?
haha
L1330[13:49:20] <PaleoCrafter> well, I
assume that's for reading packets? :P
L1331[13:49:43] <Temportalist> in this
case, yes. But in general, the structure of the TypeTag to
match
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L1333[13:49:58] <Temportalist> More
interested in a better way to do the matching to a typetag right
now
L1334[13:50:37] <PaleoCrafter> does 'case
typeOf[Boolean]' etc not work?
L1335[13:50:49] <Temportalist> I dont
think so
L1336[13:51:06] <PaleoCrafter> then
there's no easier way
L1337[13:51:18] <Temportalist> thats
unfortunate
L1338[13:51:18] <PaleoCrafter> should
probably use a normal if-else then
L1339[13:51:24] <Temportalist> why?
L1340[13:52:14] <homac> is there a way to
prevent the gradle build to contact maven repositories each time,
or do I have to setup a repository proxy?
L1341[13:54:30] <PaleoCrafter> because
the pattern match probably is more expensive, Temportalist
L1343[13:57:30] <PaleoCrafter> yeah
L1344[13:57:39] <PaleoCrafter> you want
=:= though, I think :D
L1345[13:59:32] <Temportalist> ; or
:
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L1348[14:03:24] <PaleoCrafter> :
L1349[14:07:17] <Temportalist>
PaleoCrafter: this is why I was asking:
L1351[14:08:51] <Wuppy> I never thought
I'd say this, but a nazi zombie alien conspiracy hobo is pretty
powerful xD
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L1355[14:11:45] <Temportalist> When a
server loads (WorldSavedData.readFromNBT), do you have to forceload
your chunks?
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L1359[14:13:50] <Temportalist> @all: what
is the best way to test if a chunk is chunkloaded?
L1360[14:14:35] <PaleoCrafter>
chunkloaded as in loaded with ForgeChunkManager?
L1361[14:14:48] <Temportalist>
PaleoCrafter: yes
L1362[14:14:52] <mikebald> Soni, wouldn't
GameRegistry.addSubstitutionAlias be your solution to replacing the
vanilla note block?
L1363[14:15:18] <Soni> mikebald, yes,
that didn't exist before
L1364[14:15:26] <Soni> doesn't solve the
WorldServer issue
L1365[14:15:38] <PaleoCrafter>
Temportalist, I suppose you could keep track of it with
ForceChunkEvent
L1366[14:16:15] <diesieben07>
Temportalist, world.getPersistentChunks
L1367[14:16:58] <Temportalist> Another
question, diesieben07 maybe you can help. I need to force chunks on
world start (I have a WorldSavedData I am reading nbt in)
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L1370[14:18:11] <diesieben07>
WorldEvent.Load?
L1371[14:18:56] <Temportalist> okay
L1372[14:21:55] <Temportalist>
ChunkCommander is so close to being testable
L1373[14:22:12] <diesieben07> question
though, just to be clear
L1374[14:22:18] <diesieben07> why do you
need to load chunks on world load?
L1375[14:22:37] <Temportalist> because my
abstract chunk loader saves which chunks it is loading via a
WorldSavedData
L1376[14:23:02] <diesieben07> oh so you
want to re-force the chunks when the world is loaded
L1377[14:23:02] <Temportalist> and
therefore, if the chunks should persist (like an other chunkloader
would do) they need to be chunkloaded when the game starts
L1378[14:23:07] <Temportalist>
diesieben07: yes
L1379[14:23:23] <diesieben07>
setForcedChunkLoadingCallback
L1380[14:23:28] <diesieben07> you should
have that already
L1381[14:23:32] <diesieben07> it's
exactly for this purpose
L1382[14:23:34] <Temportalist> oh
L1383[14:23:38] <Temportalist> haha okay
then
L1384[14:23:49] <diesieben07> because if
you aren't calling that method, you cannot force chunks :D
L1385[14:23:57] <Temportalist> yeah,
thats done
L1386[14:24:10] <Temportalist> now I need
to update the client with all forced chunks... mhmm
L1387[14:24:34] <diesieben07> thats not
hard
L1388[14:24:42] <diesieben07> send all
forced chunks in player login event
L1389[14:24:43] <Temportalist> is
PlayerLoggedInEvent called after ticketsLoaded
L1390[14:24:52] <Temportalist> im doing
that, but they arent persisting
L1391[14:24:54] <diesieben07> well
probably
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L1393[14:25:12] <diesieben07> that is
because you don't re-force them yet
L1394[14:25:21] <diesieben07> nothing to
do with client syncing
L1395[14:25:40] <Temportalist> Okay, so I
am re-forcing in the ticketsLoaded
L1396[14:26:01] <Temportalist> And on
playerLoginevent, I am updating the client with which chunks are
being forced (packet full of ints)
L1397[14:26:03] <diesieben07> i suggest
you read the javadoc on that method and on the LoadingCallback
class
L1398[14:27:31] <Temportalist> there is
no javadoc on PlayerLoggedInEvent haha
L1399[14:28:12] <diesieben07> i should
really make that huge doc update PR i have been planning to
do...
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L1401[14:30:23] <Temportalist> Okay, so
logged is after tickets loaded, the tickets ARE loaded, but aren't
being sent... hmmm
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L1406[14:36:34] <Temportalist>
diesieben07: strange, my WorldSavedData doesnt seem to be
loading...
L1407[14:36:49] <diesieben07> define not
loading
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(~Doty1154@2601:648:8002:c1a1:e534:e360:1c8:b569)
L1409[14:37:24] <Temportalist>
readFromNBT never being called, even when I do:
L1411[14:38:00] <diesieben07> jesus
christ what is it
L1412[14:38:03] <diesieben07> kill it
with fire
L1413[14:38:19] <Wuppy> dear lord
L1414[14:38:20] <Temportalist>
hahahahaha
L1415[14:38:22] <Temportalist> cc
PaleoCrafter
L1416[14:38:33] <Wuppy> that can't be
java?
L1417[14:38:34] <Temportalist> maybe it
jsut isnt saving...
L1418[14:38:38] <Temportalist> Wuppy:
scala
L1419[14:38:57] <Wuppy> haven't used it
so far
L1420[14:39:03]
⇨ Joins: LexLap (LexManos@107.16.187.160)
L1421[14:39:03]
MineBot sets mode: +o on LexLap
L1422[14:39:05] <Wuppy> and from that
snippet, not planning on it :P
L1423[14:41:12] <Temportalist> Sooooo, I
was never marking my data as dirty...
L1425[14:43:12] <Wuppy> what the
fuck
L1426[14:43:20] <Wuppy> what the actual
fuck
L1427[14:44:01] <Temportalist>
wtf....
L1428[14:44:38] <diesieben07> we can now
truly have minecraft in minecraft
L1429[14:44:45] <diesieben07> someone
needs to write a java to basic transpiler
L1430[14:46:08] <Wuppy> I cannot
even
L1431[14:47:17]
⇨ Joins: calclavia
(uid15812@richmond.irccloud.com)
L1432[14:49:20] <Cypher121> I'm not sure
what I want to know more: why or WHY?
L1433[14:49:39] <Wuppy> why not?
L1434[14:51:42] <Temportalist> there. is.
a. turtle. what the literal...
L1435[14:52:15] <sham1> BASIC in MC
L1436[14:52:18] <sham1> The hell
L1437[14:52:43] <sham1> why would someone
even...
L1439[14:52:57] <Soni> inb4 he writes a
compiler
L1440[14:53:05] <sham1> :P
L1441[14:53:11] <Soni> optimizing
compiler, even
L1442[14:53:19] <sham1> Lexixal
stuff
L1443[14:53:40] <diesieben07> what would
that even mean in mc
L1444[14:53:48] <diesieben07> compile
into a bunch of command blocks? :D
L1445[14:53:49] <Soni> diesieben07,
commandblock output
L1446[14:53:51] <Soni> yep
L1447[14:53:55] <sham1> :D
L1448[14:53:58] <sham1> No
L1449[14:54:01] <sham1> Compile to
redstone
L1450[14:54:02] <Soni> and redstone
L1451[14:54:18] <sham1> But really
L1452[14:54:24] <sham1> What the actual
fuck
L1453[14:54:28] <Wuppy> alright, alright,
due to massive demand I'll write a BASIC programming in Minecraft
in 24 hours book :P
L1454[14:54:33] <sham1> Why would anyone
do this
L1455[14:54:43] <sham1> Oh wow
L1456[14:54:47] <sham1> Sellout much
xD
L1457[14:55:58] <sham1> Well at least he
did make some premature optimization in that he only checks the odd
numbers
L1458[14:56:16] <Soni> sham1, x-1 instead
of x/2 tho
L1459[14:56:27] <Wuppy> just kidding, I'm
already busy with developing an app for Android and iOS, publishing
it, creating an engine for Ludum Dare, work on my project, join the
rising star competition, learn CryEngine, learn Stingray, learn
Godot.....
L1460[14:56:37] <Soni> wastes about x/2-1
cycles
L1461[14:56:40] <sham1> Well x/2 would be
better
L1462[14:57:10] <sham1> because you
cannot have any integers that make up your number above x/2
L1463[14:57:45] <Temportalist> sham1: tru
tho
L1464[14:57:50] <Temportalist> if I think
about it...
L1465[14:58:51] <MattDahEpic> do
translated strings not handle colors?
L1466[14:59:08] <sham1> yes they do
L1467[14:59:22] <sham1> Have at it
L1469[14:59:24] <tterrag> but...don't put
colors in lang files
L1470[14:59:31] <sham1> Why not
L1471[14:59:44] <tterrag> because colors
are not part of language
L1472[15:00:23] <sham1> But having them
there is the only way you can have your strings with customizable
formatting
L1473[15:00:39] <tterrag> do it another
way, lang files contain language
L1474[15:00:51] <sham1> Well what way
would you propose
L1475[15:01:05] <sham1> That would also
be editable to the users if they so wish
L1476[15:01:21] <tterrag> why would
formatting need to be editable?
L1477[15:01:21]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L1478[15:01:25] <tterrag> that doesn't
seem useful at all
L1479[15:01:34]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L1480[15:01:43] <sham1> does it have
to
L1481[15:01:46] <diesieben07>
my.lang.key=%1$sImporant:%2$s Bla
L1482[15:01:55] <diesieben07> first entry
is code for red, 2nd entry is code for reset
L1483[15:02:02] <diesieben07>
s/entry/placeholder
L1484[15:02:04] <tterrag> ^^
L1485[15:02:12] <tterrag> but that
doesn't allow CHANGING what the formatting is
L1486[15:02:20] <tterrag> which is
apparently what they want
L1487[15:02:22] <tterrag> (why,
idk)
L1488[15:02:24] <diesieben07> no
L1489[15:02:36] <diesieben07> i think he
means that other languages might have the highlighted word at the
ned
L1490[15:02:43] <tterrag> oh yeah
L1491[15:02:45] <Temportalist>
Chunkloading via command is WORKING!
L1492[15:02:50] <diesieben07> nice
:)
L1493[15:02:51] <sham1> nice
L1494[15:02:52] <tterrag> well I figured
formatted strings were pretty well-known .-.
L1495[15:03:01] <sham1> They really
arent
L1496[15:03:06] <diesieben07> really?
:O
L1497[15:03:42] <sham1> wait
L1498[15:03:51] <sham1> Thinking of the
wrong thing, damn it
L1499[15:04:04] <sham1> printf formats
are well known to programming at the very least
L1500[15:04:22] <diesieben07> yes
L1501[15:04:28]
⇦ Quits: Meow-J (uid69628@id-69628.highgate.irccloud.com)
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L1502[15:04:33] <sham1> but not outside
of that
L1503[15:05:03] <Soni> learn Lua
L1504[15:05:07] <Soni> you'll be using
string.format everywhere
L1505[15:05:16] <diesieben07> lol
lua
L1506[15:05:17] <sham1> rather not
L1507[15:05:40] <diesieben07> i once
wrote a pathfinder for computercraft turtles
L1508[15:05:41] <diesieben07> not
fun
L1509[15:05:55] <sham1> pathfinding in
LUA
L1510[15:05:59] <sham1> Must have been
painful
L1511[15:06:07] <diesieben07> it even had
OOP in it
L1512[15:06:12] <diesieben07> you can
teach LUA classes
L1513[15:06:40] <sham1> Eww
L1514[15:06:41] <gr8pefish> ugh lua
classes
L1515[15:06:42] <sham1> OOP lua
L1516[15:06:58] <sham1> Just barelly
above C OOP
L1517[15:07:04] <diesieben07> haha
L1518[15:07:06] <sham1> But not by
much
L1519[15:07:09] <diesieben07> well, its
not even real OOP
L1520[15:07:12] <diesieben07> its just
... tables
L1521[15:07:16] <diesieben07> everything
is fucking tables in lua
L1522[15:07:16] <gr8pefish> yup
L1523[15:07:32] <sham1> Well to be fair,
it is tables in C and C++ as well
L1524[15:07:39] <sham1> Or not tables per
say
L1525[15:07:50] <sham1> Chunks of data
where stuff is in specific order
L1526[15:07:55] <diesieben07> i have
never touched c or c++ :D
L1527[15:08:09] <sham1> Really?
L1528[15:08:21] <diesieben07>
really
L1529[15:08:38] <mikebald> You're not
missing anything special IMO
L1530[15:08:40] <diesieben07> never done
any actual compiled language programming :D
L1531[15:08:59] <diesieben07> java is the
"biggest" language I've used
L1532[15:09:10] <sham1> Well C has that
status of being the "Latin" of programmign
L1533[15:09:15] <diesieben07> yeah
L1534[15:09:53] <diesieben07> i need to
check out c#/.net one day, but... i really dont wanna
L1535[15:09:59] <sham1> Well that's odd
to say the least
L1536[15:10:10]
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186 seconds)
L1537[15:10:10] <diesieben07> how
so?
L1538[15:10:23]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8002:c1a1:19db:7f32:f137:9ab9)
L1539[15:10:25] <mikebald> Well, moving
from C you can throw things like pointers right out the window,
unless you can think of a parallel in another language
L1540[15:10:42] <diesieben07> i really
dont want to deal with pointers
L1541[15:10:59] <sham1> Or manual memory
management
L1542[15:11:06] <diesieben07> god yeah
please no
L1543[15:11:56] <sham1> alloc() and
free() / new and delete really do make you appreciate garbage
collection
L1544[15:12:40] <diesieben07> because
really if you are writing a big application ultimatel you are
writing a primitive garbage collector
L1545[15:12:45] <diesieben07> so why not
leave it to the experts
L1546[15:13:19] <sham1> It could be worse
seeing as C and C++ are mostly portable
L1547[15:13:39] <sham1> But then we get
into the really raw stuff of registers and stuff
L1548[15:14:05] <diesieben07> fun
:D
L1549[15:14:20] <sham1> Where to call a
function there are many conventions
L1550[15:14:29] <sham1> Especially if
that function has been written in C
L1551[15:14:46]
⇨ Joins: Vasher
(~Vasher@c-50-173-49-36.hsd1.ca.comcast.net)
L1552[15:15:33] ***
Firedingo|zzzz is now known as Firedingo
L1553[15:15:43] <sham1> where you may
have to pass your params right to left into the stack
L1554[15:15:50] <sham1> (Thank you GCC
you bastard)
L1555[15:16:07] <diesieben07> lol
L1556[15:16:18] <diesieben07> this sounds
like a world i do not want to touch with a ten foot pole
L1557[15:16:32]
⇦ Quits: Nitrodev
(~Nitrodev@dcx0f0yd9cqc4sqfmlfjy-3.rev.dnainternet.fi) (Read error:
Connection reset by peer)
L1558[15:16:38] <sham1> Well that is why
I got somewhat into OsDEV
L1559[15:16:45] <sham1> I am a masochist
in a way
L1560[15:16:50] <diesieben07> lol
L1561[15:16:53] <mikebald> It's not that
bad.... unless you do yeah that ^ ^
L1562[15:17:01] <diesieben07> bootloaders
sound like fun
L1563[15:17:07] <diesieben07> i looked at
that once... yeah no
L1564[15:19:39] <sham1> Well BIOS is
there to help you, until you get into Protected Mode at any
rate
L1565[15:22:16] <Temportalist>
ServerStoppingEvent isnt called when the player leaves a SSP
world.
L1566[15:22:19] <Temportalist> Why
not?
L1567[15:22:27] ***
K-4U is now known as K-4U|Off
L1568[15:23:34] <mikebald> My guess is
that ServerStoppingEvent is dedicated only
L1569[15:23:42] <diesieben07> its not...
it should fire...
L1570[15:24:17] <Temportalist> if on an
integrated server, it only fires on client side...
L1571[15:24:29] <diesieben07> wat
L1572[15:24:42] <diesieben07> its a state
event, logical side doesnt matter
L1573[15:24:49] <Temportalist> apparently
it does
L1575[15:25:03] <Temportalist> wouldnt
print as is
L1576[15:25:15] <Temportalist> but remove
that if, and it runs, albeit client side
L1577[15:25:31] <diesieben07> getSide
always gives you the "jar" side
L1578[15:25:32]
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L1579[15:25:41] <diesieben07> CLIENT for
the mc client
L1580[15:25:46] <diesieben07> SERVER for
dedi server
L1581[15:25:51] <Temportalist> oh
L1582[15:25:53] <Temportalist> darn
L1583[15:25:54] <Temportalist> haha
L1584[15:26:00] <Temportalist> time to
use FMLCommonHandler
L1585[15:26:04] <diesieben07> samee
there
L1586[15:26:10] <Temportalist>
whyyyy
L1587[15:26:12] <diesieben07> getside is
just an alias for FMLCommonHandler.getside
L1588[15:26:24] <diesieben07> if that
confuses you, you do not understand how mc works.
L1589[15:26:37] <Temportalist> haha, you
are right, i dont know all about how mc works :P
L1590[15:26:54] <diesieben07> integrated
server is just a thread running in the same VM
L1591[15:27:02] <diesieben07> how do you
expect a method to return twodifferent values in the same VM?
:D
L1592[15:27:11] <mikebald> Magic!
=)
L1593[15:27:13] <LatvianModder>
getEffectiveSide() = not server or client, but currently effective
world's side
L1594[15:27:20] <diesieben07>
getEffectiveSide is a dirty hack
L1595[15:27:23] <Temportalist> what would
be the best way to run something when the client world shuts down
or a server is stopped?
L1596[15:27:25] <diesieben07> don't use
it except for debugging
L1597[15:27:33] <LatvianModder> uh
oh
L1598[15:27:34] <diesieben07>
FMLServerStopping
L1599[15:27:48] <LatvianModder> I rarely
use it, I use worldObj.isRemote whenever I can
L1600[15:27:51] <diesieben07> good
:P
L1601[15:28:00] <diesieben07>
Temportalist, don't treat singleplayer different from multiplayer.
its just confusing if you do.
L1602[15:28:01] <LatvianModder> I know
its a dirty hack :P
L1603[15:28:04] <diesieben07> its the
exact same thing.
L1604[15:28:28] <sham1> Better to use
world
L1605[15:28:38] <LatvianModder>
Temportalist: Welcome to minecraft - Singleplayer worlds are
servers, Servers are servers, both are also both
L1606[15:28:42] <Temportalist> haha
L1607[15:29:39] *
Temportalist goes and changes everything to isRemote that he didnt
already have
L1608[15:29:52]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1609[15:29:54] <sham1> When all you have
is a world reference, everything starts to look like a server
L1610[15:30:04] <ThePsionic> Guys, does
anyone know of an online queue type of thing
L1611[15:30:24] <ThePsionic> Just a thing
for people to punch their name in and for me to give them their
turn
L1612[15:31:06] *
mikebald shrugs.
L1613[15:32:42] <Mraof> I just noticed
the class ModelBlock exists in 1.7.10
L1614[15:32:49] <Mraof> Does it actually
work?
L1615[15:33:03] <LatvianModder>
Temportalist: Thats why I have a lib. Whenever I know I fucked up,
I just delete the reference from lib, it throws an error whenever I
have used it and I fix it all
L1616[15:33:16] <LatvianModder> I could
also use search, but thats for pussies
L1617[15:33:17] <Temportalist>
LatvianModder: what i am doing right now
L1618[15:33:26] <diesieben07> it doesnt
for me Mraof
L1619[15:33:29] <Temportalist> because
Origin
L1620[15:34:11] <Mraof> Okay
L1621[15:34:30] <diesieben07> meaning it
doesnt exist :P
L1622[15:34:31] <Mraof> Because if I was
able to use that now it'd make the transition to 1.8 later a lot
easier
L1623[15:34:35] <Mraof> Hmm?
L1624[15:34:41] <diesieben07> i do not
have that class in 1.7
L1625[15:34:42] <Mraof> It looks like it
exists to me
L1626[15:34:55] <Mraof> Yeah, it
definitely exists for me
L1628[15:36:04] <Mraof> Huh
L1629[15:38:03] ***
Cypher121 is now known as Cypher|Away
L1630[15:38:10]
⇦ Quits: Cooler (~CoolerExt@59.88.245.234) (Quit:
Leaving)
L1632[15:38:30]
⇨ Joins: Cooler (~CoolerExt@59.88.245.234)
L1633[15:38:35] <diesieben07> that is
*definitely* 1.8 cde
L1634[15:38:38] <diesieben07> something
fucked up :D
L1635[15:38:41] <Temportalist> Anyone
interested in testing ChunkCommander for 1.8.9?
L1636[15:38:46]
⇦ Quits: Cooler (~CoolerExt@59.88.245.234) (Client
Quit)
L1637[15:39:46]
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L1638[15:40:09] <sham1> Mraof, apparently
F-secure thinks your website is dangerous
L1639[15:40:24] <LatvianModder>
Temportalist: depends on how interesting it is
L1640[15:40:30] <LatvianModder> what does
it do?
L1641[15:40:32]
⇦ Quits: MattDahEpic
(~MattDahEp@71-218-166-154.hlrn.qwest.net) (Quit: sleep, school, or
food)
L1642[15:40:43] <sham1> Well it is chunk
loading with a command
L1643[15:40:44] <Temportalist> No block
chunkloading
L1644[15:40:46] <Mraof> Haha
L1645[15:40:48] <Temportalist> ^^
L1646[15:40:51] <Mraof> What is
F-secure?
L1647[15:41:13] ***
Cypher|Away is now known as Cypher121
L1648[15:41:17] <LatvianModder>
Temportalist: Im afraid I was first :D
L1650[15:41:32] <Temportalist>
LatvianModder: how so?
L1651[15:41:35] <sham1> Seriously
L1653[15:42:06] <Mraof> That's
weird
L1654[15:42:09] <sham1> One of the most
known IT companies here
L1655[15:42:09] <LatvianModder> How long
have your mod been out?
L1656[15:42:31] <LatvianModder> mine was
planned and added to To-Do list since september
L1657[15:42:43] <Temportalist>
LatvianModder: a few day project, nearly finished
L1658[15:42:44] <Mraof> I've never heard
of F-secure, but I don't really care about tech companies
L1659[15:42:51] <Temportalist>
LatvianModder: but you need to claim your chunks via a gui
L1660[15:43:01] <Temportalist> Mine is
configged, command controlled, and has an API
L1661[15:43:21]
⇨ Joins: Something12 (~Something@184.65.42.207)
L1662[15:43:31] <LatvianModder> The key
word is "Gui" - You see, people like shiny things and
guis are more shiny than commands :P
L1663[15:43:46] <LatvianModder> But since
my mod wont be out for few days, you better start the race!
L1664[15:44:03] <Temportalist>
LatvianModder: but they also need to "claim" chunks
L1665[15:44:10] <Temportalist>
LatvianModder: mine is more of a server utility
L1666[15:45:28] <Mraof> This is
definitely 1.7.10
L1667[15:45:53] <Mraof> So now I'm
confused
L1668[15:45:58] <diesieben07> no, that
code you showed is not 1.7, even if it's in a 1.7 jar
L1669[15:46:05] <diesieben07> something
is messed up with your workspace
L1670[15:46:07] <Mraof> Huh
L1671[15:46:23] <LatvianModder> lol
L1672[15:46:52] <Mraof> How did that
happen
L1673[15:47:46]
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timeout: 186 seconds)
L1674[15:54:25] <sham1> You done
goof'd
L1675[15:55:21]
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L1677[16:01:46] <Mraof> Well I did gradle
clean && gradle setupDecompWorkspace
--refresh-dependencies
L1678[16:01:55] <Mraof> (Idk if gradle
clean was necessary but may as well)
L1679[16:02:07] <Mraof> And it still has
that class somehow
L1680[16:05:18] <Mraof> Huh
L1681[16:05:54] <Mraof> Yeah it doesn't
exist normally, but gradle thinks it does, that's weird
L1682[16:07:14] <Soni> Mraof,
build.gradle?
L1683[16:08:27] <Soni> (also try
cleanIdea or w/e)
L1684[16:09:36]
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L1685[16:09:52] <Mraof> One second
L1686[16:10:26]
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(~Poppy@chello085216146055.chello.sk)
L1687[16:14:18] <kimfy> Hey Lumien did
you see my reply?
L1688[16:14:42] <Lumien> ?
L1689[16:15:01] <kimfy> on CF?
L1690[16:15:21] <Mraof> Okay, manually
deleting the folder in the gradle cache got rid of the stuff that
shouldn't be there
L1691[16:15:40]
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L1693[16:16:39] <Mraof> Not sure how that
happened in the first place, but oh well
L1694[16:16:49] <Lumien> Oh yeah, you
need a mcp folder in the root of your dev environment
L1695[16:17:00] <Lumien> Which contains
fields.csv & methods.csv
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L1699[16:17:42] <kimfy> Ahh, I'll give
that a go. Just slap RL in the mods folder or libs?
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L1701[16:19:03] <Flenix> In Tinkers
Construct when you kill someone with the weapon, it prints the
item's name in chat and you can hover over it, to see the tooltip
for the item. I can't find it in their code at all - does anyone
know how that is done?
L1702[16:19:32] <sham1> I think you can
access the item used to kill the person
L1703[16:19:46] <sham1> Also, that's
awesome diesieb
L1704[16:19:56] <sham1> Or whoever did
it
L1705[16:19:58] <Flenix> Yeah, I've got
the item name printing in chat. It's just the hover tooltip I can't
figure out
L1706[16:20:52] <sham1> You check if you
are hovering over the text
L1707[16:21:05] <sham1> And if you are,
render some hovering text
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L1709[16:22:37] <diesieben07> i did it
:D
L1710[16:22:39] <Flenix> The only way I
can think of doing that though would be a generic event, which
wouldn't know who triggered it or what item was used? or maybe I'm
missing something
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L1712[16:24:04] <diesieben07> Flenix,
that's a vanilla feature afaik.
L1713[16:24:34] <Flenix> Oh really? Any
idea what it's called, as that'd save a hell of a lot of time
L1714[16:24:42] <gigaherz> hmmm is there
some easy way in java to get a sortof "histogram" from a
list?
L1715[16:24:48] <gigaherz> as in, a
Map<value, count>
L1716[16:24:59] <Lumien> diesieben didn't
you have a workaround for the asm stackmap issue?
L1717[16:25:05] *
mikebald hits his "Calc" button after upgrading to
windows 10. "Calculator can't be opened using the Built-in
Administrator account." GG Microsoft, GG...
L1718[16:25:33] <gigaherz> calculator is
now a metro app, mikebald
L1719[16:25:43] <gigaherz> it's not a bad
app
L1720[16:25:52] <mikebald> So, admins
can't open metro apps? that seems... stupid
L1721[16:25:54] <gigaherz> but it's still
not a desktop program
L1722[16:25:55] <gigaherz> nono
L1723[16:25:56] <Darva> Those two
sentences seem like contradictions together.
L1724[16:26:00] <gigaherz> the default
Administrator account
L1725[16:26:02] <gigaherz> can't use
metro
L1726[16:26:28] <mikebald> I'm not on the
default admin account though lols, it's a user account that is in
the Administrator group =)
L1727[16:26:28] <gigaherz> the default
Administrator account isn't meant to be used normally
L1728[16:26:32] <gigaherz> it's like
using root in linux
L1729[16:26:41] <gigaherz> well that
shouldn't break it
L1730[16:26:47] <gigaherz> I'm also in
the Administrators group
L1731[16:26:47] <diesieben07> gigaherz,
multiset = HashMultiset.create(); multiset.addAll(list)
L1732[16:26:47] <gigaherz> ;P
L1733[16:26:59] <gigaherz> diesieben07:
aha thx
L1734[16:27:15] <mikebald> Time to figure
out what's upset then I guess, might give me calculator access
again =)
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L1737[16:37:28] <kimfy> Thanks Lumien,
working perfectly now
L1738[16:37:37] <Lumien> great :)
L1739[16:38:38]
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L1740[16:40:25] <LatvianModder> forge:
any idea why GuiButton.drawButtonForegroundLayer is never used in
vanilla code?
L1741[16:40:43] <williewillus> does
world.rayTraceBlocks no longer return null?
L1742[16:42:37] <gigaherz> it may return
MISS instead
L1743[16:43:46] <gigaherz> yes it returns
null
L1744[16:43:54] <gigaherz> MISS is used
by the player thing
L1745[16:44:32] <gigaherz> ah no it's
also used by rayTraceBlocks
L1746[16:44:35] <gigaherz> but only in
certain cases
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L1749[16:46:20] <williewillus> if I add
something to the player inv how do I send it ot the client
L1750[16:46:55] <diesieben07> just that
one client? or do nearby players need to knwo as well?
L1751[16:47:07] <williewillus> that one
player
L1752[16:47:18] <diesieben07> send the
whole data over in PlayerloggedInEvent
L1753[16:47:21] <diesieben07> then send
any changes that occur
L1754[16:47:31] <williewillus> wat
L1755[16:47:43] <williewillus> I mean I
call player.inventory.addItemStackToInventory
L1756[16:47:49] <williewillus> but it
doesnt show clientside until I relog
L1757[16:47:58] <Lordmau5> this is good,
right?
L1759[16:47:59] <diesieben07> jeez i read
that totally wrong
L1760[16:48:03] <Lordmau5> I like this
amount of chunk updates per tick.
L1761[16:48:04] <diesieben07> that should
happen autmatically
L1762[16:48:30] <sham1> 200 chunk
updates
L1763[16:48:37] <williewillus> 0.o it
doesn't for me, and that method seems to just modify the inv
array
L1764[16:48:39] <sham1> Jesus tap dancing
christ
L1765[16:48:49] <williewillus> yeah don't
do that
L1766[16:48:53] <Lordmau5> fixed already,
haha
L1767[16:49:02] <diesieben07> ys, but mc
sends the current container every tick if it chnged
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L1769[16:49:12] <diesieben07> and the
current contianer is your inv if oyu dont have a chest or so
open
L1770[16:49:25] <diesieben07> but
player.sendContainerToPlayer(player.openContainer) should force
it
L1771[16:50:38] <williewillus> yup
calling detectAndSendChanges fixed it
L1772[16:50:55] <diesieben07> how the
FUCK
L1773[16:51:02] <diesieben07> MC calls
that every single tick ....
L1774[16:51:19] <sham1> Don't question
it
L1775[16:51:25] <sham1> Just accept the
fact
L1776[16:51:25] <williewillus>
*shrugs*
L1777[16:52:01] <sham1> Trying to
understand these bugs just makes your head go numb
L1778[16:52:15] <tterrag> can confirm
that calling detectAndSendChanges manually usually fixes it
L1779[16:52:25] <tterrag> I think it's
some kind of state issue, it doesn't detect the change when it
should
L1780[16:52:26] <tterrag> *shrug*
L1781[16:52:31] <williewillus> it does
make no sense, it's right there in onUpdate of EntityPlayerMP
L1782[16:52:33] <williewillus> oh
well
L1783[16:52:46] <sham1> *shrug*
L1784[16:52:47] <williewillus> anyways,
why does the server need to tell the client to unload chunks?
0.
L1785[16:52:48] <tterrag> yeah, the only
thought I have is that by the time it's run again it somehow
doesn't see the change
L1786[16:52:58] <williewillus> always
found that was weird that the client doesn't unload on its own if
out of range
L1787[16:53:15] <diesieben07> willie
shhhhhh
L1788[16:53:28] <diesieben07> that is
actually really useful for me right now
L1789[16:53:43] <williewillus> how so
:p
L1791[16:56:11] <Dries007> Is there a
client side event for someone joining a server in 1.8 or should I
still just send a packet from the server to the client?
L1792[16:56:23] <diesieben07>
EntityJoinWorldEvent should fire
L1793[16:56:28] <Dries007> (the issue
with that is that I need leaving too)
L1794[16:57:13] <diesieben07> you could
hack into S38PacketPlayerListItem
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L1797[16:57:27] <sham1> Hacks
L1798[16:57:33] <sham1> Sounds
dangerous
L1799[16:57:38] <diesieben07> or check
NetHandlerPlayClient#getPlayerInfoMap every so often
L1800[16:57:39] <Dries007> well, you used
that evil word there :p
L1801[16:57:56] <sham1> Hacking is not
evil per say
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L1803[16:58:11] <sham1> It is just misuse
derstood
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L1805[16:59:14] <williewillus>
diesieben07: what happens if the chunk is unloaded on the server in
that video, it force loads it?
L1806[16:59:20] <diesieben07> no
L1807[16:59:27] <diesieben07> it only
works because those are spawnchunks
L1808[16:59:44] <diesieben07> this will
eventually be an API
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L1810[16:59:59] <diesieben07> if you want
to view unloaded chunks you need to force them with
ForgeChunkManager separately.
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L1815[17:02:56] <Darva> ROFL, the one
piece of code that i expected to have to re-write from scratch...
works perfectly.
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L1818[17:03:28] <Darva> The part that
handles transformation between one block and another, with all
kinds of metadata checking and such... still works.
L1819[17:05:46] <williewillus> well of
course it does
L1820[17:05:52] <williewillus> metadata
didn't change at all
L1821[17:06:00] <williewillus> but future
proofing it would be migrating it all to states :p
L1822[17:06:11] <williewillus> so people
don't have to trudge through a bunch of bit manipulation to see
what's happening
L1823[17:06:52] <Darva> How do you go
about representing states in a text configuration file?
L1824[17:08:01] <diesieben07>
{prop=value,prop2=value2} i would say
L1825[17:08:07] <diesieben07> tahts
probably the best
L1826[17:08:09] <diesieben07> or just
metadata
L1827[17:08:18] <Darva> I think i'll
stick with metadata for config files. Heh.
L1828[17:08:39] <Darva> I do need to
rewrite my configuration system from the ground up tho. It's a
horrible bodge.
L1829[17:09:07] <williewillus> i'd use
the vanilla state string format, or meta :p
L1830[17:09:21] <williewillus>
modid:blckname[prop1=value,prop2=value] etc.
L1831[17:09:30] <williewillus> skipping
properties that are unlisted/don't impact meta
L1832[17:11:07] <Darva> I'm doing
modid:blockname:meta
L1833[17:11:25] <Darva> which seems to be
a standard in at least some mods.
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L1846[17:27:58] <M4thG33k> Hello! I'm
trying to learn more about the OBJ system with 1.8 and have been
looking at some Botania code; I don't understand what
"#pylon" refers to in this line:
https://goo.gl/Bhs93M Can anyone help shed some
light on the situation?
L1847[17:28:32] <williewillus> heyo
that's mine hehe, #pylon is the name of the texture I want to
remap
L1848[17:28:42] <gigaherz> M4thG33k:
that's the name of the texture "channel"
L1849[17:28:43] <williewillus> calling
"retexture" in that case
L1850[17:29:00] <williewillus> is
essentially the same as doing "textures": {
"pylon": "blah" } in the json
L1851[17:29:04] <williewillus> but I do
it dynamically
L1852[17:29:22]
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L1853[17:29:33] <M4thG33k> So is there no
json for this, then, since it is dynamic?
L1854[17:29:33] <williewillus> I only do
it that way
L1855[17:29:46] <williewillus> because
the TESR has some special requirements
L1856[17:29:48] <williewillus> there is a
json
L1857[17:29:57] <williewillus> (i think?)
:p
L1858[17:30:16] <williewillus> i think i
only have it so that the texture gets stitched for me :p
L1859[17:30:45] <williewillus> because
the itme model is a smartmodel and the TESR has special
requirements so for both of them I load and bake the OBJ
myself
L1860[17:31:02] <M4thG33k> I've been
trying to get my TESR to work using that code as a guideline, but
that one line is messing with me...I don't think my textures are
being loaded correctly
L1861[17:31:15] <williewillus> did you
stitch them?
L1862[17:31:26] <williewillus> either
through TextureStitchEvent.Pre or a json
L1863[17:31:49] <M4thG33k> Probably not;
I'm learning too much too quickly...haha. Oh boy...
L1864[17:32:56] <williewillus> currently
the obj loader expects that the textures its using to come from the
atlas, which is where all item and block models are combined during
startup
L1865[17:33:06] <williewillus> if you
declare a texture in a json it's already done for you
L1866[17:33:12] <williewillus> but
otherwise you have to do it yourself
L1867[17:33:26] <M4thG33k> Which method
do you prefer/recommend?
L1868[17:33:51] <williewillus> either is
fine really
L1869[17:34:00] <M4thG33k> Do you have an
example for doing it yourself?
L1870[17:34:25] <M4thG33k> I've been
scanning the repository for Botania but can't seem to find one (if
it exists)
L1871[17:34:39] <williewillus> listen to
TextureStitchEvent.Pre and then do
evt.map.registerSprite(<path>)
L1872[17:35:04] <williewillus> where path
assumes textures/, i.e. "botania:model/pylon" expands to
assets/botania/textures/model/pylon"
L1873[17:35:22] <williewillus> and in
your tesr be sure to bind the atlas before rendering
L1874[17:36:06] <M4thG33k> Of course -
I've made that mistake before. Haha. Thanks! I'll see if I can work
with this! :)
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L1877[17:41:57] <Simeon> how do you
assign a particle break texture to a blockstate json with a custom
.obj model
L1878[17:42:25] <gigaherz>
"textures": {"particle": {texture}}
L1879[17:42:27] <gigaherz> eh
L1880[17:42:32] <gigaherz>
"textures": {"particle": "texture"}
*
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L1882[17:42:39] <Simeon> it doesn't
work
L1883[17:43:20] <williewillus> what do
you mean custom OBJ model?
L1884[17:43:24] <williewillus> as in you
load and bake it yourself?
L1885[17:43:29] <Simeon> no
L1886[17:43:36] <Simeon> just a .obj
model
L1887[17:43:48] <Simeon> as the model in
the .json file
L1888[17:43:49] <williewillus> then you
do it in the json
L1889[17:44:26] <Simeon> is the defaults
state ok ?
L1890[17:44:31]
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L1891[17:44:56] <williewillus> sure
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L1895[17:47:45] <gigaherz> ugh
L1896[17:47:54] <gigaherz> I think I'm
done with fortresscraft
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L1898[17:47:56] <Simeon> the particle
texture is still purple
L1899[17:48:12] <FF_Fire> hello. does
anyone know who codes botania
L1900[17:48:30] <gigaherz> I just
right-clicked my laboratory to try to get the results of a
research, which broke the laboratory and I lost the whole research
progress XD
L1901[17:48:35] <gigaherz> i'll go backto
modding XD
L1902[17:48:55] <FF_Fire> xD
gigaherz
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L1904[17:49:38] <FF_Fire> who works on
botania? anyone here?
L1905[17:50:08] <williewillus> Vazkii
does 1.7
L1906[17:50:09] <williewillus> I'm doing
1.8
L1907[17:50:11] <williewillus> for
now
L1908[17:50:13] <williewillus> what do
you need
L1909[17:50:52] <FF_Fire> your the
developer
L1910[17:50:58] <williewillus> no, I
port
L1911[17:51:02] <williewillus> just ask
your question :p
L1912[17:51:09] <FF_Fire> nvm
L1913[17:51:19] <Vazkii> Hm?
L1914[17:51:24] <FF_Fire> Vaskii: can i
get u in a skype call
L1915[17:51:27] <Vazkii> No.
L1916[17:51:30] <FF_Fire> :(
L1917[17:51:39] <Vazkii> Just ask here or
in a PM if you want it to be private.
L1918[17:51:52] <williewillus> :p
L1919[17:53:35] <M4thG33k> Going back to
my rendering issues here; I'm still not getting textures to work. I
know I shouldn't be using "#pylon" as in your example;
what do I use instead? (Sorry for my extreme ignorance with this;
1.7.10 was so much easier in this aspect...)
L1920[17:54:40] <williewillus> whatever
texture name you specified in your OBJ's MTL file
L1921[17:54:56] <M4thG33k> wow...ok
L1922[17:55:06] <gigaherz> M4thG33k: if
your material name is Default, you use #Default
L1923[17:55:18] <williewillus> is there a
way to use git blame inside idea?
L1924[17:55:48] <gigaherz> git has
blame?
L1925[17:56:11] <M4thG33k> So, if my mtl
file has "newmtl None", I should be using
"#None", correct?
L1926[17:56:17] <gigaherz> yup
L1927[17:56:19] <gigaherz> ugly name
though
L1928[17:56:23] <gigaherz> XD
L1929[17:56:29] <williewillus> git blame?
yeah it prints the whole file and specifies who modified which
lines last
L1930[17:56:30] <M4thG33k> Yeah, I
know...haha. I made the file in a rush before
L1931[17:56:32] <williewillus> and the
commit it was changed at
L1932[17:56:46] <williewillus> made so
you can blame broken shit on other people :p
L1933[17:58:53] <gigaherz> yes I'm aware
of the blame command from svn
L1934[17:58:57] <gigaherz> I jsut didn't
know git had the feature ;p
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L1936[17:59:52] <killjoy> git has
everything
L1937[17:59:54] <killjoy> it even has git
svn
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L1949[18:21:10] <M4thG33k> Is there any
way I can check if my model is being rendered to the correct
location (just lacking textures) vs the textures not working at
all?
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L1951[18:24:50] <killjoy> M4thG33k,
remove the textures. They'll be replaced with pink/black
L1952[18:25:31] <M4thG33k> Even if i'm
baking the model myself?
L1953[18:25:39] <killjoy> should
L1954[18:25:46] <williewillus> just
remove the call to retexture
L1955[18:25:52] <M4thG33k> ...right
L1956[18:25:54] <killjoy> when I say
"remove the textures", I mean to remove them from your
resources
L1957[18:26:00] <williewillus> or that
too
L1958[18:26:11] <williewillus> but the
OBJ loader doesnt use the normal purple/black missing texture
L1959[18:26:25] <williewillus> any
texture it can't find it substitutes with a blank white one
L1960[18:27:29] <M4thG33k> all
right
L1961[18:28:30] <M4thG33k> welp, textures
aren't the problem...now to figure out why the model isn't
rendering...
L1962[18:28:37] <williewillus> how do you
render it?
L1963[18:29:16] <M4thG33k> I've basically
tried to follow the same idea for the botania pylons, substituting
my own methods/textures/models where appropriate
L1964[18:30:21] <M4thG33k> I'm definitely
no expert at GL either, so that doesn't help at all...
L1967[18:34:58] <M4thG33k> One of the big
differences is that I've noticed the "begin()" method
here:
https://goo.gl/PbWV3a is not able to be found in my
dev environment...
L1968[18:35:25] <M4thG33k> I substituted
it with "func_181668_a" since they had the same input
arguments...
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L1971[18:37:58] <williewillus> you're on
older mappings
L1972[18:38:12] <williewillus> those
methods received names in lateish december i think
L1973[18:39:18] <M4thG33k> that's odd,
because I'm using forge version 1.8.9-11.15.0.1699
L1974[18:39:49] <M4thG33k> (which was the
most recent version as of a few days ago)
L1975[18:39:56] <williewillus> what
mappings version?
L1976[18:40:30] <M4thG33k>
snapshot_20151122
L1977[18:40:48] <M4thG33k>
yup...outdated.
L1978[18:41:15] <M4thG33k> I'm assuming
if I update that string and rerun my setup scripts it will be
fixed?
L1979[18:45:41] <Zaggy1024> hm, maybe I
should make a utility class to contain properties that exist for
each EnumFacing
L1980[18:45:58] <Zaggy1024> so setting
those properties can be done in iteration
L1981[18:47:24] <williewillus> Zaggy1024:
what kinds of properties?
L1982[18:47:30] <williewillus> M4thG33k:
yeah
L1983[18:47:34] <Zaggy1024> like fence
connections
L1984[18:47:46] <williewillus> ah
L1985[18:47:52] <M4thG33k> Already had it
done. Haha. Still no idea why the model isn't rendering though
:/
L1986[18:48:07] <williewillus> just a
static final EnumMap will do :p
L1987[18:48:10] <williewillus> or
immutablemap
L1988[18:48:14] <williewillus> M4thG33k:
post tesr code?
L1990[18:49:23] <M4thG33k> (ignore the
giant scaling - I was attempting to check if the translation was
the issue...)
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L1993[18:53:02] <M4thG33k> I noticed that
when parsing the .obj, I get that "command 's' ... is not
currently supported, skipping"; I'm assuming that skips just
that line in the file and doesn't skip the entire file...
L1994[18:54:06] <williewillus> yeah
that's fine
L1995[18:55:04] <shadekiller666> yes
M4thG33k, thats the "this command is unused"
message
L1996[18:55:34] <shadekiller666> if it
skipped the whole model, then it would be replaced with the missing
model in-game, so you'd know about it :P
L1997[18:55:57] <M4thG33k> Ok
L1998[18:56:00] <shadekiller666> you can
remove any lines from your .obj file that trigger that message if
you want
L1999[18:56:49] <M4thG33k> I'll probably
write a script to do that for me later...assuming I can get the
objs to actually render in my tesr...
L2000[18:57:15] <shadekiller666> ok
L2001[18:57:21] <shadekiller666> what is
currently happening?
L2002[18:58:17] <M4thG33k> I'm not
completely sure; I've been trying to follow the 1.8 rendering of
the Botania pylons, but the rendering isn't happening. Here are the
two main classes I'm using: the tesr:
https://goo.gl/tOBstW and the corresponding model
class:
https://goo.gl/HqFlVU
L2003[19:00:58] <shadekiller666> is it
not rendering at all?
L2004[19:01:53] <M4thG33k> Oh, I think
the problem is that I don't have any objects defined in my OBJ file
(botania has "Crystal", "Ring_Panel0x",
etc"...maybe that's the issue? (And no, it's not rendering at
all...)
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L2006[19:02:33] <shadekiller666> well,
the obj loader will load models that don't have groups
defined
L2007[19:02:44] <williewillus> yeah
that's only since the model has groups
L2008[19:02:50] <williewillus> dos yours
have groups?
L2009[19:02:57] <shadekiller666> but if
you try and make a group visible that wasn't defined it won't know
what you're talking about
L2010[19:03:10] <M4thG33k> Not at the
moment, but it will...
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L2012[19:03:50] <shadekiller666> I assume
that the "new
OBJModel.OBJState(ImmutableList.of("Valves"),
false)" means that you want the group "Valves" to be
visible?
L2013[19:04:37] <M4thG33k> Yes. I'm
assuming I have to create the group in the obj file (either enter
it manually or go back in to Blender and create one)?
L2014[19:04:42] <shadekiller666> if thats
the case, and theres no "g Valves" or "o
Valves" in your .obj then it won't know what to do and will
most likely not render any faces
L2015[19:04:50] <shadekiller666> you can
enter it manually
L2016[19:05:12] <shadekiller666> or, if
thats the only group you have, you can just omit it and let the obj
loader use its default one
L2017[19:05:37] <shadekiller666> and just
pass either TRSRTransformation.identity() or null to the OBJState
constructor
L2018[19:07:53] <M4thG33k> w00t
L2019[19:08:12] <M4thG33k> After hours of
being on the struggle bus, I finally have rendering working!
L2020[19:09:00] <M4thG33k> Thank you so
much for your help! I honestly have no idea what I would do without
this resource...
L2021[19:13:43] <shadekiller666> lol, no
problem
L2022[19:14:36] <M4thG33k> On a related
note, since we no longer have IIcons, what would be the appropriate
way to get an image/block icon (for use as a uv map, for
example)?
L2023[19:15:50] <diesieben07>
TextureAtlasSprite
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L2025[19:18:26] <M4thG33k> That is
basically the giant "stitched" texture map,
correct?
L2026[19:19:10] <diesieben07> No
L2027[19:19:16] <diesieben07> it is the
class that used to implement IIcon
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L2029[19:19:22] <diesieben07> just the
interface is gone, the rest is still there
L2030[19:20:45] <M4thG33k> I'm not sure
if I understand how to use it...is there an example I can
study?
L2031[19:21:00] <diesieben07> you use it
just like IIcon.
L2032[19:21:03] <diesieben07> the method
names are the same.
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L2034[19:23:10] <M4thG33k> I see that,
but how do I get the TextureAtlasSprite given a block? I used to be
able to use .getIcon(), but that no longer exists...
L2035[19:23:46] <diesieben07> a block
does not use exactly one TAS. it can use 0-n
L2036[19:23:54] <gigaherz> you can't just
get "the texture"
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L2038[19:24:01] <gigaherz> you can get
the model
L2039[19:24:02] <diesieben07> what are
you trying to achieve?
L2040[19:25:00] <M4thG33k> I understand
you have to know which side/state the block is in; I wish to use
the texture of items/blocks in my TESR class to render the items in
the world
L2041[19:25:10] <tterrag> so get the
model and then render it
L2042[19:25:13] <tterrag> icons are not
your concern
L2043[19:25:36] <M4thG33k> I don't
necessarily want to render the entire block though...maybe just one
face of it
L2044[19:25:53] <diesieben07> blocks are
not necessarily normal cubes
L2045[19:26:12] <diesieben07> you could
make a sub-model though based on IBakedModel.getFaceQuads
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L2047[19:27:24] <M4thG33k> Okay; I still
don't see the method to grab a block's model. Which class has this
method?
L2048[19:28:02] <diesieben07>
BlockRendererDispatcher#getModelFromBlockState
L2049[19:28:52] <M4thG33k> Cool. Thanks!
I'll see what I can do with this! :)
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L2051[19:39:49] <M4thG33k> what replaced
the Tessallator for adding vertices with uv?
L2052[19:42:25] <BlayTheNinth> M4thG33k,
tesselator.getWorldRender() .pos(), .tex(), .endVertex()
L2053[19:42:28] <gigaherz> you do
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L2055[19:43:04] <gigaherz>
worldrenderer.begin(GL11.GL_QUADS, vertex format);
L2056[19:43:20] <gigaherz>
wr.pos(xyz).tex(uv).endVertex();
L2057[19:43:24] <gigaherz> for each
vertex
L2058[19:43:24] <gigaherz> then
L2059[19:43:32] <gigaherz>
tess.draw()
L2060[19:43:42] <M4thG33k> all right.
That sounds tedious, but doable...
L2061[19:44:26] <gigaherz> it's just
"wr.pos(xyz).tex(uv).endVertex();" instead of
addVertexWithUV
L2062[19:44:34] <gigaherz> not really
THAT different ;P
L2063[19:44:56] <M4thG33k> Yeah...it's
just formatting. I'll just write a script to change all my 1.7.10
files...haha
L2064[19:44:58]
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L2065[19:46:45] <CSxKING> hellu!
\(^_^)/
L2066[19:47:08] <CSxKING> I am having
crashing issues when porting back to 1.7.10 from 1.8 :\
L2068[19:47:14] <CSxKING> Pls halp
L2069[19:47:16] <M4thG33k> Is there a
location with a list/description of VertexFormats?
L2070[19:48:10] <gigaherz> CSxKING: why
are you backporting? XD
L2071[19:48:42] <CSxKING> gigaherz ::
because 1.8 has very little mods, and no IC2 or BuildCraft
L2072[19:48:49] <gigaherz> BC is being
ported already
L2073[19:48:54] <gigaherz> not sure about
IC2
L2074[19:48:58] <CSxKING> By third party
to 1.8.8 :\
L2075[19:49:05] <gigaherz> by the time
you are done backporting to 1.7.10
L2076[19:49:10] <gigaherz> everyone will
switch to 1.8+
L2077[19:49:12] <CSxKING> for now, 1.7.10
is the better option for mai mods :\
L2078[19:49:31] <CSxKING> I just want to
backport my modpack from 1.8 to 1.7.10
L2079[19:49:40] <CSxKING> I've already
got the mods and such
L2080[19:49:52] <gigaherz> well the log
seems to indicate that something instantiated an abstract
method
L2081[19:50:02] <diesieben07> yeah the
code should not even compile
L2082[19:50:28] <gigaherz> do you have
some lib or coremod that's meant for 1.8?
L2083[19:50:38] <CSxKING> Hmm
L2084[19:50:38] <gigaherz> there may be a
mismatch
L2085[19:50:41] <CSxKING> I can check
:\
L2086[19:50:50] <gigaherz> something that
wasn't abstract before, but is abstract now
L2087[19:50:54] <gigaherz> also
L2088[19:50:56] <CSxKING> Could be
iChunUtils
L2089[19:50:58] <gigaherz> you didn't
paste the whole log
L2090[19:51:09] <gigaherz> it's
impossible to tell what could be wrong without the rest
L2091[19:51:15] <CSxKING> Whats the
latest 1.7.10 version of iChunUtil?
L2094[19:51:57] <gigaherz> check the
version column
L2095[19:52:39] <CSxKING> Ok so its not
iChunUtils then :\
L2096[19:52:43] <gigaherz> well
L2097[19:52:46] <CSxKING> I'm using
v4.1
L2098[19:52:49] <gigaherz> the best I can
say is
L2099[19:52:56] <gigaherz> at
cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:502)
~[forge-1.7.10-10.13.4.1614-1.7.10.jar:?]
L2100[19:52:59] <gigaherz> it must be a
coremod :/
L2102[19:53:26] <CSxKING> Alright
L2103[19:53:29] <M4thG33k> Can someone
briefly explain what "VertexFormat" is?
L2104[19:53:44] <gigaherz> diesieben07:
what's that?
L2105[19:53:54] <diesieben07> me being in
the nether and having a view of the overworld
L2106[19:53:57] <diesieben07> which is
being updated :D
L2107[19:54:02] <gigaherz> M4thG33k: a
vertex format describes the elements in the vertex data
L2108[19:54:06] <gigaherz> and their
order
L2109[19:54:08] <gigaherz> so like
L2110[19:54:16] <gigaherz>
DefaultVertexformats.POSITION_TEX
L2111[19:54:22] <shadekiller666> when
squashing commits, you want the oldest one on top right?
L2112[19:54:27] <gigaherz> will have 3
floats for the position, and 2 floats for the texcoords
L2113[19:54:53] <gigaherz> and I mention
DefaultVertexformats.POSITION_TEX
L2114[19:54:56] <gigaherz> because if you
want to use
L2115[19:54:58] <M4thG33k> Thanks! That
class is basically what I've been looking for
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L2117[19:55:04] <gigaherz>
.pos(xyz).tex(uv), that's the one you want
L2118[19:55:10] <M4thG33k> Yup!
L2119[19:55:10] <gigaherz> ;P
L2120[19:55:27] <gigaherz> diesieben07:
ah
L2121[19:55:30] <shadekiller666>
Attributes.DEFAULT_VERTEX_FORMAT is the one that works best for obj
models, btw
L2122[19:55:44] <shadekiller666> no idea
why thats not in DefaultVertexFormats, but whatever
L2123[19:55:52] <diesieben07> so the
client can now have a world for every dimension and render
arbitrary views in any of them
L2124[19:56:00] <williewillus> ou mean
Attributes.DEFAULT_BAKED_FORMAT
L2125[19:56:00] <gigaherz> diesieben07:
nice
L2126[19:56:09] <shadekiller666> 6
L2127[19:56:12] <shadekiller666> ^
L2128[19:56:34] <gigaherz> so, now make
it draw the ender pearl's point of view while the entity is in the
air :D
L2129[19:56:36] <M4thG33k> Thanks to
both/all of you...I'm too tired to count...
L2130[19:56:38] <M4thG33k> XD
L2131[19:56:57] <shadekiller666> anyway,
i'm trying to squash my 25 commits on my OBJ_Loader branch into
one, do i want the oldest commit on top, with the newest on
bottom?
L2132[19:57:21] <gigaherz>
shadekiller666: no idea what you mean
L2133[19:57:26] <CSxKING> Bam!
L2134[19:57:28] <CSxKING> Found it!
L2135[19:57:31] <CSxKING>
Micnoodlecore
L2136[19:57:39] *
gigaherz never squashed using git cmdline
L2137[19:57:42] <diesieben07> micnoodle
haha
L2138[19:57:44] <shadekiller666> i'm
trying to turn 25 commits into one larger commit
L2139[19:57:53] <gigaherz> in
tortoisegit, I just go to the log
L2140[19:57:55] <CSxKING> Damn
Galacticraft!
L2141[19:57:57] <gigaherz> choose a
series of commits
L2142[19:57:57] <shadekiller666> i'm not
in the git command line, i'm in sourcetree, which is similar
L2143[19:58:03] <gigaherz> and do
"merge into one"
L2144[19:58:14] <gigaherz> and poof,
squashing done ;P
L2145[19:58:23] <shadekiller666>
sourcetree does it via interactive rebase, like the cmdline
L2146[19:58:27] <gigaherz> yeah
L2147[19:58:40] <gigaherz> never managed
to do a squashing that way XD
L2148[19:58:47] <shadekiller666>
diesieben07, do i want the oldest commit on top and the newest on
bottom?
L2149[19:59:22] <CSxKING> All versions of
micnoodlecore seem to cause crashes.
L2150[19:59:23] <diesieben07> you have a
list of commits
L2151[19:59:23] <CSxKING> :|
L2152[19:59:28] <diesieben07> you dont
change the order
L2153[19:59:37] <shadekiller666> ok
L2154[19:59:43] <diesieben07> you do
squash for all except one
L2155[19:59:48] <diesieben07> that one
determines the commit message
L2156[20:00:02] <diesieben07> (this is
from memory i havent done this in a while)
L2157[20:00:52] <shadekiller666> right,
but doesn't it execute top->bottom, meaning the one non-squash
has to be on top
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L2159[20:01:36] <diesieben07> uhhh idk
maybe?
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L2161[20:09:50] <williewillus> does idea
have a builtin diff viewer / merge conflict resolver?
L2162[20:10:14] <tterrag> shadekiller666:
yes
L2163[20:10:21] <diesieben07> yes
willie
L2164[20:10:24] <tterrag> you can rename
the commit once it's done rebasing though
L2165[20:10:28] <tterrag> so the name
isn't really important
L2166[20:10:40] <tterrag> (infact you can
even rename it on the rebase step, as long as the ish is the
same)
L2167[20:10:54] <shadekiller666> so i do
want the oldest on top?
L2168[20:10:54] <williewillus> where is
it :p
L2169[20:11:14] <shadekiller666> with
most recent on bottom?
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L2171[20:11:38] <williewillus> ah nvm
found it
L2172[20:11:41] <diesieben07>
williewillus, VCS menu. for merge conflicts i think it only opens
when you merge from within idea
L2173[20:12:00] <diesieben07> the merge
conflict resolver is amazing btw
L2174[20:14:46] <shadekiller666>
tterrag?
L2175[20:15:04] <tterrag> shadekiller666:
if there are any squashed commits without a previous commit to
squash INTO the rebase will fail
L2176[20:15:05] <tterrag> so, yes
L2177[20:15:36] <shadekiller666> ok,
hence why my privious attempts did absolutely nothing...
L2178[20:16:08] <shadekiller666> why does
it list them newest->latest... when squashing wants
latest->newest...
L2179[20:16:45] <tterrag> what?
L2180[20:16:46] <tterrag> it
doesn't
L2181[20:17:19] <tterrag> also those
words mean the same thing
L2182[20:18:50] <tterrag> it goes old
-> new
L2183[20:22:34]
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L2185[20:23:50] <killjoy> What's the
proper file extension for hocon? .conf?
L2186[20:24:20] <killjoy> And does github
support highlighting of it?
L2187[20:28:23] <gigaherz> they don't
seem to care what the extension is
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L2192[20:42:34] <yurikoster1> hey guys im
making my first mod and im making it for 1.8.9 are there any
tutorials on how to make a sapling and tree?
L2193[20:43:42] <gigaherz> can't say I
know any link specifically about saplings
L2194[20:43:56] <gigaherz> best
suggestion I can give is to look at the code for the vanilla
saplings
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L2196[20:44:16] <yurikoster1> ok ill do
that tnks
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L2200[21:01:09] <M4thG33k> in the
TESR<~>#renderTileEntityAt method, what do
"partialTicks" and "destroyStage"
represent?
L2201[21:02:29] <williewillus>
destroystage is how destroyed the block is
L2202[21:02:33] <williewillus> used to
render digging on chests
L2203[21:02:40] <williewillus>
partialticks is so you can animate things faster than 20fps
L2204[21:02:56] <gigaherz> not just
faster
L2205[21:03:01] <gigaherz> it's simply so
that rendering is smooth
L2206[21:03:09] <williewillus> the only
game-based timing we have available in a tesr is world time
L2207[21:03:14] <williewillus> but that's
only 20 per second max
L2208[21:03:40] <williewillus> partial
ticks provides you the "time between ticks" from 0 to 1
(0.9999... whatever) so you can animate smoothly
L2209[21:04:48] <M4thG33k> all
right
L2210[21:05:58] ***
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L2216[21:16:42] <shadekiller666> lots of
changes! :D
L2217[21:17:49] <shadekiller666>
williewillus, did you find the link to the gist i sent you last
night with the final state of the pylon test block that i had
before removing it?
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L2220[21:25:09] <fry> shadekiller666: you
shouldn't update mappings in the PR like that
L2221[21:25:25] <fry> also, forge uses
stable ones
L2222[21:26:35] <M4thG33k> if a texture
looks darker than it ought to, what GL settings would affect
that?
L2223[21:27:18] <gigaherz> color,
lighting
L2224[21:27:29] <shadekiller666> fry, had
i not i wouldn't have been able to run the game, some classes were
trying to use obf names for non-obfed methods...
L2225[21:27:58] <fry> what?
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L2227[21:28:20] <gigaherz> eh isn't
stable_20 1.8.8?
L2228[21:28:58] <gigaherz> I guess it
doesn't matter that much though
L2229[21:29:01] <fry> shouldn't matter,
yes
L2230[21:29:12] <gigaherz>
shadekiller666: eh even if you were to run without mappings
L2231[21:29:17] <gigaherz> you'd still
have srg-named stuff
L2232[21:29:31] <shadekiller666> some
push from you or cpw or someone a few days ago on the main forge
branch made changes to forge or fml files that were using obfed
names of vanilla methods or something like that
L2233[21:29:35] <gigaherz> (I
think)
L2234[21:29:44] <shadekiller666> eclipse
wouldn't compile because of it
L2236[21:29:59] <fry> ah, you got the
eclipse stackmap snafu probably
L2237[21:30:00] <cpw> wut?
L2238[21:30:05] <cpw> most likely
yes
L2239[21:30:08] <fry> set compile level
to java6
L2240[21:30:11] <fry> and try again
:P
L2241[21:30:16] <shadekiller666> its fine
now lol
L2242[21:30:16] <cpw> make sure you have
java 6 as your compile level in eclipse
L2243[21:31:45]
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L2245[21:32:39] <panda_2134> Is TE ported
to 1.8.9?
L2246[21:32:44] <tterrag> no
L2247[21:32:51] <gigaherz> assuming you
mean Thermal Expansion
L2248[21:33:00] <gigaherz> no, so far as
I know, the cofh people don't have plans to port
L2249[21:33:09] <panda_2134> It seems
that many mod has stopped development of 1710
L2250[21:33:28]
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L2251[21:33:42] <panda_2134> Neither does
IC
L2252[21:34:10] <fry> give them time,
they may port eventually :P
L2253[21:34:12] <panda_2134> Is there any
famous tech mod in189?
L2254[21:34:36] <fry> why do you want a
famous mod? go find some small, but fun mod :P
L2255[21:35:19] <shadekiller666> fry,
cpw, i believe what happened was that ForgeHooksClient and
GuiIngameForge had changes added to them on the main forge branch,
which the 'stable_20' mappings didn't have mappings for, as
'stable_20' was the last 1.8.8 mapping
L2256[21:35:24] <panda_2134> Because I'm
familar with them XD
L2257[21:35:47] <tterrag> progressive
automation is updated
L2258[21:35:53] <tterrag> I'm not a fan,
but it's an automation mod
L2259[21:35:55] <fry> then you should be
able to answer that question yourself :P
L2260[21:35:55] <shadekiller666>
EnderIO(?)
L2261[21:36:05] <tterrag> nope
L2262[21:36:08] <fry> also, BC mostly
works
L2263[21:36:13] <panda_2134> Immersive
engineering is at 189
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L2265[21:36:50] <shadekiller666> so those
mapping changes were a result of the 1.8.8 to 1.8.9 jump
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L2267[21:37:58] <shadekiller666> oh, and
LightUtil
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L2269[21:39:01] <fry> 181720 is still
unmapped in stable_20
L2270[21:39:08] <fry> not sure what
you're talking about
L2271[21:39:30] <shadekiller666> its the
fact that it was unmapped in stable_20 that prompted the
change
L2272[21:39:50] <shadekiller666> its
mapped in snapshot_20160107
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L2274[21:40:02] <fry> why are you using
snapshot_20160107?
L2275[21:40:19] <shadekiller666> because
it was the most recent 1.8.9 mapping at the time
L2276[21:40:29] <fry> why did you change
it at all?
L2277[21:41:21] <shadekiller666> because
eclipse wouldn't compile because it didn't know what
func_181720_blah was
L2278[21:42:06] <fry> you probably didn't
setup forge correctly
L2279[21:42:09] <shadekiller666>
...
L2280[21:42:19] <gigaherz> out of
curiosity, is there any specific reason that forge is kept on
old/stable mappings? or just to avoid having extra changes in
diffs?
L2281[21:42:19] <fry> cause it's working
fine for everyone else
L2282[21:42:32] <shadekiller666> this is
the same dev env i've been using for development of the obj loader
since the beginning
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L2284[21:42:54] <gigaherz> you started in
1.8 though, maybe the update broke something
L2285[21:42:55] <gigaherz> ;P
L2286[21:42:59] <cpw> shadekiller666,
what we'll probably do is get a stable mapping for 1.8.9 soon
L2287[21:43:10] <cpw> depends when bspkrs
is next around i think
L2288[21:43:15] <cpw> then we'll update
forge to it
L2289[21:43:22] <cpw> then you can redo
your PR with that
L2291[21:43:27] <shadekiller666> let me
see if i can find the commit on the main forge branch that broke
it
L2292[21:44:49] <gigaherz> hmmm if you
were to revert to the older mappings and refresh the envirionment,
I wonder if it would break again...
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L2296[21:49:46] <bspkrs> wat
L2297[21:49:56] <bspkrs> stable mappings?
pssshhhh
L2298[21:50:09] <bspkrs> we don't need no
stable mappings
L2299[21:50:42] <fry> we don't need no
source control
L2301[21:51:11] ***
cpw is now known as cpw|out
L2302[21:51:33] <gigaherz>
shadekiller666: that's the 1.8.9 update XD
L2303[21:51:41] <shadekiller666>
gigaherz, i tried that :P, it failed, then i came in here and ran
!gm <unobf name> 1.8.8 and it didn't find it
L2304[21:51:49] <shadekiller666> but the
1.8.9 mappings did
L2305[21:51:55] <shadekiller666>
gigaherz, i know
L2306[21:52:11] <shadekiller666> that was
fry's commit to update TO 1.8.9
L2307[21:52:26] <gigaherz> yes that was a
while ago
L2308[21:52:34] <shadekiller666>
mhmm
L2309[21:52:35] <gigaherz> everyone seems
to ahve been using forge dev just fine after that
L2311[21:52:47] <shadekiller666> and
thats when my dev env stopped compiling
L2312[21:52:54] <gigaherz> yeah so
something glitched out
L2313[21:52:58] <fry> you didn't update
properly then
L2314[21:53:06] <fry> somehow
L2315[21:53:36] *
gigaherz now has "the wall" stuck in his head
¬¬
L2316[21:53:46] <fry> good. :P
L2317[21:54:25] <gigaherz> dun dun dun
dun another mod in the forge
L2318[21:54:57] <shadekiller666> when
that update came in: I committed any changes that were pending on
the OBJ_Loader branch, pushed them, checked out the master, pulled
in the changes, pushed to my fork, checked out OBJ_Loader, rebased
back onto the master branch, and pushed
L2319[21:55:10] <shadekiller666> at which
point eclipse stopped compiling
L2320[21:55:52] <shadekiller666> so i ran
gradlew setupForge again, with and without --refresh-dependencies,
and nothing happened
L2321[21:56:25] <shadekiller666> i
selected the "Forge" package in eclipse and clicked
Refresh in the context menu, and it still wasn't compiling
L2322[21:56:53] <gigaherz> well since you
just pushed that, you could take this chance to refresh/reecreate
the environment
L2323[21:57:00] <fry> try making a new
setup, in a new folder
L2324[21:57:04] <fry> see if that
works
L2325[21:59:53] <williewillus> how many
render passes do TE's have?
L2326[22:00:05] <williewillus> there's a
shouldRenderInPass in TE but nothing overrides it
L2327[22:00:10] <williewillus> and no
javadoc :p
L2328[22:01:56] <gigaherz> opaque,
cutout, translucent ?
L2329[22:02:11]
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L2330[22:02:56] <williewillus> that's the
block render passes :p
L2331[22:03:09] <gigaherz> yes, TESR runs
after each block pass
L2332[22:04:06] <fry> are you sure?
L2333[22:04:31] <gigaherz>
renderWorldPass calls renderEntities which draws the TESRs that
return true for it?
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L2335[22:04:59] <gigaherz> hmmm
L2336[22:05:19] <fry> renderWorldPass !=
render 1 block layer
L2337[22:05:25] <fry> so, TESRs render
only once
L2338[22:05:32] <fry> or twice if you
have anaglyph enabled
L2339[22:05:42] <williewillus> ah
L2340[22:05:43] <gigaherz> oh?
L2341[22:05:52] <williewillus> was just
curious since they have a shouldRenderInPass(int) method
L2342[22:05:57] <fry> if I'm reading the
code correctly
L2343[22:06:23] <gigaherz> oh I see
L2344[22:06:29] <gigaherz> each pass
renders all world layers
L2345[22:06:33] <fry> yup
L2346[22:06:36] <gigaherz> but this makes
no sense
L2347[22:06:45] <fry> it does :P
L2348[22:06:47] <gigaherz> I have
"pass==1" and my TESR draws even without anaglyph
L2349[22:06:47] <gigaherz> XD
L2350[22:07:12] <luacs1998> !gf
currentGameType 1.8.9
L2351[22:07:26] <fry> you mean in your
TE?
L2352[22:07:32] <gigaherz> yes
L2353[22:07:41] <luacs1998> !gf
getBlockReachDistance 1.8.9
L2354[22:07:45] <luacs1998> !gm
getBlockReachDistance 1.8.9
L2355[22:07:46] <gigaherz>
shouldRenderInPass, I have return pass==1;
L2356[22:08:15] <gigaherz>
shouldRenderInPass gets called for 0,1,0,1
L2357[22:08:17] <gigaherz> :/
L2358[22:09:02] <fry> ah, here we
go
L2359[22:09:17] <gigaherz> and yeah it's
.renderWorldPass(2, ... XD
L2360[22:09:19] <fry> pass that's passed
to the TE check != pass of renderWorldPass
L2361[22:09:24] <gigaherz> ahh
L2362[22:09:31] <shadekiller666> great...
sourcetree can't even figure out how to clone the main forge
repo...
L2363[22:09:36] <fry> it's
ForgeHooksClient.renderPass
L2364[22:09:38] <williewillus> whats the
purpose of TE render pass 1 though?
L2365[22:09:43] <williewillus> nothing
uses it in Forge/Vanilla
L2366[22:09:45] <gigaherz> williewillus:
if you do it in pass 0
L2367[22:09:50] <gigaherz> it shows
always in front of water
L2368[22:09:51] <fry> so, there are
indeed 2 TESR passes
L2369[22:09:53] <M4thG33k> does anyone
know of any 1.8.9 mods out that have new fluids?
L2370[22:09:56] <gigaherz> if you do it
in pass 1, it's always behind water
L2371[22:09:59] <gigaherz> ... or the
otherway around
L2372[22:10:04] <williewillus> huh
L2373[22:10:15] <gigaherz> the TESR
doesn't get sorted with transparent blocks
L2374[22:10:23] <gigaherz> (translucent
world layer)
L2375[22:10:39] <gigaherz> either you
draw them before, always (pass 0), or after always (pass 1)
L2376[22:10:42] <fry> pass 0 is right
after CUTOUT layer
L2377[22:10:44] <gigaherz> or that was my
understanding
L2378[22:10:53] <fry> pass 1 is after
TRANSLUCENT
L2379[22:11:14] <gigaherz> ah so it's not
quite what I said originally, it's offset by 1
L2380[22:11:42] <gigaherz> makes sense,
cutout doesn't have the issue
L2381[22:12:35] <gigaherz> williewillus:
if you use "pass==0", water will always draw in front of
the TESR image, if you use "pass==1", the TESR will
always draw in front of water, gpu-wise of course
L2382[22:13:22] ***
lxkm|work is now known as lxkm
L2383[22:13:33] <shadekiller666>
omg
L2385[22:14:30] <shadekiller666> why
can't the "Folder In Use" error window actually fucking
show WHICH program a file/folder is opened in...
L2386[22:14:39] <tterrag> how are blocks
sorted properly?
L2387[22:14:43] <tterrag> especially
inside chunks?
L2389[22:14:53] <tterrag> and why can't
that same logic be applied to TESRs?
L2390[22:15:14] <killjoy> check the
resource monitor
L2391[22:15:17] <gigaherz> blocks are
only sorted within chunks, and the chunks are simply drawn
far-to-near
L2392[22:15:23] <gigaherz> IIRC
L2393[22:15:30] <fry> tterrag: because
TESRs are arbitrary GL
L2394[22:15:34] <shadekiller666> instead
of just saying "the folder or a file in it is open in another
program." tell me what fucking program...
L2395[22:15:39]
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L2396[22:15:44] <tterrag> fry: and? is
that special?
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L2398[22:15:50] <tterrag> I mean, when it
comes down to it, so are blocks
L2399[22:15:51] <gigaherz> TESR's polygon
data isn't batched
L2400[22:15:54] <tterrag> everything ends
in a draw() call :P
L2401[22:16:03] <fry> you can't render
the TESR inbetween the chunk quad array
L2402[22:16:04] <gigaherz> no, TESRs
don't get into the batched VBOs
L2403[22:16:09] <gigaherz> they draw
separately
L2404[22:16:12] <tterrag> fry: what about
inside individual chunks?
L2405[22:16:24] <tterrag> blocks still
sort fine then
L2406[22:16:28] <fry> that's what I'm
talking about
L2407[22:16:32] <tterrag> regardless of
perspective
L2408[22:16:37] <tterrag> but /how/ does
that work at all
L2409[22:16:42] <fry> if you have some
blocks infront of and some block behind that TESR
L2410[22:16:48] <fry> you need to render
them in 2 calls
L2411[22:16:52] <gigaherz> they could
however draw each chunk's TESRs with the chunk
L2412[22:16:57] <shadekiller666>
individual chunks shove all of the quad data of every block in it
into a single array
L2413[22:17:05] <shadekiller666> then
passes that to opengl
L2414[22:17:10] <gigaherz> maybe
L2415[22:17:26] <tterrag> and it's sorted
where? my understanding was that it used displaylists, which are
constant
L2416[22:17:31] <tterrag> unless GL has
some builtin sorting for lists?
L2417[22:17:35] <fry> rendering TESR
simply with the containing chunk won't help much
L2419[22:17:56] <gigaherz> that's why I
chose to have pass==1
L2420[22:17:59] <fry> tterrag:
WorldRenderer.sortVertexData
L2421[22:18:09] <fry> called for the
TRANSLUCENT layer
L2422[22:18:16] <gigaherz> I'd rather my
TESR always draws after water, than that ;P
L2423[22:18:28] <tterrag> !gm
sortVertexData
L2424[22:18:44] <fry> and there's a chunk
update each time chunk crosses the "player axis",
mostly
L2425[22:19:17] <tterrag> ok, so that
method runs every frame after a chunk renders (in pass 1)
L2426[22:19:22] <tterrag> yes?
L2427[22:19:26] <fry> not every
frame
L2428[22:19:40] <fry> and don't think in
pass numbers for static renderer
L2429[22:19:41] <tterrag> then how can it
possibly sort based on perspective
L2430[22:19:45] <fry> it's block layers
now
L2431[22:20:05] <tterrag> I can look at
blocks in a different order within one chunk
L2432[22:20:07] <fry> a chunk update is
fired each time player crosses the chunk boundary
L2433[22:20:10] <tterrag> so chunk
boundary sorting isn't sufficient
L2434[22:20:12] <fry> yes, you
could
L2435[22:20:38] <gigaherz> you mean ANY
chunk boundary?
L2437[22:20:53]
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L2438[22:21:07] <fry> here you can see
water being drawn before the ice
L2439[22:21:25] <fry> or smth like
that
L2440[22:21:35] <gigaherz>
order-independent transparency is one of the biggest
"problems" in game engine development
L2441[22:22:20]
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L2445[22:23:09] <tterrag> within the same
chunk
L2446[22:23:12] <tterrag> rendering works
both ways
L2447[22:23:21] ***
williewillus is now known as willieaway
L2448[22:23:29] <shadekiller666> fry,
other than the mappings, how do the changes look
L2449[22:23:48] <fry> tterrag: the chunk
player is in is updated every frame, I think
L2450[22:23:54] <fry> shadekiller666: no
idea
L2451[22:24:00] <tterrag> ok then
L2452[22:24:02] <fry> will need time to
look at them
L2453[22:24:13] <gigaherz> hmmm
L2454[22:24:19] <tterrag> hmmm
L2455[22:24:31] <gigaherz> thinking about
it, could this be related to the issue where far away flowing water
doesn't update the rendering often enough?
L2457[22:25:43] <fry> if
(this.isPositionInRenderChunk(blockpos,
renderglobal$containerlocalrenderinformation2.renderChunk)) ...
this.renderDispatcher.updateChunkNow(renderchunk4);
L2458[22:26:04] <fry> you're licky,
tterrag
L2459[22:26:09] <fry> make a flat
world
L2460[22:26:15] <tterrag> I'm
what?!
L2461[22:26:18] <fry> with water under
the ice
L2462[22:26:21] <Temportalist> From an
efficiency during render tick standpoint, which is better: few if
checks, or fewer loops of 1-15?
L2463[22:26:23] <tterrag> I know the ice
bug
L2464[22:26:27] <fry> and you'll
eventually get it
L2465[22:26:36] <tterrag> but I don't
understand why THAT EXAMPLE works at all
L2466[22:26:38] <fry> ice bug = incorrect
sorting
L2467[22:26:40] <tterrag> because by what
you've said, it shouldn't
L2468[22:26:56] <M4thG33k> there's no way
to implement a parallel of the ForgeDirection.UNKNOWN with
EnumFacing, is there?
L2469[22:26:56] <fry> because, again,
chunk is updated if you move sufficiently
L2470[22:27:21] <shadekiller666>
M4thG33k, use null
L2471[22:27:40] <tterrag> and
sufficiently is?
L2472[22:27:40] <M4thG33k> why didn't I
think of that? -_-
L2473[22:28:21] <PrinceCat> Hey guys, I
think I've asked this before but I'm not sure if it changed for 1.8
due to the rendering changes. Does anyone have an example or know
how I would go about rendering item and block icons and then
exporting them as files?
L2474[22:28:24] <tterrag> I find it hard
to believe that all frustum chunks are being re-rendered every few
steps
L2475[22:28:29] <tterrag> FPS would dive
when you move
L2476[22:28:37] <shadekiller666> for the
same reason most people updating from 1.7.10 to 1.8 don't think of
it
L2477[22:28:49] <tterrag> shadekiller666:
they did think about it, actually
L2478[22:28:54] <tterrag> passing around
nulls is dangerous and ugly
L2479[22:29:01] <tterrag> it's not the
same as a dedicated value
L2480[22:29:06] <tterrag> you can't
perform operations on null
L2481[22:29:10] <tterrag> it makes for
uglier and slower code
L2482[22:29:39]
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L2483[22:29:46]
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L2484[22:29:47] <gigaherz> not
re-rendered, the baked quads are still there
L2485[22:29:49] <shadekiller666> 1 blame
mojang, 2 i wasn't the one that decided not to patch it in :P
L2486[22:29:54] <gigaherz> jsut
re-sorted
L2487[22:29:56] <gigaherz> also
L2489[22:30:05] <gigaherz> things don't
update as often as they seem
L2490[22:30:10] <gigaherz> look at the
water ;P
L2491[22:30:18]
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L2492[22:30:21] <tterrag> gigaherz:
that's been a bug for ages
L2493[22:30:32] <tterrag>
like...forever
L2494[22:30:34] <gigaherz> I didn't
notice it until updating to 1.8.9
L2495[22:30:47] <Cazzar> Yeah, that isn't
uncommon
L2496[22:30:48] <tterrag> like, make a
slime block machine
L2497[22:30:50] <tterrag> that
moves
L2498[22:30:52] <tterrag> then go far
away
L2499[22:30:54] <tterrag> and watch it
bug out
L2500[22:30:57] <fry> tterrag:
RenderChunk.resortTransparency
L2501[22:30:57] <gigaherz> I don't have
any memory of this happening to waterballs in 1.8.0
L2502[22:31:03] <fry> sorts without
rebuilding
L2503[22:32:32] <tterrag> huh
L2504[22:32:43] <tterrag> on a side note,
interesting that they use manual locks instead of synchronized
blocks
L2505[22:32:49] <tterrag> or is that a
decompiler artifact?
L2506[22:33:00] <tterrag> no, it's part
of the class
L2507[22:33:41]
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L2509[22:36:02] <fry> tterrag: basically,
transparency is resorted each time you move 1 meter, but no more
than 15 chunks total
L2510[22:36:11] <fry> for magical
reasons
L2511[22:36:55] <shadekiller666>
omg
L2512[22:38:05] <shadekiller666> so i
downloaded the zip of the main forge master branch, copied the
files to a normal folder, opened the command prompt, ran gradlew
setupForge, and now it can't download FG2.1...
L2513[22:38:08] <shadekiller666>
>:(
L2514[22:38:49]
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L2515[22:38:50] <tterrag> fry: 15 closest
chunks?
L2516[22:38:58] <tterrag> probably to
save FPS freezes
L2517[22:39:00] <gigaherz> worked for me
just a little while ago, in the MDK
L2519[22:39:19] <fry> those updates are
threaded
L2520[22:39:54]
⇦ Parts: DarkEvilMac|Away
(Darkevilma@our.pi.equals-3.14.elitebnc.org) ())
L2521[22:40:03] <shadekiller666> this was
after setupForge got stuck on 1.57/13.0 MB in a previous
attempt
L2522[22:40:13] <fry> and no idea if
they're sorted by distance ot the camera or not
L2523[22:40:18] <shadekiller666> i'll be
back in an hour or so'
L2524[22:40:24]
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L2527[22:43:57] <Darkevilmac> Would
anyone here be willing to help with some bug testing of a mod? I've
been fiddling around trying to break it but I made it so I'm not
really sure what an end user is going to do.
L2528[22:44:33] <M4thG33k> Darkevilmac:
Depending on how much content, I could give it a spin
L2529[22:45:23] <Darkevilmac> M4thG33k,
It's Archimedes Ships so not a whole lot of content, just a matter
of tile entities not making it crash the entire game.
L2530[22:45:39]
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L2531[22:45:42] <Darkevilmac> And the
console will be a bit spammy fyi lot of debug methods are still in
from dev time.
L2533[22:46:49] <M4thG33k> for 1.8.8 or
1.8.9?
L2534[22:46:54] <Darkevilmac> 1.8.9
L2535[22:46:59] <M4thG33k> kk
L2536[22:48:01] ***
Vigaro is now known as V
L2537[22:48:53] <M4thG33k> umm...which
version of forge and which snapshot of the mappings are you using?
I can't load it with my current setup...
L2538[22:49:10]
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L2539[22:49:29] <Darkevilmac> M4thG33k,
that's for a compiled environment.
L2540[22:49:34] <Darkevilmac> as in
minecraft launcher.
L2541[22:50:08] <M4thG33k> I was just
going to dump it in my /mods folder and run it...
L2542[22:50:47] <Darkevilmac> Are you
running it in a dev environment or just the regular minecraft
launcher?
L2543[22:51:01] <Darkevilmac> Cause if
you're using just the regular launcher give me the log so I can
look at it.
L2544[22:51:20] <M4thG33k> I was just
going to use my dev environment for convenience...hold on, I'll get
the launcher
L2545[22:52:13] ***
fry is now known as fry|sleep
L2546[22:54:15] <M4thG33k> This would be
so much easier if 1.8.9 was on curse...
L2547[22:56:28] <tterrag> er
L2548[22:56:30] <tterrag> is it
not?
L2549[22:56:50] <gigaherz> Darkevilmac:
forge recently got support for running non-dev jars in the
development enviornment, I believe
L2550[22:56:59] <McJty> M4thG33k, it
is
L2551[22:57:25] <Darkevilmac> gigaherz, I
very much doubt it would work with Mixins either way.
L2552[22:57:28] <M4thG33k> I can't select
1.8.9 under "version" when creating a custom
profile...
L2553[22:57:47] <McJty> M4thG33k, I have
heared someone say you need to reinstall the client
L2554[22:57:53] <McJty> Haven't tried it
myself but apparently that solves that
L2555[22:57:59] <M4thG33k> Of course I
would...
L2556[22:58:35] <gigaherz> remember you
ahve to run the minecraft version at least oncefirst, before
installing forge for that version
L2557[22:58:43] <gigaherz> (IIRC)
L2558[22:58:43]
⇨ Joins: PrinceCat
(~PrinceCat@124-170-179-128.dyn.iinet.net.au)
L2559[22:58:48] <McJty> Quote: Since no
one else is polite enough to answer, the solution for 1.8.9 not
showing up is to reinstall the client. There was an updating issue
with a version of the client, and the only fix is to manually
download the newest version off the site.
L2560[22:59:03] <McJty> From a reply on
this subject at reddit
L2561[23:00:48]
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L2563[23:05:56] <M4thG33k> Finally
launching it...haha
L2564[23:08:45]
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L2565[23:12:31] <killjoy> I need
recommendations for keyboards
L2566[23:12:40] <killjoy> I require
rollover
L2567[23:13:32] <Darkevilmac> killjoy,
WASD Code
L2568[23:13:35] <gigaherz> i'm happy with
my cherry G80-3000, but it's not NKRO
L2569[23:13:54] <Darkevilmac> WASD Code
is really nice for me at least.
L2570[23:14:00] <killjoy> as a touch
typist, it's a requirement
L2571[23:14:05] <Darkevilmac> goes on
massdrop from time to time with a good price.
L2572[23:15:11] <M4thG33k> Darkevilmac:
Crash report:
http://goo.gl/kRI0or working on getting the log for
you too...it was over the limit for pastebin...
L2573[23:15:20] <gigaherz> how does
touch-typing relate to the number of keys pressed at once? ;P
L2575[23:16:02] <Darkevilmac> lel a
google doc
L2576[23:16:15] <Darkevilmac> warned you
that it would be spammy as fuck lol
L2577[23:16:24] <M4thG33k> It was the
dirtiest way to get it to you... haha
L2578[23:18:02]
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L2579[23:18:16]
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L2580[23:18:23] <Sandra> there are
definitely pastebins that don't have limits.
L2581[23:18:32] <Sandra> or that have
reasonable limits.
L2582[23:18:37] <M4thG33k> only if you go
pro
L2583[23:18:41] <gigaherz> I just use
gist these days
L2584[23:18:45] <gigaherz> won't even
bother pasting on pastebin
L2586[23:19:56] <M4thG33k> I didn't even
know about gist/github a year ago...I have a lot of learning to
do...
L2587[23:19:59] <killjoy> I'm not a huge
fan of mechanical keyboards. Convince me otherwise
L2588[23:20:06] <gigaherz> o_O
L2589[23:20:13] <Darkevilmac> you mean
the site or the product
L2590[23:20:14] <gigaherz> but but
L2591[23:20:19] <killjoy> in
general
L2592[23:20:21] <gigaherz> mechanicals
rule
L2593[23:20:36] <gigaherz> you just need
to find your preferred type of switch
L2594[23:20:41] <Darkevilmac> ^
L2595[23:20:45] <gigaherz> I fell in love
with MX Black
L2596[23:20:59] <Sandra> yeah, I don't
mean on pastebin.com. I mean there's pastebins, that don't have
such low limits.
L2597[23:21:06] <Darkevilmac> go to best
buy or whatever your local big box store is, you can ask to try one
of the mechs odd are they'll let you.
L2598[23:21:13] <Darkevilmac> If not that
get a switch tester and find what you like.
L2599[23:21:19] <killjoy> Yeah, mine has
a few on display
L2600[23:21:32] <gigaherz> it's rare to
see a mechanical keyboard here
L2601[23:21:37] <Zaggy1024> oh,
crap
L2602[23:21:45] <Zaggy1024> cullface
doesn't get rotated in forge blockstates
L2603[23:21:46] <Darkevilmac> Even if
they're not all on display odds are they'll let you open and try it
as long as you don't take off the plastic.
L2604[23:21:47] <Zaggy1024> D:
L2605[23:21:48] <Sandra> also I don't
think I've ever really seen a need for the fml log file.
L2606[23:22:23] <Sandra> the stdout log
and context has been all I've ever seen needed.
L2607[23:22:55] <Sandra> would be good if
Forge stored the same log as stdout in a file too.
L2608[23:22:57] <Darkevilmac> Sandra,
then you obviously don't use loggers you just use System.out or
something
L2609[23:23:09] <Darkevilmac> if you use
logger.debug you need log files.
L2610[23:23:35] <Sandra> yes, but I've
never seen any need to have those to report a bug or crash or
anything.
L2611[23:23:36] <gigaherz> killjoy:
there's 3 main types of switches for mechanicals, the non-clicky,
the clicky, and the two-level switches
L2612[23:23:42] <Sandra> i mean I can see
some use.
L2613[23:23:46] <killjoy> two
level?
L2614[23:23:49] <gigaherz> yes
L2615[23:23:50] <Darkevilmac> gigaherz,
also topre
L2616[23:23:55] <gigaherz> the click for
pressing is lower
L2617[23:23:58] <gigaherz> than the click
for releasing
L2618[23:24:04] <Sandra> but like.... if
I log something, I'm gonna test it then remove the log later once I
fix the issue.
L2619[23:24:09] <Sandra> and log to
stdout.
L2621[23:24:31] <gigaherz> like
this
L2622[23:24:34] <Darkevilmac> I only do
that for things I know I want to remove later.
L2623[23:24:40] <Darkevilmac> Odds are
I'll keep it in as a log.debug.
L2624[23:24:43] <gigaherz> they are
rather bad for gaming
L2625[23:24:52] <gigaherz> but supposedly
really good for typists
L2626[23:25:02] <Darkevilmac> gigaherz, I
game with MX Green get on my level
L2627[23:25:17] <Darkevilmac> not razer
mind you, cherry.
L2628[23:25:35] <gigaherz> I have
black
L2629[23:25:38] <gigaherz> my flatmate
has red
L2630[23:25:46] <Sandra> yeah, I guess
so.
L2631[23:26:05] *
Sandra uses whatever keyboard she has available for her
computer.
L2632[23:26:06] <gigaherz> I prefer the
black, the red keys are too light
L2633[23:26:19] <Sandra> and in the
specific situation I have.
L2634[23:26:37] <gigaherz> I tend to rest
my hands on the keyboard, so I'd type by mistake with a MX Red
keyboard
L2636[23:26:49] <gigaherz> ah here
L2638[23:26:54] <gigaherz> that was the
nice page I was looking for
L2639[23:27:07] <gigaherz> shows the
comparison of each switch's activation mode
L2641[23:27:46] <Darkevilmac> tons of
info on that subreddit.
L2642[23:28:00] <Darkevilmac> don't
really like reddit much myself but there's lots of info.
L2643[23:28:17] <gigaherz> Darkevilmac:
I'm looking at those topre things
L2644[23:28:19] <gigaherz> they look
fancy
L2645[23:28:28] <Darkevilmac> topre is
pricey as hell
L2646[23:28:31] <Darkevilmac> but I
really want them
L2647[23:28:37] <gigaherz> "The
Topre switch feels at first like a refined rubber dome; and then,
in some ways, reminiscent of some mechanical-contact switches such
as the Cherry MX Red "
L2648[23:28:38] <gigaherz> ahh
L2649[23:28:40] <gigaherz> I wouldn't
like, then
L2650[23:28:45] <Darkevilmac> Going to
Japan in March, might pick one up so I don't have to pay extra on
customs.
L2651[23:28:50] <gigaherz> probably too
smooth for me
L2652[23:29:36] <gigaherz> "Some
Topre keys are very light. This, combined with their lack of
tactile feedback, can cause inadvertent keypresses by users
unaccustomed to them"
L2653[23:29:37] <gigaherz> yup
L2654[23:29:42] <gigaherz> that's exactly
why I wouldn't like them XD
L2655[23:30:00] <codahq> how do you turn
off online mode when you are opening a single player game to
lan?
L2656[23:30:14] <gigaherz> you
don't?
L2657[23:30:24] <codahq> i'm trying to
test a potion affect but i can't tell what it's doing unless i open
two mc's and throw it from one playe rto another
L2658[23:30:24] <gigaherz> I haven't had
any need to do so while debugging in my dev env
L2659[23:30:34] <gigaherz> that works
just fine
L2660[23:30:43] <codahq> not for me
L2661[23:30:47] <gigaherz> :/
L2662[23:30:55] <codahq> i can't join the
other mc because it won't authenticate
L2663[23:30:58] <gigaherz> weird
L2664[23:30:59] <codahq> do i just add my
account?
L2665[23:31:00] <gigaherz> hmmm
L2666[23:31:08] <gigaherz> maybe because
I have a server.properties in it
L2667[23:31:11] <gigaherz> but I doubt
that
L2668[23:31:29] <gigaherz> try to run the
server and configure it for offline mode, and see if that fixes LAN
;P
L2669[23:31:29] <codahq> i found the only
server.properties in the saves folder and put
online-mode=false
L2670[23:31:36] <codahq> yeah, maybe i'll
do that.
L2671[23:31:42] <M4thG33k> is there a
method for items anymore that tells whether or not the item leaves
a crafting grid?
L2672[23:31:45] <codahq> good call
L2673[23:31:55] <gigaherz> M4thG33k: the
recipe has a thing for it
L2674[23:31:58] <gigaherz> calls the item
to ask
L2675[23:32:15]
⇦ Quits: gr8pefish (~gr8pefish@24.121.240.63) (Quit: I must
depart at once)
L2676[23:32:47] <gigaherz>
Item#getContainerItem
L2677[23:33:08] <gigaherz> you can return
an ItemStack from there
L2678[23:33:22] <gigaherz> you can use it
to choose not to consume an input
L2679[23:33:42] <gigaherz> remember to
also override hasContainerItem
L2680[23:33:43] <gigaherz> and return
true
L2681[23:33:48] <M4thG33k> All right; I
have that implemented. In 1.7.10 I also had to override the
Item#doesContainerItemLeaveCraftingGrid method too, so I was just
checking
L2682[23:34:03] <gigaherz> just
hasContainerItem+getContainerItem
L2683[23:34:30] <gigaherz> vanilla 1.8+
has the ability to keep items inthe crafting grid by itself
L2684[23:34:35] <gigaherz> so it doesn't
need as many hacks for this ;p
L2685[23:34:39] <M4thG33k> awesome.
Thanks!
L2686[23:35:02] <codahq> gigaherz, still
didn't work....
L2687[23:35:05] <codahq> hm.
L2688[23:35:18] <codahq> i could i could
run three instances
L2689[23:35:22] <codahq> a server and two
clients
L2690[23:35:24] <codahq> shrug
L2691[23:36:06] <gigaherz> note also that
there was a bug in the packets stuff until earlier today
L2692[23:36:36] <gigaherz> which broke
sending mod packets in LAN
L2693[23:37:05] <codahq> oh
L2694[23:37:25] <codahq> maybe i should
update jsut in case?
L2695[23:38:08] <gigaherz> well if oyu
are modding in 1.8+, it's good to stay in the latest version
L2696[23:38:14]
⇨ Joins: Wastl2
(~Wastl2@f052066020.adsl.alicedsl.de)
L2697[23:38:20] <gigaherz> specially for
1.8.8/9, which are still beta ;p
L2698[23:40:22]
⇨ Joins: Mraof
(~mraof@2601:642:4400:49a7:ba27:ebff:fea5:e37e)
L2699[23:43:03] <gigaherz> night
ppl
L2700[23:43:07] ***
gigaherz is now known as ghz|afk
L2701[23:43:54]
⇨ Joins: dmf444
(~dmf444@192-0-250-222.cpe.teksavvy.com)
L2702[23:45:11] <dmf444> Is there a
replacement in 1.8.9 for IItemRenderer?
L2703[23:49:22] <killjoy> model
json?
L2704[23:50:28] <dmf444> i'd prefer it to
be generated with a model I'm using
L2705[23:50:37] <McJty> dmf444, you can
also use OBJ models
L2706[23:53:41] <dmf444> eh... Played
around with obj's and couldn't quite get it to work. Either way,
most of the models i use are from Tabula->Java. If I can stay
w/in java, i'd be happy
L2707[23:53:59] <killjoy> do the switch
to obj
L2708[23:54:10] <killjoy> you can create
them using blender
L2709[23:54:28] <McJty> Make sure you add
your MODID as a domain for the object loader
L2710[23:54:49] <dmf444> i followed your
Mod tutorial, iirc
L2711[23:55:04] <McJty> That should have
worked. It works for me :-)
L2712[23:55:07] <dmf444> the texture was
just always horrible off, flip-v or not
L2713[23:55:36]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2714[23:56:18] <Sandra> would be good to
have a converter from techne style model to either .obj or
.json.
L2715[23:56:29] <dmf444> there is one to
obj i believe
L2716[23:57:02] <Sandra> in that case,
why don't you just use that?
L2717[23:57:25] <dmf444> because i
haven't be able to get .obj to load properly
L2718[23:57:25] ***
tterrag is now known as tterrag|ZZZzzz
L2719[23:58:22] <dmf444> and three of the
models i need to add are basted off the MC chichen, pig and cow
models
L2720[23:58:22] <Sandra> dmf444, in
client side preinit, you go 'OBJLoader.{Something like
register}("domain")'
L2721[23:58:47] <Sandra> and then you can
just load an obj the same way you load any other model.
L2722[23:59:30] <dmf444> however for
TESR, the obj's mess up
L2723[23:59:45] <Sandra> dmf444, what are
you using a TESR for anyway?
L2724[23:59:57] <Sandra> there shouldn't
be much need for them.