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L1[00:00:31] <dmf444> I animate parts of the
model with TESR
L2[00:00:46] <Sandra> mmmkay.
L3[00:00:56] <McJty> Sandra, still plenty of
need for TESR if you need animation (for now)
L4[00:01:06] <Sandra> McJty, yes.....
waiting on fry for that.
L5[00:01:09] <McJty> Sandra, also if you
want to render items in the world itself like a barrel does
L6[00:01:21] <Sandra> mmm, that too.
L7[00:01:45] <Sandra> however animation and
rendering items should be the /only/ things to use a TESR
for.
L8[00:02:01] <Sandra> specifically the
animated parts and the rendering item parts.
L9[00:02:38] <McJty> Not the only. I have
another case
L10[00:02:56] <McJty> In Deep Resonance I
have a laser beam which is a quad that always faces the
player
L11[00:03:19] <Sandra> ok fine there's a
reason too.
L12[00:03:22] <McJty> :-)
L13[00:03:34] <Sandra> MOST things
shouldn't need a TESR.
L14[00:03:40] <McJty> That is true
L15[00:03:56] <Sandra> McJty, you do render
the rest of whatever that block is using models, correct?
L16[00:04:02] <McJty> Well ONE other
reason. If you have a model that changes a lot then a TESR is
probably better too
L17[00:04:11] <McJty> Because otherwise
you'll end up updating the entire chunk a lot
L18[00:04:13] <Sandra> yes, that's also
true.
L19[00:04:18] <McJty> Sandra, yes
L20[00:04:30] <McJty> I only do TESR for
what I really need and the rest static
L21[00:04:55] <Sandra> McJty, something
like a TE Energy Cell is fine for a model probably.
L22[00:05:41] <Sandra> or you have some
readouts and /that's/ probably fine.
L23[00:06:14] <Sandra> if it changes > 4
times a second, a TESR would be better.
L24[00:06:46] <Sandra> or maybe let's make
that 2 times.
L25[00:07:19] <Sandra> idk.
L26[00:08:18] <dmf444> but can you load
models instead of .json?
L27[00:08:55] <Sandra> dmf444, of
course.
L28[00:09:10] <Sandra> you just reference a
.obj instead of a .json.
L29[00:09:16] <Sandra> in your
blockstate.json file.
L30[00:10:10] <dmf444> and how would i get
a pig.obj?
L31[00:12:08] <Sandra> I don't think mobs
are modelled in a .json format /yet/.
L32[00:12:25] <M4thG33k> I heard that forge
created a "replacement" for the vanilla bucket; if this
is true, what is the class name?
L33[00:12:49] <McJty> Something with
dynamic bucket I think
L34[00:13:07] <McJty> ModelDynBucket
L35[00:13:37] <M4thG33k> thanks! :)
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L37[00:17:30] <Sandra> yeah, dmf444 entity
models are sadly still code-based.
L38[00:18:52] <dmf444> any way to bake
those models?
L39[00:23:51] <Sandra> entities seem to
have a completely separate pipeline.
L40[00:23:53] <Sandra> no idea.
L41[00:24:02] <Sandra> *so no idea
L42[00:26:11] <dmf444> ok. Thanks for the
help
L43[00:26:42] <dmf444> I'm going to try
.objs one more time
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L50[00:40:11] <codahq> does anybody know
where the code is that determines walking speed? i would like to
see what it does.
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L66[01:22:54] <killjoy> So who decided to
name guava's new objects class MoreObjects instead of Objects2
(Collections2)?
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L76[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160117 mappings to Forge Maven.
L77[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160117-1.8.9.zip
(mappings = "snapshot_20160117" in build.gradle).
L78[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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L83[02:21:10] <luacs1998> !gm 152652
1.8.9
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L85[02:23:08] <luacs1998> !gm 180343
1.8.9
L86[02:23:23] <luacs1998> !gm 178782
1.8.9
L87[02:23:32] ***
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L88[02:24:05] <luacs1998> !gm 146097
1.8.9
L89[02:24:35] <Wuppy> good mornin
guys
L90[02:24:46] <luacs1998> !gm 148883
1.8.9
L91[02:26:59] ⇨
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L92[02:28:58] <luacs1998> !gm 180467
1.8.9
L93[02:29:21] <Wuppy> luacs1998, !dcc
L94[02:29:44] <luacs1998> doesn't like mmy
bouncer or something
L95[02:30:11] <Wuppy> hmm, too bad
L96[02:31:24] <Wuppy> time to rewatch How I
met your mother :D
L97[02:34:02] <LatvianModder> Naah, its
time to rewatch The Nightmare Before Christmas :D
L98[02:34:47] <Wuppy> I have a shirt from
that movie :D
L99[02:35:16] <Wuppy> when I got it I
hadn't even seen it :P
L100[02:40:29] <Wuppy> time for some more
game design....
L101[02:40:53] <Wuppy> how does one pick
an art style
L102[02:40:59] <Wuppy> and a character
& game name
L103[02:43:59] <LatvianModder> You have a
shirt.. From TNBC?!
L104[02:44:16] <LatvianModder> I request a
picture!
L105[02:45:49]
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L106[02:46:48] <Wuppy> I'm looking for a
game I only know because of a tiny aspect of its art style how am I
possibly going to find it from that xD
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L109[02:47:36] <killjoy> I would like
there to be an interface for the added methods in a few
classes.
L110[02:47:39] <LatvianModder> Thats
cool
L111[02:47:47] <killjoy> Mainly Item
L112[02:47:53] <LatvianModder> I expected
the spiral hill, but this looks good
L113[02:48:14] <LatvianModder> Like what,
killjoy?
L114[02:48:43] <Wuppy> I doubt this is
going to work, but lets try :P
L115[02:48:58] <Wuppy> so I'm looking for
this game which has platforms with 2 colors
L116[02:49:09] <Wuppy> for example blue
with green
L117[02:49:13] <killjoy> I want to be able
to reference getModel and getArmorTexture without having to
patch
L118[02:49:18] <Wuppy> and the shape
between those colors is quite round
L119[02:49:28] <Wuppy> it kind of looks
like a wave between the two
L120[02:49:38] <killjoy> not getmodel,
getarmormodel
L121[02:49:42] <Wuppy> does anybody have
any clue which game I'm talking about? xD
L122[02:49:58] <LatvianModder> Ermm. Er...
Tag the power of paint? :D
L123[02:50:21] <LatvianModder> Platforms,
colors, round things - close enough
L124[02:50:32] <Wuppy> hmm I could
actually make an impression of it quite easily
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L126[02:50:54] <LatvianModder> If it has
to do with lemons.. Its Portal 2
L127[02:51:36] <killjoy> I could always
just mixin the interface there
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L129[02:52:29] <LatvianModder> Doesnt the
item rendeder have getItemModel() method? Or thats not what you
want
L130[02:52:33] <fillefilip8> does events
fire on multiplayer servers (mod is not on the server. just client)
(livinghurtevent)?
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L132[02:52:42] <killjoy> Like I said, not
getModel, getArmorModel
L133[02:52:55] <killjoy> I mistyped
L135[02:53:47] <LatvianModder> Hmm.. I
have.... Nope, never seen it.
L136[02:54:01] <Wuppy> it isn't really 1
game, more of a style
L137[02:54:07] <LatvianModder> Cant you
throw that in google images search?
L138[02:54:15] <Wuppy> I can? how?
L139[02:54:39] <LatvianModder> Type in
aything in search, click Images, then drag-n-drop your pic in
search bar
L140[02:55:05] <fillefilip8> does events
fire on multiplayer servers (mod is not on the server. just client)
(livinghurtevent)?
L141[02:55:23] <LatvianModder> I think it
only does that on server side
L142[02:55:45] <fillefilip8> is there a
way to listen to events when you get hited?
L143[02:55:54] <Wuppy> I did not know
that, that's cool LatvianModder
L144[02:55:55] <fillefilip8> like when i
get hit do something
L145[02:55:56] <LatvianModder> You can
check by adding
System.out.println(FMLCommonHandler.instance().getEffectiveSide());
L146[02:56:22] <fillefilip8>
LatvianModder, where?
L147[02:56:28] <LatvianModder> If it never
shows CLIENT in your console, then it onlt does that on
servee
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L149[02:56:35] <LatvianModder> Inside the
event method
L150[02:56:43] <fillefilip8> the event
never gets called tho
L151[02:56:53] <fillefilip8> on
multiplayer
L152[02:57:07] <LatvianModder> Then it
doesnt, I guess
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L154[02:57:54] <LatvianModder> You can add
a small network system, that sends packet with that Entity's ID to
your client when its hurt
L155[02:58:28] <LatvianModder> And add
acceptedRemoteVersions="*" in @Mod
L156[02:58:39] <fillefilip8> what will
that do?
L157[02:58:50] <LatvianModder> That way
you wont need client to have that mod to join the server
L158[02:59:11] <LatvianModder> But if both
sides has the mod, it will work
L159[02:59:12] <fillefilip8> i just want
to have a forge mod on my client
L160[02:59:23] <fillefilip8> not on the
server
L161[02:59:26] <LatvianModder> If Just on
client.. Well I dunno
L162[02:59:53] <fillefilip8> there is
EntityPlayer, EntityPlayerMP, EntityPlayerSP
L163[03:00:03] <fillefilip8> whats the
differens?
L164[03:00:37] <LatvianModder>
EntityPlayer is common abstaract class
L165[03:00:40] <LatvianModder> Like
Block
L166[03:01:27] <LatvianModder>
EntityPlayerMP is called on server side, EntityPlayerSP (actually,
its superclass is AvstractClientPlayer) is called on client
side
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L168[03:02:16] <fillefilip8> do you think
clientSideOnly() will do anything different?
L169[03:02:26] <LatvianModder> Only
EntityPlayerMP can be changed, if you want to move it, make it
jump, teleport it etc. The client will just reset ever few
seconds
L170[03:02:40] <LatvianModder> At the
event function?
L171[03:03:10] <fillefilip8> at the
@Mod
L172[03:03:14] <LatvianModder> It wont.
Events doesnt care about the @SideOnly
L173[03:03:26] <Wuppy> anybody got an idea
on how to come up with a name for your game?
L174[03:03:38] <luacs1998> anyone has an
idea of what changed in WorldRenderer between 1.8.0 and
1.8.9?
L175[03:03:39] <LatvianModder> What type
of game?
L176[03:03:56] <LatvianModder> luacs1998:
sec
L179[03:04:48] <Wuppy> but not with
christmas graphics, with actual proper looking cartoony
graphics
L180[03:04:58] <Wuppy> and it'll be for
mobile
L181[03:05:48] <LatvianModder> Ha,
LudumDare. I made my games in hours, and never submitted any, I did
it for myself :P
L183[03:06:47] <LatvianModder> I never
designed more than 5 levels, I gave up because it was too hard for
me xD
L184[03:07:03] <fillefilip8>
LatvianModder, there should be a way to have events just on
client
L185[03:07:07] <Wuppy> cool :D
L186[03:07:27] <luacs1998> fillefilip8,
what do you mean
L187[03:07:56] <fillefilip8> luacs1998, i
just want the client to listen to events. like using the mod on
just client and the server not need it
L188[03:08:16] <luacs1998> what are you
trying to do
L189[03:08:24] <luacs1998> some events are
server only and some are client only
L190[03:08:26] <fillefilip8> trying to
listen to LivingHurtEvent
L191[03:08:40] <LatvianModder> That is
server only I think
L192[03:08:44] <fillefilip8> i want to
listen when you get hit by something
L193[03:08:53] <fillefilip8> like when you
get attacked in pvp
L194[03:08:55] <fillefilip8> do
something
L195[03:09:05] <LatvianModder> That means,
if Forge wanted to have this on client, they would have to send
extra packet
L196[03:09:49] <fillefilip8> so
LivingHurtEvent just calls on server?
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L200[03:11:15] <fillefilip8> but
damageindicators listens when you get hit?
L201[03:11:22] <fillefilip8> or is it when
you hit someone?
L202[03:11:26] <Wuppy> welp... I have no
clue for the game name, none at all
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L206[03:14:33] <fillefilip8>
LatvianModder, what do u mean with that?
L207[03:14:50] <luacs1998> it meas
that
L208[03:15:03] <luacs1998> a mod that runs
only on the client won't get the LivingHurtEvent
L209[03:15:28] <fillefilip8> so a client
cant know when he gets hited?
L210[03:15:39] <LatvianModder> Yes
L211[03:15:51] <fillefilip8> doesnt sound
good but okay :P
L212[03:15:55] <fillefilip8> rip my idea
then XD
L213[03:16:14] <LatvianModder> I mean. You
can steal some code from DamageIndicators
L214[03:16:42] <luacs1998> lol
L215[03:16:55] <luacs1998> and
LatvianModder what did you mean by that piece of code you linked
me?
L216[03:17:17] <luacs1998> (i know crap
about rendering - porting someone else's code)
L217[03:17:53] <LatvianModder> Check
drawTexturedRectD - it has Tessellator example
L218[03:18:00] <Wuppy> woop woop, 1 hour
before drinking time :P
L219[03:18:07] <LatvianModder> For both
texrured and untextured rexts
L220[03:18:10] <LatvianModder>
Rects*
L221[03:18:11] <fillefilip8> i cant even
download damage indicators
L222[03:18:11]
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L223[03:18:12] <fillefilip8> Error
(403)
L224[03:18:15] <fillefilip8> i cri
L225[03:19:14] <LatvianModder> Wuppy shame
on you! Wanna hear a horror story? I am a programmer, but I dont
drink, do not smoke, and even dont drink coffee or energy
drinks
L226[03:19:16] ***
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L227[03:19:24] <LatvianModder> Also, no
teas or smth
L228[03:19:41] <LatvianModder> I consume
water and homemade apple juice :D
L229[03:20:17] <Wuppy> LatvianModder, keep
in mind it's 10AM here atm :P
L230[03:20:46] <LatvianModder> 11AM
here
L231[03:21:11] <fillefilip8> i cant even
download damage indicators
L232[03:21:12] <fillefilip8> wow
L233[03:21:18] <LatvianModder> Houseparty,
or your daily "ItsWuppysTimeToDrinkAloneAndBeSad"?
:P
L234[03:21:55] <luacs1998> well, then by
the looks of it, LatvianModder thanks, but it seems to be a fat
load of help for me
L235[03:22:08] <luacs1998> i'm rendering
wireframe models - something like worldeditcui
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L237[03:22:42] <LatvianModder> Then just
add more vertices
L238[03:23:14] <LatvianModder> And change
"7" to GL11.GL_LINES (if that is what you need)
L239[03:23:29] <LatvianModder> Because 7
is GL11.GL_QADS
L240[03:23:40] <LatvianModder>
QUADS*
L241[03:24:33] <Wuppy> LatvianModder, I
never drink alone and sad
L242[03:24:50] <Wuppy> there's a massive
pre-carnaval party in the city today
L243[03:24:53] <Wuppy> which has to be
celebrated
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L264[04:14:26] <masa> what are the magic
GL calls to make fake blocks render slightly translucent?
L265[04:14:56] <masa> I have them
rendering as opaque now with RenderBlocks#renderBlockAsItem()
L266[04:15:26] <masa> is it just enable
blend and then set the correct blend mode?
L267[04:15:36] <masa> but I have no idea
what that would be and how to do it
L268[04:16:38] <sham1> you can make the
color in a way that it is in RGBA 255, 255, 255, anything under
255
L269[04:16:46] <sham1> You need to have
some blending stuff as well
L270[04:17:29] <masa> well setting the
alpha with glColor4f() didn't seem to do it
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L276[04:22:58] <sham1> Oh lo
L277[04:23:51] <Mraof> I made the gui for
my mob spawners show a preview
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L287[04:37:41] <fillefilip8> u guys sure
there is not a event in forge that allows me to do stuff when i get
hit by something without having the mod on the server?
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L289[04:39:17] <masa> depends what that
"do something" is I guess
L290[04:39:39] <fillefilip8> like i wanna
run a process
L291[04:39:48] <fillefilip8> or send debug
to console
L292[04:39:56] <fillefilip8> just basic
stuff
L293[04:42:49] <fillefilip8> beacuse
"livinghurtevent" just calls on serverside
L294[04:42:54] <fillefilip8> :(
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L296[04:49:57] <noninc> I don't think
there is a event on the clientside for entities being about to be
hit. Then again if you want to reduce it on the player having taken
damage you could just hook into netty, watching for
http://wiki.vg/Protocol#Update_Health
L297[04:51:11] <fillefilip8> i just broke
java
L298[04:51:18] <fillefilip8> i tried to
update java path
L299[04:51:23] <masa> wouldn't it be
easier to check for changes in a player tick event or
something?
L300[04:51:29] <fillefilip8> Error
occurred during initialization of VM
L301[04:51:29] <fillefilip8>
java/lang/NoClassDefFoundError: java/lang/Object
L302[04:53:04]
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L303[04:53:13] <fillefilip8> cant even
start minecraft now
L304[04:53:15] <fillefilip8> rip this
pc
L305[04:55:33] <masa> well fix the java
path...
L306[04:55:41] <noninc> masa: sure easy,
also simple, but adding to every tick? I guess it's up to him, but
I think it should always be a last resort to worsen ticktime
L307[04:55:53] <fillefilip8> :O it started
to work now
L308[04:55:54] <fillefilip8> wierd
L309[04:56:20] <fillefilip8> but what do
you mean with hook up to netty?
L310[04:57:21] <noninc> a easy way to say:
google how to watch for minecraft network packets in forge that are
since 1.7 iirc handled by netty
L311[04:57:28] <noninc> i dunno sry
L312[05:01:21] <fillefilip8> my idea seems
to more complex then i thought
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L314[05:01:41] <noninc> fillefilip8: look
at the minecraft source at
/client/network/NetHandlerPlayClient.java
L315[05:01:46] <noninc>
handleUpdateHealth
L316[05:01:48]
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L317[05:02:13] <fillefilip8> noninc, i
will when eclipse wants to open...
L319[05:03:24]
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L320[05:03:38] <noninc> line 973
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L322[05:04:23] <fillefilip8> you want me
to modify mc source?
L323[05:04:29] <fillefilip8> or?
L324[05:04:56] <noninc> no, just look how
it's handled. maybe you'll find a function to use
L325[05:05:15] <noninc> sorry I do not
have a solution, just want to help
L326[05:05:17] <Ordinastie> jadedcat, are
you around by any chance ?
L327[05:07:14] <fillefilip8> my eclipse
doesnt want to open
L328[05:07:15] <fillefilip8> :D
L330[05:07:58] <noninc> what's the error
say?
L331[05:08:18] <fillefilip8> Error
occurred during initialization of VM
L332[05:08:18] <fillefilip8>
java/lang/NoClassDefFoundError: java/lang/Object
L333[05:08:26] <fillefilip8> it wants to
use my old java home path
L334[05:08:34] <fillefilip8> i tried
adding my own argument
L335[05:08:39] <fillefilip8> -vm (my new
java home)
L336[05:09:43] <noninc> can you post the
whole command you used?
L337[05:10:26] <fillefilip8> i use
eclipsec -consoleLog -debug
L338[05:10:29] <fillefilip8> to start it
up
L339[05:10:36] <fillefilip8> beacuse
clicking the icon just closes it
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L343[05:14:00] <fillefilip8> noninc, i
think i got my eclipse working now tho
L344[05:14:10] <fillefilip8> time to look
at that source u sent
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L347[05:17:30] <noninc> you said you were
using the -vm argument?
L348[05:17:35] <noninc> kk
L349[05:17:46] <fillefilip8> noninc, i now
got a channel handler
L350[05:17:51] <noninc> great
L351[05:17:52] <fillefilip8> but i cant
see anything useful
L352[05:17:58] <Nitrodev> hi
L353[05:18:03] <noninc> hello
Nitrodev
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L356[05:19:20] <fillefilip8> noninc, look
at that
L357[05:19:44] <noninc> just a sec,
reading up on netty myself
L358[05:20:15] <fillefilip8> haha
L359[05:20:24]
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L361[05:25:08] <fillefilip8> noninc, got
any idea? :D
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L363[05:25:26] <noninc> fillefilip8 still
on it
L365[05:27:19] <SomeGuyInATree> (1.7)
Where would I be looking to make sure my models are animating? I
have a heap of birds just gliding around.
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L367[05:28:47] <Overreacted> probably the
setRotationAngles() in your Model class
L368[05:28:51] <Overreacted> should be at
the bottom
L369[05:31:44]
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L370[05:31:48] <noninc> fillefilip8 as far
as I understand it you want to register a
ChannelInboundHandlerAdapter as your ChannelHandler and override
channelRead. then switch over the the packettypes and call your
code when it's a relevant updatehealth packet
L371[05:32:08] <fillefilip8> noninc,
okay
L372[05:32:21] <fillefilip8> noninc,
trying to cooldown my pc it is hot :P
L373[05:32:53] <noninc> you should move to
outside, i hear it's cold atm
L374[05:33:57] <fillefilip8> it is cold in
sweden :D
L375[05:34:08] <sham1> where in
there
L376[05:36:40] <fillefilip8> forge uses
alot of cpu when starting the game
L377[05:36:45] <fillefilip8> thats why it
is so hot
L378[05:37:59] <fillefilip8>
@SubscribeEvent
L379[05:38:00] <fillefilip8> public void
onConnect(ClientConnectedToServerEvent e){
L380[05:38:00] <fillefilip8>
e.manager.channel().pipeline().addLast(new
ListenToPackets());
L381[05:38:00] <fillefilip8>
System.out.println("Joined a server. Reading the
packets...");
L382[05:38:00] <fillefilip8> }
L383[05:38:02] <fillefilip8> that doesnt
work?
L384[05:38:03] <fillefilip8> :O
L385[05:38:13] ⇦
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L386[05:38:47] <fillefilip8> oh maybe i
use wrong event
L387[05:38:48] <fillefilip8> hehe
L388[05:39:40] <sham1> :P
L389[05:40:40] ⇦
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L390[05:41:48] <fillefilip8> doesnt
work
L391[05:41:49] <fillefilip8> RIP
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L393[05:43:06] <fillefilip8> noninc,
L394[05:43:07] <fillefilip8>
@SubscribeEvent
L395[05:43:07] <fillefilip8> public void
onConnect(ClientConnectedToServerEvent e){
L396[05:43:07] <fillefilip8>
e.manager.channel().pipeline().addLast(new
ListenToPackets());
L397[05:43:07] <fillefilip8>
System.out.println("Joined a server. Reading the
packets...");
L398[05:43:08] <fillefilip8> }
L399[05:43:09] <fillefilip8>
@SubscribeEvent
L400[05:43:11] <fillefilip8> public void
onConnect2(ServerConnectionFromClientEvent e){
L401[05:43:13] <fillefilip8>
e.manager.channel().pipeline().addLast(new
ListenToPackets());
L402[05:43:15] <fillefilip8>
System.out.println("Joined a server. Reading the
packets..................");
L403[05:43:18] <fillefilip8> }
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L405[05:47:45] <asie> thinking on the best
way to initialize a new capability instance
L406[05:48:07] <asie> that is, i have an
item which is supposed to have its capability done in a certain way
on first init... thinking on where to initialize it right
L407[05:49:55] <fillefilip8> you still
here noninc?
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L409[05:50:56] <PaleoCrafter> I still
don't completely get the capability system, is it basically an
ECS?
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L412[06:01:13] <fillefilip8> woo
progress
L413[06:01:17] <fillefilip8> i got the
event to fire
L414[06:01:18] <fillefilip8> but
L415[06:01:26] <fillefilip8> my handler
doesnt read anything :(
L416[06:01:27] <fillefilip8> i cri
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L421[06:11:55] <fillefilip8> my client
debugs: [13:10:22] [Netty Client IO #10/INFO] [FML]: Unexpected
packet during modded negotiation - assuming vanilla or keepalives :
net.minecraft.network.play.server.S46PacketSetCompressionLevel
L422[06:11:55] <fillefilip8> [13:10:22]
[Netty Client IO #10/INFO] [FML]: Unexpected packet during modded
negotiation - assuming vanilla or keepalives :
net.minecraft.network.play.server.S02PacketChat
L423[06:17:42] <fillefilip8> it doesnt do
"read" it just sends me "read completed"
L425[06:19:03] ⇦
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L427[06:24:36] <fillefilip8> noninc,
Hey???
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L429[06:26:58] <noninc> oh sry, yah
fillefilip8?
L430[06:27:09] <fillefilip8> i got the
channel working
L431[06:27:09] <noninc> im reading
up
L432[06:27:18] <fillefilip8> it is giving
me UnpooledUnsafeDirectByteBuf
L433[06:27:39] <fillefilip8> trying to
find a way to see if it is a "packet"
L434[06:27:44] <fillefilip8>
"updatehealthpacket"
L435[06:29:27] <noninc> yah, i'm looking
at it, jjust a sec
L436[06:29:36] <fillefilip8>
UnpooledUnsafeDirectByteBuf buf = (UnpooledUnsafeDirectByteBuf)
msg;
L437[06:29:37] <fillefilip8>
S06PacketUpdateHealth p = new S06PacketUpdateHealth();
L438[06:29:37] <fillefilip8> PacketBuffer
buffer = new PacketBuffer(buf);
L439[06:29:37] <fillefilip8>
p.readPacketData(buffer);
L440[06:29:48] <fillefilip8> ik it is
going to spam my console with errors
L441[06:29:54] <fillefilip8> if it cant
parse it
L442[06:29:54] <fillefilip8> :D
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L444[06:31:44] <fillefilip8> yup
L445[06:31:50] <fillefilip8> it makes new
errors everytime
L446[06:31:57] <fillefilip8> like to big
packet... int is to long :D
L447[06:31:59] ⇦
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L448[06:32:17] <noninc> it is a
_byte_buffer xD
L450[06:32:50] <noninc> atm I'm looking at
how minecrafft natively handles things and how that thing ist
supposed to be read
L451[06:33:02] <fillefilip8>
UnpooledUnsafeDirectByteBuf buf = (UnpooledUnsafeDirectByteBuf)
msg;
L452[06:33:02] <fillefilip8>
S06PacketUpdateHealth p = new S06PacketUpdateHealth();
L453[06:33:02] <fillefilip8> PacketBuffer
buffer = new PacketBuffer(buf);
L454[06:33:02] <fillefilip8>
p.readPacketData(buffer);
L455[06:34:27]
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L456[06:34:45] <noninc> yah but not every
packet fits S06
L457[06:34:55] <fillefilip8> yeah i
know
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L459[06:35:43] <fillefilip8> but shouldnt
a packet contain like packet id
L460[06:35:58] <noninc> on what function
do you get the UnpooledUnsafeDirectByteBuf
L461[06:36:13] <fillefilip8> public void
channelRead(ChannelHandlerContext ctx, Object msg)
L462[06:36:55] <fillefilip8>
UnpooledUnsafeDirectByteBuf buf = (UnpooledUnsafeDirectByteBuf)
msg;
L463[06:37:41] <noninc> your handler
extends what class?
L464[06:37:53] <fillefilip8> extends
ChannelInboundHandlerAdapter
L465[06:38:44] <noninc> let's try
SimpleChannelInboundHandler because minecraft uses it....
L466[06:39:05] <noninc> use
channelRead0
L467[06:39:18] <noninc> protected void
channelRead0(ChannelHandlerContext p_channelRead0_1_, Packet
p_channelRead0_2_)
L468[06:40:01] <noninc> then we get a
packet object
L469[06:40:36] <noninc> atm I'm looking at
the code in github, so it's hard to look up the class
hierarchy
L470[06:41:42] ⇦
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(Read error: No route to host)
L471[06:42:04] <fillefilip8> public class
ListenToPackets extends SimpleChannelInboundHandler<Packet>
{
L472[06:42:05] <fillefilip8>
@Override
L473[06:42:05] <fillefilip8> protected
void channelRead0(ChannelHandlerContext p_channelRead0_1_, Packet
p_channelRead0_2_)
L474[06:42:05] <fillefilip8> throws
Exception {
L475[06:42:05] <fillefilip8> try {
L476[06:42:05] <fillefilip8>
System.out.println("GOT: " + p_channelRead0_2_);
L477[06:42:07] <fillefilip8>
super.channelRead(p_channelRead0_1_, p_channelRead0_2_);
L478[06:42:09] <fillefilip8> } catch
(IOException e) {
L479[06:42:11] <fillefilip8> }
L480[06:42:13] <fillefilip8>
L481[06:42:16] <fillefilip8> }
L482[06:42:17] <fillefilip8> }
L483[06:42:43] <noninc> mhh, use pastebin
or gist
L484[06:42:54] <noninc> just a sec,
loading mc source in ide
L485[06:45:43] <fillefilip8> brb
L486[06:45:54] ⇦
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(~fillefili@h176-10-222-117.docsis.dyn.cust-ip.bdtv.se) (Quit:
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L487[06:46:28] <noninc> Packet is a
net.minecraft.network.Packet
L488[06:46:57] <noninc> abstract
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L501[07:24:14] <Temportalist>
PaleoCrafter: would yielding a tuple of two from a for loop create
a map? If not, it should.
L502[07:24:27] <PaleoCrafter> it kinda
does
L503[07:24:35] <PaleoCrafter> you manually
have to call toMap on the result
L504[07:24:49] <PaleoCrafter> unless you
already iterate over another map, iirc
L505[07:25:42] ⇦
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L507[07:27:24] <Temportalist> Okay
L508[07:27:26] <Temportalist> Cool
L509[07:27:40]
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L510[07:27:46] *
Temportalist isn't coding, just thinking about scala
L511[07:27:52] <PaleoCrafter> hehe
L512[07:28:06] <Temportalist> By the way,
I got chunk rendering done
L513[07:28:24] <Temportalist> I ended up
finding some GL line code and using that, very very similar to
chicken bones NEI
L514[07:28:44] <Temportalist> no longer
using texture
L515[07:28:50] <PaleoCrafter> hehe
L516[07:28:57] <Temportalist> Just have to
optimize it yet
L517[07:29:13] <Temportalist> And finish
off configuration variables, then ready for texting and
release.
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L528[07:57:46] <fillefilip8> noninc, u
here? :
L529[07:57:48] <fillefilip8> :D
L530[07:58:36] <Cazzar> GL line code is
easy
L531[07:59:47] <Cazzar> glBegin(GL_LINES);
glVertex3d(x, y, z); glVertex3d(x2, y2, z2); glEnd();
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L536[08:12:47] <AEnterprise> shadowfacts:
you here?
L537[08:12:53] <shadowfacts> aye
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L539[08:13:08] <AEnterprise> thanks for
the demo link on twitter but got a question
L540[08:13:31] <shadowfacts> no prob
L541[08:13:43] <AEnterprise> is there also
a thing to pass a function to that doesn't take any args and
returns no result?
L542[08:15:26] <shadowfacts>
Runnable
L543[08:15:59] <AEnterprise> alright
thanks :)
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L546[08:31:15] <fillefilip8> anyone know
anything about packets/pipeline/netty in forge?
L547[08:32:51] <ghz|afk> I know how to use
the simpleimpl
L548[08:32:58] <ghz|afk> that seems to be
enough for anything I have ever needed
L549[08:33:25] <diesieben07> fillefilip8,
what you wnat to know?
L550[08:33:54] <Cazzar> What's the
specific question about?
L551[08:34:07] <fillefilip8> i got like
bytebuffer but idk how to see what packet it is
L552[08:34:28] <diesieben07> wat
L553[08:34:58] <fillefilip8> im listening
when a client gets data
L554[08:35:02] <fillefilip8> on
netty
L555[08:35:07] <fillefilip8> and i want to
parse the data
L556[08:35:10] <fillefilip8> and see what
packet it is
L557[08:35:11] <diesieben07> you shouldn't
get the byteBuf
L558[08:35:22] <diesieben07> because on a
local connection those dont even exist
L559[08:35:33] <diesieben07> if you do it
correctly you get the packet
L560[08:35:34] <fillefilip8> well it is
kind of a bytebuffer
L561[08:35:43] <fillefilip8>
"unpooledUnsafeDirectByteBuf"
L562[08:35:45] <diesieben07> then you are
doing it wrong
L563[08:36:02] <fillefilip8> how should i
do it then?
L564[08:36:10] <ghz|afk> fillefilip8: out
of curiosity, what are you doing nthat needs low-level packet/netty
access?
L565[08:36:41] <diesieben07> you need to
look at where vanilla creates it's pipeline
L566[08:36:44] <fillefilip8> check if the
client gets hited by something
L567[08:36:51] <diesieben07> then insert
yourself *after* the decoder but before the packet handler
L568[08:37:41] <fillefilip8> and
"how"
L569[08:37:43] <fillefilip8> to do
that?
L570[08:38:05] <fillefilip8> at the moment
i have
e.manager.channel().pipeline().addLast("readpackets", new
ListenToPackets());
L571[08:38:16] <fillefilip8>
e.manager.channel().pipeline().addFirst("readpackets",
new ListenToPackets());
L572[08:38:18] <fillefilip8> i mean
L573[08:38:22] <diesieben07>
NetworkManager.func_181124_a for example
L574[08:38:30] <diesieben07> see,
addFirst
L575[08:38:35] <diesieben07> thats before
*any* vanilla handling
L576[08:38:52] <diesieben07> look at that
method and understand the pipeline, then insert yourself where you
need to be
L577[08:39:30] <fillefilip8> im looking at
networkmanager
L578[08:39:32] <fillefilip8> i cant see
.func_181124_a
L579[08:39:34] <fillefilip8>
func_181124_a
L580[08:39:51] <diesieben07> what is your
MC version?
L581[08:39:55] <fillefilip8> 1.8
L582[08:40:13] <diesieben07> i think
basically you want addBefore with "packet_handler"
L583[08:40:29] <diesieben07> also
"readpackets" is a horrible handler name. include your
modID
L584[08:41:18] <fillefilip8> so
L585[08:41:19] <fillefilip8>
e.manager.channel().pipeline().addBefore("readpackets",
"packet_handler", new ListenToPackets());
L586[08:41:39] <diesieben07> no.
L587[08:41:45] <diesieben07> read the
javadocs on addBeefore
L588[08:41:56] <fillefilip8> i did
L589[08:42:04] <fillefilip8> * @param
baseName the name of the existing handler
L590[08:42:05] <fillefilip8> * @param name
the name of the handler to insert before
L591[08:42:05] <fillefilip8> * @param
handler the handler to insert before
L592[08:42:06] <diesieben07> then you did
not understand it.
L593[08:42:10] <diesieben07> and dont
paste shit in here.
L594[08:42:19] <diesieben07> the name of
the existing handler
L595[08:42:24] <diesieben07> you put
"readpackets" for that.
L596[08:42:48] <fillefilip8> so
L597[08:42:57] <fillefilip8>
"packet_handler","readpackets"
L598[08:43:04] <fillefilip8> or?
L599[08:43:10] <diesieben07> yes, but:
diesieben07> also "readpackets" is a horrible handler
name. include your modID
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L601[08:43:38] <fillefilip8> i did..
L602[08:43:58] <diesieben07> ?!
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L604[08:46:05] <fillefilip8> now i get
"stackoverflow"
L605[08:46:06] <fillefilip8> :(
L606[08:46:08] <fillefilip8> i cri
L607[08:46:56] <diesieben07> full crash.
not here, on pastebin.
L608[08:47:00] <diesieben07> and your
code, too
L609[08:48:42] <fillefilip8> minecraft
doesnt crash :D
L611[08:48:51] <fillefilip8> well thats
the code
L612[08:49:13] <PaleoCrafter> why do you
call super.channelRead?
L613[08:49:22] <fillefilip8> tbh idk
L614[08:49:25] <fillefilip8> if i remove
it
L615[08:49:28] <diesieben07> also wtf are
those param names
L616[08:49:28] <fillefilip8> i cant join
the server
L617[08:49:51] <fillefilip8> diesieben07,
:D
L618[08:50:12] <fillefilip8> you dont like
the bootyful params? :D
L619[08:50:16] <diesieben07> no i
dont.
L620[08:50:21] <diesieben07> call
context.fireChannelRead(msg)
L621[08:50:27] <diesieben07> that forwards
it to the next handler
L622[08:51:36] <Cazzar> Also
L623[08:51:57] <Cazzar> Why are you
constructing one to get the event and then another just for the
read
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L626[08:53:13] <fillefilip8> what?
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L630[08:59:10] <Cazzar> onConnect, 2nd
code line, the new call could easily be replaced with
"this" with no detriment :P
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L632[09:00:51] <PaleoCrafter> Cazzar, I
don't think onConnect is inside ListenToPackets (look at the
braces) :P
L633[09:01:07] <fillefilip8> i got it
working tho :D
L634[09:01:09] <Cazzar> I stand corrected
:P
L635[09:01:27] <Cazzar> PaleoCrafter: I'm
WAY too used to fucked up indenting
L636[09:01:49] <Cazzar> actually
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L638[09:02:14] <Cazzar> Nope
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L641[09:07:00] <madcrazydrumma> How can i
ensure that a command can only be run on the server?
L642[09:07:53] <madcrazydrumma> Like so
they cant run it in singleplayer
L643[09:08:27] <diesieben07>
MinecraftServer.getServer() instanceof DedicatedServer
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L655[09:18:05] <diesieben07> yes
L656[09:19:04] <AEnterprise> shadowfacts:
you where right, lambada's and such realy make gui's alot
easier
L657[09:19:17] <sham1> >alot
L658[09:19:42] <PaleoCrafter> look at
JavaFX for some really great use of it, AEnterprise :P
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L661[09:20:03] <sham1> You can use Lambdas
with the old AWT/Swing stuff
L662[09:20:32] <PaleoCrafter> they're shit
all by themselve though :P
L663[09:20:44] <sham1> What are
L664[09:20:46] <sham1> Lambdas?
L665[09:20:50] <PaleoCrafter>
AWT/Swing
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L667[09:21:15] <madcrazydrumma> Getting an
error diesieben07
L668[09:21:18] <sham1> They're
easier
L670[09:21:54] <Temportalist>
madcrazydrumma: I suggest using
FMLCommonHandler.instance().getEffectiveSide().isServer()
L671[09:22:01] <diesieben07> ohgodno
L672[09:22:16] <diesieben07> event.getSide
should do it actually
L673[09:22:16] <Temportalist> diesieben07:
no?
L674[09:22:19] <diesieben07> cehck if that
is server
L675[09:22:26] <diesieben07>
getEffectiveSide gives you SERVER for integrated
L676[09:22:46] <diesieben07> its also a
big hack.
L677[09:22:49] <Temportalist>
Ohhhhhh
L678[09:22:53] <Temportalist> Gotcha
L679[09:22:54] <PaleoCrafter> if anything,
you'd want getSide :P
L680[09:23:16] <madcrazydrumma> So
if(event.getSide() == Side.SERVER)?
L681[09:23:19] <diesieben07> yes
L682[09:23:23] <Temportalist> Yeah,
madcrazydrumma: do event.getSide == Server
L683[09:23:50] *
Temportalist has to learn about how the different sides work one
day
L684[09:24:01] *
madcrazydrumma agrees
L685[09:24:03] *
Temportalist instead of just spitting out his thoughts
L686[09:24:22] <Temportalist> That's what
diesieben07 is here for :P
L687[09:24:26] <diesieben07> lol
L688[09:24:46] <madcrazydrumma> that is
very true haha
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L718[10:34:35] <Temportalist>
williewillus: check out readthedocs.org
L719[10:35:02] <williewillus> wat
L720[10:35:11] <williewillus> that link is
to my readthedocs PR
L721[10:35:13] <williewillus> :p
L722[10:35:42] <Temportalist> hahaha
L723[10:35:49] <Temportalist> gotcha
:P
L724[10:38:57] <Temportalist>
williewillus: super informative, thanks!
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L726[10:40:57] <Temportalist>
williewillus: you have random stuff at the end of the doc...
L727[10:41:08] <williewillus> oops forgot
to remove the example stuff lol
L728[10:41:37] <Temportalist> lol
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L737[11:25:32] <Temportalist>
shadekiller666: +1
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L747[11:38:16] <Pennyw95> given a MIN and
MAX height constants, how do I animate a quad so that it slowly
rises from min to max?
L748[11:39:07] <williewillus> translate
using some wave function of the world time + partialticks
L749[11:40:14] <williewillus> e.g.
translate(0, a * sin( b * (worldtime + partialticks)), 0), adjust a
for amplitude b for frequency
L750[11:40:50] <Pennyw95> wait, sin would
make it go down after having risen, right?
L751[11:41:20] <Pennyw95> I just want it
to slowly rise and stay there
L752[11:41:27] ⇦
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L753[11:41:46] ***
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L754[11:41:49] ***
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L755[11:42:27] <Nitrodev> where would i
find a good example on multiblocks?
L756[11:42:50] <ghz|afk> multiblocks you
mean using the same block for multiple machines?
L757[11:42:56] <gr8pefish> Can anyone tell
me the proper naming convention for items? Which would be better:
modid:example or modid:ItemExample? Because mods like blood magic
do the latter while vanilla does the former.
L758[11:43:11] <ghz|afk> gr8pefish: it's
irrelevant
L759[11:43:15] <ghz|afk> but I prefer
camelCase
L760[11:43:31] <ghz|afk> and
unprefixed
L761[11:43:39] <ghz|afk>
modid:magicStaff
L762[11:43:50] <Nitrodev> no ghz|afk i
mean like a block that is constructed from multiple blocks
L763[11:44:02] <ghz|afk> Nitrodev: aha so
structures
L764[11:44:07] <Nitrodev> yeah
L765[11:44:15] <ghz|afk> I'd show you how
I did my ender-rift
L766[11:44:18] <ghz|afk> but I'm not proud
of it ;p
L767[11:44:20] <gr8pefish> ghz|afk,
thanks, but is there an accepted norm?
L768[11:44:32] <ghz|afk> gr8pefish: as you
said, each mod does their own thing
L769[11:44:32] <ghz|afk> ;P
L770[11:44:44] <gr8pefish> okay, just
wanted to do it right this time
L771[11:44:47] <ghz|afk> jsut do wahtever
feels best to you
L772[11:44:56] <gr8pefish> kay
L773[11:44:58] <gr8pefish> ty sir
L774[11:45:00] <ghz|afk> so long as you
don't use getUnlocalizedName().substring
L775[11:45:00] <Nitrodev> ghz|afk, i've
checkd your code out on multiple occasions
L776[11:45:02] <ghz|afk> ;P
L777[11:45:08] <gr8pefish> haha ofc
L778[11:45:25] <ghz|afk> Nitrodev: but my
multiblock system is horrible XD
L779[11:45:52] ***
Abrar|gone is now known as AbrarSyed
L781[11:46:05] <ghz|afk> this is NOT what
I'd suggest someone to do for their multiblock structures
L782[11:46:06] <ghz|afk> XD
L783[11:46:07] <Pennyw95> Nitrodev: I
think the usual procedure is having a block with a TE iterate
through a cube and check if the requirements are fulfilled and then
swap the blocks
L784[11:46:26] ***
AEnterpriseAFK is now known as AEnterprise
L785[11:46:43] <Pennyw95> ghz!afk what the
hell man xD
L786[11:46:43] <ghz|afk> the basic idea is
the same regardless of waht you do
L787[11:46:49] ***
ghz|afk is now known as gigaherz
L788[11:47:00] <gigaherz> you choose one
block as the master
L789[11:47:04] <gigaherz> the rest become
slaves
L790[11:47:16] <gigaherz> and delegate all
interface calls to the master
L791[11:47:22] <gr8pefish> sorry one more
question ghz, when you said unprefixed you mean *not* include
item.whatever, or should that item.* be included?
L792[11:47:48] <gigaherz> gr8pefish: I
mean *I* prefer to not include block/item in the name
L793[11:47:55] <gr8pefish> haha okay
L794[11:47:55] <gigaherz> so not
"blockRock", just "rock"
L795[11:48:23] <gr8pefish> so all personal
preference is what I'm hearing, there is no universal convention
yet
L796[11:48:37] <Nitrodev> yeah
L797[11:48:58]
⇨ Joins: JustRamon (~JustRamon@168.235.88.38)
L798[11:49:01] <williewillus> gigaherz:
registry names are conventionally python style :p
L799[11:49:04] <williewillus> lowercase
underscore
L800[11:49:08] ⇦
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L801[11:49:23] <gigaherz> williewillus: I
never used underscores in registry names
L802[11:49:33] <williewillus> going off
vanilla at least :p
L803[11:49:37] <Nitrodev> me neither
L804[11:49:42] <Nitrodev> either*
L805[11:50:06] <williewillus> neither was
right :p
L806[11:50:26] <JustRamon> Hey, For some
reason the item "gumball" gets the texture of the item
"chocolate_bar" in this mod. Here's my Items
init/registry class:
https://paste.ee/p/gKS0S
L807[11:50:41] <JustRamon> I did check the
models and they both seem to use the right textures
L808[11:50:51] <williewillus> JustRamon:
use the new way
L809[11:50:59] <williewillus> idk what
tutorial is teaching that method but it needs to be updated
:p
L810[11:51:09] <williewillus>
ModelLoader.setCustomModelResourceLocation instead of the mesher
stuff
L811[11:51:10] <gigaherz> JustRamon: ewh,
substring
L812[11:51:14] <gigaherz> ;P
L813[11:51:20] <JustRamon> lol
L814[11:51:22] <gr8pefish> yup my thought
exactly
L815[11:51:24] <JustRamon> alright
L816[11:51:24] <gigaherz> upgrade forge
and use the registry name stuff, please
L817[11:51:28] <gigaherz> ;P
L818[11:51:48] <williewillus> anyways are
the two items subitems?
L819[11:51:54] <williewillus> e.g. share
the same id distinguished by meta
L820[11:52:07] <gigaherz> no he's
registering two items
L821[11:52:09] <gigaherz> using the same
class
L822[11:52:18] <JustRamon> yes
L823[11:52:35] <JustRamon> Want the
SweetFood class aswell? It's just an easy conversion for food
L824[11:52:40]
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L825[11:52:56] <JustRamon> (Double 0.5
>> 1 conversion)
L826[11:53:01] <JustRamon> oh hey
shadow
L827[11:53:04] <JustRamon> haha
L828[11:53:15] <Nitrodev> looking at that
code i'm pretty sure the tutorial is bedrockjimbos
L829[11:53:21] <ShadowChild> Hey
ramon
L830[11:53:28] <JustRamon> mix of that
& Mrcrayfish's
L831[11:53:36] <JustRamon> Tried to make
it a bit cleaner myself
L832[11:53:54] <Nitrodev> ah
L833[11:53:55] <gigaherz> JustRamon: forge
got a nice system now where, you can use setRegistryName in your
item/block constructor
L834[11:54:06] <JustRamon> hmm
L835[11:54:10] <gigaherz> and then just
call registerItem/Block(item)
L836[11:54:15] <gigaherz> and it gets the
name itself
L837[11:54:16] <Nitrodev> well i've had
issues iwth bedrocks tutorials so they aren't reliable
L838[11:54:22] <JustRamon> ah
L839[11:54:31] <JustRamon> hmm
L840[11:54:35] <Nitrodev> but that depends
on the version
L841[11:54:41] <JustRamon> wanna have all
the classes?
L842[11:54:45] <gigaherz> lets you remvoe
that horrible horrible getUnlocalizedName().substring
L843[11:54:48] <JustRamon> I can upload it
to github if you want
L844[11:54:50] <JustRamon> :P
L845[11:54:51] <gigaherz> without having
to add hardcoded strings
L846[11:54:55] ***
williewillus is now known as willieaway
L847[11:55:10] <gigaherz> (even without
it, I still think hardcoding is less ugly XD)
L848[11:56:17] <JustRamon> which version
of forge adds the registry names?
L849[11:58:35] <diesieben07> 1.8.9
L850[11:58:52] <Nitrodev> diesieben07, he
asked the FORGE version
L851[11:59:04] <Nitrodev> not the mc
one
L852[11:59:11] <diesieben07> doesn't
matter, you should be on latest :D
L853[11:59:24] <Nitrodev> oh
L854[12:01:05] <JustRamon> hmm
L855[12:02:51]
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L856[12:04:12] <JustRamon> I'm a bit
confused. where can I call .setRegistryName? item.setRegistryName()
isn't a thing for me :P
L857[12:04:28] <diesieben07> then you need
to update.
L858[12:04:34] <JustRamon> weird
L859[12:04:41] <JustRamon> I downloaded
the mdk today...
L860[12:04:43] <JustRamon> Hmm
L861[12:04:51] <JustRamon> maybe
"Latest" wasn't the latest
L862[12:04:52] <JustRamon> xD
L863[12:05:14] <JustRamon> oh yea
L864[12:05:14] <diesieben07> uhh
L865[12:05:16] <JustRamon> I see
L866[12:05:18] <diesieben07> then you
should have it
L867[12:05:21] <JustRamon> It gave me the
1.8 latest
L868[12:05:40] <JustRamon> (That's the one
on the files homepage)
L869[12:05:43] <Temportalist> How does
CommandBase.getPermissionLevel world?
L870[12:05:46] <Temportalist> work*?
L872[12:07:31] <Temportalist> thanks
L873[12:08:53] ⇦
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L874[12:09:37] <Temportalist> Is there a
way to allow certain ops to run certain commands?
L875[12:09:50] <JustRamon> hmm
L876[12:09:57] <Temportalist> As in, can I
get a certain permission level from a ICommandSender
L877[12:10:04] <diesieben07> you can
override canCommandSenderUseCommand
L878[12:10:08] <diesieben07> and get
complete control
L879[12:10:48] <JustRamon> I updated the
version in build.gradle to the latest one, "version =
"1.8.9-11.15.0.1705"", but getting this error when
trying to clear the cache: > This mapping 'snapshot_20141130'
exists only for MC 1.8!
L880[12:10:56] <Temportalist> Oh, parts of
that will work
L881[12:11:04]
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L882[12:11:13] <JustRamon> so, where do I
find the new snapshot thingy?
L883[12:11:18]
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(fishbro@mcnair-196-83.resnet.mtu.edu)
L884[12:11:37] ⇦
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L885[12:11:48] <McJty> JustRamon,
!mapping
L886[12:11:57] <McJty> Sorry I mean
!latest
L887[12:12:02] <diesieben07>
!!exports
L888[12:12:08] <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/
L889[12:12:10] <diesieben07> ^there
L890[12:12:16] <McJty> !!latest
L891[12:12:16] <MCPBot_Reborn> === Latest
Mappings ===
L892[12:12:17] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L893[12:12:18] <MCPBot_Reborn> 1.8.9
snapshot_20160117
L894[12:12:18] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L895[12:12:19] <MCPBot_Reborn> 1.8.8
stable_20
L896[12:12:19] <McJty> That works too
:-)
L897[12:12:20] <MCPBot_Reborn> 1.8
snapshot_20151128
L898[12:12:20] <MCPBot_Reborn> 1.8
stable_18
L899[12:12:21] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L900[12:12:22] <MCPBot_Reborn> 1.7.10
stable_12
L901[12:12:24] <JustRamon> :P
L902[12:12:29]
⇨ Joins: Davnit_
(~Davnit@71-47-89-196.res.bhn.net)
L903[12:13:04] <gigaherz> also you can
do
L904[12:13:13] <Temportalist> does /op
<player> have a specified perm level?
L905[12:13:14] <gigaherz> .. !latest
1.8.9
L906[12:13:15] ⇦
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Quit)
L907[12:13:18] <gigaherz> so only get one
version
L908[12:13:31] <JustRamon> great
L909[12:13:58] <gigaherz> Temportalist:
IIRC /op is level 4?
L910[12:14:28] <Temportalist> op is
determined by server config
L911[12:14:29] <AEnterprise> /op is the
lvl defined in the MC server options
L912[12:14:38] <Temportalist> but there is
also a separate getPermissionLevel
L913[12:14:58] ⇦
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L914[12:15:05] <Temportalist> op perm
level is only called if the user perms are not set
L915[12:15:13] <Temportalist> return
userlistopsentry != null ? userlistopsentry.getPermissionLevel()
>= permLevel : this.mcServer.getOpPermissionLevel() >=
permLevel;
L916[12:15:29] <diesieben07> the op perm
level is awfully used in vanilla :D
L918[12:15:32] <diesieben07> its all
inconsistent
L919[12:17:29] <Temportalist> there has to
be a way to have different levels of OP
L920[12:17:38] <Temportalist> otherwise
there is no point to the op level in the server config
L921[12:17:47] <diesieben07> the op level
is what OPs can do
L922[12:17:48] <diesieben07> thats
all
L923[12:18:02] <diesieben07> and
getPermissionlevel defines in which category (1-4) a command
falls
L924[12:18:28] <diesieben07> if you want
different levels per player, you have to have your own setting
(IEEP) and command
L925[12:18:36] <Temportalist> is tehre
another type of OP?
L926[12:18:58] <diesieben07> no, not in
vanilla.
L927[12:19:03] <Temportalist> because if
everyone has the same level, what's the point in having different
types of levels....
L928[12:19:20] <diesieben07> you can
change it globally.
L929[12:19:26] <diesieben07> yes, everyone
has the same level.
L930[12:19:30]
⇨ Joins: sciguyryan (~sciguyrya@31.3.153.247)
L931[12:19:37] <Temportalist> then you can
only execute commands above a lower level via the server
interface
L932[12:19:44] <diesieben07>
exactly.
L933[12:19:50] <Temportalist> thats
silly
L934[12:20:40] ⇦
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Leaving)
L935[12:20:57] <gigaherz> [19:14]
(Temportalist): op is determined by server config
L936[12:20:57] <gigaherz> [19:14]
(AEnterprise): /op is the lvl defined in the MC server
options
L937[12:21:03] <gigaherz> nono the
effective level of ops is defined in there
L938[12:21:08] <gigaherz> the /op command
is always highest level
L939[12:21:14] <gigaherz> IIRC
L940[12:21:19] <diesieben07> no its
not
L941[12:21:24] <diesieben07> oh wait
L942[12:21:27] <diesieben07> yeah thats
what you mean
L943[12:21:33] <diesieben07> commands fall
into one of the categories
L944[12:21:33] <Temportalist> what?
L945[12:21:39] <diesieben07> you chose
which categories OPs can access
L946[12:21:41] <gigaherz> if you set in
the config that ops are level 0
L947[12:21:43] <gigaherz> they have no
right
L948[12:21:47] <gigaherz> even if you /op
them
L949[12:22:01] <Temportalist> so is there
another level above op for, say, in game server admins?
L950[12:22:02] <gigaherz> ifyou say they
are 4, then ops can also /op otherp eople
L951[12:22:17] <Temportalist> *op level 3
can run /op
L952[12:22:29] <Temportalist> *level 4 is
/stop
L953[12:22:34] <gigaherz> ah was it /stop
that was level 4?
L955[12:23:33] <gigaherz> yeah makes sense
;P
L956[12:24:26] <Temportalist> If I were to
use reflection, could I change the value of a final integer?
L957[12:24:37] <gigaherz> yes. BUT
L958[12:24:49] <Temportalist> or would it
just be easier to override the class?
L959[12:24:53] <gigaherz> static final
values are often inlined by the compiler
L960[12:25:08] <Temportalist> nope, final
is relative to the instance in this case
L961[12:25:13] <gigaherz> aha
L962[12:25:15] <Temportalist> it is a
private final int
L963[12:25:27] <Temportalist> Talking
about UserListOpsEntry
L964[12:25:28] <gigaherz> then I'm not
sure
L965[12:25:43] <diesieben07> you can do
it
L966[12:25:49] <JustRamon>
net/minecraftforge/forge/1.8.9-11.15.0.1705/userdev/dev.json could
not be parsed << Anyone? I really wanna continue modding
:P
L967[12:25:51] <Temportalist> if I did
ObfuscationReflectionHelper, I can do the private field
L968[12:25:52] <diesieben07> but: th
people making the VM will hate you for it,
L969[12:26:01] <Temportalist> haha
L970[12:26:17] <Temportalist> what if I
overrode the UserListOpsEntry class?
L971[12:26:25] <gigaherz> is it
protected?
L972[12:26:28] <diesieben07> just change
the field
L973[12:26:29] <diesieben07> its
fine
L974[12:26:42] <Temportalist> okay
L975[12:26:42] <gigaherz> I mean, if it's
not private it should be fine
L976[12:27:01] <diesieben07> that is not
relevant
L977[12:27:07] <gigaherz> hmm true
L978[12:27:09] <Temportalist> it was
either reflect and change field, or reflect and change map to add
an override class
L979[12:27:14] <gigaherz> the most the
compiler/jvm could do
L980[12:27:16] <gigaherz> is cache the
value
L981[12:27:17] ⇦
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a quit message virus. Please replace your old line with this one
and help me take over the world of IRC.)
L982[12:27:20] <diesieben07> yes
L983[12:27:21] <gigaherz> it's still an
instance field
L984[12:27:22] <Temportalist> plus, it is
only called in a get after assignment in constructor
L985[12:27:26] <diesieben07> they tuned
that on once
L986[12:27:29] <gigaherz> so ifyou change
it during construction
L987[12:27:32] <diesieben07> trusting the
"final" on instance fields
L988[12:27:34] <diesieben07> and inling
stuff
L989[12:27:38] <diesieben07> and a LOT of
libraries broke
L990[12:27:40] <gigaherz> heh
L991[12:27:45] <diesieben07> so its off
again
L992[12:29:07]
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L993[12:29:31]
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L994[12:32:37] <Temportalist> Luckily, it
is just changing this one field that can get this working
L995[12:38:53] <Lordmau5> hmm
L996[12:39:01] <Lordmau5> So I'm having
Comparator support in my block
L997[12:39:13] <Lordmau5> but it doesn'T
want to update the comparator even though it should :<
L998[12:39:42] <Lordmau5> I tried to
update the comparator by offsetting the position of my block - I
tried calling .notifyBlockOfStateChange on both, my block and the
comparator - those options didn't work
L999[12:40:39] <gigaherz> comparator
should detect thechange just by doing markDirty()
L1000[12:40:56] <Lordmau5> hmm
L1001[12:41:03] <gigaherz> if you have a
TE, that is
L1002[12:41:21] <Lordmau5> nope, doesn't
want to do it
L1003[12:41:39] <gigaherz> no idea then,
that's the only comparator-related thing I know ;P
L1004[12:41:45] <Lordmau5> hehe,
alright
L1006[12:42:29] <gigaherz> it applies to
anything 1.8+
L1007[12:42:57] <gigaherz> I just call my
proxy from my packets
L1008[12:43:04] <gigaherz> and thep roxy
does the addScheduledTask
L1009[12:43:13] <gigaherz> either on
server or client as needed
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L1015[12:52:00] <gigaherz> Cypher121:
yeah, that packet is client-only so I schedule on the client
L1016[12:52:15] <gigaherz> while a
server-side packet would get scheduled on the dimension world
object
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L1019[12:53:40] <Cypher121> ok,
thanks!
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L1025[13:03:38] <Lordmau5> ah derp
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L1027[13:03:44] <Lordmau5> there we go,
now it does the comparator output update :P
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L1029[13:04:06] <Lordmau5>
getWorld().updateComparatorOutputLevel(BlockPos, Block);
L1030[13:04:42] <masa> how should I check
if a world wants to unload, so that I'm not leaking it?
L1031[13:05:05] <masa> basically I have a
task scheduler that runs inside a server tick event
L1032[13:06:18] <JustRamon> Even after
deleting my .gradle folder I still get the error. Something tells
me that the download is broken
L1033[13:06:48] <diesieben07> masa,
WorldEvent.Unload
L1034[13:07:07] <masa> hmm, right
L1035[13:07:11]
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L1036[13:07:51] <JustRamon> wait no
L1037[13:07:56] <JustRamon> It's still a
project of mine
L1038[13:07:57] <masa> and how about a
player leaving a world, should I also listed for playerlogoutevent
or whatever, or just get the player from the world by his UUID each
tick?
L1039[13:08:38] <gigaherz> anyone up for
helping me with design choices about my magic system?
L1040[13:09:00] <JustRamon>
https://paste.ee/p/IYA8A << This is the
stacktrace of ./gradlew setupDecompWorkspace after clearing my
.gradle folder
L1041[13:09:02] <diesieben07> why would
you care abotu that exactly masa? :D
L1042[13:09:18] <masa> care about
what?
L1043[13:09:23] <diesieben07> when a
player unloads
L1044[13:09:49] <masa> basically I'm
running a task that takes items from the player's inventory and
places those blocks in the world
L1045[13:09:58] <diesieben07>
PlayerTickEvent
L1046[13:09:59] <masa> ie. a builder's
wand
L1047[13:10:04] <diesieben07> then you
dont even need a reference to the player
L1048[13:10:06] <masa> hmm, right..
L1049[13:10:54] <masa> but hen I need a
reference to the world :D
L1050[13:10:58] <diesieben07>
player.worldObj
L1051[13:11:12] <masa> no I mean, the
correct world... :p what if he teleports
L1052[13:11:27] <sham1> you can get the
world from DimentionManager
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L1054[13:11:45] <masa> yeah, I think I'll
ahve to use that
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L1056[13:12:05] <masa> or well the
MinecraftServer one anyway
L1057[13:12:09] <sham1> As long as you
know dim dimention
L1058[13:12:14] <sham1> dimid*
L1059[13:12:15] <sham1> Bah
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L1062[13:18:14] <masa> bleh, my task
scheduler design goes out the window if I have to use the
playetickevent for it
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L1064[13:22:15] <masa> hm, well maybe not
completely, I just have to change the task list into a Map<UUID,
ITask>
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L1068[13:25:08] <gigaherz> meh I'll
explain anyway in case someone has any idea
L1069[13:25:14] <gigaherz> in the spell
system I was designing,
L1070[13:25:25] <gigaherz> each element
would have had a shape
L1071[13:25:36] <gigaherz> and the last
element in the sequence would dictate the final shape of
thespell
L1072[13:25:45] <gigaherz> while the
first one would dictate the spell's basic effect
L1073[13:25:57] <sham1> how does elements
have shapes
L1074[13:25:57] <gigaherz> but doesn't
feel right
L1075[13:26:10] <sham1> They are pretty
abstract as far as magic goes
L1076[13:26:15] <sham1> Like what shape
is water
L1077[13:26:20] <gigaherz> a ball
L1078[13:26:25] <sham1> Okay
L1079[13:26:27] <sham1> What about
fire
L1080[13:26:35] <gigaherz> fire's a
sphere around the caster
L1081[13:26:42] <gigaherz> wind is a
cone
L1082[13:26:48] <gigaherz> light is a
beam
L1083[13:27:41] <gigaherz> but as I
said
L1084[13:27:49] <gigaherz> it just
doesn't feel right
L1085[13:27:59] <gigaherz> it means in
order to make a fireball
L1086[13:28:05] <gigaherz> you have to
use fire AND water in the same spell
L1087[13:28:14] <gigaherz> and then the
whole b eing a ball of fire feels stupid
L1088[13:28:25] <PaleoCrafter> can't you
make the player draw symbols? :P
L1089[13:28:42] <gigaherz> no that's not
in my plans XD
L1090[13:28:53] <sham1> water and
fire
L1091[13:28:59] <sham1> That would be
awesome
L1092[13:29:00] <WJ44> maybe some kind of
other modifier for the shapes
L1093[13:29:10] <gigaherz> yeah my issue
is how to make it happen
L1094[13:29:24] <gigaherz> I have already
decided that using the last element's shape won't do
L1095[13:29:35] <WJ44> aha
L1096[13:29:59] <gigaherz> note: the
spell system is akin to magicka's
L1097[13:30:10] <PaleoCrafter> if you
don't want the player to draw symbols, have them as prepared
hotkeys or whatever, just like your elements ;)
L1098[13:30:12] <gigaherz> you
holdright-click on a wand/staff
L1099[13:30:16] <gigaherz> type in a
series of elements
L1100[13:30:24] <gigaherz> and then
release
L1101[13:30:48] <gigaherz> I'm wondering
if I should use left-click for casting instead
L1102[13:30:54] <gigaherz> right-click to
change spell
L1103[13:31:01] <gigaherz> then
left-click to cast the configured spell
L1104[13:31:08] <gigaherz> using modifier
keys to choose shape
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L1106[13:32:30] <gigaherz> another option
may be to make the first action be the choice of shape
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L1108[13:32:37] <gigaherz> then the spell
elements would follow
L1109[13:33:04] <gigaherz> like you'd
have... 1:Self, 2:Ball, 3:Beam, ..., then afterward 1:Fire,
2:Water, ...
L1110[13:33:36] <gigaherz> a third choice
would be to make it even more magicka-ish
L1111[13:33:46] <gigaherz> where spells
have a shape based on their effect
L1112[13:34:10] <gigaherz> and your
choices are reduced to self-cast and normal cast
L1113[13:34:20] <Cypher121> magicka-ish
would be right/left click + shift to determine shape
L1114[13:34:27] <Cypher121> which is,
imo, best option
L1115[13:34:40] <gigaherz> IIRC, magicka
has the spell shape determined by the spell
L1116[13:34:50] <Cypher121>
minimally
L1117[13:34:55] <gigaherz> and
left/right/shift determines the way in which it's applied?
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L1119[13:35:02] <gigaherz> with
self-cast, cast, and apply to weapon?
L1120[13:35:15] <Cypher121> ice = small
projectiles, stone = large projectile
L1121[13:35:22] <gigaherz> balls, beams,
walls, etc are degined by the spell though
L1122[13:35:43] <gigaherz> defined*
L1123[13:36:00] <Cypher121> self, around
self, targeted, imbue weapon are all key-based
L1124[13:36:22] <gigaherz> yeah
L1125[13:36:35] <gigaherz> thing is, I
can't just have 8 keybinds working all the time
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L1127[13:36:45] <Cypher121> yeah
L1128[13:36:47] <gigaherz> so I take over
the hotbar keys
L1129[13:36:57] <gigaherz> while the wand
is held right-clicked
L1130[13:37:20] <gigaherz> then the
(default) 1..8 keys become the 8 elements
L1131[13:37:33] <gigaherz> and unlike
magicka
L1132[13:37:48] <gigaherz> I don't have
stuff like "shield" as a choice of element
L1133[13:37:49] <gigaherz> XD
L1134[13:38:05] <Cypher121> shield = best
element
L1135[13:38:09] <gigaherz> mine are
simply, Fire, Water, Air, Earth, Light, Darkness, Life and
Death
L1136[13:38:26] <Cypher121> especially
when someone casts beam perpendicularly to it
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L1138[13:45:33] <Zaggy1024> heh, guess I
was wrong about face culling not working on forge block
models
L1139[13:45:37] <Zaggy1024> I'm just a
derp, like usual
L1140[13:46:44] <Zaggy1024> do obj models
have a way to specify cullface?
L1141[13:46:56] <PaleoCrafter> don't
think so
L1142[13:47:04] <Zaggy1024> ah yep
L1143[13:47:05] <PaleoCrafter> that was
something fry eventually wants to add :D
L1144[13:47:16] <Zaggy1024> this is
pretty conclusive
L1146[13:47:18] <Zaggy1024> :P
L1147[13:47:30] <Mraof> Do obj models
still work in 1.8?
L1148[13:47:36] <Mraof> Or do they need
to be converted into b3d
L1149[13:47:50] <Cypher121> more so, they
even work much better now
L1150[13:48:03] <Mraof> Oh, okay
L1151[13:48:35] <Mraof> I looked it up
and people said they didn't work anymore or something, maybe I just
looked in the wrong place
L1152[13:49:12] <PaleoCrafter> the loader
probably took about 100 times longer than the one pre-1.8,
Cypher121 :P
L1153[13:50:32] ***
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L1154[13:50:57] <Zaggy1024> yeah, takes a
while to understand the new model system to be able to add to it
:P
L1155[13:51:04]
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L1156[13:51:13] <Zaggy1024> speaking of
that, it would be nice to have an API to add blockstates
deserializers
L1157[13:51:22] <PaleoCrafter> shade just
took ages ._.
L1158[13:51:42] <PaleoCrafter> yeah,
that'd be cool, Zaggy1024
L1159[13:51:46] <PaleoCrafter> fry ^
:D
L1160[13:52:08]
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L1161[13:52:24] <Cypher121> I wonder if
it would be faster to write a new engine than fix minecraft one
:D
L1162[13:52:26] <fry> no, it woudln't be
cool
L1163[13:52:37] <fry> it would make
blockstates impossible to read
L1164[13:52:48] <fry> because who knows
how they may be parsed
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L1166[13:53:44] <Zaggy1024> true...
L1167[13:53:49] <JustRamon> alright
L1168[13:53:59]
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L1169[13:54:00] <Zaggy1024> but hopefully
people wouldn't be adding them willy nilly
L1170[13:54:10] <Zaggy1024> although you
can't trust some modders not to :P
L1171[13:54:33] <JustRamon> I changed
.setUnlocalizedName into .setRegistryname, but how do adress lang
entries now? They're all item.null.name now :P
L1172[13:55:34] <diesieben07> you need to
call *both*.
L1173[13:55:39] <JustRamon> ah
L1174[13:55:40] <JustRamon> :P
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L1176[13:55:55] <JustRamon> the javadoc
says otherwise -.-
L1177[13:55:59] <fry> Zaggy1024: what
would custom blockstate deserializers be useful for?
L1178[13:56:19] <diesieben07> wat? how
does it say otherwise?
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L1180[13:57:05] <JustRamon> "This is
the valid replacement for the atrocious
'getUnlocalizedName().substring(6)' stuff that everyone does.
" << Now that I read it again it might only be meant for
GameRegistry stuff
L1181[13:57:25] <diesieben07> that is
what people used to determin the registry name befor.
L1182[13:57:30] <JustRamon> Ik
L1183[13:57:47] <diesieben07> because
certain people (cough cough pahi) made a tutorial with it...
L1184[13:58:31] <JustRamon>
"replacement" is a bit misleading then, I would rather
say "cleaner way to register stuff :P"
L1185[13:59:01] <JustRamon> Because you
still need it
L1186[13:59:20] <diesieben07> you don't
need getUnlocalizedName().substring
L1187[13:59:28] <JustRamon> oh
right
L1188[13:59:30] <diesieben07> (you never
did... but well)
L1189[13:59:38] <JustRamon> I was reading
it as unlocalized name being useless
L1190[13:59:44] <JustRamon> nvm then
:P
L1191[13:59:47] <gigaherz> JustRamon: the
point is that using getUnlocalizedName for ANYTHING other than
getting the translation string, is the wrong use ;P
L1192[13:59:55] <JustRamon> alright
L1193[14:02:06] <gigaherz> so you can
just do something like... public BlockWhatever(final String
blockName) { setRegistryName(blockName); setUnlocalizedName(MODID +
"." + blockName); }
L1194[14:02:11] <gigaherz> and by the
way
L1195[14:02:19] <gigaherz> it's best to
include your modid in the unlocalized name
L1196[14:02:24] <gigaherz> because
translations are NOT namespaced
L1197[14:02:25] <Zaggy1024> fry, not
much, really
L1198[14:02:31] <JustRamon> hmm
L1199[14:02:41] <gigaherz> so any other
mod using the same translation string as yours could replace your
texts
L1200[14:02:44] <JustRamon> Also:
blockstate errors :P yay
L1201[14:02:46] <gigaherz> oryou could
replace theirs
L1202[14:02:51] <JustRamon> hmm
L1203[14:02:53] <JustRamon> true
L1204[14:03:04] <gigaherz> I always do
setUnlocalizedName(MODID + "." + blockName);
L1205[14:03:08] <gigaherz> then it shows
up in the lang file as
L1206[14:03:17] <gigaherz>
"item.modname.itemName.name"
L1207[14:03:19] <gigaherz> or
L1208[14:03:24] <Zaggy1024> I'm planning
to make a new blockstates loader but that should be a Forge PR when
I'm doing it
L1209[14:03:27] <gigaherz>
"tile.modname.blockName.name"
L1210[14:03:32] <JustRamon> hmm
L1211[14:05:00]
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L1212[14:06:03] <zetaPRIME> Does
1.8+forge have the facilities in place to add a non-block entity to
the alpha-blend presort?
L1213[14:06:33] <gigaherz> I don't think
so
L1214[14:06:42] <JustRamon> Alright
L1215[14:06:47] <gigaherz> or at
least
L1216[14:06:55] <gigaherz> TESRs are not
"sorted"
L1217[14:06:59] <gigaherz> I presume
entities aren't either
L1218[14:07:19] <JustRamon> Hmm
L1219[14:07:37] <JustRamon> Do I need
blockstates for items now? I'm getting some errors in my
console
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L1221[14:08:03] <JustRamon> Wait
L1222[14:08:10] <JustRamon> It seems to
be getting my modid twice?
L1223[14:08:27] <JustRamon> Exception
loading model for variant sweet:sweet:gumball#inventory
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L1226[14:13:12] <zetaPRIME> hmm. are
custom IBakedModel implementations the 1.8 replacement for
ISimpleBlockRenderingHandler?
L1227[14:13:24] <diesieben07> yes
L1228[14:18:08]
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L1230[14:18:53] <gigaherz> zetaPRIME:
note that you don't always need custom baked models at all
L1231[14:19:08] <gigaherz> many of the
uses for an ISBRH can be done wit just obj/b3d/json models
L1232[14:19:11] <gigaherz> and
blockstates
L1233[14:19:47] <gigaherz> you only need
custom models if your models are too dynamic to represent all
possible combinations in advance
L1234[14:20:30] <dmf444> Can a .obj be
use for an item in inventory?
L1235[14:20:34] <gigaherz> yes
L1236[14:20:34] <zetaPRIME> like how
utterly ridiculous it would be to have blockstates for BC pipes
according to that one post?
L1237[14:20:42]
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L1238[14:20:46] <MalkContent> how did you
have to dimension the texture of blender models?
L1239[14:20:51] <gigaherz> zetaPRIME: for
pipes it's just fine
L1240[14:20:55] <MalkContent> just square
or did it have to be power of 2, too?
L1241[14:21:06] <gigaherz> forge
blockstates lets you combine submodels
L1242[14:21:15] <gigaherz> so you can
have just one model for the central piece
L1243[14:21:19] <gigaherz> and one model
for the "arm"
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L1245[14:21:34] <gigaherz> and use
submodels with rotation to add the side connections
L1246[14:22:07] <gigaherz> MalkContent:
for atlas sprites, they have to be square,
L1247[14:22:09] <zetaPRIME> ooh, so forge
massively upgraded the format from how vanilla works?
L1248[14:22:11] <gigaherz> and preferably
powers of 2
L1249[14:22:14] <gigaherz> zetaPRIME:
yes
L1250[14:22:21] <zetaPRIME> should have
expected that
L1251[14:22:23] <gigaherz> forge
blockstates extends vanilla json files with extra features
L1253[14:22:46] <gigaherz> you can
havethings like this
L1255[14:23:09] <gigaherz> or this
L1256[14:23:19] *
MalkContent googles atlas sprites
L1257[14:23:37] <gigaherz> MalkContent:
Minecraft stitches all item and block textures into a large texture
called an "atlas"
L1258[14:23:44] <gigaherz> each piece of
the atlas is called a sprite
L1259[14:23:46] <MalkContent> a.
L1260[14:23:48] <MalkContent> okay
L1261[14:23:54] <gigaherz> a sprite in
terms of graphics literally means "little thing that
moves"
L1262[14:24:10] <MalkContent> that counts
for textures meant for blender stuff, too?
L1263[14:24:14] <gigaherz> but in this
case it's applied to mean a piece of a biggerthing
L1264[14:24:24] <gigaherz> what do you
mean "blender stuff"?
L1265[14:24:31] <gigaherz> minecraft
doesn't care if you used blender to model
L1266[14:24:41] <gigaherz> what matters
is if you are loadingthe texture into an atlas
L1267[14:24:44] <gigaherz> (blocks and
items)
L1268[14:24:52] <MalkContent> k
L1269[14:24:53] <gigaherz> or you are
using a separate texture (GUIs and entities)
L1270[14:24:59]
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L1271[14:25:03] <MalkContent> imo that
goes not without saying :P
L1272[14:25:38] <simon816> Quick
question: what's the best way to check if a world is actually
loaded?
L1273[14:26:20]
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L1274[14:26:42]
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L1275[14:26:44] <dmf444> So, how do I get
a .obj file to load as an item? Any examples?
L1276[14:26:52] <gigaherz> dmf444:
sec
L1278[14:27:08] <gigaherz> like
this
L1279[14:27:12] <gigaherz> you need a
blockstates file
L1280[14:27:21] <gigaherz> with the same
name as the item's registration name
L1281[14:27:24] <gigaherz> and then
L1282[14:27:39] <gigaherz> you can
specify variants that match the ones you used in
setCustomModelResourceLocation
L1283[14:27:40] ***
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L1284[14:27:40] <gigaherz> so like
L1285[14:27:44] <gigaherz> if you wrote
"inventory"
L1286[14:27:50] <gigaherz> you'd have
"inventory": [{}]
L1287[14:28:00] <gigaherz> but thanks to
forge, youcan specify any variant string
L1288[14:28:21] <gigaherz> and it will
query the appropriate entry in the blockstates json file
L1289[14:28:30] <MalkContent> gigaherz:
but the thing doesn't care if it's 16*n pixels width or anything,
yes?
L1290[14:28:32]
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L1292[14:29:06] <gigaherz> MalkContent:
if the texture isn't 16*n, it will prevent mipmaps from
working
L1293[14:29:08] <dmf444> Thanks!
L1294[14:29:20] <gigaherz> or was it
power of 2?
L1295[14:29:23] <gigaherz> one
ofthose
L1296[14:29:53] <MalkContent> dammit.
summoning fry.
L1297[14:30:12] <gigaherz> note I'm
speaking about atlas textures
L1298[14:30:17] <gigaherz> custom
textures don't have that limitation
L1299[14:30:33] <gigaherz> the limitation
exists because if you have 4 levels of mipmaps
L1300[14:30:38] <gigaherz> each level
divides thesize by 2
L1301[14:30:47] <gigaherz> so if it's not
a multiple of 2
L1302[14:30:54] <fry> MalkContent: what?
:P
L1303[14:30:56] <gigaherz> the second
mipmap would cause sprites to bleed
L1304[14:31:10] <gigaherz> if it's not
multiple of 4, the third mipmap would cause sprites to bleed,
etc
L1305[14:31:14] <MalkContent> oh mighty
fry, I'm just a halfwit that wants to draw up a prettie texture for
a custom model done in blender
L1306[14:31:15] <gigaherz> eh
L1307[14:31:20] <gigaherz> first mipmap,
second mipmap**
L1308[14:31:24] <gigaherz> I had a mental
off-by-one
L1309[14:31:33] <MalkContent> currently
making UV map
L1310[14:31:49] <MalkContent> what are
the limitations i have for the dimensions of the texture?
L1311[14:33:00] <fry> power of two,
square
L1312[14:33:14] <fry> you can also easily
use multiple textures
L1313[14:33:30] <fry> it should load
correctly
L1314[14:33:34] <Wuppy> o/
L1315[14:33:37] <MalkContent> hmm
L1316[14:33:44] <MalkContent> on what
level?
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L1318[14:33:59] <MalkContent> during uv
mapping or when you implement it in mc?
L1319[14:34:07] <fry> former
L1320[14:34:15] *
MalkContent sighs
L1321[14:34:31] *
Wuppy is broken :V
L1322[14:34:34] <MalkContent> thanks
:)
L1323[14:34:54] <MalkContent> is the
explanation on how to do that quick?
L1324[14:35:20] *
gigaherz hands Wuppy the ductape
L1325[14:35:49] <Wuppy> it's 9PM and I've
been drinking and partying for 9 hours already
L1326[14:35:57] <Wuppy> what's wrong with
dutch people....
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L1328[14:36:16] *
gigaherz hands Wuppy a bottle of water and an
ibuprofen
L1329[14:36:44] <Wuppy> apperantly, the
one club which opened at 11AM was completely filled at that time
XD
L1330[14:36:51] <Wuppy> on a sunday
morning :P
L1331[14:36:56] <gigaherz> heh
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L1333[14:39:09] <Wuppy> every single bar
in the city couldn't take a single additional person at around 3AM
today :P
L1334[14:39:33] <Wuppy> all of the 26 in
the event and the other 20 as well
L1335[14:40:58] <MalkContent> that's what
you get when you tell people they can't drink at work on mondays.
binging on sundays
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L1338[14:44:09] <Wuppy> tehcnically I can
drink on monday, and I usually never drink on sunday
L1339[14:44:15] <Wuppy> but this was a
special party
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L1341[14:45:39] <Wuppy> this was the
pre-party to what probably is the biggest party in this
country
L1342[14:45:43] <Wuppy> and certainly of
this city
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L1365[15:19:33] <shadekiller666> is it
normal for the download of FG2.1 to hang in the command line during
a setup/setupForge execution?
L1366[15:20:22] <williewillus> it's
happened to me before
L1367[15:20:31] <PaleoCrafter> blame
Abrar
L1368[15:20:32]
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L1369[15:20:51] <shadekiller666> its
currently stopped at 81KB/13.08MB
L1370[15:23:26] <shadekiller666> will it
eventually start moving again?
L1371[15:24:16] <williewillus> eh I
killed and restarted :p
L1372[15:25:06] <Cypher121> never
happened to me. it does love skipping compile task on build tho
>_<
L1373[15:25:11] <shadekiller666> should i
turn windows firewall off before running it?
L1374[15:25:19] <shadekiller666> probably
wouldn't hurt
L1375[15:25:43]
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L1376[15:26:01] <Wuppy> I'm not sure if
they're selling it internationally, but the new cheesburger pizza
by Dominos is just incredibly good
L1377[15:27:07] <PaleoCrafter> ^ material
for the website, ollieread? xD
L1378[15:27:54] <Wuppy> o__0
L1379[15:28:10] <ollieread> Which
one?
L1380[15:28:12] <ollieread> CH?
L1381[15:28:48] <PaleoCrafter> do they
have the cheeseburger pizza as well? :D
L1382[15:29:04] <ollieread> Not afaik,
well I wasn't given it for the db
L1383[15:29:57] <Wuppy> idk if they do,
but it's just so insanely incredibly good
L1384[15:30:05] <Wuppy> like, seriously,
I cannot even
L1385[15:33:40]
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L1386[15:34:16] ***
Davnit_ is now known as Davnit
L1387[15:35:43] <shadekiller666> yep,
turning off windows firewall fixed it
L1388[15:43:20] <Cypher121> does anyone
know what idea is written in?
L1389[15:43:52] <PaleoCrafter> Java
L1390[15:44:21] <Cypher121> so they
managed to get a memory leak in java, it seems. and only on linux,
while at it
L1391[15:44:40] <Cypher121> like
"fuck your GC, fuck your VM, and fuck you"
L1392[15:44:59] <PaleoCrafter> getting a
memory leak in Java isn't hard :P
L1393[15:45:28]
⇨ Joins: DemoXin
(~DemoXin@79.sub-70-193-133.myvzw.com)
L1394[15:45:28] <Cypher121> could be
easier :D
L1395[15:46:01] <williewillus> idea
doesn't leak much for me
L1396[15:46:23] <williewillus> I leave it
on all day and it gets up to 600M max, usually satying around 350
ish
L1397[15:46:30] <williewillus> 200 right
now since I'm doing nothing
L1398[15:47:05] <PaleoCrafter> mine goes
up to 1G max, but that's probably mostly due to the Scala plugin
:D
L1399[15:47:52] <Cypher121> williewillus:
it leaks a lot during refactoring and inspections. goes up to 2-3G
sometimes, then starts lagging awfully, so I restart it
L1400[15:48:10] <Cypher121> that's also
Ultimate, so maybe it's something unique to it
L1401[15:48:18] <PaleoCrafter> are you
sure it isn't caused by some plugin?
L1402[15:48:37] <williewillus> really? I
run idea ultimate and full inspection on the botania codebase
(which is huge) doesn't lag me any more after it's done
L1403[15:49:10] <Cypher121> I only
installed 1 plugin, aside from default ones and it's for Markdown
highlight only
L1405[15:49:46] <shadekiller666> and
crashed
L1406[15:49:49]
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L1409[15:51:17] <Giraffestock> hey, is
there an event for when a GUI loads? so I can implement my own GUI
in-place of a vanilla one?
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L1411[15:51:53] <PaleoCrafter>
GuiOpenEvent
L1412[15:52:05] <shadekiller666> any
ideas
L1413[15:53:00] <fry> shadekiller666: set
compiler level to java6
L1414[15:53:03] <PaleoCrafter> are you
sure you need to completely replace the vanilla GUI though,
Giraffestock?
L1415[15:53:11] <Giraffestock>
PaleoCrafter: yes
L1416[15:53:15] <Giraffestock>
Commandblock IDE-type thing
L1417[15:53:22] <Zaggy1024> is java 6
required now
L1418[15:53:24] <Zaggy1024> ?
L1419[15:53:43] <Giraffestock> I could
use a coremod (if those still exist?) or w/e, but that seems
unnecessary
L1420[15:53:55] <Zaggy1024> yes they
do
L1421[15:53:56] <PaleoCrafter> yeah, no
need for a coremod
L1422[15:54:04] <fry> it always was,
Zaggy1024
L1423[15:54:18] <fry> there's an issue
related to eclipse compiler now though
L1424[15:54:19] <PaleoCrafter> but what
IDE-type functionality do you want to implement?
L1425[15:54:24] <fry> that's being worked
on :P
L1426[15:54:32] <Zaggy1024> you mean 7
and 8 don't work anymore?
L1427[15:54:47] <Giraffestock> multiple
lines, regex (if commandblocks currently support that), auto-close
brackets/parenthesis, etc
L1428[15:54:57] <Giraffestock> I need to
do some research beforehand, just curious if its possible atm
L1429[15:55:10] <PaleoCrafter> you
technically don't need to replace the entire thing for that, I
think
L1430[15:55:27] <Giraffestock> but i dont
want to make a coremod or something, and I'd like it to be
client-side
L1431[15:55:40] <Giraffestock> (so it
doesn't do anything different in the end, just easier for the
user)
L1432[15:55:49] <Giraffestock> if that
makes sense
L1433[15:55:57] <PaleoCrafter> replacing
GuiCommandBlock.commandTextField should be sufficient
L1434[15:56:14] <Giraffestock> again,
dont want to change source code or anything
L1435[15:56:20] <Giraffestock> (or modify
at runtime)
L1436[15:56:41] <PaleoCrafter> you're
modifying at runtime when replacing the whole GUI as well
L1437[15:56:49] <shadekiller666> fry, i
set the compliance level to 1.6, though its still using the
1.8.0_66 jre, and same crash
L1438[15:57:10]
⇨ Joins: codahq
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L1439[15:57:12] <Giraffestock> I was
planning to just open the new GUI "over" the old
one
L1440[15:57:20] <PaleoCrafter> it's the
same :P
L1441[15:57:23]
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L1442[15:57:31] <PaleoCrafter> replacing
the text field only is the least invasive
L1443[15:58:12] <fry> shadekiller666:
what eclipse version?
L1444[15:58:25] <Giraffestock>
PaleoCrafter would I use an AT?
L1445[15:58:29] <Pennyw95> what are the
retromappings inside
projectDir\build\retromapping\retromappedReplacedmain.jar? It's
making my build fail..
L1446[15:58:30] <PaleoCrafter>
reflection
L1447[15:58:36] <Temportalist> Since
ItemStack doesnt implement equals or hashcode, can it really be
used as a key in a HashMap?
L1448[15:59:02]
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and Out!)
L1449[15:59:04] <PaleoCrafter>
TCustomHashMap, Temportalist
L1450[15:59:30] <PaleoCrafter> that
allows you to specify your own hashCode and equals
implementation
L1451[15:59:56] <shadekiller666> fry,
Luna 4.4.2
L1452[15:59:58] <Temportalist> like
this?
L1454[16:00:28] <Giraffestock> thanks
PaleoCrafter
L1455[16:00:35] <PaleoCrafter> no, look
at the parameters for TCustomHashMap :P
L1456[16:00:57] <PaleoCrafter> you pass
it a HashingStrategy
L1458[16:01:52] <PaleoCrafter> yeah,
although you probably shouldn't use Object :P
L1459[16:01:59] <PaleoCrafter> you're
storing ItemStacks after all
L1460[16:02:01] <Temportalist> gotta in
this case
L1461[16:02:06] <Temportalist> it is
storing more than ItemStacks
L1462[16:02:10] <PaleoCrafter> ah,
well
L1463[16:02:16] <Temportalist> But stacks
were the ones that popped out first
L1464[16:02:20] <Pennyw95> "Failed
to capture snapshot of input files for task 'sourceJar' during
up-tp-date check". What's causing this?
L1465[16:02:26] <Temportalist> most are
enums
L1466[16:02:58] <Temportalist>
PaleoCrafter: what about IBlockStates
L1467[16:03:08] <Temportalist> cause
those are keys as well
L1468[16:03:09] <Giraffestock>
PaleoCrafter I also plan to add buttons, a settings menu, etc, so I
think a custom gui is the way to go
L1469[16:03:39] <PaleoCrafter> those do
have a proper equals and hashCode implementation, I think
L1470[16:03:49] <PaleoCrafter>
TObjectFloatHashMap would be best for your purpose, btw ;)
L1471[16:04:06] <PaleoCrafter>
*TObjectFloatCustomHashMap xD
L1472[16:04:18] <PaleoCrafter> Valhalla
better come quickly
L1473[16:04:25] <PaleoCrafter>
Giraffestock, still all doable without a custom GUI :P
L1474[16:04:35] <Giraffestock> but would
a custom gui really hurt?
L1475[16:04:41] <Giraffestock> seems a
lot more simple
L1476[16:04:48] <PaleoCrafter> imagine
another mod trying to add a button
L1477[16:05:07] <Giraffestock> would
probably look bad/be out of place/overlap anyways
L1478[16:05:26] <PaleoCrafter> that's
easily fixable though
L1479[16:05:26] <Giraffestock> would it
be tough to write the mod as a custom GUI then switch to
reflection?
L1480[16:05:40] <Giraffestock> The reason
im against reflection is I have 0 experience with it
L1481[16:05:45] <Giraffestock> I do,
however, have experience with gui's
L1482[16:06:18] <PaleoCrafter> you have
to reflectively set exactly one field, the rest can be achieved
with other Forge evnts
L1483[16:06:19] <Temportalist>
PaleoCrafter: I dont think IBlockStates do. None of their
inheiritors override the equals or hashcode
L1484[16:06:29] <PaleoCrafter> well, they
don't really need to
L1485[16:06:49] <PaleoCrafter>
referential equality and the internal hashCode should be fine for
them
L1486[16:06:59] <Temportalist>
nevermind
L1487[16:07:07] <Temportalist> StateImpl
does
L1488[16:07:16] <Temportalist> I just
missed it cause the class was folded
L1489[16:08:02] <williewillus>
blockstates are immutable, and only one is ever made for each
distinct combination of property/values
L1490[16:08:11] <williewillus> so they
can get away with not implementing equals/hascode :p
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L1494[16:09:28] <williewillus> fry: I
figured out my AO pool color rendering thing, if I didn't tell you
already :p simply used
BlockModelRenderer.renderModelBrightnessColor and it worked
lol
L1495[16:09:45] <fry> well, good :P
L1496[16:09:50]
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L1497[16:10:07] <shadekiller666> fry, i'm
on eclipse luna 4.4.2
L1498[16:10:25]
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L1499[16:10:27] <fry> I saw
L1500[16:10:29] <shadekiller666>
currently downloading the fancy new eclipse installer for
Mars
L1501[16:10:38] <shadekiller666> or
whatever the latest is
L1502[16:10:45] <fry> that might help,
but I'm not sure it will
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L1504[16:12:05] <Giraffestock> as this
GUI is completely client side, do I still need to send a packet or
something to the server?
L1505[16:13:05] <Temportalist>
PaleoCrafter: how would I hashcode an Item?
L1506[16:13:08] <gigaherz> depends on
what you want to do, but generally speaking, yes
L1507[16:13:08] <williewillus> id stick
with whateer vanilla does
L1508[16:13:14] <gigaherz> you want to
talk to the server
L1509[16:13:18] <Temportalist> would
internal be sufficent?
L1510[16:13:23] <PaleoCrafter> Yep
L1511[16:13:31] <PaleoCrafter> You want
referential equality
L1512[16:13:45] <gigaherz> Giraffestock:
well actually
L1513[16:13:50] <gigaherz> you can keep a
gui purely client-side
L1514[16:13:51] <Pennyw95> "Failed
to capture snapshot of input files for task 'sourceJar' during
up-tp-date check". What's causing this?
L1515[16:13:53] <Giraffestock> gigaherz
im replacing the commandblock gui, so I dont see a need fo
rit
L1516[16:13:57] <gigaherz> such as config
screens
L1517[16:14:05] <gigaherz> but
L1518[16:14:16] <PaleoCrafter>
Giraffestock, with the non invasive solution you don't need packets
:P
L1519[16:14:16] <gigaherz> at some point
you want to save the contents of the commandblock, don't you?
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L1521[16:14:25] <Giraffestock>
PaleoCrafter link to point me in the right direction?
L1522[16:14:42] <Giraffestock> I dont see
how I only need to modify one method and use other events
L1523[16:14:48] <PaleoCrafter> On my
phone, so not really
L1524[16:15:07] <PaleoCrafter> Not
method, field :P
L1525[16:15:21] <Giraffestock> -_-
L1526[16:15:34] <Giraffestock> ill throw
together a mockup
L1528[16:16:41] <williewillus> (ugly
white artifacts between cubes)
L1530[16:16:52] <williewillus> *between
edges of cubes
L1531[16:17:12] <XDjackieXD>
williewillus: I have the same problem
L1532[16:17:18] <PaleoCrafter> Not white,
transparent :P
L1533[16:17:19] <williewillus> it's a
vanilla bug
L1534[16:17:25] <williewillus> since 1.5
i think
L1535[16:17:38] <williewillus> but I'm
pretty sure they said they fixed it in 1.7
L1536[16:17:48] <williewillus> though
knowing mojang "fix" probably just meant bandaid until it
breaks again
L1537[16:17:51] <williewillus> or rewrite
:p
L1538[16:18:04] <PaleoCrafter> Could use
Objects.hash, Temportalist
L1539[16:18:13]
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L1540[16:18:14] <Temportalist> ?
L1541[16:18:28] <Temportalist> oh
L1542[16:18:44] <Temportalist> even if Im
only testing 3 fields?
L1543[16:19:10] <Temportalist> Ooooohhh I
understand
L1544[16:19:15] <Temportalist> yay for
new things
L1545[16:19:21] <PaleoCrafter> Haha
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L1548[16:20:45] <shadekiller666> fry,
have you gotten a chance to look at the PR at all?
L1550[16:21:14] <shadekiller666> ok
L1551[16:22:11] <Zaggy1024> wow.
L1552[16:22:18] <Zaggy1024> git just ate
my fricken commit
L1554[16:23:16] <PaleoCrafter> Zaggy1024,
I'm sorry, but you'll have to check git's poop for your commit
now
L1555[16:23:43] <PaleoCrafter> It'll come
out eventually
L1556[16:23:58] <Zaggy1024> heh
L1557[16:24:00] <Zaggy1024> if only
L1558[16:24:17] <Zaggy1024> I guess I
should be glad it's not something that'll take me days to
rewrite
L1559[16:24:31] <williewillus>
PaleoCrafter: of ourse it's reopened, like every major bug :p
L1560[16:24:35] <williewillus> they
"fix" it
L1561[16:24:36] <williewillus> but not
really
L1562[16:24:39] <williewillus> so the
ticket gets reopened :p
L1563[16:24:51] <fry> Zaggy1024: git
reflog
L1564[16:25:16] <Zaggy1024> oh hye,
there's the commit
L1565[16:25:25] <Zaggy1024> so what
should I do, save a patch?
L1566[16:26:15] <PaleoCrafter> Oh hey,
Prof looked at it xD
L1567[16:26:55] <williewillus> it is
weird looking at the top bugs list
L1568[16:26:58] <williewillus> and not
seeing the boat desync ticket
L1569[16:27:20] <williewillus> probably
the most well known ticket in that tracker :p
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L1572[16:30:49] <dmf444> is there a list
of all the valid .json transformations?
L1573[16:31:21] <Zaggy1024> what kind of
json?
L1574[16:31:56] <dmf444> item model
.json, for "transform"
L1576[16:32:09] <Zaggy1024> perspective
transforms?
L1577[16:32:22] <Zaggy1024> there is no
way to list them, there's a near-infinite number of possibilities
:P
L1578[16:32:51] <PaleoCrafter> Oh, btw,
why no Scala? :P
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L1581[16:33:06] <Temportalist>
PaleoCrafter: it is in an API class
L1582[16:33:14] <PaleoCrafter> Ah
L1583[16:33:19] <Temportalist> I do my
APIs in java so that other's can actually implement
L1584[16:33:21] <williewillus> line 32 to
the end
L1585[16:33:27] <williewillus> defines
all the possible transforms
L1586[16:33:44] <dmf444> thanks
L1587[16:33:44] <williewillus> note that
translations using the forge json format are 1/16 of the
translations the vanilla model format uses
L1588[16:34:49] <dmf444> what
root-transform represents when the item is tossed on the
ground?
L1589[16:35:12] <fry> GROUND
L1590[16:35:25] <fry> didn't exist in
1.8, when I wrote that gist :P
L1591[16:35:34] <fry> should be
"ground" in the json
L1592[16:35:38] <williewillus> what is
FIXED? :p
L1593[16:36:14] <fry> I think item
frames
L1596[16:40:45] <PaleoCrafter> lol
L1597[16:40:56]
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L1601[16:46:35] <Giraffestock> (colored
vs opaque orbits)
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L1603[16:47:59] <williewillus>
opaque
L1604[16:48:11] <williewillus> it's a
little more cut out but it doesn't look invisible :p
L1605[16:50:27] <Pennyw95> weird...my
en_us.lang isn't saving the § symbol properly...why could that be?
(notepad++)
L1606[16:50:54] <Lumien> Try to save it
in ascii
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L1612[16:52:38] <Pennyw95> how? you mean
changing symbol?
L1613[16:54:54] <Lumien> no, encoding
-> ansi
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L1617[16:59:37] <dmf444> so i'm not
entirely sure, but i don't think "ground" works in the
.json
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L1619[17:01:02] <Pennyw95> Lumien well
it's better now...it doesn't delete the symbol in the .lang file,
but it shows up with a black ? in-game
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L1622[17:09:49] <MalkContent> fry: I just
do 2 different materials to unwrap on, don't I?
L1623[17:12:21] <Pennyw95> what if I try
standard UTF-8?
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L1630[17:21:15] <williewillus> how do I
set the position of an entity on server and force it to immediately
get sent to the client?
L1631[17:21:21] <williewillus>
setPositionAndUpdate doesn't seem to do anything
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L1633[17:28:12] <netz> Pennyw95: try
using the escape sequence for the character
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L1635[17:31:38] <Pennyw95> netz like
\"?
L1636[17:32:12] <diesieben07> utf8 should
be fine
L1637[17:32:24]
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L1638[17:32:28] <Pennyw95> my current is
ANSI
L1639[17:32:45] <Pennyw95> UTF8 without
ROM or the normal UTF8?
L1640[17:32:46] <diesieben07> eww :
L1641[17:32:48] <diesieben07> :D
L1642[17:32:54] <diesieben07> you mean
BOM
L1643[17:32:58] <diesieben07> and dont
use BOM
L1644[17:33:11] <Pennyw95> oops lol
L1645[17:34:14] <Pennyw95> switching to
UTF-8 encoding changed all the '§' with 'xA7'
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L1647[17:34:32] <Temportalist> CTRL-Z all
the way
L1648[17:34:32] <diesieben07> wut
L1649[17:34:44] <Pennyw95> is that okay?
Or do I have to paste the §s back?
L1650[17:35:08] <diesieben07> it should
be §
L1651[17:35:55] <Pennyw95> I checked
encode in instead of convert to...it was probably that
L1652[17:36:02] <diesieben07> yeah
:D
L1653[17:37:40] <Pennyw95> it
works...thanks man :)
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L1655[17:38:14] <diesieben07> np :)
L1656[17:38:24] <diesieben07> just use
utf8 everywhere and you'll be fine
L1657[17:39:02] <netz> Pennyw95:
something like \uDEADBEEF
L1658[17:39:08] <netz> yeah, fuck
BOM
L1659[17:39:13] <netz> and utf8
everything
L1660[17:39:15] <Pennyw95> what is bom
anyway
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L1662[17:39:52] <diesieben07>
ByteOrderMark
L1663[17:39:58] <diesieben07> not even
sure what its used for anymore
L1664[17:40:09] <diesieben07> something
with little endian / big endian
L1665[17:40:29] <diesieben07> if a file
has a BOM you can detect whether its LE or BE but nobody uses that
anymore
L1666[17:40:31] <diesieben07> something
like that.
L1667[17:41:08] <netz> its a bit of data
appended to the front of a text file
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L1669[17:41:16] <netz> sort of like a
magic number/shebang
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L1671[17:41:27] <Pennyw95> oh, ok
L1672[17:41:34] <Giraffestock> should
command block docs (in the textbox) be tooltip-mousehover based,
tooltip-cursor based (where you text cursor is), or
cursor/tooltip-popup base like on platinumgod.co.uk?
L1673[17:41:48] <netz> Pennyw95: just use
utf8 for everything you can
L1674[17:42:07] <Pennyw95> will do,
thanks :)
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L1678[17:49:48] <netz> Pennyw95:
build.gradle please :)
L1680[17:52:21] <killjoy> try clean
L1681[17:52:57] <Pennyw95> gradle
clean?
L1682[17:53:00] <killjoy> yes
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L1685[17:55:53] <killjoy> >manually
importing forge
L1686[17:55:53] <killjoy> wut?
L1687[17:55:56] <shadekiller666> anyone
know of an eclipse mars.1 java decompiler?
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L1689[17:56:42] <shadekiller666> why it
doesn't have a built-in one is beyond me... but it makes debugging
a pain in the ass
L1690[17:56:43] <diesieben07> Pennyw95,
ABANDON SHIP!!!
L1691[17:57:26] <killjoy>
"advanced"
L1692[17:57:31] <Pennyw95> I realized too
late it wasn't useful at all but heh
L1693[17:57:42] <killjoy> More like
"I don't know what gradle can do"
L1694[17:57:57] <killjoy> It's advanced
in it has more steps than needed
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L1697[17:59:17] <Pennyw95> so I must
interpret "abandon ship" as "create a new
workspace/forge setup and paste the code"?
L1698[17:59:43] <killjoy> abandon ship
meaning "delete and start over"
L1699[18:00:43] <diesieben07> yup
L1700[18:00:54] <diesieben07> the forge
download is an *example* workspace for YOUR mod
L1701[18:01:01] <diesieben07> it does not
contain anything related to forge :P
L1702[18:01:06] <Pennyw95> so making the
forge environment from scratch and pull from git :\
L1703[18:01:23] <diesieben07> no
L1704[18:01:25] <killjoy> if you saw my
build scripts, you'd probably be dissuaded from modding
forever.
L1705[18:01:27] <diesieben07> you pull
from git
L1706[18:01:29] <diesieben07> thats all
:D
L1707[18:01:34] <diesieben07> then you
run the setup tasks
L1708[18:01:59] <killjoy> pull for the
forge project or a mod?
L1709[18:01:59] <Pennyw95> that is,
setupDecompWorkspace and redownloading all the thing, isn't
it?
L1710[18:02:04] <Pennyw95> mod
L1711[18:02:09] <Pennyw95> src
L1712[18:02:25] <diesieben07> define
"all the thing"
L1713[18:02:41] <killjoy> yes, just do
setupDecompWorkspace
L1714[18:02:46] <diesieben07> yup
L1715[18:02:55] <killjoy> it does
"all the things"
L1716[18:03:03] <killjoy> then you can
eclipse and build
L1717[18:03:03] <Pennyw95> ok
then....I'll do that tomorrow with the library's wifi
L1718[18:03:08] <shadekiller666> fry,
using Mars didn't work
L1719[18:03:17] <Pennyw95> this also
means new folder and workspace
L1720[18:03:22] <killjoy> Penny, if
you've already downloaded everything, it doesn't redownload it
again
L1721[18:03:33] <shadekiller666> i set
the compiler compliance level to 1.6, same error, why wasn't this
an issue yesterday?
L1722[18:03:34] <killjoy> they're all
stored in ~/.gradle
L1723[18:03:43] <shadekiller666> or on
the OBJ_Loader workspace...
L1724[18:04:14]
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L1728[18:13:59] <Pennyw95> there's no
gradlew inside my folder, of course. So the steps are downloading
the forge mdk, and then running setupDecompWorkspace and I guess
it's done?
L1729[18:15:26] <netz> Pennyw95: if you
have gradle installed globally, gradle wrapper command installs
it.
L1730[18:15:37] <netz> Pennyw95: erm,
places the wrapper scripts into the folder
L1731[18:16:06] <shadekiller666> !gm
func_152455_a
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L1735[18:19:24] <Pennyw95> netz: erm I
don't think I got what you mean, is it that I can just run 'gradle
setup..' instead of gradlew because I setup the gradle PATH?
L1736[18:21:30] <shadekiller666> fry, any
ideas at all?
L1737[18:21:48] <shadekiller666> do i
dare open the OBJ_Loader workspace?
L1738[18:22:08] <fry> that error is being
fixed
L1739[18:22:20] <shadekiller666> right
now?
L1740[18:22:20] <fry> you can try to run
idea for now, but it's not easy
L1741[18:22:28] <fry> yes, right
now
L1742[18:22:35] <shadekiller666> ok
L1743[18:22:35]
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L1744[18:22:38] <fry> no idea if it'll be
fixed today though
L1745[18:22:48] <netz> Pennyw95: yeah, if
gradle is setup in PATH and such properly you don't need the
wrapper, but many people stick it on their repo for those that do
not have it.
L1746[18:22:52] <shadekiller666> was this
caused by a bad build of FG2 or something?
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L1750[18:25:31] <Pennyw95> netz: sorry, I
think my connection temporarely crashed. anyway can I use gradle
setupDecomp as well?
L1751[18:26:46] <gigaherz> Pennyw95:
gradlew just makes sure gradle is installed, and if not, downloads
it first
L1752[18:26:51] <gigaherz> then sends the
args to gradle
L1753[18:27:06] <gigaherz> so yes,
anything you do with gradlew, can be done directly with
gradle
L1754[18:27:14] <gigaherz> it just won't
download gradle for you
L1755[18:27:28] <Pennyw95> and since the
dude's trickery had me download gradle 2.10 and add the var PATH, i
can use that?
L1756[18:28:13] <netz> Pennyw95: yeah,
assuming its setup right.
L1757[18:28:51] <Pennyw95> gradle -v
gives 2.10 back, so I think it is
L1758[18:29:48] <Pennyw95> so where does
setupDecompWorkspace get the info from?
L1759[18:31:27] ***
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L1760[18:31:42] <netz> Pennyw95:
build.gradle
L1761[18:32:12] <Pennyw95> oh...sure,
that was silly to ask
L1762[18:32:23] <shadekiller666> fry,
what is the cause of the error?
L1763[18:32:58] <dmf444> is it considered
a bug when something works in dev, but not in "normal"
play?
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L1766[18:37:34] <netz> dmf444: yeah
L1767[18:37:42] <netz> I'd say so, at
least.
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L1773[18:48:21] <gigaherz> :3
L1775[18:48:25] <gigaherz> cone spell
rendering
L1776[18:48:56] <Pennyw95> nice :)
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L1779[18:53:17] <gigaherz> ugh
L1780[18:53:35] <gigaherz> rendering it
was fun, but I'm notsure how I'll do the actual checks XD
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L1782[19:01:16] <killjoy> gigaherz, how's
it look from the side?
L1783[19:02:27] <gigaherz> I didn't check
XD
L1784[19:02:34] <gigaherz> I mean, I know
how it is meant to look
L1785[19:02:48] <gigaherz> let me boot a
couple instances and take a screenshot from LAN ;P
L1786[19:04:34] <gigaherz> ugh opening 2
mc instances while ARK is open, bad idea
L1787[19:05:04] <gigaherz> 97% memory
usage
L1788[19:06:43] <williewillus>
minecreatr: is there a maven for chisel 1.8?
L1790[19:08:18] <killjoy> looks like a
backwards mach cone
L1791[19:08:38] <gigaherz> each
successive cone is thinner but slightly longer
L1792[19:09:57] <shadekiller666> fry, let
me know when its been unfucked, whatever it is...
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L1800[19:44:15] <Darva> Hrrm. What event
should i be listening to to change out the basic worldgen classes
in time? I've tried a number, and keep getting errors because
vanilla worldgen gets upset at what i've done.
L1801[19:44:29] <Darva> It works fine
when i create the world, the problem is when i reload the world,
after restarting minecraft.
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L1803[19:45:25] <Darva> Specifically,
it's erroring out inside vanilla getRandomizedSpawnPoint, because
the void world type generation is causing math to wind up negative
that shouldn't be negative.
L1804[19:47:33] <Cazzar> Wouldn't it
possibly be easier to implement your own world type, like BoP
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L1808[19:51:27] <Darva> I did...
L1809[19:52:23] <Darva> However, nowhere
in doing that do you specify the worldprovider, you have to do that
elsewhere.
L1810[19:53:24] <Darva> It works fine for
world creation, it's only in reloading the world that i can't
figure out where to interrupt, and replace the worldprovider before
any calls are made to the old one.
L1811[19:53:29] <Zaggy1024> fry, do faces
transformed so that they're not lined up with any side of the block
keep their cullFace?
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L1815[20:05:01] <netz> man fuck I'm in so
far over my head ;-;
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L1817[20:07:18] <Darva> Oddly, right
after i do DimensionManager.providers.registerProviderType(0,
VoidWorld.class, true), if i check DimensionManager.getProvider(0),
i get a null pointer.
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L1819[20:08:45] <Darva> I'd rather be in
over my head and confused, rather than apparently following the
intended path in the API, and receiving seemingly incorrect
results. Heh.
L1820[20:08:47] <gigaherz> Darva:
getProvider doesn't work unless the world is actually loaded
L1821[20:08:57] <gigaherz> it basically
does getWorld(0).provider
L1822[20:10:33] <williewillus> ugh I hate
vanilla mc
L1823[20:10:40] <williewillus> not a
single enderman
L1824[20:10:48] <Darva> But the world is
loaded, because it's in the middle of choosing a frigging spawn
point.
L1825[20:10:49] <gigaherz> lol they are
just rare
L1826[20:10:49] <gigaherz> XD
L1827[20:10:56] <gigaherz> they'll all
spawn when you don't need them anymore
L1828[20:11:01] <williewillus> mojang
hates farms and automation so much but you wonder why people build
giant farms for everything
L1829[20:11:07] <williewillus> because
the mechanic to acquire them is terrible
L1830[20:11:33] <gigaherz> it's not so
much that they "hate" farms
L1831[20:11:53] <gigaherz> they just
think creating giant farms too easily removes the challenge
L1832[20:11:55] <williewillus> they don't
like them at least, I recall a post about a dev stating that the
game is meant for you to mine and gather everything yourself
L1833[20:12:25] <gigaherz> then they
shouldn't include blocks that help with automation ;P
L1834[20:12:34] <williewillus> like when
they nerfed the iron golems for a half a snapshot before people
raged :p
L1835[20:12:54] <williewillus> some
people actually need a shitton of iron, but get super little play
time, so they build a farm for it
L1836[20:12:56] <gigaherz> if they really
hated farms
L1837[20:12:59] <williewillus> but nooooo
you have to mine everything
L1838[20:13:05] <gigaherz> they'd make
items NOT get carried by water
L1839[20:13:20] <Darva> Hopper
chains...
L1840[20:13:28] <gigaherz> they'd make
mobs not drop anything if they die on their own
L1841[20:13:39] <gigaherz> etc
L1842[20:13:46] <gigaherz> the fact that
they added stuff that helps with automation
L1843[20:13:52] <gigaherz> means they
can't really hate people making farms
L1844[20:13:57] <gigaherz> ;P
L1845[20:14:19] <gigaherz> Darva:
exactly, they owuldn't have added hoppers if they thought
automation was bad ;P
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L1849[20:18:07] <williewillus> just gonna
make a mod to double the enderman spawn rate :p
L1850[20:20:03] <Darva> Gonna try the
bruteforce and ignorance method around this issue. Will access
transformers remove final, or do i need to use reflection?
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L1854[20:22:48] <Darva> !dm
field_73011_w
L1855[20:22:58] <Darva> blah..
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L1861[20:27:49] <FF_Fire> help.
L1862[20:27:52] <FF_Fire> lol
L1863[20:28:13] <gigaherz> just ask, you
make us waste extra keypresses if you wait for someone to say
something
L1864[20:28:28] <FF_Fire> im getting
posting the gist now
L1867[20:29:27] <echosa> I can’t figure
out why or how to get the actual value of the stat.
L1868[20:29:32] <FF_Fire> null***
L1869[20:29:35] <killjoy> Why are you
referencing client stuff ina command?
L1870[20:29:40]
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L1871[20:30:03] <killjoy> You have an
instance of player given to you in the params of execute. Use
it.
L1872[20:30:21] <gigaherz> why do you
override compareTo with return 0?
L1873[20:30:22] <gigaherz> XD
L1874[20:30:35] <echosa> taht was default
generated code from IntelliJ
L1875[20:30:40] <echosa> I left it for
now
L1876[20:30:45] <echosa> (the
compareTo)
L1877[20:30:46] <killjoy> if (sender
instanceof EntityPlayer) player = ((EntityPlayer)sender);
L1878[20:31:03] <FF_Fire> i feel like
saying hi to l e x for the lols
L1879[20:31:04] <echosa> as for the
instance of player given… is that sender?
L1880[20:31:10] <killjoy> yes
L1881[20:31:11] <echosa> ah
L1882[20:31:17] <echosa> I didn’t konw
that relationship
L1883[20:31:26] <killjoy> that method
would crash the server anyway
L1884[20:31:39] <killjoy> because
net.minecraft.CLIENT
L1886[20:32:10] <killjoy> EntityPlayer
implements ICommandSender
L1887[20:32:11] <FF_Fire> oh great
LexManos! please help me. i need a java god!!!
L1888[20:32:25] <killjoy> You don't need
a god
L1889[20:32:30] <killjoy> a prophet will
work fine
L1890[20:32:34] <FF_Fire> lol
L1891[20:32:40] <killjoy> heck, even a
priest could work
L1892[20:32:51] <FF_Fire>
LexManos:^^^^^
L1893[20:32:58] <killjoy> Stop saying his
name.
L1894[20:33:02] <FF_Fire> ok
L1895[20:33:20] <killjoy> He's like
voldemort
L1896[20:33:22] <echosa> is this one of
those “even though you’re playing single player, you still need to
work with the server” type of situations? I assumed that since the
stats file is local, it would be a client thing. I’m obviously
terribly mistaken. (New to this whole modding thing,
obviously.)
L1897[20:33:25] <FF_Fire> can u help me
killjoy
L1898[20:33:36] <killjoy> I need
code.
L1899[20:33:41] <FF_Fire> voldemort
voldemort voldemort
L1900[20:33:43] <FF_Fire> lol
L1901[20:33:45] <echosa> You don’t say
his name. That’s like rule number 1 or something on the wiki.
L1902[20:33:45] <FF_Fire> kk
L1903[20:33:57] <FF_Fire> unless u need
him
L1904[20:34:01] <FF_Fire> it says.
L1905[20:34:08] <killjoy> echosa, stats
file was local... in 1.5
L1907[20:34:13] <killjoy> it's server in
1.6 and onward
L1908[20:34:29] <echosa> I never played
Minecraft before 1.6. :-P
L1909[20:34:40] <Darva> Even if it's not
on the wiki, it's in the freakin channel topic.
L1910[20:34:47] <FF_Fire> echosa
lol
L1911[20:34:59] <echosa> so, when I try
that code, getStatFileWriter() isn’t a method on EntityPlayer
L1912[20:34:59] <killjoy> don't laugh at
the newbies
L1913[20:35:08] <FF_Fire> :(
L1914[20:35:14] <killjoy> !gm
getStatFileWriter
L1915[20:35:24] <FF_Fire> i played alpha.
when it came out
L1916[20:35:30] <killjoy> hm
L1917[20:35:32] <echosa> it’s only on
EntityPlayerSP, it seems
L1918[20:35:38] <FF_Fire> its ok
echosa
L1919[20:35:57] <killjoy> it's
getStatFile
L1920[20:36:07] <Darva> ... So, i went
and directly set worldProvider in the World class, and it's still
somehow calling the vanila one that it doesn't have a reference to
anymore.
L1921[20:36:16] <killjoy> !gm
getStatFile
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L1923[20:36:32] <killjoy> why does sp
need a statfilewriter?
L1924[20:36:52] <FF_Fire> cause it
does.
L1925[20:36:53] <echosa> I don’t see
getStatFile() either.
L1926[20:37:00] <killjoy>
EntityPlayerMP
L1927[20:37:39] <echosa> Ah, cast to
EntityPlayerMP
L1928[20:37:42] <echosa> instead of
EntityPlayer
L1929[20:37:46] <echosa> trying that
now
L1931[20:39:22] <killjoy> note that this
uses older mappings and is for 1.7.10
L1932[20:39:37] <killjoy> though there is
1.8
L1933[20:41:04] ***
FF_Fire was kicked by LexManos (Your Shit Be Null LIKE THE FUCKING
ERROR SAYS))
L1934[20:41:30] <killjoy> he never said
it wasn't null. he said it wasn't void. lol
L1935[20:42:18] <gigaherz> well null is a
valid value
L1936[20:42:19] <gigaherz> XD
L1937[20:42:42] <LexManos> No not in this
context. Hence the error
L1938[20:42:57] <killjoy> it
compiles
L1939[20:43:02] <gigaherz> yeah I
know
L1940[20:43:05] <LexManos> doesn't mean
its valid.
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L1942[20:43:29] <killjoy> echosa, it
worked, yes?
L1943[20:43:34] <echosa> Sort of.
L1944[20:43:39] <echosa> The code works,
as in I get a number.
L1945[20:43:57] <killjoy> yeah, ticks is
actually seconds for that stat
L1946[20:44:00] <echosa> But the number
I”m getting is the number of ticks since I starting the game.
L1947[20:44:14] <echosa> not all the time
I’ve spent in that map ever, every day.
L1948[20:44:25] <killjoy> are you in
dev?
L1949[20:44:34] <echosa> I don’t
understand what you’re asking.
L1950[20:44:41] <killjoy> are you running
in eclipse?
L1951[20:44:45] <echosa> IntelliJ
L1952[20:44:49] <gigaherz> (or
IDEA)
L1953[20:44:52] <echosa> ^
L1954[20:44:52] <killjoy> using
--username program arg?
L1955[20:45:07] <Darva> Gah, i finally
got it fixed... But the solution is so ugly.
L1956[20:45:11] <echosa> Oh, no. I didn’t
kow about that arg.
L1957[20:45:20] <killjoy> Well of course
that's what it's showing
L1958[20:45:20] <echosa> Where does that
come into play?
L1959[20:45:28] <gigaherz> forge uses a
random player name
L1960[20:45:31] <killjoy> each time you
start minecraft in dev, you get a new player
L1961[20:45:33] <gigaherz> every time you
launch
L1962[20:45:38] <echosa> ಠ_ಠ
L1963[20:45:42] *
echosa feels like an idiot now
L1964[20:45:54] <killjoy> well, minecraft
uses Player{$rand.substring(0,3)}
L1965[20:46:03] <killjoy> sort of
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L1967[20:47:20] <killjoy> echosa, I just
noticed your generic list.
L1968[20:47:29] <killjoy> What's wrong
with you?
L1969[20:47:35] <echosa> So, do I need to
setup my actual Minecraft username? Or can I get a fake user?
L1970[20:47:49] <killjoy> just use
anything
L1971[20:48:10] <killjoy> You can use
--username youremail@gmail.com --password yourpassword
L1972[20:48:15] <killjoy> to log into
services
L1973[20:48:38] <Zaggy1024> Does
Minecraft load faster the more buttons I press?
L1974[20:48:43] <killjoy> YES
L1975[20:48:47] <killjoy> It's a proven
fact
L1976[20:49:04] <Zaggy1024> I'll be sure
to smash my keyboard to bits next time
L1977[20:49:08] <killjoy> in tf2 when
building a sentry, I hit it a few times with my wrench to make it
go faster
L1978[20:49:20] <killjoy> Use a
wrench
L1979[20:50:28] <Darva> But which kind?
An ic2 wrench, a TE wrench, an omniwrench?
L1980[20:50:31] <echosa> “ust noticed
your generic list.”
L1981[20:50:40] <echosa> more copy/pasta
code just to get going
L1982[20:50:53] <killjoy> Whoever you're
copying from, stop it
L1983[20:51:03] <killjoy> copy from
someone else
L1985[20:53:56] <killjoy> well then
L1986[20:55:44] <killjoy> Just go and add
<String> to that List
L1987[20:56:01] <killjoy> It's for your
own protection
L1988[20:56:08] <echosa> yeah, already on
it
L1989[20:56:17] <echosa> this was more
just exploratory code
L1990[20:56:24] <echosa> so I was lax in
things like that
L1991[20:56:36] <killjoy> bad habit
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L1993[20:56:45] <Darva> It shouldn't
matter in the declaration if it's list<string>, only in the
instantiation...
L1994[20:57:02] <killjoy> generics don't
matter in instantiation
L1995[20:57:18] <killjoy> Only if there's
args
L1996[20:57:24] <echosa> in other news,
after adding my username and password to the Minecraft Client
runtime configuration (had to use my real account, or I got auth
errors), it works. I have to use that runtime configuration and not
the gradle runClient command, though, which is what I was using
before.
L1997[20:58:51] <killjoy> in your
build.gradle: minecraft.clientRunArgs += [--arg1, arg2]
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L2001[20:59:43] <killjoy> $ has increased
by 2c in the past 2 years
L2002[20:59:50] <Darva> My biggest twitch
on the whole list bit is a silly one. Using an arraylist for less
than 6 items that will never change wastes the space of 3 pointers.
Heh.
L2003[21:00:18] <killjoy>
ImmutableList.of("a","b")
L2004[21:00:26] <echosa> Is there any
reason to use the gradle runClient instead of the Minecraft Client
run config? They both seem to work, and I dont’ have to modify
build.gradle for the latter to login.
L2005[21:00:45] <Darva> I'd just use a
linked list... It's not like it needs random access to the
list.
L2006[21:00:46] <killjoy> if you don't
want to use an ide
L2007[21:01:26]
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L2008[21:01:58] <echosa> Fair
point.
L2009[21:03:03] <Darva> I will never get
why the dev environment loves to spawn me underwater.
L2010[21:03:08]
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L2011[21:03:29] <killjoy> Because mojang
fixed it in 1.7
L2012[21:03:54] <Darva> My sarcasm
detector is failing me...
L2013[21:04:22] <Darva> I'm working with
1.8.9
L2014[21:06:23]
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L2015[21:07:06] <Darva> Does this seem
like a decent idea for a modded block with associated tools? A
chest with 9 slots, each slot holds up to 10 stacks of one item.
Then a pickaxe that when breaking blocks checks to see if those
blocks are in that chest, and if so and there's space, places it
directly into the chest, and a wand that functions similarly to the
builders wand, but pulls from the chest?
L2016[21:07:47]
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L2019[21:12:12] <echosa> Awesome. This
seems to be working rather well now. Thanks for all the help!
L2020[21:14:40]
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L2023[21:15:29] <killjoy> what is your
term emulator?
L2024[21:15:46]
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L2025[21:15:49] <primetoxinz>
terminator
L2026[21:17:12]
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L2029[21:21:18] <primetoxinz> I just
tried other term emulators, does the same thing
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L2032[21:29:58] <killjoy> could log4j.xml
be missing?
L2033[21:30:58] <primetoxinz> from
where?
L2034[21:31:54] <Darva> Hrrm, my blocks
are showing up extremly large in third person view...
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L2036[21:35:41] <Darva> I know if i set
up item jsons for each block i can prevent that, but i was told
that with recent updates to 1.8.9 that wasn't necessary anymore.
Was i told wrong?
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L2040[21:39:45] <M4thG33k> I'm still
learning how JSON files are formatted; if I want to translate the
render of a block in an inventory, how would I go about doing
that?
L2041[21:40:27]
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L2042[21:40:34] <shadekiller666> well, if
you use forge blockstate jsons you can define the item camera
transforms in the same file as the blockstates for the block
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L2044[21:41:20] <M4thG33k> is there
somewhere with a list of all those forge blockstate jsons?
L2046[21:42:45] <shadekiller666> thats
the spec for forge blockstate jsons
L2047[21:43:07] <shadekiller666> for
examples, take a look at the example mods on the forge github
repo
L2049[21:43:50] <M4thG33k> sweet.
Thanks!
L2050[21:44:20] <Darva> So you can take
the display block of json from the item jsons, and stick it in the
blockstate json instead?
L2051[21:44:21] <shadekiller666>
mhmm
L2052[21:44:29] <shadekiller666>
what
L2053[21:44:31] <shadekiller666>
yes
L2054[21:44:35]
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L2055[21:44:50] <shadekiller666> its
"transform": {}
L2056[21:44:59] <shadekiller666> instead
of "display": {}
L2057[21:45:08] <Darva> k.
L2058[21:47:46]
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L2060[21:49:33] <Darva> Yay!
L2061[21:50:17] <Darva> That was the last
issue before the version port was complete. Off to compile, final
testing and release.
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L2067[22:08:26] <Temportalist> what is
the best way to perform regression in java?
L2068[22:08:51] <primetoxinz> so I
redownloaded minecraft-server and it works now killjoy
L2069[22:08:58] <Temportalist> I need to
do quadratic regression on changing data
L2070[22:09:02] <killjoy> cool
L2071[22:09:18] <killjoy> Temportalist,
what do you mean?
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L2073[22:09:35] <sprtnsniper553> Hello
all
L2075[22:10:27] <sprtnsniper553> Would
someone be able to help me figure out why my inventory blocks
aren't rendering a texture, but the blocks in the world render
their models just fine?
L2076[22:10:40]
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L2077[22:10:53] <Temportalist> I am
replicating/reviving the Zipline mod, and one of the really neat
things done with rendering was dynamic sagging of rope. so I would
have an array of points (x, y) and I *need* to perform quadratic
regression on the data in order to find the slope at which to angle
each block of rope
L2079[22:12:09] <killjoy> Well there's
your equation
L2080[22:12:15] <Temportalist> killjoy:
if I am to use that, I need to update my mc environment to java8...
0_0 (im not opposed, just havent done so yet)
L2081[22:12:25] <Temportalist> killjoy:
but that is just sample data, not the actual data
L2082[22:12:32] <killjoy> You can just
use it for reference
L2083[22:12:35] <Temportalist> I need to
perform regression within the MC environment (java/scala)
L2084[22:12:37] <killjoy> it's easily
portable for j6
L2085[22:13:05] <killjoy> or use
retrolambda
L2086[22:13:27] <Temportalist> What the
heck are Easings?
L2087[22:13:40] <killjoy> think
tweening
L2088[22:13:46] <killjoy> start slow, end
fast
L2089[22:14:30] <Temportalist>
weird
L2090[22:14:42]
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L2093[22:16:57] <Temportalist> Basically
you are doing regression though
L2094[22:17:26] <killjoy> if I understand
what that is, yes
L2095[22:18:38] <killjoy> see the types
class for implementation equations
L2096[22:18:44] <killjoy>
s/class/package
L2097[22:19:58] <VikeStep> you can use
least squares fitting
L2098[22:20:16] <killjoy> I'm not sure
what that is.
L2099[22:20:30] <Temportalist> VikeStep:
explain?
L2101[22:21:19] <VikeStep> there is
probably a library online which implements it
L2102[22:21:31] <Temportalist> that is a
lot of math I am not prepared to do...
L2103[22:21:59]
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L2104[22:22:26] <VikeStep> apparently
Apache Commons has a "SimpleRegression" class
L2105[22:22:49] <Temportalist> VikeStep:
it is, but I am not sure how exactly to include it in my
project
L2106[22:22:59] *
Temportalist is not super used to gradle yet
L2107[22:25:20] <killjoy> apache commons
is already a dep
L2108[22:25:24] <killjoy> no action
required
L2109[22:25:28] <Temportalist> not the
math lib
L2110[22:25:31] <VikeStep> ^
L2111[22:25:52] <VikeStep> if I remember
correctly, there is a very easy way to implement least squares with
matrix maths
L2112[22:25:54] <tterrag> apache commons
is a collection of like 20 libs
L2113[22:26:12] <killjoy>
dependencies.compile 'org.apache.commons:commons-math3:3.6'
L2114[22:26:26] <killjoy> That's the
latest (Jan, 2016)
L2115[22:26:28] <tterrag> that won't be
sufficient out of dev :P
L2116[22:26:30] <killjoy> you may want
3.5
L2117[22:26:35] <killjoy> well yeah
L2118[22:26:42] <killjoy> you'll also
need to shade it
L2119[22:28:00]
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L2120[22:28:49] *
Temportalist just throws it in lib folder for now
L2121[22:30:08] <M4thG33k> If my block
textures aren't as bright as I think they should be (I'm baking my
own models), I know I should use lighting/color to help with this,
but I don't know exactly the best way to go about it. Can anyone
recommend a good tutorial/example for how to use them?
L2122[22:31:36] <tterrag> pics?
L2123[22:32:49] <shadekiller666> when
you're putting the color data into the large data array, you want
to have "double d = LightUtil.diffuseLight(<normal>.x,
<normal>.y, <normal>.z)", and then multiply the
r,g,b values with d
L2125[22:33:17] <McJty> Hmm, is there an
event for when loot is generated for a chest (as opposed to using
ChestGenHooks)?
L2126[22:33:42] <shadekiller666>
ohhhh
L2127[22:33:58] <VikeStep> yeah,
Temportalist, if that doesn't work out, there is an easy way to do
it with matrix multiplication. You need to make a Vandermonde
matrix (very simple), and then compute (X'X)^-1 * X'y where X is
the vandermonde matrix and y is the output of the approximation for
the quadratic function
L2128[22:34:16] <VikeStep> it is the
fastest method I know of quadratic regression apart from some kind
of gradient descent
L2129[22:34:30] <shadekiller666>
M4thG33k, in your block, override isOpaqueCube(), isFullCube() and
isNormalCube() or whatever the 3 are that the forge examples
override
L2130[22:34:34] <shadekiller666> and
return false from them
L2131[22:35:14] <M4thG33k> I'll try that;
I was missing one of those
L2132[22:35:57] <M4thG33k> nope...didn't
change anything :/
L2133[22:36:24] <M4thG33k> wait...
L2134[22:37:20] <M4thG33k> nope. didn't
change. (I had used isFullBlock() before...correcting that didn't
change anything)
L2135[22:37:40] <McJty> So there is no
event it seems. Pity
L2136[22:37:47] ***
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L2137[22:38:07] <shadekiller666> :/
L2138[22:38:20] <Temportalist> VikeStep:
how do I make that matrix?
L2139[22:38:48] <VikeStep> firstly, do
you know how matrix multiplication works?
L2140[22:38:55] <Temportalist>
vaguely
L2141[22:39:09] <Temportalist> yes
L2144[22:39:48] <VikeStep> is the
quadratic equation you end up with in a 2D place? aka
y=ax^2+bx+c
L2145[22:39:57] <Temportalist> yes
L2146[22:40:00] <M4thG33k> no other ideas
as to why my blocks are rendering "darker" than the
texture actually is?
L2148[22:40:12] <VikeStep> so you have a
list of x and y points?
L2149[22:40:15] <Temportalist> yes
L2150[22:41:00] <VikeStep> so basically
you will have 3 columns in the matrix and a row for each x
value
L2151[22:41:08] <VikeStep> and the row is
given by [1, x, x^2]
L2152[22:41:10] <tterrag> M4thG33k:
code?
L2153[22:41:31] <Temportalist> does they
Y matter?
L2154[22:41:36] <VikeStep> that matrix is
X, the matrix Y is a column vector of all the y values
L2155[22:41:39] <VikeStep> yes
L2156[22:41:51] <Temportalist> okay, one
second
L2157[22:41:59] <Temportalist> question:
are you okay looking over scala?
L2158[22:42:20] <VikeStep> coefficients =
inv(transpose(X)*X) * transpose(X)*y
L2159[22:42:24] <VikeStep> Temportalist,
sure
L2160[22:42:36] <Temportalist> let me
make the matrix first
L2162[22:43:35] <tterrag> wait, you
aren't even using an ISBM?
L2163[22:43:58] <VikeStep> coefficients
will be a 3x1 matrix corresponding to [a b c] in y=ax^2+bx+c
L2164[22:44:20] <tterrag> I dunno
then
L2165[22:44:35] <M4thG33k> No...? The
last person to help me just threw Botania code in my face so I
learned from that...
L2166[22:45:10] <tterrag> is it a static
model?
L2167[22:45:42] <M4thG33k> define
"static" in this case
L2168[22:46:09] <tterrag> not
animated
L2169[22:46:10] <VikeStep> Temportalist,
i should note that I don't know the library for matrix maths you
should be using that is already in the libs
L2170[22:46:23] <VikeStep> but whatever
it is, it needs to support psuedoinverse, because sometimes
matrices have no inverses
L2171[22:46:58] <M4thG33k> The textures
are not animated, per se, but the model is dynamically adapting
according to the TE
L2172[22:47:10] <tterrag> not
textures
L2173[22:47:13] <tterrag> the model
itself
L2174[22:47:14] <tterrag> is it
animated
L2176[22:47:42] <M4thG33k> Yes -
specifically the sphere changes size/rotates/translates
L2177[22:47:58] <tterrag> but only the
sphere?
L2178[22:48:15] <M4thG33k> For this
specific block, yes
L2179[22:48:22] <VikeStep> Temportalist,
yes that is correct
L2180[22:48:25] <tterrag> then only the
sphere should be done in TESR
L2181[22:48:33] <tterrag> as for the
lighting, I don't really know
L2182[22:49:15]
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L2183[22:49:20] <VikeStep> Temportalist,
btw if you wanted to fit to cubic you would add another column for
x^3
L2184[22:49:23] <M4thG33k> I'm not sure
how to render the tank and sphere separately unless I combine them
both within a TESR
L2185[22:49:37] <tterrag> er
L2186[22:49:41] <tterrag> you do the
sphere in TESR
L2187[22:49:47] <tterrag> and write a
normal block model for the rest of the block
L2188[22:49:48] <Temportalist> VikeStep:
cool, not gonna worry about it right now tho
L2189[22:50:06] <Temportalist> VikeStep:
what next?
L2190[22:50:19] <M4thG33k> I'll see if I
can manage that...
L2191[22:50:47] <VikeStep> Temportalist,
you need to find a library that does matrix maths
L2192[22:50:52] <VikeStep> i know
minecraft uses it sometimes
L2193[22:51:20] <VikeStep> you need to be
able to do: matrix multiplication, transpose, and get
pseudoinverse
L2194[22:51:30] ***
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L2195[22:52:51] <shadekiller666>
pseudoinverse?
L2196[22:53:07] <VikeStep> sometimes a
matrix can't be inversed
L2197[22:53:18] <VikeStep> so it has a
pseudoinverse
L2198[22:53:37] <shadekiller666> for the
other two i think java.util and/or the apache(?) libs would
suffice
L2199[22:53:53] <shadekiller666> do the
guava libs have matrix classes?
L2200[22:54:12] <VikeStep> I'm at work,
so I don't have my modding environment open
L2201[22:54:13] <tterrag> lwjgl and
stdlib (javax.vecmath) both have matrix classe
L2202[22:54:43] <M4thG33k> tterrag, It's
just as I had thought: the standard block model isn't
rendering...
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L2204[22:55:21] <tterrag> oh actually
javax.vecmath is from a lib
L2205[22:55:28] <shadekiller666> they are
both designed for 3d translation/scale/rotation matrix
manipulations, but i think they should work regardless
L2206[22:55:29] <tterrag> java3d
L2207[22:55:54] <Temportalist>
shadekiller666: use javax.vecmath for matricies
L2208[22:55:55] <Temportalist> ?
L2209[22:55:56] <M4thG33k> wait...I may
have figured it out...
L2210[22:55:59] <tterrag> M4thG33k: is
your render type -1?
L2211[22:56:24]
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L2212[22:56:33] <shadekiller666>
Temportalist, i tend to use the lwjgl one more i think, but either
one should do
L2213[22:57:12] <Temportalist>
shadekiller666: do you know the class path for the matrix of
lwjgl?
L2214[22:57:21] <M4thG33k> I had changed
it, but I guess hot swapping didn't actually update anything.
Restarting seems like it will work
L2215[22:57:26] <Temportalist> ohp
shadekiller666 found it
L2216[22:58:01] <shadekiller666> its
named the same as the java3d one so just type the name and select
the one from lwjgl :P
L2218[22:58:48] <tterrag> !gm
func_71560_a
L2219[22:59:05] <echosa> Apparently
there’s something abstract I haven’t implemented, but if that were
the case, why would it work when I run the client from IDEA?
L2220[22:59:10] <Temportalist>
shadekiller666: how do I instatiate data?
L2221[22:59:18] <shadekiller666> ?
L2222[22:59:20] <tterrag> echosa:
code?
L2223[22:59:34] <Temportalist>
shadekiller666: set the indices
L2224[22:59:38] <echosa> one moment
L2225[22:59:42] <shadekiller666> oh
L2226[23:00:06] <shadekiller666> there
should be a set method for the individual fields
L2227[23:00:17] <Temportalist> there are
variables
L2228[23:00:28] <shadekiller666> or one
set method for all of the variables
L2229[23:00:56]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L2231[23:01:30] <McJty> Bah, I hate
testing chest loot
L2232[23:01:40] <McJty> Can't find a
dungeon/village anywhere :-)
L2233[23:01:46] <shadekiller666>
Temportalist, the variables are m## right?
L2234[23:01:54] <tterrag> echosa: why is
your forge so outdated
L2235[23:01:58] <Temportalist>
shadekiller666: correct
L2236[23:02:06] <Temportalist> I know how
it workls, just hate doing by hand
L2237[23:02:20] <echosa> It’s the
recommended for 1.8
L2238[23:02:34] <shadekiller666>
...
L2240[23:02:52] <shadekiller666>
"recommended" just means that someone has decided to
label it as such
L2241[23:03:01] <shadekiller666> update
to latest
L2242[23:03:14] <shadekiller666> and make
sure its latest for 1.8.9
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L2244[23:04:09] <echosa> MultiMC has
given me issues with 1.8.9 before, so I’ve avoided. I can try it
again, I suppose.
L2245[23:04:14] <tterrag> don't use 1.8
lol...
L2246[23:04:15]
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L2248[23:04:21] <McJty> Works fine for
me. 1.8.9 is what you should do
L2249[23:04:24] <shadekiller666>
temportalist, are there not any other convienient
constructors?
L2250[23:04:26] <echosa> Anyway, that
doesn’t explain why it works when run from IDEA but not a MultiMC
instance.
L2251[23:04:32] <Temportalist>
shadekiller666: nope
L2252[23:04:46] <shadekiller666> :/
L2253[23:05:01] <echosa> If I make the
mod with 1.8.9 forge, will it only work for Minecraft 1.8.9? Or is
there some backwards compatibility?
L2254[23:05:22] <tterrag> it will work
with 1.8.8 or 1.8.9 (if you specify it as such)
L2255[23:05:27] <shadekiller666> as long
as you don't touch the Realms GUI code, you should be compatible
with 1.8.8
L2256[23:05:36] <shadekiller666> and what
tterrag said
L2257[23:05:45] <tterrag> but 1.8.9 is
the latest release and there's no reason to not support it
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L2259[23:06:26] <shadekiller666> and
there is almost never an "unstable" latest release
L2260[23:07:07] <Temportalist>
shadekiller666: what is the function to mutliply matricies?
L2261[23:07:18] <echosa> So, 11.15.0.1707
then?
L2262[23:07:19] <shadekiller666>
mul()?
L2263[23:07:26] <Temportalist> oh, wait,
read the javadocs...
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L2265[23:07:31] <shadekiller666>
lol
L2266[23:07:46] <echosa> and just ignore
the “Warning\: Forge Beta” (slash is actually in the message” at
the top?
L2267[23:07:49] <shadekiller666> open the
class and look through it :P
L2268[23:07:50]
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L2269[23:07:57] <shadekiller666>
yep
L2270[23:07:59] <McJty> echosa, of
course
L2271[23:08:10]
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L2272[23:08:32] <echosa> Ok. Let me try
getting the latest, copy my source over, build, and try it
again.
L2273[23:08:38] <shadekiller666>
...
L2274[23:08:48] <McJty> echosa, copy
source over? Just update your build.gradle
L2275[23:08:57] <McJty> And let gradle
handle the upgrade for you
L2276[23:09:19] <echosa> I figured I’d
keep an untouched copy as is, but I suppose there’s not more
reason.
L2277[23:09:21] <shadekiller666> change
the version in your build.gradle and rerun gradlew setup (is that
what you run?)
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L2279[23:09:47] <Temportalist> VikeStep:
what is 'y'?
L2280[23:09:48] <shadekiller666> you can
always change the version number back if something goes wrong
:P
L2281[23:10:04] <VikeStep> so you said
you have a lot of x and y points right?
L2282[23:10:16] <VikeStep> y is a column
vector of all the y points
L2283[23:10:23] <Temportalist> okay
L2284[23:10:30] <VikeStep> can't be a row
vector btw
L2285[23:10:33] <VikeStep> because of how
matrix maths works
L2286[23:10:39] <shadekiller666>
well
L2287[23:10:46] <shadekiller666> a vector
is a vector
L2288[23:11:02] <shadekiller666> you just
need to make sure you multiply in the right order with the right
indices :P
L2289[23:11:07] <VikeStep> yeah, it was
my bad terminology
L2290[23:11:13] <echosa> @shadekiller666
rerun setupDecompWorkspace?
L2291[23:11:19] <shadekiller666> ya
L2292[23:11:26] <VikeStep> but to make it
works, X needs to be nx3 and y needs to be nx1
L2293[23:11:34] <shadekiller666>
yep
L2294[23:11:38] <shadekiller666>
well
L2295[23:12:18] <shadekiller666> if
you're doing X*Y then X would have to be Nx3 and Y would have to be
3x1
L2296[23:12:35] <shadekiller666> wouldn't
it?
L2297[23:12:52] <echosa> > This
mapping 'snapshot_20141130' exists only for MC 1.8!
L2298[23:13:00] <shadekiller666>
!latest
L2299[23:13:08] <shadekiller666>
!!latest
L2300[23:13:09] <MCPBot_Reborn> ===
Latest Mappings ===
L2301[23:13:09] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L2302[23:13:10] <echosa> I like that it’s
still 2014 :-P
L2303[23:13:10] <MCPBot_Reborn> 1.8.9
snapshot_20160117
L2304[23:13:11] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L2305[23:13:12] <MCPBot_Reborn> 1.8.8
stable_20
L2306[23:13:12] <MCPBot_Reborn> 1.8
snapshot_20151128
L2307[23:13:13] <MCPBot_Reborn> 1.8
stable_18
L2308[23:13:14] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L2309[23:13:14] <MCPBot_Reborn> 1.7.10
stable_12
L2310[23:13:23] <VikeStep>
shadekiller666, its not doing X*Y
L2311[23:13:25] <shadekiller666> use the
top-most one
L2312[23:13:30] <Darva> Is there a way to
get a list of the available commands?
L2313[23:13:31] <echosa> I’m surprised it
was 2014 with 1.8
L2314[23:13:36] <Darva> like the !
commands.
L2315[23:13:38] <VikeStep> we are doing
coefficients = inv(transpose(X)*X) * transpose(X)*y
L2316[23:13:41] <VikeStep>
shadekiller666, ^
L2318[23:13:49] <VikeStep> it is least
squares regression
L2319[23:14:17] <shadekiller666> right
but doesn't that still end up doing X*Y?
L2320[23:14:29] <VikeStep> nope
L2321[23:14:39] <shadekiller666> and
isn't trans(X) * X == I ?
L2322[23:14:49] <VikeStep> if X is m by
n
L2323[23:14:54] <VikeStep> then transpose
X is n by m
L2324[23:15:07] <shadekiller666> so you'd
get nxn
L2325[23:15:12] <VikeStep> and no, that
is not correct shadekiller666
L2326[23:15:19] <VikeStep> X * inverse(X)
= I
L2327[23:15:24] <shadekiller666> oh
L2328[23:15:27] <shadekiller666>
right
L2329[23:15:35] *
Temportalist is tired and just wants to get this working
:P
L2330[23:15:42] *
Temportalist has class in 8 hours
L2331[23:15:42] <VikeStep> yeah, I'll
look at it now shadekiller666
L2332[23:15:54] <shadekiller666> ok
L2333[23:16:30] <shadekiller666>
temportalist, be glad you don't have to do this matrix math by
hand...
L2334[23:16:43] <VikeStep> that seems
alright Temportalist
L2335[23:16:47] *
Temportalist was thinking about it for a bit
L2336[23:16:47] <VikeStep> although I
personally don't know scala
L2337[23:17:01] <VikeStep> Temportalist,
I had to learn this stuff in my machine learning course
L2338[23:17:08] <VikeStep> it's all very
useful :D
L2339[23:17:19] <shadekiller666>
wait
L2340[23:17:41] <shadekiller666> in your
getMatrix3f, you have m11 and m12 both set to matrix(1)(1)
L2342[23:17:59] <Temportalist> well i
fixed that too
L2343[23:18:51] <VikeStep> the only
possible issue, is if tranpose(X) * X is non-invertible
L2344[23:19:03] <VikeStep> but, lwjgl
might handle that
L2345[23:19:12] <Temportalist> VikeStep:
that looks funny...
L2346[23:19:30] <VikeStep> ah, I made a
small mistake, the coefficients are different
L2348[23:19:43] <VikeStep> if you get [a
b c] coefficients, then that maps to cx^2 + bx + c
L2349[23:19:50] <VikeStep> cx^2 + bx +
a
L2350[23:19:56] <Temportalist>
what?
L2351[23:20:08] <VikeStep> for the
quadratic equation output
L2352[23:20:17] <VikeStep> why are there
9 values?
L2353[23:20:19] <Temportalist> which ones
are abc?
L2354[23:20:30] <Temportalist> because
Matrix3f.mul(outMatrix, this.getMatrix3f(yData),
coefficients)
L2355[23:21:03] <Temportalist>
Matrix3f.mul only accepts Matrix3f instances
L2356[23:21:19] <shadekiller666> what are
the dimensions of your input matrices and vectors
L2357[23:21:33] <VikeStep> I thought
matrix 3f meant it was a 3 dimensional matrix actually
L2358[23:21:35] <shadekiller666> 3x3 and
3x1?
L2359[23:21:35] <VikeStep> not 3
columns
L2361[23:22:00] <shadekiller666> that is
a 3 dimensional matrix?
L2362[23:22:03] <echosa> while trying to
update the forge version
L2363[23:22:03] <Temportalist> VikeStep:
you are right, it seems to be only square
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L2365[23:22:23] <VikeStep> ehhh, so your
vandermonde matrix will not be 3x3
L2366[23:22:26] <shadekiller666> echosa,
uhhh
L2367[23:22:27] <VikeStep> it will be
nx3
L2368[23:22:33] <VikeStep> where n is
number of x values
L2369[23:22:54] <VikeStep> i looked it up
and matrix3f is a 3x3 matrix
L2370[23:22:57] <Temportalist>
uuhhhhhhhhhhh
L2371[23:22:59] <VikeStep> not
3-dimensional
L2372[23:23:07] <shadekiller666> well
ya
L2373[23:23:12] <shadekiller666> echosa,
no idea
L2374[23:23:18] <Temportalist> so what is
wrong with the math exactly?
L2375[23:23:36] <echosa> Ok. Download new
sources form website and transfer src directory it is :-P
L2376[23:23:58] <VikeStep> Temportalist,
apparently GMatrix can be an nxm matrix
L2377[23:23:58] <netz> echosa: just
compare before and after
L2378[23:24:20] <shadekiller666>
GMatrix?
L2379[23:24:27] <VikeStep>
javax.vecmath.GMatrix
L2380[23:24:29] <Temportalist>
shadekiller666: vecmath
L2381[23:24:35] <shadekiller666>
O.o
L2382[23:24:38] <echosa> netz: compare
what before and after?
L2383[23:24:41] *
shadekiller666 didn't know that was a thing
L2385[23:25:08] <McJty> Would there be a
chance of Forge adding an event for when chest loot is
generated?
L2386[23:25:31] <VikeStep> Temportalist,
i gotta get back to work, sorry about that
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L2388[23:25:39] <Temportalist>
mhmmmm
L2389[23:25:40] ***
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L2390[23:25:46] <Temportalist> thanks for
what help you could provide
L2391[23:26:10] <netz> echosa:
build.gradle; and you may need to clean your cache if its breaking
that bad
L2392[23:26:12] <VikeStep> Temportalist,
double check that matrix.invert returns the new matrix
L2393[23:26:17] <VikeStep> i think it
does it in place
L2394[23:26:30] <echosa> just `gradlew
clean`?
L2395[23:26:33] <VikeStep> that's
probably why your current math doesn't work
L2396[23:26:38] <netz> echosa:
yeah.
L2397[23:27:51] <VikeStep> there is an
overload for invert which has an out paramter
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L2400[23:31:14] <Temportalist> getting
there, mixmatch at 43
L2401[23:32:29] <shadekiller666>
VikeStep, said that the output maps to [a,b,c] == cx^2+bx+a
L2402[23:32:31] <shadekiller666> i
think
L2403[23:32:31] <VikeStep> I don't know
how scala works, but could it be because assigning is pass by
reference?
L2404[23:32:51] <Temportalist> the first
transposed printed like this:
L2406[23:32:56] <VikeStep> that is, on
line 41 it is also transposing matrix_X
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L2410[23:38:55] <Temportalist> cc
shadekiller666 VikeStep
L2411[23:39:03] <Temportalist> if either
are around
L2412[23:39:41] <shadekiller666>
uhh
L2413[23:40:04] <shadekiller666> what are
the parameters for valid matrix sizes for mul()?
L2415[23:41:14] <VikeStep> well you can
see that this.nCol == var1.nRow && this.nCol == var1.nCol
is false
L2416[23:41:29] <Temportalist> but the
prints say otherwise
L2417[23:41:39] <VikeStep> can you print
just before mul?
L2418[23:41:45] <VikeStep> not before the
transpose
L2419[23:41:54] <VikeStep> I still think
it is an issue of pass by reference
L2421[23:42:49] <VikeStep> Temportalist,
there is a method called GMatrix.mulTransposeLeft
L2422[23:42:55] <VikeStep> which is
exactly what you want
L2423[23:43:37] <Temportalist> what do i
pass?
L2424[23:44:32] <echosa> Well, I’m using
the latest forge on 1.8.9 now. I updated my code to match the new
ICommand interface. The mod works when run from IDEA, but still
gives the AbstractMethodError when I try it in a MultiMC
instance.
L2425[23:44:55] <echosa> so the forge
version wasn’t causing that
L2426[23:45:07] <shadekiller666> sounds
like you're not building it correctly or something
L2427[23:45:07] <echosa> but it’s a good
thing I updated anyway, since the ICommand interface has
changed
L2428[23:45:25] <echosa> I’m just running
the “jar” command from gradle
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L2430[23:45:49] <cookta2012> how is
io.netty.handler.codec.DecoderException: The received string length
is longer than maximum allowed (21 > 20) this possible?
L2431[23:46:06] <M4thG33k> Is there a
simple way to check if any mods have been added/removed since the
last time the game was run?
L2433[23:48:42] <Temportalist> what would
be the mult of dims [11x3] & [3x11] be?
L2434[23:48:52] <shadekiller666>
11x11
L2435[23:49:16] <shadekiller666> matrices
can be multiplied if the column size of the left == the row size of
the right
L2437[23:49:47] <echosa> Welp… “gradle
build” is what I wanted, not “gradle jar”. :-/
L2438[23:49:47] <shadekiller666> and you
get a matrix with row size of the left one, and column size of the
right
L2439[23:49:54] <Zaggy1024> apparently
furnace experience is spawned on +0.5 z
L2440[23:49:56] <echosa> The good news
is: it works.
L2441[23:50:19] <echosa> The bad news is:
It too me way to long to figure that out.
L2442[23:50:26] <VikeStep> Temportalist,
I gotta head off now, (driving home), good luck
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L2444[23:50:53] <echosa> I’ve had to
piece info form various sources. Still, finally got it working, so
yay for that!
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L2450[23:59:10] <shadekiller666> couldn't
tell ya :P